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The second of Thalric's play by post forums to be created, hopefully this one wont break.


    Shadows Of The Apt- 3.5 Conversion

    thefangster
    thefangster


    Posts : 163
    Join date : 2010-11-24
    Age : 29
    Location : If you don't know, then how am I supposed to know?

    Shadows Of The Apt- 3.5 Conversion Empty Shadows Of The Apt- 3.5 Conversion

    Post  thefangster Thu Dec 02, 2010 12:07 pm

    Thought that this had potential so I thought I'd just copy it across here, all credit to Thalric

    Races: (well technically templates)

    These can only be applied to humans- all have no LA as they're designed to be used where ever person has one of these:

    Kinden Templates:

    Beetle:
    10ft climb speed
    +2 Con +2 Int
    +2 On Craft checks
    Apt
    Bonus Feat: Endurance

    Ant
    +2 Str
    30ft Mindlink with other Ants (at will telepathy)
    +2 On Saves against Fear
    Apt
    Bonus Feat: Combat Expertise

    Wasp
    30ft range Ranged Touch attack dealing 1d6 damage 1/round
    30ft Fly Speed (good)
    Apt
    Bonus Feat: Improved Initiative

    Mantis
    +2 Dex +2 Str
    30ft fly speed (average)
    1 Claw natural weapon deals 1d6 damage
    Inapt
    Bonus Feat: Combat Reflexes

    Fly
    +2 Dex +2 Wis
    60ft Fly Speed (perfect)
    Apt
    Bonus Feat: Dodge

    Scorpion
    +4 Str -2 Cha
    2 claws as natural weapons1d4 damage each
    Apt or Inapt
    Bonus Feat: Power Attack

    Mole Cricket
    Size Changes to Large (+2 Str -2Dex -1on attack rolls -1AC)
    20ft Burrow Speed
    Spell Like Abilities- Meld into stone 1/day Stone Shape 1/day
    Apt
    Bonus Feat: Toughness

    Bee
    +2 Con
    30ft fly speed (average)
    Rage 1/day
    Apt
    Bonus Feat: Great Fortitude

    Moth
    +2 Wis
    30ft fly speed (good)
    Darkvision 60ft
    +1 CL on all spells cast
    Inapt
    Bonus Feat: Spell Penetration

    Dragonfly
    +2 Dex
    40ft fly speed (good)
    +1 on all saving throws
    Inapt
    Bonus Feat: Weapon Finesse

    Spider
    +2 Cha
    30ft Climb Speed
    Charm person 1/day
    Inapt
    Bonus Feat: Persuasive

    Kinden Points:

    At every level you gain, in addition to the normal level up benefits, 2 points which may be speant in a number of ways:
    At first level you gain 5 points to use and each ability or ability enhancement costs a certain amount of points which is listed in brackets.

    General- Can be taken by any Kinden
    Tough Hide (3) +1 Natural Armour each time this is taken
    Luck of your Art (4) +1 Luck bonus on all saving throws (can only be taken once)
    Honed Combat Art (5) +1 on attack and damage rolls each time this is taken
    Flexible Art (1) +1 bonus on a dice roll 1/day each time this is taken, declare you are using this bonus before you roll
    Superior Senses (2) +1 on listen and spot checks each time this is taken
    Natural Climber (2) +10ft to climb speed or gain a 10ft climb speed if you didn't have one
    Being of the sky (3) If you have a fly speed it's manuverability goes up one catagory

    Beetle:
    Wings (5) gain a fly speed of 15 feet (clumsy)- increases by 10 feet every time this is chosen
    Collegium Studies (2) gain a +1 on all knowledge skills each time you take this
    Artificer Master (3) gain a +2 on all craft skills each time you take this
    Dark Sight (4) gain 60ft Darkvision each additional purchase gives 10ft blindsense

    Ant:
    Improved Mindlink (3) your mindlink range improves by 30feet every time you take this
    Team Combat (4) For every Ant ally within 5you gain a +1 on attack and damage rolls each time you take this either the distance improves by 5 feet or the bonuses increase by 1
    Machines Master (2) When using ground machinery such as locamotives you gain a +1 on your Pilot skill checks each time you take this
    Strong Willed (2) +1 bonus on Will saves each time this is taken

    Wasp:
    Sting Mastery (4) +1d6 on Sting Damage
    Flight Mastery (2) +5ft to fly speed each time this is taken
    Interrogation Mastery (2) +2 bonus on sense motive checks each time this is taken
    Engineer Mastery (4) +2 bonus on all craft checks, if a check is missed by 5 or more then the materials arn't ruined

    Mantis:
    Purest Combat Form (3) +1 on attack and damage with your claw each time you take this
    Hunters' Eye (5) +2 on attack rolls with bows +1 on spot and listen checks each time this is taken
    Mantis Defence (2) +1 Bonus to AC when you have a weapon drawn bonus improves by 1 each time this is taken
    WeaponsMaster (6) Gain double strength modifier on melee damage for one round per time this is taken

