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Nizkateth
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Otherworld Originals

25 May 2011, 11:18

For stuff that is in other systems but not a conversion from Exalted.
Might be conversions from other stuff, or original material.
:dance:

Index!
M&M 3e Super-Swordsman
M&M 3e Mighty Normal
M&M Dark Sun
Shadow of the Colossus
Master Sword, D&D
Last edited by Nizkateth on 17 Sep 2011, 10:12, edited 5 times in total.
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
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Nizkateth
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Title: That Thing
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Artifact: Dividing By 0
Location: Where parallel lines intersect
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Re: Otherworld Originals

25 May 2011, 11:48

(M&M 3e Original)

Name: [Archetype - Modern Super-Swordsman (or Swordswoman)]
PL/PP: 10/150
Str: 2 Sta: 2
Agi: 6 Dex: 4
Fig: 10 Int: 1
Awa: 4 Pre: 3
Dodge: 15 Parry: 15
Toughness: 5 Fort: 5 Will: 7
Initiative: +10
Offense:
* Sword +15 close, 5 damage, 19-20 critical
* Unarmed +10 close, 2 damage
Advantages: assessment, defensive attack, defensive roll 2, equipment (sword, leather jacket) 1, improved defense, improved disarm, improved initiative 1, improved smash, move-by action, power attack, precise attack (close, both) 2, quick draw, takedown 2, uncanny dodge, weapon bind
Skills: acrobatics 4, athletics 8, close combat - sword 5, deception 2, insight 6, intimidation 2, investigation 4, perception 6, persuasion 2, sleight of hand 6, stealth 4, treatment 1, vehicles 6
Complications:
* Style Focused - the following advantages do not work without a sword (defensive attack, improved defense, improved disarm, improved smash, power attack, precise attack, quick draw, takedown, weapon bind)
* Reputation - known for legendary skill, which often attracts challengers
Powers:
* Superhuman Acrobatics - Speed 1 (60ft move), Movement (safe fall) 1, Leaping 2 (30ft jump)
* Superhuman Swordsmanship - sword damage has: Multiattack 5, Penetrating 5, Affects Insubstantial 2, Incurable, Triggered 2

* * *

For some comparisons and explanations:
Experienced and trained soldiers have around a +5 attack and do 1 damage unarmed. So 2x the unarmed skill and damage, and with a sword 3x the skill and 2-3x the damage of a soldier with a combat knife.
A Hawk has a dodge and parry of 7, so the swordsman is over twice as difficult to actually strike as a diving raptor. 3x the defensive skill of a veteran normal human.
Through a combination of reflexes and a leather coat, they are as well protected as though wearing light plate armor.
60% chance to endure tear gas without penalty.
50% chance to be able to walk at full speed across a very slippery ledge less than 1ft wide.
Can walk at 4mph (60ft per move action, about 10ft per second), jog at twice that. Can broad-jump 30ft casually. So long as they can act, they never suffer falling damage.
So long as they drop a minion (extra) with an attack, that attack does not consume their action. They can keep attacking minions until they fail to drop one or run out of targets they can reach (they can move between these attacks).
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
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Nizkateth
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Re: Otherworld Originals

27 May 2011, 09:11

Name: [Archetype - Normal person, impossible might]
PL/PP: 10/150
Str: 17 Sta: 17
Agi: 3 Dex: 2
Fig: 3 Int: 1
Awa: 3 Pre: 4
Dodge: 3 Parry: 3
Toughness: 17 Fort: 17 Will: 3
Initiative: +3
Offense:
* Unarmed +3 close, 17 damage, 18-20 critical
Advantages: accurate attack, attractive 1, extraordinary effort, fearless, improved critical (unarmed) 2, interpose, takedown 2, ultimate effort (toughness saves)
Skills: acrobatics 2, athletics 3, insight 2, investigation 3, perception 2, stealth 2, treatment 3, vehicles 3
Complications:
* Collateral Damage - It'll happen.
* Easily Distracted - Pays surprisingly little attention to even important stuff, can be distracted pretty readily.
Powers:
* Enhanced Strength 3 (limited to lifting -1; 25k tons)
* Impervious Toughness 17 (takes 10+ damage to try and harm)
* Leaping 5 (250ft)
* Burrowing 5 (30/15/6ft)

