Derro

The Leaping Gnome's page

RPG Superstar 2011 Top 8. Organized Play Member. 258 posts. No reviews. No lists. No wishlists.


RPG Superstar 2011 Top 8

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3.5 Loyalist wrote:

Ah, but the fun and frivolity can be drained by such warnings.

This game has unsettling content, you may be offended.
This game was traps which may offend you if your char is killed.
The attack bonus of some monsters may be unsettling.
You won't be able to play every type of char you want or use every feat you ever read. You may be offended by this.
---Etc.---

A lot of that is a given; if a player doesn't know or won't except the usual risks of Pathfinder, they should play a different game.

Maybe I should have said unsettling or inappropriate or something like that. If one of your players was abused/raped/tortured in real life you should know better than to include that content in your game. If you know your players, you should know what's off limits. It's a matter of respect.

3.5 Loyalist wrote:
Leaping Gnome, an initiative of 4 means the ogress rapist goes first. Grapple check time.

That's ok I'm greased. I'm always greased ;). I cast polymorph any object on her to turn her into a sexy gnome lady and then go with it. You can't rape the willing!

RPG Superstar 2011 Top 8

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Well I'm not entirely sure what makes these different races then. If you think about the real world, societies with caste systems tended to be within one culture.

Bloodcarver wrote:
Some still try and survive, and that makes magic sing in Low Elves veins. High Elves are so protected that they lost their natural knack.

I'm confused, the low-elves are more magically attuned because they operate away from the artifacts more often? The artifacts are what are keeping the high-elves protected? Would other races get some kind of magical aptitude?

Also why wouldn't the high-elves need to sleep? It seems like it would be more beneficial if it were the workers who only needed half as much sleep/meditation/rest. That, plus their low-light vision and long lifespan, would would give them a massive advantage, as far as building, farming, and where other manual labor is concerned, over other cultures.

So why are the high-elves the ones in power? Were these two races originally one species before magic went wrong? If they do not share a common ancestor, why are the both called "elves"? If the high-elves were always the custodians of these artifacts, did these low-elves arrive after the calamity or were they always thralls to the high-elves? If they arrived later, why not have a different race entirely?

I don't see much that is separating these races as individual races at the moment, but perhaps if I knew more about your setting I could offer more advice. Could you define the duties of the individual castes for me?

RPG Superstar 2011 Top 8

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3.5 Loyalist wrote:
Roll initiative.

I ROLLED A 4!

RPG Superstar 2011 Top 8

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Kain Darkwind wrote:

Here's the thing though. I completely respect what Leaping Gnome enjoys doing, and in fact, have done similarly (my Riptor from Killer Instinct in that same forum is done purely by the rules, savage fighter on top of a raptor).

However, d20 stats aren't simply gaming tools. That was their intent, but they can be utilized in other ways. In this case, it is similar to painting a picture. Rather than create 'Disney d20' or 'Mortal Kombat d20' with new classes, spells, abilities and whatnot that more perfectly capture the concept, I simply write in what they need. It is more of a snapshot of who a character is/what they did than a gaming tool. That said, it functions perfectly well within an actual game.

There are other NPCs who have always best functioned being built from HD rather than specific class levels. Demon lords and archdevils come immediately to mind. Given that players don't need to see "Sorcerer 16" on a character anymore than they need to see "Humanoid 14" who happens to use a sorcerer's bab and Will save, I don't see what the big deal is.

That's all very well and good, and I'm sure that offers a lot of flexibility with your creations, but when I come up with something I pretend as though I were writing for RPG Superstar (without the word limits and deadlines). Very specific rules must be followed and there is no opportunity to just make up abilities, unless you are designing something specific (such as an archetype, monster, or prestige class).

I'm sure your way works great, but it's not how Pathfinder developers do things. Maybe they should, but they don't.

RPG Superstar 2011 Top 8

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How about something like this:

Alchemical Bloodline

You either come from a long line of Alchemists, or your mother was exposed to the potions of an Alchemist while she was pregnant with you. You have been born with a knack for potion brewing. You always seem to get more out of healing potions, and are rarely harmed by acid and poison.

