Scattered Worlds by DM Forgedawn (Inactive)

Game Master XanaverForgedawn

An artifact hunting campaign, where the PCs hop dimensions.


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And each dimension has different physics.


Gotcha, no evil. I think you did the level 5 thing in purpose, by the way - the quantity of templates that require HD 5 at least puts things a little more under control (so these templates are like automatically out, like the Vampire one someone mentioned). The idea was of a character seeking redemption, but the template requires him to be evil (so, the idea is out) plus it required HD 5 like the others. If you made the game level 6, then I think things would get beyond crazy here :)

A couple more questions:

- Are the godling classes from Super Genius available?

- Are unfettered eidolons acceptable as a race?

- If we were to use the Race Builder, how many points would be an ability like the Troll regeneration worth? Or maybe a much weaker version, like 1 or 2?

Thanks!


Oh, things are still beyond crazy. There's a certain number of... assumptions made in the rules, that common sense would be applied....

Yeah, I'm ignoring those. But even still, I can't bring myself to utterly destroy game balance on day 1 (actually I can, but not entirely).

Will it be possible to take templates later? I am still interested in going Vampire, if possible. In the meantime... Well, I'll have my build posted soon.


-No godling.

-Yes.

-Just take Fast Healing multiple times.


You can add templates later.

I'm also going to allow RP to count for CR.

A 15 RP is CR 0
A 20 RP is CR 1
Every 20 RP past that is another CR.
You can take CR as levels later on to add templates, or add 20 more RP to your character.


Awesome. A pity about the "no evil," though. Does that mean I can never be a vampire, given the template specifies that alignment must be "any Evil?"


I'm not much for alignment restriction, because everything can change it's ways.


This is Grumbaki with my submission. Couldn't get the 2d6 damage per attack just yet, but will have it in 2 levels.

Haven't picked a deity yet, and as such haven't picked blessings. Still need to add that.

But overall...I think I made the most out of being a monstrous humanoid. Should still be able to fly around, charge with 4 attacks, hit hard, and do some party healing.

Background to come.


I'm not applying restrictions for Racial traits, so an advanced race builder race can take Monstrous traits.


Hmm... So, my understanding is that we can modify our races (via adding RP) later, yes? So, say I make a 20 RP race now, and then, in a few levels, when I would be gaining my 6th HD, could I drop a 5 or 6 RP quality, in order to take the Vampire template, a +2 CR modifier?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

4d6 ⇒ (6, 1, 6, 4) = 17 reroll1d6 ⇒ 2=16
4d6 ⇒ (2, 1, 6, 2) = 11 reroll1d6 ⇒ 5=13
4d6 ⇒ (1, 3, 4, 5) = 13 reroll1d6 ⇒ 6=15
4d6 ⇒ (5, 4, 6, 1) = 16reroll1d6 ⇒ 6=17
4d6 ⇒ (6, 5, 1, 4) = 16 reroll1d6 ⇒ 6=17
4d6 ⇒ (4, 5, 3, 6) = 18=15


Yeah, you can drop RP later on.


When you gain templates at later levels, it will be described at mutations caused by dimensional travel.


Sounds good. (This is Daedalus).

I mean, I know you said we should utterly break the system, but... some of this stuff...
Realistically, I'm likely somewhere around CR 15 or higher at this point (even though I'm technically CR 5, if that, as I haven't even chosen a class yet), and that's due to the very shaky ground involving monster creation. I mean, simply applying the "mythic subtype" as a template....
At the moment, I've still held back a little, but I just wanted to make sure I hadn't gone too far in my sunder maneuver vs. the rules.

A few highlights:

Nat 20 on Sunder:

Tremorsense 120 feet is the smallest offender from Mythic abilities, which also allows me to apply my 32 Dex modifier to melee damage rolls.

I also get two turns each round, one at initiative +14, and the other at -6.

