Radosek Pavril

Taco Man's page

Organized Play Member. 296 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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I've also noticed a few basic typos, errata, comma splices, etc. And a few of the spells and class options (Ninja tricks, Hexes, etc) seem to be missing still.


Oh man. I haven't been on this forum in AGES. But this is all back up and running and you guys are still doing stuff? Man this was FUN back when. Sorry if my stuff still isn't quite up to quality. It's a little embarrassing reading through the Disciple of the Radiant Star. I mostly submitted that one on a bet. I'd love to really rework that one some time if possible.

Still rather proud of the Faceless Thrall, Sightless Blademaster, and Feral Mercenary!

Man, good on you guys for actually keeping this up!


#Toxicologist

Venom Combat:
1st - Endothermic Touch, Frostbite, Touch of Bloodletting
2nd - Aboleth's Lung, Accelerate Poison, Feast of Ashes, Frigid Touch, Pox Pustules, Unshakeable Chill
3rd - Aggravate Affliction, Contagion, Cup of Dust
4th - Blight, Touch of Slime
5th - Greater Contagion, Old Salt's Curse
6th - Epidemic

#Deadly Mariner

Marked Vessel (Ex):
A deadly mariner may study a vehicle they have sight on for a single round. The mariner, their crew, and their ship, gain a +1 on all attack, damage, and sailing checks against the targeted vehicle. The deadly mariner's own vessel gains a +1 to AC and Hardness against the targeted vehicle.

At 5th, 10th, 15th, and 20th level, these bonuses increase by an additional +1.

The Black Flag (Ex): At Fifth Level, the flag flown by the deadly mariner's vessel becomes a proud declaration of their certainty in the actions of their vessel. This functions as a cavalier's Banner, but may instead be flown from the mast of a ship, or embroidered upon a sail of the vessel. This benefit extends to all allies aboard the ship, rather than all allies within a 60ft radius of the banner.

This modifies Banner

Hoist the Colors (Ex): At 14th level, the flag of the vessel becomes a grim reminder of the fates before those who view it. All foes aboard the deadly mariner's vessel, or a vessel locked in combat with the deadly mariner's vessel, suffer a -2 penalty to all Combat Maneuver Checks, and a -5 to all concentration checks.

This replaces Greater Banner


Toxicologist and Deadly Mariner seem fun....


Tyrannical wrote:

Antipaladin/Witch sounds intersting indeed, I'm suprised it hasn't been done yet.

I was thinking of making another Antipaladin of my own; the Necromantic Overlord, it would most likely be an Antipaladin/Summoner, beginning with a unique Flesh Golem, and being able to raise the dead and summon skeletons and such.

Ahh, Flesh Golems. The most fun of Golemkind. I once partied up with a man who ran mute a Fleshgolem Shaman/Monk, in a party with my Dhampire Oracle of Bones/Holy Gun Paladin. It was a weird group on the whole, really.


Tyrannical wrote:

@Taco Man

I especially like the Abyssal Brute, those Abyssal Savaging abilities look rather interesting, though I would say that if you're keeping cruelties, Adder Strike may not be necessary as you can inflict poison via 9th level cruelties.

I do like Spellblight Templar, it seems to be a good anti-magic based class, rather than just anti-good. would it affect divine or arcane casting in particular, or both?

Well, Spellblights tend to occur within the regions of the arcane. You've just inspired me to a concept for a pure-divine hater. Warpriest/Barbarian. "Godless Apostate" or "Godless Crusader". Be fun.

Yet another reason I think someone else needs wiki access. XD

#Abyssal Brute
Cruelties and Touch of Corruption are cut out for the base brawler Martial Training and Unarmed/Flurry abilities.

I've also garned an idea for an Antipaladin/Witch, based around Hexes replacing cruelties, and Smite and Boon being replaced by some sort of bond-item, and enhanced casting.


@Seth, I could see a Arcanist/Ninja, gaining mobility options in their arcana, losing out on spells, gaining spell strike like a magus, and gaining mobility options akin to ninja ki-powers as available exploits.


And yeah, I've been suggesting passing on the torch for Moderating/Editing of pages to one of the regulars if you want to leave the project, Lightbringer-Senpai. You've been a great provider of input, reworking, and excellent original concepts on your own. We wish you luck. I'm not leaving this. Over 10'000 posts now. This is a nice little chunk of fan culture. It'd be sad to see it die.


Just afew basic concepts... I want to expand on them alot more.

Spellblight Templar:

Touch of Corruption, Cruelties = Spell Combat, Spell Strike, Improved Spell

Combat, Greater Spell Combat
Smite Good, Aura of Cowardice, Aura of Despair, Aura of Sin, Aura of Depravity = Conduit of the Spellblight
Antipaladin Spell list = Spellblight Templar Spell List
Fiendish Boon = Spellbreaker
Detect Good, Aura of Evil = Detect Magic

As long as arcana has been tampered with, Spellblights have been a balance between terror, and inconvience, to those who wield arcana. And the spellblight templar, has become the one to enforce this cruel fate as their whim. Perhaps as a curse of birth, or perhaps by mystical mistake, these select few souls have the unnatural ability to channel a bizarre anti-magic, and to damn other casters with their mere presence.

Archetype Name: Spellblight Templar
Primary Class: Antipaladin
Secondary Class: Magus
Hit Dice: D10
Alignment: Any Non-Good

Detect Magic (Sp)
At will, a spellblight templar can use detect magic, as the spell. A spellblight

templar can, as a move action, concentrate on a single Item or individual within

60 feet and determine if it is good, learning the strength of its aura as if

having studied it for 3 rounds. While focusing on one individual or object, the

spellblight templar does not detect good in any other object or individual within

range.

Conduit of the Spellblight (Ex)
Once per day, the spellblight templar can channel their unnatural gift to curse

those who tamper in the domain of arcana. As a swift action, the spellblight

templar chooses one target to blight. If this target has a caster level, the spellblight templar adds his Charisma bonus (if any) on his attack rolls and adds his spellblight templar level on all damage rolls made against the target of his smite. Upon striking the caster, they are inflicted with a random minor spellblight.