Class Skill: Heal.
Bonus Spells: enlarge person (3rd), alter self (5th), fireball* (7th), black tentacles (9th), transmute rock to mud (11th), flesh to stone (13th), statue (15th), polymorph any object (17th), meteor swarm* (19th).
*These spells always deal acid damage and the subtype of these spells changes to acid.

Bonus Feats: Agile Maneuvers, Brew Potion, Enlarge Spell, Great Fortitude, Improved Great Fortitude, Skill Focus (Craft [alchemy]), Spell Focus, Toughness.

Bloodline Arcana: Whenever you cast an area spell that deals hit point damage, creatures adjacent to the area take 1 damage per damage die of the spell. In addition, whenever you cast a spell that targets a single target and that deals hit point damage, that spell deals 1 damage per damage die of the spell to creatures adjacent to the target. Damage dealt by this ability matches that of the spell cast.

Bloodline Powers: Your ancestral immersion in alchemical reagent begets your focused magical talents.

Alchemical Goop (Sp): At 1st level, you can create a ball of alchemical goop and hurl it at targets within 30 feet. This goop acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The goop dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Alchemical Resistances (Ex): At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to acid increases to 10 and your bonus on poison saving throws increases to +4.

Alchemical Fortitude (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Better Living Through Alchemy(Ex): At 15th level, pick one discovery from the alchemist’s discovery list. You may not select any discovery that relies on the bomb, extract, or mutagen special abilities unless you possess that ability, you otherwise do not need to meet the prerequisites for this discovery.

Eureka (Ex): At 20th level, you gain powerful alchemical knowledge. You gain immunity to acid and poison. You also learn one grand discovery from the alchemist’s grand discovery list, but you may not select any grand discovery that relies on the bomb, extract, or mutagen special abilities unless you possess that ability. You otherwise do not need to meet the prerequisites for this discovery.

RPG Superstar 2011 Top 8

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I haven't seen anyone's take on Jafar from Aladdin yet so I thought I'd stat him out.

Jafar
Male Human Sorcerer 16 (Arcane Bloodline)
LE Medium Humanoid (Human)
Init +6; Senses Perception +16 (+20 with Iago)
Defense
AC 21, touch 15, flat-footed 19
(+4 armor, +3 deflection, +2 Dex, + 2 natural)
hp 84 (16d6+32)
Fort +8, Ref +9, Will +12
Offense
Speed 30 ft.
Melee +1 dagger +9 (1d4/19-20)
Spells Known (Caster Level 16th; concentration +21)
8th (3/day) -- polymorph any object (DC 26)
7th (4/day) -- greater teleport, instant summons, limited wish
6th (5/day) -- contingency, disintegrate (DC 24), ice crystal teleport (DC 21), legend lore, true seeing
5th (6/day) -- baleful polymorph (DC 23), beast shape III, dominate person (DC 20), overland flight, telekinesis (DC 23)
4th (6/day) -- dimension door, locate creature, minor creation, resilient sphere (DC 19), scrying (DC 19), wall of fire
3rd (6/day) -- dispel magic, hold person (DC 18), suggestion (DC 18), tongues, wind wall
2nd (6/day) -- bull’s strength, fire breath (DC 17), invisibility, resist energy, scorching ray, touch of idiocy
1st (6/day) -- burning hands (DC 16), identify, mage armor, obscuring mist, unseen servant, vocal alteration (DC 19)
0 (at will)-- dancing lights, daze (DC 15), detect magic, detect poison, ghost sound (DC 15), mage hand, prestidigitation, read magic, touch of fatigue (DC 15)
Statistics
Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 20
Base Atk +8; CMB +10; CMD 27
Feats Agile Maneuvers, Alertness (from Iago), Arcane Blast, Combat Casting, Defensive Combat Training, Empower Spell, Eschew Materials, Extend Spell, Improved Initiative, Quicken Spell, Toughness, Spell Focus (Transmutation), Still Spell
Skills Bluff +24, Disguise +21, Perception +16 (+20 with Iago), Spellcraft +20
Languages Common, Draconic
SQ Arcane Bond (familiar), Human Traits, Metamagic Adept (4/day), New Arcana (Ice Crystal Teleport, Locate Creature), School Power (Transmutation)
Combat Gear amulet of natural armor +2, cloak of resistance +2, ring of protection +3, potions of cure serious wounds [4]
Other Gear +1 dagger, staff of charming, contingency focus, scrying focus, limited wish materials (2), other possessions, parrot familiar (Iago)

