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<blockquote data-quote="Walking Dad" data-source="post: 4102648" data-attributes="member: 59043"><p><strong>Growling Ape</strong></p><p></p><p>[sblock=Growling Ape]</p><p>Name: Growling Ape / Shizaru, the 4th monkey</p><p>Quote: <em>"Man's schemes are inferior to those made by heaven."</em></p><p>Race: Nai-nek-chai (Baboon)</p><p>Class: Druid 4</p><p>Class Variants: Spontanous Caster, swift hunter, martial</p><p></p><p>51 HP</p><p>XPs: ?</p><p></p><p>Str: 12 (4 pt)</p><p>Dex: 14 (6 pt)</p><p>Con: 14 (6 pt)</p><p>Int: 10 (4 pt, -2 racial)</p><p>Wis: 17 (6 pt, +2 racial, +1 level)</p><p>Cha: 10 (2pt)</p><p></p><p>Bodily able and wise but no very friendly demeanor <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>BAB: +3</p><p>AC: 16, Touch: 16, Flat Footed: 14</p><p>Fort: +6</p><p>Refl: +3</p><p>Will: +7</p><p>Move: 40'</p><p>Init: +2</p><p>Perception: +11</p><p>Loads: Light: 0-43 / Medium 44 - 86 / Heavy 87 - 130</p><p>[sblock=Racial Traits]</p><p>- +2 Wis, -2 Int. Nai-nek-chai are creatures of instinct, not intellect. Nai-nek-chai base speed is 30 feet.</p><p>- Medium: As medium-sized creatures (in their humanoid form) nai-nek-chai g</p><p>bonuses or penalties based upon their size. Shapechanger: All nai-nek-chai are Humanoid with the Shapechanger subtype. Animal Blood: Although Humanoid, nai-nek-chai are also considered to have the Animal Type for the purposes of spells and effects. For example, a nai-nek-chai could be affected by both a charm person and a charm animal spell.</p><p>- Low Light Vision.</p><p>- Animal Form: A nai-nek-chai may assume the shape of one species of Small or Tiny Animal. To do so is a standard action that does not provoke an attack of opportunity. A nai-nek-chai may assume animal form a number of times per day equal to 1 + his Constitution bonus. He may remain in this form indefinitely, and may return to human form in the same fashion (this does not count towards the number of changes per day).</p><p>Any armour or clothing worn at the time of transformation simply falls off. Magical worn items may remain, at the GM’s discretion. In animal form, the nai-nek-chai’s mental ability scores are unchanged. He keeps any skills that he has (although it may not be possible to use some in the new form). He gains a modifier to his physical ability scores depending upon the animal form taken (See Table: Animal Forms below). He may also gain any modes of locomotion that the new form has, and any racial skill bonuses. The change in size will affect armour class, attack rolls, Hide and grapple checks. In animal form a nai-nek-chai gains any extraordinary abilities of the animal form and any attack forms (and is automatically proficient in their use). Where the creature has a single attack form, the nai-nek chai applies 1.5x his Strength bonus to damage. Where an animal form has secondary attacks these are made at –5 to the attack roll and x1/2 Strength modifier to damage. A nai-nek-chai may learn the Multiattack feat to reduce this penalty and may also learn feats such as Weapon Focus and apply the effects to his natural attacks. A nai-nek-chai is also eligible to learn Improved Natural Attack, Ability Focus and other applicable ‘monster’ feats. Improved Natural Armour, if taken, applies only to the nai-nek-chai’s animal form.