Thursday, December 23, 2010

Next on the List....

For once, I may get the chance to be the player in a game! No, not a DMPC, an actual player. In the 6-7 years I've been playing, I can only count the times I've been a player on one hand. It's gonna be an Oblivion D20, as in Elder Scrolls. I've decided that I'm going to have to make a little more homebrew for this endeavor. After I finish my christmas wrapping, I'm gonna work on the races, then whatever else pops into my skull.

Tuesday, December 21, 2010

The Amateur Surgeon

Amateur Surgeon Prestige Class
Inspired by game of same name.

"ALRIGHT WORLD! PREPARE FOR THE ALAN PROBING OF A LIFE TIME!"
-Alan Probe, Amateur Surgeon

A MacGuyver of the healing arts, the Amateur Surgeon knows how to get the job done with whatever they have on hand. Amateur Surgeons are named so because they lack the proper training. They may have attended a few classes or read the books, but they don't know much about what they're doing. They make it up as they go along and do a damn good job at it.

ENTRY REQUIREMENTS
Skills:
Heal 8 ranks
Profession (Any Except Healer of any nature) 4 Ranks
Feats:
Skill Focus (Heal)
Special: Must have read the book "The Amateur Surgeons Guidebook by Alan Probe"

Class Skills
Craft, , Profession, Knowledge (any), Spot, Search Listen.
Skills Points at Each Level: 4 + int

Level                 BAB                    Fort        Reflex    Will             Special
1                           +0                       +2            +2          +0              Jury Rigged Tools
2                           +1                       +3            +3          +1              The Small Stuff
3                           +2                       +3            +3          +1              One Small Injection
4                           +3                       +4            +4          +2              The Big Stuff
5                           +4                       +4            +4          +2              Don't You Die on Me!

Weapons and Armor Proficiencies: The Amateur Surgeon gains no new proficiencies with weapons or armor.

Jury Rigged Tools (Ex): A good surgeon isn't worth his weight if he doesn't have the right tools to work with. As such, you have learned to use almost anything on hand to suit your needs. As such, you are always treated as having a Healer's Kit with a bonus equal to twice your Amateur Surgeon level. But you only get this bonus if you have the following to fill the void:
  • A Bladed instrument of tiny sized or less
  • Either a heat source to cauterize the wound or something to stitch the wound closed
  • Something for extraction (Tongs, etc)
  • And a pain reliever of any kind, be a healing potion or local herbs ground into a paste. As long as it can heal one hit point, you may use it
The Small Stuff (Ex): A good surgeon doesn't sweat the small stuff. They laugh at it and get onto bigger things. Choose one of the following: First Aid or Long Term Care as listed under the Heal skill. You no longer need to make a check for what you chose and you get a special ability as listed below:
  • First Aid: By making another Heal check (DC 10+Target's HD), you may treat that patient as if you gave them First Aid under normal circumstances, but they do not become stable at the end. They instead come back with one hit point. You may only make this check once to a single patient per 8 hours.
  • Long Term Care: By making another Heal check (DC 10+Target's HD), you may choose one person who you are giving Long Term Care to. If you succeed, they instead recover at 3 times the normal rate. 3 hit points per level for a full 8 hours of rest in a day, or 6 hit points per level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. You may only make this check once to a single patient per 8 hours
One Small Injection (Su): A good surgeon knows he can't rely on skills alone. He needs the right tool and a little bit of luck. By spending an hour each morning, you may make a single injector with a substance with the below effect. They last for 24 hours and must be prepared each morning, as a wizard prepares new spells. You may have as many injectors equal to your intelligence modifier.

