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bhu

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Re: MMII Redux
« Reply #40 on: March 01, 2009, 09:42:41 AM »
JERMLAINE SCAVENGER


   
"I don't understand why anyone would throw away perfectly good food..."

 Jermlaine Scavengers are the scouts and gatherers of their people.  They are sent out to find food and materials, or just find whatever the Jermlaine's want found.

BECOMING A JERMLAINE SCAVENGER
Jermlaine Scavengers usually come from fairly skilled classes such as Rangers, Rogues, and Scouts.  They specialize in finding stuff for hire.

 ENTRY REQUIREMENTS
   Race:  Jermlaine
   Skills:  Appraise 6 ranks, Listen 8 ranks, Search 8 ranks, Spot 8 ranks
   Feats:  Quick Reconnoiter, Track
   Class Abilities:  Skirmish or Sneak Attack +3d6 or Improved Combat Style


Class Skills
 The Jermlaine Scavenger's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Dex), Disable Device (Int), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Improved Movement
2. +1    +0     +3     +0    Improved Stealth
3. +2    +1     +3     +1    Curiosity
4. +3    +1     +4     +1    Improved Movement
5. +3    +1     +4     +1    Improved Stealth
6. +4    +2     +5     +2    Curiosity
7. +5    +2     +5     +2    Improved Movement
8. +6    +2     +6     +2    Improved Stealth
9. +6    +3     +6     +3    Curiosity
10.+7    +3     +7     +3    Sneaky Bastid


Weapon Proficiencies: Jermlaine Scavengers gain no new weapon or armor proficiencies.
 
Improved Movement (Ex):  You are an expert at scurrying about int odd places while avoiding attacks.  At 1st level you do not become Flat-Footed or lose your Dexterity Bonus to Armor Class while using the Balance or Climb skills and you take no penalties to Armor Class when kneeling/sitting/prone. 

At 4th level you may use Accelerated Movement while Balancing or Climbing without taking a penalty to the Skill Checks.  You may also move at Full Speed in a Crawl Navigable or Low space (see Underdark page 111).

At 7th level you gain Improved Evasion (see PHB page 51) if you have Evasion, or gain Evasion if you don't

Improved Stealth (Ex): At 2nd level you gain an Insight Bonus to Hide and Move Silently Checks equal to your Wisdom Modifier.

At 5th level you can move at full speed while using Hide or Move Silently without taking a penalty on the Skill Check.

At 8th level, if your opponent is at least 2 Size Classes larger than you, you may Hide in Plain Sight (see PHB page 48).  You do not need to be in a natural setting, your opponent just has to be much bigger than you.

Curiosity (Ex): You are adept at paying attention to things.  At 3rd level you add an Insight Bonus equal to your Wisdom Modifier to Listen, Search, and Spot checks.

At 6th Level you take no penalty to Listen Checks while sleeping, and no penalty to Listen or Spot checks while Fascinated.

At 9th level you gain Dark Vision 60'.

Sneaky Bastid (Ex): At 10th level if your opponent is Denied his Bonus to AC and is at least 2 Size Classes bigger than you, your attacks are considered to be Touch Attacks.

PLAYING A JERMLAINE SCAVENGER
 You're among the more inquisitive members of your species, and you like seeking out and stealing new and exciting things.  Unfortunately the clan just wants you to snatch food and supplies.  How boring is that?  Why can't you steal artifacts of incredible power and questionable worth?  Why can't you steal things that will improve your peoples lives?  So that one jeweled skull made all the dead in a 5 mile radius walk.  What's one little mistake?
 Combat: You aren't really a fighter.  You track things down, hunt for food or valuables, and maybe sabotage the efforts of others.  But you aren't built for standing toe to toe with opponents. 
 Advancement: Scavengers tend to be skill based.  They influence things quietly, by monkey wrenching opponents or helping out allies.  Keeping that in mind most tend to advance their skillsets towards this goal, and avoid anything that exposes them to risk (i.e. fighting).
Resources: Jermlaine Scavengers are employed by their people to find whatever is needed, be that food, water, equipment, raw materials, etc.   If the rest of their people aren't about they get first pick of what they find, and are often rewarded by their rulers if they are successful.  But besides that, they only have the resources they can scrounge up.

