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Zane Kendric
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PostZane Kendric on March 21st 2015, 2:22 am

First topic message reminder :

Please post only requests for other classes and races not available. Please provide the following information and the Dungeon Master will review it carefully and then either will or will not approve.

Race/Class Name:
URL to some kind of information:

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +5

+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)

AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6

Zane's Spellbook

Daily Spells:

0-Level
Detect Magic
Detect Poison
Light x2
(S) Acid Splash
1st-Level
Mending x2
Message
Open/Close
Read Magic x2
2nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending
3rd-Level
Lightning Bolt x3
Tongues
4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter
5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V


VerniusNightshade
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PostVerniusNightshade on July 21st 2016, 1:58 am

ok this class was something i was looking into for a mage that counters mages, or the like and found this. wanted you to have a look over it to see if it can work.

Control Mage
Masters of counter magic. The Control Mages are a select group of wizards who specialize in stopping others from using magic or attacks on them. The Control Mage is a specialist in the arts of countering and dispelling magical effects. They also excel at protecting themselves and others.
Abilities: Like with wizards, Control Mages use Intelligence when determining how many spells they can cast and when determining how powerful their spells are. High Dexterity is a must for the Control Mage, not just because they lack any armor proficiency, but also because it allows them to cast their spells reflexively and helps them react quickly during combat.

Alignment: Any
Hit Die: d6
Starting Gold: 3d4


Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Diplomacy (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Int), Profession (Wis), Spellcraft (Int), and Sense Motive (Wis).


Table: The Control Mage
lvl BAB                 Fort  Ref   Will        Special
1st +0                 +0   +2     +2   Reflexive Casting, Read Magic
2nd +1                +0   +3     +3
3rd +2                 +1   +3     +3   Vigilant Eyes
4th +3                 +1   +4     +4   Spell Adaption/Absorption
5th +3                 +1   +4    +4    Improved Dispel
6th +4                 +2   +5    +5
7th +5                 +2   +5    +5   Improved Vigilant Eyes
8th +6/+1            +2   +6    +6   Reactive Aura
9th +6/+1            +3   +6    +6
10th +7/+2          +3   +7    +7   Control Aura, Improved Dispel +2
11th +8/+3          +3   +7    +7
12th +9/+4          +4   +8    +8      Focus Aura
13th +9/+4          +4   +8    +8
14th +10/+5        +4   +9    +9
15th +11/+6/+1   +5   +9    +9    Improved Dispel +3
16th +12/+7/+2   +5  +10   +10
17th +12/+7/+2   +5  +10   +10  Fortify Self*
18th +13/+8/+3   +6  +11   +11
19th +14/+9/+4   +6  +11   +11  Improved Fortify Self*
20th +15/+10/+5  +6  +12  +12  Improved Dispel +4

Class Features
All of the following are class features of the Control Mage.


Weapon and Armor Proficiency: Control Mages are proficient with no light armor and any simple weapon plus longswords.


Spells: To learn, prepare, or cast a spell, the Control must have an Intelligence score equal to at least 10 + the spell level. The DC for a saving throw against a Control Mage’s spell is 10 + the spell level + the Control Mage’s Intelligence modifier.
The Control Mage can cast all spells they have a spell slot for. All spells cast by a Control Mage require only verbal components and can be cast spontaneously, like a Sorcerer would. Because a Control Mage's spells have no somatic components they do not suffer from arcane spell failure. However, in order to use any of his Control Mage spell-like abilities or powers a Control Mage must not be wearing anything heavier than light armor. Control Mages may cast spells from the following list:

0— Resistance, Daze, Disrupt Undead, Mage Hand, Open/Close, Charm Animal, Delay Poison, Calm Animals, Entangle, Resist Energy, Know Direction, Charm Person, Hypnotism, Obscure Object, Hold Animal, Wind Wall, Shield, and Hold Portal
1st— Endure Elements, Protection from Chaos/Law/Evil/Good, Grease, Mage Armor, Obscuring Mist, Comprehend Language, Identify, True Strike, Sleep, Floating Disk, Chill Touch, Magic Missile, Ray of Enfeeblement, Erase, Feather Fall, and Lesser Restoration
2nd— Arcane Lock, Protection from Arrows, Fog Cloud, Glitterdust, Web, Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Hideous Laughter, Darkness, Shatter, Blur, Hypnotic Pattern, Invisibility, Command Undead, Knock, Rope Trick, Spider Climb, Dispel Magic, Sepia Snake Sigil, Arcane Sight, Hold Person, Gentle Repose, Halt Undead, Slow
3rd— Magic Circle Against Chaos/Law/Good/Evil, Nondetection, Protection from Energy, Sleet Storm, Clairaudience/Clairvoyance, Tongues, Deep Slumber, Heroism, Suggestion, Lightning Bolt, Displacement, Illusory Script, Invisibility Sphere, Ray of Exhaustion, Gaseous Form, and Greater Magic Weapon
4th— Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Black Tentacles, Solid Fog, Arcane Eye, Charm Monster, Crushing Despair, Lesser Geas, Resilient Sphere, Wall of Ice, Greater Invisibility, Break Enchantment, Lesser Planar Binding, Wall of Stone, Hold Monster, Interposing Hand, Waves of Fatigue, Permanency
5th— Dismissal, Private Sanctum, Dominate Person, Feeblemind, Mind Fog, Symbol of Sleep, Wall of Force, Magic Jar, Passwall, and Telekinesis
6th— Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Planar Binding, Wall of Iron, Analyze Dweomer, True Seeing, Geas/Quest, Mass Suggestion, Symbol of Persuasion, Shadow Walk, Undeath to Death, Control Water, Move Earth, Mage’s Lucubration, Stone to Flesh, Spell Turning, Mass Hold Person, Symbol of Stunning
7th— Banishment, Sequester, Greater Teleport, Greater Arcane Sight, Greater Scrying, Vision, Power Word: Blind, Grasping Hand, Forcecage, Control Undead, Symbol of Weakness, Waves of Exhaustion, Control Weather, Ethereal Jaunt, Reverse Gravity, and Statue
8th— Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells, Maze, Greater Planar Binding, Trap Soul, Discern Location, Antipathy, Binding, Mass Charm Monster, Demand, Otto's Irresistible Dance, Power Word: Stun, Telekinetic Sphere, Polar Ray, Screen, Clone, Symbol of Death, and Temporal Stasis
9th— Freedom, Imprisonment, Mage’s Disjunction, Prismatic Sphere, Refuge, Teleportation Circle, Foresight, Dominate Monster, Mass Hold Monster, Power Word: Kill, Energy Drain, and Soul Bind