</p><p>[/sblock]</p><p></p><p>Weapons:</p><p>Staff -- +4 To Hit, 1d6 Damage (x2)</p><p>Sling -- +5 To Hit, 1d4 Damage ( x2)</p><p></p><p>Class Features:</p><p>AC Bonus</p><p>Fast Movement +0 ft. (enhancement)</p><p>Track (ex)</p><p>Martial Arts Feats (1st & 5th level)</p><p>Nature Sense</p><p>Wild Empathy (+4)</p><p>Woodland Stride</p><p>Trackless Step</p><p>Improved unarmored Movement</p><p>Spirit Domain (See below)</p><p>Resist Spirit's Lure <span style="font-size: 10px">(</span><span style="font-size: 10px">+4 bonus on saving throws against the spell-like and supernatural abilities of</span> spirits)</p><p></p><p>Skills: (5 x 4 points = 20)</p><p>Climb: +7 (2 ranks, +2 Con, +3 Class)</p><p>Handle Animal: +4 (1 ranks, +0 Cha, +3 Class)</p><p>Heal: +8 (2 ranks, +3 Wis, +3 Class)</p><p>Knowledge (nature): +6 (1 ranks, +0 Int, +2 nature sense, +3 Class)</p><p>Perception: +11 (5 ranks, +3 Wis, +3 Class)</p><p>Spellcraft: +6 (3 ranks, +0 Int, +3 Class)</p><p>Survival: +12 (4 ranks, +3 Wis, +2 nature sense, +3 Class)</p><p>Swim: +6 (2 ranks, +1 Str, +3 Class)</p><p></p><p>Languages:</p><p>Common, Spirit, ?</p><p></p><p>Feats:</p><p>Bonus: Improved Unarmed Strike</p><p>1. Medium Animal Form</p><p>3. Human Tongue</p><p>5. Spell Focus (conjuration)</p><p>Bonus: <a href="http://www.google.com/url?q=http://3pp.d20pfsrd.com/crane-style-combat-style&sa=U&ei=cZzXTpjMIcnAhAf31JnBDg&ved=0CAQQFjAA&client=internal-uds-cse&usg=AFQjCNFaCJ4xBd-Vbj0i9zitw48Ke89c7A" target="_blank">Crane Style</a></p><p></p><p>Spells (CL: 5, DC: 13+spell level)</p><p>infinite/Day Level 0: Stabilize, Detect Magic, Guidance, Light, Purify Food and Drink, Read Magic</p><p>5/Day Level 1: Faerie Fire, Produce Lightning, Shillelagh, Lesser Vigor, Detect Spirits, Summon Nature's Ally I.</p><p>4/Day Level 2: Summon Nature's Ally II, Protection from Spirits, <a href="http://www.d20pfsrd.com/magic/all-spells/a/animal-aspect" target="_blank">Animal Aspect</a>, Ball Lightning</p><p>3/Day Level3: Summon Nature's Ally III, Magic Circle vs Spirits</p><p></p><p>[sblock=Baboon Traits]</p><p>Str: 16 (4 pt, +4 animal)</p><p>Dex: 18 (6 pt, +4 animal)</p><p>Con: 16 (6 pt, +2 animal)</p><p>Int: 10 (4 pt, -2 racial)</p><p>Wis: 16 (6 pt, +2 racial)</p><p>Cha: 10 (2pt)</p><p></p><p>BAB: +3</p><p>AC: 18, Touch: 18, Flat Footed: 14</p><p>Fort: +6</p><p>Refl: +5</p><p>Will: +6</p><p>Move: 40', cimb 40'</p><p>Init: +4</p><p>Listen/Spot: +9</p><p>Loads: Light: 0-76 / Medium 77 - 153 / Heavy 154 - 230[/sblock]</p><p>Equipment: </p><p>[code]Equipment: Cost Weight</p><p>Quarterstaff -Y 4lb</p><p>Dagger 200Y 1lb</p><p></p><p>Fish Hook 10Y -lb</p><p>Flint and Steel 100Y -lb</p><p>Pouch, Belt (2) 200Y 1lb</p><p>Rations, Trail (4 days) 200Y 4lb</p><p>Sling & stones 0Y -lb</p><p>Scrolls x2 (CLW) 5000Y -lb</p><p>Waterskin 100Y 4lb</p><p>Peasant's Outfit -Y -lb</p><p>[/code]2190Y</p><p>[/sblock]</p><p>[sblock=Image]</p><p><img src="http://www.wizards.com/dnd/images/oa_gallery/Shaman.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock]</p><p>[sblock=Character Quirks]I hope you all are not easily annoyed by asian proverbs <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> I will add the meaning. [/sblock]</p><p>[sblock=Houserules]For hit points, I am using a variant from the Book of Experimental Might. You gain extra hit points at 1st level equal to your Constitution score +1. You also get any bonus hit points from your Constitution, plus maximum hit points for your character class type. Thus a rogue with Con 12 would have 13 (Con+1) +1 (Con bonus) +6 (rogue hit die) = 20 hit points. This makes low-level characters more robust without needing to start at 2nd or 3rd level. Hit points gained from Con (in any form) are known as ‘Health’ and those from class hit dice are known as ‘Grace’. There are no real mechanical differences between them, except that you lose Grace first.