HoUR Episode 1

Game Master TuxedoShmacked

HoUR Opening Theme


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With regards to the animal guide, can the piece of jewelry it turns in to be enhanced with appropriate abilities? Can the familiar benefit from those abilities while in familiar form?


Pathfinder Lost Omens, Rulebook Subscriber

This idea looks fascinating. Working on a submission now


Hooo, boy, this really got away from me... Not done the stats, yet, but Aveila would be a petite (small sized) human Paladin with a pony-sized Unicorn (reskinned Goat familiar with the Mauler archetype for medium size) which would ideally become her bonded mount at the appropriate level.

I would be going for a, mostly, classic Tsundere.

Background Sequence:
For all his life Andro had been handsome, rich, and vain, a true Taldan elite. But when he broke yet another girls heart she cursed him wishing he would feel the pain he caused others... The very next morning he awoke in the body of his tiny twin sister Veila, but when he went to... himself Veila/Andro laughed at him, telling him that if she could help it there was no way they were every switching back. She would come to rule their father's lands and he could marry some wealthy fat old man!

After throwing a fit and refusing to stop spouting "crazy lies" "Veila" was shipped of to a reformatory school in the middle of nowhere. Boarding with other girls she started to see them as real people, and realized what an ass she had been, even coming to forgive her sister knowing she might have done the same in her place.

The very day she forgave her sister, and asked the other girls to call her Aveila she found a mysterious Unicorn necklace at the foot of an oak tree. When she placed it around her neck a pony sized Unicorn appeared offering her a place at the House of Unyielding Radiance, and promising to stay by her side until true loves kiss frees her from the curse - a fact Aveila feels pretty ambiguous about.

Poorly Translated Theme Song:
A Unicorn riding Princess,
sure to pierce your heart!
A beautiful sunlight Princees,
sure to pierce your heart!
A radiant golden haired beauty,
surely the ultimate cutie!

But she cries a single tear,
and though no one else can hear,
she calls why, oh why,
can't you see that I'm a guy!
A perfect flawless Princess,
in almost every way!

A tiny perfect Princess,
brave as any Knight!
A glorious hard luck Princess
full of innocence!
A Unicorn Riding Princess,
sure to pierce your heart!


Just have to finish statting the spirit guide, but otherwise Kayin Ashok is ready for class!

Excerpt from Kayin's background.
Episode 1: Welcome to Jalmeray
After disembarking in the port city of Niswan, capitol of Jalmeray, Kayin sets off toward the House of Unyielding Radiance, his spirit guide leading the way. Though the fox shows no interest in his surroundings, Kayin has to struggle to avoid stopping in the middle of the crowded street and staring slack-jawed at one fascinating sight or another. His abbreviated sightseeing is interrupted by a sudden hard shove to his back that nearly knocks him off of his feet. As Kayin struggles to keep his balance, he realizes that this was no accident, for the person responsible quickly and skillfully strips the laden pack from his back before hurrying off into the crowd. With a shout of outrage, Kayin rights himself and sets off in pursuit, his ineffectual calls for someone to stop the thief drawing only curious glances from others on the street. Only with the aid of his spirit guide's keen senses is Kayin able to keep up, the fox easily discerning the thief's path by scent.

Kayin manages to follow the thief into a reeking alley, which his spirit guide flatly refuses to enter for any reason, and eventually corners him at the far end, which has been blocked shut by a shoddy wall. Rather than appearing frightened or worried, the ragged thug simply sneers at Kayin before giving a short, sharp whistle. It soon becomes evident that the whistle is a signal, because in response, a number of armed figures appear at various points in the alley. Most are humans, though there are a few tieflings as well, and all are armed with an assortment of nasty-looking weapons. The man holding Kayin's pack smiles nastily at Kayin as his confederates close in. "Since you've decide to enter our home without invitation, foreign filth, you'll be paying a tithe before we let you leave. Now strip off that blade, and the armor, and anything else you've got, and be quick about it! Otherwise, we'll cut you and take it off of your corpse," the sneering thug threatens with a meaningful glance at the armed accomplices at Kayin's back.

With a sigh, Kayin takes a short look at those standing behind him, then shakes his head slowly as he turns back to face the man with his pack. "Had you asked for a bit of charity, I'd have gladly given it, you know. But this? I'm afraid I can't let this pass. You must be brought to justice for your criminal acts." Kayin's words are followed by a short burst of music and a flash of light. Within seconds, the young human has been replaced by a cloaked figure, rapier out and ready for action. "If you surrender now, I'll go easy on you," the mysterious warrior says, clearly hoping that his offer will be accepted. When the thug before him simply draws a notched dagger in response, the warrior sighs again.

At the mouth of the alley, the sounds of battle can be heard quite clearly, curious onlookers peering into the gloom in an attempt to make out the cause, though with little success. Eventually, the sounds of weapons clashing are replaced with desperate begging for mercy, which quickly cuts off. After several long moments of silence, Kayin steps out of the alley, pack slung over his shoulders once more as he tugs his disordered clothing back into something resembling neatness. Kayin's spirit guide grins maliciously as Kayin steps out of the alley, the faint groans of battered cutpurses following him. "I do so hope you enjoyed that little diversion, because you're going to be late to the House's orientation program. And being late has penalties," the guide calls out as Kayin disappears down the street toward his new home and school at a flat-out run, pack thumping wildly against his back with each hurried step. The spirit guide glances briefly into the alley as a soft whimper issues forth, then sniffs dismissively and makes his way down the street in his erstwhile master's wake.

cue theme song

As the theme song plays, a montage of scenes begins, starting with Kayin's transformation into Karma. The scenes then shift to various battles featuring Karma fighting against a variety of foes, sometimes alone and sometimes alongside other costumed heroes. A few scenes show Karma on the losing end of a fight, only to be saved by the appearance of a snarling fox of impressive size, which tears into the foe, giving Karma a chance to recover. As the theme song approaches the end, the montage shifts back to Kayin, showing him in class, talking with other youngsters of various races, and finally, sliding head-first down a flight of stairs on his stomach. The slide, which looks quite painful, ends abruptly as Kayin slams into a wall with his face. Just as the song comes to a close, a rather heavy book lands on his head, and the scene pans back to the top of the stairs to show his spirit guide surrounded by a disordered pile of books and loose paper, laughing uncontrollably.