  • Regenerative Injection: You cure 2d8 points of damage. If the amount goes over the target's maximum hit points, the excess becomes temporary hit points that last for 1 hour. A creature cannot have temporary hit points equal to 1/2 of their total hit points. If they go over that amount, then they immediately lose all of their hit points and become stable.
  • Charcoal Injection: You inject the patient with a substance that absorbs foreign toxins. You remove one poison they are afflicted with as if they succeeded the fortitude save. If they have more than one poison, then the charcoal removes one random poison they are affected with.
  • Immuno Booster: You inject the patient with a substance that super charges their immune system, allowing them to fight off infections they are already plagued with. You remove one disease they are afflicted with as if they succeeded the fortitude save. If they are afflicted with more than one disease, then the Immuno booster removes one random disease they are afflicted with.
The Big Stuff (Su): This is the stuff that makes real surgeons sweat. The things that keep them up at night if they do it wrong. You get another bonus below based on the choice you made in "The Small Stuff".
  • First Aid: Your First Aid skills are phenomenal. You know how to keep someone patched up so they can keep doing what they do. But sometimes, fixing it doesn't cut it. You need to replace it. As such, you may replace damaged or missing body parts with what you have on hand. By making a Heal Check DC 25, you may replace a missing or damaged body part or organ. The body part does not look different on the outside, but on the inside it is clear what it is: A slapdash fix that seems to be working quite well. It functions normally and exactly like the part that it replaced.
  • Long Term Care: If it's broken, don't just fix it. Make it better. Whenever you apply long term care, you may make a a Heal Check DC 25. If you succeed, your patients gain a +2 moral bonus on all checks for 4 hours.
 Don't you Die on Me! (Su) : When a patient dies, the surgeon can tear themselves apart over it. That's why no surgeon likes to lose a patient, whether their fault or not. Once per day, when someone goes below -10 hit points in your presence, you may use your force of will to bring them back to the land of the living. They come back with -9 hit points and are stable.

Well, that does it for the game mechanics. I'll insert the fluff for it later.

Sunday, December 19, 2010

The 12 Things of Christmas that are Such a Pain to Me

*Sigh*

I get this thought in my head that I'd actually buckle down and do some real work on the weekend and a bunch of shit happens.
First, this Christmas thing is slowly drawing near and I only just got my shopping down yesterday.
Second, is having to work around the house and run around the place to get everything perfect, according to my parent's standards.
Third is a nagging cold that makes doing things seem worthless. But here I am, trying.

This is what I've come up with. A lot of this is written down on paper, so I'll have to transcribe it ASAP. But for now, here is the Cliff notes:

Warforged Campaign: I've yet to name it, but I'm sure it'll name its self eventually. But the building mechanic is pretty much done, while the modular memory is like 75% done. I just have to flesh it out and write down skill synergies. I figured you would need X amount of data where X is the rank of the skill you already have to the either 2nd or 3rd power. It'll take a little working with to get it right. I have to find the perfect formula.

Amateur Surgeon: I decided to make this a 5 level Prestige Class. To enter, you need to have at least 8 ranks in Heal and 4 Ranks in Craft. I may add something like a skill trick or a feat to that list. In essence, you'll be able to heal people without any tools on you as long as you have access to certain items. I.E. Use a dagger to preform incisions, a torch to cauterize wounds, yarn to stitch wounds, and a turkey baster to extract poison. You'll become more resistant to "Weird", I.E. Magical Diseases and you'll also gain contacts who can give you body parts to preform transplants. And finally, you'll get to literally become a back alley surgeon. Setting up base and operating wherever you like.

Manipulator: I had sort of an epiphany with this guy. He originally got the power to manipulate people, himself, and objects to do extraordinary things. I'm gonna drop objects, limit self, and focus on people. It's a psionic base class, FYI. Basically, you'll get a "Mental Link" ability. This allows you to get into people's minds, read their thoughts, and then control them and make them do things based on the abilities you have. But the mental link is taxing and at times can be fatal. And some powers require you expend your psionic focus to use them, which you need at all times or have one of the mental drawbacks come and bite you in the ass. Drawbacks are things that manipulators get for being able to manipulate themselves. Control yourself and control others philosophy. But a mental drawback has occurred, which can make them do everything from not letting them walk through a doorway without an invitation, to attacking themselves with a weapon if they pick it up and intend to use it. They can range from benign to fatal and can actually change from time to time. Get used to one drawback and a new one pops up.

Those are all my notes right now, except for some Xenotheurgic stuff, which I don't plan to get into just yet.

I keep saying this, I keep promising, I keep doing this, but I swear. Before vacation on wednesday, I'll have something.