* * *

For some comparisons and explanations:
An attack and defense of 3 is pretty typical of a competent but not veteran human. Around the equivalent of maybe 6-ish attack dice in exalted or a +6 to hit in D&D, good for your average combatant but not really astounding. Which is the idea with this character, to be powerful but an otherwise normal person stat-wise.
17 damage and toughness means this character punches for more damage than a ballistic missile (just a smaller area of effect), and can withstand routinely the deck cannons of a battleship. With the Ultimate Effort advantage, the character can spend a hero point to automatically get a 37 on their toughness, enough to ignore up to +22 damage (basically off the scale).
Impervious of that rank means that if you do less than 10 damage (equivalent to the main gun of a modern tank), this character simply ignores it.
Burrowing I put in simply because I can see such strength being able to plow through most materials fast enough to move at a good speed through it. And 'cause it's sort of funny.
Didn't bother with speed since you can make a DC15 athletics check as a free action to gain +1 movement rate for a turn, and this person has a +20 to the check. So routinely can go 60ft as a move action.
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
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User avatar
Nizkateth
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Posts: 5301
Joined: 18 Sep 2005, 17:36
Title: That Thing
Exalt: Fair Folk
Fighting Style: SAN-blasting
Artifact: Dividing By 0
Location: Where parallel lines intersect
Contact:

Re: Otherworld Originals

08 Jun 2011, 12:49

Dark Sun - M&M3e
(work in progress)

Standard Character Creation - Power Level 8 / 120 Power Points
Power sources should generally be: skill, arcane, natural (for racial or mutation features), psionic.

Races
(all traits innate, cost already added)

Dwarf — 5pts
Advantages: Great Endurance
Dwarven Stamina - Immunity (poison, aging; partial -1) 2
Dwarf Sight - Senses (low-light vision) 1
Common Complications: Illiterate (native tongue), Stubborn (never change mind, especially on Focus)

Elf — 4pts
Advantages: Uncanny Dodge
Elf Run - Speed (concentration -1) 2
Elf Sight - Senses (low-light vision) 1
Common Complications: Prejudice (you're a damn elf), Tribal Loyalty (maybe)

Half-Elf — 3pts
Advantages: Skill Mastery (expertise: survival)
Elf Sight - Senses (low-light vision) 1
Common Complications: Prejudice (you look kinda like a damn elf/human), Loner (often)

Half-Giants — 9pts
Huge - Growth 4 (permanent; +1 size, +4 mass, +4 strength, +4 stamina, +2 intimidation, -4 stealth, -2 dodge and parry)
Common Complications: Dull Wits, Distinct Appearance (hard to mistake you for anything else), Mood Swings

Halflings — 12pts
Tiny - Shrinking 4 (permanent; -1 size, -1 strength, +2 dodge and parry, +4 stealth, -2 intimidation)
Hearty - Immunity (poison, magic damage; partial -1) 6
Common Complications: Racial Loyalty, Reputation (cannibals, savages, etc)

Mul — 5pts
Advantages: Great Endurance
Mul Vitality - Immunity (starvation and thirst, fatigue; partial -1) 6
Common Complications: Distinct Appearance (hairless, large, etc), Slave (or escaped slave), Prejudice

Thri-Kreen — 17pts
Carapace - Protection 3
Antennae and Segmented Eyes - Senses (low-light vision) 1
Tireless - Immunity 1 (need for sleep)
Six Powerful Limbs - Extra Limbs 2, Ambidextrous feature, Leaping 3
Poison - Affliction (fortitude; hindered, immobile, paralyzed; cumulative +1, grab-based -1) 5
Common Complications: Distinct Appearance (thri-kreen), Cultural Clash (when among non-kreen), Honor (clutch, even adopted, above all), Short Lifespan (25-35 years) Setting-Specific Complications
Defilement - Arcane magic scars the world if not used carefully. Spellcasters may defile as a likely complication (few times where it won't be relevant).
Slave - PCs are freemen (or merchants, villagers, nomads, etc) by default, slaves (escaped or otherwise) may take a complication to reflect such.
Weapon Breakage - Non-metal weapons are prone to breaking when used often or forcefully. As a variant of stunting, a character may destroy a weapon as part of an attack as a complication.

