Author Topic: Stars, in your multitude, [Pregame setup]  (Read 21055 times)

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ShaggyShaggs

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Re: Stars, in your multitude, [Pregame setup]
« Reply #20 on: May 20, 2008, 10:10:25 PM »
Quote from: the_taken link
To qualify for the Mindbender, don't worry about Intimidate. To qualify for Divine Oracle, you need 8 ranks in Know (Culture). The Unseen seer's regiments requirement remain unchanged.
Okay, good to know those are still available, if somewhat changed in requirements.  Related follow-up question:  Beguiler doesn't get Know (*), it gets Know (Arcana, which you've already said will be Super Science) and Know (Local)... what's the substitute for Know (Local)?  I'm expecting Know (Culture) but you may see things differently.

Also, what are your thoughts on the race-related PrCs Shadowcraft Mage and Recaster?  Can the race requirements be waived, met in a different way, or are those PrCs just plain out for the all-human PCs?

Also also, with no XP, what will a character pay for XP-expending spells (assuming he can cast them at all)?  For example, vision.
« Last Edit: May 20, 2008, 10:17:36 PM by ShaggyShaggs »
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Mohji

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Re: Stars, in your multitude, [Pregame setup]
« Reply #21 on: May 21, 2008, 05:13:58 AM »
For Hit Points are we using true average mechanics or something else?

On a side note, I love the Ron Stoppable avatar the_taken.
« Last Edit: May 21, 2008, 05:26:21 AM by Mohji »
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JanusJones

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Re: Stars, in your multitude, [Pregame setup]
« Reply #22 on: May 21, 2008, 11:02:10 AM »
I'm going to play a Frank n' K character - Monk, Fighter, Assassin, Samurai, or maybe a Jester.  The Monk would be a Con-damaging type, the Fighter would be a gunslinger (two pistols), the Assassin would be sneaky (big surprise!), Samurai would be a crippler (fire and hobble the enemy by using a Harpoon + Subtle Cut + Point Blank Shot + Blitz), the Jester would be . . . a funky spellcaster type.  Good stuff all round.

Anything you're particularly interested in?

JanusJones

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Re: Stars, in your multitude, [Pregame setup]
« Reply #23 on: May 21, 2008, 11:43:50 AM »
Think I'm going with the Jester - spells are just too much fun, and the Jester gets a bunch of cool ones and is a spontaneous caster (yay!).

There are some spells on that list that no longer exist - can I replace them?  Can I submit potential replacements?

Glibness for Teleport Trap would be fun - and accurate, I think.

Jester Spells:
0th Level: Alarm, Detect Magic, Detect Poison, Grease, Unseen Servant, Ventriloquism.

1st Level: Fire Trap, Glitterdust, Magic Mouth, Misdirection, Pyrotechnics, Reduce Person, Sleet Storm, Tasha's Uncontrollable Hideous Laughter, Teleport Trap, Touch of Idiocy.

2nd Level: Baleful Transposition, Explosive Runes, Glyph of Warding, Rage, Rope Trick, Secret Page, sepia snake sigil, Unluck.

3rd Level: Feeblemind, Minor Globe of Invulnerability, Modify Memory, Mordenkainen's Faithful Hound, Nightmare, Servant Horde, Shrink Item.

4th Level: Globe of Invulnerability, Greater Glyph of Warding, Insect Plague, Persistent Image, Sword of Deception, Symbol of Weakness, Tree Shape, Wood Rot.

5th Level: Bigby's Interposing Hand, Energy Immunity, Eyebite, Repulsion, Screen, Symbol of Insanity, Telekinesis.

6th Level: Creeping Doom, Insanity, Refuge, Symbol of Sleep, Symbol of Stunning, Temporal Stasis.

the_taken

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Re: Stars, in your multitude, [Pregame setup]
« Reply #24 on: May 21, 2008, 08:29:55 PM »
Beguiler doesn't get Know (*), it gets Know (Arcana, which you've already said will be Super Science) and Know (Local)... what's the substitute for Know (Local)?  I'm expecting Know (Culture) but you may see things differently.
You are correct in this assumption. (Maybe I should've posted that.)