Crunch:

Surt Raganaganon
Suli Magnus (Elemental Knight) /2 (Advance Race Guide & Inner Sea Race Guide )
NG/ Small (Suli )
Int: +2
HP: 18 (2d8+1)
Senses: Low Light
HP 18/18|Int+2|PER:-2|BAB:+1|AC 16|Touch 12| FF| 14|FORT:+3|WILL:+2|REF:+2|
Defense
Perception:-2
AC:16 Touch:12 Flat Footed:14
HP: 18 (2d8+1)
Fort:+3 Ref:+2 Will:+2
CMD: +6
Defense Ability:
Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Offense
Speed: 30FT/6Squares
Melee:
+5 (+1 BAB/+4STR)
+6 (+1 BAB/+4STR/+1)
+1 Long Sword 1d8+ 5
+1 Star Knife 1d4+5
Range:
+3 (+1BAB/+2 Dex)
+4 (+1 BAB/+2DEX/+1)
+1 Star Knife 1d4+3
CMB:+5
Spells: 0/1=4/3
0 Level spells:
Light
Detect magic
Read magic
Ray of Frost 1d3 Frost Dmg
1st Level
Burning Hands: 1d4/level fire damage (max 5d4)
Magic Missile: 1d4+1
Shocking Grasps Touch delivers 1d6/level electricity damage (max 5d6).
Special Attacks:
Elemental Assault (Su): Once 2per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Stats
Str 18/+4, Dex 14/+2, Con 12/+1, Int 14/+2, Wis 8/-2, Cha 12/+1

Skills
Knowledge Arcana: +6 Profession (Sword Seller) +4, Spell Craft: +6, UMD: +5
Perform + 4, Acrobatics + 5
Feats: Extra Elemental Assault: Your elemental assault ability lasts an additional 2 rounds per day.
Traits: Mantis Bleeding: Whenever you confirm a critical hit with a slashing weapon, you also deal 1 point of bleed damage.
Clever Wordplay: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Special Abilities
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Gratuitous Garment Generation Sequence: The Magical Child gains the Dual Identity ability as well as the Transformation Sequence ability. Social talents may be granted as rewards to the group as a whole later in the game.
Dual Identity:
Transformation Sequence:
Mystical Talking Acceptance Letter: All potential entrants to HoUR are notified via a mystical, shape-shifting spirit animal sent to guide them back to the school. Even after arriving at the academy, these spirit guides will continue to serve characters in the form of a familiar. This functions as the Animal Guide ability with a few changes. Firstly, the spirit guide is always capable of speaking common, even before gaining the Speak with Master ability. Secondly, instead of having separate social/vigilante identities, the spirit guide can transform between its normal form and that of a specific inanimate accessory (usually a piece jewelry) as a move action. Familiar archetypes may be taken. Any class that receives a familiar normally has their familiar replaced by the spirit guide.
Sword That Will Pierce The Heavens! (optional): Players may choose to reduce their character's size to small with no ability adjustments. Regardless, any small characters always wield weapons as though they were one size larger.
Gear
1000GP
chain shirt 100gp
900gp
+1 Star Knife 174 gp
726 GP
+1 Long Sword 165GP
561 gp
Magus Kit 22gp
539 gp


My name Surt Ragnagnon of the Hidden Fire Leaf village. My parents where ninjas from the village and where guardians of the Clow Harrow cards. Recently a Arcanist from Nex came a across a scroll that allows what you to write come true. As the Arcanist Zoot Sparklegem used this scroll to find the last records of Nex's power gems. Zoot releases the power of the Clow Harrow cards upon my village. The Clow Harrow of the Frog of Fire took form of Giant djinni that has the appearance of a nine tailed frog. My parents died while saving the village & sealing the power of the 9 tailed frog within me. This transformation allows me to be Suli Elemental Knight by night. By day I am lazy swordsman who appears human. Recently I have received a letter to attend the School that will help train me to hunt down the rest of the Clow Harrow Cards and to stop Zoot Sparklegem. My letter turns into a water frog ninja that advises me. I am to keep my story as a secret. I am to come to the school as Sword Merchant learning to fight better. HoUR waits !!
After I get to the port city of Niswan, the capital of Jalmeray. I gather up my things from the cabin. The trip was short considering I had to come a small area to the north. I follow my spirit guide Frooaka to the school. Hey Boss He says to me as he hops from one area to the next. Don’t get loss here and stay away from the women. He warns me as I look at the beautiful women around me. My nose starts to bleed a little as I stare to long. My longsword is strapped to my back and my star knife is strapped to my side. I make my way to the school in a lazy fashion. Boss your late we need to hurry ! As I run faster I notice my flames are starting to show. So I slow it down as I enter the school. I see the Headmaster and bow Surt Raganaganon at your service .
Cue Epic Music

Silver Crusade RPG Superstar 2014 Top 16

LOL @ Apollyana *WAVE*


havel to finish Frooka stat block
Surt waits for moment for the Headmaster to say something when he notices the other students enter. Surt is red headed a new thing over the last couple of years. When Surt becomes "him". Everthimg changes the world becomes smaller and the air becomes hotter. Surt recalls one time he fought against a masked thief and during the fight "he" came out. The transformation was strange the air became fire around him. The sword he carried became bigger and had red edge. His magic seemed more natural and not so hard. The thief tossed fire on him and it did not seem to bother him. The Fire Frog burned bright in him.
He snapped back to the present and waited for the others.


This is what Narly has programmed on his wand of ghost sound. The guitar hooks keep him coming back.

When he's looking for something more modern and Tien sounding he likes stuff from game soundtracks like this.