Benefit
Status - 1 (minor noble or merchant prince), 2 (noble or minor templar), 3 (templar), 4 (high templar - sorcerer king's direct council), 5 (sorcerer king). Status can double as wealth in most areas.

Environmental Hazards
Daytime is typically uncomfortable heat (1 check per hour), heat of the day or features like heat-trapping canyons are intense heat (1 check per 10 minutes), unusual features like the obsidian fields are extreme heat (1 check per minute).
DC 10 + 1 per prior check.
1 fail = fatigued, 2 fail = exhausted, 3 fail = unconscious, 4 fail = dying

Night is generally uncomfortable cold.

Heroes can go without water for a day.
After this, they need to make a Fortitude check (DC 10, +1 per previous check) each hour to avoid a level of fatigue.
Heroes can go without food for three days.
After this, they must make a Fortitude check (DC 10, +1 per previous check) each day to avoid fatigue.
The character cannot recover until he gets water or food.

Monsters

Braxat Juvenile - PL8
STR 5, STA 4, AGL 4, DEX 3, FGT 7, INT -1, AWE 3, PRE -1
Powers: Jagged Hide (protection 5, str-based damage 3), Senses (low-light) 1, Caustic Spit (damage 3, ranged, secondary effect), Growth 4 (permanent; +1 size, +4 mass). Advantages: Takedown 1, Startle. Skills: Acrobatics 2 (+6), Athletics 6 (+11), Expertise: survival 6 (+5), Intimidation 6 (+7), Ranged Attack: spit 4 (+7), Stealth 0 (+0). Offense: Init +4, Unarmed +7 close, 8 damage; Spit +7 ranged, 3 damage. Defenses: Dodge 4, Parry 7, Fortitude 8, Toughness 9, Will 6. Totals: 32 + 26 + 2 + 12 + 11 = 79

Braxat Adult - PL11
STR 8, STA 8, AGL 3, DEX 3, FGT 10, INT 0, AWE 4, PRE 0
Powers: Growth 8 (+2 size, +8 mass, +1 speed), Jagged Hide (protection 5, str-based damage 3), Senses (low-light) 1, Caustic Spit (damage 6, area-cone, secondary effect). Advantages: Takedown 1, Startle. Skills: Acrobatics 2 (+5), Athletics 6 (+14), Expertise: survival 6 (+6), Intimidation 6 (+10), Stealth 0 (-5). Offense: Init +3, Unarmed +10 close, 11 damage. Defenses: Dodge 7, Parry 8, Fortitude 10, Toughness 13, Will 9. Totals: 40 + 42 + 2 + 10 + 17 = 106

Crodlu - PL4
STR 4, STA 4, AGL 3, DEX 2, FGT 4, INT -4, AWE 1, PRE -1
Powers: Growth 4 (permanent; +1 size, +4 mass, +2 intimidation, -4 stealth), Speed 1. Advantages: Move-By Action. Skills: Acrobatics 1 (+4), Athletics 1 (+5). Offense: Init +3, Unarmed (beak or double-claws) +4 close, 4 damage. Defenses: Dodge 4, Parry 4, Fortitude 4, Toughness 4, Will 2. Totals: 10 + 9 + 1 + 1 + 9 = 30