         Spells per Day
lvl 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1   3  1   —    —   —   —   —   —   —   —
2   4  2   —    —   —   —   —   —   —   —
3   4  2   1     —   —   —   —   —   —   —
4   4  3   2     —   —   —   —   —   —   —
5   4  3   2     1    —   —   —   —   —   —
6   4  3   3     2    —   —   —   —   —   —
7   4  4   3     2    1    —   —   —   —   —
8   4  4   3     3    2    —   —   —   —   —
9   4  4   4     3    2    1    —   —   —   —
10 4  4   4     3    3    2    —   —   —   —
11 4  4   4     4    3    2     1   —   —   —
12 4  4   4     4    3    3     2   —   —   —
13 4  4   4     4    4    3     2   1    —   —
14 4  4   4     4    4    3     3   2    —   —
15 4  4   4     4    4    4     3   2     1   —
16 4  4   4     4    4    4     3   3     2   —
17 4  4   4     4    4    4     4   3     2   1
18 4  4   4     4    4    4     4   3     3   2
19 4  4   4     4    4    4     4   4     3   3
20 4  4   4     4    4    4     4   4     4   4

Reflexive Casting:  Control Mages are trained to quickly cast spells, so that they can maintain control of a battle. Whenever an opposing spell caster begins casting a spell within a range of 50ft +10ft/control caster level, a Control Mage may make a Reflex Saving Throw. If the roll is equal to or greater than the DC of the spell being cast (or what the DC would be if the spell had one), the Control Mage may cast a spell of their own as an immediate action. This ability only allows the Control Mage to cast a spell from the Control Mage's spell list, this can be used with any other spell the Control mage has from another class. This ability is not limited to the normal one immediate action per round. However, if this ability is used then the Control Mage may not use any other immediate action for anything other than 'Reflexive Casting' this round (even if he readies an action). Even effects that "add" immediate actions per round or would normally ignore an effect like this do not work. If the Control Mage has already used an immediate action this round he is unable to use this ability. In order to use this ability, the Control Mage must be aware of the opposing spellcaster.


Read Magic (Sp): Control Mages may use read magic at will without using a spell slot.

Vigilant Eyes (Sp): As a free action, a Control Mage learns infuse magic into his eyes that make him more perceptive to those around him. Doing so costs one of the Control Mage's 2nd level spell slots. The Control mage's eyes give off a faint, almost unnoticeable glow. If an enemy attempts to make a melee attack against the Control mage he may attempt a reflex saving throw. The DC for this reflex saving throw is equal to enemy's attack roll. On a successful save the Control mage only takes half damage from the attack. This effect lasts for 1 minute /per caster level. If the Control Mage would be unable to see an attacker (ex: if they are invisible) this ability does not work on their attacks.

Spell Adaption/Absorption-(Ex):  Control Mage is both perceptive and receptive to art of magic around him giving him the ability to copy spells for a short while. This Skill has two functions and any spell copied in this manner is temporary, in addition you can only copy one spell per round. 
Adaption-  If a spell or spell-like ability is about to be cast or activated within 100ft +10ft/ level of Control Mage, he may immediately attempt a Spellcraft check to identify it (not an immediate action because he is simply attempting to recognizing the spell but is not taking any action, i.e. thinking). The DC for this check is 15+spell level (normal spellcraft check.) If the control mage passes the DC by 10 or more he can temporarily (1 round/ Control Mage level) add that spell or spell-like ability to his spell list. This does not, however automatically grant the Control Mage the ability to cast/activate the spell/spell-like ability. The spell is added to the appropriate spell level on his spell list. He must therefore have access to a spell slot of that level. Additionally, the Control Mage must meet the stat requirements to cast that spell (normally 10 + spell level for required stat). If it is not an arcane spell, then he must use the appropriate stat for the type of spell 'learned' in this fashion (i.e. Wisdom for divine magic). In order to use this ability, the Control Mage must be aware of fact a spell is being cast.
Absorbption- if the Control Mage is hit/affected by a spell or spell-like ability (other than one of his own) he can attempt to absorb some of the magic. The Control Mage may make a Will saving throw (if the spell or spell-like ability already requires a Will saving throw then you must make a separate Will saving throw for this ability) with a DC of 20 + the level of the spell / spell-like ability (for spell-like abilities that do not specifically have a set spell level, the DM uses his best judgment. Spell-abilities should range from 0-9). This Will saving throw is made after all the effects of the spell have been resolved. On a successful save the Control Mage absorbs part of the spell and temporarily (1 round/ Control Mage level) gains 1 spell slot of equal level to the one being cast. Absorbing a spell in this manner does not, however, alter any effects the spell or spell-like ability causes. In order to absorb the spell, the Control Mage must actually be effected by it. If for some reason the spell 'hits' the Control Mage but does no damage and/or does not actually affect him, then the Control Mage cannot absorb the spell.


