CORELINE (D20 Modern/D20 BESM Setting).


log in or register to remove this ad

I've come up with a new feat for toon fictions.

So Stupid It's Smart
No, no, no stupid, that's Coulomb's Law.
Prerequisite: Toon
Benefit: Once per month, you may gain a +10 stupidity bonus to a knowledge skill check. If you do so, you must roll 1d4. If the 1d4 roll is 4, the knowledge skill check works normally, if not, the knowledge skill check provides a random bit of knowledge appropriate to the die roll from a random knowledge skill instead. Using this ability causes 1 point of int damage to the user. The ability damage caused this way cannot bring a character's int lower than 3.
Special: This feat can be taken multiple times to gain more uses of this ability per week. Multiple uses of this feat can be applied to the same skill chek. Multiple uses of this feat on a single knowledge skill check will result in only the stupidity bonus and int damage stacking.
 

Flavour.....or not. You pays your colóns and you takes your choice....


"The Relief Offices' informational directories - specifically, the ones marked on ultimateforce.ygg as Public Access - are often *stupid* complex, you know? Even though they're virtually all alphabetisised.......


......places like Bas-Lag, CLULESS was apparently relatively merciful to.....All that those worlds got was a shared dream of something banging on the dimensional walls of their reality, trying to get in. Eventually gave up, but left things *cracked* (usually a week or a day or so before agents swooped in to 'spread the good news' as it were.)."
 

The difference between an Office's report on what a universe is like and the Hitchhiker's Guide to The Multiverse is the difference between a report of the US State Department on an area and a tourist's guide: an Office report gives plenty of detail, but the monotone might make you forget something in the reading.
The Guide just says: "This Universe is dangerous. Trust no-one, and get the hell out while you still can."
 

"Then again, stuff like that Anthony Fremont bastard just bought the whole damm farm, right across the known multiverse - agonised psychic screaming, visions of burning cornfields - apparently the Virus programmers accounted for beings of Fremont's nature in the Post-Vanishing incursions."
 

Anthony Fremont, Harimu Suzumiya... lined up and shot to death on some random street by people who were fed up. Or hunted down by Hellsoldiers. Or CLULESS just kept on changing the environment into ever-more chaotic and brutal scenarios, no matter how much they tried to make them 'normal', until their minds melted down from the strain.

Maybe one of these things happened. Or maybe all of happened at once.
 

In the interest that this vehicle features in the adventure now occuring in the D20 Modern Game Threads ('Silver Eyes, Sharp Teeth'), and because I like 'Damnation Alley' a lot (even if some of the gear it shows in the movie I do not have an idea of how to stat in-game):

Here it is:

land2.JPG


AIR FORCE PROTOTYPE/STINGRAY INDUSTRIES PC-7 'LANDMASTER' ARMORED PERSONNEL CARRIER (PL5).

This APC was designed by the Air Force in an AltVerse that faced World War III. Stingray Industries search teams recovered this design from Albany, NY and then started mass production.
Although the LandMaster cannot take on any 'hard' Fiction enemies (such as Boomers, mecha and other vehicles), it has proven effective in long-range patrol (where its amphibious capability is more useful) and against 'soft' (anti-personnel) combat. The LandMaster can even carry a mecha if it is small enough to fit in the rear section.
Its ease of repair (using large-truck parts) has made it available to many low-income factions, who just snatch 'battlefield casualties' and fix them. Its standard integrated equipment, while low-tech, is still useful in most AltVerses.

CREW: 3 (Driver, Navigator/Co-Driver, Main Gunner).
PASSNGERS: 8.
CARGO: 1500 lb.
INITIATIVE: -2.
MANEUVER: -2.
TOP SPEED: 200 (20)/55 (5) in water,
DEFENSE: 6.
HARDNESS: 10.
HIT POINTS: 56.
SIZE: G.
PURCHASE DC: 42 (Does not include mounted weapons).
RESTRICTION: Mil (+3).
NOTES: Amphibious, with NBC Seal.

