Difference between revisions of "User:Havvy/Sandbox"

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(Latest revision.)
(My warlock idea too complicated. So replacing with Gummy Ship Subsystem.)
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{{author
+
''This is a user sandbox. As such, you will find my incomplete or part of a bigger thing ideas here.  If you wish to discuss them, please see the [[User_talk:Havvy/Sandbox|talk]] page.''
|author_name=Havvy
 
|date_created=Sept. 6th, 2010
 
|adopter=
 
|date_adopted=
 
|status=Fleshing In Progress
 
|editing=Suggest to Havvy on IRC or Discussion
 
|balance=Rogue
 
}}
 
<div class="blank">
 
{{#set:Summary=Invocation class following Grimoire design goals.
 
|Length=20
 
|Minimum Level=1
 
|Base Attack Bonus Progression=Moderate
 
|Fortitude Save Progression=Poor
 
|Reflex Save Progression=Good
 
|Will Save Progression=Good
 
|Class Ability=Invocations
 
|Class Ability Progression=Full
 
}}
 
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
 
</div>
 
  
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
+
== Gummy Ships ==
  
==Grimoire Warlock==
+
{{sidebar|Prior Information|First off, this idea is based off of the Gummy Ship system of Kingdom Hearts.  It has been changed to work for a pen-and-paper system, and to follow d20 rules.  Furthermore, this system depends upon the Many Worlds Campaign Setting.}}
  
Todo: Make a Heallock class for causes and make the Warlock a warrior only class.
+
Gummy blocks fall as ''falling stars'' when a world becomes connected. They may be connected to make many awesome contraptions, but only by those whom are also connected.  One of the myriad number of uses for them is in the creation of ships to travel from world to world.
  
===Making a Grimoire Warlock===
+
A gummy ship allows for sentient creatures to travel through the galaxies to get to the worlds out there.  But gummy ship travel is fraught with danger, just as any type of travel.  Dangerous monsters and pirates scourge the galaxy, many waiting for alone travelers to attack.  As such, gummy ships modelers have set upon themselves to find efficient and effective means of keeping ships alive.
  
Warlocks can either be controllers or strikers, or be both.  They can be built as either melee or ranged combatants.
+
A ship block is made up of at least 1000 gummy grams of [[Gummy Block (3.5e Equipment)|Gummy Blocks]].  They provide base statistics and specialized functions.
  
'''Abilities:''' Charisma affects your eldritch blast saving throws.  Dexterity makes your eldritch blast harder to avoid.  Constitution gives you more health.  Intelligence gives you for skill points.  Wisdom gives you better sight.  Really, charisma and dexterity are the only required ones.
+
=== Base Statistics ===
  
'''Races:''' Non-savage races are more likely to join.
+
A gummy ship has the following base statistics:
  
'''Alignment:''' Any, though lawful characters are more likely to sign a contractEvil characters will sign it for pure power while good characters will sign it to help combat evilChaotic characters might sign it on a whim while lawful characters will think deeply before deciding to sign it.
+
; Hit Points : How much damage the ship may take before succumbing to system damage.
 +
; Thrust : How fast the ship may go.  Equivalent to 'base land speed' on creatures.  Adds to escape skill.
 +
; Maneuverability : How easily a ship may evadeIs a bonus to the ships armor class and dogfight skill.
 +
; Passengers : How many medium sized creatures may fit on board the ship.
 +
; Size : Dependent upon the number of ship blocks, most are smallAdds to armor class and subtracts from dogfight skill.
 +
; Flyable : A ship needs at minimum, 1 HP, 1 thrust, 2 maneuverability, and a working driver slot to be able to fly, along with a driver.
  
'''Starting Gold:''' 3d4&times;10 gp (75 gp).
+
==== Hit Points ====
'''[[SRD:Race Descriptions#Staring Age|Starting Age]]:''' "Simple" or "As [[rogue]]"
 
  
{| class="zebra d20"
+
Every ship block gives at least 2 hit points.  Various attacks and environmental factors damage a gummy ship.  Every time a gummy ship takes over a quarter of its hit points in damage or takes damage while below half health, a state known as ''NameToCome (effectively bloodied)'' individual systems have a chance of failing.  Roll a d%.  On a roll higher than the percentage of health you have left (or 51%+ if you wish to save time in calculating percentage of health left), one ship block becomes ''disabled''. When a ship is damaged with no health, one block becomes disabled automatically.
|+
 