At 3rd level, an additional minor spellblight is afflicted upon the target. At 8th level, one of these minor spellblights instead becomes a major spellblight. At 14th level, an additional minor spellblight is gained. Finally, at 17th level, an additional major spellblight is added to the effect.

At 4th level, and at every three levels thereafter, the spellblight templar may channel the spellblight one additional time per day, to a maximum of seven times per day at 19th level.

This replaces Smite Good, Aura of Cowardice, Aura of Despair, Aura of Sin, and Aura of Depravity.

Spellbreaker (Ex)
When casting Bestow Curse, Dispel Magic, Greater Dispel Magic, or Antimagic Field,

add half your Spellblight Templar level to your total caster level.

At 5th level, the spellblight templar gains Disruptive as a bonus feat, wether or

not they meet the prerequisites. At 8th level, they gain Spellbreaker as an

additional bonus feat. At 11th level, they gain Shatterspell as an additional

bonus feat. At 14th level, you gain Banishing Critical as an additional bonus

feat. At 17th level, you gain Destructive Dispel as a bonus feat

This replaces Fiendish Boon

Abyssal Brute:
Martial Training, Brawler's Flurry, Unarmed Strike= Touch of Corruption
Maneuver Training = Cruelties
Brawler's Strike, Abyssal Savaging = Fiendish Boon

Many martial styles take inspiration from beings outside the reaches of civilization. Be it the earthly, yet striking power of the tiger. Or the selfless sacrifice of the archon. These savage pugilists, however, take a much darker inspiration. Infusing themselves with the essence of the very beings that inspire them, and working unholy anatomy into an arsenal of martial stylings, based around the cruel techniques of demon-kind. The abyssal brute fights with wicked efficiency, and wanton cruelty

Archetype Name: Abyssal Brute
Primary Class: Antipaladin
Secondary Class: Brawler
Alignment: Chaotic Evil
Hit Dice: D10

Weapon and Armor Proficiencies (Ex)
Abyssal Brutes are proficient with all simple and martial weapons, and light armor

Martial training (Ex):
As Brawler

This, Unarmed Strike, and Abyssal Flurry, replace Touch of Corruption

Unarmed Strike (Ex):
As Brawler

Abyssal Flurry (Ex):
As Brawler's Flurry

Toxic Opportunist (Ex)
At 3rd level, the abyssal brute gains Adder Strike as a bonus feat.

This replaces Plague Bringer.

Brawler's Strike (Su)
At 5th level, as a brawler

Abyssal Savaging (Su)
At 5th level, the abyssal brute can learn one method of Savaging. Whenever he makes an abyssal flurry, he may designate one of his attacks as an abyssal savaging. This attack is resolved as normal, but has an additional effect depending on the type of savaging chosen. The abyssal brute begins to take dark inspiration from the devious techniques of demon-kind. At 8th level, and every 3rd level thereafter, the abyssal brute may select an additional savaging. At 14th level, he can designate up to two of his savagings in a round.

-Balor's Edge (Su):
The brute channels the blasphemous power of the balor's blade into his own strike. For the purpose of this single attack, the active weapon (including an unarmed strike) is treated as having the vorpal quality.

-Coloxus's Bite (Su):
The abyssal brute imbues his strike with the cruel, vane, consuming sting of the coloxus. If the attack hits, the target must make a fortitude save (DC 15 + the attacker's abyssal brute level) or suffer 1d4 points of charisma damage for every 5 abyssal brute levels.

-Gibrileth's Filth (Su):
The abyssal brute strikes the target with a festering, gangrenous, unholy scar upon their body. If the attack hits, the target must make a fortitude save (DC 15 + The attacker's abyssal brute level), or be infected with a disease as if the abyssal brute had cast contagion, using his abyssal brute level as his caster level.

-Glabrezu's Trickery (Su):
They abyssal brute channels the treacherous essence of a glabrezu into their fist, imbuing it with an unholy wave of distortion. If this attack hits, the target must make a will save, or be affected as if by a Confusion spell, treating the attacker's abyssal brute level as his caster level.

-Herensugue's Horror (Su):
The abyssal brute's strike leaves a maddening din of unholy taint, endlessly whispering the target's darkest fears. If the attack hits, the target must make a will save (DC 15 + the attacker's abyssal brute level) or be Paralyzed for 1d4 rounds per 5 abyssal brute levels. This is a mind-affecting fear effect.

-Hezrou's Funk (Su):
The abyssal brute bursts with breif growths, which pop on impact, creating a noxious stench. If the attack hits, the target of this strike must make a DC 15 + the attacker's abyssal brute level, or be nauseated for one minute. This savaging must be done with an unarmed strike.

-Marilith's Embrace (Su):
The abyssal brute extends their limb of attack, unnaturally, to strangle their target into submission. If the attack hits, the abyssal brute may make a free grapple attempt against the target of this attack, at a +5 Bonus.

-Nalfahsee's Visions (Su):
The abyssal brute directs before the eyes of their victims a haze of maddening images. If the attack hits, the target must make a will save (DC 15+ the attacker's abyssal brute level) or be dazed for 1d4 rounds per 4 abyssal brute levels.

-Quasit's Venom (Su):
The abyssal brute garners the sick sting of the feeble quasit. If the attack hits, the target must make a fortitude save (DC 15+ the attacker's abyssal brute level) or suffer 1d2 Dexterity damage every round, for 1d4 rounds per abyssal brute level.

-Succubus's Kiss (Su):
The abyssal brute forgoes a punch, or kick, or a slice of the blade, for a much more unorthodox attack, an unholy kiss. If the attack hits, it deals no damage, instead the target must make a Fortitude save (D 20 + The attacker's abyssal brute level) Or suffer one negative level per five abyssal brute levels.

-Vrock's Cry (Su):
The abyssal brute's weapon splits, like some crude beak, and lets out a horrid, unnatural shreik. If the attack hits, the target must make a Fortitude save (DC 15 + The attacker's abyssal brute level) or be stunned for 1 round.

This, along with Brawler's Strike, replaces Feindish Boon

To Do:
- Lots of work on the Abyssal Brute, replacing Auras.
- Capstone and Spell List for the Spellblight Templar (Spell-resistance abilities as well...)


Hot thread. Hot thread.

