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Post by Drew on Oct 14, 2018 20:31:01 GMT -6
There is no listed completion bonus. Is this accurate?
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Post by GuardianTempest on Oct 14, 2018 21:01:24 GMT -6
For which class? Mountainback Gravelborn? It's +1 Size.
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Post by DatsVatSheSaid on Mar 30, 2019 20:08:21 GMT -6
Ubermensch:Level 4Prerequisites: Human, Able Learner, Human Perseverance, Human Exceptionalism, One dot in every skill. Characteristics: Any Skills: Any Completion Bonus: Treat your dots in skills as one lower for determining the experience cost of improving that skill. Feats:Skill Focus (Any) Skill Focus (Any) Master Specialist Expanded Expertise(Physical OR Social OR Mental) Nerves of Steel Mental Fortress True Grit *Expanded Expertise(Physical OR Social OR Mental) *Expanded Expertise(Physical OR Social OR Mental) *Cunning Linguist New Feats: Cunning Linguist:You don't have time to study EVERY, SINGLE Language... you got places to be, people to meet and you gotta at least hold a conversation with them. So you've learned techniques for figuring out how to "improvise" a language you've heard only select bits of. You can speak any language you have heard someone speak a full sentence with for the rest of that scene, and always kinda understand what people are trying to say even if they are speaking a language you don't know, even if you don't know exactly what they said. Poached Feats:Master Specialist:
You reroll 2s in addition to 1s on rolls you have a specialty in. Expanded Expertise:You apply your knowledge in ways that seem non-intuitive at first. Select a specialty in a skill you have. All skills in that category (physical, mental, or social) have that specialty
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Post by Traskus on May 25, 2019 20:53:02 GMT -6
Before we start, this is a joke. It (probably) plays, but it isn't supposed to be taken remotely seriously. Kraken PriestLevel: 3Prerequisites: Cecaelia OR Walktapus, Inkredible Ink, Tidewater Tentacles, Forbidden Lore 3 Characteristics: Dexterity, Fellowship, Wisdom Skills: Acrobatics, Animal Ken, Athletics, Ballistics, Charm, Common Lore, Crafts, Deceive, Forbidden Lore, Performer, Stealth, Weaponry Feats:Book Liquor Cephalopodic Communion Jet Stream Marker Tag Weapon Proficiency (basic) *Herald of the Cephalogods *Ink Splash Magic Schools:HydromancyToxigenesisSword Schools:Ocean SoulCompletion bonus: You may safely drink saltwater and derive hydration from it. New Feats
Book LiquorWho has time and energy to read? Not you. You may take any book, parchment, tablet, etc. and reduce it to liquid over the course of 15 minutes. You may drink the liquid to learn the information it contains. You may only know information from one source at a time in this fashion. Cephalopodic CommunionYou're a mollusk, other things out there are mollusks, it works out. Non-sapient cephalopods do not attack you unless you provoke them. You may also communicate with them verbally. Herald of the CephalogodsIä! Iä! Stay fresh! You may gain one of the Chosen assets from one of the Old Gods. Replace any mention of Faith and Favor with your power stat and resource stat, respectively. If you had one or more exaltation assets, lose one. You may not take this feat (and it's treated as optional) if the asset you would lose grants a Sword School, Gun Kata, Magic School, or exceptions to existing rules, racial powers, or exaltation abilities such as the Vampire's Malkavian asset or Dragonblooded's Adamic Dragon asset. Ink SplashYou leave your ink sac on as a matter of course. You may leave a trail of ink on the ground (or equivalent) as wide as you+1m wide when you move. You may spend a full action on your turn to make a burst of ink with a 5m radius in all directions. Anyone (besides you) caught in it is dazzled for the next round. Jet StreamYou may propel yourself in a straight line. If you would run over a gap, such as a hole in the ground, the space between the roofs of buildings, or across water, as long as there is solid ground at the end point of your Run action, you may treat the gap as solid ground. Marker TagYour ink makes targeting what you hit easier. Targets you hit with ranged attacks grant combat advantage until the end of the scene. You may forego damage rolls in ranged attacks to dazzle the target for the next round as they're covered in ink.