But obviously his favorite would be this. It just speaks to him somehow.


Finally one of those rare weekends without work...I'll catch up on the recruitment and gameplay threads and answer any questions tomorrow morning.


I don't think this was addressed in previous posts, but can we actually use the Young template?


When you wrote that small characters could wield medium sized weapons it made me think of those anime where you have small kids wielding massively oversized weapons and twirling them around like flyswatter :P
then I figured "hey! I could probably build that!"
So from the inspiration of Rwby and using the Titan Fighter archetype I am going to come up with someone wielding a massive (large) weapon and spinning it around all over the place.
So: Male, Human, small child, large weapon (maybe a scythe? or glave? I like glaves), cleave feat, high acrobatics (need to get a pair of boots ASAP!).
Will have to think on it more, but you get the idea :)


Like I said in the other thread, I have no intention of playing, but if you want sometime else to bounce ideas off of I will be available. I'll be watching with great interest.


@Murasame Tadashi - Yes to scion of humanity only in student form, and yes to Perform(comedy) becoming Perform(sing).

@Sam C. - On enchanting animal guide jewelry: I'll have to think on that one, but the answer is probably yes.

@TheWaskally - Instead of the young template, you may optionally drop your characters size to small without ability score changes.

@GM Fez - Thanks! Definitely will be taking you up on the offer at some point, I may pm you a few of my notes later today.


Dotting in! So glad it's happening! Thanks Tux! I'll work up the character idea I had from the other thread, and post it here soon!


Tremetorideria (Tre to her friends, if she had any) is the only child of an elderly pair of Taldan alchemists, Aburianellia and Augenus. They encouraged her fierce appetite for learning and taught her all that they knew about alchemy. This was not merely enough to satisfy Tre and ever hungry to learn more she took to breaking into the libraries of her wealthy merchants and nobles in order to read their books. In one of the libraries she frequented she found an old spell book and much to her delight, after months of secretive practice was able to learn a few spells.

Tre was picked on by the local children for her small size, strange appearance, and studious nature. This caused her to become somewhat shy, prefering to watch from a distance than to interact with others. Being raised by healers also left her with a distaste for violence.

One day Tre was walking in the park, her nose in a book as normal, when she tripped over a small green reptile. "i'm awfully sorry" she began instinctively before being stuned into silence when the reptile replied "Don't worry about it, no harm done" A talking crocodile! Albeit a very small one. Tre had never heard of such a thing! Could it be an awakened animal, or polymorphed, or... Tre's train of thought was cut off when she heard "accepted by the House of Unyielding Radiance, the finest school on Jalmeray" . Tre's ears pricked up at the word school, "Are... are there many books?" she breathlessly asked.

Montage

During the theme song a montage shows a small, white haired sylph girl in a number of scenes such as; walking down a street with her nose in a book being jostled by other pedestrians, mixing a variety of chemicals causing the room to fill with purple smoke, hiding in a tree watching a group of other children talking, reading in the dark with a small floating orb of light over her shoulder. The montage ends with her entering the gates of the House of Unyielding Radiance and dropping her bag in shock.


Question: With all classes getting dual identities, does that mean that most (or perhaps all) normal class features are only usable in the "magical" identity? For example, would a sorcerer's spells and a hunter's animal focus only be usable while transformed?

Silver Crusade

I am watching this with interest, though not interested in making a character. Although, I am wondering what characters will come out from this.


SodiumTelluride wrote:
Question: With all classes getting dual identities, does that mean that most (or perhaps all) normal class features are only usable in the "magical" identity? For example, would a sorcerer's spells and a hunter's animal focus only be usable while transformed?

As with vigilante, abilities other than social talents are usable in both identities.


Here is Roycilo's submission. Still working on her, but I'll be dividing my time between working on her and posting in the gameplay thread.

Sanna is the grumpy, dark clothing-wearing massive weapon wielder. The kind who was probably an antagonist in another show, and is now the anti-hero type. She's a Wereboar-Kin Skinwalker Titan Mauler Barbarian. I like the idea of playing with both the Transformation Sequence ability, and still having another minor shapechange for when she needs to "Power Up".

She's tiny, and has a huge strength score, because reasons.

Silver Crusade

TuxedoShmacked wrote:
SodiumTelluride wrote:
Question: With all classes getting dual identities, does that mean that most (or perhaps all) normal class features are only usable in the "magical" identity? For example, would a sorcerer's spells and a hunter's animal focus only be usable while transformed?
As with vigilante, abilities other than social talents are usable in both identities.

So what are the benefits of transforming? Just flavor?

Edit: The Transformation Sequence and Animal Guide links in the first post, under the template spoiler, don't go anywhere.


Try reading the original Magical Girl Archetype here.


MattZ wrote:
TuxedoShmacked wrote:
SodiumTelluride wrote:
Question: With all classes getting dual identities, does that mean that most (or perhaps all) normal class features are only usable in the "magical" identity? For example, would a sorcerer's spells and a hunter's animal focus only be usable while transformed?
As with vigilante, abilities other than social talents are usable in both identities.

So what are the benefits of transforming? Just flavor?

Edit: The Transformation Sequence and Animal Guide links in the first post, under the template spoiler, don't go anywhere.

Sanna Shalloreen wrote:
Try reading the original Magical Girl Archetype here.

I was kinda thinking the same thing. Without vigilante talents, I guess the only benefit is that your familiar takes on its vigilante identity as well.


Hope everyone had good day!

RPG Superstar 2012 Top 32

I believe the benefit of transforming is that other students don't know your secret identity... so if the student council president secretly summons a demon and you/we defeat it in non-student form she can't plot revenge against our student selves. (I think it's really primarily for fluff/flavor, not really intended for mechanical benefits)


Yeah, the transformation is mainly fluff - even the whole secret identity bit won't come into play unless you leave the school (most students would transform in full view of their peers for the purposes of duels and whatnot).

Of course, the very first adventure will in fact take place away from school on the New Students Orientation Field Trip.