Another mythic ability, as,

PRD Mythic Creatures wrote:
In place of a mythic ability, the monster may gain a universal monster ability, such as rend or pounce, either from an existing Bestiary or from this section.
can theoretically be combined with
PRD Universal Monster Abilities wrote:
Spells: The creature is able to cast magical spells like a member of a spellcasting class. The creature counts as a member of that class for any effect or ability relating to casting spells as that class. For example, it can use spell completion and spell trigger items usable by that class or use magic items that affect that class's spellcasting (such as incense of meditation or a pearl of power). If the creature has any other abilities relating to that class (such as cleric domains or a sorcerer bloodline), this is explained in its entry. If the creature gains levels in that spellcasting class, these abilities stack (for example, a spirit naga that gains 3 sorcerer levels casts spells as a 10th-level sorcerer). Some creatures may have unusual abilities unavailable to spellcasters of that class (such as a spirit naga's ability to learn cleric spells with her sorcerer spells known).

To give me the spellcasting prowess of a 20th-level sorcerer that can also learn cleric spells.

And that's not even the limit. I could also apply the "gain a universal monster ability" to get an at-will SLA, even Wish, which, according to RAW, still only counts as a single mythic ability.

...I mean, I know you wanted us to break the game, and that anything we could pull of by RAW was allowed, but... How is that not too far?


Again, no too far, the universe is infinite, who knows what will veto your abilities next?


Well, okay then. I just.... Wow. I don't even know. Hopefully, I'll have decided on a class soon, and then I can finalize the build.

Silver Crusade

Here is the application for my draco-lich. Love that it is only +2CR ^-^


Wait wait, from the example of Daedalus/Eglian mythic is OK? I can't see how to match that level of optimisation (level 9 spells out of the box) without simply copying it, but gluing on mythic should be possible.


How would you feel about a Taninim Draconic Exemplar?

EDIT: nm, saw someone else had a similar idea. I will not be taking Lich, I will just be a bad@$$ dragon.


I guess so. It's absolutely insane, but there does exist allowance for it via RAW. The key features include:
Applying the mythic subtype only increases CR by 1 for 4-5 HD monsters.
A mythic monster can gain "any ability from the universal monster ability glossary from any bestiary." The power to cast spells is one of said abilities.

I could push it further, still.

(This is why nobody lets me have nice things. My DCs were even higher before it was pointed out that I couldn't have the vampire template until I reached 5 HD)


Vrog: I allowed the book because of that.

Remember that anything can happen in an infinite universe.


Huh, and I thought an eldritch archer with a light machinegun would have been too far, so I was looking at a mere bolt action rifle. Now how can I boost it further?


The CR of the templates is an example only, and it's supposed to be adjusted by the GMs. For instance, on my tables, we usually allow templates, but apply certain common sense rules (for example, the levels of the spells would be adjusted to match the HD of the creature - so a creature with 2 HD only would only be able to cast 1st level spells, even if it had the potential to get more levels later, once it gets more HD). There are a number of other adjusts that need to be taken into consideration with the templates - each extra mythic tier, for instance, is another 1/2 CR by RAW and so on. I think the GM will have quite some work on his hands to double check the rules for each character he's allowing in the game :)

Last but not least... One thing a late friend of mine, famous local GM, used to say: break the game and bend the rules all you want. It will simply mean I will do the same with the challenges you'll encounter, and probably make the game very much not fun to the other players. I think powerful concepts are much more fun when they're organic and unexpected.


Hokey dokey. On to the dice rollins:
4d6 ⇒ (3, 3, 6, 2) = 14 12
4d6 ⇒ (2, 6, 2, 2) = 12 10
4d6 ⇒ (4, 4, 6, 4) = 18 14
4d6 ⇒ (3, 4, 6, 5) = 18 15
4d6 ⇒ (5, 3, 4, 1) = 13 12
4d6 ⇒ (3, 2, 3, 1) = 9 8


Since we can reroll one time, I can't resist the urge. Dice gods help!

