User:The Dire Reverend/crap

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Paragon Technoplush[edit]

REMOVE SPELLCASTING, CHANGE SKILLS, DO OTHER STUFF

Table: The Eijilund Plushie Paragon
Hit Die: d4

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
Extra
Electroshock
Damage
1st +0 +0 +2 +2 Create Technological Device, Soft Feet
0
2nd +1 +0 +3 +3 Utility Belt
0
3rd +1 +1 +3 +3 Improved Electroshock (1d6), +10 bonus to speed, Prestidigitation at will, Int +2
1d6
4th +2 +1 +4 +4 Damage reduction 5/Slashing or Piercing
1d6
5th +2 +1 +4 +4 Efficient Electroshock
1d6
6th +3 +2 +5 +5 Sticky Grapple, Go Boom Range +5 ft. radius, Lightning Bolt 1/day
1d6
7th +3 +2 +5 +5 Improved Go Boom (2d6), Dex +2
2d6
8th +4 +2 +6 +6 Fortification (Moderate)
2d6
9th +4 +3 +6 +6 Bonus Technological Feat, Haversack Belt
2d6
10th +5 +3 +7 +7 +10 bonus to speed, Damage Reduction 10/Slashing or Piercing
2d6
11th +5 +3 +7 +7 Improved Go Boom (3d6)
3d6
12th +6/+1 +4 +8 +8 True Plushie Traits, Int +2, Lightning Bolt 2/day
3d6

| class="skills" colspan="7" | Class Skills (4 + Int modifier per level)
The plushie paragon’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Perform (Cha), Sleight of Hand (Dex), Tumble (Dex), and Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Eijilund Plushie Paragon class.

Weapon and Armor Proficiency[edit]

Eijilund Plushie Paragons are proficient with all simple weapons, throwing axe and handaxe, sap, kukri, short sword, and no armor.

Create Technological Device[edit]

The technoplush can create technological items. Treat their levels in technoplush paragon as levels in the tinker class. This ability stacks with actual tinker levels and prestige classes that improve their technological limit (so a level 3 technoplush paragon/level 3 tinker has a technological limit of a level 6 tinker.) Levels in technoplush paragon count as tinker levels for the purpose of meeting prerequisites.

Improved Electroshock (Su)[edit]

At first level and every other level beyond it, a plushie's Go Boom ability increases, dealing and additional d6 worth of fire damage. The range and reflex saves remain the same, until 6th level where it becomes a 10 ft. radius burst._

Soft Feet (Ex)[edit]

Due to the soft gentle feet of a plushie and light weight, the plushie gains a +2 racial bonus to Move Silently and acts as Diminutive for the purpose of Tracking.

Damage Reduction (Ex)[edit]

At level 2 the plushie paragon gains Damage Reduction 5/Slashing or Piercing at 4th level, and DR 10/Slashing or Piercing at 10th, as its body is simply too soft to take bludgeoning damage effectively.

Efficient Electroshock (Su)[edit]

At level 5, when a technoplush uses Electroshock to power a technological device, they treat it as two vials of phlogiston or two ounces of gunpowder. If the device only requires one vial of phlogiston or one ounce of gunpowder, then the extra vial or ounce enters a reserve that can be used for later.

Utility Belt and Haversack Belt (Su)[edit]

A technoplush, through a mix of magic and technology, transform any belt they equip into a utility belt (at level 2, treat it as a standard mundane backpack). The belt retains all of it's previous properties as well, if it had any. As soon as they take off the belt, the belt returns to it's original form. If they lack a belt, their current clothing or plush skin gain pockets. When they put on a belt, it will have all of the items it previously had before the belt was removed. Nobody but the technoplush can open the utility belt/pocket.

At level 9, this ability becomes identical to a Handy Haversack, with all of the same qualities and restrictions.

With both forms, the belt is technically holding more than something of that size should, and it is a magical ability which briefly shuts out whenever entering an Antimagic Field. Fortunately for the plushie, the belt/pocket does not explode when entering another extradimensional space. The belt briefly closes up during that time, instead.