Shiromori's Vignette:
A small girl, even for a halfling, hunkers down in an alley, resting her head and breathing heavily, her scrawny form hidden behind a crumpled wooden box and other pieces of detritus. "Idiots from the Unblinking Flame are never gonna find me here," she mutters, a wry smile that shows no teeth twisting her face. Slowly, covetously, she reaches inside her patchy, worn coat and peeks inside the mouth of the draw string bag. The dancing golden light of whatever is inside shines across her dark hair for a moment, before she snaps it shut, looking up into the face of a huge beast in front of her. Startled, she kicks out, connecting with the side of its face, then spins a second time, punching it. It shifts slightly with annoyance and swings one of its large, shadowy forelimbs, sending her spinning down the alley. The trinket bounces out of the drawstring bag--a shiny bauble with dancing lights inside. Stepping into the light closer to the alley's mouth, the huge, purple walrus brings down one meaty flipper, crushing it. A wisp of magic and glamour escapes. "Shiromori Okyoni," says the walrus, slowly ambling towards the halfling, who backs away in fear, her feet scrabbling on the cobblestone. "I did not think the one I sought was only a common thief." It grumbles again, as the halfling girl--Shiromori--manages to find her footing, turning to leave. Instead, she's immediately sent tumbling back the way she came, her head coming to rest against the walrus' blubber. Three long, tall girls stand at the mouth of the alley. The elf girls are young and willowy, dressed in finery, but the extended fist of the blonde in front was solid and strong.

"So like, you're the halfling who took my present from my dad," she says, angrily, her mouth revealing dazzling white teeth. "Nobody messes with the House of Unblinking Flame! We're gonna, like, beat the snot out... Of... You?" Her gaze slowly slides up into the face of the purple walrus. It's nearly as tall as she is. "Like, why do you have a pet walrus? You freak!"

"Shiromori," says the walrus, portentously. "Do you wish to have the power to escape your enemies?" The halfling stares up at the huge form, glancing back at the angrily advancing elf girls, and nods. "Take my flipper," says the walrus. "Today you accept your place in the House of Unyielding Radiance!" She does, and there is light, sparkling gold just like the bauble, and she feels herself floating, spinning, warm. Fresh clothes, clean and pressed and tailored with a perfection she has never felt draw themselves from nothing and cinch across her body. A weapon, she feels, spins naturally in her hand, twisting itself to flawlessly fit her grip. Her eyes skyward, she descends, slowly, her feet landing lightly, clad firmly in shoes she didn't have before. She twirls her weapon like a baton, opening her eyes, expecting to see the elf girls fearful, and instead finds them doubled over with conniptions of laughter. She glances down. The club in her hand is striped, like a candy cane. Past the huge, lacy ruffle on her collar, the sort a clown might wear, she can see she's clad in exquisitely constructed and utterly garish yellow and purple stripes. A broad leather belt cinches down pants almost a dozen sizes too large for her, oversized cuffs adorn her gloves and boots. She turns in disbelief, and she hears slight jingling from the jester's hat that worked its way onto her head at some point. She can't see the harlequin makeup powdering her face to be shocked about it, but she has enough concerns.

"What the fu--"
--Ryuusei no! Ai ga kimi ni! Isshun no hikari okutteru, yeah!
Eien no yume mite... ROLLING GO~!

Well, this sure is a thing I just wrote. Actual crunch coming tomorrow when I have access to my books again. Intent is to make a comically serious neutral thief character, who has all the magical girl trappings of somebody about a hundred times more... Ostentatious, and is not at all happy about it.

Silver Crusade

What if the Automatic Bonus Progression stuff only takes effect when transformed? then it would be a "Power Up"


I like it. Automatic progression only when transformed is official.


I... think I can make that work. *Glances at character builder* I might also work on another idea or two. After all, there's plenty of kinds of magical girls...


But you get to decide every day what from you take. So why bother ever being in your "social" form?

I mean as set out it's not in the style of Kill la Kill, where everyone pretty much knows everyone due to the huge red font used to introduce them? Kill isn't really a magical girl show any more than Death Note is a crime drama. They just use the trappings of those shows but are both are in fact power up fight shows more akin to Dragon Ball Z, Bleach, and One-Piece.

Not that I mind. Just super Sayan.

Scarab Sages

How much longer before recruitment closes?


Shiromori Okyoni - Radiant Clown!:

Race: Halfling
Player: Aloha-Shirt-Samurai
Classes: Rogue2
Hit Points: 18
Experience: 2000 / 5000
Alignment: Chaotic Neutral
Vision:
Speed: Walk 20 ft.
Languages: Common, Halfling
Stat Score Mod
STR 13 (+1)
DEX 18 (+4)
CON 13 (+1)
INT 10 (+0)
WIS 12 (+1)
CHA 15 (+2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 10 2.0 4 4
Acrobatics (Jump) 6 2.0 4 0
Appraise 0 0.0 0 0
Bluff 7 2.0 2 3
Climb 7 2.0 1 4
Craft (Untrained) 0 0.0 0 0
Diplomacy 2 0.0 2 0
Disable Device 8 2.0 4 2
Disguise 2 0.0 2 0
Escape Artist 8 2.0 4 2
Fly 5 0.0 4 1
Heal 1 0.0 1 0
Intimidate 2 0.0 2 0
Knowledge (Local) 5 2.0 0 3
Perception 8 2.0 1 5
Perform (Untrained) 2 0.0 2 0
Ride 3 0.0 4 -1
Sense Motive 6 2.0 1 3
Sleight of Hand 9 2.0 4 3
Stealth 12 2.0 4 6
Survival 1 0.0 1 0
Swim 0 0.0 1 -1
-------------------------- Feats ---------------------------
Dodge
Your training and reflexes allow you to react swiftly to avoid an opponent's attack.

Martial Weapon Proficiency (Sword Cane)
You understand how to use your chosen martial weapon in combat.

Weapon Finesse
-------------------- Special Abilities ---------------------

Animal Guide:

A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar.