JERMLAINE SCAVENGERS IN THE WORLD
"OMG there's a weird lil' gremlin critter in mah backpack!!"
 Scavengers generally interact with the world by sneaking into it's house at night and stealing it's shoes.  Or it's corn.  Sometimes it's pet dog.  Whatever isn't nailed down really.  Even what is nailed down if you can find a prybar.  Sometimes you leave a little poop in the corner so they know you stopped by.
 Daily Life: Scavengers tend to spend long periods of time away from their people on solo missions hunting things up.  Or trying to figure out what the newest doodad they've stolen does.
 Notables: Squeak (N Male Jermlaine Rogue 6/Jermlaine Scavenger 6) is his clans top sniffer outer of stuff.  He has an affinity for dealing with humans too.  Squeak (NE Female Jermlaine Scout 6/Jermlaine Scavenger 6) is her clans top finder of people.  She makes sure anyone offending her people is found so they can be dealt with.  permanently.
 Organizations: Scavengers rarely belong to an organization bigger than a small Thieve's Guild or a gang.  They definitely don't have any based on training new Scavengers or supporting existing ones.  It's more of an occasional collection of like minded individuals.

NPC Reaction
 NPC's generally treat you with respect (if they're Jermlaine) or abject horror (if they aren't Jermlaine).  You're like a rat, but with a face and intelligence.  That spooks some people.

JERMLAINE SCAVENGERS IN THE GAME
 This class may tend to make players split from the main party to sneak off on their own because they'll believe they can't be caught.  Which may cause some concern for GM's.
 Adaptation: This is hopefully a decent PrC for sneaky type Jermlaine, and it can pretty much be used in various tones of campaign from humorous to horror.
 Encounters: PC's will usually encounter Scavengers sneaking into their stuff, or someone elses belongings, or breaking into god knows what.  Some of them may target PC's for pranks, and some may come to them if they discover something really bad.

Sample Encounter
EL 12: Opening your backpack you have stowed in the wagon, you find a strange wizened little creature who immediately says "I can explain".


Squeak
N Male Jermlaine Rogue 6/Jermlaine Scavenger 6
Init +7, Senses: Listen +15, Spot +15, Low Light Vision
Languages Jermlaine, Common
------------------------------------------------
AC 29, touch 23, flat-footed 22 (+2 Size, +7 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +4, Ref +17, Will +9 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Dagger +17/+12 (1d2-3)
Ranged +1 Dagger +17 (1d2-3)
Base Atk +8, Grp -4
Atk Options Sneak Attack +3d6
Combat Gear
-----------------------------------------------
Abilities Str 3, Dex 24, Con 10, Int 11, Wis 20, Cha 4
SQ Trapfinding, Trap Sense +2, Speak With Rats, Wild Empathy, Immunities, Improved Movement, Improved Stealth, Curiosity
Feats Alertness, Quick Reconnoiter, Spotter, Track, Veteran Spotter
Skills Appraise +8, Balance +15, Climb +4, Disable Device +8, Escape Artist +15, Hide +28, Listen +20, Move Silently +20, Open Lock +15, Search +13, Sense Motive +11, Spot +20, Swim +4, Tumble +15, Use Magic Device +5
Possessions  +4 Ring of Protection, +6 Bracers of Armor, +1 Distance Returning Dagger, Arcane Thieve's Tools, 298 GP



EPIC JERMLAINE SCAVENGER

Hit Die: d6
Skills Points at Each  Level : 8 + int
Class Ability
Class Ability
Bonus Feats: The Epic Jermlaine Scavenger gains a Bonus Feat every x levels higher than 20th