Speed Bonus[edit]

A technoplush paragon becomes more nimble, and increases their speed by +10 ft. per round.

Sticky Grapple (Ex)[edit]

Using the extraordinary grip a plushie uses as hands, they become able to stick to surfaces much easier. They may use their Dex modifier for initiating grapple and climb checks instead of strength. However a grapple made in such a fashion does not restrict the grappled target in any way, for the plushie is too small and light to pose a real threat, he is merely climbing and being very tricky about staying on. Instead it is used to stay stuck to a target. They target may break the plushie's hold with a Strength check whose DC equals the plushie's sticky grapple score. While grappled in such a way, the plushie does not lose its Dexterity to AC and can use weapons and cast spells normally, provided it keeps one hand stick to the opponent. Attacks against it have a 50% chance of hitting its target it is stuck to instead. It can only target creatures with sticky grapple if they are at least one size larger than it.

Its sticky hands give the plushie a +4 racial bonus to Climb and Grapple checks. The latter negates their size penalty for being small.

Spell-Like Ability Lightning Bolt/Prestidigitation[edit]

A plushie's ability to cast Prestidigitation becomes at will at level 3.

Plushies learn how to cast Lightning Bolt as a sorcerer of their class level at level 6. It can be used once a day. At level 12 you can cast it twice a day.

Fortification[edit]

Inherently, a plushie already possesses light fortification, providing 25% critical immunity. At level 8, this becomes moderate fortification, providing 75% immunity. At level 12 immunity to critical hits will be gained from the True Plushie traits.

True Plushie Traits[edit]

A plushie finally obtains its ultimate form. It becomes immune to critical hits, sneak attacks, and death from massive damage. The plushie no longer takes fall damage with a successful Jump check, +1 DC per 10 ft dropped. In addition, 1/day, they may make a full powered Go Boom at 1d6 per HD damage, maximum 20. This counts as a Go Boom attempt and incurs the 1d4 cooldown period. A plushie paragon also gains the chaotic subtype, regardless of their actual alignment, and all their attacks count as chaotic aligned for the purpose of bypassing damage reduction.

Ability Score Increases[edit]

At 3rd level a plushie gains +2 to their Intelligence score. At 7th level they gain +2 to their Dexterity. At 13th level they gain another +2 to their Intelligence score.

what what in the buttocks

Table: The Iron Man

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Modifications
Fort Ref Will
1st +0 +0 +0 +2 Repulsors 1d6, Battery, 1st Suit 3 (least)
2nd +1 +0 +0 +3 Armor +1 4
3rd +2 +1 +1 +3 Repulsors 2d6 5
4th +3 +1 +1 +4 Armor Training 1, Bonus Combat Feat 5
5th +3 +1 +1 +4 Repulsors 3d6, 2nd Suit 6
6th +4 +2 +2 +5 Armor +2, Master Craftsman 6
7th +5 +2 +2 +5 Repulsors 4d6 7
8th +6 +2 +2 +6 Construct Armor, Armor Training 2 8 (lesser)
9th +6 +3 +3 +6 Repulsors 5d6, 3rd Suit 9
10th +7 +3 +3 +7 Modular Armor, Armor +3 9
11th +8 +3 +3 +7 Repulsors 6d6, Bonus Combat Feat 10
12th +9 +4 +4 +8 Extremis, Armor Training 3 10
13th +9 +4 +4 +8 Repulsors 7d6 11
14th +10 +4 +4 +9 Armor +4 12 (greater)
15th +11 +5 +5 +9 Repulsors 8d6 13
16th +12 +5 +5 +10 Armor Training 4 13
17th +12 +5 +5 +10 Repulsors 6d6, 4th Suit 14
18th +13 +6 +6 +11 Armor +5, Bonus Combat Feat 14
19th +14 +6 +6 +11 Repulsors 10d6 15
20th +15 +6 +6 +12 Extremis Armor, Armor Training 5 16

| class="skills" colspan="7" | Class Skills (4 + Int modifier per level)
The plushie paragon’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Perform (Cha), Sleight of Hand (Dex), Tumble (Dex), and Use Magic Device (Cha).