Shiromori's Animal Guide is Plum-Royal Boscoe the Magnificent, a purple walrus. I used seal stats for him since I couldn't readily find a walrus Familiar.

Transformation Sequence:

A magical child can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions.

Shiromori's transformation sequence is incredibly garish, blasts deafening calliope music, and is usually only initiated by Boscoe punching her into it.

------------------------ Templates -------------------------

Magical Girl!

Gratuitous Garment Generation Sequence: The Magical Child gains the Dual Identity ability as well as the Transformation Sequence ability. Social talents may be granted as rewards to the group as a whole later in the game.?

Mystical Talking Acceptance Letter: All potential entrants to HoUR are notified via a mystical, shape-shifting spirit animal sent to guide them back to the school. Even after arriving at the academy, these spirit guides will continue to serve characters in the form of a familiar. This functions as the Animal Guide ability with a few changes. Firstly, the spirit guide is always capable of speaking common, even before gaining the Speak with Master ability. Secondly, instead of having separate social/vigilante identities, the spirit guide can transform between its normal form and that of a specific inanimate accessory (usually a piece jewelry) as a move action. Familiar archetypes may be taken. Any class that receives a familiar normally has their familiar replaced by the spirit guide.

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 19 / 16 / 15
Initiative: +4
BAB: +1
Melee tohit: +3
Ranged tohit: +6
Fortitude: +2
Reflex: +9
Will: +2
Unarmed attack:
to hit: +6
damage: 1d2+1
critical: 20/x2
Sword Cane (Small):
to hit: +3
damage: 1d4+1
critical: 20/x2
Dagger (Small):
to hit: +6
damage: 1d3+1
critical: 19-20/x2
Dagger (Small/Thrown):
to hit: +6
damage: 1d3
critical: 19-20/x2
range: 10 ft.
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Sword Cane (Small) 1 2lbs
Studded Leather (Small) 1 10lbs
Dagger (Small) 1 0lbs
Climber's Kit (Small) 1 1lbs
Grappling Hook 1 4lbs
Masterwork Thieves' Tools 1 1lbs
Oil (1 Pint Flask) 3 3lbs
Potion of Invisibility 1 0lbs Special: Grants invisibility for 3 minutes or until you attack
Potion of Pass without Trace 2 0lbs Special: Leave no footprints or scent trail while moving for 1 hour
Potion of Spider Climb 1 0lbs Special: Climb and travel on vertical surfaces for 30 minutes
Rope (Silk/50 ft) 1 5lbs Special: 4 hp, DC 24 Strength check to burst
Total weight carried: 26.75 lbs.
Current load: Light
Encumbrance
Light: 37
Medium: 75
Heavy: 112

------------------------ Description -----------------------
Height: 2' 8" Weight: 30 lbs. Gender: Female
Eyes: Black
Hair: Black,Short bob
Skin: Tan
Dominant Hand: Left
Full Description

Shiromori is on the small side, even for a halfling. She is well-tanned from a life spent outdoors and has soft, cute features. A bit shy and unusually serious, she is usually watching the room, looking for potential threats and purses to snatch. She wears the House of Unyielding Radiance Armored School Uniform First Star (leather armor cut roughly in the shape of a sailor uniform).

When transformed, Shiromori is ridiculous. Her outfit is a yellow and purple striped suit several sizes too big, cinched on tight with a broad leather belt and a pair of leather gloves and boots that fit perfectly, but have cuffs for someone much larger. Her weapon when transformed is a candy-cane striped sword cane, and any weapon she uses while transformed takes on a similarly garish appearance. Shiromori hates her magical girl form and will avoid transformation. Unfortunately, Boscoe the Magnificent can make her transform by punching her with his flipper.

Shiromori's Background:
Shiromori grew up in the school of unfortunately hard knocks. Her parents left her to be raised at an orphanage when she was only six years old, and the caretakers fed her less than they should have--which, at a svelte two feet six for most of her life, was very little indeed. Forced to choose between stealing her food and starving, she developed quick hands, but not quick enough to stop her from getting caught and thrown out onto the street. She made a living there for a time, and realized that if she was cautious and quick, she could get everything she needed and no one would be the wiser.

Of course, she couldn't stop herself from taking trinkets from those stuckup yuppies at the House of Unblinking Flame. Cornered, unable to escape and about to be beaten within an inch of her life, her new spirit guide saved her by allowing her to transform for the first time into her shamefully flamboyant alter-ego--Radiant Clown! Now a dedicated student at the House of Unyielding Radiance, Shiromori does her best to learn, stay out of trouble, and never, ever, ever transform in front of anyone who knows her name. Her purple walrus, Plum-Royalty Boscoe the Magnificent, however, does his best to guide her and force her into the spotlight she loathes at every opportunity.

Woo, I'm not as familiar with pathfinder as I thought I was, so I hope I did all that right!

ETA: Woops, forgot about the bonus skill points from classes at the academy. Added those in now.


Narly, kenka bancho! wrote:

But you get to decide every day what from you take. So why bother ever being in your "social" form?

I mean as set out it's not in the style of Kill la Kill, where everyone pretty much knows everyone due to the huge red font used to introduce them? Kill isn't really a magical girl show any more than Death Note is a crime drama. They just use the trappings of those shows but are both are in fact power up fight shows more akin to Dragon Ball Z, Bleach, and One-Piece.

Not that I mind. Just super Sayan.

At the start, I guess there wouldn't be any mechanical benefit to being in social/student form. GM did say that if the game progresses beyond first second level, players would get social traits-- and those are only usable in social form.

I sort of picture this game as being more like Fairy Tail-- people who know you know what you can do, but until you "power up"/show off your abilities the average person would not.


I don't mind the whole social trait thing I'm just saying that adding an archetype from a class that nearly no-one is using doesn't necessarily add anything to the game itself. I mean you could make a perfectly acceptable "anime-style" game by by just having everyone make young wizards and/or witches with familiars, or wandering broodmaster summoners. And powering up is as easy as taking a class that rages or has access to mutagens or ki powers. There are a lot of characters in anime that don't have an obvious power up even in shows that feature them.