Improved Dispel (Sp): At lvl 5 the Control Mage's ability to dispel magic improves the Control mage gets a +5 to all dispel magic checks, and increase be +5 for every 5 levels of Control Mage. In addition, a Control Mage gains the power of dispel as an ability (These uses cannot be used for other spells and in no way count as normal spell slots.) The Control Mage may use the Spell 'Greater Dispel Magic' (once he has access to the spell) instead but this requires two of his 'uses'.
 -At the 5th level The Control Mage gains 1 + Intelligence modifier uses of the 'Dispel Magic' spell per day.
-At 10th level the Control Mage's uses per day becomes 2 + (Intelligence modifier) x2 and gains an additional +5 to dispel magic checks (effective +10).
-At 15th level the Control Mage's uses per day becomes 3 + (Intelligence modifier) x3 and gains an additional +5 to dispel magic checks (effective +15).
 -At 20th level the Control Mage's uses per day become 4 + (Intelligence modifier) x4 and gains an additional +5 to dispel magic checks (effective +20). 

Improved Vigilant Eyes (Sp): As 'Vigilant Eyes' but the reflex saving throw can now be applied to ranged (non-magical) attacks as well. This ability costs one of the Control Mage's 3rd level spell slots.


Reactive Aura (Sp): A Control Mage may manifest his will in the form of a faint green spherical aura, visible to all, that radiates from him with a diameter of up to 25ft +5ft/2 caster levels. The Control Mage may do this as a swift action. Allies (including himself) within this aura gain a +1/ for every 2 Control Mage levels competence bonus on reflex saving throws. This is a spell-like ability and as such can be dispelled by any means that could normally dispel a spell-like ability. Using this aura costs, him one of his 4th level spell slots. Because this is a sphere the radius extends below the Control Mage as well (unless there is a surface below the Control Mage that would prevent this). The Control Mage can decrease the radius of his aura to any size he sees fit, but a creature must be completely within the aura to be effected. The Control mage cannot, however, change the shape of the aura unless he has the ability to change the shape of a spell-like ability. The Control mage has does have enough control over this aura to choose those who receive the benefits of his aura.


Control Aura (Sp): As with "Reactive Aura", but creates a purple aura that gives allies +1/Control Mage level spell resistance. Using this aura costs one of the Control Mages 5th level spell slots. In addition, a Control mage can have multiple aura active at the same time so long as they use up the corresponding spell slots.

Focus Aura (Sp): A Control Mage may focus his auras into more impressive versions, for himself, as a swift action. The Control Mage can choose to focus both types auras (each requires its own swift action) as long as he uses up an appropriate spell slot for each. The control mage can choose to focus an aura and project an aura of the same type at the same time (each requiring its own swift action), so long as he uses the appropriate spell slots. A focused aura lasts for 1 round/ Control Mage level + int mod.  If this is done the Control Mage's Reactive or Control Aura/(s) cost a spell slot +2 levels higher than normal, have a range of personal, double in effectiveness, and gain additional effects: 
Reactive Aura - The Control Mage gains the Evasion ability. If the Control Mage already has Evasion, then it grants Improved Evasion. If the Control Mage already has the Improved Evasion Ability, then upon a successful Reflex save (a save granted by the 'Reflexive Casting' ability does not count) he gains an attack of opportunity on the creature that attacked him (this effect only works for creatures. i.e. a successful Reflex save against a trap does not allow you to attack the trap). The creature must be within your normal attack range. 
Control Aura - The Control Mage gains +1 damage reduction/ per Control Mage level -for spells only. 

However, the effects do not stack Ex: Suppose a Control Mage of 12th level and he chooses to project his reactive aura in round one and focus his reactive aura in round two. He must use a spell slot of 4th level and 6th level respectively. In round one all allies within range would gain a +6 to any reflex saving throws, including Control mage. In round two the Control mage would gain a +12 to his reflex saving throws but lose the +6 given by the projected but maintaining both types. In this regard a Control mage can blend the auras together simultaneously.

Fortify Self: At level 17 the Control Mage has gained so much magical prowess that it now begins to affect his body. The Control Mage is now immune to critical hits. The Control mage must permanently sacrifice one of his level 9 spell slots for this ability. At 19th level this ability strengthens into improved fortify self. The Control Mage now cannot be critically hit even by a creature that could do so on critically immune creatures.


Last edited by VerniusNightshade on September 25th 2016, 5:02 am; edited 1 time in total
Draxion
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PostDraxion on July 21st 2016, 7:06 am

DM: Is this by request by you or someone could use?
VerniusNightshade
VerniusNightshade
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D&D Character sheet
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PostVerniusNightshade on July 21st 2016, 1:23 pm

Request by me sense you said only one prestige class. For later after review of course. but yes for anyone to use if they want a mage that specializes in protecting themselves and allies, from other mages, or magic powers.