    Fly:
    Confounding Strike (5) Cause one opponent to be flatfooted for 1 round usable an additional time/day each time you take this
    Quickfooted (4) Increase your baseland speed by 10ft each time this is taken
    Aerial Combat (2) +1 to attack rolls while you are flying everytime you take this
    Fly's Pastimes (2) +1 bonus on sleight of hand checks each time this is taken

    Scorpion:
    Desert's Toughness (2) Gain 3 hp each time this is taken
    Scorpion's Sting (5) gain a sting attack dealing 1d6 damage + Scorpion Poison each additional purchase of this improves damage by 1d6 and poison DC by 1
    Scorpion Combat (4) Gain a +1 on Grapple Checks every time taken
    The Way of the Desert (2) +1 on intimidate checks each time this is taken

    Mole Cricket:
    Swift Digger (2) burrow speed improves by 5feet
    Great Strength (4) gain a temporary +2 bonus to strength lasting for 1round/level each day, an additional use of this power is aquired each time this is bought
    Temperance (3) +2 bonus on saving throws against Rage, Confusion, Crushing Despair- Any other emotion spells or fear affects
    With the Stone (4) Gain an additional use of Meld into stone or Stone Shape a day each time this is taken.

    Moth:
    Knowledge of the ancients (4) +4 bonus on Knowledge (arcana), Knowledge (history) and SpellCraft Checks
    Magical Prowess (5) 1/day boost caster level and Save DCs by 2 for a single spell cast
    The True Masters (5) DCs of mind affecting spells increased by 1
    Blindsight (4) Perfect Blindsight up to 30feet, range increases by 10feet each time this is taken

    Bee:
    Hard Working (3) +1 on all craft and knowledge skills
    Extra Rage (4) rage an additional time/day
    Bee's Sting (6) Deals 2d6 damage on a ranged touch attack (30ft range) each additional purchase adds 1d6 to damage
    Devoted Warrior (2) Gain +1 on attack and damage rolls when fighting defensivly

    Dragonfly:
    Dragonfly's Grace(3) Gain Dex modifier on damage 1 attack/day each time this is taken it can be used on an additional attack
    Dragonfly's Speed(4) when doing a full attack you can make an extra attack 1/day
    Exotic Diplomat (2) gain a +1 to diplomacy checks
    Lancer Combat Style (3) gain a +1 to attack and damage while mounted

    Spider:
    Spinning the Web(3) +1 bonus on bluff checks
    Persuasive (4) extra use of charm person today
    Backstabbing Strike (5) gain 1d6 sneak attack, stacks with other sources
    Charismatic Fighter (4) gain charisma on damage 1/day

    Apt: An apt creature is able to learn how to use various kinds of machinery with little problems, unfortunatly technology has it's downsides as this relience on technology has left them ignorant to magic. No apt creature is capable of casting spells of any kind

    Inapt: An Inapt creature cannot wield a crossbow or other mechanical device, can't understand how the simplest of locks work and get nausiated while on a mechanical contraption. With combat it is not them being unproficient with crossbows or even Snapbows it is them failing to understand how the process of pulling a trigger will result in the bolt being fired and no amount of teaching will ever enable them to learn

    New Feats

    Art Focus
    You choose to train on improving the abilities of your art above all others
    You gain 1 Kinden Point, You can take this feat multiple times, it's effects stack

    Inaptitude
    You are a freak of nature for your kinden, while you have lost the knowlege of machinery your mind has been opened to something else entirely
    You change from Apt to Inapt, however any spells you cast are at -1CL (to a minumum of 1) and -1Save DC

    Aptitude
    You are somewhat "more developed" than the rest of your kinden this has left you in wonder at technology but closed your mind from the old ways
    You change from Inapt to Apt however you suffer a -1 to hit with mechanical weapons and a -1 on skill checks involving mechanics

    Othermind
    Prerequisits: Ant Kinden
    Instead of just being linked to the Ant kinden of your city you are linked to any Ant that comes within your range
    You have a mindlink with any Ant within your mindlink range, this allows you to talk to this Ant or listen in to the conversations he may be having

    HalfBreed
    An (un)fortunate coupling between two different kindens has produced a unique offspring which is you
    Choose Stat changes from 1 kinden and apply them instead to another kindens abilities, you can choose Art abilities from either Kinden you've chosen from. However you take a further -2 to Charisma and NPCs have a starting attitude of unfriendly towards you
    This feat can only be taken at 1st level

    Sting Focus
    Prerequisits: Wasp or Bee with Bee sting
    Years of practicing with your sting has turned it from a last resort to a lethal weapon
    You gain +1 on attack and damage rolls with your sting

    New Weapon:

    Exotic Ranged Weapon
    Snapbow:
    Cost: 400gp
    Range: 150feet
    Damage: 2d6
    Critical: 19-20x2
    Powered by an "air-battery" which propels a metal bolt down a metal barrel
    Every 10 rounds fired, the user must spend one round recharging the air battery which takes a full round action


    Again, all credit to Thalric

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