https://www.dandwiki.com/w/api.php?action=feedcontributions&user=173.245.52.106&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T08:08:39ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Tundrus_(3.5e_Race)&diff=584496Tundrus (3.5e Race)2012-08-13T00:30:05Z<p>173.245.52.106: </p>
<hr />
<div>{{x0<br />
|la=+?<br />
|ecl=?<br />
|type=Humanoid (Canine)<br />
|ability_adjust=<br />
|size=Medium<br />
|favored_class= Wizard or Sorcerer<br />
|desc= A bipedal Wolf. Powerful and skilled in Hunting, Ice wolves do whatever it takes to protect their "pack".<br />
}}<br />
<br />
= Ice Wolf =<br />
<br />
<br />
== Personality ==<br />
<br />
Ice wolves are a gentle race, but are easily enraged. Within the pack is a strong sense of family and magic. When it comes to fighting, Ice Wolves are known to plan out their strategies using information brought back by scouts, then acting accordingly. This race can run on two legs, but for extra speed, drops to all fours. They tend to think things through and are rarely reckless. Each pack consists of 2 leaders (one male, one female), several fighters, a small handful of clerics, one or two druids as well as a rogue, and the rest are wizards or sorcerers. <br />
<br />
== Physical Description ==<br />
<br />
Male: A male Ice Wolf usually stands anywhere from 5'6" to 6'9",weigh around 150lbs, have a more muscular build, and is completely covered in a deep blue fur (white fur on stomach). Hair color ranges with any shade or blue or grey, but it is rare to see a male Ice Wolf with completely black hair (if a male has black hair, it usually has a blue tint to it.) Eye color is either blue, steel grey, ice blue, gold, or sometimes blue/green(one eye is blue, the other is green). Their wrists and ankles are coated with a "bracelet" of ice crystals that ,whether male or female,vary in color while ice crystal shards of the same color stick out at odd angles, usually in the fur on the male's back. Their tails range from 3in (docked as a child or form of punishment) all the way to 2 1/2ft in length. The tips of the tail has small crystals sticking out. Males reach adulthood at age 25 and can live to be about 180. They pick one female and that is their mate for life (can be out of pack).<br />
<br />
Female: A female Ice wolf stands a bit shorter then the male; ranging from 4'7" to 5'5" and weigh around 120lbs. The have a thinner, more lean build as the females are used as the scouts. Females are too covered in fur, but theirs ranges on the lighter scale of blue. The darkest fur a female can have is Teal. Hair ranges from pure white to midnight blue, as females cannot have black hair whatsoever. Eye color is the same as males. Girls also have the bracelet-like ice shards on their wrists, but lack it around the ankles. They do not have the ice crystals on their backs, but they do have them in their tails. The length of a female's tail can be anywhere from 3in (docked as a child or form of punishment) to 2 1/4 ft long. Females reach adulthood at age 25 and can live to be about 168. They pick one male and that is their mate for life (can be out of pack).<br />
<br />
== Relations ==<br />
<br />
Ice Wolves get along smashingly with any other humanoid(canine) race as well as Halflings, Elves, and occasionally Gnomes. They cannot stand any type of Half-Orc, Dwarf, or any humanoid(feline) races, though there have been some odd... relationships.<br />
<br />
== Alignment ==<br />
<br />
Most packs have chosen to be Lawful Good, Chaotic good, or Neutral Good. Some packs have chosen to be Neutral Evil, Chaotic Evil or Lawful Evil. Lone Ice Wolves tend to be either Neutral Good or True Neutral.<br />
<br />
== Lands ==<br />
<br />
Ice wolves prefer the Tundra or Northern forests, where it is always cold or snowy. It is not uncommon to see the children playing outside in below 0 weather with nothing but their "summer" clothing on. You can find Ice wolves in warmer temperatures, but they are probably there due to Exile. (about 3 exiles a year)<br />
<br />
== Religion ==<br />
<br />
Ice Wolves that are of any Good allignment are known to worship [[Wolfia]] while Ice wolves of any Evil allignment are known to worship [[Wulfkuldi (3.5e Deity)]]. Lone Wolves can choose whatever deity they so desire.<br />
<br />
== Language ==<br />
<br />
Their Main language is Canine. They can Speak common (they aren't very good with it) as well as Sylvan.<br />
<br />
== Names ==<br />
<br />
They are given a "child's name" upon birth, but when they come of age, they choose their permanent name. <br />
<br />
<br />
== Racial Traits ==<br />
<br />
* +3 [[Intelligence]], +2 [[Constitution]] -2 [[Dexterity]]: Ice wolves are smart when it comes to magic, but can be a tad clumsy when it comes to hand-to-hand combat.<br />
* [[Humanoid]](Canine): bipedal wolf with claws and dagger-like teeth.<br />
* [[Medium]]: As a Medium creature, Ice Wolves get no bonuses or penalties due to size.<br />
* Ice wolves get a +5 resistance to cold.<br />
* An Ice Wolf's [[base land speed]] is 35 feet: 45 feet if they choose to run on all fours<br />
* [[Low-Light Vision]]: An Ice Wolf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions<br />
* +2 racial bonus on [[Listen]], [[Spot]], [[Survival]], and [[Move Silently]] checks: They are exquisite hunters and love doing their hunting in total slience.<br />
* [[Natural weapons]]: 2 claws (1d6) and Tail smash (1d6).<br />
* Fight with the Pack ([[Ex]]): When an Ice Wolf is considered to be [[flanking]] an enemy, he gets a +3 bonus to attacks (instead of +2).<br />
* [[Automatic Languages]]: Canine and Common (they are not very good with common, but others usually get what they say.) [[Bonus Languages]]: Sylvan, Elven, Halfling<br />
* [[Favored Class]]: Wizard or Sorcerer<br />
