Cadrilkasta

Lazaryus's page

883 posts (949 including aliases). No reviews. No lists. No wishlists. 1 alias.



1 to 50 of 124 << first < prev | 1 | 2 | 3 | next > last >>

Synthetic

Initially discovered among the ruins of a kingdom destroyed long ago, reverse engineering of these early specimens revealed the methods of construction to a new age. Nowadays, these creations typically serve as assistants to businesses or substitute children to sterile couples, with their use in war all but outlawed. Synthetics usually only take up adventuring when their creator is dead, unavailable, or when they are released from service.

Synthetics imprint upon their creators during construction by taking a scent sample, which they then synthesize and produce to smell like their creator mixed with ozone. They appear almost like an organic creature, often bearing a mild resemblance to their creator, except they have a light-up display for a face (they can use their "mouth" to eat and drink by means yet unknown). They are always built for a particular purpose, be it as a troubadour, a tea house server, a child, or some other purpose.

•Type: Humanoid (Synthetic)
•Size/Speed: Medium (30 ft.) or Small (20 ft.)
•Ability scores: Standard or Specialist, geared towards a purpose chosen by their creator
•Languages: as creator, plus androffan
•Synthetics also count as having their creator's type and subtypes for the purpose of effects and prerequisites.
•Synthetics gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
•Shards of the Past (skills chosen must suit their created purpose)
•Low-light vision
•Darkvision 60 ft
•Jumpstarter (ex): Synthetics can be raised and resurrected. However, they have spell resistance 11+ their character level against such effects which they cannot lower.
•Artificial Energy Converter (ex): Synthetics are healed and harmed by both positive and negative energy, depending on how the energy is being applied (energy used to heal heals them, while energy used to harm harms them). However, they only receive half as much healing or damage from such effects. They count as metal constructs for the purposes of channeling.
•Efficient Design: Synthetics eat, breathe, and sleep. However, they can hold their breath for a number of rounds equal to 10 × their Constitution score. They need only ¼ as much food and water as other creatures their size and only need 2 hours of sleep to have a good night's rest.
•Glowing Face (ex): Instead of an articulated face typical of organic creatures, Synthetics have a facial display that is continuously lit, displaying shapes resembling eyebrows, eyes, a nose, and a mouth, styled after their creator in a single color and capable of the full range of facial expressions. This light only powers down when they die. (I'm thinking something along the lines of "Other creatures gain a +10 bonus to visual Perception checks to notice Synthetics, negated by total cover and invisibility" or "Other creatures see Synthetics as though they were in an area one light level brighter than normal, up to a maximum effective level of normal light").
•Custom Design (ex): Synthetics gain "x" traits from the Alteration sphere (USoP), rounding out their design. They may choose from all of the traits except change size and retain ability, with required spell points to take such a form also costing one trait each. For the purpose of limb requirements, Synthetics start with a head, two arms, two legs, and an optional tail. They may choose to lose a trait to gain natural armor as Animalistic Transformation. These traits do not count against the traits granted by Blank Form. Their effective caster level for these traits, including the natural armor, is CL 1st.
•Emulated Childhood: Synthetics do not age. However, at your option, they may have a childhood, growing at the same rate their creator would and stops growing and aging upon reaching adulthood.
•Creator's Scent Markers (ex): Synthetics are supremely sensitive to their creator's scent and inoculated to any malodorous abilities their creator may have, but for everything else, their sense of smell is only as strong as an average human.

For now, I'd like to focus on finishing up on Glowing Face.


Illusion-Laced Magic:
Your magic relies on others buying into it. You gain the Illusion Sphere as a bonus talent, and you can only use sphere effects that you could currently imitate through the Illusion Sphere. All sphere effects you create are treated as Illusion effects or their original sphere, whichever is worse for you. Furthermore, if an effect you create has a Fortitude or Reflex save, creatures may choose to make a Will save instead, with success being treated as though they succeeded at said Fortitude or Reflex save.

Martial Casting:
Your magic can only be channeled through mundane violence. Sphere effects you create fail unless you succeed at a singular melee or ranged weapon attack that you make at the end of the effect's casting time. You must prepare the weapon you plan to attack with when you begin casting. You don't provoke Attacks of Opportunity while casting, unless as usual if you chose to prepare a ranged weapon attack. The casting time can never be reduced below a standard action for you. Unless you only target yourself, Summon through the Conjuration sphere, or Create through the Creation sphere, with any sphere effect, you must target/affect at least one creature or object hit by your weapon attack with the effect (you may exceed the usual range for this subject, but the area of effect must be placed as close to you as possible while doing so). Scatter and splash weapons don't allow you to exceed the number of creatures/objects affected by sphere effects. You can never gain [instill], [range], or [strike] talents, except Energy Bomb from the Destruction sphere, which instead takes effect immediately.