I've got some light builds if anyone cares to help me look them over...


Well, the thing about our Rogue primaries and secondaries is nothing from the base rogue was negatively impacted, the secondaries may warrant a buff, but the primaries are all un-contradicted.


I find the unchained monk rather underwhelming. My main problem with it is that it shuts down most pre-existing Archetypes, and is for the most part, a side-grade at best. Contrast Barbarians and Rogues who merely got utility expansions that don't shut down any pre-existing 1st-party archetypes.


Well, for the full Jackie-Chan, we'd also need to steal some stuff from the monk of the open hand. :P

As for the main concept of my Abyssal Brute, I was figuring rather than Cruelties and Touch of Corruption, they would gain unarmed strike, and flurry of blows, with a special gimmick.

The main gimmick to counterpoint cruelties being a scaling effect/style system, combining both cruelties and the new Style Strike system of the Unchained Monk. While I don't like the unchained monk that much, it does contain alot of good ideas. Formost, the Style Strike.

Rather than directly taking all the style strikes, I've been working in various more Profane-Themed effects, centered around direct damage/incapacitation, in line with the cruelties (with inspiration from the more brutal aspects of various style feats), rather than more exotic methods of Combat Maneuvering.

Pardon rambling grammar. I write this somewhat sleepless.


I return. Sorry I vanished for awhile folks.

#Botanist
Tyr, dear, you certainly haven't lost your touch in my absence...

Also, I still have my Muse-Thrall Oracle concept, as well as having dug up my old "Kishin Warlord" Samurai/Antipaladin concept, and my "Spellblight Templar" Antipaladin/Magus concept. And have recently come up with a concept for an Antipaladin/Brawler.

I like Antipaladins.


Well, the Radiant Trickster emphasizes the ninja side more than the paladin side, being a Ninja/Paladin. It's the second build I put up. :P The Disciple of the Radiant Star works excellent for this one.


Excellent draft, I'd say, and I'd gladly take the name change, I brought it here for the selfish reason to have it balanced, and I can insert the rather specific flavor I want when I present this as a campaign option. XD

What about the Radiant Trickster (I suppose it could be called)?


I'd gladly be on board for the idea... I wish something like this went around when I did my male parody of the "Slutty sorceress" stereotype. I played him completely straight, had him wear constant skimpy outfits, always default to seduction as his tactic, have incredibly low (moral and aesthetic) standards with his lovers, and sling out innuendos constantly. 't'worked out both hilarious and powerful. Vicious Night Hag the heroes are supposed to deal with gets creepily flirty as Night Hags are wont to do? "Don't worry. I'll handle this."


Jonathan Joestar - His Youth!:

INSPIRATION

In a small village, isolated village, upon a mountain, a single wise man discovered a way to harness the power of the sun and the heavens through his breath. He refined this sacred technique, this glorious light, into a powerful tool of both healing and purifying. This was the beginning of the ripple. An esoteric and versatile power, the formal disciples of the ripple take it within them to use this holy light to protect the innocent and the natural, and banish the unholy and abominable from this world.

Archetype Name: Disciple of the Ripple
Primary Class: Monk
Secondary Class: Paladin
Alignment: Lawful Good
Hit Dice: D10

Overdrive (Su)
Once per day, a disciple of the ripple may channel the power of the sun through their breath into their fists. As a swift action, the disciple of the ripple chooses one target within sight to strike with a ripple overdrive. While overdrive is in effect, the first successful attack against the target of their overdrive deals bonus points of damage equal to the disciple's monk level, and automatically bypasses any DR the creature posesses. If the creature's DR would already be bypassed by a standard ripple strike, the bonus damage increases to 2 points of damage per level.

The overdrive lasts until the target of the overdrive is dead, or the next time the disciple of the ripple rests. At 4th level, and every three levels thereafter, the disciple may activate an overdrive one additional time per day, to a maximum of seven times per day at 19th level.

This replaces Stunning fist

Ripple Pool (Su)
At 4th level, a disciple of the ripple gains a pool of ripple points, supernatural energy drawn from the sun and harness through his breath to push his body beyond mortal limits. These function as Ki points for all intents and purposes, however the mechanics as they apply to the monk are somewhat different. The number of points in a disciple of the ripple's reservoir is equal to 1/2 his monk level + his Con modifier. As long as he has at least 1 point in his ripple pool, he may make a ripple strike.
-At 4th level, ripple strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction
-At 7th level, his unarmed attacks are also treated as silver and good weapons for the purpose of overcoming damage reduction
-At 10th level, his unarmed attacks are also treated as lawful and cold iron weapons for the purpose of overcoming damage reduction
-At 16th level, his unarmed attacks are also treated as adamantine and fire weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ripple pool, a disciple of the ripple can do one of the following:

- Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
- Treat his unarmed strike as if it bears the ghost touch quality, or
- Treat his unarmed strike as bearing the reach quality for 1 round, or
- gain a bonus equal to his charisma modifier (minimum 1) on all saving throws for 1 round, or
- replicate the effects of lay on hands, treating their disciple of the ripple level -4 as their paladin level.

This modifies, and functions overwise as, Ki Pool.

Focus-Tinted Overdrive (Su):
At 4th level, the disciple learns to better focus and control their ripple and body to enhance their overdrives. When activating an overdrive, they may spend a single point from their ripple pool to further enhance it into a focus-tinted overdrive. The disciple chooses a single weapon, be it a natural, improvised, or manufactured weapon, they are treated as being fully proficient with this weapon for as long as the overdrive lasts, and this weapon is treated as bearing the "monk" quality. At 5th level, this chosen weapon is granted a +1 enhancement bonus for as long as the overdrive remains in effect. For every three levels beyond 5th, the weapon gains an additional +1 enchantment bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anchoring, brilliant energy, defending, disruption, flaming, glorious, grounding, guardian, impact, ki focus, ki intensifying, and neutralizing. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, atleast a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the overdrive are determind when the overdrive is activated and cannot be changed until another overdrive is activated.

This replaces the 6th level bonus feat, diamond body, diamond soul, quivering palm, and Tongue of Sun and Moon.

