|
|
|
|
|
|
Posted: Fri Sep 29, 2006 7:50 pm
Classes:
Street Fighter, pg 1, pst 2
Monsters:
Gripper, pg 1, pst 3
Items:
War Sledge, pg 1, pst 4
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Sep 29, 2006 7:51 pm
Streetfighter (no, not the Prestige Class)
HD: 1d8 AL: Any Chaotic Good Saves: Fort/Reflex Bad Saves: Will Weapon/Armour Proficencies: Dagger, Quarterstaff, Short Sword, Club, Spear, Javelin, Handaxe, Light Pick, Light Hammer, Sap, Spiked Chain, Blowgun, Bolas, Light Armour. Not proficenct with shields or Tower Shields.
Skills: Bluff, Balance, Climb, Craft, Diplomacy, Disable Device, Escape Artist, Gather Info, Heal, Hide, Intimidate, Jump, Knowlage (Local, Street), Listen, Move Silently, Slight of Hand, Search, Sense Motive, Spot, Tumble
Skill Points at 1st level: (4 + INT) x 4 Skill Points past 1st level : 4 + INT
Restrictions: Can not advance in class if no longer Chaotic in some form. Becomes an Ex-Streetfighter if another class is taken (some exceptions: Reaping Mauler, Streetfighter. certain feats will allow one to get around this restriction as well).
Special Ablities: Lv. 1 Fast Movement, AC Bouns, Unarmed Damage, Improved Improvised Weapons, Bouns Feat Lv. 2 Evation, Bouns Feat Lv. 3 Chaotic Mind Lv. 4 Street Style (+1 to crit range), Wall Skid (15 ft.) Lv. 5 Gutter Crawl Lv. 6 Bouns Feat, Wall Skid (30 ft.) Lv. 7 Improved Gutter Crawl Lv. 8 Wall Skid (45 ft.) Lv. 9 Improved Evation Lv. 10 Wall Skid (60 ft.), Street Style (+1 to crit modifier) Lv. 11 Greater Improvised Weapons Lv. 12 Wall Leap, Wall Skid (75 ft.) Lv. 13 Mettle, Dirt in yer Eyes Lv. 14 Wall Skid (90 ft.) Lv. 15 Neck Snap Lv. 16 Street Style (Killing Blow), Wall Skid (105 ft.) Lv. 17 Toughened Body, Superior Improvised Weapons Lv. 18 Wall Skid (120 ft.) Lv. 19 Stay Standing Lv. 20 Fearsome Reputation, Wall Skid (135 ft.)
Ablities in Depth
Fast Movement: Gain 5 feet of speed at first level, fifth level, and every five levels after that.
Unarmed Damage: Like a Monk's
AC Bouns: Like a monk's, with the following exception: Can wear light armour, but AC Bouns is reduced by half of the armour's bouns (round up, can't reduce below 0). CHA is used instead of WIS for extra AC.
Improved Improvised Weapons: Not only is a streetfighter's fists dangerious, so to is any object lying around. A streetfighter of any level does not take a -4 penlity when weilding makeshift weapons, and the damage of said weapons in his Unarmed + 1d4.
Bouns Feats: Combat Expertise, Improved Disarm, Improved Fient, Improved Trip, Dodge, Moblity, Spring Attack, Combat Reflexes, Power Attack, Improved Bull Rush, Skill Focus, Agile, Acrobatic, Alertness, Deft Hands, Athletic, Negotiator, Persuasive, Stealthy
Evation: Like the rouge ablity (Lv. 2)
Chaotic Mind: A Streetfighter's mind is hard to pin down, much less control. At level 3, if he fails a Will save vs. charms or compusions, the charm or compusion doesn't kick in untill after the streetfighter has acted that round, or next round if he has already acted this round. (psionic powers act like spells for this ablity)
Street Style: The streets have there own style of fighting, raw combat at its core. A 4th level streetfighter gains one point to the crit range of his Unarmed attacks (20 becomes 19-20). At 10th level, he also gains a point to his crit modifier (x2 becomes x3). At 16th level, his fists hit with the strength of a Killing Blow enchantment. (for referance: Killing Blow - A powerful, but limited, enchantment. When a natural 20 is rolled with a weapon with this enchanted weapon and a crit is scored, the weapon's crit modifier goes up one (from x3 to x4, for example). Undead caught by a natural 20 crit are instead destroyed. Constructs are now subject to crits with this weapon, but only on natural 20s. Blunt Weapons Only. )
Wall Skid: Also at fouth level, streetfighter can start slowing there falls, as long as there is a wall within arm's legnth of him. This starts off at 15 feet cut off the fall's distance, and increases by 15 feet every 2 levels. The unique ablity of this is that a streetfighter can "skid" to the left or right while falling. They can go no more the 5 feet left or right for every 5 feet down the skid, and every 5 feet to the left or right counts against their Wall Skid limit as if it was falling distance.
Gutter Crawl: All streetfighters live in the gutter, at one point or another. Because of this, they are immune to normal diseses at 5th level. They can still be carriers, though...