Another possibility for dramatic power ups (though I don't really know all that much about the rules system) might be mythic powers. Alternatively a GM could take a page from Eberron and just populate the world with a lot more NPC-classed generic antagonists, or some combination of both to demonstrate the huge power divide. Those hapless one-star students flying like debris in the background have to come from somewhere after all. ;)

The vigilante is a very specific sort of class with features that really lend it more toward a classic superhero, big city campaign with lots of politics, secrets, misunderstanding and such. In a more openly weird environment were everyone is a potential mutant it doesn't really do much more than any other class or combination of classes couldn't do without the whole duel identity thing.

I mean in her high school, did anyone really bother caring who A-ko was, and did it ever stand in the way of her causing tremendous amounts of property damage?

I'm not saying any of this to change anything that has thus far been decided. I'm green to this discussion after all, I just wanted to point out some of the non-vigilante-centric options.

Narly, at least right now, is not much of a changey guy. If he changes at all it will be via a spell he knows otherwise he will just be changing into the exact same person with his hood up and a cool backdrop.

If the object is to get more changey I can do that, but let me know.

RPG Superstar 2012 Top 32

As fun as this could be, upon further thought, I really don't have the time for it. I'm going to bow out; if you liked any of the fluff or concept for Tadashi feel free to steal it. (Or, if you want him to show up once in a while as sort of a recurring NPC shoot my a PM and we could probably work something out).


I have three concepts going now. The stats are all at home on my HeroLab, but I know I need to put something here until I have them finished.

Murielle Carcosa:
Murielle Carcosa - female human Mendavian Summoner (master summoner): Quiet, shy lolita whose eidolon is much weaker than those of her siblings. She has always been much more adept at calling less powerful creatures in multitudes much to her prestigious summoner family's shame. Her eidolon Fenrir takes a shape much like the white wolf-goddess Amaterasu from Ōkami which Murielle rides to maneuver and escape, and the monsters she summons have a tendency to look harmless while still being as effective. E.g. the fire beetle from summon monster i would appear as a fire ladybug, a swarm of rats may all appear as mice dressed as musketeers with rapiers. The reskinning would just be appearance for the sake of roleplay only, of course.

When dismissed, Fenrir would change into an oversized calligraphy brush which once transformed Murielle would use to "write" her summoned magic into existence.

Pre-transformation, Murielle would wear the standard HoUR sailor uniform with knee high socks with Chun-Li style buns including bun covers tied with red ribbons. Post-transformation, Murielle's uniform is lined with gold shimmers and several glowing summoning sigils adorn her uniform and skin in colorful whirls. Her hair buns gain coronas that look like hand-drawn star points while her ribbons are suddenly exceedingly long and widen the further they are from the actual knot. She now has a matching sash as well.


Jasper Thorn:
Jasper Thorn - male human Nexian Alchemist (preservationist): eternally enthusiastic and encouraging, Jasper's goal is to "catch" and preserve as many creatures as possible to use to defeat evil. He's the Big Brother type who will always try to pluck up his comrades and persevere. Mechanically, trying to emulate a Pokemon trainer.

*I'm wondering if TuxedoSchmacked would consider letting Jasper lose his "bomb" class ability for a "pokeball capture" ability that works on things without class levels, and then once captured would work similar to a summon monster/nature's ally spell. Then those monsters/creatures captured could be used in place of the "mutagen" ability thus limiting Jasper to only using the "special" summons to a combined number of rounds that the mutagen would have lasted.

Let me know if that's doable. :)

His yet to be decided familiar would change into a wrist bracer which has an interface allowing Jasper to configure and change which of the summoned monsters his custom capture ball would release. (Just a visualization of the full round action summoning takes.)

Jasper himself would wear his school jacket open and his tie would be loose and worn more like a necklace. He has fingerless gloves and his wrist bracer familiar. He has a scar across one eye, but the eye is fine. When transformed, Jasper has almost hi-tech glasses which appear to have a HUD readout going constantly. His alchemist monster trap device appears letting him release the monsters to fight. His jacket becomes a midnight blue double-breasted uniform that has all but one button fastened allowing a crimson underside to show on the flap folded over. The sleeves are rolled/folded back to just before the elbows, the lining also crimson. His pants are a dark purple with the same crimson running in two stripes down each leg.

Atma Mind Drinker:
Atma Mind Drinker (Godhuli Bela kee Aatma) - female Vetala-Born (Ajibachana) dhampir Vudrani Chaokineticist (void element): sleepy eyed (one red, one gold, both glowing) and most of her speech is monotone, this attractive girl spends most of her time studying and keeping the dark and haunted library organized. She frequently draws the wrong conclusion about everything and as a result is the origin of many rumors regarding the relationships between other students, teachers, objects, anything really. Her dhampir heritage is steeped in the acquisition of knowledge (that's the vetala side of things) but the hidden hunger to feed on living beings is no less strong in her than other dhampirs meaning that under the harmless appearance of a pale girl dressed in gothic clothing lies a monstrous power better left asleep. Her command of the void element is mystifyingly natural without a hint of arcane talent and can be wielded with deadly force.

Her familiar appears as a flying winged eyeball with two tiny legs but without a mouth. The familiar transforms into a monocle with a chain attached to Atma's lapel and is usually over the gold eye.

Typically, Atma appears as a short white-skinned girl with silver hair like moonlight in tight Victorian curls wearing an ornate black dress with red lace at the cuffs and a red petticoat peeking out underneath the skirt. She often holds her hands up to her face essentially hiding her mouth with the red lace while her eyes are droopy and frequently have circles of exhaustion under them. When transformed, Atma's dress colors reverse to black on red. Her gold eye glows fiercely like a star while her red eye "bleeds" a red vapor that dissipates as it falls off of her chin. She does not hide her mouth and will often smile broadly and with a bloodlust licking her lips and fangs. Her fangs are more prominent and protrude even if she closes her mouth. Her hair floats and moves around her head as if she were under water. Two non-functional bat wings appear on her back and she "floats" above the ground with her toes pointed down. (Mechanically, she would not be levitating and is still considered on the ground for all purposes necessary.)