4d6 ⇒ (5, 4, 6, 3) = 18
4d6 ⇒ (4, 6, 6, 5) = 21
4d6 ⇒ (4, 2, 1, 2) = 9
4d6 ⇒ (6, 6, 3, 3) = 18
4d6 ⇒ (2, 6, 6, 6) = 20
4d6 ⇒ (4, 6, 2, 3) = 15

Reroll: 1d6 ⇒ 6

15, 17, 12, 15, 18, 13

Good rolls, though very similar. ;)

Anyway - what's the deadline here for submissions? Is mid-next week okay?


AS early as possible, as I'm probably going to close when I see enough good submissions.


Umberlee Gulk, trox shifter raised among the dire apes of the Mwangi jungle, transformed into a shiny bunch of worms by an accidental overdose of mythic rainbow energy while attempting to transform himself and tap into the hidden power within.

Transformed into a rainbow hug swarm, Umberlee spreads love and goodness throughout the multiverse, squeezing the bad jelly out of the naughty.


I finally settled on going as a summoner (I figured I hadn't made the rules cry enough yet), but it really says something about the level of OP my build is when I can honestly say that Synthesist might actually hurt my damage output.


DM Forgedawn wrote:
And each dimension has different physics.

What will this mean? Different gravity or "This dimension has no magic"?

Dark Archive

Hey, Forgedawn, it's Kazuto Just wanted to ask does multiweapon count toward other feats like two weapon defense?


Philo: Some will have different gravity, but differing amounts of spell slot consumption may be common. Reversing rolls, fire being cold, switching damage types, time, all sorts of goodies.

Aroci: If you have multi-weapon fighting, any two-weapon feats now factor multi-weapon, and multi-weapon fighting works in the place of two-weapon fighting.


Hey DM, just finishing up my build (hopefully posted by morning), but I was wondering if we can take a drawback for a third trait, or just a drawback if we want the flavor.


Okay, so here is my submission.

Kizin:

Female NG Taninim Draconic Exemplar 5

STR 20
DEX 14
CON 14
INT 10
WIS 10
CHA 8

HP 75
AC 20 (10 base +2 armor +6 natural +2 dexterity), Touch 12, Flat-Footed 20
BAB 5
Initiative +2

Fort +6
Ref +6
Will +4

Speed 30'/60' fly (Good)

Full Attack: Bite, Gore, Claw x2
*Bite: +11 to hit; 1d6+8 damage; x2 crit
*Gore: +11 to hit; 1d6+6 damage; x2 crit
*Claw: +11 to hit; 1d4+6 damage; x2 crit

Skills: Fly +18, Intimidate +7, Perception +8, Stealth +10

Background Skills: Knowledge (History) +8, Linguistics +8

Feats: Power Attack, Extra Draconic Defense x2

Alternate Racial Features: Brutish, Lung, Skylord

Class Features:
Predator's Claws
Draconic Essence (Electricity; Resist 10)
Draconic Weaponry (4/day; Elemental Aura (2d6))
Draconic Defenses (Thickened Scales, Enchanted Scales, Spatial Sense, Improved Spatial Sense)
Draconic Gift (Elemental Affinity (Air))

Equipment: +1 Amulet of Might Fists, +2 Bracers of Armor, +1 Ring of Protection

So I'm working on my backstory, and I'm wondering if anyone wants to be my character's touchstone to the outside world/best friend.

Given my alignment, it really can't be the lich dragon.


Here's Ixivixi (Icksy-Vicksy). Cute but dangerous. And yes, I have taken the recommendation to optimize the hell out of him.

Story:

Transcript of the product development meeting of Biogenesis Accessories LLC. wrote:


Product Manager Razor Sharpe: The shoulder dragon trend is due for a comeback. I know what you were saying, they're too heavy, feeding them is a pain, their magic is unpredictable, and too many systems don't allow us to sell sentient living beings.

RS: But we're developing a new prototype. Draco Adorablis™. We start with faerie dragons stock to get the butterfly wings that all the focus groups prefer. We don't let them grow all the way, we keep them at 15 to 20 centimeters, and no more than 75 grams. This is the point of maximum cuteness.