Thursday, December 16, 2010

Tomorrow for Sure

I've been working on my Amateur Surgeon Prestige Class for a little while now. I don't have anything to post at this point, but I know I'll have something ready for tomorrow. I like it because it gives players a chance to heal themselves and others by using whatever they have on hand. They're like the MacGuyvers of surgery. If you don't know what I'm talking about, just google "Amateur Surgeon" and you'll find the game that this PrC will be based on. And no, I haven't forgotten the projects still on my list. Just doing some small time stuff to get my head back into the game. After this PrC, I'll be cooking up some Xenotheurgy. Should be fun

Tuesday, December 14, 2010

Total Bullshit

Well, sorry to say, but I won't have anything up tonight. Got locked out of my car after getting kerosene. Waited around for like 2 hours to get it opened. I am not a happy camper....

I'll try to have SOMETHING by tomorrow. I promise.

iii - Amateur Surgeon PrC

This is something that has been in my head for a while now and since I don''t want to undertake any huge projects at the moment because it feels like my family's breathing down my neck as christmas approaches and school is breathing down my neck for more and more work, I'll be posting either a 5 or 10 level prestige class. Basically, it's a back alley doctor. More to come tonight. For now, ciao. Gotta get ready for school.

Monday, December 13, 2010

Cool Stuff

I originally started a Tapletop Gaming Club not too long ago, and it's been going okay. Meetings are not as big as I'd had hoped, but I can't complain. But what's really got me excited is the prospect of a new club that I'm trying to organize; The Zombie Survival Club. It's just what it sounds like. Except I think I'm gonna be able to get it if I can show that we would use everything that we've been learning in school as a practical application to this sort of social experiment. Science, Math, Outdoorsman Survival techniques, Writing, public speaking, and so much more.

I have a good feeling.

Sunday, December 12, 2010

ii - Updated Projects List

I started thinking and realized there were other projects I had to add. Things I had abandoned in the past that I want to do now. I'll start posting whatever sparks that thing in me that makes me write. I'm gonna pick one at random and see where I go with it.


Current Project(s):


  1. Post Re-Animator Class (Note to Self: Take what has been done already and condense it into a prestige class)
  2. Post Thanaturge Class (Note to Self: Still a work in progress, make sure to wrap it up and give credit to inspiration for it)
  3. Warforged Campaign To Be Named (Note to Self: Find notes and transcribe; "Morphing Memory"; Warforged Building Mechanic)
  4. Kingdom Campaign To Be Named (Note to Self: Where the hell did you put those notes?)
  5. CarnEvil Stand alone adventure (Refer to D20 Modern, Weapons Locker, Urban Arcana, and Menace Manual)
  6. Dexter Themed PrC (Give them blood. Gallons of the stuff)
  7. Keeper of Secrets PrC (Xenotheurgic manipulation goodness)
  8. Manipulator Base Class (Psionic manipulation goodness on a different level)
  9. ?????
  10. PROFIT
I'll tackle the list as best I can and get everything together.

Notes:
[14:36] Yeneeko: Well, besides it being a "morphing" memory type of deal. Giving enhanced skills depending on the type of data inputted into it, like combat skills or basic rolls skills. The plusses could be this: The Morphing memory morphs every 20 terabytes of data inputed into it. Giving the warforged the ability to self upgrade. The Warforged is awarded 3 points (Or whatever basic amount of points twards feats and what not as a normal level up is given) to improve himself/herself upon. Memory curculation: As the memory is complied, the memory orders it in an easy to access data container, allowing the Warforged to better handle himself in combat, or during checks. +1/+2/+3 per every two memory morphs on each priority stat.
[14:37] Yeneeko: Now for the minuses:
Warforged assimulation: As is, the morphing memory is constantly assimilating with the Warforged, were as it's very hard, if not impossible to remove. The Warforged current memory cell cannot be agumented or removed by any normal means without killing the warforged.
[14:38] Yeneeko: You can build on that, thats just some stuff I thought up on the spot. you're much better at that kinda stuff then me. But hey, I just gave you a pretty neet idea right?