<div>{{Anchor|Table: The Grimoire Warlock}}</div>
 
Hit Die: d6
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Invocations Known
 
! rowspan="2" | Maximum Grade
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|1st||class="left" | +0 || +0 || +2 || +2
 
| class="left" | [[#Contract|Contract]], [[#Invocations|Invocations]], [[#Eldritch Attack|Eldritch Attack]], [[#Fighting Style|Fighting Style]]
 
|1||Least
 
|-
 
|2nd||class="left" | +1 || +0 || +3 || +3
 
| class="left" | [[#Eldritch Extension|Eldritch Extension]]
 
|1||-
 
|-
 
|3rd||class="left" | +2 || +1 || +3 || +3
 
| class="left" | [[#Fighting Style|Fighting Style]]:  Bonus Feat
 
|2||-
 
|-
 
|4th||class="left" | +3 || +1 || +4 || +4
 
| class="left" |
 
|3||-
 
|-
 
|5th||class="left" | +3 || +1 || +4 || +4
 
| class="left" |
 
|4||-
 
|-
 
|6th||class="left" | +4 || +2 || +5 || +5
 
| class="left" |
 
|5||Lesser
 
|-
 
|7th||class="left" | +5 || +2 || +5 || +5
 
| class="left" | [[#Eldritch Extension|Eldritch Extension]]
 
|5||-
 
|-
 
|8th||class="left" | +6/+1 || +2 || +6 || +6
 
| class="left" |
 
|6||-
 
|-
 
|9th||class="left" | +6/+1 || +3 || +6 || +6
 
| class="left" |
 
|7||-
 
|-
 
|10th||class="left" | +7/+2 || +3 || +7 || +7
 
| class="left" |
 
|8||-
 
|-
 
|11th||class="left" | +8/+3 || +3 || +7 || +7
 
| class="left" |
 
|9||Greater
 
|-
 
|12th||class="left" | +9/+4 || +4 || +8 || +8
 
| class="left" | [[#Eldritch Extension|Eldritch Extension]]
 
|9||-
 
|-
 
|13th||class="left" | +9/+4 || +4 || +8 || +8
 
| class="left" |
 
|10||-
 
|-
 
|14th||class="left" | +10/+5 || +4 || +9 || +9
 
| class="left" |
 
|11||-
 
|-
 
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9
 
| class="left" |
 
|12||-
 
|-
 
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10
 
| class="left" |
 
|13||Dark
 
|-
 
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10
 
| class="left" | [[#Eldritch Extension|Eldritch Extension]]
 
|13||-
 
|-
 
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11
 
| class="left" |
 
|14||-
 
|-
 
|19th||class="left" | +14/+9/+3 || +6 || +11 || +11
 
| class="left" |
 
|15||-
 
|-
 
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12
 
| class="left" |
 
|16||-
 
|-
 
|- class="noalt"
 
| colspan="7" class="skill" |
 
'''Class Skills ([[Skill Points::2]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]),  
 
|}
 
  
====Class Features====
+
==== Thrust ====
  
All of the following are class features of the Grimoire Warlock.
+
What 1 thrust means is arbitrary, since the distance between worlds is arbitrary, and undefined.  Really, if your players ask, feel free to make something up.  When you enter a dogfight, your thrust becomes one-fifth, rounded up, for the duration of the dogfight.
  
'''Weapon and Armor Proficiency:''' Simple weapons and light armorNo shields.
+
If I need to explain how thrust works with range, tell me, and I'll do soBut I don't feel as if it necessary.
  
'''[[Grimoire_of_the_Balanced_Wheel_(3.5e_Sourcebook)/Changes_to_Character_Creation_(or_Who_Are_We%3F)#Attack_Bonus|Attack Bonus]]:''' Eldritch Attack (if you choose a shape that requires an attack roll, you add +1 to the attack roll plus a +1 Competence bonus to attacks for every four levels (round down) you possess when using a signature blast shape.)
+
One-tenth of your thrust score adds to your escape skill.
  