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +5
Dex: +3
Weapon: Scythe(Large)  +7 melee (2d6)+4   x4 crit 
               Steel Greatsword +9 melee (2d6)+4 x2 19-20 crit
AC: 17(18), 14 flat-footed, 14 touch
Saving Throws: Fort: +9, Ref: +6, Will: +3

Power Attack: -attack rolls/+damage, x2 damage for two handed weapons 
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can in a turn.
Gyre Cleave: cleave on critical hits.
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
Draxion
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PostDraxion on July 22nd 2016, 7:07 am

DM: I have two requests ahead of you pending approval so you will have to wait until I make a decision regarding them.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Glover
Glover
Squire
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D&D Character sheet
Name: Vevila Vanilla
Hit Points:
Race/Class Requests - Page 3 Left_bar_bleue15/15Race/Class Requests - Page 3 Empty_bar_bleue  (15/15)
Experience:
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PostGlover on August 14th 2016, 9:13 pm

Dragon Bound Rider

https://www.dandwiki.com/wiki/Dragonbound_rider_(3.5e_Class)

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +2 | Initiative: +0

Quarterstaff: +3/-1 (1d6+1/1d6+1 x2)
Crossbow, heavy: +2 (1d10 19-20/x2)
Glaive: +3 (1d10+1 x3)
Dagger: +3 (1d4+1 19-20/x2)

AC: 14 (13 w/o shield)

Saving Throws: Fort +3, Ref +3, Will 0
Draxion
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PostDraxion on August 14th 2016, 9:20 pm

DM: @Monsterwolf, your request is approved. I will add the class in the requests when I have the time with the altered version.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Glover
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D&D Character sheet
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Race/Class Requests - Page 3 Left_bar_bleue15/15Race/Class Requests - Page 3 Empty_bar_bleue  (15/15)
Experience:
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PostGlover on August 14th 2016, 9:25 pm

THANKS. Smile

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +2 | Initiative: +0

Quarterstaff: +3/-1 (1d6+1/1d6+1 x2)
Crossbow, heavy: +2 (1d10 19-20/x2)
Glaive: +3 (1d10+1 x3)
Dagger: +3 (1d4+1 19-20/x2)

AC: 14 (13 w/o shield)

Saving Throws: Fort +3, Ref +3, Will 0
Draxion
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PostDraxion on August 15th 2016, 5:42 am

DM: You are welcome!

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Glover
Glover
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D&D Character sheet
Name: Vevila Vanilla
Hit Points:
Race/Class Requests - Page 3 Left_bar_bleue15/15Race/Class Requests - Page 3 Empty_bar_bleue  (15/15)
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PostGlover on August 17th 2016, 7:02 am

Succubus .   
Succubus Race

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +2 | Initiative: +0

Quarterstaff: +3/-1 (1d6+1/1d6+1 x2)
Crossbow, heavy: +2 (1d10 19-20/x2)
Glaive: +3 (1d10+1 x3)
Dagger: +3 (1d4+1 19-20/x2)

AC: 14 (13 w/o shield)

Saving Throws: Fort +3, Ref +3, Will 0
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PostDraxion on August 17th 2016, 1:39 pm

DM: We'll discuss this.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
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PostDraxion on September 27th 2016, 7:20 am

DM: @VerniusNightshade, sorry for the long delay, but your request is approved.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
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PostQuinn The Fox on December 25th 2016, 10:04 pm

Race/Class Name: Alchemist
URL to some kind of information: 
http://www.d20pfsrd.com/classes/base-classes/alchemist


Race/Class Name: Master Alchemist
URL to some kind of information: 
http://alcyius.com/dndtools/classes/master-alchemist/index.html

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +0
Dex: +4
Crossbow, Small: +4 (1D6 x2)
Dagger, Punching: 0 (1D4 x3)
Bite: 0 (1d4 x2)
AC: 16
Saving Throws: Fort +0, Ref: +3, Will +3
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PostQuinn The Fox on December 25th 2016, 10:28 pm

Race/Class Name: Beguiler (Favored Class of Kitsune)
URL to some kind of information: 
http://alcyius.com/dndtools/classes/beguiler/index.html

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +0
Dex: +4
Crossbow, Small: +4 (1D6 x2)
Dagger, Punching: 0 (1D4 x3)
Bite: 0 (1d4 x2)
AC: 16
Saving Throws: Fort +0, Ref: +3, Will +3
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PostDraxion on December 27th 2016, 12:37 am

@Quinn The Fox wrote:Race/Class Name: Alchemist
URL to some kind of information: 
http://www.d20pfsrd.com/classes/base-classes/alchemist


Race/Class Name: Master Alchemist
URL to some kind of information: 
http://alcyius.com/dndtools/classes/master-alchemist/index.html

@Quinn The Fox wrote:Race/Class Name: Beguiler (Favored Class of Kitsune)
URL to some kind of information: 
http://alcyius.com/dndtools/classes/beguiler/index.html

DM: @Quinn The Fox, which of these two are you going to make your primary class?
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PostQuinn The Fox on December 27th 2016, 8:09 am

@Draxion wrote:
@Quinn The Fox wrote:Race/Class Name: Alchemist
URL to some kind of information: 
http://www.d20pfsrd.com/classes/base-classes/alchemist


Race/Class Name: Master Alchemist
URL to some kind of information: 
http://alcyius.com/dndtools/classes/master-alchemist/index.html

@Quinn The Fox wrote:Race/Class Name: Beguiler (Favored Class of Kitsune)
URL to some kind of information: 
http://alcyius.com/dndtools/classes/beguiler/index.html

DM: @Quinn The Fox, which of these two are you going to make your primary class?