RS: Then we slaughter humanely them with our Ectoplasmic Annihilator™. The psychic feedback creates a duplicate that is no longer living. They are ectoplasmic simulacra, perfectly legal to sell in all worlds. What's more, since they retain their mental state, we get them a nice happy drunk before we do this. They no longer require food or water, they never grow bigger, they are self repairing, and their already small weight drops some more, so we save on shipping costs. The one drawback is that it does reduce the potency of the euphoric breath, but we'll make sure to show the people breathing deeply to get the maximum effect.

Chief Legal Counsel Hawk Burnham: What about the unpredictable magic?

RS: Oh, we've suppressed those genes. They only should be able to cast cantrip level magic.

Transcript of Security Monitor after the St. BoomBoom's Day party. wrote:


Intern Jubbly McFeely: Oh, they're so cute! Now do me against the tank of Chemical X! {Non verbal sounds} Whoops, I think I spilled some.

Ixivixi (Icksy-Vicksy) is an accidental modification of a simulant dragon. He not only has magic, he is more talented than his original stock. The transformation into ectoplasm has given him a talent for psychic magic. He was originally sold to the partying daughter of a crime lord. When she was attacked, Ixi attacked back. Sadly, Mistress Fiona did not make it, but all of the assassins ended up dying. Ixi then wandered off.

Being a fun-loving agreeable drunk, he went looking for interesting things. He tended to find them. Many of them were interesting in the "What fun!" way, but a few were the "Oh God! Oh God! We're all gonna die!" kind of interesting. All of which worked for him. He's quite easygoing. After all, he doesn't feel fear.

Most recently he found a portal. It was just the right size, so he went through it.

Description and Personality:

Ixi is an adorable baby faerie dragon with golden scales. Beautiful iridescent wings flutter, and within that pattern is his name. But when you look closer, he's slightly translucent. When you touch him, he's slightly squishy. He's got little military-style epaulets and a headband on.

As for personality, he's a happy drunk. He's fixed in this, as it was the thing the original was at his unexpected death. Things don't bother him much. Fear and pain are things of the past.

Stats:

IxivixI
Young drunk faerie dragon alter ego incanter 2/symbiat (synapse) 2/sphere sorcerer 1
N Diminutive construct
Init +8; Senses darkvision 60 ft., low-light vision; Perception +20
--------------------
Defense
--------------------
AC 31, touch 31, flat-footed 20 (+10 Dex, +1 dodge, +4 size, +6 untyped bonus)
hp 58 (8 HD; 3d6+5d8+18); fast healing 1
Fort +3, Ref +13, Will +9
Defensive Abilities evasion; DR 5/adamantine; Immune construct traits; SR 18
Weaknesses magical signs, personal warp
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee destructive blast +9 touch (5d6+5) or
. . bite +9 (1d2-1), slam +9 (1)
Ranged destructive blast +18 touch (5d6+5)
Space 1 ft.; Reach 0 ft.
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 11 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +11)
. . 3/day—greater invisibility (self only)
Bloodline Spell-Like Abilities (CL 4th; concentration +12)
. . 11/day—entangling ectoplasm
--------------------
Statistics
--------------------
Str 12, Dex 30, Con —, Int 22, Wis 20, Cha 26
Base Atk +6; CMB +10; CMD 30 (34 vs. trip)
Feats Acrobatic, Cantrips, Dodge, Extra Magic Talent, Extra Magic Talent, Telekinetic Exoskeleton, Toughness
[b]Traits
resilient, unshackled
Skills Acrobatics +17 (+9 to jump), Appraise +8, Bluff +15, Climb +8, Diplomacy +17, Disguise +6 (+10 to appear as its progenitor), Escape Artist +20, Fly +30, Heal +4, Intimidate +10, Knowledge (arcana) +11, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +8, Perception +20, Perform (dance) +8 (+10 if tattoo is visible.), Perform (sing) +8, Ride +8, Sense Motive +15, Sleight of Hand +15, Spellcraft +11, Stealth +30, Survival +3, Swim +19, Use Magic Device +17;
[b]Languages
Celestial, Common, Catfolk, Draconic, Elven, Lashunta, Sylvan; mind link, telepathy 100 ft., teleporting fury
SQ battlefield relay, bloodline arcana: ectoplasm, casting, charm, crystal blast (blast type), destructive blast, emergency teleport, explosive orb (blast shape), extended range, extradimensional storage (space), focused blast, greater blast, magic skill bonus, magic skill defense, psionics, replicated gear, sorcerous blood, static blast (blast type), suggestion (charm), suggestion (greater) (charm), suggestion (lesser) (charm), telekinesis, teleport, vision (charm), vision (greater), vision (lesser)
Combat Gear hypnotic tattoo, wand of obscuring mist (50 charges); Other Gear eyes of the eagle, headband of alluring charisma +2, pauldrons of unflinching fortitude +1/+2[MA], 350 gp
--------------------
Special Abilities
--------------------
Battlefield Relay +2 (DC 17) (Su) Read an enemy's mind to grant combat bonuses to allies within 60'
Bloodline Arcana: Ectoplasm Incorporeal creatures take 75% damage from your damaging spells and must save twice against the others
Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 11 negates, usable every 1d4 rounds
Cantrips You can create a variety of small magical effects
Casting (CL 7, Charisma, DC 18) You can cast sphere effects.
Construct Traits (+0 HP) Constructs have many immunities.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Destruction: Crystal Blast Destructive Blast deals piercing damage (d4's) and can entangle target Reflex DC 21
Destruction: Destructive Blast 5d6+5 Ranged or melee touch attack deals 5d6+5 damage
Destruction: Explosive Orb (Radius 15 ft.) Deal destructive blast damage in a radius
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Focused Blast Your destructive blasts deal +1 dmg/die when unaltered by a blast shape talent
Destruction: Greater Blast +1 damage die to your destructive blast
Destruction: Static Blast (Disarm +15/+19) Destructive Blast deals electric damage and can disarm the target
Drunk Permanently has the sickened condition.
Ectoplasm Your family has a connection with the ethereal substance known as ectoplasm, whether from communing with the spirits or battling the spiritual undead. The power of the Ethereal Plane thrums in your mind and pulls at your flesh.
Entangling Ectoplasm (11/day) (Sp) Hurl ectoplasm as a tanglefoot bag
ESP +1 (Ex) Gain 1/2 class level as a bonus to Sense Motive and Perception
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fly (60 feet, Perfect) You can fly!
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Signs Your use of magic is obvious to all observers
Mind Link (Su) Enable allies within 60' to communicate telepathically
Mind: Charm You may place charms on creatures.
Mind: Suggestion You may plant thoughts into a target’s mind.
Mind: Suggestion (Greater) As lesser Suggestion, but stronger
Mind: Suggestion (Lesser) Plant a suggestion into the target's mind
Mind: Vision You may make someone see things that are not there.
Mind: Vision (Greater) As Lesser Vision, but can affect all senses
Mind: Vision (Lesser) Alter a creatures perception of a single creature, object, sound, or effect
MSB +8 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 21 Use when defending against an MSB check
Personal Warp You may only teleport yourself
Psionics (12 rounds/day) (Su) You can create psionic effects
Replicated Gear (Su) You have copies of your progenitor's equipment that dissolve 1 rd. after leaving your possession.
Sorcerous Blood You gain 1 extra spell point per sorcerer level
Spell Points 21
Spell Resistance (18) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Telekinesis: Telekinesis (Small, Speed 25 ft) You can move objects and creatures with your mind, with several applications
Telekinetic Exoskeleton (Dampening Field) Gain the benefit of one of three telekinetic enhancements
Tactile Telekinesis: You add your casting ability modifier as a bonus to Strength checks, and Climb and Swim checks.
Dampening Field: You gain temporary hit points equal to your casting ability modifier. They do not stack with themselves or other temporary hit points.
Propelling Force: You gain a +10 ft enhancement bonus to all of your movement speeds.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Teleporting Fury (20% miss chance) (Su) Using teleport lets you attack from your starting or ending square, and attacking from teleport grants a miss chance
Warp: Emergency Teleport Teleport as an immediate action, at the cost of range
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Teleport You can teleport yourself as a standard action