* [[Level Adjustment]]: +4<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Ice wolf Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 25 years || +1d6 || +1d10 || +2d10<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Ice Wolf Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 60 years || 110 years || 150 years || +1d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Ice Wolf Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5' 6" || +2d8 || 100 lbs. || &times; (1d6) lbs.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d8 || 75 lbs. || &times; (1d6) lbs.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Canine Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA?]]<br />
[[Category:ECL?]]</div>173.245.52.106https://www.dandwiki.com/w/index.php?title=Tundrus_(3.5e_Race)&diff=584491Tundrus (3.5e Race)2012-08-12T23:13:59Z<p>173.245.52.106: /* Ice Wolf */</p>
<hr />
<div>{{x0<br />
|la=+?<br />
|ecl=?<br />
|type=Humanoid (Canine)<br />
|ability_adjust=<br />
|size=Medium<br />
|favored_class= Wizard or Sorcerer<br />
|desc= A bipedal Wolf. Powerful and skilled in Hunting, Ice wolves do whatever it takes to protect their "pack".<br />
}}<br />
<br />
= Ice Wolf =<br />
<br />
It was many many years ago when one named Kair was banished from a Human tribe for looking too much like a wolf. He walked through the snow covered forest for one week and three days before he came across a woman named Maya, who was just like him. She feared his thoughts of her appearance, despite them looking alike, and hid. Kair spoke with great care and gentleness, finally getting Maya to show herself. The two walked for a while, sharing each other's stories and reason. Over the course of four months, 3 more "Ice Wolves" joined the two. Exactly one year later, the first "Pure" Ice Wolf" was born. <br />
<br />
== Personality ==<br />
<br />
Ice wolves are a gentle race, but are easily enraged. Within the pack is a strong sense of family and magic. When it comes to fighting, Ice Wolves are known to plan out their strategies using information brought back by scouts, then acting accordingly. This race can run on two legs, but for extra speed, drops to all fours. They tend to think things through and are rarely reckless. Each pack consists of 2 leaders (one male, one female), several fighters, a small handful of clerics, one or two druids as well as a rogue, and the rest are wizards or sorcerers. <br />
<br />
== Physical Description ==<br />
<br />
Male: A male Ice Wolf usually stands anywhere from 5'6" to 6'9",weigh around 150lbs, have a more muscular build, and is completely covered in a deep blue fur (white fur on stomach). Hair color ranges with any shade or blue or grey, but it is rare to see a male Ice Wolf with completely black hair (if a male has black hair, it usually has a blue tint to it.) Eye color is either blue, steel grey, ice blue, gold, or sometimes blue/green(one eye is blue, the other is green). Their wrists and ankles are coated with a "bracelet" of ice crystals that ,whether male or female,vary in color while ice crystal shards of the same color stick out at odd angles, usually in the fur on the male's back. Their tails range from 3in (docked as a child or form of punishment) all the way to 2 1/2ft in length. The tips of the tail has small crystals sticking out. Males reach adulthood at age 25 and can live to be about 180. They pick one female and that is their mate for life (can be out of pack).<br />
<br />
Female: A female Ice wolf stands a bit shorter then the male; ranging from 4'7" to 5'5" and weigh around 120lbs. The have a thinner, more lean build as the females are used as the scouts. Females are too covered in fur, but theirs ranges on the lighter scale of blue. The darkest fur a female can have is Teal. Hair ranges from pure white to midnight blue, as females cannot have black hair whatsoever. Eye color is the same as males. Girls also have the bracelet-like ice shards on their wrists, but lack it around the ankles. They do not have the ice crystals on their backs, but they do have them in their tails. The length of a female's tail can be anywhere from 3in (docked as a child or form of punishment) to 2 1/4 ft long. Females reach adulthood at age 25 and can live to be about 168. They pick one male and that is their mate for life (can be out of pack).<br />
<br />
== Relations ==<br />
<br />
Ice Wolves get along smashingly with any other humanoid(canine) race as well as Halflings, Elves, and occasionally Gnomes. They cannot stand any type of Half-Orc, Dwarf, or any humanoid(feline) races, though there have been some odd... relationships.<br />
<br />
== Alignment ==<br />
<br />
Most packs have chosen to be Lawful Good, Chaotic good, or Neutral Good. Some packs have chosen to be Neutral Evil, Chaotic Evil or Lawful Evil. Lone Ice Wolves tend to be either Neutral Good or True Neutral.<br />
<br />
== Lands ==<br />
<br />
Ice wolves prefer the Tundra or Northern forests, where it is always cold or snowy. It is not uncommon to see the children playing outside in below 0 weather with nothing but their "summer" clothing on. You can find Ice wolves in warmer temperatures, but they are probably there due to Exile. (about 3 exiles a year)<br />
<br />
== Religion ==<br />
<br />
Ice Wolves that are of any Good allignment are known to worship [[Wolfia]] while Ice wolves of any Evil allignment are known to worship [[Wulfkuldi (3.5e Deity)]]. Lone Wolves can choose whatever deity they so desire.<br />
<br />
== Language ==<br />
<br />
Their Main language is Canine. They can Speak common (they aren't very good with it) as well as Sylvan.<br />
<br />
== Names ==<br />
<br />
They are given a "child's name" upon birth, but when they come of age, they choose their permanent name. <br />
<br />
<br />
== Racial Traits ==<br />
<br />
* +3 [[Intelligence]], +2 [[Constitution]] -2 [[Dexterity]]: Ice wolves are smart when it comes to magic, but can be a tad clumsy when it comes to hand-to-hand combat.<br />
* [[Humanoid]](Canine): bipedal wolf with claws and dagger-like teeth.<br />
* [[Medium]]: As a Medium creature, Ice Wolves get no bonuses or penalties due to size.<br />
* Ice wolves get a +5 resistance to cold.<br />