STANDARD INTEGRATED EQUIPMENT:
*1 CB Radio.
*1 Long-Range Radio (can be modified with encryption frecuency chip).
*1 Internal Navigation System (+1 to Navigate checks when programmed with destination coordinates (takes 2 rounds). Uses a 3-color code: red (off-course), green (in-course) and blue (in coordinates)).
*Short-Range Radar (detects moving objects in land and air and terrain features up to 200 feet).
*2 cameras (1 (IR) in front pylon, 1 (Low-Light) in weapons pylon).
*Small Galley.
*Bunks (with mini-latrine/shower area).
*Loudspeaker.

STANDARD INTEGRATED WEAPONS:
*3 MHI 'Baldar' Dual Machine Guns (Sides and Front).
*1 Light Mortar with Autoloader (8d6 (Concussion, Blast Radius 10 Feet, Dodge DC 15), Range 300 ft., ROF Single, 5 Int., Size Huge) in nose of LandMaster (Boresight).
*1 Dual Rocket Launcher (use M-55 CRUD stats (D20 Future, Page 161), has 12 rockets) on turret on top.
 

A few Ordinaries (and not so Ordinaries):

Cheerleader Initiate (Fast Ordinary 1/Charismatic Ordinary 1): CR 2; Medium-size humanoid (human); HD 1d8+1 plus 1d6+1 plus 3; HP 14; Mas 13; Init +3; Spd 30 ft; Defense 16, touch 16, flatfooted 13 (+0 size, +3 Dex, +3 class); BAB +0; Grap +0; Atk +0 melee (1d3, unarmed strike), or +3 ranged; FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL Team; SV Fort +2, Ref +5, Will +0; AP 1; Rep +2; Str 10, Dex 16, Con 13, Int 10, Wis 10, Cha 15.
Occupation: Athlete (Balance, Jump, Tumble).
Skills: Balance +8, Bluff +5, Diplomacy +6, Escape Artist +6, Jump +5, Knowledge (Current Events) +3, Knowledge (Popular Culture) +3, Move Silently +5, Read/Write English, Speak English, Tumble +9.
Feats: Acrobatic, Archaic Weapons Proficiency, Simple Weapons Proficiency, Toughness.
Possessions: Uniform, pom-poms, street clothes.
Roleplaying Tips: There are two things that matter to you the most: wowing the crowd and wowing the higher ups. You cheer your sweet little face off to get noticed by the captain.


Cheer Squad Captain (Fast Hero 2/Charismatic Hero 2): CR 4; Medium-size humanoid (human; HD 2d8+2 plus 2d6+2 plus 3; HP 23; Mas 13; Init +3; Spd 30 ft; Defense 18, touch 18, flatfooted 15 (+0 size, +3 Dex, +5 class); BAB +2; Grap +2; Atk +2 melee (1d3, unarmed strike), or +5 ranged; FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL Team; SV Fort +3, Ref +9, Will +0; AP 2; Rep +2; Str 11, Dex 17, Con 13, Int 10, Wis 10, Cha 15.
Occupation: Athlete (Balance, Jump, Tumble).
Skills: Balance +13, Bluff +6, Concentration +4, Diplomacy +7, Escape Artist +8, Jump +7, Knowledge (Current Events) +3, Knowledge (Popular Culture) +2, Read/Write English, Speak English, Tumble +11.
Feats: Acrobatic, Archaic Weapons Proficiency, Dodge, Focused, Lightning Reflexes, Simple Weapons Proficiency, Toughness.
Talents (Fast Hero): Evasion.
Talents (Charismatic Hero): Charm (males).
Possessions: Uniform, pom-poms, street clothes, cell phone.
Roleplaying Tips: You are the top of the pack. Without you, the squad and the team would get nowhere, and they know it. You are used to getting what you want, even if it requires unorthodox methods to get it.