Sound-Based Magic:
Your magic only works for those that hear you. Creatures and Objects that don't hear you cast cannot be targeted or affected by sphere effects you create. You must have the Verbal Casting drawback to take this drawback.

How many drawbacks should each of these be worth?


I started work on a race, and I plan on adding feats, a multiclass archetype along the lines of the Draconic Hero from In the Company of Dragons, and maybe some more alternative traits, but first I'd like to balance what I've got so far.

Here is the link:
Takir Race and Options

I should have it set up so that you may comment on the file itself, but I'll also check here for feedback.

Thank you much!


I'm building a Taninim with the aforementioned classes for a tristalt campaign and would like suggestions for archetypes to take. Here's a few points to consider:

· I'm going for a CG bookworm with powers over flesh and bone. No archetypes that disallow good alignments, please
· My character can't use manufactured weapons well (can only use a weapon in one hand, -2 to hit, and half speed while using)
· As my character reaches higher levels, his DEX will be reduced while STR and CON will increase outside of normal ability advancement
· While my character will get larger as he levels, my GM gave him the lesser change shape racial trait as a bonus


I want to try a campaign where characters form emotional bonds to their weapons and armor. They get to bond with one set of armor and twice their band's worth of weapons and shields. They will be considered nonproficient with any weapon or armor they aren't bonded with, even another instance of weapon/armor of the same kind as one they're bonded with. They begin play bonded with weapons and armor chosen from their class proficiencies, but may retrain their bonds later on.

To make up for the inability to upgrade weapons and armor on the fly, I'll have rings, bracelets, circlets, and amulets have dedicated functions: rings grant weapon (and sometimes shield) enchantments on them to any attack made using that hand, bracelets grant armor enchantment to worn armor (or clothing), circlets boost magical attacks in some way (I'm not sure yet), and amulets grant spell resistance as well as bonuses to resist certain kinds of magic.

Any advice?


I want to make an incorporeal outsider that is a former part of a now-dead god that split into 50 of the things. I'm planning on giving them the following abilities:

Abilities:

Soul-Rending Nail (Su): The Remnant attacks by forming and shooting shards of baleful energy. It can only have a single nail formed at any given time, but the nail holds charges and becomes more powerful as it gains charges. Whenever the Remnant has a nail formed, it can fire the nail as a ranged touch attack against a target within 60 feet, with a hit dealing wisdom and charisma drain equal to the number of charges on the nail. Regardless of whether the nail hits or misses, all of the charges are expended and the nail dissipates.

Form Nail (Su): If the Remnant doesn't have a nail formed, it may spend a full-round action to form a nail with one charge on it. The Remnant cannot use this ability if it already has a nail formed.

Mystic Lassitude (Su): Whenever the Remnant is within 60 feet of the caster or target of a spell as it is being cast, it may use an Attack of Opportunity to attempt an Spellcraft check against the spell's DC. If successful, the spell is countered and the Remnant adds a number of charges to its nail equal to the countered spell's level, forming a nail if it didn't already have one formed.

Gaze of the Natural State (Su): The Remnant emits a 30 foot cone that shows everything within the area as they would be without any magical influence (including magical effects with an instantaneous duration). It may change the direction of the cone one per round as a free action.

Deific Vessel: the Remnant has a bond with a single specific NPC, revered to as the Remnant's vessel. It may fuse with its vessel as a full-round action, boosting the NPC to an level 20, mythic tier 10 version of itself. The pair may be fused up to a duration per day depending on their resonance score (I plan on using the Polymorph any Object duration table for this). Should the vessel die, the Remnant resets its resonance score and forms a bond with a new vessel.

Any advice on how it should be stated up?


I want to make an incorporeal outsider that is a former part of a now-dead god that split into 50 of the things. I'm planning on giving them the following abilities:

Abilities:

Soul-Rending Nail (Su): The Remnant attacks by forming and shooting shards of baleful energy. It can only have a single nail formed at any given time, but the nail holds charges and becomes more powerful as it gains charges. Whenever the Remnant has a nail formed, it can fire the nail as a ranged touch attack against a target within 60 feet, with a hit dealing wisdom and charisma drain equal to the number of charges on the nail. Regardless of whether the nail hits or misses, all of the charges are expended and the nail dissipates.

Form Nail (Su): If the Remnant doesn't have a nail formed, it may spend a full-round action to form a nail with one charge on it. The Remnant cannot use this ability if it already has a nail formed.

Mystic Lassitude (Su): Whenever the Remnant is within 60 feet of the caster or target of a spell as it is being cast, it may use an Attack of Opportunity to attempt an Spellcraft check against the spell's DC. If successful, the spell is countered and the Remnant adds a number of charges to its nail equal to the countered spell's level, forming a nail if it didn't already have one formed.

Gaze of the Natural State (Su): The Remnant emits a 30 foot cone that shows everything within the area as they would be without any magical influence (including magical effects with an instantaneous duration). It may change the direction of the cone one per round as a free action.