Aura of life (Su):
At 10th level, the ripple user is such a powerful conduit for the ripple that so long as they have atleast 1 point in their ripple pool, any undead or abberration within 10ft of them has any natural fast healing or regeneration effects negated, and cannot be healed by channeled negative energy.

This replaces the 10th level bonus feat.

Master of the Ripple (Su):
At 19th level, the disciple of the ripple gains DR 10/evil and immunity to compulsion spells and spell-like abilities, as well as spell resistance equal to his disciple of the ripple level.

Final Ripple (Su):
At 20th level, when brought to 0 health or lower, a disciple of the ripple may attempt an all-in gambit, expelling all their ripple energy in a single desperate act. They may choose one of the following abilities to use:
-Desperate Overdrive: If not already engaged, the disciple of the ripple is treated as having activated overdrive, with all hostiles treated as the target of this overdrive. When using a flurry of blows action, they may expend 2 points from their ripple pool to launch another attack at their highest base attack bonus against the target, this may be done any number of times per attack. They may also spend 1 point from their ripple pool to automatically confirm any critical hits.
-Cling to Life: The disciple of the ripple expends 2 points from their ripple pool each round to remain concious and alive for an extended period of time. So long as they have at least 1 point in their ripple pool, they are immune to the following conditions: dead, stunned, nasueated, exhausted, frightened, panicked, paralysized, and unconcious. Once their ripple reaches 0, all effects apply as normal. They remain alive and mobile even if unable to attack or in a state where they'd normally be unable to move (I.E. just a severed a head). They may exhaust an additional 1 point of ripple energy a round to benefit from Fast Healing equal to their constitution modifier.
-Empowering Death: The disciple may, as a full-round action, pass on their ripple and strength to an ajacent and willing ally. They pass their life, soul, and ripple into the target, expelling all points from their ripple pool, and inflicting twice their total Disciple of the Ripple levels to themselves as negative levels. For every point expelled from their ripple pool, the target gains 1 point of ki, and 2 temporary HP, for every 4 negative levels inflicted, the target gains a permanent +1 bonus to 3 stats of their choice, and a single level in Disciple of the Ripple. For one minute per level lost, these effects are temporarily doubled, and the target is considered as having no maximum amount of Ki.
If the Disciple of the Ripple dies whilst this power is in effect, the death is final, their ripple and soul burnt out and passed on to nature, or their comrades. Nothing short of a Wish or Miracle can bring the Disciple of the Ripple back to life.


A hand-to-hand, holy bruiser of sorts.

Joseph Joestar - His Proud Lineage:

INSPIRATION
In a small village, isolated village, upon a mountain, a single wise man discovered a way to harness the power of the sun and the heavens through his breath. He refined this sacred technique, this glorious light, into a powerful tool of both healing and purifying. This was the beginning of the ripple. An esoteric and versatile power, the hamon artist takes the ripple within themselves, and weaponizes it by mixing the ancient art with sheer audacity. Focusing more on fluid and physiology than raw prowess, these adventurers bear a dizzying array of bizarre powers.

Archetype Name: Hamon Artist
Primary Class: Ninja
Secondary Class: Paladin
Alignment: Any Good
Hit Dice: D8

Weapon and Armor Proficiency
Hamon Artists are proficient with all simple weapons, plus a number of exotic or martial weapons of their choosing equal to their intelligence modifier. They are proficient with light armor, but not with shields.

Improvisation (Ex):
At 1st level, a hamon artist gains Catch Off-Guard and Throw Anything as bonus feats. At 6th level, they gain improvised weapon master, regardless of wether or not she meets the prerequisites. At 9th level, and every 3 levels thereafter, she gains a +1 to hit and to damage when using an improvised or exotic weapon.

This Replaces Poison use and No Trace

Ripple Pool (Su)
At 2nd level, a Hamon Artist gains a pool of ripple points, supernatural energy harnessed from the sun, through her breath. The number of points in the hamon artist's ripple pool is equal to 1/2 her ninja level + her Charisma modifier. This functions identically to a ninja's Ki pool, however in place of spending 1 ki to gain a +4 insight bonus on stealth checks, she may spend 1 ripple to gain a +4 bonus on Sleight of Hand checks.

Ripple Technique
As the Hamon Artist advances in their mastery of the ripple, they learn a number of strange maneuvers and interesting uses for their versatile powers. Starting at 2nd level, a hamon artist gains one Ripple Technique. She gains one additional ripple technique for every 2 levels attainted after 2nd. Unless otherwise noted, she cannot select an individual ripple technique more than once:

Bubble Wall (Su): By manipulating the ripple within fluid, a hamon artist may expend 1 point from their ripple pool, and atleast 1 liter of fluid, to surround themselves with a 15ft aura of unusually dense bubbles, granting 20% concealment, and qualifying this radius as difficult terrain, for a number of rounds equal to their charisma modifier. This time is halved or quartered by scaling wind conditions.

Carbonated Bang (Ex): By using the ripple to create pressure inside the container, the hamon artist spends 1 point from their ripple pool to treat a sealed bottle, vial, or jar of fluid as an improvised weapon, propelling the cork or stopper at a target as a swift action. This deals damage as a medium pistol, and a perception check with a DC = to the hamon artist's level + their sleight of hand modifier to detect. If the attack is undectected, this is resolved against the target's touch AC, rather than their full AC. The liquid contained within is expelled from the container during this attack, and is considered wasted. At 8th level, and every 6 thereafter, the effective size catagory of the damage dealt increases.

Muted Resonance (Ex): You may, as a standard action, attempt a feint combat maneuver or sleight of hand check whilst passing by a creature to covertly strike them with a ripple-infused weapon, or plant a ripple-infused object on their person. The target is considered as currently interacting with the ripple-infused object or weapon for the purpose of ripple infusion's detonation. This requires the ripple infusion technique.

Ninja Trick: The hamon artist may select one of the following ninja tricks in place of a ripple technique: Acrobatic Master, Fast Stealth, Flurry of Stars, Hidden Weapons, High Jumper, Ki Block*, Slow Metabolism, Slow Reactions, Unarmed Combat Trainingm Wall Climber

Purify System (Ex): The hamon artist's mastery of the ripple renders them immune to all disease, including supernatural and magical diseases.