Improved Gutter Crawl: Like Gutter Crawl, but now immune to normal poisons and spoiled food/drink can be eaten as well. (lv. 7)
Improved Evation: Like the Rouge Special Ablity (lv. 9)
Greater Improvised Weapons: Like Imporved Improvised Weapons, but Unarmed + 1d8 instead.
Wall Leap: Streetfighters find that leaping walls are sometimes better then climbing them. A streetfighter of level 12 or higher can now climb a wall with Jump checks instead of Climb checks. They can make two such checks a round, and the lose 5 feet of Wall Skid for every check. Every round they don't get to the top of a round they skid down 10 feet, losing that much Wall Skid (but they can use Wall Skid's manuvering ablity for free in this instance ONLY). They can also bounce off two close walls (5 ft apart) to gain height. If this way is used, they do not lose Wall Skid distance unless they do not reach the top of one of the walls, and all jumps count as though they had a running start. Also, he is now able to make a running leap with only 5 feet of running room
Mettle: At level 13, if a streetfighter succeds a Fortitude or Will save, they take no effect, even if they would be hit for a partial effect (Like damage instead of death or something) (like the Hexblade Ablity)
Dirty Tatics: Gain the Improved Feint Feat for free, even if you do not have the prerequists for it. If you already have the feat, you can instead make a bluff check to feint as a swift action.
Neck Snap: Like the Reaping Mauler Ablity Devestating Grapple (Lv. 15)
Superior Improvised Weapons: A 17th level Streetfighter holds true might with there improvised tools. Not only can they use improvised weapons in combat with extream effectiveness (Improvised Weapons with patrusions can trip or disarm, wide surfaces can be used like shields, and so on), improvised tools don't reduce skill checks as well.
Toughened Body: Years of living on the streets has toughened the body of the streetfighter. At the 18th level, he is no longer subject to fatigue or exaustion from normal/extraordariy sources. Magical and supernatural sources of fatigue/exaustion still affect him as normal.
Stay Standing: Once per day, at level 19, a streetfighter knocked down to -1 hit points or less regains their class level x 2 in hit points. Also, they now gain a +4 vs. trip attacks and bull rushes as well.
Fearsome Reputation: A Streetfighter's deeds are widly known by Lv. 20. Some of them, of course, are false, but all of the urban legends around him just add to his rep. Any enemy knowing his idenity and watching him in action causes a reaction in the enemy much like a Frightful Presense (DC 15 + CHA)
Made by: Liberi Glacialis
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Sep 29, 2006 7:54 pm
Size/Type: Tiny Magical Beast Hit Dice: 1d10+5 (10 hp) Initiative: +0 Speed: 10 ft. (2 squares) Armor Class: 31 (+2 size, +5 Dex, +14 natural), touch 10, flat-footed 26 Base Attack/Grapple: +20 Attack: Bite +20 melee (1d4+1) Full Attack: Bite +20 melee (1d4+1) and 2 claws +10 melee (1d4-1) Space/Reach: - Special Attacks: Bloodsuck +50 (2d8+2, 1d6 Con, must have bitten last turn) Special Qualities: Darkvision 60 ft., Scent, Tremorsense 60 ft., acid and fire cause instant death. Saves: Fort +11, Ref +11, Will +6 Abilities: Str 4, Dex 20, Con 30, Int 1, Wis 1, Cha 1 Skills: Listen +20, Tumble +20, Hide +20, Feats: Blindsense, Weapon Focus (bite) Environment: Underground Organization: Solitary Challenge Rating: 3 Treasure: Gripper Shell Alignment: Always Neutral Advancement: 10-16 HD (Small) Level Adjustment: —
A gripper is a small creature with a hard shell, resembling a cross between a rat and a trilobite. Living underground, the gripper has grown accustomed to the dark, relying not on eyes to find prey, but picking up on vibrations and noises. The shell covering the soft body of the gripper is highly prized, as it can withstand the hardest of blows from fully grown orcs. The critter moves very slowly, but can dodge faster than most can swing. Able to roll up into a ball and push itself out of the way, it can make a Tumble/Reflex check, DM's choice, to dodge the attack, but loses it's next turn, or the remainder of it's turn if it was an attack of opportunity. Upon crawling onto the foot of a creature, or in the case of other crawling animals, the back, the gripper will bite down and do minor damage. Beyond that, however, the gripper will suck every drop of blood from it's prey. Each turn after the bite, the gripper gets to "attempt" a bloodsuck attack, with a +50 "to hit" bonus." Natural 1 causes the teeth to tear through the skin, causing bloodloss on the enemy (-1 hp/turn) and drops the gripper on it's back. At the beginning of a gripper's turn, the prey can attempt an Escape Artist check, DC 25, or (s)he suffers another round of damage and Con damage. Sunlight, while physically not blinding, scares them away, so Clerics and Paladins typically have no trouble warding them off. Infravision is suggested, as the gripper gets a +20 to Hide, thanks to it's dark gray color. Acid will burn through the shell, as well as magic fire, causing instant death, but a ruined shell.
Made by: Tarusuto
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Sep 29, 2006 7:58 pm
System: DnD 3.5 Weapon Name: War Sledge Weapon Type: Exotic Damage Type: Blugoding Damage: 2d6 Critical Range/Modifier: x3 One/Two-Handed: Two-Handed
Made by: Liveri Glacialis
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|