* An Ice Wolf's [[base land speed]] is 35 feet: 45 feet if they choose to run on all fours<br />
* [[Low-Light Vision]]: An Ice Wolf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions<br />
* +2 racial bonus on [[Listen]], [[Spot]], [[Survival]], and [[Move Silently]] checks: They are exquisite hunters and love doing their hunting in total slience.<br />
* [[Natural weapons]]: 2 claws (1d6) and Tail smash (1d6).<br />
* Fight with the Pack ([[Ex]]): When an Ice Wolf is considered to be [[flanking]] an enemy, he gets a +3 bonus to attacks (instead of +2).<br />
* [[Automatic Languages]]: Canine and Common (they are not very good with common, but others usually get what they say.) [[Bonus Languages]]: Sylvan, Elven, Halfling<br />
* [[Favored Class]]: Wizard or Sorcerer<br />
* [[Level Adjustment]]: +4<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Ice wolf Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 25 years || +1d6 || +1d10 || +2d10<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Ice Wolf Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 60 years || 110 years || 150 years || +1d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Ice Wolf Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5' 6" || +2d8 || 100 lbs. || &times; (1d6) lbs.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 7" || +2d8 || 75 lbs. || &times; (1d6) lbs.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Canine Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA?]]<br />
[[Category:ECL?]]</div>173.245.52.106https://www.dandwiki.com/w/index.php?title=Hand_Crossbow_Hunter_(3.5e_Prestige_Class)&diff=584055Hand Crossbow Hunter (3.5e Prestige Class)2012-08-08T22:23:27Z<p>173.245.52.106: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<!-- level of completion --><br />
|editing=<br />
|type=Combat Focused, Skilled<br />
|desc="Hunters who see killing enemies with a great sword or heavy crossbow far too easy."<br />
|len=10<br />
|minlvl=4<br />
}}<br />
<br />
==Hand Crossbow Hunter==<br />
<br />
{{quote<br />
|"I once saw a man claiming he was going to hunt an Admantine Golem. All I saw on him was a tiny little hand crossbow. I told him it was suicide, but he just laughed at me. Three days later he came back with the spoils from his hunt."<br />
|orig=Olaf, Dwarven Barkeep<br />
|src=Anonymous Campaign<br />
}}<br />
<br />
Some hunters found that using large weapons to kill their targets in one or two hits far too boring and repetitive. They wanted more thrill and risk, and so took to training themselves in the humble hand crossbow. A weapon that only seemed fit when concealed, hardly a serious choice for hunting. Through training, the hand crossbow hunters were able to hit their targets hand from as far as damage them just as much as a hunter with a longbow or heavy crossbow, and gained techniques to surprise their targets and hit them from different directions.<br />
<br />
===Becoming a Hand Crossbow Hunter===<br />
<br />
Most characters that pursue this path start out as Fighters, Rangers, or Rouges, though other classes may decide to join the class as well. Becoming a hand crossbow hunter often stems from a desire for a more challenging hunt.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +3.<br />
|-<br />
! Skills:<br />
| Hide 7 ranks, Move Silently 7 ranks and Survival 5 ranks.<br />
|-<br />
! Feats:<br />
| Rapid Reload, Rapid Shot, Quick Draw and Weapon Proficiency (Hand Crossbow).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Hand Crossbow Hunter}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +2 || +0<br />
| class="left" | Combat Training(1), Intense Training<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +3 || +0<br />
| class="left" | Combat Training(2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +3 || +1<br />
| class="left" | Camouflage, Combat Training(3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +4 || +1<br />
| class="left" | Combat Training(4)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +4 || +1<br />
| class="left" | Handiness, Combat Training(5)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6/+1 || +5 || +5 || +2<br />
| class="left" | Combat Training(6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7/+2 || +5 || +5 || +2<br />
| class="left" | Tracking Shot, Combat Training(7)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8/+3 || +6 || +6 || +2<br />
| class="left" | Combat Training(8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9/+4 || +6 || +6 || +3<br />
| class="left" | Gigantic HandCrossbow, Combat Training(9)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10/+4 || +7 || +7 || +3<br />
| class="left" | Combat Training(10)<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[Int]] modifier per level)'''<br/><br />
Balance, Climb, Concentration, Craft, Disguise, Escape Artist, Hide, Knowledge (Architecture and Engineering), Listen, Move Silently, Sleight of Hand, Spot and Survival.<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Hand Crossbow Hunter.<br />
<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Hand Crossbow Hunters do not gain any weapon or armor proficiency. <br />
<br />
'''{{#anc:Intense Training}}:''' While using a hand crossbow, Hand Crossbow Hunters may add their Dexterity modifier to damage within the base range increment of their hand crossbow. They may also increase the base range increment of their hand crossbow by (Dexterity Modifier)*5ft. To do so, they must fire the hand crossbow with both hands<br />
<br />
'''{{#anc:Combat Training(X)}} ([[Ex]]):''' Each time you level, you may level one of several combat abilities of your choosing. Each ability is extraordinary, has 5 maximum levels, and only works when using a hand crossbow: <br />
<br />
Ricochet Shot(X) - Bounce shots off of X walls maximum, at a 6-X penalty to attack rolls per wall. The hunter must have some way of sensing the monster being shot at, be it through an animal companion's emphatic link, sound, etc. <br />
<br />