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Post by Lestat on Jul 8, 2019 20:40:01 GMT -6
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Post by Traskus on Jul 13, 2019 21:08:59 GMT -6
Folded the leaping feat into the completion bonus and made the weapon X feats a decision between two. Empath shelved pending revision. The hell was I thinking.
Altered queen bee to fall more in line with revised vespid queen.
Removed psi panic from reticulan commander because it was busted. Changed unmutual to have a little more use outside of being anti-vespid. Mostly with dishonorable king.
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Post by Lestat on Oct 29, 2019 15:42:38 GMT -6
Astral BuccaneerLevel: 1 Prerequisites: AstralboundCharacteristics: Wisdom, Strength, Dexterity Skills: Common Lore, Perception, Tech-Use, Acrobatics, Athletics, Ballistics, Brawl, Larceny, Pilot, Stealth, Weaponry, Deceive, Intimidation, Performer, Scrutiny Bonus for Completion: +1 Crew while aboard a Spelljammer Feats:Jack of All Trades Jaded Light Sleeper Upgraded (Rare) Weapon Proficiency (Basic)
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Post by DatsVatSheSaid on Jan 8, 2020 4:59:51 GMT -6
Frostborn Raider:Level: 3 Prerequisites: Hyperborean, Winterized Skin, Frosty Dander, Weaponry OR Brawl OR Ballistics 4 Characteristics:Willpower, Constitution, Composure Skills:Athletics, Acrobatics, Ballistics, Brawl, Command, Crafts, Intimidation, Perception, Scrutiny, Stealth Weaponry Completion Bonus: +2 Resilience against E damage. Glacial Skin OR Cool Hand White Walker OR Polar Commando Abominable Iceman OR Winter Soldier Sound Constitution Sound Constitution Guiding Hand Poached Feats:Guiding Hand: You beseech a higher power to aim for a weak point. Tests made to resist effects of your attacks (other than being hit) need an additional raise to succeed. New Feats:Glacial Skin: Your skin's natural properties are much more pronounced than your peers to the point of thick layers of frost and ice collecting on your body serving almost as armor. Gain armor equal to your Constitution on all body locations. This does stack with other sources of Armor. If you would be lit on fire, you lose this armor for the rest of the scene. Cool Hand: It takes a lot to shake you, you've been through the harshest of extremes and walked it off in strides. The TN to resist Secondary effects of attacks made against you is reduced by 5. White Walker: You are a walker of the wastes and bringer of blizzards. You leave trails of frost wherever you walk, causing the ground to frost over and allowing you to walk on water. This ice lasts for one round and counts as difficult terrain. You move your normal speed on slippery difficult terrain, and suffer none of its negative effects. Polar Commando: It's hard for weapons you use to Overheat when you are a living cooling system. Any weapon you are using loses the Overheats property, if it does not have the Overheats property, it gains the Anchored Property. Abominable Iceman:Standing next to you is about as pleasant as sticking your tongue on frozen steel. While engaged in melee all adjacent creatures are unable to take the Shift or Withdraw actions. Winter Soldier:You take advantage of those caught in your frosty doom. When a creature has failed the TN to resist the Secondary effects of an attack made by you, you have Combat Advantage on attacks made against them for the duration of that Secondary effect or the end of your next turn, whichever is Longer.
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Post by Marr965 on Aug 1, 2020 17:53:27 GMT -6
Mighty OakLevel | 4 | Prerequisites | Excellence 4, Matron, Brawl 5 | Characteristics | Strength, Constitution, Willpower | Skills | Athletics, Brawl, Crafts, Intimidation, Scrutiny | Completion Bonus | Increase your Size by 1. |
Feats:A Backhand to RememberFerroplasty Iron Jaw Sound Constitution Sound Constitution Xylotomic Renewal *Sound Constitution *Sound Constitution Ferroplasty - You've basically nailed a bunch of metal plates to yourself and called it a day. You gain the Armour Plating (4) trait. Xylotomic Renewal - By excising portions of your anatomy - you know what? No. By cutting off bits of yourself that are ill, you can get well again really quickly. You may take 1 Wound as a half action which provokes and select one spell, effect, or condition currently affecting you and with a duration of 1 or more rounds; that effect ends immediately. At SM discretion, this feat may not be applied to long-term conditions such as limb loss or gravity, and cannot be used if doing so would cause critical damage. It also cannot be used to remove conditions which only affect cybernetics, except those made of ironwood or vitawood.