Street Race Ace (Fast Hero 3/Speed Demon 2): CR 5; Medium-size humanoid (human); HD 3d8+6 plus 2d8+4; HP 33; Mas 15; Init +3; Spd 30 ft; Defense 18, touch 18, flatfooted 15 (+0 size, +3 Dex, +5 class); BAB +3; Grap +4; Atk +4 melee (1d6+1, unarmed strike), or +6 ranged (2d6, Glock); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL Any; SV Fort +3, Ref +8, Will +1; AP 2; Rep +4; Str 12, Dex 16, Con 15, Int 10, Wis 10, Cha 12.
Occupation: Athlete (Climb, Drive, Tumble).
Skills: Balance +9, Climb +5, Concentration +7, Craft (electronic) +5, Craft (mechanical) +6, Drive +12, Move Silently +8, Read/Write one language, Speak one language, Tumble +7.
Feats: Brawl, Personal Firearms Proficiency, Renown, Simple Weapons Proficiency, Streetfighting, Vehicle Expert.
Talents (Fast Hero): Evasion, Uncanny Dodge 1.
Talents (Speed Demon): Uncanny Dodge 2, Hit the Weak Spot.
Possessions (Most stored in the car): Glock 17 9mm autoloader pistol, street clothes, electrical tool kit (basic), mechanical tool kit (basic), walkie-talkie (basic), car-opening kit, bolt cutter, duct tape, flashlight, road map, Aston-Martin Vanquish.
Roleplaying Tips: You are fast and furious, avoiding the police while crushing your rivals into the dust. When your hotrod has good speed, you make it faster. When the cops are on your tail, fast can’t describe what you do.

Farmer (Tough Ordinary 2): CR 2; Medium-size humanoid (human); HD 2d10+6 plus 3; HP 20; Mas 16; Init +1; Spd 30 ft; Defense 13, touch 13, flatfooted 12 (+0 size, +1 Dex, +2 class); BAB +1; Grap +3; Atk +3 melee (1d4+2/19-20, knife), or +2 ranged (2d8, 12-gauge shotgun); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL any; SV Fort +5, Ref +1, Will +1; AP 1; Rep +-3; Str 15, Dex 12, Con 16, Int 10, Wis 12, Cha 12.
Occupation: Rural (Drive, Survival).
Skills: Craft (mechanical) +3, Craft (structural) +3, Drive +4, Intimidate +4, Profession +3, Read/Write English, Speak English, Survival +4.
Feats: Brawl, Low Profile, Personal Firearms Proficiency, Simple Weapons Proficiency, Toughness.
Possessions: Beretta M3P 12-gauge shotgun, knife, working clothes, tractor, farmhouse.

Rancher (Strong Ordinary 1/Tough Ordinary 1): CR 2; Medium-size humanoid (human); HD 1d8+2 plus 1d10+2 plus 3; HP 18; Mas 15; Init +1; Spd 30 ft; Defense 13, touch 13, flatfooted 12 (+0 size, +1 Dex, +2 class); BAB +1; Grap +3; Atk +3 melee (1d3+2, unarmed strike) or +2 ranged (1d2, whip) or +3 ranged (3d6, Colt Python revolver); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL any; SV Fort +4, Ref +1, Will +1; AP 1; Rep +0; Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 12.
Occupation: Rural (Handle Animal, Ride).
Skills: Craft (structural) +3, Handle Animal +7, Jump +4, Read/Write English, Ride +7, Speak English, Spot +4, Swim +3.
Feats: Animal Affinity, Personal Firearms Proficiency, Simple Weapons Proficiency, Toughness.
Possessions: Colt Python revolver, whip, horse, ranch, 3d12 cattle.



NEW MONSTERS:

Goomba3d.jpg

Goomba: CR 1/2; Small magical beast; HD 1/2d10+1; Hp 3; Mas 12; Init +2; Spd 20 ft.; Defense 13, touch 13, flat-footed 11 (+1 size, +1 Dex); BAB +0; Grap -6; Atk -1 melee (1d4-2, bite); Full atk -1 melee (1d4-2, bite); FS 5 ft. by 5 ft.; Reach 0 ft.; SQ Low-light vision; AL Bowser; SV Fort +3, Ref +4. Will +1; AP 0; Rep +0; Str 6, Dex 15, Con 12, Int 6, Wis 8, Cha 5.
Skills: Concentration +5. Move Silently +3.
Feats: Iron Will.