Rogue talent: The hamon artist may select one of the following rogue talents in place of a ripple technique: Befuddling strike*, canny observer, convincing lie, deft palm, false friend, fast fingers, Grit, hold breath, ledge walker, most ancient family technique+, positioning attack, scavenger, underhanded*, without a trace

Shining Bubbles (Su): The hamon artist may, as a swift action, invest their energy into infusing their wall of bubbles with ripple energy. These bubbles now refract the energy of the sun, dealing 1d6 holy damage per 5 hamon artist levels to all susceptible creatures in the radius. This expends 2 ripple points. The hamon artist must know the Ripple Infusion and Bubble Wall techniques before learning this technique.

Overdrive Surge (Su)
At 5th level, the Hamon artist can expend 2 points from their ripple pool to mimic the effect of a lay-on-hands as a swift action, treating half their Hamon artist levels as paladin levels. This can be activated on a target who would be damaged when a target is dealt precision damage by one of the Hamon Artist's abilities.

This replaces Sneak Attack +3d6 and Sneak Attack +8d6

Ripple Infusion (Su): At 6th level, as a swift action, The hamon artist may invest their energy into charging a weapon or object with ripple energy. This expends 1 ripple point, and the charge remains up to 1 minute per hamon artist level. When a creature interacts with or is struck by the ripple-infused focus, the hamon artist may treat the target creature as being within touch-range for the purpose of her overdrive surge ability. This replaces the ripple technique at 6th level.

Master Techniques:
At 10th level, when a hamon artist could select a ripple technique, she may instead select one of the following Master Techniques:

Advanced Talents: A hamon artist may select one of the following Advanced Rogue talents in place of a ripple technique: Another Day, Confounding Blades*, defensive roll, fast tumble, hard to fool, improved evasion, opportunist, Weapon Snatcher

Carbonated Boom (Ex): The hamon artist can spend 4 points from their ripple pool, to create a heavy bubbling within atleast a gallon of sealed fluid as a standard action. This causes the keg, barrel, or crate's lid to explode off as an improvised weapon wherever the hamon artist aims, dealing damage as a large cannon. Targets must make a perception check with a DC = to the hamon artist's level + their sleight of hand modifier to detect. If the attack is undectected, this is resolved against the target's touch AC, rather than their full AC. At 18th level, damage is resolved as a huge cannon. The hamon artist must know the carbonated bang technique before selecting this technique.

Frozen Wave (Su): By manipulating the ripple within their bubbles, the hamon artist may expend 2 ripple points whilst they have an active bubble wall to launch a wave of condensed, frozen, sharpened bubbles at the target. This functions as a Silver Darts spell, treating the hamon artist's caster level as half their hamon artist level, dealing additional cold damage equal to the hamon artist's charisma modifier. The hamon artist must know the bubble wall technique before selecting this technique.

Master Tricks: A hamon artist may select one of the following master tricks in place of a ripple technique: Deadly Shuriken, Evasion, See the Unseen, Unarmed Combat Mastery

Ray of the Sun (Su): As a standard action, a hamon artist may focus their ripple into concentrated beams of raw burning heat. This functions as a scorching ray spell, using her hamon artist level as her effect caster level, and requires either a gemstone worth at least 2500gp or an active Shining Bubbles technique to be used as a focus, as well as access to either sunlight, or 5d6 channeled positive energy. this expends a minimum of 4 ripple points, however, additional ripple points may be spent, each point counting as an additional caster level.

Ripple Surge (Su): The hamon artist may spend 4 ripple points to channel positive energy as a cleric equal to her hamon artist level -4.

Overdrive Detonation (Su): At 12th level, as a swift action, when a creature is affected by ripple infusion, the hamon artist may spend an additional 2 ripple points to detonate the ripple in an incredibly volatile and painful manner. This deals precision damage equal to the hamon artist's sneak attack. This replaces the 12th level ripple technique.

Master of the Ripple (Ex):
At 20th level, the hamon artist has truely mastered the art of the ripple, with the holy waves flowing through their blood as a great coursing river. They gain DR 10/evil, and no longer suffer aging penalties. When a target is damaged by the hamon artist's Overdrive Surge ability or lay-on-hands, their unnatural nature is torn from the ripple for good, subjecting them to a Flesh to Stone spell, using her hamon artist level as the caster level. In addition, whenever she deals precision damage to a target, she may choose to do the maximum amount as nonlethal damage. Finally, by focusing their breath, as a full round action, they may regenerate a number of ripple points equal to their charisma modifier.

Aaand more of a holy, fluid-based trickster.


Blah, been distracted, just got into Mutants and Masterminds XD. Regardless, shall I post more Weeaboo-Goodness?


Sightless Blademaster Lore Blurb:

Sight is a tool, like all other senses and weapons. Some are not as reliant on this tool as others. The sightless blademaster, by choice or by fate, forsakes this tool, honing their other senses into tools far too powerful to fool. Exploiting their humble appearance to lead to enemies grossly underestimating them.


Welp, I feel pretty much done with the Sightless Blademaster, shall I post up another Draft?

And hey, maybe we could collaborate on a little book of weapons? After say, we make acouple of those races and racial archetypes together, put together some new weapons, we make afew little cheap dime sourcebooks, throw the MCAs as a big'un, pitch'em to Paizo, split the profits? :P


# Sightless Blademaster

Seems fairly good, I'd restrict the proficiencies to Light/Medium Armor, though, and take Zatoichi out of the name. Zatoichi would be the nick-name the primary inspiration was given, a blurring of "Zato no Ichi", or "The Blind Person: Ichi" to get as close to a literal translation of the name. Doesn't really work to name the class that, as it would mean every g#+!%~n man, woman, and child to fill this class is named Ichi! :P

Regardless, the build works great, as does the working-in of the blindness and blind-feats. Should have a flavor blurb soon.


Love it! Although you put in the trapmaster flavor for some reason! XD

Have some feedback when I have time to look over the full draft!


Warning. I've been on a productive roll recently...and with it seeming to just be me, you, and Tyr chatting, I'm afraid you two may wind up a captive audience. :P I have quite afew MCA drafts! And am now thinking on the Racial....

Muahahah.


