Showing posts with label Stuff I'm working on. Show all posts
Showing posts with label Stuff I'm working on. Show all posts

Friday, October 15, 2010

Stuff I'm working on - New NPC monster- Scythian

While waiting for the other NeoExodus: A House Divided projects to come in, I am contining work on the Scythians and what I would like to see as a playable race.  Most likely they will be NPC monsters, I think this helps me build and do cool things with a race on a basic level.  Take a look and tell me what you think. Talk to you later...
  • +2 Dexterity, +2 Wisdom, -2 Charisma: Scythian are both quick, astute, clever and prudent, but not socially adapt as other races.
  • Medium: Scythian are Medium creatures and have no bonuses or penalties due to their size.
  • Bone Razor (Ex): A Scythian can learn to create and manipulate their bones to create a sharp bladed object that can be used as a weapon. A Bone Razor is created from any bone spurt that might be covering the body of a Scythian. Producing a bone razor is a swift action. A bone razor once drawn is not attached or connected to the Scythian’s body. A Bone Razor can be used by others besides the Scythian that created it and it is considered simple weapon. A bone razor causes 1d4 points of piercing or slashing damage, plus any applicable modifiers with a critical threat modifier of 19-20 and critical multiplier of x2. A Bone Razor is considered to be a dagger and gains all advantages provided by feats affecting a dagger such as Weapon Focus (dagger) or Weapon Finesse and Scythians are always proficient in. Abilities, spells, feats, and items that affect natural weapons affect a bone razor. A bone razor can be disarmed and sundered with a hardness of 10 and hit points of 2. A Scythian may keep the bone razor for a maximum number of rounds equaling to 5 + his class level. Once this time has elapsed, the bone razor will deteriorate to dust or may be merged back into the Scythian’s body that created it. If attacked by their own bone razor the Scythian suffers no damage and the bone razor naturally merges back into their body.
I am not finished with this part of the build, but you can see what I am looking for.  Here are some feats for them too:

Scythian Feats

Scythian racial feats revolve around enhancing their natural abilities including their bone razor ability. Most Scythian train, expand and refine this ability to create deadlier and more useful weapon and items.

Bone Tools [Scythian]
Prerequisites: Scythian
Benefit: For you, every the right tool is always at hand, well in hand rather. You can craft your hands into bone tools, from bone hammers to bone screws. As such you never take penalties using craft checks without having appropriate tools, unless the tools needed cannot be fashioned with bone (such as craft (painting) or craft (alchemy).

Skeletal Blade [Scythian]

Some Scythian learn to create larger bone razors at that
Prerequisites: Bone Razor ability.
Benefits: Once per day as a swift action, you can draw a larger version of your bone razor which acts like a short sword that Scythians are always proficient in. A skeletal blade causes 1d6 damage per two character levels. The critical threat modifier and critical multiplier for this weapon is that of a short sword (19-20/x2). Skeletal blade can be disarmed and sundered with a hardness of 10 and hit points of 4.
Special: A fighter may take this feat as one of his fighter bonus feats.

Skeletal Spikes [Scythian]
Prerequisite: Scythian, Skeletal Blade
Benefits: By shooting your bone spurs from your body, you can attack opponents from a distance. You become proficient with skeletal spikes. These spikes deal 1d6 + Str mod piercing damage, have a threat range of 19-20/x2, and have a range increment of 10 feet (maximum 5 range increments). They are thrown weapons, but are treated as ammunition for the purposes of reloading and drawing. Abilities, spells, feats, and items that affect natural weapons affect Skeletal Spikes. Skeletal Spikes break and become useless upon impact.
In addition, you can use your skeletal blade an additional time per day.
Special: A fighter may take this feat as one of his fighter bonus feats.

Skeletal Sword [Scythian]
Prerequisite: Scythian, Skeletal Blade
Benefits: Once per day as a swift action, you can draw a larger version of your bone razor which acts like a long sword that Scythians are always proficient in. A skeletal sword causes 1d8 damage per two character levels. The critical threat modifier and critical multiplier for this weapon is that of a long sword (19-20/x2). Skeletal sword can be disarmed and sundered with a hardness of 10 and hit points of 6.
In addition, you can use your skeletal blade an additional time per day.
Special: A fighter may take this feat as one of his fighter bonus feats.

Friday, October 1, 2010

Stuff I'm working on - New Spell - Scent Mask

This isn't a super great one but sometimes you might need it:

Scent Mask

Abjuration
Level: Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One touched creature/level
Duration: 10 min./level
Saving Throw: Yes (harmless) or Fortitude negates; see text
Spell Resistance: Yes (harmless) or Yes; see text

This spell conceals any odors emanating from the subject thereby making it impossible to detect using the scent ability. Creatures with the scent ability do not gain the bonus to Survival checks for scent when tracking a creature protected by scent mask.

If this spell is cast on a creature with an odor-based special attack, such as a troglodyte, the creature’s special attack is negated for 10 minutes if it fails a Fortitude saving throw.

Arcane Material Component: A scentless flower.

Thursday, September 23, 2010

Stuff I'm working on - New Spell - Green Water

Something that I found that I wanted to update for Pathfinder,  Twll me what you think.  Talk to you later...

Green Water
Transmutation
Level: Clr 2
Components: V, S, DF, M
Casting Time: 1 minute
Range: Touch
Area: Water in a volume of 5 ft. by 5 ft. by 1 ft.
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell changes an area of water up to 5 ft. by 5 ft. by 1 ft. into green slime. A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.
Material Component: A stone flask of water and green dye.

Tuesday, September 21, 2010

Stuff I'm working on - New Feat - Shape Master

Just a liitle thing I am working on.  Not that major, but could be a lot of fun.  Talk to you later...

Shape Master

Your training allows you to wild shape faster than usual.
Prerequisites: Wild Shape
Benefit: Three times per day you can wild shape as a free action without provoking an attack of opportunity. This does not add to the number of times per day you can wild shape, nor does it alter the shapes and forms you can assume; it simply allows you to change shape faster than usual.
Normal: Wild shape is a standard action that does not provoke an attack of opportunity.

Tuesday, September 14, 2010

Stuff I'm working on - New Feat - Atheist

Just a liitle thing I am working on.  Let me know what you think about it. Talk to you later...

New Feat: Atheist


You disbelieve the existence of all gods to the point that divine magic has little effect on you.

Prerequisite: Cannot follow the tenets of any religion, cannot have class levels in a divine spellcasting class that requires the worship of a god (such as cleric).

Benefit: You gain a +2 resistance bonus on saving throws against spells cast by divine spellcasters.

Drawback: While you can still receive healing spells, your disbelief in an afterlife of any sort, or of any gods, prevents you from being raised or resurrected. You can only be returned to life with a wish spell.