442px-The-Twa-Corbies.jpg

Messenger: CR 1/2; Tiny magical beast; HD 1/2d10; Hp 2; Mas 10; Init +2; Spd 10 ft., fly 40 ft. (average); Defense 14, touch 14, flat-footed 12 (+2 size, +2 Dex); BAB 0; Grap -12; Atk -1 melee (1d3-4, bite); Full atk -1 melee (1d3-4, bite) and -6 melee (1d2-6, claw); FS 2 ½ ft. by 2 ½ ft.; Reach 0 ft.; SQ Deathsense, low-light vision; AL vengeance; SV Fort +2, Ref +4, Will +2; AP 0; Rep +0; Str 3, Dex 15, Con 10, Int 4, Wis 14, Cha 6.
Skills: Listen +4, Spot +4, Survival +3.
Feats: Track.
Deathsense (Su): A Messenger can sense any person who has murdered in cold blood within a 100-yard radius. They gain a +3 bonus to attack rolls when attacking a murderer.
Messengers are crows or ravens that give a new meaning to the grouping term "murder". Messengers will follow and violently attack a murderer without remorse, only really attacking others if they get in the way. When a Messenger flock has fulfilled its duty, the birds will either leave for more justice bringing or stay and watch over the land.

Oni
"You are in the way. You must be smashed."
-Oni diplomacy
From Japanese fiction works of various kinds, classic Oni are big, brutish, and ill-tempered. They are not kind upon strangers, and will attempt to kill a Space Oni on sight (calling them "the Man Look Filth").
Oni: CR 5; Large giant; HD 6d8+39; Hp 66; Mas 23; Init +1; Spd 30 ft.; Defense 16, touch 10, flat-footed 15 (-1 size, +1 Dex, +6 natural); BAB +4; Grap +16; Atk +11 melee (1d10+8, greatclub); Full atk +11/+6/+1 melee (1d10+8, greatclub); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Darkvision 60 ft., damage reduction 20/-, frightful presence, improved grab; AL evil; SV Fort +11, Ref +3. Will +4; AP 0; Rep +0; Str 26, Dex 13, Con 23, Int 6, Wis 11, Cha 8.
Skills: Concentration +7, Intimidate +6, Jump +9.
Feats: Archaic Weapons Proficiency, Iron Will, Toughness.

(((((((((=)))))))))))))

Shared Special Qualities of all Museum Templates
Dust in the Wind: If a museum templated creature or character is outside of the museum at daylight, they are immediately dropped to -10 HP and turned to dust.
I've Got Sunshine (Working quality title): As soon as the sun rises over the museum, the museum templated creatures and characters revert to inanimate objects until the next morning.

Benstillertrex.jpg

Living Fossil
Sometimes, a skeleton of a recently deceased animal may be crafted into new life. Sometimes, however, you need some stony muscle or an ancient attraction. This where the Living Fossil comes in. Massive piles of permineralized bone and magical energy, a Living Fossil can be a wonderful thing to have...if you know how to keep it occupied.
Template Traits"Living fossil" is a template that can be added to any living creature that can be resurrected and has fossils of it to use. For instance, while a triceratops could be used, a gold dragon or other post-CLULESS creature could not.
Challenge Rating: Same as the base creature +1.
Type: The creature's type changes to undead.
Speed: Winged Living Fossils cannot fly.
Defense: Depending on the size, a Living Fossil changes its natural armor bonus to Defense into a new one equal to the following: Diminutive or smaller +0, Tiny +1, Small +2, Medium-size +3, Large +4, Huge +5, Gargantuan +7, Colossal +11.
Attacks: As per Skeleton.
Damage: As per Skeleton, with the exception of the following for claw attacks for those without or with less natural claw damage than the following: Diminutive or Fin 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 2d10.
Special Qualities: As per Skeleton and above.
Ability Scores: As per the base creature, plus a bonus +2 to Dexterity.
Skills: As per Skeleton.
Feats: As per Skeleton, but with Toughness as well as Improved Initiative for any creature above 3 HD.

NEW RACE:
...blame Michael Crichton.