I'll gladly provide feedback on them, on the condition you let me cut in any Racial Archetypes I get fixed into my brain-case! Quid-pro-quo! :P


I'll admit, I'm every bit as Matt Murdoch inspired as Zatoichi inspired in terms of things here, with enhanced senses, with Stick being, in essence, an Anti-villainous expy of Anti-Hero Zatoichi. I want True Blindness here.

Again, Rite Publishing helps us with our Weeaboo needs, in terms of where I ripped the Blind text from. Guess I forgot to save the Blindsense/Sight option into my draft. Xd

http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/rite-publishin g---bard-archetypes/moso


Want to make a Wild, maniacal, totally broken, ladder-dual wielding maniac? I have discovered a way!

Our Foundation!
Like all good ladders, the Ladder Master Build needs a sturdy base to succeed!

Your build shall be based entirely around the Battle Ladder, a simple Quarterstaff, with free tripping bonuses included! :D

Route 1 - Monk:

Race: Human
Class: Monk
Archetypes: Weapon Adept, Wanderer
Racial Traits: Any, however, I'd recommend you keep the bonus feat!

1st level feats and Options:
Exotic Weapon Proficiency from Wanderer: Battle Ladder
Bonus Feats Granted: Perfect Strike, Improved Unarmed Strike
Selected Feats: Dodge OR Combat Reflexes, Combat Expertise

2nd level, Bonus feats: Weapon Focus (Quarterstaff), Dodge OR Combat Reflexes. The battle ladder is considered a quarterstaff in all ways besides it's exotic status, and added trip!

3rd Level, Bonus Feat: Endurance
Feat: Two-Weapon Fighting

4th level, stat investment: Dex, this is a dual-wielding build, after all!

5th level, No Slow fall, No High Jump, but some versatile Ki-powers!
Feat: Improved Two-Weapon fighting, Agile Maneuvers or Two-Weapon Defense if you aren't there yet for Dex!

6th level, Bonus feats: Improved Trip, with Weapon Specialization (Quarterstaff) joining it!

7th level, Feat: Quater Staff master! Behold! That Battle-ladder can be joined by a second! Two double weapons, one to a hand, tripping and tripping!

8th level, Invest in that Dex!

9th level, Feat: Improved Two-Weapon Fighting, Two-Weapon defense if you already have it! And hey! You've got your evasion now!

10th level: Bonus feat: Improved Critical (Quarterstaff)

11th Level: Feat: Greater Two-Weapon Fighting, Critical focus if your dex isn't quite there!

12th: Pump up the dex!, enjoy your absurd stealth

13th level, Greater two-Weapon fighting if you don't have it, critical focus if you do!

14th Level, Bonus feat: Whatever tickles your fancy

15th level, feat: Vicious Stomp, or Greater Trip

16th level, Dex! Dex!

17th level, feat: Vicious Stomp or Greater Trip, whichever you didn't have first!

18th level, Bonus feat: Whatever suits your mood!

19th level, Stunning Critical, although really, anything could suit your mood!

20th level, Dex again, with a free +2 to all your physicals to enjoy!

Kinda dumb, but, still, fun! and as double weapons, you could in essence wind up with 4 differently enchanted tripping sticks for a set of versatile weapon options! :D


Elghinn Lightbringer wrote:

NEW RANGER TRAPS

The following new traps can be selected by any class with the ranger trap class feature and complements the Deadly Trapmaster multiclass archetype.

Destructive Trap (Ex or Su)
Effects: A ranger can only add this to a trap that deals damage. The target takes greater damage when the trap is triggered. The damage die of the trap increases by one category (1d4 to 1d6, 1d6 to 1d8, and so on). Any objects adjacent to the trap when it is triggered take double the initial listed damage.

Shattering Trap (Ex or Su)
Effects: A ranger can only add this to a trap that deals damage. If the target fails his saving throw against the trap or the trap successfully hits the target, the trap immediately attempts a sunder combat maneuver against the target’s armor. The trap’s combat maneuver bonus for the sunder is equal to the ranger’s level + his Wisdom modifier.

Not sure what you are looking for with the Dirty Trick trap you suggested.

@Sightless Blademaster
Unfortunately I haven't really looked at it. However, on quick glance, I think you should add in a couple more "sword cane" style weapons. Specifically a katana-cane and the wakizashi-cane. This will give them concealed versions of the katana and wakizashi, the primary weapons of the samurai. Function just like a normal sword cane, but one is a cane that has a wakizashi, and the other is more the size of a short staff with a katana inside.

Is "Blind, But Not Unseeing" anything like blindsense or blindsight? If not, then it might be something to give it to him and gradually increase the power.

Aye, Dirty Trick Trap already exists.

And I could've sworn I had Blindsight in there. In my intitial full draft before recovery I had Blind but not Unseeing grant Blindsight up to 20ft at first, then 40, then blindsense 20, then Blindsight 60, Blindsense 40.

As for the sword-cane concepts,

Blind Man's Cane (Ex): At 1st level, the sightless blademaster selects one of the following weapons, gaining proficiency with it, it's sheath, and it's sheathed form. Each of these weapons can be separated between cane (blunt weapon) or sword (slashing weapon) and sheath (off-hand blunt weapon), as a standard action. Any feats tied to the weapon (Weapon Focus, Weapon Specialization, Etc.) Affect all aspects of the weapon, as well as qualifying as any mentioned weapons in certain forms for the purpose of feats.

-Sword Cane, Double Walking Stick Katana, (Insert some homebrew options I'm too tired to figure out right now here. XD)


I made it before the swashbuckler existed, XD.


...Such a busy, busy thread.... A guy who lost his computer and a guy who said he was going on Haitus, with Dear Tyr-kun. :P


Seems fairly nice!

@Derailing
back to some of our older work, I discovered something WONDERFUL about my Roaring Drunk MCA. It makes an Android Barbarian viable! :D The power of Alcoholism!