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Post by Traskus on Feb 21, 2021 20:49:32 GMT -6
Nerfed queen bee's orders and raise the barrier to entry. Unmutual is now more about all vespid than just the powers that be.
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Post by masmanus on Oct 15, 2021 9:51:50 GMT -6
Ghast Level: 3 Prerequisites: Ghoul, Brawl 3, Forbidden Lore 3, Charnel Predator, Subterranean Native Characteristics: Dexterity, Strength, Willpower Skills: Athletics, Brawl, Forbidden Lore, Intimidation, Larceny, Stealth Sword Schools: Erymanthean Boar Magic Schools: Necromancy Feats: Back Stab *Blind Fighting Furious Assault Ghastly Scent Ghoul Touch Skill Focus (Stealth) *Sound Constitution Bonus for Completion: The natural weapons granted by Charnel Predator gain +1k0 to hit and damage.
FEATS
Ghastly Stench Creatures that breathe and have a sense of spell are nauseated by your presence. Such creatures that end their turn adjacent to you in combat (or are in an enclosed space with you for 1 minute outside of combat) must make a TN 15 Con test or be stunned (as the Shocking weapon property). Creatures who make this save are able to tolerate you scent for 24 hours.
Ghoul Touch Targets struck by your natural claws granted by the Charnel Predator feat suffer -1k0 to the Con test to avoid becoming Stunned via the Shocking property, and are are Stunned for an additional number of turns equal to the Checks they get on the test. Elves, Eldarin, and Dark Eldarin are immune to this effect, but still can be stunned as usual per the normal rules of Shocking.
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Post by DatsVatSheSaid on Oct 31, 2021 23:59:04 GMT -6
I have a slight beef with ghoul touch, given that it replaces a very good property with a different equally solid property it would be fine. But ghoul touch could legit be a serious downgrade due to things it excludes yet its a required feat to complete the class. It arguably makes you worse.
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Post by masmanus on Nov 1, 2021 10:09:04 GMT -6
I have a slight beef with ghoul touch, given that it replaces a very good property with a different equally solid property it would be fine. But ghoul touch could legit be a serious downgrade due to things it excludes yet its a required feat to complete the class. It arguably makes you worse. Fair point, esp considering the loss of shocking. I was worried Ghoul Touch being too OP, hence the limitation on affecting elven species (the latter also references elves' inexplicable immunity to ghouls since the earliest editions of D&D). I originally added snaring on top of shocking, but it seemed cumbersome to roll for two status effects on every hit... I'll give this one some consideration and tweak accordingly. Input on better ways to balance Ghoul Touch are welcome. EDIT: changed ghoul touch to enhance the shocking property granted by Charnel Predator rather than outright replace it. Elven species are still immune to this additional effect, but can still be stunned as normal via Shocking (I like the reference to old-school D&D too much to remove it).
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Post by DatsVatSheSaid on Dec 12, 2021 11:49:34 GMT -6
Thoon Hate-Priest line has been replaced with the Thoon Biophagus (and possibly others, stay tuned).
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Post by Traskus on Jul 14, 2022 12:50:08 GMT -6
GohlbrornLevel: 2 Prerequisites: Kalo OR Sahuagin, blood in the water, frenzy, athletics 3, brawl 3, weaponry 3 Characteristics: composure, intelligence, strength Skills: athletics, brawl, forbidden lore, intimidation, perception, performer, stealth, weaponry Feats:Blind fighting Deadly leap Gravitational ignorance Weapon proficiency (melee 1) Sword schools:Erymanthean boarCompletion bonus: Gain the burrower trait. If you are somewhere burrower would apply, you are not dazzled by blood in the water's effect. Old new feats Gravitational IgnoranceGravity's just a suggestion, man! Do not halve your jumping distance for the purposes of calculating your vertical jump height. New feats Deadly leapYou have the ability to leap so well it's frightening. You may make charge actions to leap gaps or jump in the air, keeping to limitations of your leap and jump distances. You can even do this to charge out of water or from underground.
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