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Posted: Sat Jul 01, 2006 8:05 pm
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Posted: Sat Jul 01, 2006 9:03 pm
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Fuzzy Necromancer Captain
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Posted: Sun Jul 02, 2006 3:10 am
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Posted: Sun Jul 02, 2006 4:54 am
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Fuzzy Necromancer Captain
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Posted: Sun Jul 02, 2006 3:18 pm
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Fuzzy Necromancer Zeusthunder Fuzzy Necromancer I don't see why not. You can take weapon finesse and weapon specialization in anything if you can weild it as a weapon. How about the magical versions? That's okay too.
Alright, I'll call Masterful up and tell him it's fine. He's on a car trip, but I got his cell number and he said he's gonna try to work on the character while they're driving. Hopefully if we start the game while he's still gone his hotel will have internet access. Speaking of which, when are we gonna try to start?
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Posted: Mon Mar 23, 2009 3:14 pm
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I showed this to my girlfriend and she and I made a couple weight classes, if you like it feel free to use it.
Advanced Immobility 1500% base weight No move speed, No use of hands, Obtains Huge Appatite, Body circumfrence is x2 range of reach, x4 base hp, -10 str and dex, -6 con, no dex bonus to AC, 1 increase in size class.
Unnatural 3000% base weight No move speed, No use of hands, Not able to make eye contact, Obtains x2 Huge Appatite, Body circumfrence is x4 range of reach, Permanent Ravenous Hunger enchantment, Loss of verbal ability( can only cast non spell requiring magic and can not speak), x6 base hp, -15 str and dex, -10 con, no dex bonus to AC, 1 increase in size class.
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Posted: Tue Mar 24, 2009 9:10 am
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Just for fun I made an even bigger one lol Titanic 10000% base weight No move speed, No use of hands, Not able to make eye contact, Obtains x4 Huge Appatite, Body circumfrence is x10 range of reach, Permanent Ravenous Hunger enchantment, Loss of verbal ability( can only cast non spell requiring magic and can not speak), x10 base hp, -25 str and dex, -15 con, no dex bonus to AC, 2 increase in size class, Can be used as a shelter for a retreat in battle, can hold up to 10 characters.
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Posted: Sat Apr 04, 2009 12:48 pm
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Posted: Sat Apr 04, 2009 2:00 pm
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SPELL SUGGESTIONS
Cone of Grease Conjuration Wizard 2/Sorcerer 2 Components: V,S Casting Time: Standard Action Range: 30-ft Cone Duration: 1 Round/Level Saving Throw: See Text This spell functions as the first level wizard spell Grease, except instead of directly affecting a surface the magical grease first sprays the targets. Upon casting, all creatures in the target area make a reflex saving throw to close their mouths or accidentally ingest 1d4 pounds of the grease, which is a gainer food. After this initial effect, treat the spell as per Grease.
Crown of Merriment Enchantment Bard 2 Components: V, M Casting Time: Standard Action Range: 10-ft radius centered on caster Target: Up to one nonhostile, sentient being per level Duration: 10 minutes per level Saving Throw: Will Negates Nearby friendly subjects (up to one per level) must make a saving throw versus mind-affecting spells. Upon failure, they feel compelled to accept any food or drink freely offered to them for the duration of the spell. If at any point combat begins, or one of the subjects begins to feel unwell (due to bloating, over-intoxication, or poison), the effect ends. Similarly, the effect ends if at any point the caster ceases to eat or drink, though she may consume more sparingly than the targets.
Leomund's Fantastic Banquet Conjuration Wizard 4/Sorcerer 4/Bard 4 Components: V,S,F Casting Time: One Minute Range: Sight Duration: One Hour/Level Fantastic Banquet conjures a feast complete with table, tablecloth, silverware, china and an ice sculpture centerpiece of the caster's choice in design. It also conjures 1d4 pounds of light food, 1d8 pounds of normal food, 1d6 pounds of heavy food and 1d4 points of junk food per caster level. The caster has no control over what types of food will appear. All food produced by this spell is of above-average but not gourmand quality. When the duration expires, all of the dining accouterments disappear, along with any uneaten food.