'''{{Anchor|Contract}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  Warlocks gain their power by signing contracts with powerful creatures.  Other classes may gain powers through contracts, so a clause for warlocks specifically is also included.
+
==== Maneuverability ====
  
The powerful creature that signs the contract gains something in return for giving away these powersThis something might be a minion to do its bidding (as is the case with many purpose-based contracts), or it might be a bit of the warlock's being, either the soul when the creature dies or experience for leveling up.
+
Being able to turn to avoid hazards and fightMany hazards of space have a basic maneuverability bypass that if you have, means automatic bypass of the effect of the hazard.  Against attacks, your maneuverability adds to your armor class.
  
Every contract has at least one clause.  A clause is a purpose or a concept, though more may be added through the feat "Extra Clause".  Every clause adds 5 invocations per grade to the invocations knowable list and has a special power, similar to the special powers of clerical domains.  Each clause also has a list of 4 to 6 class skills.
+
==== Passengers ====
  
''{{Anchor|Initial Invocation Clause}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' At first level, you must choose an invocation clauseYou add all invocations on it to your invocations knowable listYou also add all skills on it to your class skill list.
+
The number of medium sized creatures that may fit on board. For each size category smaller, it is twice the number of the previous size categoryFor each size category larger, it is one half the number of the previous size categoryThere is a limit to the maximum size of a creature per ship block that may limit the amount of large creatures more than the total passengers number.
  
''{{Anchor|Extra Invocation Clauses}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  If by some means, you gain an extra invocation clause, you add all invocations of that clause to your invocations knowable list.  You choose one skill on the clause's skill list, and that skill becomes a class skill for you.  The extra clauses cannot clash with any prior clauses.  For example, if you have a clause for "Goodness", you cannot take a clause for "Evilness".
+
==== Size ====
  
''{{Anchor|Warlock's Clause}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  This clause gives warlocks Eldritch Attack.  At every level except for 2nd, 7th, 12th, and 17th, you may add an invocation to your invocations known list from your invocations knowable list.  Various eldritch shapes and essences are added to your invocations knowable list.  If you choose an eldritch shape or eldritch essence instead of an invocation, the eldritch shape or essence gets added to your eldritch shapes and essences list instead of your list of invocations known.
+
<add something here>
  
'''{{Anchor|Invocations}}:'''  Invocations are spell-like abilities that use a move action, are subject to spell failure chance for medium and heavy armor, and have a somatic and verbal component.  They may be dispelled with a move action.  They are split between four grades:  Least, Lesser, Greater, Dark.  At CL1 level, you may learn least invocations.  At CL6, lesser; CL11 greater; CL16 dark.  Unless said otherwise, the invocation is personal.
+
==== Flyability ====
 
 
At every caster level other than 2nd, 7th, 12th, and 17th, you gain an invocation.  The invocation you gain must be on your invocations knowable list.  The invocations knowable list is made up of the standard invocation list (see below) plus the invocations of your contract.  Instead of an invocation, you may also choose an eldritch (blast) shape or eldritch essence, though they must also be on the invocations knowable list.
 
  
When you use an invocation, you cannot use it again until you refresh your invocations.  To refresh your invocations, you use a full-round action that provokes attacks of opportunities.  You may make a disguise check to make it look like you are doing something else, such as thinking thoughtfully.  Invocations that are still in effect are also refreshed.  You may not reinvoke an invocation that is still in effect, except to reset its duration.
+
<add something here, mention cockpits>
 
 
When you gain access to the next grade of invocations, you gain mastery with the prior grades.  The benefit gained is shown in the following chart.  Note that 4 to 6 grades of mastery may only be obtained through feats or epic levels.
 
 
 
{| class="zebra d20"
 
|+ {{Anchor|Table: Invocations Prior Grade Mastery Benefits}}
 
|-
 
|Grades Prior
 
|Benefit Gained
 
|-
 
|1||Somatic component unneeded.  Standard action to refresh these invocations.
 
|-
 
|2||Invoking and Dispelling time changes to swift or move action.  Move action to refresh these invocations.
 
|-
 
|3||Swift action to refresh these invocations.
 
|-
 
|4||Invocations are refreshed automatically.
 
|-
 
|5||Immediate action to invoke and dispel.
 
|-
 
|6||May cast invocation along with another invocation (You may only cast one other invocation with the first invocation)
 
|}
 
 
 
'''''{{Anchor|Eldritch Attack}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'''Eldritch Attack is a spell-like-ability that may be used at will.  Spell Resistance does not apply.  It spell-level-equivalent is the higher of your Eldritch Shape or Eldritch Essence spell-level-equivalent.  Eldritch Attack is of the conjuration and evocation schools and is an instantaneous effect.
 