</p><p> Hit points from the class hit die are added to Grace</p><p>Hit points from Constitution bonus are added to Health</p><p></p><p>Taking a Breather</p><p>Breather moments give a PC a chance to gather himself—to mentally regroup,</p><p>collect his thoughts, catch his breath, and take stock of the situation. Characters</p><p>who use a standard action to take a breather can do one of the following:</p><p>• Heal up to their level in (Grace point) damage</p><p>• Gain a bonus to damage equal to +1 plus an additional +1 per four levels</p><p>on the following round</p><p>• Gain a bonus to one attack roll equal to +1 plus an additional +1 per four</p><p>levels on the following round</p><p>• Gain a +1 bonus to one spell save DC for a spell cast on the following round</p><p>• Gain a chance to make another saving throw to shake off an unwanted</p><p>condition with a duration measured in rounds (as opposed to minutes,</p><p>hours, days, etc. or one with a duration of Instantaneous or Permanent)</p><p></p><p>Because taking a breather is an action, conditions that prohibit actions—</p><p>such as being stunned or held—prevent a character from taking a breather.</p><p></p><p>A character can take a breather only once per encounter. A character cannot</p><p>take one outside of an encounter involving a round-by-round initiative count.</p><p></p><p>Standing up from prone does *not* provoke an AoO.</p><p></p><p>Scribe Scroll becomes Craft Spell-Completion Item. The end product is the same - an item that gives a single use of a spell, that can be used by anyone with that spell on his spell list. It may be a scroll - sutras and ofudas are fairly common, it may be a talisman or lucky charm. The exact form is up to you, depending on the character of your spellcaster.</p><p></p><p>Brew Potion becomes Craft Single Use Item. This is a single use magical item, usable by anybody. It may be a potion or oil, it may be a specially grown fruit, it may be a scroll, it may be a pebble inscribed with magical symbols. Most spells can be turned into single use items. Ranged attack spells are usually turned into 'detonations' that require a ranged touch attack to work. Some special cases may need review on an individual basis.</p><p></p><p>The Bonded Item feat may be taken by any character of 3rd level or above, provided that they have used the item in question through several dangerous situations (and it has made a difference). A bonded item gives a +1 enhancement bonus to its 'normal use'. Most common would be a weapon, gaining this bonus to attack. A suit of armour may also benefit but other items such as thieves tools, rope, artists brushes and so forth are all candidates. Once bonded, the wielder can also spend XP to add further enhancements to the bonded item. Thus a bonded sword can gain further bonuses or special abilities. Obviously this is easier to adjudicate for weapons and armour but imagination can be applied to other equipment.</p><p></p><p>This means that, for example, swords become legendary because of who wields them, not who made them.</p><p></p><p>Losing a bonded item may or may not be a real pain. They should be fixable, with maybe a monetary cost for the ceremonial materials. Still on the subject of swords, that gives you a quest to retrieve the Green Destiny sword, or to reforge the Sword That Was Broken etc.</p><p></p><p></p><p>You can 'weave together' three spell slots of a given level to create one of a higher level. Thus you can give up 3 0th level slots to cast another 1st level spell.</p><p></p><p>Conversely, you can 'unweave' a higher level spell slot to give two slots of the next level down. Thus you can give up one 2nd level slot to create two 1st level slots.