Rule of Cool's Legend system - My New Setting

Where in all of your character write ups will go.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Rule of Cool's Legend system - My New Setting

Post by CaptainKaulu »

Detailed Stats:
Elite Zombie
Average-Sized Undead 2
Image

Identification DC 12 (Medicine); Awareness DC 12; Vision Modes: Ghostwise 45 ft.
Initiative +2
Ranges: Melee 5 ft; Close 30 ft; Medium 120 ft; Long 480 ft; Extreme 1200 ft.
-----------------------------
Hit Points 39
Damage Reduction 0; Immunities Exhausted.
Armor Class 17
Saves: Fortitude +7, Reflex +2, Will +6
Acrobatics DC 16; Social DCs: Bluff 12, Diplomacy 12, Intimidate 15, Perception 15.
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Movement Speed 40 ft; Maneuvers DC 15.
Greateaxe Weapon: Melee range; Attack +6; Damage 1d6+8 Physical. Can Volley-attack two targets in adjacent squares with attack -5.
Unarmed Strike Natural Weapon: Melee range; Attack +6; Damage 1d6+6 Physical.
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Str 18 (+4), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 16 (+3)
Skills: Athletics +6; Stealth +4; Vigor +3; Intimidate +9; Perception +2.
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Passives
Spoiler
Positive and Negative effects have their effects reversed on Bilger. The duration of the Fatigued Condition is halved for him.

Bilger heals 2 Hit Points whenever a Close-ranged opponent fails a save against any Fear effect. The first successful attack he makes each Round inflicts the Shaken condition for one Round (Will save DC 15 negates). 1/Encounter, when an opponent fails this save, Bilger can activate an aura that inflicts -1 on all d20 rolls for Close opponents, and grants +1 to all d20 rolls for Close allies for the rest of the Encounter.

1/Round, when a Close opponent takes any damage, Bilger can add +4 to the damage dealt and force the opponent to make a DC 15 Fortitude save; on a failure, they are Sickened for 1 Round.

Bilger's attacks deal +1d4 Precision damage against targets affected by a Fear Condition.

When Bilger uses the combat function of Intimidate, he can target all Close-ranged opponents.

All Close-ranged squares are Difficult Terrain for Bilger's opponents.

Bilger does not age. Inasmuch as he can communicate at all, he can speak with plants as easily as with sapient creatures.
Last edited by CaptainKaulu on Mon Jan 16, 2023 8:18 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Rule of Cool's Legend system - My New Setting

Post by CaptainKaulu »

No longer in this setting...
Spoiler
Time to post another high-level build that doesn't fit into the low-level Quest Path I've been mapping out ... a goodly demigodess ...

Detailed Stats:
Queen of Qetz
Large-Sized Magical Beast 16
Image

Identification DC 26 (Nature); Awareness DC 32.
Vision Modes: Blindsight 45 ft
Initiative +25
Ranges: Melee 30 ft; Close 65 ft; Medium 260 ft; Long 1040 ft; Extreme 2600 ft.
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Hit Points 238
Immunities Binding effects.
Armor Class 41 (deflection 7)
Saves: Fortitude +17, Reflex +16, Will +18
Acrobatics DC 33; Social DCs: Bluff 33, Diplomacy 27, Intimidate 31, Perception 31.
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Movement Speed 125 ft; Movement Modes Fly, Soar (5-Round transition); Maneuvers DC 25.
Abstract Weapon: Medium range; Attack +22/+17/+17/+17; Damage 1d6+8 Physical. Attack +1 while Flying. (Provides AC+1 and Initiative+2.)
Snakebite Natural Weapon: Melee range; Attack +25/+20/+20/+20; Damage 1d6+11 Physical +4 Acid. Attack +1 while Flying. Inflicts Bleeding and HP Reduction 32 on a critical hit.
Wing Buffet Natural Weapon: Melee range; Attack +22/+17/+17/+17; Damage 1d6+15 Physical. Attack +1 while Flying.
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Str 16 (+3), Dex 24 (+7), Con 10 (+0), Int 10 (+0), Wis 22 (+6), Cha 18 (+4)
Skills: Acrobatics (not Trained) +9; Athletics +19; Vigor +16; Nature +16; Diplomacy +23; Perception +22.
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Passives
Spoiler
Queen of Qetz threatens a critical hit on a natural d20 attack result of 16-20. Whenever her attack is a critical hit, she recovers 21 Hit Points, and the attack also inflicts HP Reduction 32 (in addition to the Traumatizing property of her Snakebite above).