Neandertal.jpg


Neanderthal
Called the Wendol in The 13th Warrior and the book Eaters of the Dead that it is based, neanderthals are far from subhuman primitives (There are subhuman "cave men" created by old b-movies, but those will be detailed later). The sources of the "true neanderthals" are varied, including the former sources, the paranormal mystery show Martin Mystery (plus the Italian comic that it was inspired by), the Earth's Children series, and the Geico Caveman commercials (*shudder*). The neanderthal species are only found in the North reaches, and are most prominent in Norway, where they have valiantly fought off most other Fictions that have attempted hostile takeovers.
Species Traits
Size: Medium
Ability Modifiers: +2 Strength, -2 Dexterity, +2 Constitution.
Base Speed: 30 feet.
Made for the Cold: Neanderthals gain a +4 bonus to Fortitude saves to resist the effects of cold.
Humanblood: Due to their close relations to humans, neanderthals gain the bonuses that they do.
Bonus Feat: Neanderthals gain the bonus feat Archaic Weapons Proficiency.
Free Language Skills: Speak Neanderthalese.
LA: +1.
Neanderthal (Wendol) Commoner: CR 1; Medium-size humanoid (Neanderthal); HD 1d8+1; hp 5; Mas 12; Init -1; Spd 30 ft.; Defense 9, touch 9, flat-footed 9 (-1 Dex); BAB +0; Grap +1; Atk +1 melee (1d8+1, spear); Full atk +1 melee (1d8+1, spear); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Humanblood, made for the cold; AL any; SV Fort +1, Ref -1. Will +0; AP 0; Rep +0; Str 12, Dex 8, Con 12, Int 10, Wis 10, Cha 10.
Skills: Climb +4, Listen +1, Survival +4
Feats: Archaic Weapons Proficiency.
Possessions: Elk-fur clothing, spear, leather satchel containing 1d4 lb. of meat and a 45% chance of a sling and 1d6 rocks.

hpn11.jpg

How can you say no to a face like that?
Nekomimi
The feminine and less feline form of the BakeNeko Anime fictions, Nekomimi are sheer cuteness rolled into a feline humanoid package. A nekomimi usually has just the tail and ears of a feline, but some catgirls may more advanced features like fangs (use the BakeNeko for these).
Species Traits
Abilitiy Modifiers: +4 Charisma. Nekomimi embody cuteness.
Base Speed: 30 feet.
Low-light vision: See Chapter 8 of d20 Modern.
Skills: Nekomimi have a +2 bonus to Listen checks, and a +4 to Jump checks.
LA: +0.
 

International Kaiju Defense Force (IKDF)
With the potential threat of the Toho kaiju, Felipe Elias' neo-kaiju, American beasts like the Giant Gila Monster or Black Scorpion, and various other giant monster Fictions, the Fiction groups of H.E.A.T. (Godzilla: The Series), JXSDF (or just plain SDF, Toho movies), G-Force (also from Toho movies), and the EDF (Godzilla: Final Wars) have banded together to create the huge network that is the IKDF. With G-Force items like the Super X-3, the mutant soldiers and the Gotengo of the EDF, and various items both Real and Fiction-crafted, the world can safely call them the premier monster fighters.
Some of the Real-created vehicles used by the IKDF
Sikorsky H-19 Chickasaw helicopter
McDonnell Douglas F-4EJ Phantom II (Japanese modified F-4 Phantom II jet)
Bell Helicopter Textron UH-1 Iroquois "Huey" helicopter
JMSDF Hatsuyuki-class destroyer
Boeing F-15 Eagle jet
Boeing AH-64 Apache helicopter
Boeing CH-47 Chinook helicopter
Boeing F/A 18 Hornet jet
Ohio-class submarine

Some of IKDF's Fiction weapons
Type 66 Maser Cannon
Typhoon Devastator (often called "Hell's Hurricanes" by some Reals)
SDF Support Helicopter
Black Shark Submarine
G-Force Garuda
EDF Karyu battle craft