 
 
You add your dexterity modifier to your attack roll and add has a base damage roll of 1d4 damage per caster level.  If no attack roll is given, the target may make a reflex save, DC 10 + 1/2 your level + your Dexterity modifier to negate.  Furthermore, creatures with Evasion are not effected by your Eldritch Essence if they make the save.  Eldritch Attack counts as a weapon for the purpose of feats.  You automatically start out with [[SRD:Weapon Focus|Weapon Focus (Eldritch Attack)]] via your [#Attack bonus|Attack bonus]].  You also count as having [[SRD:Weapon Finesse|Weapon Finesse (Eldritch Attack)]] for the purpose of prerequisuites.  The save the eldritch essence is 10 + the equivalent spell level + your charisma bonus.
 
 
 
Eldritch blast may deal bludgeoning, piercing, or slashing damage, but it otherwise does not bypass damage reduction except for creatures with damage reduction bypassed by specifically magic.
 
 
 
Every time you use ''Eldritch Attack'', you must choose an Eldritch Shape and an Eldritch Essence.  An Eldritch Shape effects the area, casting action, range, target, and may have a special effect.  An Eldritch Essence adds extra effects to the blast.  You use the higher equivalent spell level of the Eldritch Shape and Eldritch Essence to determine the equivalent spell level of the ''Eldritch Attack''.  You must have a charisma of 10 + the equivalent spell level to use the Eldritch Attack.
 
 
 
At first level, you start with two Eldritch Shapes, ''Ray'' and ''Strike'', and one Eldritch Essence, ''Power''.
 
 
 
You should probably explain what this ability looks like ("''A stream of needles shoot out of my hands and strike the ork before disappearing''").  Be as creative as you want.  Seriously, you are free to use your imagination here.
 
 
 
'''{{Anchor|Eldritch Extension}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, and every 5 levels onwards, you may add a new Eldritch Shape and a new Eldritch Essence to your list of Blasts and Essences known.  You may choose any shape or essence as long as it has the [attack] desciptor and does not start with the word "Greater" descriptor unless they are on your invocations knowable list.
 
 
 
'''{{Anchor|Fighting Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Choose a fighting style, either melee or ranged.  If you choose ranged, you may only choose eldritch shapes that do not have an area of 'melee'.  If you choose melee, you may only choose eldritch shapes that have an area of 'melee' and may add ''Greater Power Eldritch Essence'' to your list of invocations knowable.
 
 
 
At third level, you gain a bonus feat based on this fighting style.  If you choose ranged, you gain [[Sharpshooter (3.5e Feat)|Sharpshooter]].  If you choose melee, you gain [[Toughness, Grimoire (3.5e Feat)|Toughness, Grimoire]].
 
 
 
<!--
 
'''{{Anchor|<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information->
 
 
 
'''''{{Anchor|<-spell-like class feature->}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' <-class feature game rule information->
 
 
 
'''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information->
 
 
 
-->
 
 
 
===== Invocations =====
 
 
 
create water/air/fire/earth
 
 
 
Create Water
 
  Grade:  Least (1)
 
  Effect:  You conjure 2 gallons of water.
 
 
 
Create Air
 
  Grade:  Least (2)
 
  Effect:  You conjure enough air to fill one 5ft cube.
 
 
 
Create Fire
 
  Grade:  Unknown (?)
 
  Effect:  One object you touch starts burning, if possible.
 
 
 
Create Earth
 
  Grade:  Lesser (4)
 
  Effect:  You conjure earth, either in the form of throwing rocks, a cover of a small opening, or as terrain that is difficult to pass over (treat as Caltrops).
 
 
 
Dispel Magic
 
  Grade:  Lesser (4)
 
  Range:  Touch
 
  Effect:  As Dispel Magic
 
 
 
Spider Climb
 
  Grade:  Least (2)
 
  Duration:  5 rounds
 
 
 
Dash
 
  Grade:  Least (1)
 
  Duration:  5 rounds
 
  Effect:  Increase base land/flight/burrow/swim speed 10ft
 
 
 
DR
 
  Grade:  Lesser (3)
 
  Duration:  4 rounds
 
  Effect:  DR (CL - 5 MIN 5)/-
 
 
 
FH
 
  Grade:  Greater (5)
 
  Duration:  4 rounds
 
  Effect:  FH1 per grade category.
 