Deific Vessel: the Remnant has a bond with a single specific NPC, revered to as the Remnant's vessel. It may fuse with its vessel as a full-round action, boosting the NPC to an level 20, mythic tier 10 version of itself. The pair may be fused up to a duration per day depending on their resonance score (I plan on using the Polymorph any Object duration table for this). Should the vessel die, the Remnant resets its resonance score and forms a bond with a new vessel.

Any advice on how it should be stated up?


I've made a start of the first quest in a campaign I'm DMing. Here's a flowchart for part 1 of the quest.

I'm building for a party of four lvl 1 tristalts starting in a forest at night. Part 2 will consist of returning the princess to the king. Any advice on details or encounters.?


I want to make a magic item, which would be described as a short rod capped with a small steel drum suspended inside a metal hoop. It is always active as long as it is wielded, and is used by speaking into the drum. It replicates everything said, which can be amplified by up to four times the original volume, or may alter the resulting voice to sound as though it belonged to a different demographic. It uses the speaker's voice as the base voice, can only originate from the rod, and may not be used to impersonate another individual or translate the contents of the message.

I want to balance it to be appropriate to get as early as reasonably possible. Any advice?


Campaign Backstory:
Roughly one thousand years ago, an Anthro warlock by the name of Blüdvark the Dire made a deal with the forces of the Abyss to prepare a curse to render all of the Anthros and Dragons of the world unable to speak or understand each other's languages. A band of heroes, whose names has long since been lost to history, managed to find and kill Blüdvark, but not before he could finish the curse.

And nowadays, there's a new problem arising. Starting last week, Humans, a race that have never before existed in this dimension, have been popping up from another dimension. This has become a matter of concern, but investigations have only just started looking into the cause.

Our adventure begins on the day Blüdvark's curse finally fizzles out, tied up in a bandit camp within the Forest of Sorrow, in the Kingdom of Belloway. We are looking for the Anthro princess, who was kidnapped by a Dragon.

TL;DR: Long ago, some jackass cast the world into diplomatic hell, and now some funny-looking weirdos are popping up. We're out doing typical, fairy-tale questing crap.

I'll post the special rules for this campaign next.


1 person marked this as a favorite.

I'm making this thread as a place to share homebrewed background traits and drawbacks as well as a place to get balance feedback. I'll start with a trait and a drawback:

Region Trait - Wasteland Survivor
You were born and raised in lands where food and water were especially scarce, and can survive on much less than your peers from kinder lands. You only require 1/4 as much food and water as others of your kind.

Drawback - Stiff Stomach
Your stomach is not as elastic as those of your peers, and it is painful to properly indulge at feasts and eating competitions. (I'm still trying to think of an effect)


I'm helping with a campaign of high-mobility combat (all characters must take the Spheres versions of classes, and full-attacking is banned) and want to convert the Draconic Paragon for this.

I will trade all of the Draconic Weaponry, Draconic Defenses, and Draconic Gifts for what will be primarily a Practicioner with access to a severely truncated list of Spherecasting talents.

Pretty sure all these features would worth Expert Practicioner (and maybe some more), but are there any suggestions?


I'm looking to build a character that stands out from his hometown, where everyone else is somewhere on the Obese Defect chain (Jester Dragon's Guide to Defects) while he fares well with barely anything. I'll go for anything that either reduces the amount of food he needs or increases how long he can go without food, preferably something I can get through a feat.

Any suggestions?


My DM is in the process of designing a tristalt setting and restricted our choice of race to Human, Taninim (from Company of Dragons), and Anthro (from Fursona). The humans are people from this world that entered the setting via a computer-exploding virus called the Tesla Bomb Virus, Taninim replace all true dragons (and are required to take 20 levels of either the Draconic Hero archetype or the Draconic Paragon class as part of their tristalt), and Anthros are supposed to be the standard choice.

He went to me, asking how to take the "normal" out of Human, and I told him that since we're using Fursona, definitely apply the Earthborn template to all humans (don't worry, Earthborn is +0 CR, +0 ECL). I still think more should be done, so, any advice?


I'm designing a campaign where language barrier problems are supposed to crop up more often than in vanilla, especially early-game. To that end, characters don't get extra languages from high intelligence or ranks in linguistics, and Common/Undercommon doesn't exist (races that begin play only speaking Common or Undercommon get Anthro or Morte instead, respectfully; Morte takes priority over Anthro; otherwise, Elves only speak Elven, Gnomes only speak Sylvan, etc.). I still want some kind of social bonus for high intelligence, preferably a choice that is set at character creation, so I came up with two:

•Mime (penalty reduction for communicating without a shared language)

•Haughty (bonus to DC against Intimidation attempts)

Any ideas how big the bonuses should be or what more options could be?