Quote
Also, what are your thoughts on the race-related PrCs Shadowcraft Mage and Recaster?  Can the race requirements be waived, met in a different way, or are those PrCs just plain out for the all-human PCs?
I no longer have access to either of the books for these. While I can look up the prerequisites and adjust them, I can't go over the classes them selves. Consider them disallowed.

Quote
Also also, with no XP, what will a character pay for XP-expending spells (assuming he can cast them at all)?  For example, vision.
There is no XP. There are no XP costs. I've never been able to justify charging a character XP for anything or paying for it.

For Hit Points are we using true average mechanics or something else?
I knew I forgot something.

d4 = 3
d6 = 4
d8 = 5
d10 = 6
d12 = 7

Merry X-mas.

Quote
On a side note, I love the Ron Stoppable avatar the_taken.
Booya!

I'm going to play a Frank n' K character - Monk, Fighter, Assassin, Samurai, or maybe a Jester.  The Monk would be a Con-damaging type, the Fighter would be a gunslinger (two pistols), the Assassin would be sneaky (big surprise!), Samurai would be a crippler (fire and hobble the enemy by using a Harpoon + Subtle Cut + Point Blank Shot + Blitz), the Jester would be . . . a funky spellcaster type.  Good stuff all round.

Anything you're particularly interested in?

I was rather interested in the harpooner samurai and the pistol fighter...

Think I'm going with the Jester - spells are just too much fun, and the Jester gets a bunch of cool ones and is a spontaneous caster (yay!).

There are some spells on that list that no longer exist - can I replace them?  Can I submit potential replacements?

Teleport Trap
Baleful Transposition
Unluck

Don't exist anymore? How does that work exactly? I can't find the other two, but Unluck can be found in CArc pg 128.
Close range, standard action, will negates, lasts 1 round/level. Target must roll twice for everything, taking the worst result of the two.

Feeling generous, here your replacements:
Teleport Trap
Level: Jester 1
Completion Time: 1 standard action - this is casting time
Range: Touch, Close (25ft + 5ft/2 levels (see text)
Target: One object, one creature (see text)
Duration: 1 min/level, instant (see text)
Saving Throw: Reflex negates
Fate Modifier: Yes - this is spell resistance

You rig an object with a very small, short ranged teleportation device and vibration detector, whose molecular structure is out of phase with the fabric of the universe. This device is difficult to detect with the untrained eye (DC 21 search, DC 26 spot). Any creature that touches the rigged object is subjected to a very weak hyper space field, and must make succeed on a reflex save or be moved a short distance away. The teleportation effect isn't harmful in any way. You choose the destination the device (within short range) to send the victim to, although it must be an unoccupied square.
If the square becomes occupied after you set the device, the victim instead moves to the nearest unoccupied square of the destination within range.
When the duration expires, or after the device has been triggered, it burns out and becomes useless.

Baleful Transposition
Level: Jester 2
Completion Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: Instant
Saving Throw: Reflex negates
Fate Modifier: Yes

You unleash a target seeking dart that generates a weak and faulty hyper space field. A close target (25ft + 5ft/2 levels) that fails its save against this device is shunted to an unoccupied square within close range (25ft + 5ft/2 levels) of you and takes 1d8 + 1/level damage. A target that makes its save takes no damage an is not subject to the teleportation effect.

JanusJones

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Re: Stars, in your multitude, [Pregame setup]
« Reply #25 on: May 21, 2008, 08:56:15 PM »
Happy to be a pistol fighter or a 'poon samurai, if you like'em!  Lemme know!

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Re: Stars, in your multitude, [Pregame setup]
« Reply #26 on: May 22, 2008, 02:27:38 AM »
Hmm, you have my attention.