</p><p></p><p>Weaving <strong>up</strong> can be done indefinitely. You can weave three 0th level spell slots, add that new 1st level spell slots to 2 existing 1st level spell slots, weave <em>those</em> three to give a new 2nd level, and so forth.</p><p></p><p>Weaving <strong>down</strong> can only be done for one level. The spell energy 'released' is weaker and less stable. Spell slots created by unweaving a higher level spell cannot be unwoven further.</p><p></p><p>0th level spells cannot be unwoven. 9th level spells cannot be woven. (Neither has anywhere to go!).</p><p></p><p>This gives greater flexibility to casters and makes them more useful for longer. It also adds a very fun element of resource management where a caster can 'throw his last bit on magical power' into one hopefully crucial spell, rather than being stuck with a bunch of 0th level <em>resistance</em> spells.[/sblock]</p><p></p><p>[sblock=Level up log]</p><p>[sblock=2nd level power up]</p><p>+1 bab</p><p>+1 to Fort & Will</p><p>4+Con HP</p><p>Woodland Stride</p><p>Skill Points (4+int mod)</p><p>+1 0 & 1 Spell Slot</p><p>+1 0 Spell known</p><p></p><p>+200gp</p><p>-1.500yen</p><p>(scroll of produce flame, 2x cure light wounds, potion of CLW)</p><p>[/sblock]</p><p>[sblock=3rd level power up]</p><p>+1 bab</p><p>+1 to Reflex</p><p> +8 HP</p><p>Trackless Step</p><p>+10 ft unarmored speed bonus</p><p>Skill Points (4+int mod)</p><p>+3 2nd level Spell Slots (1 normal, 1 spontanous, one wis)</p><p>+1 2nd Spell known (SNA 2)</p><p>Human speech feat</p><p>Change known Goodberry to Produce Lightning</p><p>[/sblock]</p><p>[sblock=4th level power up]</p><p>Pathfinderization</p><p>(loosing spirit companion, gaining Spirit Domain)</p><p>+1 bab</p><p>+1 to Fort & Will</p><p> +8 HP</p><p>+1AC</p><p>Skill Points (4+int mod)</p><p>+1 0 level Spell Known</p><p>+1 2nd Spell known</p><p>Resist Nature's Lure (changing fey to spirit)</p><p>+1 to Wisdom</p><p>[/sblock]</p><p>[sblock=4th level power up]</p><p>change Track bonus feat to Ranger Track (ex)</p><p>+8 HP</p><p>Skill Points (4+int mod = 4)</p><p>-> Perception, Spellcraft, Survival, Swim</p><p>+1 1st level Spell Known (Faerie Fire)</p><p>+1 2nd Spell known (<a href="http://www.d20pfsrd.com/magic/all-spells/a/animal-aspect" target="_blank">Animal Aspect</a>)</p><p>level 5 casting (auto-knows: SNA 3, Magic Circle vs Spirits)</p><p>Feat: spell focus (conjuration)</p><p>Monk Feat: Crane Style (UC)</p><p>[/sblock]</p><p>[/sblock]</p><p>[sblock=Variant Rules]</p><p>Gain</p><p>Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger)*, swift tracker (as ranger), Track feat (as ranger).</p><p> </p><p>Lose</p><p>Armor and shield proficiency, wild shape (all versions). </p><p> <span style="font-size: 9px"></span></p><p><span style="font-size: 9px">* we changed this to for martial arts bonus feats.</span></p><p> </p><p>and change the spiritual guide to access to the air domain (nature bond in Pathfinder).</p><p> </p><p>---</p><p> </p><p>I would also like to keep the spontaneous casting, with just adding the domain spells to my spells known list.</p><p></p><p>[sblock=Pathfinder Spirit Domain]</p><p></p><p>Spirit Domain (free to Shamans, available to Clerics and Druids for a shamanic-flavored cleric/druid).</p><p></p><p>Granted Power: You gain the aid of a spirit companion and talk to spirits in their tongue. Free proficiency in Speak Spirit Speech.