Healing effects (except Fast Healing) heal +5 Hit Points for Queen of Qetz (included above), and any HP Reduction she takes from external effects is reduced by -5.

Queen of Qetz's attacks against targets affected by her Combat Interaction Skill uses deal +5d6 Precision damage.

Allies within Close range of Queen of Qetz, and for one Round after leaving that range, have the Fly Movement Mode. Their Movement Speed, if less than hers, increases to be equal to hers while under this effect.

Conditions Queen of Qetz is subject to have their durations reduced (to a minimum of 1 Round): one fewer Round than normal for durations in Rounds; 8 Rounds for Encounter-durations; 1 Encounter for Scene-durations; and 1 Scene for Quest-durations. She can't be prevented from gaining the Flying condition on her turn.

Queen of Qetz takes no damage from extreme hot or cold weather or other environment hazards, and automatically succeeds on Saves vs harsh environments. She can hold her breath for 10 minutes, or 10 Rounds in a hard vacuum, before Suffocating.
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Free Actions
Spoiler
At the start of her turn, Queen of Qetz deals 16 Physical damage to all opponents in Melee range, and (without provoking Attacks of Opportunity) can attempt to Bull Rush one of said opponents. Also at the start of her turn, she regains the Fly Movement Mode if it was denied her somehow.

Queen of Qetz can take a 5-ft Step even in a turn when she uses her Move Action to move. If she uses her Move Action to do anything other than move, she can take an additional 5-ft Step that turn.

At the start of an Encounter, Queen of Qetz can place a Protective Rune on an ally within 45 ft. Each Protective Rune blocks half of the next damage source the target is subject to, and the source of that damage provokes an Attack of Opportunity for their damaging action.

Queen of Qetz can form a telepathic communication bond with a Close ally (or 1/Scene at any distance) for the duration of the Scene; she can have up to three of these bonds at a time (plus any enabled by similar abilities, or any extended by the world-mind spell), and can dismiss them as a Free Action.
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Standard Actions
Spoiler
At any point during movement, Queen of Qetz can make an Attack Action, then continue her movement afterwards.

Queen of Qetz can Charge without provoking Attacks of Opportunity for her movement. Her Movement Speed is doubled when she uses Charge, and if her Charge attack hits, it deals +48 damage.

2/Encounter, Queen of Qetz can use Searing Light as a Spell-Like Ability.

2/Encounter, Queen of Qetz can use Cure Serious Wounds as a Spell-Like Ability.

1/Scene, Queen of Qetz can use the Teleport spell as a Supernatural ability.

Queen of Qetz can create a 25-ft-radius Spread centered on herself and grant up to 7 allies in the Spread the ability to make a single Melee or Ranged Attack. Any allies within the first 15 ft of the Spread may then heal by 22 Hit Points.
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Move Actions
Spoiler
Queen of Qetz can double her Critical Threat Range (to 11-20) for 1 Round.

Queen of Qetz can create a 15-ft-radius Spread centered on herself and heal all allies in the Spread by 22 Hit Points.
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Swift Actions
Spoiler
Queen of Qetz can create a 25-ft-radius Spread centered on herself and grant up to 7 allies in the Spread the ability to make a single Melee or Ranged Attack. Any allies within the first 15 ft of the Spread may then heal by 22 Hit Points.

Queen of Qetz can grant up to 7 Close allies the ability to move up to 60 ft.

