Music-Inspired Insanity OOC [3.5, CLOSED]

Theroc

First Post
Theroc, if you can be a little more specific what you need from the book I have it and could give you hand there

I think Dragon was also going to help.

Specifically what I'd like access to are things relating to the totemist. Soulmelds, any items that let me store extra essentia or the like, feats, etc...

Also, whether there are Meldshaper level restrictions on Soulmelds, as there are with spell levels and the different Vestiges in Pact Magic.

If you and Dragonwriter wanted to, you could likely divvy up which portions each of you could cover and supply that info, that'd be beyond awesome.
 

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HolyMan

Thy wounds are healed!
and I could use said info as well for the games i got going as well...

DW sent me alot was that everything there was to know I could resend those pm's but they may not have what you need but I have them

HM
 

HolyMan

Thy wounds are healed!
HERE"S WHAT I HAVE:

Totemist Info: d8 HD, ¾ BAB, High Fort and Ref saves.
Class Features (up to level 6): Wild Empathy at 1 (with bonus vs. magical beasts, rather than penalty), illiteracy at 1, Totem Chakra Bind at 2 (with +1 essentia capacity), Totem’s Protection at level 3 (+4 on saves vs. magical beasts), Chakra Binds to crown, feet and hands open at 5, Totem Chakra Bind counts as 1 level higher at 6.
Meldshaping:
Level Soulmelds Essentia Chakra Binds
1 2 1 0
2 3 2 1
3 3 2 1
4 4 3 1
5 4 3 1
6 4 4 2
A quick description of “Soulmelds,” “Essentia,” and “Chakra Binds”: Soulmelds are the energy of souls/spirits alive, dead and unborn. They can be manipulated and formed to cause various effects (Totemists use the soul energy of magical beasts, though). Essentia is a resource all meldshapers have. It can be distributed and redistributed with a swift action, with the user choosing where to invest the points, which increases the effectiveness and abilities of the soulmelds. Chakra Binds are more powerful additions to the soulmelds. When you make a Chakra Bind, you also close it off to magic items, but gain a major benefit, both in the style of the meld and in lieu of the magic item. Also, all soulmelds have a maximum essentia investment, determined by character level (1-5 max of 1 point, 6-11, max of 2 points), though this can be modified by feats and class features.
Soulmelds I am using and their effects (and anything allowing a save (nothing I'm using) is DC 10+essentia invested+Con mod):
Blink Shirt: Able to Dimension Door 10 ft. at will, standard action. Then I can’t do anything more until my next turn. Every point of essential increases the range by 10 ft.
Girallon Arms: +2 competence bonus on Climb and grapple checks. Every point of essentia gives further +2 to each.
Totem Chakra Bind: Gain 4 claw attacks. Can attack with 1 as standard action, or all 4 as full attack. Deals 1d4+STR for primary and 1d4+1/2 STR for secondary (with -5 on attack roll). Cannot make secondary claw attacks if holding a shield. Every point of essentia gives +1 enhancement bonus to attack and damage (and makes attacks count as magic for determining DR and incorporeal miss chance).
Lammasu Mantle: +2 deflection bonus to AC against attacks made or effects created by evil creatures. Every point of essential grants +1 resistance bonus on saving throws against spells and effects used/created by evil creatures.
Rageclaws: Can continue to fight without penalty while disabled or dying. Do not fall unconscious when at -1 to -9 HP, and do not lose HP each round from blood loss. When you reach -10 HP, you die instantly. Every point of essentia increases death threshold by 3 (ex: 1 point lets you die at -13, instead of -10).
Warblade Info: d12 HD, 1/1 BAB, High Fort save.
Class Features (up to level 4): Battle Clarity (Reflex saves) at 1, Weapon Aptitude at 1, Uncanny Dodge at 2, Battle Ardor (crit confirm) at 3.
Maneuvers:
Level Man. Known Man. Readied Stances
1 3 3 1
2 4 3 1
3 5 3 1
4 5 4 2
Battle Clarity: Adds INT to Reflex saves as insight bonus when not flat-footed.
Weapon Aptitude: Can spend 1 hour practicing with a weapon and reassign all specific weapon feats (Weapon Focus, Specialization, etc.) to the new weapon. Can also select Fighter feats (such as Weapon Specialization, requires Ftr 4) as a Fighter of 2 levels lower.
Uncanny Dodge: Same as Rogue.
Battle Ardor: Adds INT to crit confirmation rolls as insight bonus on the attack.
A quick description of maneuvers and stances: Maneuevers are the special attacks that martial adepts (Crusaders, Swordsages and Warblades) learn and use. Stances are special abilities that can be activated as a swift action, and you can remain in one indefinitely (with a few exceptions to the rule, of course). Maneuvers fall into a couple categories: Boost (swift action, lends a special power for the round), Strike (special attack, can be standard or full-round action) and then untyped (which have various effects). Also, there are 9 Styles/Disciplines of maneuvers, each one emphasizing a different skill, weapons and powers.
Maneuvers known is the list of maneuvers you can choose from at the beginning of the day. Maneuvers readied is the smaller number you can have ready to attack with at any given time, or at the start of a fight. When a readied maneuver is used in a fight, it is expended. Each class has their own recovery method, but Warblades only need to take a swift action, followed by a standard action to make a basic melee attack or do nothing. Also, each class can change their readied maneuvers by spending 5 minutes practicing. This also counts as refreshing their maneuvers for use.
(Also, Martial Adepts add ½ the levels outside their class to determine their own Initiator Level, which also determines the highest level maneuvers available.)
Maneuvers I’m using (almost all are from the Tiger Claw discipline, a style that makes you fight like a feral beast; only Leading the Attack is not a TC move):
Leading the Attack (Strike, standard action): Hit enemy in melee to grant allies +4 morale bonus on attacks against that target for 1 round.
Sudden Leap (Boost, swift action): Make a Jump check and move the indicated distance. Take AoOs as normal, though you can Tumble to avoid them.
Wolf Fang Strike (Strike, standard action): Make an attack with 2 weapons (one can be unarmed strike, if you have no off-hand weapon) against a single target at -2 penalty on the attack roll.
Blood in the Water (Stance, continuous): Gain +1 unnamed bonus on attack and damage after confirming a critical hit. If 1 minute passes without a crit, you lose the bonus.
Rabid Wolf Strike (Strike, standard action): Attack with +4 bonus, +2d6 damage. Then take -4 AC until your next turn.
Soaring Raptor Strike (Strike, standard action): Against larger foes, make Jump check vs. AC. If successful, make attack with +4 bonus and +6d6 damage. If the check fails, maneuver still expended.
Leaping Dragon Stance (Stance, continuous): +10 enhancement bonus on Jump checks. All Jumps considered running (no doubling of DC).
Death from Above (Strike, standard action): Make DC 20 Jump check. If successful, make attack against foe with +4d6 damage. Foe is also considered flat-footed. Then land in any square adjacent to the target, but within 20 feet of your starting point. If check fails, maneuver is still expended
Bloodclaw Master Info: d12 HD, ¾ BAB, High Fort and Ref saves.
Requirements: Jump 9 ranks. Multiattack or Two-Weapon Fighting feat. Must know 3 Tiger Claw maneuvers.
Class Features (to 3 of 5 levels): Maneuvers at 1, Shifting 1/day at 1, Claws of the Beast at 1, Superior Two-Weapon Fighting at 2, Tiger Claw Synergy (stance) at 2, Pouncing Strike at 3, Low-Light Vision at 3, Shifting 2/day at 3.
Maneuvers: Bloodclaw Master levels count as 1, rather than ½ when added to original Initiator Level. Also grants 1 extra maneuver known at levels 1, 3 and 5, and extra maneuver readied at 3.
Shifting: Gain +2 bonus to STR and grow 2 claws (as natural weapons) that deal 1d4 damage. Can attack with 1 as standard, or both as full attack. Shifting is a free action that lasts (class level + Con mod) rounds (in Gar’s case, 7 rounds). Gain extra use at 3rd and 5th levels.
Claws of the Beast: When attacking with two daggers of Tiger Claw weapons (kukri, kama, handaxe, unarmed strike, or claws) add full STR instead of ½ STR to damage for off-hand attacks.
Superior Two-Weapon Fighting: No -2 penalty on attacks when attacking with two (or more) daggers or Tiger Claw weapons.
Tiger Claw Synergy (stance): When entering a Tiger Claw stance, can choose to gain either +1 dodge to AC of +10-ft. bonus to base land speed.
Pouncing Strike: Can attack with each melee weapon as standard action, when wielding multiple weapons. Can also attack with each weapon at the end of a charge. Using this expends one of your readied Tiger Claw strikes.
Low-Light Vision: Gain low-light-vision (see twice as far in shadowy light).