Dragon of Tyr - PL18
STR 12, STA 12, AGL 10, DEX 8, FGT 18, INT 7, AWE 9, PRE 13
Powers: Growth 12 (permanent; +3 size, +12 mass; +1 speed), Wings (flight 1, wings -1), Teleport 1, Senses (darkvision) 2, Claws/Fangs/Tail (str-based damage 6), Armored Hide (protection 8, immunity - life support), Defiling (damage 18, area-burst +1; AE: Shredding Breath - damage 18, area-cone +1; AE's: Magic - up to 8 effects). Advantages: Artificer, Diehard, Eidetic Memory, Fast Grab, Fearless, Improved Grab, Improved Initiative 4, Improved Trip, Jack-of-All-Trades, Languages (draconic, supernal) 2, Ranged Attack 10, Ritualist, Startle, Takedown 2, Ultimate Toughness. Skills: Expertise: magic 18 (+25), Intimidation 0 (+19), Stealth 0 (-2). Offense: Init +26; Unarmed +18 close, 18 damage. Defenses: Dodge 15, Parry 16, Fortitude 18, Toughness 20, Will 18. Totals: 130 + 98 + 29 + 9 + 30 = 296

Beast-Headed Giant - PL9
STR 8, STA 8, AGL 2, DEX 2, FGT 10, INT 0, AWE 4, PRE 2
Powers: Growth 8 (permanent; +2 size, +8 mass, +1 speed), Mimic 2, Tough Hide (protection 2). Advantages: Jack-of-All-Trades, Language (common) 1. Skills: Expertise: survival 2, Intimidation 0 (+4), Stealth 0 (-6). Offense: Init +2, Unarmed +10 close, 8 damage. Defenses: Dodge 4, Parry 8, Fortitude 8, Toughness 10, Will 7. Totals: 40 + 34 + 2 + 1 + 11 = 80

Standard Gith - PL4 (often minion)
STR 2, STA 1, AGL 0, DEX 0, FGT 3, INT 0, AWE 0, PRE 0
Powers: Leaping 2, Telekinetic Strike (damage 3, ranged +1, unreliable -1). Advantages: Equipment (crude spear - str-damage 3, inix-shell armor - protection 2) 1, Improved Initiative 1. Skills: Acrobatics 3, Athletics 3, Expertise: survival 4. Offense: Init +4; spear +3 close, 5 damage; unarmed +5 close, 2 damage. Defenses: Dodge 3, Parry 5, Fortitude 6, Toughness 3, Will 2. Totals: 12 + 5 + 2 + 5 + 12 = 36

Inix - PL6
STR 6, STA 5, AGL 2, DEX 0, FGT 6, INT -4, AWE 3, PRE -2
Powers: Growth 4 (permanent; +1 size, +4 mass, +2 intimidation, -4 stealth), Protection 2. Advantages: Improved Trip. Skills: Acrobatics 3 (+5), Athletics 4 (+10), Perception 3 (+6). Offense: Init +2, Unarmed +6 close, 6 damage. Defenses: Dodge 5, Parry 5, Fortitude 9, Toughness 7, Will 3. Totals: 16 + 10 + 1 + 5 + 18 = 50

Kank - PL5
STR 4, STA 4, AGL 3, DEX 1, FGT 5, INT -4, AWE 1, PRE -1
Powers: Growth 4 (permanent; +1 size, +4 mass, +2 intimidation, -4 stealth), Kank Poison (affliction 4 - hindered; limited degree -2, grab-based -1), Feature (kank nectar) 1, Speed 1, Carapace (protection 2). Advantages: Fast Grab, Improved Grab, Improved Initiative 1. Skills: Acrobatics 2 (+5), Athletics 2 (+6), Perception 4 (+5). Offense: Init +7, Unarmed +5 close, 4 damage. Defenses: Dodge 4, Parry 4, Fortitude 5, Toughness 6, Will 3. Totals: 10 + 13 + 3 + 4 + 15 = 45

Mekillot - PL10
STR 10, STA 10, AGL 2, DEX 2, FGT 0, INT -4, AWE 5, PRE -2
Powers: Growth 10 (permanent; +2 size, +10 mass, +1 speed), Impervious Hide (protection 5), Extra Limbs (tongue; ambidexterity, reach 3) 1. Advantages: Close Attack 10, Diehard, Fast Grab, Prone Fighting, Great Endurance. Skills: Intimidation 0 (+3), Perception 2 (+7), Stealth 8 (+0). Offense: Init +2, Unarmed +10 close, 10 damage. Defenses: Dodge -5, Parry -5, Fortitude 12, Toughness 15, Will 8. Totals: 6 + 30 + 14 + 5 + 5 = 60
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
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Nizkateth
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Exalt: Fair Folk
Fighting Style: SAN-blasting
Artifact: Dividing By 0
Location: Where parallel lines intersect
Contact:

Re: Otherworld Originals

01 Sep 2011, 09:31

Ancient Sword of Light
Artifact

Ancient Sword of Light – Heroic Level
An old, yet well preserved weapon that tapers slightly near the middle of the blade's length. It was used to seal a great evil in days long past, and is the key to the power that was locked away. The promise it brings is one of having any wish granted, though if it can or not is unknown. Owning this weapon is forbidden, it is to remain hidden so the evil cannot be released.
The Ancient Sword of Light is a +2 longsword with the following properties:
Enhancement: Attack rolls and damage rolls.
Critical: +2d6 damage.
Property: You can clearly identify a weak point on a colossus when within 5 squares of one. This weapon can always damage the weak points on a colossus, even if no other weapon can.
Property: You can wield the Ancient Sword of Light as though it were a short sword.
Power (At-Will): Standard Action. Requirement: You must be standing in direct sunlight. Effect: The light gathers and points directly toward the nearest colossus. If you are within sight range of the colossus, this points out a weak point.
Power (Daily * Healing): No Action. Trigger: You die. Effect: You return to life at the next dawn, at the last shrine you visited, with hit points equal to your bloodied value.

Goals of the Ancient Sword of Light
Seek out one worthy to slay the colossi.
Destroy the colossi.
Grant the deepest wish of the wielder.

Roleplaying the Ancient Sword of Light
The sword exists for one purpose, to destroy the colossi. It is singular in that drive and urges its wielder to the same obsessive focus. Even basic concerns of comfort, or even health, fall to the wayside. Constantly the wielder is reminded of why they claimed the sword and are seeking the colossi, to gain the power needed to fulfill a single deeply held wish. The sword does not communicate directly with its wielder, but rather seeks those willing to sacrifice everything for their goal and promotes that desire.

Concordance
Starting score – 5
Owner gains a level, +1d10
Owner slays a colossus, +2
Owner eats and sleeps only when convenient instead of seeking shelter or proper nutrition, +1/day
Owner flees from a colossus, -1
Owner spends more than 1 hour in a day providing for their basic needs, -1
Owner dies, -1
Owner abandons their currently held wish for another, -2

Pleased (16-20)
“Nothing else matters.”
The wielder thinks of nothing but their goal. Bedraggled, worn and likely close to death, the focus and will of the wielder has never been stronger.
Property: You gain a +2 bonus to Will defense.
Power (Encounter * Healing): Standard Action. Requirement: Must be bloodied. Effect: You gain regeneration 5 until you are unconscious or no longer bloodied.

Satisfied (12-15)
“I will sacrifice myself if necessary...”
The wielder thinks about their wish whenever their mind wanders, and puts little concern toward themselves. They are likely weary but still willful and determined.
Enhancement: Increases to +3.
Critical: Increases to +3d6 damage.
Property: You need only half the normal time for an extended rest and can survive on half the food and water you normally need.

Normal (5-11)
“I must do this... I must.”
The wielder has their wish firmly in mind, and still has the will to go on.

Unsatisfied (1-4)
“I... I cannot do this... I... I can't...”
The wielder is faltering, losing their conviction or not finding their wish worth the hardship. Their dreams are insistent and terrifying. Food tastes like ash in their mouth.
Special: You recover only up to your bloodied value in hit points from an extended rest instead of recovering fully. You cannot spend more than one healing surge during a short rest.
Special: The sword loses the Daily healing power until Normal or better concordance.

Angered (0 or lower)
“I couldn't do it... I'm sorry. I failed.”
The sword either drives its wielder to suicide, or seeks a way for the wielder to lose it so it can find a new owner.

Moving On
“I did it.”
The wielder's wish is fulfilled, at the cost of their life. If the wish was pure and righteous, the wielder's soul may be reborn in a new body to begin a new life. If not, the soul is consumed and no resurrection is possible.

