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Suggestions/proposal thread!

Started by Anastasia, July 23, 2006, 11:12:52 AM

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Anastasia

I've said that I more than welcome suggestions for classes and other things to be unlocked. So whenever you have an idea, feel free to toss it into here and we can talk it over. I know Rat has a few.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Carthrat

Let's start with some KITS. I will actually be very brief in what I expect kits to have.


Assassin (Rogue Kit)

Skilled in dealing lethal blows without detection, and slipping away into the night, the assassin is the penultimate master of the knife in the back, but that's not all- his skills apply to every part of the murderer's art. (This kit is basically Rogue+ with a couple token disadvantages.)

Advantages

-Assassins can always use poison without risking poisoning themselves or misapplying the substance.

-Assassins have far more flexibility in a backstab than your usual rogue. They are capable of dealing backstab damage whenever they are undetected, not just from the back. Additionally, they can use a ranged weapon to deal critical damage.

-Assassins gain abilities with their backstabs when they actually come from the back, too, as seen on this table. Their progression for extra damage also rises.

Level/Affect
1-4 (x2 damage, save vs. paralysation or be slowed)
5-8 (x3 damage, save vs. paralysation or be stunned for 1d4 rounds)
9-12 (x4 damage, save vs. paralysation or be knocked unconcious)
12-16(x5 damage, save vs. death or die)
16-20(x6 damage)

The assassin is capable of using abilities lesser than the ones he has, however, opponents get a -4 penalty to their save for each multiple higher the assassin would otherwise have access to (i.e. a level 9 assassin could backstab for x2 and slow his opponent, with a -8 penalty to resist).

Disadvantages

-Assassins must be evil.
-Assassins do not get as many skill points as other rogues; 40 at level 1, and 20 for each level they gain.
-OH COME ON, rogues suck and this should so be how they normally work. >_>
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Anastasia

I like that. Nice and powerful, great for a mid dungeon unlock challenge. That'll work fine with maybe one tweak as things develop.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

One of my own suggestions, also twisting in an attribute from 3rd edition paladins.

Anti Paladin(Fighter category)

As a paladin, except:

Modified:

Detect evil/evil intent becomes Detect Good/good intent.
+2 to saving throws becomes -2 penalty to all saving throws the foe of the anti paladin has to make as a result of the anti paladin's actions.
Disease Immunity becomes Cause Disease. See table attached.
Aura of protection from evil becomes aura of offense vs good: A +1 to hit/damage versus any good targets with ten feet. This applies to anyone within the radius.
The Holy Avenger becomes an Unholy Blighter. Other effects vary from weapon to weapon.
Turning undead becomes commanding undead.
Must be CE instead of LG

Loses:

Lay on hands healing.
Healing diseases.
War Horse calling. Not fitting to this campaign.
Spellcasting.

Gains:

Poison immunity - even amid the darkness none can poison an anti paladin. It's noted that this is considered needed considering how many dark sects operate.
Unholy smite - See table below.

---

Cause Disease:

Level 1-5: Once per day, minor disease. Affect is -1 to an attribute or a -1 to attack rolls, damage or saving throws.
Level 6-10 Twice per day, major disease. Affect is -3 to an attribute or a -2 to saving throws, damage, attack rolls or so on, or more than one of those.
Level 11-20 Three times per day, critical disease. Affect is reducing one attribute to 3 and reducing others by -2, or massive losses to saves and damage.
Level 21+ Four times per day, target must save vs death magic or die from a spectacular disease onrush in the next round.

Paladins and Priests of certain good Gods are innately resistant or immune to this power, as are undead and other anti paladins. This is delivered by touch, an attack roll is needed in combat. Onset is immediate.

---

Unholy Smite:

+1 to hit damage per two levels of the anti paladin. Can be used once per day at levels 1-7, twice per day at 8-12, three times per day at 13-16, four times per day at 17-22, and five times a day all levels past that. This triples the damage of a successul critical as well and fully stacks.

An example of a possible kit. Go nuts, power can be all over the place.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

A magical item suggestion, and one I'm going to use since identifcation isn't really viable in this game.

Stone of Identification:

A smooth white stone, pearly white in color. When touched to a magical item the holder forever more knows everything there is to be about said item. Each stone works once and then loses it's power forever. Valued for quick and easy identification in the planes, and perhaps a needed tool in this hellish dungeon?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Carthrat

Specialized Fighting Styles- the definitive list! I'm raping the usual rules 'cos I think they suck, and something more modular is cooler. And raping 3rd.

All of these cost a proficiency slot.


Expertise: Attacks per round as if you were specialized (non-fighters only)

Offensive Specialisation: +2 damage, +1 to hit

-Crashing Wave Style: Can take a penalty to hit to gain a bonus to damage; up to 5 can be subtracted, and thus added. Two-handed weapons add 1.5 of this amount.
-Ocean-Slaying Strike: Once per day, the character can declare any single hit to be a critical hit.
-Whirlpool's Deadly Blow: The character may forgo his usual attacks to instead hit every target within melee range, making one attack per person.