Blessed Harvest Transmutation Druid 2, Cleric 4 Components: V,S Casting Time: Standard Action Range: Touch Target: 1 pound of food per level Duration: Permanent Food comes from the land, and when nature provides, it provides in abundance. Rations affected by this spell provide twice their usual caloric benefit (light food provides one pound per pound, normal food provides two pounds per pound, heavy foods provide six pound per pound, junk foods provide eight pounds per pound and gainer foods provide eight pounds per pound). The improved caloric content does not count against max food per day. On another note, rations blessed in this way are unusually nutritive, providing a +1 circumstance bonus on fortitude saves following digestion.
Control Figure Transmutation Wizard 1/Sorcerer 1/Bard 1 Components: V, S, F Casting Time: Standard Action Range: Touch Target: One willing creature Duration: 1 hour per level When control figure is cast, the subject gains innate control over the distribution of their weight. Muscle and skeletal mass are not affected. In addition to cosmetic sculpting and bonuses on die rolls dealing with other like-minded individuals, Control Figure allows for one of two bonuses. As a standard action, she can switch between her natural, top-heavy and bottom-heavy forms. In the subject's bottom-heavy form, the penalty from her weight class to balance, if any, instead becomes an equivalent bonus, thanks to her low center of gravity. However, she also suffers an equivalent penalty to Tumble skill checks. In bottom-heavy form, she gains a +1 circumstance bonus against being overrun, knocked down or trampled. When in her top-heavy form, the subject gains a bonus to her charisma score equal to her weight class's swim skill bonus. Her penalty to balance is doubled.
Faerie Food Enchantment Druid 4 Components: V, S, F Casting Time: Standard Action Range: 50 ft Target: 1d6 pounds of food per level Duration: 10 minutes per level Saving Throw: Will Negates Faerie Food enchants an amount of rations up to 1d6/level, making them bizarrely alluring. Whoever consumes even a bite of them will feel compelled to continue unless he makes a will save at a -2 penalty. Once ensnared in such a way, the diners may not stop eating until the spell expires or the supply of food has been exhausted, regardless of exterior circumstances such as news or combat. If a character eating faerie food exceeds his maximum daily intake, he passes out immediately.
Gut of the Goat Transmutation Druid 6 Components: V, M Casting Time: Standard Action Range: Touch Target: One Willing Creature/Level Duration: One Day When this spell is cast, the subjects gain the ability to digest most common materials, despite being normally inedible. Cloth, rubber, wood, paper, stone, canvas, gold, silver, copper, artichoke and some gemstones all become edible. Diamonds and harder metals (steel, adamanteum) remain impossible to stomach. This spell also hardens the subject's teeth and strengthens the jaw to aid ingestion, giving the subjects a +5 bonus to damage rolls with their bite weapons (1d4 if none).
Metabolic Shift Transmutation Wizard/Sorcerer 3, Druid 4 Components: V, S Casting Time: Standard Action Range: 5 ft + 5 ft / level Target: One living, non-plant, non-ooze creature. Duration: 1 day / level Saving Throw: Fortitude Negates When casting this spell, the caster chooses whether to increase or decrease the target's metabolic rate. This acts as the special qualities "Fast Metabolism" and "Slow Metabolism." If the creature already possesses one of those qualities, they cancel out or "stack," as appropriate. For instance, a creature with Slow Metabolism whose metabolism is further slowed by means of this spell receives four times the caloric value of most foods, but has one fourth its base maximum intake. Similarly, a creature with the Fast Metabolism special quality whose metabolism is slowed will have a normal metabolism for its type.
Soothing Touch Conjuration (Healing) Cleric 1, Druid 3 Components: V, M Casting Time: One Minute Range: Touch Target: One Willing Creature Duration: One hour per level The caster takes a full minute to rub and stroke the target's sensitive areas, temporarily relieving penalties from aging, fatigue, exhaustion or bloatedness. When the spell wears off, the hindrances return at double their prior intensity until the target receives a full night of rest.
Heavenly Palette Conjuration (Healing) Cleric 3 Components: V, M Casting Time: Standard Action Range: Touch Target: One Creature. Duration: One Hour / Level Saving Throw: Fortitude negates, unless subject is willing. The target finds itself capable of consuming more food in one day than was previously possible. The target can stomach an additional 5 pounds of food plus 1d4/caster level. If the spell wears off before the creatures makes it to sleep, it must make a fortitude save (DC = The number of pounds of food the creature has consumed since its last rest) or vomit.