* * *

General Skill Challenge: Slaying a Colossus

General
Complexity – Special (5)
Difficulty Level – Character's Level + 4

Stage 1 – Finding the Way Up
4 successes needed.
Primary Skills: Arcana (to determine where it's vulnerable, hard DC, one success possible), Athletics (to jump on when you have the chance, moderate DC, one success possible), Endurance (to outrun pursuit or run it down, hard DC, two successes possible), Perception (to look for possibilities, moderate DC, one success possible), Ranged Attack (to injure a softer part and slow it down or drop it low enough to climb, hard DC, one success possible).
Options: Acrobatics (to evade attacks, reaction to failed primary check, moderate DC, allows reroll), Heal (to quickly patch up and recover, easy DC, allows character to spend a healing surge but they suffer -2 on the next primary roll), Insight (to read the colossus' movements, hard DC, allows up to two total successes from Perception), Perception (to find useful terrain nearby, easy DC, gives +2 to next primary roll).
Using the At-Will power of the Ancient Sword of Light to locate weak points counts as the Arcana success, but the character must make an Acrobatics check to evade an attack or suffer damage as though from a failed primary roll.
Failure: Failing any primary roll inflicts damage to the character equal to ¼ of their maximum hit points as the colossus strikes true. Failing an option roll denies the benefit, and in the case of Insight the option cannot be used again during this stage.

Stage 2 – Colossus Climb
3 successes needed, at least one must come from Athletics.
Primary Skills: Athletics (to climb, moderate DC, one success possible), Endurance (to hold on while being shaken off, hard DC, two successes possible), Insight (to intuit when the shake-off attempts will happen, hard DC, one success possible), Melee Attack (to hurt the creature and distract it momentarily, hard DC, one success possible), Perception (to quickly find better handholds, moderate DC, one success possible).
Options: Dungeoneering or Nature, depending on environment (to remember obstacles that might slow the colossus down and better time the climb, hard DC, allows up to two total successes from Athletics), Endurance (to hold on without progress until the colossus calms down, hard DC, negates one failure during this stage, can be used up to two times), Perception (to re-evaluate climbing path, easy DC, gives +2 on next Athletics or Endurance check).
Failure: Failing two primary rolls throws the character off the colossus. They suffer damage equal to their bloodied value and must repeat step 1, retaining no successes except one from Arcana if it was already gained.

Stage 3 – Strike Where It's Vulnerable
5 successes needed, at least three must come from Melee Attacks.
Primary Skills: Athletics (to leap over obstacles and climb up additional heights when needed, hard DC, one success possible), Acrobatics (to balance when shaken off, moderate DC, one success possible), Insight (to intuit the colossus' movements and time attacks best, hard DC, one success possible), Melee Attack (to strike weak points, hard DC, three successes possible), Perception (to find the best route between weak points, hard DC, one success possible)
Options: Athletics (to climb to the best striking position, hard DC, next Melee Attack roll is made at moderate DC), Endurance (to brace while on top, easy DC, gives +2 to next primary roll), Heal (to quickly patch up and recover, easy DC, allows character to spend a healing surge but they suffer -2 on the next primary roll), Nature (to get a lay of the land from the high ground, moderate DC, reduces damage from failing this stage by half).
Failure: Failing three primary rolls throws the character off the colossus. They suffer damage equal to ¾ their maximum hit points and must repeat step 1, retaining no successes except one from Arcana if it was already gained.

Victory
If all successes are finally gathered, the Colossus is slain. The character gains experience as though they defeated five enemies of their Level + 4. Often at lower levels this is enough to gain a level.