@Trapmaster
But honestly, this Trapmaster is just beautiful. Working on a Kobold dungeon right now, definitely gonna wait until this is fully fledged so I can slap it on the boss. :3

New Ranger Trap Suggestions
Destructive Trap (Ex or Su)*: The trap deals double damage to vehicles and objects struck by it.
-somewhat situational, but options are always nice.
Shattering trap (Ex or Su)*:If the triggering creature fails its saving throw against the trap or is struck by the trap's attack, the trap also attempts a sunder combat maneuver against the triggering creature's armor, if any. The trap's CMB for the sunder is equal to the ranger's level + his Wisdom modifier.
-A simple rip of the Dirty Trick Trap, but functional, and useful, eh?

@Selfishness
Any feedback on my creator's pet- Sightless Swordsman, Lightbringer-Senpai?


Tyrannical wrote:


Also had an idea inspired by my Path of Exile character, using a trap based build. There is a particular shield that is essentially a buckler with a bear trap on it. Perhaps the Trapmaster could arm a shield with a trap to counter-attack with a deadly surprise? probably a bit silly, I know~

Sounds like a gimmick a whole new MCA could be based around, if you ask me.


1) Perhaps use Disable Device to alter specific-trigger traps to trigger on enemies rather than allies?

3) Talent Suggestion: Traps gain the effect of Nondetection, DC15+ Trapmaster level?


Blurb suggestion:
As long as mortals have hunted quarry, and waged war, there have been tales of great clashes, heroic encounters, horrific bloodshed, honorable sacrifice, and hard-fought victory. And for a slightly lesser period of time, there have been those who know the pointlessness of such endeavors, and the value of simply knowing the battlefield, knowing the land, and how to manipulate it to one's advantage.
No matter the foe or quarry, the trapmaster prides themselves on their powers of preplanning, forethought, and clever, calculated manipulation of the geometries of their battlefield. As grandiose as the image of a lone warrior cleaving his way, bloodied, beaten, and inches from death out of the bodies of countless foes, these keen souls take satisfaction in knowing they can manage the same degree of effectiveness, without ever directly engaging a foe.

No real mechanical feedback ATM sadly, ironing out my own re-typed concepts.


Always love me some trap builds... muahahahah.


@AnonMD I think we where working on something like that afew threads back, then the "Creative Director" of the project, the guy who came up with it, backed out due to not wanting another Evolution Pool MCA. Still something I'm interested in, however.


Bah, throwin' the draft up

Zatoichi Be Proud of Me:

Name: Sightless Blademaster
Primary: Samurai
Secondary: Oracle
Hit Dice: D10

Weapon and Armor proficiency:
Sightless blademasters are proficient with all simple and martial weapons, as well as a sword cane and it's scabbard (Treated as a battle scabbard. They are proficient with light armor, but not shields.

Blind, but not Unseeing (Ex)
All Sightless Blademasters are blind and automatically fail any visual Perception checks. They cannot use scrolls or any other magical item requiring reading or functioning eyes. However, they are immune to gaze attacks and other effects which target the eyes. Sightless Blademasters are trained to use their other senses, particularly their ears, and gain a +10 class bonus to all auditory Perception checks. A trained sightless blademaster's other senses are so acute that, unless a target succeeds on a Stealth check, the sightless blademaster can identify, by sound (and sometimes smell), any creature within 20 feet and suffers no penalties in melee combat from being blind or when attacking invisible creatures. A sightless can target creatures he can identify with spells or ranged attacks but all creatures outside of the moso's sensory range benefit from full concealment. All Disguise checks made against him suffer a -10 penalty. An effect which nullifies sound or renders a sightless blademaster deaf suppresses this ability. A sightless blademaster's ability to audibly discern an individual's location and identity improves by 5 feet at 5th, 10th, 15th and 20th level.

At first level, the sightless blademaster gains Blind-Fight as a bonus feat. At 6th level, they gain Improved Blind Fight as a bonus feat. At 9th level, they gain Teleport Tactician as a bonus feat. At 12th level they gain Greater Blind Fight as a bonus feat.

This replaces Mount, Mounted Archer, and the standard Samurai Bonus feats.

Warrior's Mind
Starting at 1st level, a sightless blademaster focuses their mind to gain access to certain techniques, to enhance their skills in combat. They gain access to a At 1st level, 3rd level, and every 4 levels thereafter, they may select one of the following abilities:

Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.

Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with either part of a sword cane or its scabbard in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel and wood around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a sword cane, and its scabbard to use this ability.

Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.

Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you add half your sightless blademaster level to your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.

Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.

Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.

Swift of Foot (Ex): Gain 5ft to your base land speed. At 12th level, you gain an additional 5ft, at 18th level, you gain an additional 10th ft.

Unstoppable Overrun (Ex): You can attempt overrun combat maneuvers against opponents that are up to two size categories larger than you. At 5th level, you gain Improved Overrun as a bonus feat. At 10th level, you gain Greater Overrun as a bonus feat. You don't need to meet the prerequisites to gain these feats.

War Sight (Ex): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

This replaces Resolve, Greater Resolve, and True Resolve

Weapon Expertise:
This functions as the samurai ability of the same name, however, the sightless blademaster gains the benefits of it with both a sword cane, and its scabbard. In addition, any feats applied to the sword cane (Weapon specialization, improved critical, etc), are also considered to be gained by its scabbard.

The sightless blademaster also gains Two-Weapon fighting as a bonus feat. At 5th level, they gain improved two-weapon fighting as a bonus feat. At 14th level, they gain Greater two-weapon fighting as a bonus feat.

This ability modifies Weapon Expertise, and replaces Banner, and Greater Banner.

Perfect Clarity (Ex)
At 20th level, the sightless blademaster may enter a trance of sorts, focusing in on every minute detail of their surroundings, taking in and perfectly defining all they can. Whenever the sightless blademaster declares a challenge, his blindsight extends out to 200ft, in addition to gaining tremorsense out to 40ft and scent. If they already have tremorsense, or scent, the range of that ability is doubled. All critical hits against the target of his challenge are automatically confirmed, and all corporeal attacks directed at the sightless blademaster have a 50% chance of being completely avoided.


@Admixture Artist aye, I took inspiration from the metabomb concept and expanding upon it, using further inspiration from the evolving effects of the Gravity/Void bomb concepts, sacrificing mutagens for more versatile 'splosions, as well as an "Admixture Reservoir", functioning as an Arcanist's Arcane Reservoir, being used to apply Metamagic effects, Discoveries, and Exploits to bombs, spells, and splash weapons.