 
 
Flight
 
  Grade:  Lesser
 
  Duration:  5 rounds
 
  Effect:  Gain a flight speed equal to your base land speed.
 
 
 
Swim
 
  Grade:  Least
 
  Duration: 5 rounds
 
  Effect:  Gain a swim speed equal to your base land speed.
 
 
 
Burrow
 
  Grade:  Least
 
  Duration:  5 rounds
 
  Effect:  Gain a burrow speed equal to your base land speed.
 
 
 
Motion
 
  Grade:  Dark
 
  Duration:  5 rounds
 
  Effect:  Gain a burrow, flight, and swim speed equal to your base land speed.
 
 
 
Pressure Dive
 
  Grade:  Lesser (3)
 
  Duration:  5 rounds
 
  Effect:  As ''Swim'', but also take no damage for swimming in high pressure areas.
 
 
 
Reflexive:
 
  Grade:  Lesser (3)
 
  Duration:  1 round
 
  Effect:  Gain [[SRD:Combat Reflexes|Combat Reflexes]] for one round.
 
  Special:  If you gain this feat, you may trade this invocation for another one.
 
 
 
===== Eldritch Shapes =====
 
 
 
Note:  When I get the format figured out, I'll try building a template.  Until then, they are in pre tags.
 
 
 
Ray: 
 
  Grade:  Least (1)
 
  Range:  Depends on Grade.  Close for Least, Medium for Lesser, Long for Greater and Dark.
 
  Area:  Ray
 
  Action:  Standard
 
  Target:  Living creature
 
  Special:  This is considered a signature attack.
 
  Type:  Attack roll
 
 
 
Strike: 
 
  Grade:  Least (1)
 
  Range: Threat Range
 
  Area:  Melee
 
  Action:  Standard
 
  Target:  Living creature
 
  Special:  This is considered a signature attack.
 
  Type:  Attack roll
 
 
 
AoO:
 
  Grade:  Least (1)
 
  Range: Threat Range
 
  Area:  Melee
 
  Action:  Attack of Oppurtunity
 
  Target:  Provoking creature
 
  Special:  You are never considered unarmed.
 
  Type:  Attack roll
 
 
 
Chain:
 
  Grade:  Lesser (2)
 
  Range:  As ''Ray''
 
  Area:  Ray
 
  Action:  Standard
 
  Target:  Two living creatures (see special)
 
  Special:  Make a ranged attack against the first creature.  If it succeeds, you may make a ranged attack against the second.
 
  Type:  Attack roll
 
 
 
Grapple:
 
  Grade:  Lesser (2)
 
  Range:  Threat
 
  Area:  Melee
 
  Action:  Grapple
 
  Target:  Grappled creature
 
  Special:  Make a grapple check.  If you succeed, you grapple the creature normally and deal damage without a save.
 
  Type:  Grapple roll
 
 
 
Line:
 
  Grade:  Lesser (2)
 
  Range:  5ft per CL
 
  Area:  Line
 
  Acton:  Standard
 
  Target:  All living creatures in area.
 
  Type:  Save
 
 
 
Cleave:
 
  Grade:  Greater (3)
 
  Range:  Threat Range
 
  Area:  Melee
 
  Action:  Standard
 
  Target:  Living creature plus adjacent enemies
 
  Special:  You may not target cleave on an enemy in the same square as yourself.
 
  Type:  Attack roll
 
 
 
Cone:
 
  Grade:  Greater (3)
 
  Range:  5ft per 2 CL
 
  Area:  Cone
 
  Action:  Standard
 
  Target:  All living creatures in area
 
  Type:  Save
 
 
 
Allies:
 
  Grade:  Dark (4)
 
  Range:  Personal
 
  Area: 60ft Sphere
 
  Action:  Standard
 
  Target:  Allies
 
  Special:  Heallock only.
 
 
 
Burst:
 
  Grade:  Dark (4)
 
  Range:  Personal
 
  Area:  60ft Sphere
 
  Action:  Standard
 
  Target:  All living creatures in area
 
  Type:  Save
 
 
 
Enemies:
 
  Grade:  Dark (4)
 
  Range:  Personal
 
  Area:  20ft Sphere
 
  Action:  Standard
 
  Target:  Enemies
 
  Special:  Eldritch Attack only.
 