Creedmore Stance(X) - Enter creedmore stance X times a day 2X turns per time. Entering and exiting creedmore stance are move actions which provoke an attack of opportunity. When in creedmore stance, the hunter is considered prone and dex modifier is halved in terms of Armor Class and Reflex saves. When in creedmore stance a hunter may add points from his base attack bonus to either his damage, critical range, or range (Ex. If a hunter has a +8 base attack bonus, he may increase his damage by 2, his critical range by 1, and his range by one, but will only have a +4 base attack bonus). A hunter may choose to leave creedmore stance before 2X turns are over as a move action provoking attacks of oppertunity. <br />
<br />
Fast Draw(X) - Draw and fire a loaded hand crossbow as a swift action 3X times a day, at a 5-X penalty to attack rolls. Because the crossbow is being held with one hand, intense training does not apply. <br />
<br />
Camouflage Shot(X)- Fire a shot is a way that enemies can not discern where the shot is coming from at a 5-X attack roll penalty. The enemy must succeed a DC 15+X will save to discern the location of the shooter. If the location of the shooter is not discerned, then there is no penalty to hiding following a shot.<br />
<br />
Cripple(X) - X times a day, replace a critical hit with the ability to cripple an enemy's body part. If the enemy does not succeed a 10 + dexterity fortitude save, that enemy will not be able to use that body part until it is healed.<br />
<br />
'''{{#anc:Camouflage)}} ([[Ex]]):''' A Hand Crossbow Hunter of 3rd level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. (The same as ranger's Camouflage, but only works when a hand crossbow is equipped)<br />
<br />
'''{{#anc:Handiness}} ([[Ex]]):''' At level 5, Hand Crossbow Hunters learn to make advantage of the small size of their weapon. When using a hand crossbow of the same size as the hunter, the hunter is able to shoot at point blank range without attacks of opportunity and shoot once at a -5 attack roll penalty before withdrawing.<br />
<br />
'''{{#anc:Tracking Shot}} ([[Sp]]):''' At level 7, a Hand Crossbow Hunter may imbue one of his hand crossbow bolts with a little bit of arcane magic 5 times a day. These bolts allow the hunter to note the location of the monster even when not in line of sight, and work for as many turns as the hunter has levels in hand crossbow hunter.<br />
<br />
'''{{#anc:Gigantic Hand Crossbow}}:''' At level 9, the hunter gains the ability to use larger crossbows. Works the same as the feat Gigantic Weapon, but only works for the hand crossbow. No prerequisites must be met.<br />
<br />
====Ex-Hand Crossbow Hunters====<br />
<br />
If a Hand Crossbow Hunter loses its entry requirements then it loses everything gained from this class except its base attack bonus, saving throws and bonus feats.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Hand Crossbow Hunter====<br />
<br />
Hand Crossbow Hunters get various new actions to compensate their low DPS. Despite not wearing armor, their ability to hide grants them the ability to survive.<br />
<br />
'''Combat:''' Ranged Damage/Round<br />
<br />
'''Advancement:''' Hand Crossbow Hunters benefit greatly from the general bulk of fighters, the already skilled at ranged rangers and the bonus sneak attack damage of rogues.<br />
<br />
'''Resources:''' Hand Crossbow Hunters make excellent scouts, and with the right equipment can gain a high damage output previously unthinkable to a wielder of a hand crossbow.<br />
<br />
====Hand Crossbow Hunters in the World====<br />
<br />
Hand Crossbow Hunters are hunters who saw killing dragons and hydras with a great sword or longbow too easy, and decided to challenge themselves.<br />
<br />
{{quote|"Anyone can kill a dragon with a lance. Its much more thrilling to kill one with a hand crossbow"|4=Eris, Human Ranger}}<br />
<br />
'''NPC Reactions:''' Did he just kill a T-Rex with THAT tiny little thing?<br />
<br />
====Hand Crossbow Hunter Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research Hand Crossbow Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | None.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Appears to be a specialist in stalking.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Looks to be hiding some sort of projectile launcher in their cloak.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | HAND CROSSBOW HUNTER! GET HIM BEFORE HE SHOOTS!.<br />
|}<br />
<br />
====Hand Crossbow Hunters in the Game====<br />
<br />
If you plan on playing a hand crossbow hunter make sure your Dexterity, Intelligence and Wisdom ability scores are optimized. Hand Crossbow Hunters don't get many hit points and usually have a low AC in attempts to increase hiding ability. This is compensated by their ability to completely avoid being detected by their prey, if you use your skills right.<br />
<br />
'''Adaptation:''' In games with a future setting, with firearms, they would use handguns rather than hand crossbows. This works best when there are rifles present which do more damage than the handguns these hunters would use.<br />
<br />
'''Sample Encounter:''' A large monster suddenly dying from a bolt that came out of seemingly thin air.<br />
<br />
''EL whatever:'' To be added later.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|June 2012}}<br />
{{Prestige Class Description Needed|June 2012}}<br />
{{Prestige Class Stub|June 2012}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>173.245.52.106https://www.dandwiki.com/w/index.php?title=Hand_Crossbow_Hunter_(3.5e_Prestige_Class)&diff=584046Hand Crossbow Hunter (3.5e Prestige Class)2012-08-08T18:26:11Z<p>173.245.52.106: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<!-- level of completion --><br />
|editing=<br />
|type=Combat Focused, Skilled<br />
|desc="Hunters who see killing enemies with a great sword or heavy crossbow far too easy."<br />
|len=10<br />
|minlvl=4<br />
}}<br />
<br />
==Hand Crossbow Hunter==<br />
<br />
{{quote<br />
