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#1 Bordem with D&D

Posted: Thu Jan 04, 2007 2:13 am
by Akalie
I get bored with alot of standard D&D rules so I every so often make classes, races, or even Total Conversions for like X-Men (in progress), Asheron's Call, Star Craft... but meh, heres the Elfen Lied Diclonius class I made: What do ya think?


Diclonius Disease
Adds a +1 challenge rating to the character.
This feat must be taken at first level and the following symptoms develop around age three which follow a traumatic event causing a significant alignment change:
At birth, the child, usually female, develops small horns resembling the shape of cat ears on the person’s head, providing a -1 charisma.
A -1 to wisdom and intelligence, due to continual mental trauma.
The ability to sense another Diclonius within ¼ of a mile.
[url=http://www.cf-network.com/cfan/IMG/jpg/07-162.jpg]During a particularly mentally painful experience, their “armsâ€

#2

Posted: Thu Jan 04, 2007 2:54 am
by Ra
I'm not familiar enough with all those complex d20 rules to truly form an opinion of your class, but I must say I'm very intrigued by your mention of a StarCraft rules conversion. :wink:

FEAR THE LEVEL 40 DARK TEMPLAR! En Taro Adun! :razz:

Well, it might not even be that hard, if you modified some of the features of the Soulknife psion class (Narsil noted similarities in an email recently)... Replace the soul knife weapon with a more potent warp blade... *ponders*

#3

Posted: Thu Jan 04, 2007 3:50 am
by Akalie
damn right... they make things hurt... really hard to try to figure out the Ghost class... but Ohhh Kerrigan... I have a whole "infested" template... a freaking infested orc or somethin =)

Infested Template
Species changed to Infested prefix
Hit Dice changes to d12
Natural Armor is at a +2, or base creatures, whichever is better
+4 strength, +4 constitution, -2 dexterity, -4 charisma, no intelligence, cerebrate resisted wisdom
Gains the ability to sense Psi energy when within 100ft.
Natural weapons - Claws - 1d4 Slashing
- Bite - 1d2 Bludgeoning + 1d2 Acid

-Mutations - roll 4 times on a d4, then on the specified % table and on the offensive table
d4 1 - Mental
2 - Offensive
3 - Physical
4 - Appearance

Table 1-1: 1-25% - Minor Psyonic Ability - roll on Table 1-2
26-50% - Medium Psyonic Ability - roll on Table 1-3
51-65% - Extreme Aggression - must make Will save or immediately attacks without an order from the cerebrate, good or bad
66-80% - Enhanced Will - Keeps a Will save of base creature and at +4
81-95% - Tremor sense - 50 ft. radius
96-100% - Retained Mind - Has free will and retains intelligence

Table 2-1: 1-20% - Bladed Arms - 1d8 Slashing
21-40% - Acid Spit - 1d6 slashing + 1d6 Acid as a full round action, taks 1 temporary con damage
41-60% - Body Spines - When attacked in melee, attacker takes 1d4 damage
61-80% - Shoulder Spikes - two controllable blades that do 2d4 piercing damage each
81-99% - Deadliness - +2 damage and double Strength modifier applying to damage
100% - Combustion - killing yourself and doing 2d10\level at a 50ft. radius blast

Table 3-1: 1-15% - Enhanced Carapace - Immune to Critical hits but base speed 1 category lower
16-30% - Durable Carapace - Damage reduction of 1\level
31-45% - Tail - base speed up by 5, can attack - 1d3 damage
46-60% - Regeneration - heals 1hp\level\round
61-85% - Speed Increase - speed increased 5\3 levels
86-93% - Supreme Body - +2 Strength, +2 Constitution
94-100% - Great Warrior - +1 additional Natural Armor, heals 1hp\level\round, +2 strength, and +2 constitution

Table 4-1: 1-25% - Taller - add 4d12 inches to height
26-50% - Gruesome Appearance - fear aura 10ft radius, DC (10 + 1/2 level + charisma modifier)
51-75% - Frailty - opponents get a +1 circumstance to hit and a +1 to initiative
76-100% - Imposing - opponents get a -1 circumstance to hit and -1 to imitative

Table 1-2: 1-33% - Psi Powers - Ability to conjure and use a minor psi blast dealing 1d6 electrical damage
34-66% - Greater Psi Sense - Able to increase the Sense Psi range to 1 mile\level
67-99% - Tremor sense - 50 ft. radius
100% - Mind Control - Able to turn and command a zerg equal to or below the characters level at a Will save (DC 10 + 1/2 level + wisdom modifier)

Table 1-3: 1-33% - Sense Lifeforce - 50 ft. radius every 5 levels - able to determine the species and level at a wisdom DC of (10 + character’s level)
34-66% - Psi Nova - Ability to conjure and use a psi blast dealing a d6 equal to the character level electrical damage in a circular area effect of a 10ft radius and a reflex save (DC 20 + 1/2 character level)
67-99% - Deceive Opponent - making opponent believes character is not a threat at a will save (DC 10 + 1/2 character level)
100% - Resist Overmind or Cerebrate


Things would have to be changed to have a gaurenteed independance

#4

Posted: Sun Jan 14, 2007 1:18 am
by Shark Bait
on the first class you offered you put wisdom at a negative one yet wisdom is one of the primary stats needed for well everything including attack. How about either not having a neg to wisdom, OR not having a negative to int and using that instead if you want it to fit more with the character type. you could increase the Wisdom to neg two as well.

#5

Posted: Sun Jan 14, 2007 1:34 am
by Akalie
K i guess ill have energy based on con, but i do think the wisdom loss makes sense for the charecter looking at the serise...
I usually do energy for my classes like sanity from Call of Cthullu but in this case change it up for (5xCon) as the base pool. Regaining 1 point per minute and costing 3 point to use a power. Ranged touch for the attacks... >.>...