I'm working on an ice-themed spherecaster using recharge sphere magic rules. I want to make him someone who never got a proper introduction to magic, so he is always making minor mistakes in his spellcasting, but enjoys a greater chance of getting his spells off in adverse conditions. So far, I have the following:

Drawbacks: Magical Signs (sudden drop in temperature, an Aurora Borealis forms around him, and he telegraphs his magic abilities); Wild Magic, Custom- %100 base wild magic chance that does not stack with other sources

I would like to be able to reduce the cool down of his main three spheres to 1d4 rounds. Any suggestions?


I have a character, a Large-sized and fairly macho reptile man, that was cursed by a god to become a hermaphrodite when he meddled in matters of the afterlife (he merely stumbled into his friend's soul judgement while he was dreaming and butted in). While the god ended up resurrecting the friend, the curse was left in effect.

Every day, he lays 1d4+1 eggs throughout the day, with unfertilized eggs being normal. Fertilized eggs, however, gain artifact-grade indestructibility and teleports into his hands whenever he moves more than 10 feet away, forcing him to drop whatever he's holding to hold the egg. He also suffers a series of strange, yet thematic, occurrences which ramp up in intensity until some goal, which also falls into the theme, is met.

So far, I have:
•He gets whisked away to some random woods to have a tea party with women for a day. The women treat him as another woman and ignore his displays of masculinity.
•A random child gains the property of teleporting adjacent to him if he moves more than 30 feet away or loses line of sight to them, lasting a month. If the child already has parents, they are aware that forces outside his or their control is forcing their child into proximity with him, but not the reasons behind it.
•An egg he lays is asexually fertilized, gaining the properties of his fertilized eggs. This should only happen later on.

Any suggestions?


Basigulan

Diarian

Mogwai

I'm hoping to do some trait touch-up, give them 5 FCBs each, and (maybe) add some alternate racial traits.

Any advice?


...And here it is! Enjoy!


I'm planning on making a Scaled Fist Monk/Cha-based Blaster Incanter Gestalt and was wondering if I could meet the Monk's Lawful alignment requirement if my character has done the following:

•ran away from home after witnessing someone murder his favorite uncle, wasn't allowed to testify ("unstable"), and the murderer got away Scot free as a result

•moved into an apartment in a metropolis alongside another runaway (their surrogate father was forcing them to live as the opposite gender)

•while watching a fight between a "dragon" and a knight, wordlessly killed the "princess" ("princess" was making rather bloodthirsty cheers, while the "dragon" kept sobbing and trying to back out of the fight; "princess" was revealed to be a hag, and the "dragon" was the real princess)

•the next time he saw the murderer, cut off their tongue and strung them up to trees in a forest by their wrists, left for dead

•saw fellow runaway's father, broke every bone in his legs, then left him with the runaway to do as they please


Last year, I helped contribute to PaRaProMo by building a race...and hoo boy, could you feel the "clueless ameteur" coming from it! I mean, absolutely ZERO flavor text, RP values next to all of the traits, and nothing novel about any of the traits as I just pulled from the ARG. Compared to the rest of the races, mine looks like most half-assed of the bunch.

Any advice going forward to maybe not look so brainless at race creation?


So far, I know of:

Magical Girl (Anime d20)

Magical Girl (Gonzo)

Henshin Hero (Gonzo)

Magical Child (Vigilante Archetype)

Eldritch Scion (Magus Archetype)

Which one would be the best option for someone who wants to play a Magical Girl-type character? Are there other candidates I missed?


I want to try a campaign where, while NPCs and monsters use the standard stuff, almost everything the PCs have is customized by them.

The PCs won't choose a class. Instead, they'll buy abilities with class points. I want to give them enough points to edge over NPCs slightly.

Most of their gear will be custom built by them (piecemeal armor, custom weapons, and custom vehicles).

Their magic will use FFd20's MP system blended with Words of Power rules.

Any suggestions?


I want to add a unique character to a city guard. They would have two identities: one is that of a normal guard that does everything by the book, while the other breaks all protocol and just staight up kills criminals on the spot. I was thinking about doing gestalt.

Any suggestions?


While there are already wordcasting Varients for core and base classes, I would like to add varients for hybrid and psychic classes. I already did the Arcanist:

Arcanist Wordcaster:
Arcanist Wordcasters keep a spell book of words, much like their Wizard counterparts, save that they must prepare effect and meta words instead of wordspells and may cast wordspells from their prepared words at any time, provided that they have an appropriate level spell slot open.

Arcanist Wordcasters always have all target words and the Boost meta word prepared. They can prepare a number of additional effect and meta words of each level as shown on Table: Arcanist Spells Prepared.

Any suggestions?


The rules are as follows: all characters must be a “furry” race, all of them are Gods-Chosen and at least one class of their gestalt must be either a spellcasting, spherecasting, or wordcasting class, or Kineticist.