The Classic Monsters-What Happened?
The first major event that occured concerning the various kaiju was a battle between the classic Heisei Godzilla and Godzilla 2000 (who shall be simply called H-Goji and 2-Goji from her on) five days after CLULESS. The two monsters felt that the other was invading its chosen territory, and began a massive rumble near Osaka. After a two-day struggle, the slightly faster 2-Goji managed to smash H-Goji into oblivion with a furious atomic blast. Meanwhile, the American Godzilla (Zilla) had been furiously mauled and killed by the tag team of Kumonga and Kamacuras. The youth of Zilla, Zilla Jr. (from Godzilla: The Series), and his more powerful attacks and actual atomic breath managed to fend of the two rampaging invertebrates long enough for IKDF to capture and transport them to Monster Island (a no-fly zone after the Hours, due to the many Toho kaiju trying to be contained on the massive country/continent/whatever). A week later, Zilla Jr. had a small encounter with Anguirus near the Bonin Islands, but seemed to recognize a mutual partner when he saw one. Currently, the locations of the kaiju are mostly well tracked, with the exception of the more flightly or hazardous ones.
Some Giant Monsters' Current Locales
Godzilla 2000-Resting in the Marianas Trench.
Zilla Jr.-Being used as a tool of the IKDF in various situations.
Kumonga-Monster Island.
Kamacuras-Monster Island.
Anguirus-Unknown (possibly Monster Island).
Baragon-Grand Canyon
Manda-Inside Mt. Fuji.
Mothra-Unknown.
Oodaku-Somewhere in the Caribbean (possibly under the call of Davey Jones.)
Kamoebas-Nesting in Papua New Guinea.
King Ghidora-Unknown beyond rumored sightings near the LaGrange colonies and Tatooine.
Rodan-Unknown (last sighted near Washington, D.C.)
Gorgo-Licking her wounds near Wales after an attack by a sea serpent.


Jaw Rip
You can pull a Kong and crack open an opponent's jaw like a fresh egg.
Prerequisites: Dex 13+, Str 13+, Brawl, Improved Grapple.
Benefit: While grappling, you do not incur a penalty to inflict lethal damage. If you roll a natural 20 on the opposed grapple check, it is considered a critical hit and requires the victim to make a massive damage (Fortitude) save (DC 15 + your Strength modifier). If the victim fails the save, the victim’s jaw is ripped right off, and his hit point total is immediately reduced to –1. If the save succeeds, the victim suffers no ill effect beyond the loss of hit points. Creatures immune to critical hits are also immune to the effects of massive damage.
Normal: Grappling to inflict lethal damage incurs –4 penalty on the grapple check.

Forced March
You can move pretty darn fast when you have to, especially when the troops are leaving you behind and you're up to your neck in Bugs.
Prerequisite: Endurance.
Benefit: You can Hustle (covering 6 miles per hour overland) for 2 hours before requiring a saving throw to avoid damage, and can engage in Forced March movement for 12 hours per day (covering 48 miles) without requiring a save to avoid damage. You gain a +6 on any saving throw to avoid damage from marching or hustling longer than these times (this includes the +4 bonus from the Endurance feat’s bonus, which this feat requires).
Normal: Normally a character suffers one point of damage after hustling for 2 hours, and this damage doubles for each hour the character hustles beyond that. When marching, a character normally requires a Fortitude save after 8 hours (DC 10 +1 per hour beyond 8) or the character takes 1-6 points of damage.

Black Market
Forget the rules, you have money and connections to the equipment underworld. Having no moral fiber doesn't hurt either...
Prerequisite: Knowledge (streetwise) 3 ranks
Benefit: You gain a bonus to Requisition checks equal to your Reputation modifier. You may also gain a one-time bonus on a Requisition check by using the Diplomacy skill for bribery.

A feat that's more for fun than anything.
Brick Butt
You smack bricks above you...with your head.
Prerequisites: Jump 6 ranks, Strength 14+.
Benefits: As a full round action, you may make a jumping smack at a brick. After doing so, you must make a Will save (DC 22) or be stunned for 1d6 rounds. If you succeed in your save, you must make a Strength check (DC 24) to break the brick. If you fail, you take 2d4 points of bludgeoning damage. A succesful break has a 50% chance of yielding a temporary +1 Wealth bonus (coins) and a 30% chance of yielding a magic item (like a fire flower or mushroom).