CR breakdown:
2 Faerie dragon
1 Sorcerer
2 Incanter
2 Symbiat
-1 Young
-1 Drunk
0 Alter Ego


@Dawn: would you allow me to use in the company of angels? I have an angelic paragon that that is already made, I would just need to make some edits.


4d6 ⇒ (3, 1, 5, 5) = 14
4d6 ⇒ (6, 6, 6, 2) = 20
4d6 ⇒ (3, 4, 6, 2) = 15
4d6 ⇒ (5, 5, 3, 6) = 19
4d6 ⇒ (6, 3, 6, 5) = 20
4d6 ⇒ (5, 3, 1, 5) = 14

Rerolls: 1d6 ⇒ 3
Rerolls: 1d6 ⇒ 6

so that gives me
13
18
13
16
17
16
Yes, this is good.


Eglian is very nearly done, just grabbing some last-minute gear before finishing off my eidolon. Just had a couple of last questions:

Are scaling items (from Unchained) allowed? If so, how does the pricing work? Based off of HD when we obtain them? Scale automatically and reduce treasure found? Require rituals that cost x GP upon level-up to improve their powers?

Also, I finally decided on taking the Vampiric Creature template (from HA), which has no minimum HD limit (unlike the Vampire template). Can I switch that out for the full vampire template in a few levels?


Scaling Items: Use a ritual to improve them each level.

You can trade them.


Sorry for asking again, just curious if you're okay with in the company of angels?


Sounds good. Can we take a drawback for an extra trait?


Teiidae: No.
Egilan: No. Take drawbacks for flavor.


Alright, thanks for the quick reply. Maybe a lizardfolk half-dragon or use in the company of dragons.


Looks interesting, to say the least. I can build up something good, sure, but I would obviously not be able to build up anything that could stand shoulder to shoulder with the likes of Eglian, using mythic templates and some very specific rules interpretations.
At minimum, anything we face that could remotely stand up to a 20th cl, full caster would not be even remotely fazed by anything I could create as a lvl 5 creature, even a min-maxed munchkiny one.
So I will be creating something else that punches within the middleweight class and go from there :)

@DM Forgedawn if your going to allow some of us to be mythic, then why not allow all of us to be mythic and avoid the template shenanigans? Keep the playing field even :)

As for me, I am not yet sure what to build :)
I have to think on it a bit more :)

Hmmm I do have this, maybe?

CL4-TP:

CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.
Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.

Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
You will probably never see a Claptrap Cavalier.

Standard Racial Traits

Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Feat and Skill Racial Traits
_________________________________________________________
Eccentric: CL4P-TPs have been known to have any of a number of bizare personality quirks. Choose one Perform skill. Gain +2 racial bonus to that skill.
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.
Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.

Senses Racial Traits
_________________________________________________________
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.

Favoured Class Options
________________________________________________________
Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard: Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin: Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger: Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: The rogue gains +1/6 of a new rogue talent.
Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

Spoiler:

Race Points: CL4P-TP
Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp (+2 dex, +2 int, -2 str)
Linguist: 1rp
Cornered Fury: 4rp
Eccentric: 1rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 10rp

What do you think? I purposefully made them about the strength of the core races as they arnt meant to be super powerful, instead just a small robot, about as strong as the average human.
The constructed type was taken from the Android monster listing and seems more powerful than half-construct while being cheaper but gets a lot closer to the feel I was looking for. If needed you can up the race points associated with it. I also slightly modified it so that they can be afraid, as that happens a lot in the game :) Some other ideas you might like is to give it natural armour/improved to represent its metal shell or deathless spirit further setting it apart as a construct.
Also note that while it is a *robot*, it still needs to eat oil, enter sleep cycles and feed oxygen into it motors. It also bleeds oil and its sofisticated design acts more like an organic body then a piece of machinery.