Niera Greycloak:
Orphaned at the age of 5, Niera was taken under the care of Nevix Greycloak, who was still the God of Souls back then. When Niera turned 15, Nevix began training her as one of his Soul Reapers, a special order of about 120 who utilise a combination of martial and divine techniques to take the souls of those their master deems due for death or reincarnation.
Just 5 years later, Nevix lost his godhood, which was then granted to Niera, and Nevix became her tutor for godhood as well until his death the next year. On his deathbed, Nevix bid her to find the Gilded One, whom Nevix banished to another world and stripped of their godhood 10,000 years ago, reunite them with their godhood, and return them to this world.

Race: ?
Classes: ?
Godly Weapon: ?
Domains: ?
Subdomains: ?
Signature of Godhood: ?
Godly Powers: ?
Animal Form: ?
Tenets: ?
Dragon Form: ?

Rydia Fortuna:
Originally known as a man named Thomas Gunn, he was a hands-on assistant manager for an auto repair shop in a rugged border town of another world. He spent much of his life with the feeling that the ruler of his country has “stolen” something that belongs to him and that his only hope of getting it back is to kill them himself.
He managed to keep this urge in check until his ruler bombed an entire region to a sea of glass in response to 3 religiously charged murders on local soil. As he was strategizing a plan to assassinate his ruler, Niera came out of nowhere, revealing that he is the Gilded One, the twin of the Verdant One, and that his ruler bears his godhood. Niera then tried to teleport him to kill his ruler, but was interrupted in her casting by an attack, stranding Thomas in the Forest of Sorrow in this world. After offering his gunmanship to some adventures (and getting genderbent to the point that nothing in the universe could turn her back, rebranding herself as Rydia Fortuna), she finally kills her ruler and reclaims her godhood, turning to wordcasting for her magic.

Race: Dogfolk (Chaser)
Classes: ?
Godly Weapon: Sword Cane
Domains: ?
Subdomains: ?
Signature of Godhood: In humanoid form: outfit changes to a gold colored vest with a coattail and pinstripe pants, and white gloves. The entire ensemble sheds light as a candle. While shape changed: eyes becomes golden and glows as a candle. Golden glowing tattoos also appear covering the body, predominantly hands, feet, and tail.
Godly Powers:
Bear Market/Bull Market: +5 circumstance bonus to any one Craft or Profession skill along with a -5 penalty to another Craft or Profession skill within target settlement for one week (Aura, ? Tier)
Marked for Consumption: target becomes a pig, save that their soul remains trapped within the body and aware of its surroundings until it is eaten (Punishment, 3rd tier)
Barter: Rydia may grant Wishes to other creatures, save that there is never a material component as part of the casting. Rydia may ignore wishes or demand compensation, however, including a second Wish for herself, though she must explain honestly what she will have happen and her price, and then ask if the wisher accepts the conditions (Boon, 9th tier)
Extradimentional Stash: bag of holding grade 4, save that the capacity is multiplied by 10, they always know how full it is, and the bag itself is weightless (Resonant, ? Tier)
Animal Form: wolf
Tenets: Fair trade only (within 50% of market price, illicit goods and services ok; 4th tier), always take fair share of loot (4th tier), no theft (6th tier), engage in projects that would boost trade (8th tier), ?
Dragon Form: ?

This is what I've got so far. Any suggestions for the “?”s?


I have the traditional martials as having weapons at their normal proficiency tiers, save that all modern weapons are exotic weapons, but I want to include modern combatants, which will have weapon proficiency tiers shifted around for them.

Any suggestions?


I want to add tenants to some gods I made, but I don't know what the rules/guidelines are, and none of the books I have contain any details.

Any help would be greatly appreciated.


As the title implies.

Any suggestions?


I have a single True God running the world. It can only affect the world with broad, sweeping changes, but it can lend it's deific power to up to 100 (each at 10th mythic tier) individuals to enact changes on a local level while it maintains the world.

These individuals will be mythic NPCs built as PCs. I want to give them Divine Source as a bonus path ability at every even tier (granting 6 domains and 8 subdomains at 10th tier). I also want to grant the following as bonus abilities, but I'm not sure at what tier:

•A single spell up to 7th level as an at-will spell-like ability (with some caveat)
•A single specific animal form (starts as normal animal size, but can choose to grow up to 4 sizes larger as they progress in tier)
•The ability to apply and remove an illusionary disguise at-will (the disguise must exemplify the themes they represent; ie a God-chosen of war may disguise themselves as a soldier, but not a baker)
•A single specific dragon form (as Form of the Dragon or its alternatives, save that they can use their breath weapon any number of times, but must wait 1d4 rounds between uses; scales up to FotD 3 as they progress in tier)

Any suggestions for what tiers these abilities come active?


I decided to rebuild my Mongrel Dragon race.

Any suggestions?


I'm playing an 16th level Incanter without retraining rules and I found a 3pp spell I'd like to imitate through spherecasting. It's an evil death curse that doesn't seem to do anything at first, but when the target has an *Ahem* successful venture in bed, the curse activates and blasts their poor partner with negative energy. You can even set up conditions when you cast, ignoring certain partners. The base spell's only good for one blast, but the greater version can blast a number of times equal to your caster level, triggering once for each separate occasion.