</p><p></p><p>Spirits Advise (Sp): You can communicate with your spirit companion as a swift action, getting a sacred bonus on on Handle Animal, Knowledge (nature), Knowledge (spirits), Perception, and Survival checks equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</p><p> </p><p>Spirit Warrior (Su): Starting 8th level, any weapon you hold gains ‘Ghost Touch’. Also incorporeal creatures attempting to make a Touch Attack on you must hit your normal AC instead (i.e., all your bonuses to AC are ‘Ghost Touch’ too). You can use this ability a number of rounds per day equal to your cleric level. The rounds don't need to be consecutive.</p><p></p><p>1-Detect Spirits*</p><p>2-Protection From Spirits*</p><p>3-Magic Circle Against Spirits*</p><p>4-Dismissal</p><p>5-Commune (with Spirits)**</p><p>6-Forbiddance*</p><p>7-Ethereal Jaunt</p><p>8-Etherealness</p><p>9-Astral Projection</p><p> </p><p>*These works as Det./Prot from Evil etc. except that they work specifically against creatures with the Spirit descriptor</p><p>**As Commune, but the caster is communing with powerful spirits rather than a deity. In Conclave, there's little difference.[/sblock]</p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 4102648, member: 59043"] [b]Growling Ape[/b] [sblock=Growling Ape] Name: Growling Ape / Shizaru, the 4th monkey Quote: [I]"Man's schemes are inferior to those made by heaven."[/I] Race: Nai-nek-chai (Baboon) Class: Druid 4 Class Variants: Spontanous Caster, swift hunter, martial 51 HP XPs: ? Str: 12 (4 pt) Dex: 14 (6 pt) Con: 14 (6 pt) Int: 10 (4 pt, -2 racial) Wis: 17 (6 pt, +2 racial, +1 level) Cha: 10 (2pt) Bodily able and wise but no very friendly demeanor :) BAB: +3 AC: 16, Touch: 16, Flat Footed: 14 Fort: +6 Refl: +3 Will: +7 Move: 40' Init: +2 Perception: +11 Loads: Light: 0-43 / Medium 44 - 86 / Heavy 87 - 130 [sblock=Racial Traits] - +2 Wis, -2 Int. Nai-nek-chai are creatures of instinct, not intellect. Nai-nek-chai base speed is 30 feet. - Medium: As medium-sized creatures (in their humanoid form) nai-nek-chai g bonuses or penalties based upon their size. Shapechanger: All nai-nek-chai are Humanoid with the Shapechanger subtype. Animal Blood: Although Humanoid, nai-nek-chai are also considered to have the Animal Type for the purposes of spells and effects. For example, a nai-nek-chai could be affected by both a charm person and a charm animal spell. - Low Light Vision. - Animal Form: A nai-nek-chai may assume the shape of one species of Small or Tiny Animal. To do so is a standard action that does not provoke an attack of opportunity. A nai-nek-chai may assume animal form a number of times per day equal to 1 + his Constitution bonus. He may remain in this form indefinitely, and may return to human form in the same fashion (this does not count towards the number of changes per day). Any armour or clothing worn at the time of transformation simply falls off. Magical worn items may remain, at the GM’s discretion. In animal form, the nai-nek-chai’s mental ability scores are unchanged. He keeps any skills that he has (although it may not be possible to use some in the new form). He gains a modifier to his physical ability scores depending upon the animal form taken (See Table: Animal Forms below). He may also gain any modes of locomotion that the new form has, and any racial skill bonuses. The change in size will affect armour class, attack rolls, Hide and grapple checks. In animal form a nai-nek-chai gains any extraordinary abilities of the animal form and any attack forms (and is automatically proficient in their use). Where the creature has a single attack form, the nai-nek chai applies 1.5x his Strength bonus to damage. Where an animal form has secondary attacks these are made at –5 to the attack roll and x1/2 Strength modifier to damage. A nai-nek-chai may learn the Multiattack