@Sightless Blademaster: Shall I post the draft I have? I've had it for almost a year now. XD


Aye, I've been sitting on that one for almost a year. I also had an idea for an Alchemist/Arcanist, the Admixture Artist, who I honestly can't remember the details of, and lost despite having fully made. TT__TT. I know it was based around applying metamagic and arcane exploits to bombs...

...Aahhh. Kenshin. One of the few Post III characters to actually be kinda cool.


@Tyr: Trapmaster and Standard Bearer interest me there.

Concepts of mine fully ironed out now:

Sightless Blademaster (Sam/Ora) - a Zatoichi-inspired blind swordfighter based around mobility and cane-sword usage, gaining, in essence, a unique mystery in place of resolve.

Muse-thrall Artist (Bard/Ora) - a Bard who gains an oracle curse dependent on their performance skill of choice, only able to really use the single perform skill, gaining penalties to others, and substituting Versatile performance, lore master, and jack of all trades, for further versatility with usage of their performance, in addition to each performance type specializing the bard for a different role.

Somewhat complex, frustrated I lost the charts.

"Stand-User" (Working Title, Summoner/Brawler) - A JoJo's Bizarre Adventure-inspired summoner build, replacing the extra summoning and auxillary spellcasting with d10 health, an Eidolon-equivalent that gains a level-scaling unarmed strike and flurry, and shares its HP with it's summoner. Likely with some bonus HP to even that out.

"Ripple-User" (Working Title, Brawler or Monk/Ninja or Paladin) - Also JoJo inspired, based around pseudo-scientific breath control and faux-photosynthesis to harness the energy of the sun, and the abilities of one's body, to gain a variety of powers, typically used to expel the unnatural, and overpower a foe through both enhanced strength, and extra methods of trickery, with two build ideas, that at this point, could be split into two separate MCAs, leaning more towards Monk/Paladin ("Disciple of the Ripple", based around body manipulation and more emphasis on the sun, and straight-up-fighting), and Brawler/Ninja ("Hamon Scoundrel", based around versatility and trickery. Using drinks as improvised weapons and wall crawling and the like).

in addition to the ideas I've slung around here and there, y'know?


The Twillight Guard also looks absolutely awesome BTW. Always love a nice exotic paladin build. Or I may be saying that because the Level 20 Capper simply makes me imagine this class could take enough punishment to survive as just a head, torso, and 4 stumps. Threatening to gnaw off ankles.


Sorry for vanishing guys, my computer died for good. So I kind of lost all my drafts as well. Still have some ideas, doh. Once things are back up and running for good, I should be back and posting regularly.

Currently drafting out an idea for a Sorceror/Witch based around fortune and misfortune, manipulation thereof, and two specialized bloodlines.

EDIT: Also managed to salvage my Samurai/Oracle draft from a PM to Jon.


# War Chemist

Perhaps there could be some sort of method of the War Chemist applying bomb discoveries to their Essences? I feel like that would work as a sort of "Destructive Admixture", y'know?


# Bowbound Shaman

Suggestions for the unfilled Hexes and Spirit-Powers

Bows
Bones: The bow deals an additional 1 point of bleed damage
Heavens: All range intervals are doubled
Lore: Upon striking a target who does not threaten the Bowbound Shaman, the Bowbound Shaman may attempt to study or identify the target, using a knowledge check, as a free action.
Waves: Against all logic and reason, the bow functions normally underwater.

Hexes
Flame: Scorching arrow: If the target fails a reflex saving throw (DC 12+ Your shaman level), they are set ablaze, dealing fire damage equal to half your level (minimum 1) for 1d4 rounds.
Life: Numbing arrow: The target must make a fortitude save (DC 12+ your shaman level) or be stunned for 1d4 rounds
Stone: Steelbreaker Arrow: You may attempt a ranged sunder against the target's armor or an item in the target's possession, at a bonus of half your shaman level (minimum +1)
Waves: Bonechill Arrow: The target must make a fortitude save (DC 12+ your shaman level) or suffer 1d4 Ability damage to their dexterity for a number of rounds equal to 3+ your charisma modifier (Minimum 0)
Wind: Windsong Arrow: The arrow ignores all concealment and weather penalties to hit the target, and is resolved as if the target was one range interval closer for long-distance shooting.

Looking over Warchemist Now.


Should work well for the thread, aye.


#Gun Skald

Wow. Almost everything I had in mind is already cleared out, except a single Rage Power concept.

Heralding Blasts
Choose a single raging deed you have access to. In the surprise round, the number of rounds of rage expended to use the chosen deed is reduced by two. You may select this rage power multiple times, however it's effects do not stack, instead a new raging deed may be selected to benefit.

Pretty basic

#Brony matters. Not a brony, just know some in-jokes via brony friends, and have brony-hating friends I love to piss off.


JonathonWilder wrote:
MCA not MLP, I have no idea how I make that mistake. ^^;

Dear Princess Celestia,

The MCA thread has been an excellent exercise in friendship. I've been working closely with several nice people over the net over the past few months. Occasionally, someone else will drop in and compliment our work, which always makes us feel nice. Me especially.

As you are not an avid Pathfinder or Dungeons & Dragons player, and only ever stick to GURPS, I'm afraid there's not much else I can relay, regardless.

What I've learned about friendship this week, is that it doesn't always have to be close. Many times it can be a simple business relationship, forged from a shared passion over a hobby.

-Your Eccentric Troll Pseudo-student, Taco.

# Lore Blaster
The name might need alittle tinkering, and I'll definitely need to see a more full concept to have some proper feedback, but OOH that FLAVOR. It's SUCCULENT, and STEWS WITHIN MY HEAD. I should definitely have some suggestions by the end of things...


Sorry guys, out of ideas on this front, issues IRL, I haven't been working on this too much. I do support a "9.5" concept for until your return.


So, I take it this last batch is being posted on the wiki together? I still can't find any of them up there. :|

Also, there are quite afew typos on the Shrine Maiden's page. Including it being labelled a "Serene Miko" and "Seren miko".


https://www.youtube.com/watch?v=NpTEKTLVKCE

I LIKE those new hexes....

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