So basically, it'll go like this: The Warforged's memory cell dictates what and who it is. At the core is the personality, the thing that makes the particular Warforged unique and different then others. Warforged learn new things by experiencing it. They'll still get new class features as they level up, but they get their skills and feats a little differently then normal. At first level, they'll sort of be a blank slate. They'll get +0 to their saves, attack bonuses, initiative, and have no skill ranks. They get better as they learn more and succed. A success on any sort of check or save is equal to a single terrabyte of data as the Warforged learns and takes into its self. Even a failure can lead to more data, but not as much. Let's say for example, a Warforged goes into combat. During combat, he attacks X times and hits. That's equal to X terrabytes of data. At the end of combat, the Warforged complies that data and learns from it. How to attack better and hit with more accuracy. He then recieves a bonus to his Attack bonus. This goes for skills, saves, and the such. As the warforged learns more, the Memory cell morphs and allows for more data to be stored. There is a limit to how much a Warforged's memory cell can hold, but it's extremely high. In esssence, the Warforged creates and runs programs to help it in it's daily life based on the data it collects, whether good or bad from what it experiences

Saturday, December 11, 2010

i - Introduction

Well, I finally decided to start a blog. At first, I thought I would just stick all of my writings here. Novels and the such, but then I got the notion of using it for something different: Homebrew. Dungeons and Dragons, D20 Modern, Pathfinder, whatever the system I'll put it here, whether for my players to refer to for our games or the random wanderer who find it interesting and wants to use it. And hey, if you do use it, go on and spread the word. That's all I'm asking. Now down to the nitty gritty.

Current Project:

  1. Post Re-Animator Class (Note to Self: Take what has been done already and condense it into a prestige class)
  2. Post Thanaturge Class (Note to Self: Still a work in progress, make sure to wrap it up and give credit to inspiration for it)
  3. Warforged Campaign To Be Named (Note to Self: Find notes and transcribe; "Morphing Memory"; Warforged Building Mechanic)
  4. Kingdom Campaign To Be Named (Note to Self: Where the hell did you put those notes?)
I'll tackle the list as best I can and get everything together.

Notes:
[14:36] Yeneeko: Well, besides it being a "morphing" memory type of deal. Giving enhanced skills depending on the type of data inputted into it, like combat skills or basic rolls skills. The plusses could be this: The Morphing memory morphs every 20 terabytes of data inputed into it. Giving the warforged the ability to self upgrade. The Warforged is awarded 3 points (Or whatever basic amount of points twards feats and what not as a normal level up is given) to improve himself/herself upon. Memory curculation: As the memory is complied, the memory orders it in an easy to access data container, allowing the Warforged to better handle himself in combat, or during checks. +1/+2/+3 per every two memory morphs on each priority stat.
[14:37] Yeneeko: Now for the minuses:
Warforged assimulation: As is, the morphing memory is constantly assimilating with the Warforged, were as it's very hard, if not impossible to remove. The Warforged current memory cell cannot be agumented or removed by any normal means without killing the warforged.
[14:38] Yeneeko: You can build on that, thats just some stuff I thought up on the spot. you're much better at that kinda stuff then me. But hey, I just gave you a pretty neet idea right?

So basically, it'll go like this: The Warforged's memory cell dictates what and who it is. At the core is the personality, the thing that makes the particular Warforged unique and different then others. Warforged learn new things by experiencing it. They'll still get new class features as they level up, but they get their skills and feats a little differently then normal. At first level, they'll sort of be a blank slate. They'll get +0 to their saves, attack bonuses, initiative, and have no skill ranks. They get better as they learn more and succed. A success on any sort of check or save is equal to a single terrabyte of data as the Warforged learns and takes into its self. Even a failure can lead to more data, but not as much. Let's say for example, a Warforged goes into combat. During combat, he attacks X times and hits. That's equal to X terrabytes of data. At the end of combat, the Warforged complies that data and learns from it. How to attack better and hit with more accuracy. He then recieves a bonus to his Attack bonus. This goes for skills, saves, and the such. As the warforged learns more, the Memory cell morphs and allows for more data to be stored. There is a limit to how much a Warforged's memory cell can hold, but it's extremely high. In esssence, the Warforged creates and runs programs to help it in it's daily life based on the data it collects, whether good or bad from what it experiences