|"I once saw a man claiming he was going to hunt an Admantine Golem. All I saw on him was a tiny little hand crossbow. I told him it was suicide, but he just laughed at me. Three days later he came back with the spoils from his hunt."<br />
|orig=Olaf, Dwarven Barkeep<br />
|src=Anonymous Campaign<br />
}}<br />
<br />
Some hunters found that using large weapons to kill their targets in one or two hits far too boring and repetitive. They wanted more thrill and risk, and so took to training themselves in the humble hand crossbow. A weapon that only seemed fit when concealed, hardly a serious choice for hunting. Through training, the hand crossbow hunters were able to hit their targets hand from as far as damage them just as much as a hunter with a longbow or heavy crossbow, and gained techniques to surprise their targets and hit them from different directions.<br />
<br />
===Becoming a Hand Crossbow Hunter===<br />
<br />
Most characters that pursue this path start out as Fighters, Rangers, or Rouges, though other classes may decide to join the class as well. Becoming a hand crossbow hunter often stems from a desire for a more challenging hunt.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +3.<br />
|-<br />
! Skills:<br />
| Hide 7 ranks, Move Silently 7 ranks and Survival 5 ranks.<br />
|-<br />
! Feats:<br />
| Rapid Reload, Rapid Shot, Quick Draw and Weapon Proficiency (Hand Crossbow).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Hand Crossbow Hunter}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +2 || +0<br />
| class="left" | Combat Training(1), Intense Training<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +3 || +0<br />
| class="left" | Combat Training(2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +3 || +1<br />
| class="left" | Camouflage, Combat Training(3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +4 || +1<br />
| class="left" | Combat Training(4)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +4 || +1<br />
| class="left" | Handiness, Combat Training(5)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6/+1 || +5 || +5 || +2<br />
| class="left" | Combat Training(6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7/+2 || +5 || +5 || +2<br />
| class="left" | Tracking Shot, Combat Training(7)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8/+3 || +6 || +6 || +2<br />
| class="left" | Combat Training(8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9/+4 || +6 || +6 || +3<br />
| class="left" | Gigantic HandCrossbow, Combat Training(9)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10/+4 || +7 || +7 || +3<br />
| class="left" | Combat Training(10)<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[Int]] modifier per level)'''<br/><br />
Balance, Climb, Concentration, Craft, Disguise, Escape Artist, Hide, Knowledge (Architecture and Engineering), Listen, Move Silently, Sleight of Hand, Spot and Survival.<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Hand Crossbow Hunter.<br />
<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Hand Crossbow Hunters do not gain any weapon or armor proficiency. <br />
<br />
'''{{#anc:Intense Training}}:''' While using a hand crossbow, Hand Crossbow Hunters may add their Dexterity modifier to damage within the base range increment of their hand crossbow. They may also increase the base range increment of their hand crossbow by (Dexterity Modifier)*5ft. To do so, they must fire the hand crossbow with both hands<br />
<br />
'''{{#anc:Combat Training(X)}} ([[Ex]]):''' Each time you level, you may level one of several combat abilities of your choosing. Each ability is extraordinary, has 5 maximum levels, and only works when using a hand crossbow: <br />
<br />
Ricochet Shot(X) - Bounce shots off of X walls maximum, at a 6-X penalty to attack rolls per wall. The hunter must have some way of sensing the monster being shot at, be it through an animal companion's emphatic link, sound, etc. <br />
<br />
Creedmore Stance(X) - Enter creedmore stance X times a day 2X turns per time. Entering and exiting creedmore stance are move actions which provoke an attack of opportunity. When in creedmore stance, the hunter is considered prone and dex modifier in regards to range, damage, and attack roles is doubled, but halved in terms of Armor Class and Reflex saves. A hunter may choose to leave creedmore stance before 2X turns are over as a move action provoking attacks of oppertunity. <br />
<br />
Fast Draw(X) - Draw and fire a loaded hand crossbow as a swift action 3X times a day, at a 5-X penalty to attack rolls. Because the crossbow is being held with one hand, intense training does not apply. <br />
<br />
Camouflage Shot(X)- Fire a shot is a way that enemies can not discern where the shot is coming from at a 5-X attack roll penalty. The enemy must succeed a DC 15+X will save to discern the location of the shooter. If the location of the shooter is not discerned, then there is no penalty to hiding following a shot.<br />
<br />
Cripple(X) - X times a day, replace a critical hit with the ability to cripple an enemy's body part. If the enemy does not succeed a 10 + dexterity fortitude save, that enemy will not be able to use that body part until it is healed.<br />
<br />
'''{{#anc:Camouflage)}} ([[Ex]]):''' A Hand Crossbow Hunter of 3rd level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. (The same as ranger's Camouflage, but only works when a hand crossbow is equipped)<br />
<br />
'''{{#anc:Handiness}} ([[Ex]]):''' At level 5, Hand Crossbow Hunters learn to make advantage of the small size of their weapon. When using a hand crossbow of the same size as the hunter, the hunter is able to shoot at point blank range without attacks of opportunity and shoot once at a -5 attack roll penalty before withdrawing.<br />
<br />
'''{{#anc:Tracking Shot}} ([[Sp]]):''' At level 7, a Hand Crossbow Hunter may imbue one of his hand crossbow bolts with a little bit of arcane magic 5 times a day. These bolts allow the hunter to note the location of the monster even when not in line of sight, and work for as many turns as the hunter has levels in hand crossbow hunter.<br />