Beguiler. Smile
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PostDraxion on December 27th 2016, 9:58 am

@Quinn The Fox wrote:
@Draxion wrote:
@Quinn The Fox wrote:Race/Class Name: Alchemist
URL to some kind of information: 
http://www.d20pfsrd.com/classes/base-classes/alchemist


Race/Class Name: Master Alchemist
URL to some kind of information: 
http://alcyius.com/dndtools/classes/master-alchemist/index.html

@Quinn The Fox wrote:Race/Class Name: Beguiler (Favored Class of Kitsune)
URL to some kind of information: 
http://alcyius.com/dndtools/classes/beguiler/index.html

DM: @Quinn The Fox, which of these two are you going to make your primary class?

Beguiler. Smile

DM: Okay thank you.
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PostEmilia Casterwill on December 29th 2016, 11:16 pm

Prestige class: Tattoo Mystic >> http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/tattooed-mystic

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +2
Dex: +2
Weapon: Quarter-Staff +2 melee 1d6/1d6 x2 
                Dagger +4 range 10ft 1d4 19-20 x2
AC: 12, 10 flat-footed, 12 touch
Saving Throws: Fort: 0, Ref: +2, Will: +4

Spells list: http://www.draxionsgameden.com/t653-casterwill-s-spell-list

Spells available: 6/6 - lvl 0, 5/7 - lvl 1, 4/4- lvl 2

Familiar: Loc    9 HP /17 AC   Claws +4 melee (1d2-5)   Fort +2, Ref +4, Will +2
Race/Class Requests - Page 3 Tumblr_nds5hoDcJh1ru3ug4o1_500
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PostDraxion on December 30th 2016, 7:23 am

@Emilia Casterwill wrote:Prestige class: Tattoo Mystic >> http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/tattooed-mystic

DM: @Emilia Casterwill, I don't mind you requesting a class but be aware I have others ahead of you to look at and approve so you may wait a while before I get around to you.
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PostEmilia Casterwill on December 30th 2016, 1:17 pm

noted. will wait on it/

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +2
Dex: +2
Weapon: Quarter-Staff +2 melee 1d6/1d6 x2 
                Dagger +4 range 10ft 1d4 19-20 x2
AC: 12, 10 flat-footed, 12 touch
Saving Throws: Fort: 0, Ref: +2, Will: +4

Spells list: http://www.draxionsgameden.com/t653-casterwill-s-spell-list

Spells available: 6/6 - lvl 0, 5/7 - lvl 1, 4/4- lvl 2

Familiar: Loc    9 HP /17 AC   Claws +4 melee (1d2-5)   Fort +2, Ref +4, Will +2
Race/Class Requests - Page 3 Tumblr_nds5hoDcJh1ru3ug4o1_500
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PostDraxion on December 30th 2016, 1:21 pm

@Emilia Casterwill wrote:noted. will wait on it/

DM: Thank you. I'll get back to when I get to it.
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PostWoodsplit on January 7th 2017, 5:02 pm

http://alcyius.com/dndtools/classes/defenders-of-the-faith-a-guidebook-to-clerics-and-paladins--38/knight-of-the-chalice/index.html

Prestige class
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PostDraxion on January 7th 2017, 9:58 pm

@Woodsplit wrote:http://alcyius.com/dndtools/classes/defenders-of-the-faith-a-guidebook-to-clerics-and-paladins--38/knight-of-the-chalice/index.html

Prestige class

DM: Thank you, @Woodsplit. I'll get back to you on this after I review it.
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PostQuinn The Fox on January 9th 2017, 7:44 am

Race/Class Name: Prestige Bard
URL to some kind of information: 
http://alcyius.com/dndtools/classes/prestige-bard/index.html


Some people are saying Prestige Bard gets access to bard spells, other say it only gives access to unique bard spells (whatever that means is loose) or not at all. As a DM, would you allow spell access?

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +0
Dex: +4
Crossbow, Small: +4 (1D6 x2)
Dagger, Punching: 0 (1D4 x3)
Bite: 0 (1d4 x2)
AC: 16
Saving Throws: Fort +0, Ref: +3, Will +3
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PostDraxion on January 9th 2017, 8:29 am

@Quinn The Fox wrote:Race/Class Name: Prestige Bard
URL to some kind of information: 
http://alcyius.com/dndtools/classes/prestige-bard/index.html


Some people are saying Prestige Bard gets access to bard spells, other say it only gives access to unique bard spells (whatever that means is loose) or not at all. As a DM, would you allow spell access?

DM: Thank you. I'll review it and then get back to you.
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PostGuest on February 9th 2017, 10:46 am

@Draxion wrote:
@Honeyheart wrote:
Yeah, could you please do that, Draxion? Thank you.

DM: Okay, I adjusted the following traits on the race you requested, @Honeyheart. Look over them carefully and decide if that works for you.

