The Glade 4.0

"Turn the lights down, the party just got wilder."
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PostPosted: Sat Mar 03, 2012 7:10 am 
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adorabalicious
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Level 2 but don't mess with charmists, especially if you want to teleport anywhere soon:

Cloud the Minds Eye

This spell disrupts mental pictures of the target if they fail a save versus spell with wisdom bonuses applying, success causes them to only be affected for 1 round while a failure means they are affected the full duration. All seeing an illusion cast by someone while under the affects of this spell have a 20% chance per round to notice the defects in it and receive a +5 bonus to any associated saves regarding those illusions. In addition any spell that has a range and or area of affect or any spatial orientation cast by the victim of this spell will be mis-targetted unless the victim makes an intelligence check with a 1 penalty per three levels of the caster of Cloud the Mind's Eye. The same is true for any teleportation or scrying that the victim casts while under the affect of this spell.

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"...but there exists also in the human heart a depraved taste for equality, which impels the weak to attempt to lower the powerful to their own level and reduces men to prefer equality in slavery to inequality with freedom." - De Tocqueville


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PostPosted: Sat Mar 03, 2012 7:12 am 
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adorabalicious
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And of course this level 4 classic, thank you Emily:

Party to Go

This creates within the area mellow shadows, smooth relaxing music an air of electric sexual energy and a feeling of warmth and attraction to all within the area. All within the area also are stripped of any shyness they might have and inhibitions are lowered to minimal amounts, all actions within the area of effect are seen as well timed and well meant. Good nature fills this area.

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"...but there exists also in the human heart a depraved taste for equality, which impels the weak to attempt to lower the powerful to their own level and reduces men to prefer equality in slavery to inequality with freedom." - De Tocqueville


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PostPosted: Sat Mar 03, 2012 7:14 am 
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adorabalicious
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And finally the class Poofy tested:

Ninja Class

Hit Points: 1d8 until 9th level then 1 for every level thereafter.
Saving Throw: 1-4 5-8 9-12 13-16 17-20 21-24 25-28 29-32 33-36
Death Ray/Poison 13 11 9 7 5 5 4 3 3
Magic Wands 14 12 10 8 6 5 4 4 3
Paralysis/Turn to Stone 14 12 10 7 6 6 5 4 3
Breath Attack 16 14 12 10 8 6 4 4 3
Rod/Staff/Spell 16 14 12 9 8 7 5 4 3

The ninja has access to the following thief skills: Climb Walls, Find Traps, Hear Noise, Move Silently (at double book value), Hide in Shadows (at double book value), and a choice of either Open Locks or Pick Pockets. The ninja never has access to Remove Traps and does not receive the ability to read non-magical languages or cast magic-user spells from scrolls. The ninja gains Weapon Skills, Thac0, and attacks as a fighter of the same level, but does not receive access to the fighter combat options. The ninja cannot use non-chain two-handed weapons and are restricted to cloth, leather, and wicker armor. The ninja also gains ninja abilities and all abilities of the monk class (except number of attacks) at the following rate of progression:

Level XP Abilities
1 0 +1d4 to one stat, Ninja Dodge at 20, backstab x3, 1st level monk abilities
2 3,200
3 6,400 Awareness as a mystic, 2nd level monk abilities
4 12,800
5 25,600 Heal Self as a mystic, Ninja Dodge at 19, 3rd level monk abilities
6 52,000
7 104,000 Endure, 4th level monk abilities
8 200,000
9 400,000 Focus, Ninja Dodge at 18, backstab x4, 5th level monk abilities
10 640,000
11 880,000 Meld, 6th level monk abilities
12 1,120,000
13 1,360,000 Ninja Quick, Ninja Dodge at 17, 7th level monk abilities
14 1,600,000
15 1,840,000 Shadow Step, 8th level monk abilities
16 2,080,000
17 2,320,000 Not There, Ninja Dodge at 16, backstab x5, 9th level monk abilities
18 2,560,000
19 2,800,000 Mark as Prey, 10th level monk abilities
20 3,040,000
21 3,280,000 Aura of Fear, Ninja Dodge at 15, 11th level monk abilities
22 3,520,000
23 3,760,000 Astral Images, 12th level monk abilities
24 4,000,000
25 4,240,000 Soundless Pass, Ninja Dodge at 14, backstab x6, 13th level monk abilities
26 4,480,000
27 4,720,000 Gentle Touch as a mystic, 14th level monk abilities
28 4,960,000
29 5,200,000 Unerring Strike, Ninja Dodge at 13, 15th level monk abilities
30 5,440,000
31 5,680,000 Spear Hand, 16th level monk abilities
32 5,920,000
33 6,160,000 Any Man, Ninja Dodge at 12, 17th level monk abilities
34 6,400,000
35 6,640,000 Astral Assassin, 18th level monk abilities
36 6,880,000 Dodge Rain

The ninja’s primary stat is the stat raised at first level.