<br />
'''{{#anc:Gigantic Hand Crossbow}}:''' At level 9, the hunter gains the ability to use larger crossbows. Works the same as the feat Gigantic Weapon, but only works for the hand crossbow. No prerequisites must be met.<br />
<br />
====Ex-Hand Crossbow Hunters====<br />
<br />
If a Hand Crossbow Hunter loses its entry requirements then it loses everything gained from this class except its base attack bonus, saving throws and bonus feats.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Hand Crossbow Hunter====<br />
<br />
Hand Crossbow Hunters get various new actions to compensate their low DPS. Despite not wearing armor, their ability to hide grants them the ability to survive.<br />
<br />
'''Combat:''' Ranged Damage/Round<br />
<br />
'''Advancement:''' Hand Crossbow Hunters benefit greatly from the general bulk of fighters, the already skilled at ranged rangers and the bonus sneak attack damage of rogues.<br />
<br />
'''Resources:''' Hand Crossbow Hunters make excellent scouts, and with the right equipment can gain a high damage output previously unthinkable to a wielder of a hand crossbow.<br />
<br />
====Hand Crossbow Hunters in the World====<br />
<br />
Hand Crossbow Hunters are hunters who saw killing dragons and hydras with a great sword or longbow too easy, and decided to challenge themselves.<br />
<br />
{{quote|"Anyone can kill a dragon with a lance. Its much more thrilling to kill one with a hand crossbow"|4=Eris, Human Ranger}}<br />
<br />
'''NPC Reactions:''' Did he just kill a T-Rex with THAT tiny little thing?<br />
<br />
====Hand Crossbow Hunter Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research Hand Crossbow Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | None.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Appears to be a specialist in stalking.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Looks to be hiding some sort of projectile launcher in their cloak.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | HAND CROSSBOW HUNTER! GET HIM BEFORE HE SHOOTS!.<br />
|}<br />
<br />
====Hand Crossbow Hunters in the Game====<br />
<br />
If you plan on playing a hand crossbow hunter make sure your Dexterity, Intelligence and Wisdom ability scores are optimized. Hand Crossbow Hunters don't get many hit points and usually have a low AC in attempts to increase hiding ability. This is compensated by their ability to completely avoid being detected by their prey, if you use your skills right.<br />
<br />
'''Adaptation:''' In games with a future setting, with firearms, they would use handguns rather than hand crossbows. This works best when there are rifles present which do more damage than the handguns these hunters would use.<br />
<br />
'''Sample Encounter:''' A large monster suddenly dying from a bolt that came out of seemingly thin air.<br />
<br />
''EL whatever:'' To be added later.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|June 2012}}<br />
{{Prestige Class Description Needed|June 2012}}<br />
{{Prestige Class Stub|June 2012}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>173.245.52.106https://www.dandwiki.com/w/index.php?title=Hand_Crossbow_Hunter_(3.5e_Prestige_Class)&diff=583875Hand Crossbow Hunter (3.5e Prestige Class)2012-08-07T17:08:42Z<p>173.245.52.106: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<!-- level of completion --><br />
|editing=<br />
|type=Combat Focused, Skilled<br />
|desc="Hunters who see killing enemies with a great sword or heavy crossbow far too easy."<br />
|len=10<br />
|minlvl=4<br />
}}<br />
<br />
==Hand Crossbow Hunter==<br />
<br />
{{quote<br />
|"I once saw a man claiming he was going to hunt an Admantine Golem. All I saw on him was a tiny little hand crossbow. I told him it was suicide, but he just laughed at me. Three days later he came back with the spoils from his hunt."<br />
|orig=Olaf, Dwarven Barkeep<br />
|src=Anonymous Campaign<br />
}}<br />
<br />
Some hunters found that using large weapons to kill their targets in one or two hits far too boring and repetitive. They wanted more thrill and risk, and so took to training themselves in the humble hand crossbow. A weapon that only seemed fit when concealed, hardly a serious choice for hunting. Through training, the hand crossbow hunters were able to hit their targets hand from as far as damage them just as much as a hunter with a longbow or heavy crossbow, and gained techniques to surprise their targets and hit them from different directions.<br />
<br />
===Becoming a Hand Crossbow Hunter===<br />
<br />
Most characters that pursue this path start out as Fighters, Rangers, or Rouges, though other classes may decide to join the class as well. Becoming a hand crossbow hunter often stems from a desire for a more challenging hunt.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +3.<br />
|-<br />
! Skills:<br />
| Hide 7 ranks, Move Silently 7 ranks and Survival 5 ranks.<br />
|-<br />
! Feats:<br />
| Rapid Reload, Rapid Shot, Quick Draw and Weapon Proficiency (Hand Crossbow).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Hand Crossbow Hunter}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +0<br />
| class="left" | Combat Training(1), Intense Training<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +0<br />
| class="left" | Combat Training(2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +1<br />
| class="left" | Camouflage, Combat Training(3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +1<br />
| class="left" | Combat Training(4)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +1<br />
| class="left" | Handiness, Combat Training(5)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +2<br />
| class="left" | Combat Training(6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +5 || +2<br />
| class="left" | Tracking Shot, Combat Training(7)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +6 || +2<br />