Of course this is presuming I can read and comprehend all the houserules and homebrews in time, but D&D in space is love.  And for some reason I have the image of a hippie type in space, likely a healer, maybe some future-fied cleric or druid taking in various healing gases (or poisons).  And it'll be groovy man.

This will be a test for me though, playing in a game with a DM who I'm not used to.  I'll see what I can come up with.

(EDIT: Then again, now that I'm reading this homebrew monk, a monk whose style seems completely accidental dumb luck seems delicious too.)
« Last Edit: May 22, 2008, 02:41:27 AM by SolEiji »
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JanusJones

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Re: Stars, in your multitude, [Pregame setup]
« Reply #27 on: May 22, 2008, 12:39:51 PM »
Taken - any thoughts on what you'd like me to play?  Pistol Fighter or 'Poon Samurai would both be fun!

I'm also playing with an Iaijutsu Focus build, or maybe a ToB character with Frank n' K feats (for super-awesometacularity!).  Anything you really *want* to see played?
« Last Edit: May 22, 2008, 01:34:24 PM by JanusJones »

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Re: Stars, in your multitude, [Pregame setup]
« Reply #28 on: May 22, 2008, 05:45:14 PM »
Hmm, you have my attention.

Of course this is presuming I can read and comprehend all the houserules and homebrews in time, but D&D in space is love.  And for some reason I have the image of a hippie type in space, likely a healer, maybe some future-fied cleric or druid taking in various healing gases (or poisons).  And it'll be groovy man.

This will be a test for me though, playing in a game with a DM who I'm not used to.  I'll see what I can come up with.

(EDIT: Then again, now that I'm reading this homebrew monk, a monk whose style seems completely accidental dumb luck seems delicious too.)

All righty then...

Taken - any thoughts on what you'd like me to play?  Pistol Fighter or 'Poon Samurai would both be fun!

I'm also playing with an Iaijutsu Focus build, or maybe a ToB character with Frank n' K feats (for super-awesometacularity!).  Anything you really *want* to see played?

Nuuuuuuuuu. I was just mentioning that I like those ideas. I wasn't trying to imply that I want anyone to play anything in particular. This is about what you want to play.

-------

Current Contenders:
ShaggyShags wants to play knowledgeable beguiler. Needs to complete his character sheet.
Alter form wants to play, but is having trouble picking a concept.
Mohji wants to play a RoW barbarian. Needs to finish the character sheet.
JanusJones wants to play, but is having trouble picking a character concept.
SolEiji wants to play, and is considering either a junkie priest, or a lucky pugilist.

JanusJones

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Re: Stars, in your multitude, [Pregame setup]
« Reply #29 on: May 22, 2008, 07:28:53 PM »
Sigh.  Anything you'd like to see would help me choose, mang!

Gimme an idea?  Anything?

Ieniemienie

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Re: Stars, in your multitude, [Pregame setup]
« Reply #30 on: May 22, 2008, 07:35:07 PM »
Quote
d4 = 3
d6 = 4
d8 = 5
d10 = 6
d12 = 7

Merry X-mas.

You know that this division is not fair, right. The d4 HD people will have a merry christmas, because they get 75% of their maximum number of HP, but the d12HD will be sad because he only got 7/12 = 58% of maximum HP

The larger your HD, the smaller the relative gain in HP...; 75% > 66% > 62.5% > 60% > 58%
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AlterFrom

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Re: Stars, in your multitude, [Pregame setup]
« Reply #31 on: May 22, 2008, 07:42:59 PM »
Alright, how about a Conjurer Summoner Rancher?  :P

[spoiler]

Human

Wizard[Conjurer](3) [lose: Illusion, Enchantment]

Enchanced Summoning Variant; Rapid Summoning variant (lost familiar, bonus feats)

1: Spell Focus: Conjuration
1: Improved Initiative
1(summoner): Augment Summoning
3:

Spellset:

1[Summon Monster I; Benign Transposition; Lesser Orb of Acid; Alarm; Shield; Mage Armor; Feather Fall; Greater Mage Hand]
2[Glitterdust; Summon Monster II]