5/Encounter, Queen of Qetz can take an additional Move Action.
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Immediate Actions
Spoiler
2/Encounter, Queen of Qetz can place another Protective Rune on an ally within 45 ft.
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Social Encounters
Spoiler
Queen of Qetz's linguistic skills are such that she can speak to almost anything except deeply alien or non-sapient creatures.
Last edited by CaptainKaulu on Mon Jan 16, 2023 8:19 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Rule of Cool's Legend system - My New Setting

Post by CaptainKaulu »

No longer in this setting ...
Spoiler
Detailed Stats:
Zhuirt
Average-Sized Magical Beast 6
Image

Identification DC 16 (Nature); Vision Modes: Darkvision; Awareness DC 16.
Initiative +3
Ranges: Melee 10 ft; Close 40 ft; Medium 160 ft; Long 640 ft; Extreme 1600 ft.
-----------------------------
Hit Points 117
Damage Reduction 5; Resistances Acid damage 6.
Armor Class 27 (deflection 4)
Saves: Fortitude +11, Reflex +10, Will +8
Acrobatics DC 21; Social DCs: Bluff 17, Diplomacy 19, Intimidate 22, Perception 22.
-----------------------------
Movement Speed 50 ft; Movement Mode Fly; Maneuvers DC 18.
Dragon Claws Natural Weapon: Melee range; Attack +11/+6; Damage 1d6+13 Physical.
Abstract Weapon: Close range; Attack +11/+6; Damage 1d6+7 Physical. (Provides AC+1 and Initiative+2.) Zhuirt can take a 5-ft Step even on a turn in which he uses his Move Action to move.
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Str 20 (+5), Dex 12 (+1), Con 10 (+0), Int 14 (+2), Wis 10 (+0), Cha 20 (+5)
Skills: Athletics +11; Stealth +7; Geography +8; Bluff +11; Diplomacy +11
-----------------------------
Passives
Spoiler
1/Encounter, when Zhuirt would be reduced to 0 or fewer Hit Points, he is instead reduced to 1 Hit Point and can immediately take a Move Action.

Close-ranged opponents' healing effects are reduced by 6 Hit Points of healing, to a minimum of half their original amount.

Zhuirt ignores the normal penalty for moving out of a square of Difficult Terrain. He takes no damage from extreme hot or cold weather.
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Move Actions
Spoiler
1/Round, deal 3d6 Acid damage to creatures in a 5-ft-x-40-ft Line.

1/Round, deal 11 Magic damage to opponents in a 10-ft-radius Spread centered on Zhuirt. This is a Ground effect.
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Swift Actions
Spoiler
Zhuirt can grant himself or a Close-ranged ally attack rolls/saves/skill checks +2 until the start of his next turn.
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Social Encounters
Spoiler
Zhuirt's linguistic skills are such that he can speak to almost anything except deeply alien or non-sapient creatures.
Last edited by CaptainKaulu on Mon Jan 16, 2023 8:19 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Rule of Cool's Legend system - My New Setting

Post by CaptainKaulu »

No longer in this setting...
Spoiler
Detailed Stats:
Deltini Woodpecker
Small-Sized Humanoid 4

Identification DC 14 (History); Vision Modes: Darkvision; Awareness DC 19.
Initiative +0
Ranges: Melee 5 ft; Close 35 ft; Medium 140 ft; Long 560 ft; Extreme 1400 ft.
-----------------------------
Hit Points 55
Damage Reduction 1
Armor Class 20 (deflection 1)
Saves: Fortitude +7, Reflex +6, Will +9
Acrobatics DC 19; Social DCs: Bluff 19, Diplomacy 16, Intimidate 16, Perception 16.
-----------------------------
Movement Speed 30 ft; Maneuvers DC 12.
Sickle Weapon: Melee range; Attack +10; Damage 1d6+5 Physical. Gives +1 to Trip maneuver. Inflicts Flat-Footed for 1 Round on a critical hit. (Provides AC+1.)
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Str 8 (-1), Dex 10 (+0), Con 16 (+3), Int 14 (+2), Wis 20 (+5), Cha 14 (+2)
Skills: Larceny +4; Vigor +7; History +6; Nature +12; Diplomacy +7; Perception +9
-----------------------------
Passives
Spoiler
Deltini has Gryx Bound to her, and takes any damage, HP Reduction, healing, and Temporary Hit Points that would normally go to Gryx. If Deltini becomes Unconscious or Dead, Gryx does too.