NEW CLASS:

Quincy_%28Bleach%29.jpg

QUINCY
Code:
Class		Fort	Ref	Will				Def	Rep
Level	BAB	Save	Save	Save	Special		Bonus	Bonus
1	+1	+1	+1	+1	Soul bow		+1	+0
2	+2	+1	+2	+2	Hollow strike +1	+2	+1
3	+3	+2	+3	+3	Bonus feat		+3	+1
4	+4	+2	+4	+3	Hirenkyaku 1		+3	+1
5	+4	+3	+5	+4	Hollow strike +1	+4	+2
6	+5	+4	+5	+5	Bonus feat		+5	+2
7	+6	+4	+6	+6	Hirenkyaku 2		+6	+3
8	+7	+5	+7	+6	Ransōtengai		+6	+3
9	+8	+5	+8	+7	Bonus feat		+7	+3
10	+8	+6	+9	+8	Final form		+8	+4
Requirements
To become a Quincy, a character must fulfill the following criteria.
Skills: Concentration 6 ranks, Knowledge (Theology and philosophy) 6 ranks, Spot 4 ranks.
Feats: Archaic Weapons Proficiency, Run, Weapon Focus (one form of bow).

Class Information
Hit Die
Quincy gain 1d8 hit points per level. The character’s Constitution modifier applies.

Action Points
Quincy gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they gain a level in this class.

Class Skills
The Quincy's class skills are as follows.
Balance (Dex), Concentration (Con), Diplomacy (Con), Hide (Dex), Jump (Str), Knowledge (Streetwise, theology and philosophy), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).

Class Features
Soul Bow
At 1st level, the Quincy treats his bow as a holy weapon for purposes of damage.

Hollow Strike
At 2nd level, the Quincy hones his skills at taking down Hollows. He deals an added 1d6 points of energy damage to any undead classified as a Hollow. At 5th level, this increases to 2d6.

Bonus Feats
At 3rd, 6th, and 9th levels, the Quincy chooses a bonus feat from the following list. He must meet all the prerequisites.
Acrobatic, Action Boost, Alertness, Blind-Fight, Combat Reflexes, Dead Aim, Dodge, Far Shot, Fleet of Foot, Focused, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Spring Attack, Urban Tracking, Quick Draw.

Hirenkyaku
At 4th level, the Quincy can use the spiritual energy in the air to propel him. At the cost of an action point, he may increase his speed to 50 ft. and gains a +8 to Jump checks for 2d8 rounds. At 7th level, the duration increases to 2d10 rounds.

Ransōtengai
At 8th level, a Quincy can puppeteer his own neural strands to move beyond what his body would allow. By spending an action point, he fully negates the effects of paralysis or negative hp to his body.

Final Form
At 10th level, a Quincy can go into his final form, shedding his Quincy glove for unbridled raw power. As a full round action, he may pretty much "go nuclear", gaining a +4 to Strength, Dexterity, and Constitution for 2d10 rounds, but he loses all his other class features by doing so. To regain them, he must be dealt at least 1d6 points of damage from an arrow shot 19mm away from his heart.
 

marcoasalazarm said:
A feat that's more for fun than anything.
Brick Butt
You smack bricks above you...with your head.
Prerequisites: Jump 6 ranks, Strength 14+.
Benefits: As a full round action, you may make a jumping smack at a brick. After doing so, you must make a Will save (DC 22) or be stunned for 1d6 rounds. If you succeed in your save, you must make a Strength check (DC 24) to break the brick. If you fail, you take 2d4 points of bludgeoning damage. A succesful break has a 50% chance of yielding a temporary +1 Wealth bonus (coins) and a 30% chance of yielding a magic item (like a fire flower or mushroom).

I notice only one problem with that. In the Mario games that it appears to be based on, if you have Mario jump and look closely at him, you'll see that he raises his fist into the air. His raised fist will be higher than his head. Thus, it can be assumed that he actually punches the bricks instead of smashing his head against them.
 

Remove ads

Top