* * *

Sample Colossus – The First

Image

Level 5 Challenge (DC 7/12/17), 1000xp

As general template, except:
Endurance cannot be the first primary skill roll.
Once the Colossus notices the character, which happens if it sees them or the character uses any primary skill except perception, it attempts to attack. Every two turns, until the character succeeds at Endurance, it attacks the character with +8 vs Reflex. On a hit, the character suffers damage equal to ¼ of their maximum hit points. On a miss the character must make a saving throw or be knocked prone and dazed until the end of their next action, which prevents primary skill rolls until the turn after.
The character may use Melee Attack in place of Ranged Attack to gain a success at Stage 1, by striking the back of the Colossus' leg.
Because the Colossus is comparatively small, failing at Stage 2 only inflicts damage equal to ¼ the character's maximum hit points. Failing at Stage 3 only inflicts damage equal to the character's bloodied value.
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
Hamster Style / Kitten Style / Hit 'Em With a Rock Style / Newest Icon Full Pic
 
User avatar
Nizkateth
Essence 8
Essence 8
Topic Author
Posts: 5301
Joined: 18 Sep 2005, 17:36
Title: That Thing
Exalt: Fair Folk
Fighting Style: SAN-blasting
Artifact: Dividing By 0
Location: Where parallel lines intersect
Contact:

Re: Otherworld Originals

17 Sep 2011, 10:08

Artifact
The Master Sword that Makes Evil Retreat – Heroic Level
The Blade of Evil's Bane

The Master Sword is a +1 bastard sword with the following properties:
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 damage.
Property: You may treat the Master Sword as a longsword for proficiency purposes.
Property: (story) Can disperse effects, especially shadow ones, created by evil.
Property: If the target of an attack with the Master Sword has a vulnerability to radiant damage, the Master Sword ignores any damage resistances of the target.
Power (At-Will): Standard Action. Requirement: wielder must have full hit points. Effect: Make a melee basic attack with the Master Sword against a single creature within 10 squares.

Goals of the Master Sword
Find a worthy champion to wield it.
Vanquish Evil

Roleplaying the Master Sword that Makes Evil Retreat
The Master Sword does not have any apparent consciousness or feelings, yet it only obeys a worthy hero of good heart. One must have courage, wisdom and power to wield the Master Sword.

Concordance
Starting score – 5
Owner gains a level, +1d10
Owner wears one of the three sacred pendants, +2 per pendant.
Owner defeats a great evil, +1.
Owner acts in an evil manner, -1/hour.
Owner neglects their quest for more than a day consecutively, -3.

Pleased (16-20)
“I am the hero of legend. Not even the most vile darkness can oppose me!”
Property: If the wielder is level 11 or higher, the Master Sword can be transformed into the Tempered Master Sword.

Satisfied (12-15)
“I can do this. I will succeed!”
Enhancement: Increases to +2.
Critical: Increases to +2d6 damage.

Normal (5-11)
“Is this my destiny?”
The Master Sword accepts you, now you must seek your destiny.

Unsatisfied (1-4)
“I don't think I'm the hero of legend.”
Your quest is proving too much for you, the darkness is too powerful.
Property: The Master Sword loses its enhancement bonus and all properties and powers.

Angered (0 or lower)
“I am not worthy.”
You have abandoned your quest, or turned to join the enemy...
Or you have died and have no means of returning to life.
Effect: The Master Sword returns to its sacred resting place to await a hero.

Moving On
“May the Master Sword sleep again... forever.”
With evil vanquished and your quest complete, you return the sword to its sacred resting place. You can only pray that the world never has need of it again.

The Tempered Master Sword – Paragon Level
The Master Sword is heated and reinforced by skilled craftsmen so that it takes on a red hue and pulsing strength.
The Tempered Master Sword functions identically to the Master Sword with the following changes:
Enhancement: Increased to +3.
Critical: +3d6 damage.

Pleased (16-20)
“I am the hero of legend. Not even the most vile darkness can oppose me!”
Property: If the wielder is level 21 or higher, the Tempered Master Sword can be transformed into the Golden Master Sword.

Satisfied (12-15)
“I can do this. I will succeed!”
Enhancement: Increases to +4.
Critical: Increases to +4d6 damage.

The Golden Master Sword – Epic Level
The Tempered Master Sword is infused with fairy magic, giving it a golden luster and unmatched power.
The Golden Master Sword functions identically to the Master Sword with the following changes:
Enhancement: Increased to +5.
Critical: +5d6 radiant damage.
Power (At-Will): Free Action. All the damage inflicted with the Golden Master Sword becomes radiant damage. Another free action returns the damage to normal.