STR: 12
DEX: 14
CON: 14
INT: 16
WIS: 10
CHA: 8

Prepared:
0/4: Caltrops, Stick, Acid Splash*, [EMPTY], [EMPTY]
1/3: Summon Monster I, Benign Transposition, Lesser Orb of Acid*, [EMPTY]
2/2: Summon Monster II*, Glitterdust, [EMPTY]
( * denotes specialist spell)

Skills: Concentration +8, Decipher Script +9, Knowledge(SuperScience, Mechanics, Computers, electronics) +9

[/spoiler]

I'm thinking of taking an item creation feat in that third level feat slot. Any opinions on which one, or a different feat that I just have to have?

I also have an idea for the technobabble of my spells, so if the character gets approved I'll write that up.
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Quote
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[/spoiler]

JanusJones

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Re: Stars, in your multitude, [Pregame setup]
« Reply #32 on: May 22, 2008, 08:27:16 PM »
Hey Taken - can I get Iaijutsu Focus on a Samurai?  With TWF, Gnomish Quickrazors, and the free-action feint feat, I could have retractable forearm spikes that would look sweet and deal good damage.

Options:

Armspike Samurai: A two-weapon fighting cyberware-sporting tech-ninja.  Cocky, young, funny, martial artist who dresses in slick suits and sunglasses.  Often hired for his discretion - his plassteel armspikes are completely concealed when retracted, and are shielded from nearly every major type of detection. 

Gunslinger: A pistol-packing punk who wears crossed gunbelts and a purple mohawk and enjoys riding a hoverboard.  A hoverboard with bull horns on it.  He also wears chaps and speaks with an exaggerated southern accent.  Renowned for not only shooting fast and accurately, but re-calibrating his plasma blasters to increase their power and intensity.  He also adds small EMP-pulse charges to his rounds, causing serious interruptions in enemy tech.

Harpooner: An ex-cabin boy on a pirate starship, he has an implanted harpoon and grapple line installed in his forearm which he uses to great effect.  His 'poon is an adapted ship grapple, designed to punch through hulls, and he's modified the cable to channel a debilitating electrical current into his target, sending most foes into jerky, near-epileptic spasms.  Has one targeting eye which he is constantly polishing, and tends to pick his teeth with the end of his harpoon.  It's disquieting.

Yonderboy: Wears a silent, solid-white, featureless mask of plasteel with an internal optics readout that provides mental screening.  Speaks in doggerel rhyme and wears a silversheen poncho that shifts patterns and colors at will and offers environmentally adaptive protection to the wearer.  A tech-wizard, Yonder employs an impressive array of tricks in combat - slickstep friction dispersal fields, telekinetic force servoids, plasma traps, mindblade surgery radiation rays, flashbombs, emotion flux agitators, molecular compression magnetics - it's impossible to predict his moves.

Any of these strike you?  Tried to include some flavor.

ShaggyShaggs

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Re: Stars, in your multitude, [Pregame setup]
« Reply #33 on: May 22, 2008, 09:01:09 PM »
What languages will be used?  Speaking Human, Legalese, Gibberish and Binary might be funny but I doubt it'd be very useful.  Also what bonuses from skill synergy (if any) do the replacement knowledge skills offer or receive?
« Last Edit: May 22, 2008, 09:07:37 PM by ShaggyShaggs »
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the_taken

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Re: Stars, in your multitude, [Pregame setup]
« Reply #34 on: May 22, 2008, 09:10:14 PM »
Quote
d4 = 3
d6 = 4
d8 = 5
d10 = 6
d12 = 7

Merry X-mas.

You know that this division is not fair, right. The d4 HD people will have a merry christmas, because they get 75% of their maximum number of HP, but the d12HD will be sad because he only got 7/12 = 58% of maximum HP

The larger your HD, the smaller the relative gain in HP...; 75% > 66% > 62.5% > 60% > 58%

You get a 100 Nova Points for your incredible math skills. The idea was to grant the average of the roll and round it up, keeping the numbers near the average, but your right, that does give a little too much to the glass cannons. We could go for average rolls... Neh!

d4 = 3
d6 = 4.5
d8 = 6
d10 = 7.5
d12 = 9
Partials round up at the end, but return to normal when a level is gained.