JERMLAINE FEATS



Spotter
Your good at finding stuff.
 Prerequisites: Jermlaine, Spot 4 ranks, Must be taken at 1st level.
 Benefits: You may cast Appraising Touch, Instant Search, and Spontaneous Search (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Sniper
You're good at throwing darts.
 Prerequisites: Jermlaine, Spot 4 ranks, Must be taken at 1st level
 Benefits: You may cast Critical Strike, Guided Shot, and Sniper's Shot (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Pest
You're good at annoying people.
 Prerequisites: Jermlaine, Bluff 4 ranks, Must be taken at 1st level.
 Benefits: You may cast Distract, Distract Assailant, and Shock and Awe (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Sneaker
You're good at stealth.
 Prerequisites: Jermlaine, Hide or Move Silently 4 ranks, Must be taken at 1st level
 Benefits: You may cast Camouflage, Remove Scent, and Swift Invisibility (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Spotter
Few things make their way past you.
 Prerequisites: Jermlaine, Spotter, 6th level
 Benefits: You may cast Arcane Sight, Clairvoyance/Clairaudience, and Deeper Darkvision (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Sniper
You are a dart throwing machine.
 Prerequisites: Jermlaine, Sniper, 6th level
 Benefits: You may cast Arrow Storm, Dolorous Blow, and Find the Gap (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Pest
People really, really hate you.
 Prerequisites: Jermlaine, Pest, 6th level
 Benefits: You may cast Flashburst, Stinking Cloud, and Stinking Cloud (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Sneaker
You aren't here.  Really you swear.
 Prerequisites: Jermlaine, Sneaker, 6th level
 Benefits: You may cast Forestfold, Invisibility Sphere, and Phantasmal Decoy. (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Wisdom of the Fey
You don't need to be pretty to be good at using weird little magic devices.
 Prerequisites: Jermlaine, Use Magic Device 4+ ranks, Must be taken at 1st level
 Benefits: Use Magic Device is a Wisdom based skill for you.
« Last Edit: March 16, 2009, 08:54:14 AM by bhu »

bhu

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Re: MMII Redux
« Reply #41 on: March 02, 2009, 08:36:52 AM »
Ive edited in the crunch for the Jermlaine race, and as they stand they're a negative LA.  I was thinking of adding skill bonuses to even it out unless there are other ideas anyone would like me to try out (trackless step maybe).
« Last Edit: March 02, 2009, 08:38:57 AM by bhu »

bhu

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Re: MMII Redux
« Reply #42 on: March 04, 2009, 08:36:18 AM »
After updating the Jermlaine a bit I tried editing the aquatic class ability variants.  There isn't mush to choose from for an Animal Companion or Special Mount for Paladins/Druids/Rangers.  Should I make a few appropriate critters in my monster thread to increase the list size?

bhu

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Re: MMII Redux
« Reply #43 on: March 05, 2009, 08:16:32 AM »
I'm thinking of negating the Jermlaine penalty to Con.  They already have plenty of stat penalties, and they live with rats, which means they should be fairly hardy against disease.

Bozwevial

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Re: MMII Redux
« Reply #44 on: March 05, 2009, 05:55:21 PM »
You could just give them disease immunity, but yeah, they're poor stat-wise as it is.

Bozwevial

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Re: MMII Redux
« Reply #45 on: March 05, 2009, 05:56:41 PM »
Also, I like Racial Scion. That should help with certain races.

bhu

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Re: MMII Redux
« Reply #46 on: March 07, 2009, 09:33:13 AM »
Sorry this is taking so long.  With recent events Im finding it hard to be creative right now :(

So, any thoughts on what I should replace Wild Empaty with for Jermlaine Druids/Rangers?

Bozwevial

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Re: MMII Redux
« Reply #47 on: March 07, 2009, 11:12:14 AM »
Umm...Burrow speed? Yeah, I've got nothing. At any rate, though, you might want to make a few changes to Wild Shape for the Jermlaine substitution levels--the Jermlaine is Tiny, and the Wild Shape sizes are rather awkward for them.

bhu

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Re: MMII Redux
« Reply #48 on: March 08, 2009, 09:53:44 AM »
But turning from a teensy Jermlaine into a Leopard has to just be awesome if you're a Jermlaine :D

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Re: MMII Redux
« Reply #49 on: March 08, 2009, 10:58:54 AM »
True, but not very useful for them in the small confines of a sewer. :P

bhu

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Re: MMII Redux
« Reply #50 on: March 09, 2009, 09:24:17 AM »
True, but not very useful for them in the small confines of a sewer. :P

True nuff.

But dont gators live in sewers (cue Jaws theme music).

lols

bhu

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Re: MMII Redux
« Reply #51 on: March 11, 2009, 09:17:57 AM »
Any thoughts on Jermlaine names?  Their language is made up of squeaks, which doesn't lend itself well to a list of names.

Chemus

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Re: MMII Redux
« Reply #52 on: March 11, 2009, 03:15:42 PM »
Pip, Eep, Peep, Pat, ... umm... ;)
*waves hand* This is not the sig you're looking for...
The freely downloadable and searchable 3.5 SRD I prefer (Web)
Camlen, Enniwey

bhu

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Re: MMII Redux
« Reply #53 on: March 12, 2009, 09:46:39 AM »
Added some Jermlaien Feats and finished their racial substitution levels.