(Also, the Martial Stance feat allows me to gain the Leaping Dragon Stance, when I otherwise wouldn’t have it. Martial Stance lets me select a stance from a discipline I already have maneuvers in and add it to my list, as long as I have an effective IL high enough.)
 


Dragonwriter

First Post
Theroc, if you can be a little more specific what you need from the book I have it and could give you hand there

I think Dragon was also going to help.

Specifically what I'd like access to are things relating to the totemist. Soulmelds, any items that let me store extra essentia or the like, feats, etc...

Also, whether there are Meldshaper level restrictions on Soulmelds, as there are with spell levels and the different Vestiges in Pact Magic.

If you and Dragonwriter wanted to, you could likely divvy up which portions each of you could cover and supply that info, that'd be beyond awesome.

Good idea. Jager, you want to cover the feats (skip the Psionic feats, though), crown and feet chakras? I'll take the rest of the melds. And I'll also write up a general overview and quick rules on the system. Sound good? Since I would like to see someone make use of the book...

EDIT: Actually Jager, could you just handle the feats (skipping Psionic feats)? I'll take care of the soulmelds and overview.

OK so I had more than I thought lol

Thanks again DW for the info

HM

Only about a third of that was the actual Totemist info, HM ;). The rest was on Warblade and Bloodclaw Master. And the info I did write up for you was just the info I needed to send you for that character, so it isn't the entire list (or it would have taken me much longer). If you want more info on Magic of Incarnum, I can send the Totemist melds I'll be writing up to you as well, HM.
 
Last edited:

HolyMan

Thy wounds are healed!
Only about a third of that was the actual Totemist info, HM ;). The rest was on Warblade and Bloodclaw Master. And the info I did write up for you was just the info I needed to send you for that character, so it isn't the entire list (or it would have taken me much longer). If you want more info on Magic of Incarnum, I can send the Totemist melds I'll be writing up to you as well, HM.

well send away I am sure i will need the references for the Jade Phoniex mage and any other character's like WD's ninja

and thanks in advance

HM
 

Dragonwriter

First Post
well send away I am sure i will need the references for the Jade Phoniex mage and any other character's like WD's ninja

and thanks in advance

HM

I'd be happy to do what I can, once WD and Rhun submit their characters for that game (though if WD uses the Ninja Class, I can't help on that, since I don't have Complete Adventurer). But I can write up the JPM description and send it to you later. I'll also send you the Totemist info once it's done.
 

Theroc

First Post
well send away I am sure i will need the references for the Jade Phoniex mage and any other character's like WD's ninja

and thanks in advance

HM


Well, I might use a totemist there too, if my other concepts don't work out as levelwise and we don't get additional interest...
 



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