| class="left" | Combat Training(8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +6 || +3<br />
| class="left" | Gigantic HandCrossbow, Combat Training(9)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +7 || +3<br />
| class="left" | Combat Training(10)<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[Int]] modifier per level)'''<br/><br />
Balance, Climb, Concentration, Craft, Disguise, Escape Artist, Hide, Knowledge (Architecture and Engineering), Listen, Move Silently, Sleight of Hand, Spot and Survival.<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Hand Crossbow Hunter.<br />
<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Hand Crossbow Hunters do not gain any weapon or armor proficiency. <br />
<br />
'''{{#anc:Intense Training}}:''' While using a hand crossbow, Hand Crossbow Hunters may add their Dexterity modifier to damage within the base range increment of their hand crossbow. They may also increase the base range increment of their hand crossbow by (Dexterity Modifier)*5ft. To do so, they must fire the hand crossbow with both hands<br />
<br />
'''{{#anc:Combat Training(X)}} ([[Ex]]):''' Each time you level, you may level one of several combat abilities of your choosing. Each ability is extraordinary, has 5 maximum levels, and only works when using a hand crossbow: <br />
<br />
Ricochet Shot(X) - Bounce shots off of X walls maximum, at a 6-X penalty to attack rolls per wall. The hunter must have some way of sensing the monster being shot at, be it through an animal companion's emphatic link, sound, etc. <br />
<br />
Creedmore Stance(X) - Enter creedmore stance X times a day 2X turns per time. Entering and exiting creedmore stance are move actions which provoke an attack of opportunity. When in creedmore stance, the hunter is considered prone and dex modifier in regards to range, damage, and attack roles is doubled, but halved in terms of Armor Class and Reflex saves. A hunter may choose to leave creedmore stance before 2X turns are over as a move action provoking attacks of oppertunity. <br />
<br />
Fast Draw(X) - Draw and fire a loaded hand crossbow as a swift action 3X times a day, at a 5-X penalty to attack rolls. Because the crossbow is being held with one hand, intense training does not apply. <br />
<br />
Camouflage Shot(X)- Fire a shot is a way that enemies can not discern where the shot is coming from at a 5-X attack roll penalty. The enemy must succeed a DC 15+X will save to discern the location of the shooter. If the location of the shooter is not discerned, then there is no penalty to hiding following a shot.<br />
<br />
Cripple(X) - X times a day, replace a critical hit with the ability to cripple an enemy's body part. If the enemy does not succeed a 10 + dexterity fortitude save, that enemy will not be able to use that body part until it is healed.<br />
<br />
'''{{#anc:Camouflage)}} ([[Ex]]):''' A Hand Crossbow Hunter of 3rd level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. (The same as ranger's Camouflage, but only works when a hand crossbow is equipped)<br />
<br />
'''{{#anc:Handiness}} ([[Ex]]):''' At level 5, Hand Crossbow Hunters learn to make advantage of the small size of their weapon. When using a hand crossbow of the same size as the hunter, the hunter is able to shoot at point blank range without attacks of opportunity and shoot once at a -5 attack roll penalty before withdrawing.<br />
<br />
'''{{#anc:Tracking Shot}} ([[Sp]]):''' At level 7, a Hand Crossbow Hunter may imbue one of his hand crossbow bolts with a little bit of arcane magic 5 times a day. These bolts allow the hunter to note the location of the monster even when not in line of sight, and work for as many turns as the hunter has levels in hand crossbow hunter.<br />
<br />
'''{{#anc:Gigantic Hand Crossbow}}:''' At level 9, the hunter gains the ability to use larger crossbows. Works the same as the feat Gigantic Weapon, but only works for the hand crossbow. No prerequisites must be met.<br />
<br />
====Ex-Hand Crossbow Hunters====<br />
<br />
If a Hand Crossbow Hunter loses its entry requirements then it loses everything gained from this class except its base attack bonus, saving throws and bonus feats.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Hand Crossbow Hunter====<br />
<br />
Hand Crossbow Hunters get various new actions to compensate their low DPS. Despite not wearing armor, their ability to hide grants them the ability to survive.<br />
<br />
'''Combat:''' Ranged Damage/Round<br />
<br />
'''Advancement:''' Hand Crossbow Hunters benefit greatly from the general bulk of fighters, the already skilled at ranged rangers and the bonus sneak attack damage of rogues.<br />
<br />
'''Resources:''' Hand Crossbow Hunters make excellent scouts, and with the right equipment can gain a high damage output previously unthinkable to a wielder of a hand crossbow.<br />
<br />
====Hand Crossbow Hunters in the World====<br />
<br />
Hand Crossbow Hunters are hunters who saw killing dragons and hydras with a great sword or longbow too easy, and decided to challenge themselves.<br />
<br />
{{quote|"Anyone can kill a dragon with a lance. Its much more thrilling to kill one with a hand crossbow"|4=Eris, Human Ranger}}<br />
<br />
'''NPC Reactions:''' Did he just kill a T-Rex with THAT tiny little thing?<br />
<br />
====Hand Crossbow Hunter Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research Hand Crossbow Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | None.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Appears to be a specialist in stalking.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Looks to be hiding some sort of projectile launcher in their cloak.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | HAND CROSSBOW HUNTER! GET HIM BEFORE HE SHOOTS!.<br />
|}<br />
<br />
====Hand Crossbow Hunters in the Game====<br />
<br />