At the start of the Scene, Deltini may select any Feat she qualifies for to have for the Scene. (If you're not sure what to choose, just give her Hit Points +4 and saves +1.)
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Free Actions
Spoiler
1/Round, Deltini can order Gryx to move up to Gryx's Movement Speed.
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Spellcasting
1st Circle - 6/Scene
- Endure Elements: transmutation, ward - Standard Action; one Melee-ranged creature is protected for the duration of the Scene: Immunity to non-magical weather conditions and (even magical) extreme environment temperatures; saves +5 vs environment effects; damage or HP Reduction from environmental effects is reduced by 5.
- Sanctuary: evocation, mind-affecting, ward - Standard Action; Deltini targets one creature in Melee range and Wards it for the duration of the Encounter or until it takes an offensive action. When a creature would target the Warded creature with an offensive action, it must make a DC 17 Will save. On a success, it acts normally; on a failure, it cannot target the Warded creature with any offensive action for 1 Round.
- World-Mind: divination - Standard Action; Deltini targets all allies in Close range. For the duration of the Scene, those allies can communicate with each other telepathically over any distance.
2nd Circle - 4/Scene
- Lesser Restoration: evocation - Standard Action; Deltini targets one creature in Melee range and removes up to two Conditions affecting it: Bleeding, Blinded, Burning, Confused, Dazzled, Deafened, Energy drained, Exhausted, Fatigued, Frightened, Nauseated, Paralyzed, Shaken, Sickened, Slowed, Stunned.
- Nature's Power: transmutation - Standard Action; one Close-ranged creature gains attacks +2, damage +2, and magical Save DCs +2 for the duration of the Scene.
- Status: divination - Standard Action; Deltini targets all allies in Close range. For the duration of the Scene, she is aware of the general direction and distance to each of those allies, what Conditions they have, and whether they are at maximum Hit Points, regardless of their distance from her.
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Move Actions
Spoiler
Deltini creates a 10-ft-radius Spread originating in Close range, which lasts for the Encounter. Opponents who start their turn in this Spread or enter it for the first time in a Round must make a DC 17 Reflex save or be Entangled for 1 Round.

5 Uses/Encounter, heal 4d4 Hit Points or regain one Use of this ability.
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Swift Actions
Spoiler
1/Round, Deltini can order Gryx to make a single Attack.

1/Encounter, Deltini can place an obstacle in Close range that occupies a 5-ft square and lasts for the Encounter. Allies within 30 ft of this obstacle gain Fast Healing 4.
Last edited by CaptainKaulu on Mon Jan 16, 2023 8:19 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Rule of Cool's Legend system - My New Setting

Post by CaptainKaulu »

No longer in this setting ...
Spoiler
Detailed Stats:
Gryx
Small-Sized Animal 4
Image

Identification DC 14 (Nature); Awareness DC 14.
Ranges: Melee 5 ft; Close 35 ft; Medium 140 ft; Long 560 ft; Extreme 1400 ft.
-----------------------------
Armor Class 18
Saves: Fortitude +4, Reflex +4, Will +4
Acrobatics DC 17; Social DCs: Bluff 14, Diplomacy 14, Intimidate 14, Perception 14.
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Movement Speed 40 ft; Maneuvers DC 16.
Bite Natural Weapon: Melee range; Attack +9; Damage 1d6+13 Physical. Gives +1 to Trip maneuver.
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UAM (+3), Other Abilities (+0)
Skills: Athletics +5; Stealth +5; Perception +5.
-----------------------------
Passives
Spoiler
Gryx is Bound to Deltini Woodpecker, and takes no actions except attacks of opportunity until directed to by her.
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Free Actions
Spoiler
1/Encounter immediately when Deltini is reduced below 14 HP, Gryx can gain the ability to use the Run combat maneuver as a Swift Action for the next 3 Rounds.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Rule of Cool's Legend system - My New Setting

Post by CaptainKaulu »

I "re-booted" this setting, wiping out all the stuff that I had just imported into it from my D&D setting. Now I've gone through this thread and deleted or hidden the stuff that's no longer relevant. More progress to come, hopefully.
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