The CL4P-TP series was one of the last created by the Dahl Corporation and the series was known for its tendencies to malfunction or otherwise become exceedingly eccentric. Programed to serve and repair they were created to be maintainence bots or to do other manual labour and this they do well and with cheery attitudes.
A CL4P-TP stands just over 2 feet high with a slim build supported by a single wheel, and have two spindly arms ending in a pair of surprisingly dextrous pincers. At the top-center of the chassis lies a single lens that acts as their eye to the world and their front pannel hinges open to reveal a compartment used to store whatever odds and ends they collect.
While they are always ready to help out with a cheery attitude or to offer advice, they tend to come off as annoying more than anything else and due to their extensive memory banks they can be known for being know-it-alls. Often in attempts to cheer others up or simply to while away the time a few have been known to take to singing or dancing, further cementing their annoying image yet dispite these outbursts of "personality" they are usually content with remaining in the background supporting and fixing out of the spotlight.

Stats:
4d6 + 1d6 - 3 ⇒ (2, 1, 2, 2) + (6) - 3 = 10
4d6 - 3 ⇒ (5, 6, 4, 3) - 3 = 15
4d6 + 2d6 - 4 ⇒ (5, 1, 1, 5) + (2, 6) - 4 = 16
4d6 + 1d6 - 3 ⇒ (2, 5, 4, 1) + (5) - 3 = 14
4d6 + 2d6 - 5 ⇒ (1, 3, 1, 4) + (3, 4) - 5 = 11
4d6 - 3 ⇒ (4, 5, 6, 3) - 3 = 15
16, 15, 15, 14, 11, 10
28pb, but very spread out. Hmmmmmmm.... I think I am going to take a risk and reroll that.
4d6 - 4 ⇒ (5, 5, 5, 4) - 4 = 15
4d6 + 2d6 - 5 ⇒ (1, 1, 3, 4) + (5, 4) - 5 = 13
4d6 + 1d6 - 3 ⇒ (4, 2, 1, 5) + (5) - 3 = 14
4d6 + 1d6 - 5 ⇒ (1, 6, 4, 5) + (6) - 5 = 17
4d6 - 2 ⇒ (4, 6, 6, 2) - 2 = 16
4d6 - 3 ⇒ (3, 5, 4, 5) - 3 = 14
17, 16, 15, 14, 14, 13
43pb, that is significantly better :)

17, 16, 15, 14, 14, 13

Dark Archive

Can we use the piece mail armor variant rules?


Joseph: He is mythic, because he took the template. That template is open to anyone.

Aroci: Yes.


What can I say? I was told to break the game. I obliged (Though I did hold back a little. I'm no Rovagug.).

That being said, Eglian is done. I've checked out everything as much as I can, though it is possible I made an error somewhere in my many, many revisions. If you have any questions about how I got something, let me know.

Also, tell me if there's anything you'd like to be different about his backstory. I'm open to change.

That being said, I still can't believe I got away with half the stuff I did, let alone all of it.

Dark Archive

How much rp would it be to add racial hit dice to a race created by the race builder? I'm thinking 1 for 1d6 2 for 1d8 3 for 1d10 and so on with a +1 increase for each additional HD after the first example 3 rp for 2d6 6 rp for 3d6 and so on.

Silver Crusade

Ahh... well actually I feel like taking it down a notch and playing a normal game, so I'm dropping out for now, have fun TPKing the impossible to kill group...


New and improved, with shiny selective antimagic aura instead of potent paralysis.


Umberlee- a couple of questions. (these are just to satisfy my curiosity)
1- I didn't realize that Green Ronin Publishing was an allowed 3rd party. (Because if it is, you know my vampire is going to want to nab that immunity to harmful light effects)
2- How do you have 3 mythic feats?

Just wondering.

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