  Type:  Save
 
 
 
Whirlwind:
 
  Grade:  Dark (4)
 
  Range:  Threat
 
  Area:  Melee
 
  Action:  Standard
 
  Target:  All living creatures in threat range.
 
  Type:  Attack
 
===== Eldritch Essences =====
 
 
 
Power:
 
  Grade:  Least (1)
 
  Effect:  Increase damage dice by one size category.  (d4s become d6s)
 
  Greater:  Increase damage dice by two size categories (d4s become d8s)
 
 
 
Ability Down:
 
  Grade:  Least (2)
 
  Effect:  When you add this essence to your list of shapes and essences known, pick an ability score.  When you apply this essence, you deal 2 temporary ability damage to that ability score that lasts for 1 minute.  Extra damage is not cummulative,
 
  Save:  Will negates (Charisma, Intelligence, Wisdom); Fortitude negates (Strength, Constitution, Dexterity).
 
  Greater:  Deal 1d4+1 temporary ability damage instead of 2
 
 
 
Spellstrained:
 
  Grade:  Lesser (3)
 
  Effect:  Add 2 Spellstrained levels.
 
  Save:  Will negates.
 
  Greater:  Deal 1d4+1 Spellstrained levels instead of 2
 
 
 
Immobilized:
 
  Grade:  Unknown (u)
 
  Effect:  Creature is Immobilized for 1 round
 
  Save:  Fortitude negates.
 
  Greater:  Creature is Immobilized for 1d4 rounds.  May make fortitude save each round.
 
 
 
===== Clauses =====
 
 
 
<!--
 
==== Default Invocations List ====
 
 
 
Least (15 total)
 
Motion:  Dash, Swim, Burrow, Spide Climb, <one more>
 
Conjuration:  Create Air, Create Water
 
Shapes:  AoO
 
Attack Essences:
 
 
 
Lesser (15 total)
 
5 movement invocations
 
Motion:  Flight, Pressure Dive
 
Attack Essences:  Spellstraining
 
 
 
Greater (10 total)
 
3 movement invocations
 
 
 
Dark (5 total)
 
Motion:  Motion (
 
1 movement invocation -->
 
 
 
====Ex-Grimoire Warlocks====
 
 
 
Any Grimoire Warlock who breaks the initial clause of its contract loses all class abilities until it resigns the contract and an atonement spell is cast on the Grimoire Warlock.  Extra clauses that are broken causes the loss of abilities gained from signing each extra clause.
 
 
 
====Epic Grimoire Warlock====
 
 
 
{| class="zebra d20"
 
|+ class="epic" |
 
{{Anchor|Table: The Epic Grimoire Warlock}}
 
Hit Die: d6
 
|-
 
! Level !! Special
 
|-
 
| 21st || class="left" |
 
|-
 
| 22nd || class="left" |
 
|-
 
| 23rd || class="left" |
 
|-
 
| 24th || class="left" |
 
|-
 
| 25th || class="left" |
 
|-
 
| 26th || class="left" |
 
|-
 
| 27th || class="left" |
 
|- class
 
| 28th || class="left" |
 
|- class
 
| 29th || class="left" |
 
|- class=
 
| 30th || class="left" |
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
2 + [[SRD:Intelligence|Int]] modifier skill points per level.
 
|}
 
 
 
'''Invocations:''' Your caster level continues to increase.
 
 
 
'''{{Anchor|Bonus Feats }}:''' The epic Grimoire Warlock gains a bonus feat (selected from the list of epic Grimoire Warlock bonus feats) every ''n'' levels after 20th.
 
 
 
''Epic Grimoire Warlock Bonus Feat List:'' <-list of bonus epic feats->.
 
 
 
====Human Grimoire Warlock Starting Package====
 
 
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
 
 
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
 
 
{| class="zebra d20"
 
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
 
<-copy and paste the rows as necessary.->
 
|}
 
 
 
'''Feat:''' <-1st-level feat selection->.
 
 
 
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. ->.
 
 
 
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
 
 
 
'''Gold:''' <-Starting gold using this package.->.
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
===Campaign Information===
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
 
====Playing a <-class name->====
 
 
 
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
 
 
 
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
 
 
 
'''Combat:''' <-Typical role in combat->.
 