@TuxedoSchmacked: I was wondering about the transformation identity and if it would have the same alignment changing properties. I ask because #3, Atma, on my list there would be a good candidate for an alignment change upon transformation. I see her as a proactive LN organizer while transformed she would be very much CN in her behavior maybe even the CE soul unleashed manga/anime trope which can be used for good, but could easily get out of control except for her camaraderie with the others to help keep it in check.

@Anyone who is focusing on an elemental character: Another idea I was toying with was specifically working with someone else to create two PCs who are rivals at school of opposing elements. I was thinking of doing a kineticist v. your non-kineticist elemental class. This might be a suitable freinemy for the Suli Elemental Knight or the sylph PCs others have proposed.

@TuxedoSchmacked: I also wanted to ask if there is the possibility of exploring "combo attacks" for lack of a better term. Magical girl and battle mangas frequently have the heroes learning how to work together and combine their powers together to defeat foes. Mechanically, it could be as simple as having PCs ready their abilities/powers and have it trigger when another player's character goes. They both behave as normal, but if both players roll threat or something and at least one confirms then maybe something special happens. Just an idea. (I have lots of those, I'm afraid) ;-)

Anyway, crowd of folks...feedback on my concepts would be appreciated as I can never make up my mind! :D


I'm still fiddling with this, but the concept is a tiefling Sacred Huntsmaster who can see in the dark, flanks with his giant scorpion buddy (who is tiny when they don't transform into Super-Huntsmaster mode), is fearsome and intimidating...and is very shy around girls.

Krasnar! Of the Darkness! Much Crunch:

Krasnar of the Darkness!
Male oni-spawn tiefling inquisitor (sacred huntmaster) of Desna 2 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 264)
CG Small outsider (native)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +9
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 22 (2d8+6)
Fort +5, Ref +2, Will +7
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee boarding pike +4 (1d8+3/×3) or
. . starknife +4 (1d4+2/×3)
Inquisitor Spell-Like Abilities (CL 2nd; concentration +6)
. . At will—detect alignment
Inquisitor (Sacred Huntmaster) Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—animal purpose training[ACG], bless, protection from evil
. . 0 (at will)—brand[APG] (DC 14), daze (DC 14), detect magic, disrupt undead, guidance
. . Domain Travel
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 19, Cha 8
Base Atk +1; CMB +2; CMD 14
Feats Animal Soul[ACG], Familiar Bond
Traits beast bully, dirty fighter, schooled inquisitor
Skills Acrobatics +2 (+6 to jump), Diplomacy -3, Disguise +1, Intimidate +7, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Knowledge (planes) +4 (+6 to identify abilities and weaknesses of creatures), Knowledge (religion) +4 (+6 to identify abilities and weaknesses of creatures), Linguistics +1, Perception +9, Profession (sailor) +8, Sense Motive +9; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Abyssal, Common, Minatan
SQ agile feet (7/day), animal companion (scorpion, giant named Pooku), monster lore +4, prehensile tail, stern gaze +1, track +1
Other Gear leather armor, boarding pike, starknife, 950 gp
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Animal Companion (animal companion (scorpion, giant named Pooku)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Soul You can choose not to let spells that can't target both animals and your base type affect you.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Inquisitor (Sacred Huntmaster) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to survival checks made to track.
--------------------

--------------------

Pooku
Giant scorpion (Pathfinder RPG Ultimate Magic)
N Medium vermin
Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +0
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 18 (3d8+3)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +2 (1d4 plus grab), sting +2 (1d4)
Special Attacks poison
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 12, Int —, Wis 10, Cha 2
Base Atk +2; CMB +2 (+6 grapple); CMD 13 (25 vs. trip)
Tricks Attack, Defend
Skills Acrobatics +1 (+5 to jump)
SQ attack, defend
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Defend [Trick] The animal will defend you.
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Poison: Sting-injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 6 rds; effect 1 Str; cure 1 save.
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.

--------------------

Treela
Peacock (Pathfinder Player Companion: Familiar Folio 27)
N Small magical beast (animal)
Init +1; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 11 (1d8)
Fort +3, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 20 ft., fly 40 ft. (clumsy); drift
Melee 2 talons +3 (1d3-2)
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 10, Int 6, Wis 6, Cha 13
Base Atk +1; CMB -2; CMD 9
Feats Weapon Finesse
Skills Acrobatics +1 (-3 to jump), Fly -1, Intimidate +3, Linguistics -1, Perception +3, Sense Motive -1
Languages Common
SQ improved evasion
--------------------
Special Abilities
--------------------
Drift (Ex) Cannot hover, and must end flight by landing or perching on solid surface.
Flight (40 feet, Clumsy) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

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Krasnar! of the Darkness! Intro and Song:

Authoritative Yet Jubilant Narrator:

"Krasnar! Once a lonely tiefling boy of a Minatan orphanage for unwanted children! He was rescued by elderly priests of Desna, traveling the waterways of distant Tian! He soon formed a mystical bond with Pooku, his scorpion companion! Together, they and their arcane guide, the resplendent peacock Treela, fight to keep the darkness safe for travelers! Armed with spells! Fiendish sight! And his fabulous Starknife, he is...Krasnar! Of The Darkness!"

Theme Song

Krasnar! Of the Dark-ness! Born to save the world!
Krasnar! Of the Dark-ness! He’s shy around every girrr!!
With his faithful Pooku and friend Tree-la,
He helps the helpless in the name of Des-na!
In the witching hour under a moonless sky,
He is ready to battle—he’s ready to try!
Krasnar! Of The Dark-ness! Females may give him fright!
Krashar! Of The Dark-ness! Coming to save the night!