Pleased (16-20)
“I am the hero of legend. Not even the most vile darkness can oppose me!”
Property: Extra critical hit damage with the Golden Master Sword increases to +6d10 radiant damage and ongoing 5 radiant damage (save ends).

Satisfied (12-15)
“I can do this. I will succeed!”
Enhancement: Increases to +6.
Critical: Increases to +6d6 radiant damage.

Magic Items
These items are unique and cannot be reproduced. They are indestructible.
Though they are all neck slot items, all three may be worn at once and their benefits stack.
These items only function and can be worn by someone of Good or Lawful Good alignment.

Pendant of Courage – Level 5
A pendant of green jade on a golden chain.
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, Will.
Property: If wearer is level 11+ increase enhancement to +2.
Property: Add twice the pendant's enhancement bonus as a bonus to saving throws against fear and sleep effects.

Pendant of Wisdom – Level 5
A pendant of blue jade on a golden chain.
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, Will.
Property: If wearer is level 16+ increase enhancement to +2.
Property: Add twice the pendant's enhancement bonus as a bonus to saving throws against charm and illusion effects.

Pendant of Power – Level 5
A pendant of red jade on a golden chain.
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, Will.
Property: If wearer is level 21+ increase enhancement to +2.
Property: Add twice the pendant's enhancement bonus as a bonus to saving throws against poison and polymorph effects.
Last edited by Nizkateth on 24 Dec 2012, 13:23, edited 1 time in total.
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
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User avatar
Nizkateth
Essence 8
Essence 8
Topic Author
Posts: 5301
Joined: 18 Sep 2005, 17:36
Title: That Thing
Exalt: Fair Folk
Fighting Style: SAN-blasting
Artifact: Dividing By 0
Location: Where parallel lines intersect
Contact:

Re: Otherworld Originals

28 Jul 2012, 12:14

Hero of Hyrule: a 4e custom class, in pdf format
http://www.mediafire.com/view/?74dld877rjry1da
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
Hamster Style / Kitten Style / Hit 'Em With a Rock Style / Newest Icon Full Pic
 
User avatar
Nizkateth
Essence 8
Essence 8
Topic Author
Posts: 5301
Joined: 18 Sep 2005, 17:36
Title: That Thing
Exalt: Fair Folk
Fighting Style: SAN-blasting
Artifact: Dividing By 0
Location: Where parallel lines intersect
Contact:

Re: Otherworld Originals

30 Jul 2012, 13:00

My 4e fighter can beat up your 3.5 fighter. :razz:

Level 1 Slayer
Size/Type: Medium humanoid (Human)
Hit Dice: 5d8+5 (28hp)
Initiative: +2
Speed: 30ft (6 squares)
Armor Class: 17 (+7 scale armor), touch 10, flat-footed 17
Base Attack/Grapple: +3/+7
Attack: Greatsword +9 melee (1d10 + 6 damage)
Full Attack: Greatsword +9 melee (1d10 + 6 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Power Strike, Fighter Stances
Special Qualities: Heroic Effort, Slayer Traits
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 11
Skills: Climb +9, Gather Information +5, Intimidate +5, Jump +9, Swim +9
Feats: Endurance (B), Heavy Blade Expertise (+1 attack with greatsword, +2AC vs. attacks of opportunity), Heavy Armor Agility (ignore speed penalty of armor)
Environment: any
Organization: varies
Challenge Rating: 4
Treasure: Standard
Alignment: any

Power Strike (ex)
Once per battle, the slayer may add +1d10 damage to a successful greatsword attack.

Fighter Stances (ex)
The slayer may gain a +2 bonus to damage or +1 bonus to hit, but not both at once, with their melee attacks. Switching between these bonuses is a swift action.

Heroic Effort (ex)
Once per battle, when a melee attack misses or the slayer fails a saving throw, the slayer may gain a +4 racial bonus to the roll.

Slayer Traits (ex)
+1 to hit with melee attacks, add dexterity modifier to damage with melee attacks.
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
Hamster Style / Kitten Style / Hit 'Em With a Rock Style / Newest Icon Full Pic

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