I can't seem to find anything that would allow me to put contingencies on my sherecasting. Can someone point me in the right direction, please?


So, this race(using Red Dragon traits as an example) is what comes out of two True Dragons of different septs mate (the commingling of traits greatly reduces their draconic might). This race breeds true amongst themselves.

True Dragons view them as shameful weaklings.

I am dead set on the basic structure of the race (though it wouldn't hurt to add a caveat or two), but I need help with the 1st level adjustment (+3 or +4, maybe?) and (re)working on the special traits. Any suggestions?


For those who don't know what a Savant is, it is a class from the New Paths Compendium (updated in Expanded) that can mimic abilities by invoking the spirit of legends of their own invention for short periods of time.

What would be some interesting combos? Accepting all class ideas, though I have a hard time understanding psionic classes.


I want to make bipedal dragon creatures that greatly resemble true dragons and fall into septs as such. Here's what I've decided on so far:

•2 HD
•Dragon type (and all traits that come with it)
•Medium if their true dragon sept starts as Small; Small if " " as Tiny
•Gets 1 bite, 2 claws, and 2 wings (wings are replaced with 1 gore if their true dragon sept is Imperial) as natural attacks
•Breath weapon, usable with 2d4 cooldown and using the shape and energy type appropriate for their true dragon sept (40-foot line/20-foot cone if Medium; 30-foot line/15-foot cone if Small)
•+4 natural armor bonus
•Immunity to the same energy type as their breath weapon
•Fly speed with maneuverability of average unless stated otherwise (becomes a supernatural effect if their true dragon sept is Imperial)
•A special quality or ability appropriate to their true dragon sept (I'll go into greater detail later)

I want to design these creatures to facilitate advancement through class levels, but I'm struggling with ability scores. Any suggestions?


I'm working on an NPC who owns a bar/tavern/whatever, boasting hard spirits such as whiskey and rum, food, music (mostly loud, aggressive genres), and a iron cage ring for organized fights which are sometimes co-ed. Fights fall into one of five rulesets:

Boxing:
•Punches only
•Bluffing only
•No Props
•Owner referees inside

MMA:
•Punches and kicks/No natural attacks
•Bluffing and Grappling only
•No Props
•Owner referees inside

To Be Named 1:
•Punches, kicks, and natural attacks ok
•Combat maneuvers ok
•Inside props only
•Owner referees from outside

To Be Named 2:
As To Be Named 1, but combatants must incorporate their attacks into a dance, to be judged by the audience

Femme Fetalle Special:
•Punches, kicks, and natural attacks ok
•Combat maneuvers ok
•All props ok
•No referee

The Femme Fetalle Special ruleset is only invoked whenever someone within the establishment personally angers the owner, in which case the owner herself fights the offender, with the outcome almost always being ugly for the offender. Other rulesets are invoked through a die roll.

If you have any suggestions for the Owner or the unnamed rulesets, please share them with me.


I'm using gestalt as well as Spheres of Might and Spheres of Power. The rules of the world are that there are only animal races (humanoids with animalistic features) and that everyone can use magic to an extent (no purely martial characters).

The Shifter (not necessarily the class):
A car mechanic from a more modern world, who has developed shapeshifting powers fueled by his ego upon entering this world. He has extensive know-how of the more technologically advanced gear, which can be found laying around in this world, but is somewhat confused by magic. I'm going with Incanter for the first half, but I'm torn between Technician (to reflect his former job as a car mechanic) and Shifter (to add to his shapeshifting) for the second half of the gestalt.

The Dragon Maiden:
A noblewoman under the tutelage of numerous dragons, able to learn and cast any spell she sees a dragon cast. While she has an affinity with dragons, she feels extremely uncomfortable taking the form of one. I was thinking about making her an Arcanist (non-Sphere)/Incanter, with the GM Fiat that she can cast spells from any spell list, but can only learn spells by indentifying them as they are being cast by a dragon and recording it into her spell book as an arcane spell, which cannot be copied by anyone else.

The Phobomancer:
A gloomy wanderer who is an expert in fear spells and curses. He have a severe fear of eyes, suffering hallucinations of eyes appearing everywhere whenever he makes eye contact with anyone or anything, even his own reflection. Maybe a Witch (either-or)/Elicitor for him.

The Clairvoyant:
A calm and tranquil diciple of a monastery with divination spells. He was born without eyes, but refuses offers to get eyesight. The first half will be Monk, but I don't know about the other half.

The Battle Master:
A tough and confident warrior with a blend of Destruction, Life, And War talents. She seems to have something against men. I'm thinking Armorist/Incanter for her.