SUGGESTED CHARACTER "BACKGROUND" OPTIONS (Special Qualities):
Fast Metabolism - You receive only half the caloric value of most foods, but your daily base and maximum intake is doubled.
Slow Metabolism - You receive twice the caloric value of most foods, but your daily maximum intake is half your base limit, rounded up.
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Posted: Sun Apr 05, 2009 9:42 pm
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Fuzzy Necromancer Captain
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Fuzzy Necromancer Captain
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Posted: Sun Apr 05, 2009 9:49 pm
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Posted: Mon Apr 06, 2009 12:36 am
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Fuzzy Necromancer Transcendental Plan I have to wonder why those spells that add/reduce weight are Necromancy school and not Transmutation. Also, not to nitpick, but I would probably change most of the spells to have duration/effect increase with caster level. Also, I would probably increase Permanent Poundage's spell level to four or five, since permanent-duration spells (and this IS permanent, and not instantaneous, because of the unlosability of the weight) are pretty powerful. That said, if you change those spells to the Transmutation school like I think you should, there should be same-or-one-level-higher necromancy equivalents that affect undead creatures. Additionally, I'll submit some more thematic spells for your approval in a little while... I made them Necromancy because anything that deals with life force and metabolic functions is in the necromantic domains. You reduce weight by depleting life force and biomass. You increase it by pumping positive energy into the fat cells. So it's like a Holy Necromancy lol
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Posted: Mon Apr 06, 2009 8:48 am
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Fuzzy Necromancer Transcendental Plan I have to wonder why those spells that add/reduce weight are Necromancy school and not Transmutation. Also, not to nitpick, but I would probably change most of the spells to have duration/effect increase with caster level. Also, I would probably increase Permanent Poundage's spell level to four or five, since permanent-duration spells (and this IS permanent, and not instantaneous, because of the unlosability of the weight) are pretty powerful. That said, if you change those spells to the Transmutation school like I think you should, there should be same-or-one-level-higher necromancy equivalents that affect undead creatures. Additionally, I'll submit some more thematic spells for your approval in a little while... I made them Necromancy because anything that deals with life force and metabolic functions is in the necromantic domains. You reduce weight by depleting life force and biomass. You increase it by pumping positive energy into the fat cells.
That's true! I never understood why Cure spells were considered "conjuration," though (I guess because of the "creation" clause?), and it still seems like Transmutation fits the bill more readily.
That said, I can't recall any Necromancy spells that channel positive energy. Nor am I sure that, from an academic spell, more fat means more life, or that more creative energy means more fat cells. I think I do agree, though, that Necromancy can increase metabolism. But I also think that it falls under transmutation just as easily, since Transmutation is "altering one or more properties of an object or creature." ::Shrugs.::
Obviously there's a lot of overlap in the system.
Quote: One question though: For Faerie Food, what are the combat effects of being busy eating? Are they merely denied their dex-bonus to AC? Can they still fight one-handed and eat with the other hand? Etc.
I should probably amend the description. I was thinking in terms of Faerie legends (or Fey, I suppose, in the DnD cosmology) where mortals should not accept faerie food nor drink, or else they'd be stuck there for a hundred years or some other arbitrary amount of time, eating and drinking without noticing the time passing.
That said, I should think that anything outside of direct attack upon their person would leave them completely oblivious. Similar to any of the sleep effects.
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Posted: Mon Apr 06, 2009 1:57 pm
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Fuzzy Necromancer Captain
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Posted: Mon Apr 06, 2009 7:37 pm
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Transcendental Plan That's true! I never understood why Cure spells were considered "conjuration," though (I guess because of the "creation" clause?), and it still seems like Transmutation fits the bill more readily. That said, I can't recall any Necromancy spells that channel positive energy. Nor am I sure that, from an academic spell, more fat means more life, or that more creative energy means more fat cells. I think I do agree, though, that Necromancy can increase metabolism. But I also think that it falls under transmutation just as easily, since Transmutation is "altering one or more properties of an object or creature." ::Shrugs.::
Ultimately, any spell can fall under "altering one or more properties of an object or creature," so I think that you should only make a new spell transmutation if it has a strong transmutive flavor.
Cure spells were necromancy in 2.0, and they should have stayed there.
Disrupt Undead and Transmute Undeath to Death both channel positive energy and are classified as Necromancies.
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