feat to reduce this penalty and may also learn feats such as Weapon Focus and apply the effects to his natural attacks. A nai-nek-chai is also eligible to learn Improved Natural Attack, Ability Focus and other applicable ‘monster’ feats. Improved Natural Armour, if taken, applies only to the nai-nek-chai’s animal form. [/sblock] Weapons: Staff -- +4 To Hit, 1d6 Damage (x2) Sling -- +5 To Hit, 1d4 Damage ( x2) Class Features: AC Bonus Fast Movement +0 ft. (enhancement) Track (ex) Martial Arts Feats (1st & 5th level) Nature Sense Wild Empathy (+4) Woodland Stride Trackless Step Improved unarmored Movement Spirit Domain (See below) Resist Spirit's Lure [SIZE=2]([/SIZE][SIZE=2]+4 bonus on saving throws against the spell-like and supernatural abilities of[/SIZE] spirits) Skills: (5 x 4 points = 20) Climb: +7 (2 ranks, +2 Con, +3 Class) Handle Animal: +4 (1 ranks, +0 Cha, +3 Class) Heal: +8 (2 ranks, +3 Wis, +3 Class) Knowledge (nature): +6 (1 ranks, +0 Int, +2 nature sense, +3 Class) Perception: +11 (5 ranks, +3 Wis, +3 Class) Spellcraft: +6 (3 ranks, +0 Int, +3 Class) Survival: +12 (4 ranks, +3 Wis, +2 nature sense, +3 Class) Swim: +6 (2 ranks, +1 Str, +3 Class) Languages: Common, Spirit, ? Feats: Bonus: Improved Unarmed Strike 1. Medium Animal Form 3. Human Tongue 5. Spell Focus (conjuration) Bonus: [URL="http://www.google.com/url?q=http://3pp.d20pfsrd.com/crane-style-combat-style&sa=U&ei=cZzXTpjMIcnAhAf31JnBDg&ved=0CAQQFjAA&client=internal-uds-cse&usg=AFQjCNFaCJ4xBd-Vbj0i9zitw48Ke89c7A"]Crane Style[/URL] Spells (CL: 5, DC: 13+spell level) infinite/Day Level 0: Stabilize, Detect Magic, Guidance, Light, Purify Food and Drink, Read Magic 5/Day Level 1: Faerie Fire, Produce Lightning, Shillelagh, Lesser Vigor, Detect Spirits, Summon Nature's Ally I. 4/Day Level 2: Summon Nature's Ally II, Protection from Spirits, [URL="http://www.d20pfsrd.com/magic/all-spells/a/animal-aspect"]Animal Aspect[/URL], Ball Lightning 3/Day Level3: Summon Nature's Ally III, Magic Circle vs Spirits [sblock=Baboon Traits] Str: 16 (4 pt, +4 animal) Dex: 18 (6 pt, +4 animal) Con: 16 (6 pt, +2 animal) Int: 10 (4 pt, -2 racial) Wis: 16 (6 pt, +2 racial) Cha: 10 (2pt) BAB: +3 AC: 18, Touch: 18, Flat Footed: 14 Fort: +6 Refl: +5 Will: +6 Move: 40', cimb 40' Init: +4 Listen/Spot: +9 Loads: Light: 0-76 / Medium 77 - 153 / Heavy 154 - 230[/sblock] Equipment: [code]Equipment: Cost Weight Quarterstaff -Y 4lb Dagger 200Y 1lb Fish Hook 10Y -lb Flint and Steel 100Y -lb Pouch, Belt (2) 200Y 1lb Rations, Trail (4 days) 200Y 4lb Sling & stones 0Y -lb Scrolls x2 (CLW) 5000Y -lb Waterskin 100Y 4lb Peasant's Outfit -Y -lb [/code]2190Y [/sblock] [sblock=Image] [IMG]http://www.wizards.com/dnd/images/oa_gallery/Shaman.jpg[/IMG][/sblock] [sblock=Character Quirks]I hope you all are not easily annoyed by asian proverbs :p I will add the meaning. [/sblock] [sblock=Houserules]For hit points, I am using a variant from the Book of Experimental Might. You gain extra hit points at 1st level equal to your Constitution score +1. You also get any bonus hit points from your Constitution, plus maximum hit points for your character class type. Thus a rogue with Con 12 would have 13 (Con+1) +1 (Con bonus) +6 (rogue hit die) = 20 hit points. This makes low-level characters more robust without needing to start at 2nd or 3rd level. Hit points gained from Con (in any form) are known as ‘Health’ and those from class hit dice are known as ‘Grace’. There are no real mechanical differences between them, except that you lose Grace first. Hit points from the class hit die are added to Grace Hit points from Constitution bonus are added to Health Taking a