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Re: MMII Redux
« Reply #54 on: March 14, 2009, 06:57:28 AM »
Okay th Jermlaine and its Racial Feats are done, and I've got the PrC done except for the class abilities.  I'll hopefully finish them soon and start the next race this weekend.


My thanks for being patient about this while my job is screwing me over.

bhu

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Re: MMII Redux
« Reply #55 on: March 16, 2009, 08:40:56 AM »
CHAOND


   
"The next person who calls me "toad" loses a limb."

 Chaonds are lumpy, deformed humanoids that many believe sound toadlike.  Color highlights shift randomly in their gray skin, and colorless hair and eyes.  Despite being stocky to the point of being apelike, they are no stronger than any other human, but much more agile.  They claim to be descended from Slaad blood, but given the Slaads parasitic nature of reproduction this seems unlikely.

CHAOND RACIAL TRAITS STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d6
 Bard, Fighter, Paladin, Ranger: +1d8
 Cleric, Druid, Monk, Wizard: +2d8

AGING EFFECTS
 Middle Age: 45
 Old: 68
 Venerable: 90
 Maximum Age: +3d20

HEIGHT AND WEIGHT
 Base Height: Male: 4'10"  Female: 4'5"
 Height Modifier: +2d10
 Base Weight: Male: 120 lbs.    Female: 85 lbs.
 Weight Modifier: x2d4 lbs.
Chaond Height and weight varies a little each day.  They can gain or lose up to 1d3" in height, and gain or lose up to 10 lbs.

CHAOND CHARACTERS
 If you want to play a native of Limbo or someone with a strong connection to Chaos, the Chaond is one way to go.  Particularly if you want some sort of link to the Slaad or just be exotic and somewhat spooky.
 Adventuring Race: The Chaond's reasons for adventuring vary as much or more as the human races do.  Some do it just on whim because they have nothing else to do, or they're bored and crave some sort of excitement.  Of course a lot go on adventures since they need to leave the local town in a hurry...
 Character Development: Although Classes that require a Lawful alignment are out, that doesn't limit the Chaond's much.  Most prefer versatility and change, so classes that allow they a wide range of abilities or skills tend to draw their attention.  Since many live in the wilderness or less lawful areas, classes with abilities related to nature are common as well.  Many will multiclass quite a bit just to try new experiences or maybe even just because.
 Character Names: Chaonds who were raised by other humans or in human dominant Planes tend to use human names.  Chaonds raised in Limbo tend to use Slaad names.

ROLEPLAYING A CHAOND
 As a Chaond you're a bit off-putting to civilized humanoids.  You resemble a toad in someways, especially your croaking voice, and people just can't help but think of you as some sort of abomination.  You tend to be difficult to peg down or predict, and enjoy how much this makes other nervous.  This is good, as your trust is hard to gain, and the ability to put people off-guard keeps them away long enough for you to evaluate them.
 Personality: Chaonds are excitable, sneaky, hard to predict, and are often thought of as having little in the way of self control. 
 Behaviors: Chaonds never do what they are told, and to be a leader of a group of one of them you have to be more obviously powerful than they are.  It's also difficult to get them to plan or think ahead, or in general organize them in any way.  Chaonds who seem meek and accepting of demands are generally thought of as cowards by their fellows.
 Language: Being as they are humans, Chaonds speak Common, although many speak Slaadi as well.

CHAOND SOCIETY
 The Chaonds don't really have any traditions or culture other than their dedicated non conformity.  Most adopt whatever aspects they personally like of nearby peoples, but most prefer life in the wilderness as solitary hermits, or in small groups if they aren't living on Limbo.  Chaonds living in Limbo tend to adopt the culture of the Slaad (such as it is).
 Alignment : The vast majority of Chaonds are Chaotic Neutral, with a small minority being Chaotic Evil (usually those associating with the Slaad).  Chaotic Good isn't unknown, but non Chaotic alignments would be very unusual, and Lawful is simply unknown.
 Lands : Chaonds live in the ever changing Chaos of Limbo, but can be found just about anywhere that doesn't have a civilized society nearby.
 Settlements : Chaonds who leave Limbo prefer wild, untouched places where they don't have to put up with anyone else's rules or expectations.  They will live virtually anywhere, in any environment so long as there isn't the infuence of Law nearby.
 Beliefs : If the Chaonds worship a God (a good many actively oppose deities just because they can or because many Gods represent the victory of law over Chaos) it will be a Chaotic Neutral deity, though some rare few do worhsip Chaotic Good or Evil gods. 
 Relations: So long as other races aren't Lawful, or don't go out of their way to tell them what they can or can't do the Chaonds don't mind them much.  But the volatile nature of their Heritage makes it difficult for other races to truly befriend a Chaond unless they're pretty chaotic themselves.