Alright, how about a Rancher?

I'm thinking of taking an item creation feat in that third level feat slot. Any opinions on which one, or a different feat that I just have to have?

Pick one of these three item creation feats:

Equipment Augments
Grants the ability to create items that grant numerical bonuses that follow an equation based on your level and what the bonus is augmenting. You can only make one item at your level, but you can reduce your effective level for item creation by 4 and create unlimited crap.

Special Equipment
You build gadgets into equipment, attaching to on board power generators and batteries. Equipment created with this feat grants abilities to the user, based apon your level. Again, only one item can be created per level, and again you can reduce your effective level for item creation by 4 and create weak items without limit.

More Gadgets
Essentially Scribe Scroll. When you get your 4th spell levels you can make 1/day items and items that can be used by anybody (potions). When you get your 7th level spells, you can make items with 10 charges. Again, only one item can be created at your maximum potential, but you can (once again) reduce your effective level by 4 to create stuff that no longer level appropriate without limit. You're gonna want this if you want to make SSB style poke balls.

As for your summoner's spell casting, he doesn't need to prepare spells ahead of time. He works like the Dread Necromancer, knowing his entire spell list, and able to cast any spell he knows. Ah, you're a wizard now... disregard that.

-stuff-

I like the Gunslinger, the Harpooner, and the Yonderboy. The forearm mounted retractable spikes disturb me a little.

What languages will be used?  Speaking Human, Legalese, Gibberish and Binary might be funny but I doubt it'd be very useful.

Universal Inglesh. Some people have wild accents, but for the most part, every human knows this one language. If you want to speak other languages or something, go ahead. Braille or Sign may be useful someday, or not. I haven't decided on some of the latter side quests, and you may serve as inspiration.
« Last Edit: May 22, 2008, 10:30:35 PM by the_taken »

AlterFrom

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Re: Stars, in your multitude, [Pregame setup]
« Reply #35 on: May 22, 2008, 09:27:48 PM »


What's the difference between Equipment Augments and Special Equipment? No offense, but you typed those out in a rather confuzzling manner.  :confused

Quote from: Technobabble!
As previously mentioned, the spells my character possesses are not actually any sort of magic or spiritual energy. They are, in fact, simply multi-purpose gadgets which he must prepare daily, then uses over the course of the day. The critical thing to understand about how these gadgets work is that they tap into combined technologies of nanotech, chemistry, subspace energy, complex mechanical systems, and the sheer ingenuity of the user. Because of the last of those things, only the person who prepared the gadgets can actually activate them.

Using the gadgets, however, results in damage to them over time. Because of this, he must spend about an hour daily repairing and resetting the gadgets. As he gains more experience with them, he is able to prepare more (and more complex) systems within the gadgets, leading to him being able to do more things with the gadgets, and to do them more often.

He currently keeps 3 gadgets on his person (1 per spell level). Some sample effects of the gadgets are detailed below:
0: Due to the multitude of "parlor tricks" one can manage with these types of devices, this gadget actually is more of a multi-tool. Although it is not able to produce the spectacular or reality-bending effects of other gadgets, it can produce an extremely large amount of minor effects.
1: Summon Monster I would be represented by projecting a piece of the device a ways away, which will subsequently unfold, via fixed nanotech harnessing local atmospheric constituents, into a robotic manifestation of the respective "monster." Alarm would leave a microscopic sensor which would create a secure subspace link to a receiver on the character's person, or would produce a high-pitched squeal via a small vibrating device. Feather Fall would cause the device to unfurl into a parachute/wing type apparatus which places itself on the character's shoulders to decrease his terminal velocity. Etc.
2: SMII would be similar to SMI. Glitterdust would produce a miniature gadget which, when tossed into position, begins to spew glitter into the region around it and flash brightly in order to blind those within its radius.