The Allied Scoundrel:
An innocent-looking urchin with a pair of extradimentional pets (a tiny dragon bound to her and an imposing bodyguard Eidolon). She hopes to be adopted one day, even though there are numerous warrants for her arrest. Going with Rogue/Sphere Summoner.

Any advice for building these? Also taking suggestions for improving the concepts, even if it's to switch out a class that I seem decided on.


I have a catfolk investigator NPC that I plan to have find out that he's actually a dragon during a particularly heated moment. The reason why he didn't know that he was a dragon is because he was born with a second shape and hatched among catfolk, Imprinting in his mind that he was a catfolk.

Do I start him off as a dragon with class levels, or should I do something else?


Dracothrope - CR +?:
Aquired template that can be applied to any humanoid. There are no natural Dracothropes.

Size and Type: The creature (referred to as the base creature) gains the reptilian and shapechanger subtypes, as well as any subtypes possessed by the base dragon. The dracothrope takes on the characteristics of a type of true dragon (referred to as the base dragon) within one size category of the base creature’s size. A dracothrope’s hybrid form is the same size as the base creature.

AC: In dragon form, the dracothrope has the base dragon's full natural armor bonus. In hybrid form, the dracothrope has half the base dragon's natural armor bonus.

Defensive Abilities: In dragon form, the dracothrope has the base dragon's full DR/Magic. In hybrid form, the dracothrope has half the base dragon's DR/Magic.

Speed: Same as the base creature or base dragon, depending on which form the dracothrope is using. Hybrids use the base creature’s land speed and gains a 60 foot fly speed (poor maneuverability), as well as any climb, swim, or burrow speed that the base dragon possesses.

Melee: In dragon form, the dracothrope has the base dragon's natural attacks. In hybrid form, the dracothrope has the base dragon's natural attacks which deals damage as appropriate for the hybrid form's size.

Special Attacks: A dracothrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or dragon form it gains the special attacks, qualities, and abilities of the base dragon. A dracothrope also gains low-light vision, 60 ft. dark vision, and the following:

Change Shape (Su):
Dracothropes have three forms—a humanoid form, an dragon form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and dragon form. A dracothrope can assume dragon or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. Whenever the dracothrope is at 50% of max HP or lower, an it gains a +5 morale bonus to Constitution checks made to assume dragon or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. A dracothrope reverts to its humanoid form automatically after 8 hours of rest. A slain dracothrope reverts to its humanoid form, although it remains dead.

Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and dragon forms. Dracothropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature’s stats, a dracothrope’s ability scores change when he assumes hybrid or dragon form. In human form, the dracothrope’s ability scores are unchanged from the base creature’s form. In dragon and hybrid form, the dracothrope’s ability scores are the same as the base creature’s or the base dragon's, whichever ability score is higher.

Special: A dracothrope's life span increases to that of a dragon and determines its base dragon stats with the equivalent age category. In dragon form, the dracothrope acts as the base dragon typically acts. In hybrid form, the dracothrope has a 50% chance of acting normally any given round, otherwise they act as the base dragon.

More to come!


So, there's been a string of lady kidnappings across the kingdom. However, while the lady always returns unharmed if a bit shaken up, the lover that chases after her sometimes ends up dead. Many speculate that in the case of the lady's lover dying, the kidnapper himself returns the lady without any random demands. Regardless, the king asks the party to investigate, find, and render judgement upon the kidnapper.

The kidnapper is a human that was born with a dog's head, which magic couldn't fix. His rise to (borderline?) villainy came when he found love with a lady while he was masked, only to be dumped when she found out about his dog head. Once he kidnaps a lady, he puts a ring on her that he cursed to turn her into a dragon indefinitely. Then he enchants a piece of the lady's jewelry to break the ring's curse and hides with it while waiting for the lover to arrive. His next course of action depends on the lover: if the lover recognizes the lady and still professes love to her, he throws the enchated jewelery to them and runs away, but if the lover fights or snubs the lady, he will jump in to fight the lover to the death once the lady either fights back or runs away, then he gives her the enchanted jewelry and takes her back to her house in the dead of night. I was thinking about having him dress up as a plague doctor.

Any suggestions?


Wolfe: Traveling mechanic with a magical ability to summon gear. Adoped Cate and enjoys being benevolent in an unorthodox, politically incorrect way. If Cate is missing from his protection or harmed, however, all morals fall to the wayside as he kills and destroys everything in the way of Cate being safe by his side. Refuses to wield anything other than firearms and crossbows.

Liz: Healer/wise woman type who normally maintains and occupies a rebirthing temple. Adventures to build confidence. Admires Wolfe when he's not being a raging psychopath, and helps protect and teach Cate with a more traditional, less blunt and overly mature approach. Unwilling to carry weapons or directly harm creatures with her magic.