CHAOND ADVENTURES CHAOND RACIAL SUBSTITUTION LEVELS


Druid
 Level 16: Wild Shape (Elemental) is replaced by Wild Shape (Chaos)
  Wild Shape (Chaos) (Ex):  Instead of using your Wild Shape to become an Elemental you can become any Small, Medium, or Large Aberration or any Outsider whose alignment is Chaotic Neutral.

RANGER
 Level 10: Favored Enemy (Law)
  Favored Enemy (Law) (Su): When you gain your 3rd Favored Enemy you have the option of making your new Favored enemy Law (i.e. any opponent with a Lawful Alignment).

BARBARIAN
 Levels 1, 11, 20: You gain Chaotic Rage instead of Rage.
  Level 1: Instead of the normal Stat bonuses you gain a primary Claw Attack doing 1d6 + Str, and a Secondary Bite Attack doing 1d8 + 1/2 Str.  You can make 2 Claw Attacks and 1 Bite with a Full Attack.
  Level 11: Your Claws increase to 1d8, and your Bite increases to 2d6.  Your natural attacks are considered magical for purposes of overcoming Damage Reduction while Raging.
  Level 20: Your Claws increase to 2d6 and your Bite increases to 2d8. You gain DR 10/Lawful while Raging.
« Last Edit: March 29, 2009, 09:53:51 AM by bhu »

bhu

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Re: MMII Redux
« Reply #56 on: March 16, 2009, 08:43:13 AM »
SLAADI CULTIST


   
"your death serves a purpose."

 Slaadi Cultists are willing tools of the Death Slaad, furthering their masters ends by sabotage and assassination through arcane means.  They rarely know why they ae doing what they do, but they know they're rewarded well enough for it.

BECOMING A SLAADI CULTIST
Usually Cultists begin as Clerics who worship an ideal as opposed to a God.  Their ideal just happens to make them attractive for recruitment by the Death Slaadi.

 ENTRY REQUIREMENTS
   Race:  Chaond
   Spellcasting:  Must be able to cast 4th level Divine spells and have access to the Chaos and Limbo Domains
   SKills:  Bluff 4 ranks, Diplomacy 6 ranks, Intimidate 4 ranks, Knowledge (The Planes) 6 ranks
   Feats:  Limbo Native, Planar Summoner
   Saving Throws:  Base Will Save +5


Class Skills
 The Slaadi Cultist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana, Local, the Planes)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Smite Law
2. +1    +0     +3     +3    +1 level of Divine spellcasting class
3. +2    +1     +3     +3    Summon Help, +1 level of Divine spellcasting class
4. +3    +1     +4     +4    Smite Law
5. +3    +1     +4     +4    +1 level of Divine spellcasting class
6. +4    +2     +5     +5    Summon Help, +1 level of Divine spellcasting class
7. +5    +2     +5     +5    Smite Law
8. +6    +2     +6     +6    +1 level of Divine spellcasting class
9. +6    +3     +6     +6    Summon Help, +1 level of Divine spellcasting class
10.+7    +3     +7     +7    Deathseeker


Weapon Proficiencies: Slaadi Cultists gain no new weapon or armor proficiencies.
 
Smite Law (Su): At 1st level you may expend 1 daily use of your Rebuke Undead ability to cause any one Lawful opponent within 60' to take a -2 to all rolls for the next 24 hours.

At 4th level you may expend 1 daily use of your Rebuke Undead ability to cause any one Lawful opponent within 60' to take a -2 penalty to the Save DC's of all spells, spell-like abilities, or supernatural abilities they posses for the next 24 hours.

At 7th level you may expend 1 daily use of your Rebuke Undead ability to automatically do maximum damage or effect with any spell targeted on a Lawful opponent. 

Summon Help (Su): At 3rd level you may 'lose' any 1 spell you have memorized to spontaneously cast a Summon Monster spell of the same level.  This must be used to summon an Anarchic creature or a Slaad.