 
 
'''Advancement:''' <-Typical advancement options for characters with this class.  Include desirable multiclass options->.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
 
====<-pluralized class name-> in the World====
 
 
 
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
 
 
 
<-Where characters of this class fit in a d20 world.->
 
 
 
'''Daily Life:''' <-day in the life of a character of this class->.
 
 
 
'''Notables:''' <-notable NPCs of this class->.
 
 
 
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
 
 
 
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
 
====<-class name-> Lore====
 
 
 
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
 
{| class="zebra d20"
 
|+ <-the appropriate skills->
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" | <-common knowledge->.
 
|-
 
| 10 || class="left" | <-not so common knowledge->.
 
|-
 
| 15 || class="left" | <-rare information->.
 
|-
 
| 20 || class="left" | <-very rare information->.
 
|}
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
 
====<-pluralized class name-> in the Game====
 
 
 
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
 
 
 
'''Adaptation:''' <-Possible variant conceptions of this class.->.
 
 
 
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
 
 
 
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.->.
 
 
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
 
 
 
----
 
<nowiki>
 
{{3.5e Base Classes Breadcrumb}}
 
{{:User:Havvy/NavBox}}
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:Class]]
 
[[Category:Base Class]]
 

Revision as of 10:46, 5 February 2011

This is a user sandbox. As such, you will find my incomplete or part of a bigger thing ideas here. If you wish to discuss them, please see the talk page.

Gummy Ships

Prior Information
First off, this idea is based off of the Gummy Ship system of Kingdom Hearts. It has been changed to work for a pen-and-paper system, and to follow d20 rules. Furthermore, this system depends upon the Many Worlds Campaign Setting.


Gummy blocks fall as falling stars when a world becomes connected. They may be connected to make many awesome contraptions, but only by those whom are also connected. One of the myriad number of uses for them is in the creation of ships to travel from world to world.

A gummy ship allows for sentient creatures to travel through the galaxies to get to the worlds out there. But gummy ship travel is fraught with danger, just as any type of travel. Dangerous monsters and pirates scourge the galaxy, many waiting for alone travelers to attack. As such, gummy ships modelers have set upon themselves to find efficient and effective means of keeping ships alive.

A ship block is made up of at least 1000 gummy grams of Gummy Blocks. They provide base statistics and specialized functions.

Base Statistics

A gummy ship has the following base statistics:

Hit Points 
How much damage the ship may take before succumbing to system damage.
Thrust 
How fast the ship may go. Equivalent to 'base land speed' on creatures. Adds to escape skill.
Maneuverability 
How easily a ship may evade. Is a bonus to the ships armor class and dogfight skill.
Passengers 
How many medium sized creatures may fit on board the ship.
Size 
Dependent upon the number of ship blocks, most are small. Adds to armor class and subtracts from dogfight skill.
Flyable 
A ship needs at minimum, 1 HP, 1 thrust, 2 maneuverability, and a working driver slot to be able to fly, along with a driver.

Hit Points

Every ship block gives at least 2 hit points. Various attacks and environmental factors damage a gummy ship. Every time a gummy ship takes over a quarter of its hit points in damage or takes damage while below half health, a state known as NameToCome (effectively bloodied) individual systems have a chance of failing. Roll a d%. On a roll higher than the percentage of health you have left (or 51%+ if you wish to save time in calculating percentage of health left), one ship block becomes disabled. When a ship is damaged with no health, one block becomes disabled automatically.

Thrust

What 1 thrust means is arbitrary, since the distance between worlds is arbitrary, and undefined. Really, if your players ask, feel free to make something up. When you enter a dogfight, your thrust becomes one-fifth, rounded up, for the duration of the dogfight.

If I need to explain how thrust works with range, tell me, and I'll do so. But I don't feel as if it necessary.

One-tenth of your thrust score adds to your escape skill.

Maneuverability

Being able to turn to avoid hazards and fight. Many hazards of space have a basic maneuverability bypass that if you have, means automatic bypass of the effect of the hazard. Against attacks, your maneuverability adds to your armor class.

Passengers

The number of medium sized creatures that may fit on board. For each size category smaller, it is twice the number of the previous size category. For each size category larger, it is one half the number of the previous size category. There is a limit to the maximum size of a creature per ship block that may limit the amount of large creatures more than the total passengers number.

Size

<add something here>

Flyability

<add something here, mention cockpits>