Verbal components would be verbal commands issued to the device(s)
Somatic components would be the physical manipulation of the gadget(s) to prep them for use.
Material components would be items required as a catalyst for the chosen function of the gadget.
Foci would be like material components, acting as catalysts as well, but would not be consumed.

Casting times longer (or shorter) than 1 standard action represent continued manipulation of the gadgets, or functions which are more automated.
« Last Edit: May 22, 2008, 10:59:56 PM by AlterFrom »
Siggy
[spoiler]TIRED OF TRYING TO MANAGE FILES ACROSS SEVERAL COMPUTERS? GET DROPBOX AND SIMPLIFY THE PROCESS!


xkcd. It Rocks.

Tick, tock, Tick, tock...

FYI: I lose a couple years off my life anytime I see I have a PM.

Quote
We're ALL rules lawyers here. The BEST at what we do, too. It's like a Tom Grisham novel in which everybody at the top law firm is a dirty crook, but they all know the rules so well that TECHNICALLY speaking, they aren't breaking them...:eh

[/spoiler]

the_taken

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Re: Stars, in your multitude, [Pregame setup]
« Reply #36 on: May 22, 2008, 10:28:09 PM »
What's the difference between Equipment Augments and Special Equipment? No offense, but you typed those out in a rather confuzzling manner.  :confused

Equipment Augments are numerical bonuses. Using Batman's suits as examples, each grants him a bonus to hide checks under the right condition. Black for the regular nigh time patrol, Green for nature expeditions, White for taking at peak at his X-mas presents, Blue for sneaking around in a pool, Orange for those burning buildings situations, and Gold to hide in McDuck's vault. Bonuses to skills, attack rolls, AC, saves or attributes.

Each suit, however, benefits from the same Special Equipment. The Bat Cape, which allows him to glide and fall without injury, while the Orange suite protects him from fire. Spider Man's Web Blaster is another example. These types of items let your character do things that he/she couldn't otherwise do.

As for your summoner's spell casting, he doesn't need to prepare spells ahead of time. He works like the Dread Necromancer, knowing his entire spell list, and able to cast any spell he knows. Ah, you're a wizard now... disregard that.
« Last Edit: May 22, 2008, 10:32:37 PM by the_taken »

AlterFrom

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Re: Stars, in your multitude, [Pregame setup]
« Reply #37 on: May 22, 2008, 10:40:13 PM »
Alright. Let's make it Special Equipment then. Once I find out what equipment I'm looking at, I can finish out the statblock.

Change the daily limitations of the gadgets to "only so many possible preparations per gadget, increased by the user's ingenuity" as opposed to "only so many uses possible per day due to accumulating damage."
Siggy
[spoiler]TIRED OF TRYING TO MANAGE FILES ACROSS SEVERAL COMPUTERS? GET DROPBOX AND SIMPLIFY THE PROCESS!


xkcd. It Rocks.

Tick, tock, Tick, tock...

FYI: I lose a couple years off my life anytime I see I have a PM.

Quote
We're ALL rules lawyers here. The BEST at what we do, too. It's like a Tom Grisham novel in which everybody at the top law firm is a dirty crook, but they all know the rules so well that TECHNICALLY speaking, they aren't breaking them...:eh

[/spoiler]

SolEiji

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Re: Stars, in your multitude, [Pregame setup]
« Reply #38 on: May 22, 2008, 10:47:45 PM »
Alright, so this is what I have so far.  Decided to go with the hippie druid.  Some changes to 'futurize' it I'll need DM approval on.  No items added, languages also up in the air (what is the equal to Druidic?), ability scores should be correct as well as the animal companion abilities, added to the riding dog's abilities already.  This is the first time playing a druid, reflavored as a biochemist.  Druid is a solid class, so no multiclassing aspects planned in the future.  Planning on getting some projectile weapon.  By playing a druid, with they're "I can do everything" nature I hope to fill in whatever the party lacks most, though by default it will be buffing/debuffing.