At 6th level you may 'lose' any 1 spell of the appropriate level you have memorized to spontaneously cast Lesser Planar Ally, Planar Ally, or Greater Planar Ally (as soon as the spells become available to you).

At 9th level you may 'lose' any 1 spell of 9th level or greater (once you have 9th level spells) you have memorized to spontaneously cast Gate.  But you may only use it for Calling Creatures.  Once you use this you may not use any other abilities granted by your Summon Help class ability for 24 hours.  It summons 1 Death Slaad whose Hit Dice are advance to twice you caster level +1 (i.e. who is not under your control), and who may not be pleased about your screwing up so badly you need his help.  He'll deal with the problem at hand as best he can, but then you have some explaining to do.

Deathseeker (Su): You have learned to use the power of Chaos to bend reality, but at some cost to yourself.  At any time as a Free Action you may force an opponent to reroll any die roll he has just made, but you are stuck with the new result.  You take 1 point of Constitution Drain whenever this ability is used.

PLAYING A SLAADI CULTIST
 You wish to drown all of existence in Death and Chaos.  Diplomacy and bargaining with you are pointless.  Money is useless to you, and so is fame.  All that is important is to watch reality burn.  Even your own life means nothing if it will bring about the Apocalypse.
 Combat: You rely on summoned allies and spells for combat.  There are more important things to do with your talents than brawl with fools.
 Advancement: You advance in whatever direction your Slaadi Lord wishes you to.  If he needs you to do something you will pursue whatever skills or powers are required to get it done.
Resources: You may occasionally call upon the Slaad for help, but you're supposed to be a stealthy agent of sabotage and assassination.  If helping you would reveal their involvement, you're largely on your own.

SLAADI CULTISTS IN THE WORLD
"Why is that guy in the hooded cloak just sitting out there on the road to the city gate?  He's been there for hours."
 You rarely interact with anyone you haven't been assigned to work with.  Sometimes in between assignments you are allowed to pursue your own goals or do what is necessary to support yourself, but you're expected to drop that when your master calls as well.
 Daily Life: Much of your time is spent in study, training, or missions.  You have no time for much of anything else, and wouldn't do anything else if you did.
 Notables: Toad (CE male Chaond Cleric 7/Slaad Cultist 4) is an agent for Ssendam himself.  At least until he provokes his master.
 Organizations: The Slaad couldn't really be called an organized force due to their Chaotic nature, but they can occasionally focus enough to accomplish interesting things.  If you can get their attention they can be quite helpful to you.

NPC Reaction
 NPC's are initially put off by your appearance, and don't change much given your rude discourteous manner.  If they knew what you really were they'd be terrified.

SLAADI CULTISTS IN THE GAME
 This is probably better for NPC's than players.  Your ties to a Slaad might interfere with adventuring unless you're the party leader.
 Adaptation: This is better used for darker campaigns where the Slaad are a significant danger.
 Encounters: PC's could encounter a Slaad Cultist virtually anywhere doing almost anything.  Much of their assignments make no sense even to them.  At least not at the time.

Sample Encounter
EL 12: The PC's are pursuing leads on an assignment to track down a terrorist, when they're beckoned to an alley by a hooded figure.  As they approach large toadlike creatures step out of the shadows.  You'd think the players would know better by now.


Toad
CE Chaond Cleric 7/Slaadi Cultist 4
Init +1, Senses: Listen +8, Spot +4, Dark Vision 60'
Languages Common
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AC 23, touch 11, flat-footed 22  (+1 Dex, +12 Armor)
hp 82 (11 HD)
Fort +10, Ref +8, Will +14 
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Speed 30 ft. (6 squares)
Melee +1 Anarchic Heavy Mace +10/+5 (1d8+2)
Base Atk +8, Grp +9
Combat Gear 1 Potion of Cure Serious Wounds
Spells Per Day 0: 6+1 (DC 14)
1: 6+1 (DC 15)
2: 5+1 (DC 16)
3: 5+1 (DC 17)
4: 4+1 (DC 18)
5: 2+1 (DC 19)
6: 1+1 (DC 20)
Caster Level 11
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Abilities Str 13, Dex 12, Con 16, Int 10, Wis 18, Cha 10
SQ Energy Resistance 5 (Acid, Cold, Sonic), Shatter, Rebuke Undead 3/day, Domains (Chaos, Limbo)
Feats Augment Summoning, Limbo Native, Planar Summoner, Spell Focus (Conjuration)
Skills Bluff +4, Concentration +7, Diplomacy +6, Gather Information +4, Intimidate +4, Knowledge (The Planes) +6, Listen +8, Sense Motive +8
Possessions Ring of Invisibility, Scry Shroud, Scentblinder, +5 Half Plate, +1 Anarchic Heavy Mace, Gauntlets of Lassitude, Boots of Big Stepping, 1 Potion of Cure Serious Wounds, 188 GP