Racial Traits


  • +4 Dexterity, -2 Strength, -2 Intelligence
  • Monstrous Humanoid (Feline)
  • Cat Form- Small: +1 to Attack and AC, +4 to hide, -4 to Bullrush/Grapple/Overrun/Trip
  • Humanoid Form- Medium: No special bonuses or penalties
  • base land speed is 30 feet, they have a Fly speed equal to the double their land speed (60ft), is its land speed increases the flight speed also increases. They can fly with their wings with Good Maneuverability.
  • Transform: You may transform between your cat and humanoid for at will as a free action. This cannot be suppressed, even in an antimagic field.
  • You can wield a weapon in cat form equal to the weapon you can wield in your humanoid size without any penalty, but only if you have the weapon focus and weapon specialization feats for that weapon.
  • Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic). 
  • Favored Class: Fighter.


Did you accept this race? Mr. Draxion?
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PostDraxion on February 9th 2017, 1:50 pm

DM: @Kol, this race could be accepted but @Honeyheart never confirmed the changes I suggested to the original request.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
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PostGuest on February 9th 2017, 6:06 pm

@Draxion wrote:DM: @Kol, this race could be accepted but @Honeyheart never confirmed the changes I suggested to the original request.

Okay. So, do we have to wait for the user to confirm or you going to allow it?
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PostDraxion on February 9th 2017, 11:32 pm

Kol wrote:
@Draxion wrote:DM: @Kol, this race could be accepted but @Honeyheart never confirmed the changes I suggested to the original request.

Okay. So, do we have to wait for the user to confirm or you going to allow it?

DM: Well... I suppose I can. Do you accept the changes I made to the race?

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
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PostGuest on February 10th 2017, 12:21 pm

@Draxion wrote:
Kol wrote:

Okay. So, do we have to wait for the user to confirm or you going to allow it?

DM: Well... I suppose I can. Do you accept the changes I made to the race?
Actually, I rather discuss somethings about the race when you're free. If that's alright with you?
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PostDraxion on February 10th 2017, 3:28 pm

Kol wrote:
@Draxion wrote:
Kol wrote:

Okay. So, do we have to wait for the user to confirm or you going to allow it?

DM: Well... I suppose I can. Do you accept the changes I made to the race?
Actually, I rather discuss somethings about the race when you're free. If that's alright with you?

DM: Very well. What did you want to discuss about it?

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
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PostGuest on February 10th 2017, 4:29 pm

Would you accept +2 to Dex, -2 to str, +2 to int, and -2 to wish. And possibly foresight? If not that's alright. Does that work?
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PostDraxion on February 11th 2017, 2:30 am

Kol wrote:Would you accept +2 to Dex, -2 to str, +2 to int, and -2 to wish. And possibly foresight? If not that's alright. Does that work?

DM: Those adjustments to the ability scores will work. But for the Foresight, what would that grant exactly?

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
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PostGuest on February 11th 2017, 8:35 pm

@Draxion wrote:
Kol wrote:Would you accept +2 to Dex, -2 to str, +2 to int, and -2 to wish. And possibly foresight? If not that's alright. Does that work?

DM: Those adjustments to the ability scores will work. But for the Foresight, what would that grant exactly?

Future events. Like use it to see traps or events. But of course it's limited.
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PostDraxion on February 12th 2017, 7:20 am

Kol wrote:
@Draxion wrote:
Kol wrote:Would you accept +2 to Dex, -2 to str, +2 to int, and -2 to wish. And possibly foresight? If not that's alright. Does that work?

DM: Those adjustments to the ability scores will work. But for the Foresight, what would that grant exactly?

Future events. Like use it to see traps or events. But of course it's limited.

DM: So... basically it would give a bonus to a search when trying to find traps and such? if so, how much of a bonus?

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
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PostGuest on February 14th 2017, 5:27 pm

So my request was either of these. Of course they would need to be modified. If they are too powerful could to half.

https://dnd-wiki.org/wiki/Efreet_(3.5e_Race)

https://dnd-wiki.org/wiki/Jann_(3.5e_Race)

http://www.dandwiki.com/wiki/Half-Jinn_(3.5e_Template)
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PostDraxion on February 15th 2017, 12:35 am

DM: Okay, @Kol, I will look through each of these and get back to you.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
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PostWoodsplit on February 27th 2017, 4:00 pm

http://www.dandwiki.com/wiki/Ribbon_Dancer_(3.5e_Class)

https://www.dandwiki.com/wiki/Fire_Dancer_(3.5e_Prestige_Class)
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PostDraxion on February 28th 2017, 4:22 am

@Woodsplit wrote:http://www.dandwiki.com/wiki/Ribbon_Dancer_(3.5e_Class)

https://www.dandwiki.com/wiki/Fire_Dancer_(3.5e_Prestige_Class)

DM: @Woodsplit, after reviewing the first class Ribbon Dancer thoroughly, I approve this request.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
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PostKemmi on March 27th 2017, 1:20 am

requesting the dark knight prestige class.
https://www.dandwiki.com/wiki/Dark_Knight_(3.5e_Prestige_Class)

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +4

 Large Greatsword: +10 3d6+9/19-20/x2/slash
javelin: +10 1d6+6/x2/30 range/pierce

AC: 18
INT: 2
Saving Throws: Fort: +8, Ref: +3, Will: +2
Power attack/Cleave
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PostDraxion on March 27th 2017, 1:22 am

@Kemmi wrote:requesting the dark knight prestige class.
https://www.dandwiki.com/wiki/Dark_Knight_(3.5e_Prestige_Class)

DM: @Kemmi, I will review this class and get back to you but it may be awhile as I have other prestige classes ahead of you and I am also busy with other stuff in the meantime.