Iago
N Tiny Magical Beast
Init +2; Senses low-light vision; Perception +27
Defense
AC 22, touch 14, flat-footed 20
(+2 Dex, +8 natural, +2 size)
hp 42
Fort +6, Ref +7, Will +12
SR 21
Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite +12 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 2, Dex 15, Con 8, Int 13, Wis 15, Cha 7
Base Atk +8; CMB +8; CMD 14
Feats Skill Focus (Perceptiont), Weapon Finesse
Skills Bluff +11, Disguise +11, Fly +5, Perception +27, Spellcraft +17
Languages Common
SQ Alertness (to master), improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar

RPG Superstar 2011 Top 8

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Bag of Parts

This small sack appears to be a bag of tricks when identified. Anyone reaching into the bag feels a small, fuzzy, and slightly lumpy ball. If the ball is removed it quickly turns into a severed hand, foot, or organ that bleeds or oozes profusely. The fluids stain the skin and clothing of the one who drew the ball a ghastly red/black/brown and a noxious stench cause the creature to become permanently sickened if they fail a Fort save. While stained, a creature takes a -2 penalty on any Charisma based skill checks involving creatures that find the stench revolting. On the plus side, animals will avoid the foul smelling individual unless forced or desperate.

A remove curse spell will remove all effects caused by the cursed item from the affected creature. The parts disappear one round after being dropped.

RPG Superstar 2011 Top 8 aka The Leaping Gnome

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Impaler (Fighter)

Originating from Cheliax, the Empire of Devils, the impaler uses a fighting style that emulates that of the barbed devil. Bristling with spikes, an impaler is a master of close combat, skewering foes against his armor and only relinquishing his grasp once there is nothing left but bloody meat.

Spike Expert (Ex): At 5th level, an impaler gains a +1 bonus on attack and damage rolls with spiked armor and spiked gauntlets. This bonus also applies to CMB and CMD for grappling. This bonus increases by +1 per four levels after 5th. This ability replaces weapon training 1.

Vicious Spines (Ex): At 9th level, when a creature ends its turn grappling with the impaler, that creature takes damage as though struck by the impaler’s armor spikes. This ability replaces weapon training 2.

Retaliatory Strike (Ex): At 13th level, when an impaler is hit by a melee weapon without reach, an unarmed strike, or a natural attack, he can make an attack with his spiked armor against his attacker as an immediate action. This ability replaces weapon training 3.

Grasping Barbs (Ex): At 17th level, whenever an impaler wearing spiked armor is hit by an unarmed strike or a natural attack, the attacker must make a Reflex save or automatically become grappled by the impaler. The DC of this save is equal to 10 + 1/2 the impaler’s level + the impaler’s Strength modifier. This ability replaces weapon training 4.

Meat Shield (Ex): At 19th level, an impaler gains DR 5/- whenever he is in a grapple. The damage prevented is instead dealt to another creature, of the impaler’s choice, that is engaged in a grapple with the impaler. This ability replaces armor mastery.

Impale (Ex): At 20th level, when an impaler has a creature pinned, he can choose to impale that creature with a successful grapple check. An impaled creature takes damage from the impaler's armor spikes and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the impaler's level + the impaler's Strength modifier. Once a creature has been a target of an impale attempt, regardless of whether or not the save is made, that creature is immune to that impaler's impale for 24 hours. Creatures that are immune to critical hits are also immune to this ability. This ability replaces weapon mastery.