Character:
[spoiler]

Joshua "Buddy" Goodman
Human Druid 3

Medium Humanoid (Human)
Hit Dice: 3d8+6 (24hp)
Initiative: -1
Speed: 30ft
Armor Class: 12 (Dex -1, armor 3)  Touch: 9 Flat-footed: 12
Base Attack/Grapple: +2/+2
Attack:
Full Attack:
Space/Reach: 5ft/5ft
Special Qualities: Biochemical Sense (Nature Sense), Wild Empathy, Junkyard Stride (Woodland Stride), Trackless Step
Saves: Fort +8, Reflex +0, Will +6
Abilities: Str 10, Dex 8, Con 14, Int 12, Wis 16, Cha 14
Skills: Concentration +8, Knowledge Chemistry +9, Knowledge Biology +9, Knowledge Super Science +7, Listen +9, Spot +9
Feats: Extend Spell, (Custom) Great Fortitude, (Custom) Zen Archery
Alignment: CG
Languages Spoken: Universal Inglish, Dazy, Leet

Custom Feat Benefits: +3 Fort saves, die at -20, use Wis for Dex on ranged attacks, anyone I can hear I can effectively see via a vis ranged attacks, (Background) No -2 penalty on attack rolls, saving throws, skill checks, and ability checks of any of the [Fear] conditions. You can still gain the status Shaken, and you still run like a sissy if you become Frightened or Panicked, because of your speech, mannerisms and uh... "perfume," your diplomacy takes a -4 penalty when dealing with anti-drug citizens and stereotypical law enforcement.

Possessions: Vacuum Sports Suit +1 (not equipped), Improved Butter Knife (as dagger), Galactic Press Standard Issue Vest of Bullet Proofing (AC +3, Max Dex +5, ACP -2, ASP 0), 40 pieces of chalk, backpack, bedroll, winter blanket, bottle, 10 ft. of Chain, Crowbar, 25 sq. ft. of Fishing Net, Flint & Steel, Grappling Hook, Bullseye Lantern, Small Steel Mirror, 10 doses of Oil, Pouch Belt, 50 ft. of Silk Rope, 16 days of Rations, Shovel, Waterskin, 10x Acid Flasks, 10x Alchemist Fire, 4x Antitoxin, 10x Smokesticks, 10x Tanglefoot Bags, 10x Thunderstones, 12x Tindertwigs

Custom Item Benefits: +5 bonus to Disguise checks to conceal your armor

Cash: 400g

Spells prepared:
0:(4 slots)
1:(2+1 slots)
2:(1+1 slots)
3:(N/A+1 slots)
4:( slots)
5:( slots)
6:( slots)
7:( slots)
8:( slots)
9:( slots)

Character background:  A chemist and prodigy, he liked his various chemicals a little too much.  Often in trouble because of his slothful nature, constant buzz, and the fact he likes to bring his pet Lol everywhere, he has not gained much standing in the chemist community in spite of his great talents.  He has an artistic mind, and is extremely friendly and relaxed.  Even when he is fighting, he doesn't seem to take it terribly seriously.  When the news about aliens came, for example, he wished nothing more than to meet "our fellow brothers in the stars", in spite of the fact that they were also described as hostile aggressors.  After all man, maybe they only need a little something something and a good movie to watch, it's cool bro.  Don't let him get a hold of the space ship alone though.  He's been waiting to paint that thing.  You don't want to fly a tie dye starship called the "Love Machine", do you?

His pet dog Lol got his name because of the 'laughing dog' trick he taught him.  Apparently it can make a hoarse snickering noise, and spontaneously does it on its own too.  He himself goes by the odd name of Buddy, reportedly because he keeps forgetting his own name.