Krasnar of the Darkness Pilot Teaser!:

KRASNAR is busily scrubbing the deck of the Sampan while memorizing monster names. His scorpion Pooku, currently in small form, is sitting on his head.

ELDER JIN: Krasnar! A merchant from Jalmeray said these were a gift for you! HOLDS OUT PEACOCK FEATHER HORN-RINGS

KRASNAR: H-horn rings? For me? Made of feathers? B-but I am the night…

ELDER TAI: Oh Krazzy! Dear boy! Just try them on. You’ll look less severe with them.

KRASNAR REACHES FOR THE RINGS HESITANTLY, BUT AS HE TOUCHES THEM, THEY TRANSFORM IN A BLINDING FLASH INTO A…PEACOCK?

TREELA: Hail! and well met! Krasnar of Desna! I am Treela, herald and guide for the House of Unyielding Radiance! You are hereby notified that you have been accepted to this school! Please prepare for passage to Jalmeray! I will be your guide at school! CONSPIRATORILY I’ve heard a lot about you, you know. I’m looking forward to being your dear friend!

ELDERS: To Jalmeray!

KRASNAR: Uh, when did I apply for this? I don’t remember applying for this.

TREELA: That’s not important!

ELDERS: Go feed the air elemental! We need real wind power for this one!

KRASNAR: Wait, will there be girls at this school?

ELDERS: Oh Krazzy! Hoist the mainsail! We’re off! Desna, Desna, guide us true… THEY BREAK INTO SONG WHILE KRASNAR GULPS AND RUNS OFF TO HELP WITH THE SHIP.

...incidentally, if anyone is familiar with Facebook sticker icon Business Fish, I wrote the theme song :D It's rather noir and ends with a bunch of hilarious Japanese singing.

Business Fish Theme


I'm still thinking about a couple different options for the transformation ability, although most of them would take effect later in the game, so nothing to worry about now. At the moment, it's only aesthetic. Even something as simple as this:

Narly, kenka bancho! wrote:
Narly, at least right now, is not much of a changey guy. If he changes at all it will be via a spell he knows otherwise he will just be changing into the exact same person with his hood up and a cool backdrop.

is fine for a transformation sequence, or it could of course be completely over the top.

I don't want to spoil too much, but I do have a rough arc planned if we make it to a full campaign, and there will be a significant segment of the game that takes place away from the House of Unyielding Radiance and deep in enemy territory where the disguise aspect will come in handy.


Just to separate my questions from the longish post above about my character ideas.

@TuxedoSchmacked:

  • I was wondering about the transformation identity and if it would have the same alignment changing properties. I ask because #3, Atma, on my list there would be a good candidate for an alignment change upon transformation. I see her as a proactive LN organizer while transformed she would be very much CN in her behavior maybe even the CE soul unleashed manga/anime trope which can be used for good, but could easily get out of control except for her camaraderie with the others to help keep it in check.
  • I also wanted to ask if there is the possibility of exploring "combo attacks" for lack of a better term. Magical girl and battle mangas frequently have the heroes learning how to work together and combine their powers together to defeat foes. Mechanically, it could be as simple as having PCs ready their abilities/powers and have it trigger when another player's character goes. They both behave as normal, but if both players roll threat or something and at least one confirms then maybe something special happens.


Ah, I meant to mention the alignment bit in the previous post - yes, your transformation may have alignment changing properties.

Combo attacks are an interesting idea, I'll think on that.


Aid other?


Aid Other for activating Combo special attacks? Mmm...not really the right mechanic. If a character is expending class feature limited ability stuff, Aid Other would be too easy to leverage since it is a static number DC. It needs to be more along the lines of simultaneous actions with either certain conditions like specific positioning on the map, double expenditure of limited use abilities, critical confirmations, spending longer (making the ability used go from a move to a standard or standard to full), or something that shows it's extra effort to coordinate.


Hmm, seems almost like something that someone should maybe develop a set of feats for, feats that emphasize teamwork or something along those lines...

:D


Giving someone a bonus to dodge or allowing them to use your dice roll for a save isn't really the same as making someone's icicle cannon ability also shoot dark energy webbing because you synced up your magic at a critical moment against the BBEG.

;-P


1 person marked this as a favorite.

I just want a feat that blasts theme music while I shrug off one lethal blow. Because I fight for my friends!


Aloha-Shirt-Samurai wrote:
I just want a feat that blasts theme music while I shrug off one lethal blow. Because I fight for my friends!

Depending on her getting in, and picking the right rage powers, Vinda may well have that handled :D. Fight on beyond the grip of death itself, you bold youngsters, as your burning youth is fueled by the magic of music!


Aloha-Shirt-Samurai wrote:
I just want a feat that blasts theme music while I shrug off one lethal blow. Because I fight for my friends!

This was awesome!!!


Ghost sound and Toughness?

And friends of course. ;)


Surt Ragnaganon wrote:
Aloha-Shirt-Samurai wrote:
I just want a feat that blasts theme music while I shrug off one lethal blow. Because I fight for my friends!
This was awesome!!!

5e Oath of the Ancients Paladins get an ability kind of like this. No theme music, but they can headbutt one attack that should kill them, leaving them at 1 HP instead. Officially, it's called Undying Sentinel, but I always think of it as the Anime Comeback power. :)

@Narly: There is the Advanced Rogue Talent "Another Day", which lets you dodge 5 feet away from an attack that should have killed you. I was thinking of just dressing it up flavor wise, so the attack hits and pushes you back, and then you DON'T LOSE YOUR WAAAAAY, IN YOUR MIND, WE HAVE TO BE AS ONE~

(seriously though, I'm totally finding a way to incorporate Ghost Sound now if I get into this game)


TuxedoShmacked wrote:
I don't want to spoil too much, but I do have a rough arc planned if we make it to a full campaign, and there will be a significant segment of the game that takes place away from the House of Unyielding Radiance and deep in enemy territory where the disguise aspect will come in handy.

That's fine. Narly is just one mask of many.

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