Defensive Specialisation: +1 to hit, +1 to AC

-Fire-Stopping-Stroke: Can take a penalty to hit to gain a bonus to AC; up to 5 can be subtracted from the attack roll, and thus subtracted from AC.
-Vengeful Spark: The character can designate one opponent each round; if that opponent misses with a melee attack, the character can instantly make his own attack against him.
-Inferno's Radiance: Once per day, the character can make a counterattack for each and every attack made against him in a round.

Precision Specialisation:  +1 to hit, critical hit on 19-20.
Cloud-Carving Blow: Critical hits do x3 damage.
Sky-Splitting Technique: Any critical hit made by the character requires the opponent to make a save vs. death, or die instantly.


Frenzy Specialisation: +1 to hit, character can take a -2 penalty to all attacks to gain an additional attack this round.
Furious Winds: Character can take a -4 penalty get an additional 3/2 attacks over the next two rounds.
Symphony of Swords: Character can take a -6 penalty to all attacks and gain an additional 2 attacks over the next two rounds.


Iron Spirit Technique: +1 to hit, +1 damage, +1 AC; requires one form of specialisation.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

"Guy Who Always Has Detect Magic On" Wizard Kit.

Advantages - Detect Magic- always on!
Disadvantages - ?
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

Guns. Of the musket and flintlock variety. But revolvers would also be awesome. That said, the stats presented in the phb are for like the first muskets ever. I'm more thinking of something you can shoot, reload, shoot, reload, with a bayonet, and does.. oh, 1d20 damage a hit, or something suitably cool?
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

In fact, technology itself isn't really a bad idea, if it's used sparingly and cleverly.

And, of course, you can always cheat. =p
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Dracos

Kensai!

I'll look some up.

Dracos
Well, Goodbye.

Carthrat

The whole OA book if you want to get silly. >_>
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

The Magical Girl (Wizard Kit)

A defender of (emotion) and (ideal), The Magical Girl is an awe-inspiring symbol of everything that is (right/wrong) with (any noun for a group). With powers granted by (cosmic force), backed up by (people) and with a magical (pet) to advise her, the Magical Girl stands triumphant against every (adjective) force that rises against her (ideals)!

Dressed in distinctive (costumes) and frequently working in (groups), Magical Girls in D&D are always Wizards.

Advantages
-The GM will think you are cool, and be inclined to be more lenient when Bad Things Happen.
-You automatically get a familiar! The familiar is a cute pet that will frequently give useful advice (Augury 1/day).

-Additionally, whenever the Magical Girl is depressed (i.e. fails an important roll), their Secret Loved One will pop up, and dispense some inspiring words, as well as a pithy attack against one opponent!
(Secret Admirer: Makes one attack against an opponent with thac0 12; if it hits, deals 1d8+4 damage and opponent must save or be really angry and unable to act for a round. Also breaks any fear/morale effect currently on the Magical Girl.)

-Because your spells are cast with the righteous backing of your Ideal, and the spiritual guidance of your Emotion, they all count as 1 caster level higher!

-Magical Girls may select a particular alignment (good, evil, lawful, chaotic) which their ideals and emotions stand against! Their spells reduce the MR of any such creatures by 30%, and such creatures get a -2 on their saves vs. the Magical Girl's saves!

Disadvantages

-The GM will think you are hot, which will lead to all sorts of horrible jokes.
-Your familiar *never shuts up*. Don't expect to get anywhere silently.
-Whenever the Magical Girl witnesses something that violates her Ideal or Emotion, and cannot act immediately to defeat it, she takes a -2 to all rolls until it can be dealt with. (This stacks. Luckily, her Secret Admirer can remove this penalty... once per dungeon.)
-The Magical Girl cannot cast spells subtly. She must be very loud and obvious, thus making herself a target and giving away exactly what her spell does before it finishes completion.
-The Magical Girl can't deal with creatures that are of her alignment- they get +30% MR and +2 to all saves.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

Another thing I really want-

Single Weapon Style. The one that gives you extra AC if you only wield one weapon. The cap being removed would be nice, too.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Anastasia

That's in combat and tactics, isn't it?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Dracos

[11:46] <@Carthrat> Dune- it is in combat and tactics.
[11:46] <@Carthrat> I also believe it's in skills and powers
[11:46] <@Carthrat> And possibly the fighter handbook
[11:46] <Dracos> It's everywhere they've ever listed 'styles'
[11:46] <@Carthrat> Yeah
[11:46] * @Kotono nods. I'll fidn it.
[11:46] <@Kotono> -The GM will think you are hot, which will lead to all sorts of horrible jokes.
[11:46] <Dracos> As it's the most popular style in existance.
[11:47] <@Carthrat> Ironically, the least useful in real life
[11:47] <Dracos> Heck, the whole set of proficiencies there are always nice unlockers,, Kotono.  The ones in the mastery chapter and all.
Well, Goodbye.