Changes?: Spells not being spells, they are the results of his various nanotechnological and biochemical vials, pills, and other goods that he keeps in a general purpose dimensional box that acts as his chemical workshop when he is 'preparing his spells'.  "Spells per day" ends up becoming "how many chemicals he can keep compressed in there per day".  Summoning magic is teleportation devices, or 'quick-grown' biotechnological creatures that 'die' shortly after being created.  Etc.
Use Magic Device is Use Scientific Device.
Nature Sense becomes Biochemical Sense, giving +2 Knowledge (Chemistry) and Knowledge (Biology).
Woodland Stride becomes Junkyard Stride, because he is so slothful his places tend to get messy and he's used to moving through bad terrain.  No mechanical change.
Resist Nature's Lure becomes... something else.  With no fey, perhaps he resists things from Aliens?  DM commentary needed.
Wild Shape
« Last Edit: May 29, 2008, 01:33:15 AM by SolEiji »
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ShaggyShaggs

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Re: Stars, in your multitude, [Pregame setup]
« Reply #39 on: May 22, 2008, 11:05:56 PM »
Fluff for why my character's magic isn't magical (fairly similar to AlterFrom's, really).
[spoiler]The character has a small (less than 2cm) computer implanted at the base of his skull, with conductive tendrils threaded through his brain and down his spinal column.  This computer draws its power from chemical energy in the user's blood, as well as waste thermal and kinetic energy, and electrical energy from blocked nerve impulses (when applicable).  These power sources, while readily available, are not in unlimited supply, consequently the computer requires lengthy recharging periods much like the biological host requires rest.  The computer accomplishes much of the character's work for him depending on which programs he sets into primary (active) mode.

The capabilities of the computer are vast, and include the relatively simple (contrast enhancement filters on optic nerve impulses to improve visual acuity (example: Detect Secret Doors)) and more complex operations (forcing adrenaline production and blocking nociceptors to allow brief bursts of speed that would normally be painful, and self-destructive in the long run (example: Expeditious Retreat)).  Even the nearly fantastic is achievable (preparing a nanoscopic circuitry dart with a program to overwhelm a nervous system with a barrage of static causing unconsciousness, aiming and firing the dart from a pore in the skin, in the space of a few seconds (examples: Sleep, Whelm)).

Unfortunately, due to the infinitesimally small scale of the computer and its associated nanomachines (in some cases data is held on a single electron orbiting or not orbiting a particular atom), the hardware is exceptionally vulnerable to damage and data loss from alpha particle strikes and similar phenomena.  Though the device is built with redundant key systems to provide a failsoft capability, a daily standby period for repair cycles and reconfiguration is mandatory.  Given the intimate nature of the device's connection with the user's brain, this causes a period of marked lethargy and attention lapse (readying of spells).  It is possible to shut down the device completely in the event that a maintenance period is unfeasible, but no nanonic-enhanced capabilities will be available until maintenance is performed.

Most of the capabilities of the computer are automatic and require no active initialization on the part of the user.  Basic programs and capabilities like enhanced memory storage (knowledge ranks) and visual comparisons against a database of body language samples (sense motive) run unobtrusively in the background and are essentially indistinguishable from the user's own thoughts.  More complex functions like nanonic transmitter alignment and hologram projection (silent image) require more complex mental commands to initialize, and may be accompanied by strange disconnected gestures or vocalizations (verbal and/or somatic components) that are the normal bodily responses to the esoteric initialization thoughts in question.  These can be suppressed (silent spell, still spell) but require additional subroutines to be brought into primary mode, increasing the demand on processor power (spell slot).[/spoiler]

I'm working on my character sheet.  You know you play goblins too much when you forget humans get a bonus feat and no Darkvision. :facepalm
"Your STFU N00b roll fails!"
"Crap. Can I make a saving LOL?"

"I think either we have unlimited rights, or we have no rights at all. Personally, I lean toward unlimited rights. I feel, for instance, I have the right to do anything I please; but, if I do something you don't like, I think you have the right to kill me. So where you gonna find a fairer fucking deal than that?" - George Carlin