Breather Breather moments give a PC a chance to gather himself—to mentally regroup, collect his thoughts, catch his breath, and take stock of the situation. Characters who use a standard action to take a breather can do one of the following: • Heal up to their level in (Grace point) damage • Gain a bonus to damage equal to +1 plus an additional +1 per four levels on the following round • Gain a bonus to one attack roll equal to +1 plus an additional +1 per four levels on the following round • Gain a +1 bonus to one spell save DC for a spell cast on the following round • Gain a chance to make another saving throw to shake off an unwanted condition with a duration measured in rounds (as opposed to minutes, hours, days, etc. or one with a duration of Instantaneous or Permanent) Because taking a breather is an action, conditions that prohibit actions— such as being stunned or held—prevent a character from taking a breather. A character can take a breather only once per encounter. A character cannot take one outside of an encounter involving a round-by-round initiative count. Standing up from prone does *not* provoke an AoO. Scribe Scroll becomes Craft Spell-Completion Item. The end product is the same - an item that gives a single use of a spell, that can be used by anyone with that spell on his spell list. It may be a scroll - sutras and ofudas are fairly common, it may be a talisman or lucky charm. The exact form is up to you, depending on the character of your spellcaster. Brew Potion becomes Craft Single Use Item. This is a single use magical item, usable by anybody. It may be a potion or oil, it may be a specially grown fruit, it may be a scroll, it may be a pebble inscribed with magical symbols. Most spells can be turned into single use items. Ranged attack spells are usually turned into 'detonations' that require a ranged touch attack to work. Some special cases may need review on an individual basis. The Bonded Item feat may be taken by any character of 3rd level or above, provided that they have used the item in question through several dangerous situations (and it has made a difference). A bonded item gives a +1 enhancement bonus to its 'normal use'. Most common would be a weapon, gaining this bonus to attack. A suit of armour may also benefit but other items such as thieves tools, rope, artists brushes and so forth are all candidates. Once bonded, the wielder can also spend XP to add further enhancements to the bonded item. Thus a bonded sword can gain further bonuses or special abilities. Obviously this is easier to adjudicate for weapons and armour but imagination can be applied to other equipment. This means that, for example, swords become legendary because of who wields them, not who made them. Losing a bonded item may or may not be a real pain. They should be fixable, with maybe a monetary cost for the ceremonial materials. Still on the subject of swords, that gives you a quest to retrieve the Green Destiny sword, or to reforge the Sword That Was Broken etc. You can 'weave together' three spell slots of a given level to create one of a higher level. Thus you can give up 3 0th level slots to cast another 1st level spell. Conversely, you can 'unweave' a higher level spell slot to give two slots of the next level down. Thus you can give up one 2nd level slot to create two 1st level slots. Weaving [B]up[/B] can be done indefinitely. You can weave three 0th level spell slots, add that new 1st level spell slots to 2 existing 1st level spell slots, weave [I]those[/I] three to give a new 2nd level, and so forth. Weaving [B]down[/B] can only be done for one level. The spell energy 'released' is weaker and less stable. Spell slots created by unweaving a higher level spell cannot be unwoven further. 