@VerniusNightshade, you can approve and disapprove requests as I can as well.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
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PostKemmi on March 27th 2017, 1:28 am

Take your time it will be a while before I can use it anyway.

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +4

 Large Greatsword: +10 3d6+9/19-20/x2/slash
javelin: +10 1d6+6/x2/30 range/pierce

AC: 18
INT: 2
Saving Throws: Fort: +8, Ref: +3, Will: +2
Power attack/Cleave
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PostVerniusNightshade on March 28th 2017, 6:19 pm

@Kemmi wrote:Take your time it will be a while before I can use it anyway.

Absorb (Su): At 2nd level, a Dark Knight can attempt to absorb the life force of others with a melee touch attack as a standard action. If successful, the Dark Knight deals 1d6 points of negative energy damage per Dark Knight class level to the target, and replenishes his own hit points by this same amount. The absorbed hit points cannot be more than the subject's current hit points plus 10, which results in the death of the creature. This does not provoke a attack of opportunity.

The only thing i see is absorb which yes cant kill a target, but has the potential to be used endlessley, so my suggestion is ONE of these:


  1. Limit it to 1/day per 2 levels of dark knight.
  2. Or, Add a Will Save and deals half damage to the target if they succeed. (the DC save will be 10 + dark knight level + Int mod) while its standard rules apply normally.
  3. Or, have what ever damage dealt heal for half rounded up for the Dark knight.


which one seems more reasonable?

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +5
Dex: +3
Weapon: Scythe(Large)  +7 melee (2d6)+4   x4 crit 
               Steel Greatsword +9 melee (2d6)+4 x2 19-20 crit
AC: 17(18), 14 flat-footed, 14 touch
Saving Throws: Fort: +9, Ref: +6, Will: +3

Power Attack: -attack rolls/+damage, x2 damage for two handed weapons 
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can in a turn.
Gyre Cleave: cleave on critical hits.
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
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PostKemmi on March 28th 2017, 6:50 pm

I like 2 and 1 the most.

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +4

 Large Greatsword: +10 3d6+9/19-20/x2/slash
javelin: +10 1d6+6/x2/30 range/pierce

AC: 18
INT: 2
Saving Throws: Fort: +8, Ref: +3, Will: +2
Power attack/Cleave
Kemmi
Kemmi
Yeoman
Posts 366
Gold 1051


D&D Character sheet
Name: Kmemi
Hit Points:
Race/Class Requests - Page 3 Left_bar_bleue15/50Race/Class Requests - Page 3 Empty_bar_bleue  (15/50)
Experience:
Race/Class Requests - Page 3 Left_bar_bleue6210/10000Race/Class Requests - Page 3 Empty_bar_bleue  (6210/10000)
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PostKemmi on March 28th 2017, 6:51 pm

2 and 3 sorry.

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +4

 Large Greatsword: +10 3d6+9/19-20/x2/slash
javelin: +10 1d6+6/x2/30 range/pierce

AC: 18
INT: 2
Saving Throws: Fort: +8, Ref: +3, Will: +2
Power attack/Cleave
VerniusNightshade
VerniusNightshade
Knight Bachelor
Posts 3203
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D&D Character sheet
Name: Andreas Vox
Hit Points:
Race/Class Requests - Page 3 Left_bar_bleue42/42Race/Class Requests - Page 3 Empty_bar_bleue  (42/42)
Experience:
Race/Class Requests - Page 3 Left_bar_bleue11652/15000Race/Class Requests - Page 3 Empty_bar_bleue  (11652/15000)
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PostVerniusNightshade on March 28th 2017, 6:53 pm

@Verniusnightshade wrote:Absorb (Su): At 2nd level, a Dark Knight can attempt to absorb the life force of others with a melee touch attack as a standard action. If successful, the Dark Knight deals 1d6 points of negative energy damage per Dark Knight class level to the target, and replenishes his own hit points by this same amount. The absorbed hit points cannot be more than the subject's current hit points plus 10, which results in the death of the creature. This does not provoke a attack of opportunity.

The only thing i see is absorb which yes cant kill a target, but has the potential to be used endlessley, so my suggestion is ONE of these:


Limit it to 1/day per 2 levels of dark knight.
Or, Add a Will Save and deals half damage to the target if they succeed. (the DC save will be 10 + dark knight level + Int mod) while its standard rules apply normally.
Or, have what ever damage dealt heal for half rounded up for the Dark knight.


which one seems more reasonable?

@Kemmi wrote:2 and 3 sorry.

Which one do you think @Draxion ?

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +5
Dex: +3
Weapon: Scythe(Large)  +7 melee (2d6)+4   x4 crit 
               Steel Greatsword +9 melee (2d6)+4 x2 19-20 crit
AC: 17(18), 14 flat-footed, 14 touch
Saving Throws: Fort: +9, Ref: +6, Will: +3

Power Attack: -attack rolls/+damage, x2 damage for two handed weapons 
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can in a turn.
Gyre Cleave: cleave on critical hits.
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
Draxion
Draxion
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PostDraxion on March 29th 2017, 6:59 am

@VerniusNightshade wrote:
@Verniusnightshade wrote:Absorb (Su): At 2nd level, a Dark Knight can attempt to absorb the life force of others with a melee touch attack as a standard action. If successful, the Dark Knight deals 1d6 points of negative energy damage per Dark Knight class level to the target, and replenishes his own hit points by this same amount. The absorbed hit points cannot be more than the subject's current hit points plus 10, which results in the death of the creature. This does not provoke a attack of opportunity.