Ninja Dodge:
After an opponent’s roll to hit is successful, on a successful Ninja Dodge check, the attack misses. This can also be used against rays, bolts, beams, and missile magical effects.

Endure:
Once per day, for a turn the ninja takes half damage from melee attacks or creature’s special attacks, such as dragon’s breath or Ankheg spit. If a creature’s special attack does no damage, the ninja instead receives a +4 bonus to the saving throw. It takes one round of concentration to activate.

Focus:
After one round of concentration, the ninja does maximum damage on their next attack (if it is successful). The ninja may do this once per day at 9th level and receives another use of this ability every 2nd level thereafter.

Meld:
The ninja, using an action, may enter and attempt to pass through a wall. You may pass through ½” of wall for every level of Ninja you have and may stay in the wall up to one round per level. The ninja may choose one sense to extend outside the wall when he gains this ability.

Ninja Quick:
Once a day, the ninja gains five extra actions which can be used on the same initiative.

Shadow Step:
Three times a day, the ninja, using an action, may disappear in one area of darkness or shadow and reappear in another within 20’. The areas must be connected by shadow or darkness. This ability can only be used once per round.

Not There:
Once per day the ninja is completely ignored by any mortal means for up to one round per level. Anyone the ninja passes unhidden will remember him later. Traps that react to a physical action will still go off. If the ninja draws attention to himself (i.e. attacks, speaks, etc.), this ability is broken.

Mark as Prey:
Once per day, the ninja marks a target within line of sight. That target can only surprise the ninja on a 1 on a 1d10. When tracking the target, the roll is not modified by any conditions. When attacking, the ninja receives +2 to hit his target, though he receives a penalty of –2 to any attacks made on someone other than his target. The ninja will always sense the target’s presence and know his general direction if they are in within 100 yards. This effect lasts for three hours and takes one round to activate. While this effect lasts, the target feels like it is being hunted.

Aura of Fear:
At will, anyone meeting the ninja’s gaze senses the efficient killer within and must make a saving throw vs. paralysis (with a penalty equal to the ninja’s charisma bonus) or be rooted to the spot in fear for 1d4 rounds. On a successful save, the target loses Dex and class bonuses to initiative and loses 1 action. The target may flee at normal initiative. This can only be used once per day per target and only effects living creatures. Anyone who has also attained this ability may counter it.

Astral Images:
The ninja may create up to 1d6+4 images by sacrificing an action for each image. The images spring out of the ninja, wielding the same weapons and dressed in the same clothing or armor. Any attack made on the ninja has a chance of hitting an image instead of him. This destroys the image, causing 1 hp of damage to the ninja. This effect lasts for 5 rounds and will disappear if the ninja moves more than 100 yards away.

Soundless Pass:
The loudest the ninja’s passage will ever be is a soft breeze. He no longer needs to make Move Silently checks.

Unerring Strike:
Once per round, one of the ninja’s thrown attacks will hit automatically.

Spear Hand:
The ninja may backstab unarmed, applying the modifier to half the damage roll (round down).

Any Man:
If the ninja has not been seen by anyone for one round, he may disguise himself as if he rolled a natural 1 on the disguise check.

Astral Assassin:
The ninja creates a projection of himself that has all of his abilities. If the Astral Assassin is slain, the ninja cannot make one for a month and loses one level. The ninja’s AC, when summoning or controlling the Astral Assassin, is considered to be 9 and all saving throws become 20. The ninja is unaware of his surroundings unless he is moved or attacked. The ninja may take one round to end the projection. If this round is not taken, the ninja suffers effects as if the assassin was slain. This ability takes 1 turn to activate.

Dodge Rain:
The ninja may automatically dodge all missile attacks that have a chance of missing (including rain).

_________________
"...but there exists also in the human heart a depraved taste for equality, which impels the weak to attempt to lower the powerful to their own level and reduces men to prefer equality in slavery to inequality with freedom." - De Tocqueville


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PostPosted: Wed Dec 19, 2012 2:38 am 
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Joined: Tue Dec 18, 2012 4:21 am
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**** off Chinese spammer, kthxbai

With all my love,
--Stathol


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