Cate: A child without much combat discipline, but has a talent for summoning. Her biological father stabbed her repeatedly and left her in a ditch to die, but she was rescued by Wolfe, who promptly hunted down and killed the man. Helps Wolfe around his temporary shop and keeps an eye on his temper, which she sometimes exploits to start battles on two fronts. Kind of a crack shot with firearms.

Celine: Singer with elemental and summoning powers. Tags along with Wolfe mostly out of boredom, but sometimes finds lyrical inspiration along the way. Rather oblivious to danger.

If you're reading this, I'm sorry. My device is crashing WAY TOO MUCH!!! I SWEAR, I WILL DESTROY THIS PIECE OF CRAP!!!


I was watching Suicide Squad and decided to try making an archetype around the Enchantress.

Basically, the Summoner summons their Eidolon as a full-round action, but instead of summoning it nearby or fusing with it, they swap themselves out with their Eidolon, which has much more free will and independence than other Eidolons. As the Summoner gains power, they can impose directives and prohibitions that are set on their Eidolon.

If you have any ideas for the abilities, please share them with me.


I want to make a double-edged sword artifact called the Dual-Edge, which starts off as two halves called the Red-Edge and the Blue-Edge, which both function as Longsword artifacts. Basically, a very long time ago, a human created the Red-Edge by sacrificing his physical body, then, in the Plane of Souls, he created the Blue-Edge by sacrificing his soul. Enraged by this man's hubris, the gods wiped the man's name and his creation methods from all recollection.

Here are the abilities that I want these artifacts to have:
[list]

  • Some way for the Red-Edge and Blue-Edge to fuse together, becoming the Dual-Edge
  • The Dual-Edge allowing its wielder to reshape the reality of both the Material Plane and the Plane of Souls to their vision at the cost of the Dual-Edge and its components being wiped from existence
  • The Red-Edge and Blue-Edge having different abilities from each other, but generally having Dominion in their respective planes

    My plan is to have the Dual-Edge and its components to be the primary macguffin of the back half of my campaign, which I split into two subcampaigns, both with their own party, and will merge them for the final session. Any suggestions?


  • I'm doing a campaign (I'll call this one Blue-Edge) set up as the afterlife and players are limited to anthopomorphic animal races and Noble Animals from the Noble Wild. The thing is, I'm also running another campaign (Red-Edge) where every character is one of the 24 RP races I homebrewed, with most of them having a 2-class gestalt, and I want to have these campaigns to be roughly similar in power. Do I give the Blue-Edge characters Samsarian traits on top of what they already get, give them 2- or 3-class gestalt, or some combination of the two?


    I'm trying to make a NPC with some rabbit-like features, but I can't find an appropriate race. Any suggestions?


    I'm making an archetype for the Summoner with the following features:
    • Your Eidolon forms a special bond with one of your allies. The ritual to summon your Eidolon requires both you and this ally to take part. Once the ritual is complete, the ally fuses with and controls the Eidolon like a Synthesist (the Eidolon is still based on the summoner's level). You may cast spells on this ally as though they were the Eidolon, even if the Eidolon isn't summoned. Should the ally die, you may reattune the Eidolon to a new ally after a week of mourning with a 24 hour ritual costing 200 gp per summoner level. Alters Eidolon
    • Both the Summoner and the bonded ally may sacrifice hit points. The Eidolon's fusion with the ally allows it to always be at full strength, but if the Summoner or the ally move further than Medium spell range from each other, the Eidolon is immediately sent back to its home plane. Alters Life Link
    • The Summoner may call their Eidolon upon themselves like a synthesist a number of times per day equal to 3 + their Charisma modifier. This ability lasts for a number of rounds equal to their Summoner level and employs the Eidolon. As a result, this ability can only be used when the Eidolon isn't summoned. The Eidolon has a different set of evolutions and has an effective level equal to half the summoner's level when it is called this way. At 10th level, the Eidolon has an effective level equal to 3/4 the summoner's level, and at 18th level, the Eidolon has an effective level equal to the summoner's level when called this way Replaces Summon Monster, Aspect, and Greater Aspect
    • At 14th level the bonded ally may transfer hit points from his own hit points or the temporary hit points from the Eidolon. Alters Life Bond
    • At 16th level, as a swift action, the summoner can make the Eidolon and the bonded ally to split forms as a Synthesist. The ally controls themselves and the Summoner controls the Eidolon while they are split, and both the ally and the Eidolon can transfer hit points through Life Bond. Replaces Merge Forms
    • At 20th level, while the Eidolon is summoned, the Summoner may expend an use of his Eidolon calling ability to gain the benefits of the called version of the Eidolon for 20 minutes. Replaces Twin Eidolon

    I haven't come up with the name for the archetype or any of its abilities yet. Any suggestions?


    I'm thinking about making a NPC UC Rogue/Summoner gestalt whose Eidolon fused with another NPC, a Bloodrager/Technician, but I haven't seen any archetypes that do that. Any suggestions?

    1 to 50 of 124 << first < prev | 1 | 2 | 3 | next > last >>