The only thing i see is absorb which yes cant kill a target, but has the potential to be used endlessley, so my suggestion is ONE of these:


Limit it to 1/day per 2 levels of dark knight.
Or, Add a Will Save and deals half damage to the target if they succeed. (the DC save will be 10 + dark knight level + Int mod) while its standard rules apply normally.
Or, have what ever damage dealt heal for half rounded up for the Dark knight.


which one seems more reasonable?

@Kemmi wrote:2 and 3 sorry.

Which one do you think @Draxion ?

DM: I haven't had the chance to look at the class since I've been busy but anything that doesn't allow unlimited use is okay with me.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Quinn The Fox
Quinn The Fox
Squire
Posts 514
Gold 1007


D&D Character sheet
Name: Kuin Koizumi
Hit Points:
Race/Class Requests - Page 3 Left_bar_bleue12/16Race/Class Requests - Page 3 Empty_bar_bleue  (12/16)
Experience:
Race/Class Requests - Page 3 Left_bar_bleue4400/6000Race/Class Requests - Page 3 Empty_bar_bleue  (4400/6000)
View user profile

PostQuinn The Fox on May 24th 2017, 7:24 pm

Race/Class Name: Fae
Link: http://www.dandwiki.com/wiki/Fae_(3.5e_Race)

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +0
Dex: +4
Crossbow, Small: +4 (1D6 x2)
Dagger, Punching: 0 (1D4 x3)
Bite: 0 (1d4 x2)
AC: 16
Saving Throws: Fort +0, Ref: +3, Will +3
Draxion
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PostDraxion on May 25th 2017, 2:12 am

@Quinn The Fox wrote:Race/Class Name: Fae
Link: http://www.dandwiki.com/wiki/Fae_(3.5e_Race)

Thank you for the request, @Quinn The Fox. I'll look it over and get back to you on it. Or, like you said, you wanted to coordinate with it with me.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Draxion
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PostDraxion on May 26th 2017, 6:59 am

@Draxion wrote:
@Quinn The Fox wrote:Race/Class Name: Fae
Link: http://www.dandwiki.com/wiki/Fae_(3.5e_Race)

Thank you for the request, @Quinn The Fox. I'll look it over and get back to you on it. Or, like you said, you wanted to coordinate with it with me.

Your request was approved after making the following changes. I will add it to the list of races.

-4 Str, +4 Dex, +3 Cha

30 ft land speed and 50 fly speed

at will-detect magic, 1/day dancing lights, and dodge as a free feat.

Scrapped greater invisibility

damage reduction 2/+1. At level 5, it goes to DR 5/+1, then at 10 DR 10/+2, 15; DR 15/+3, etc.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Draxion
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PostDraxion on May 28th 2017, 3:52 pm

Requested by Heny.

http://www.dandwiki.com/wiki/SRD:Centaurs_%28Race%29


I would like to adapt this template, remove con plus, half dex and STR To balance this class to remove the LA. On top of that could I adjust this to be a Four Arm Fauntaur/Centaur? I do not now how to add the extra arms on the weapon uses. Also I have no issues removing the Feat bonus to balance this class out more so.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Mavanger
Mavanger
Yeoman
Posts 115
Gold 1010


D&D Character sheet
Name: Zecca
Hit Points:
Race/Class Requests - Page 3 Left_bar_bleue9/9Race/Class Requests - Page 3 Empty_bar_bleue  (9/9)
Experience:
Race/Class Requests - Page 3 Left_bar_bleue0/1000Race/Class Requests - Page 3 Empty_bar_bleue  (0/1000)
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PostMavanger on May 28th 2017, 4:12 pm

Race/Class Name: Cavalryman
URL or some kind of information: http://www.dandwiki.com/wiki/Cavalryman_(3.5e_Class)

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +1
Dex: +1
Weapon: Light Flail +4 melee (1d8)+4   x2 crit
AC: 19, 18 flat-footed, 10 touch
Saving Throws: Fort: +2, Ref: +3, Will: -1

Endurance: +4 to Stamina base checks and some Fortitude saves.
Fire Breath (fire): 1d8 damage to all within the area of the breath
Power Attack: -attack rolls/+damage, x2 damage for two handed weapons
Draxion
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PostDraxion on May 28th 2017, 4:49 pm

@Draxion wrote:Requested by Heny.

http://www.dandwiki.com/wiki/SRD:Centaurs_%28Race%29


I would like to adapt this template, remove con plus, half dex and STR To balance this class to remove the LA. On top of that could I adjust this to be a Four Arm Fauntaur/Centaur? I do not now how to add the extra arms on the weapon uses. Also I have no issues removing the Feat bonus to balance this class out more so.

@Mavanger wrote:Race/Class Name: Cavalryman
URL or some kind of information: http://www.dandwiki.com/wiki/Cavalryman_(3.5e_Class)

Thank you for your requests, I will review them and get back to you when I can.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
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