EPIC SLAADI CULTIST

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells Your Epic levels continue to increase your caster level, but you don't gain additional spells per day.
Bonus Feats: The Epic Slaadi Cultist gains a Bonus Feat every 3 levels higher than 20th



CHAOND FEATS



Limbo Native
Your can summon natives of Limbo.
 Prerequisites: Chaond, must be able to cast any Summon Monster spell
 Benefits: If your summoning spells allow you to summon Fiendish or Celestial animals or creatures, you summon them with the Anarchic Template instead.


Planar Acquaintances
You have friends in the outside places...
 Prerequisites: Chaond, must be able to cast 4th level spells, Knowledge (The Planes) 8 ranks
 Benefits: You may add Lesser Planar Ally, Planar ally, and Greater Planar Ally to your spell list if you don't already have them, and your spell list goes up to 9th level spells.


Planar Summoner
You can summon monsters regardless of what spellcasting class you are.
 Prerequisites: Chaond, Knowledge (The Planes) 4 ranks, must be able to cast spells
 Benefits: You may add Summon Monster I-IX to your spell list (or if your spell list stops at 4th or 6th level spells you can add Summon Monster I-!V or I-VI).


Anarchic Soul
You are healed by Chaotic spells, as you are able to absorb some of their Chaotic energy.
 Prerequisites: Chaond, must be able to cast spells
 Benefits: Any spell cast on you with the Chaos descriptor heals 1d8 plus the level of the spell in damage, even if the spell is otherwise damaging or malicious to you.


Chaos Engine
Chaotic spells last longer when cast on you, feeding off of your Chaotic Nature.
 Prerequisites: Chaond, Anarchic Soul
 Benefits: Spells with the Chaos descriptor that are cast on you (and have a beneficial effect) are considered to have been cast with the Extend Spell Feat.


Anarchic Metamagician
You are adept at casting Chaotic Magic.
 Prerequisites: Chaond, Chaos Engine
 Benefits: When casting spells with the Chaos descriptor with a Metamagic Feat the level of the spell is increased 1 level less.  For example if you cast a 4th level spell with the Maximize spell Feat it uses up a 6th level spell slot instead of a 7th. 


Shifting Physique
You can alter the density and volume of your body somewhat.
 Prerequisites: Chaond, Base Fortitude or Reflex Save +3
 Benefits: As a Standard Action once per round you may either gain the Powerful Build or Slight Build ability for (3+Constitution modifier) rounds.  You must wait 1d4 rounds before using the ability again once it wears off.


Improved Shifting Physique
You're getting better at changing your body.
 Prerequisites: Chaond, Shifting Physique
 Benefits: As a Standard Action once per round you may change your Size Class up or down one step (i.e. to Small or Large) for (3+Constitution modifier) rounds.  You must wait 1d4 rounds before using the ability again once it wears off.  See MM page 291 and 314 for the effects this has.


Greater Shifting Physique
Your flesh is like putty.
 Prerequisites: Chaond, Improved Shifting Physique, Base Fortitude Save +6
 Benefits: You cannot be flanked and are immune to critical hits.
« Last Edit: April 07, 2009, 09:47:02 AM by bhu »

bhu

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Re: MMII Redux
« Reply #57 on: March 18, 2009, 08:31:30 AM »
Got most of the fluff for the Chaond up.  SHould I keep shatter as their spell like ability?  It would seem there are more appropriate spells.

Plus does anyone else think they look awful big for no Str adjustment?

Radmelon

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Re: MMII Redux
« Reply #58 on: March 18, 2009, 05:52:53 PM »
Chaonds are awesome, or at least my favorite planetouched. :smirk

PhaedrusXY

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Re: MMII Redux
« Reply #59 on: March 18, 2009, 07:35:30 PM »
The drone ability of the Abeil has no range listed. Also, does it have the same HD limitations as the Sleep spell? If not, you need to say so.

I didn't have a chance to read anything else (yet).
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]