0th level spells cannot be unwoven. 9th level spells cannot be woven. (Neither has anywhere to go!). This gives greater flexibility to casters and makes them more useful for longer. It also adds a very fun element of resource management where a caster can 'throw his last bit on magical power' into one hopefully crucial spell, rather than being stuck with a bunch of 0th level [I]resistance[/I] spells.[/sblock] [sblock=Level up log] [sblock=2nd level power up] +1 bab +1 to Fort & Will 4+Con HP Woodland Stride Skill Points (4+int mod) +1 0 & 1 Spell Slot +1 0 Spell known +200gp -1.500yen (scroll of produce flame, 2x cure light wounds, potion of CLW) [/sblock] [sblock=3rd level power up] +1 bab +1 to Reflex +8 HP Trackless Step +10 ft unarmored speed bonus Skill Points (4+int mod) +3 2nd level Spell Slots (1 normal, 1 spontanous, one wis) +1 2nd Spell known (SNA 2) Human speech feat Change known Goodberry to Produce Lightning [/sblock] [sblock=4th level power up] Pathfinderization (loosing spirit companion, gaining Spirit Domain) +1 bab +1 to Fort & Will +8 HP +1AC Skill Points (4+int mod) +1 0 level Spell Known +1 2nd Spell known Resist Nature's Lure (changing fey to spirit) +1 to Wisdom [/sblock] [sblock=4th level power up] change Track bonus feat to Ranger Track (ex) +8 HP Skill Points (4+int mod = 4) -> Perception, Spellcraft, Survival, Swim +1 1st level Spell Known (Faerie Fire) +1 2nd Spell known ([URL="http://www.d20pfsrd.com/magic/all-spells/a/animal-aspect"]Animal Aspect[/URL]) level 5 casting (auto-knows: SNA 3, Magic Circle vs Spirits) Feat: spell focus (conjuration) Monk Feat: Crane Style (UC) [/sblock] [/sblock] [sblock=Variant Rules] Gain Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger)*, swift tracker (as ranger), Track feat (as ranger). Lose Armor and shield proficiency, wild shape (all versions). [SIZE=1] * we changed this to for martial arts bonus feats.[/SIZE] and change the spiritual guide to access to the air domain (nature bond in Pathfinder). --- I would also like to keep the spontaneous casting, with just adding the domain spells to my spells known list. [sblock=Pathfinder Spirit Domain] Spirit Domain (free to Shamans, available to Clerics and Druids for a shamanic-flavored cleric/druid). Granted Power: You gain the aid of a spirit companion and talk to spirits in their tongue. Free proficiency in Speak Spirit Speech. Spirits Advise (Sp): You can communicate with your spirit companion as a swift action, getting a sacred bonus on on Handle Animal, Knowledge (nature), Knowledge (spirits), Perception, and Survival checks equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Spirit Warrior (Su): Starting 8th level, any weapon you hold gains ‘Ghost Touch’. Also incorporeal creatures attempting to make a Touch Attack on you must hit your normal AC instead (i.e., all your bonuses to AC are ‘Ghost Touch’ too). You can use this ability a number of rounds per day equal to your cleric level. The rounds don't need to be consecutive. 1-Detect Spirits* 2-Protection From Spirits* 3-Magic Circle Against Spirits* 4-Dismissal 5-Commune (with Spirits)** 6-Forbiddance* 7-Ethereal Jaunt 8-Etherealness 9-Astral Projection *These works as Det./Prot from Evil etc. except that they work specifically against creatures with the Spirit descriptor **As Commune, but the caster is communing with powerful spirits rather than a deity. In Conclave, there's little difference.[/sblock] [/sblock] [/QUOTE]
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