If you plan on playing a hand crossbow hunter make sure your Dexterity, Intelligence and Wisdom ability scores are optimized. Hand Crossbow Hunters don't get many hit points and usually have a low AC in attempts to increase hiding ability. This is compensated by their ability to completely avoid being detected by their prey, if you use your skills right.<br />
<br />
'''Adaptation:''' In games with a future setting, with firearms, they would use handguns rather than hand crossbows. This works best when there are rifles present which do more damage than the handguns these hunters would use.<br />
<br />
'''Sample Encounter:''' A large monster suddenly dying from a bolt that came out of seemingly thin air.<br />
<br />
''EL whatever:'' To be added later.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|June 2012}}<br />
{{Prestige Class Description Needed|June 2012}}<br />
{{Prestige Class Stub|June 2012}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>173.245.52.106https://www.dandwiki.com/w/index.php?title=Summon_Gold_(4e_Ritual)&diff=582497Summon Gold (4e Ritual)2012-07-24T01:42:10Z<p>173.245.52.106: Added Balance Template</p>
<hr />
<div>{{x0<br />
|level=1<br />
|keyskill=Arcana<br />
}}<br />
{{stub|Instant ritual that '''Makes gold''' is essentially infinite money. This is very unbalanced}}<br />
==== Summon Gold ====<br />
<br />
''"Sir, I believe you only gave me 65gp for that horse." <br />
"Oh really? Then i'll make some more!''<br />
<br />
{{4e Ritual<br />
|level=1<br />
|component_cost=0gp<br />
|category=Creation<br />
|market_price=100gp<br />
|time=(can be used in combat) Varies. Ability is considered a cantrip(A fast, sudden movement that does something small).<br />
|skill=Arcana<br />
|duration=Permanant<br />
}}<br />
<br />
Create a small amount of gold that could finish paying what you didn't pay in full. Also can be used for pure wealth. (Instant cast for 10gp, 1 hour for 100, 2 hours for 200, ect.)<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[4e Homebrew]] &rarr; [[4e Rituals|Rituals]]<br />
[[Category:Creation]]<br />
[[category:4e]]<br />
[[category:User]]<br />
[[category:Ritual]]<br />
[[category:Level 1]]<br />
[[Category:Arcana Ritual]]</div>173.245.52.106https://www.dandwiki.com/w/index.php?title=Enhance_Memory_(4e_Ritual)&diff=582492Enhance Memory (4e Ritual)2012-07-24T01:25:37Z<p>173.245.52.106: Fixed disparity between flavor text (said you could memorize a ritual) and actual ability (not causing the character to memorize the ritual)</p>
<hr />
<div>{{x0<br />
|level=1<br />
|keyskill=Arcana<br />
}}<br />
==== Enhance Memory ====<br />
<br />
''You open your eyes and you can store spells in your memory.''<br />
<br />
{{4e Ritual<br />
|level= 1<br />
|component_cost= 50 gp<br />
|category= Restoration<br />
|market_price= 50 gp<br />
|time= 24 hours<br />
|skill= Arcana or Religion (no check)<br />
|duration= Permanent<br />
}}<br />
<br />
Target must be a Fey creature or have 15 Intelligence or more.<br />
Enhance the target's memory to hold the same capacity as a ritual book or spell book.<br />
*note: This ritual only expands the memory of a character, and does not cause the character to memorize any rituals. To memorize rituals, they must use the [[Memorize Ritual]] ritual.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[4e Homebrew]] &rarr; [[4e Rituals|Rituals]] &rarr; [[<!--Ritual Category--> Powers (4e Power List)|<!--Ritual Category --> Powers]]<br />
[[category:4e]]<br />
[[category:User]]<br />
[[category:Ritual]]<br />
[[category:Level <!-- Ritual Level -->]]<br />
[[category:<!-- Ritual Category -->]]<br />
[[Category:<!-- Key Skill --> Ritual]]</div>173.245.52.106https://www.dandwiki.com/w/index.php?title=Exploding_Treasure_(4e_Trap)&diff=582487Exploding Treasure (4e Trap)2012-07-24T00:48:14Z<p>173.245.52.106: </p>
<hr />
<div>{{stub|Needs a more detailed description, and explanation as to why an explosion causes the ''weakened'' effect.}}<br />
{{needsbalance|Attack and damage values are incorrect for level 1.}}<br />
<!--General description here, including typical usage and possible knowledge checks.--><br />
This trap is treasure that lures creatures to it, and is activated by the creature touching the treasure. Upon contact, the treasure explodes.<br />
{{4e Trap<br />
|name=Exploding treasure<br />
|level=1<br />
|xp=100<br />
|type=Trap<br />
|form=Terrain<br />
|detect=Perception DC 18<br />
|initiative=0<br />
|immune=attacks<br />
|action=Triggered<br />
|trigger=An enemy touches the object above the pressure plate<br />
|usage=Encounter<br />
|keyword=Fire<br />
|range={{A}}<br />
|attack= Close burst 1 (creatures in blast); +12 vs. Reflex<br />
|hit= 2d8 fire damage and the target is weakened(save ends)<br />
|miss= The target is weakened until the targets next turn.<br />
}}<br />
<br />
[[Category:User]]<br />
[[Category:4e]]<br />
[[Category:Trap]]</div>173.245.52.106https://www.dandwiki.com/w/index.php?title=Driders_(4e_Race)&diff=582378Driders (4e Race)2012-07-23T06:01:15Z<p>173.245.52.106: </p>
<hr />
<div>{{needsbalance| Unconditional fast climb speed at level 1 is unbalanced; spider climb doubly so. Proficiency in a superior weapon. Web is odd: Restrained condition normally reserved for paragon tier but at the same time this requires wasting a standard action on something that causes no damage.}}<br />
== Driders ==<br />
<br />
'''''The blessed of the Spider Queen, gifted with spydric stature.'''''<br />
<br />
{{4e Racial Traits<br />
|height=6&rsquo;4&rdquo;&ndash;7&rsquo;0&rdquo;<br />
|weight=230&ndash;270 lb.<br />
|abilities= +2 [[4e Index (4e Other)#Ability scores|Dexterity]], +2 [[4e Index (4e Other)#Ability scores|Charisma]]<br />
|size=Medium<br />
|speed= 7 squares, Climb (spider climb) 3 <br />
|vision=[[4e Index (4e Other)#Darkvision|Darkvision]]<br />
|languages=[[4e Index (4e Other)#languages and scripts|Common]], [[4e Index (4e Other)#languages and scripts|Elven]], [[4e Index (4e Other)#languages and scripts|Deep speech]]<br />
|skills=+2 [[4e Index (4e Other)#Intimidate skill|Intimidate]], +2 [[4e Index (4e Other)#Stealth skill|Stealth]]<br />
|trait1=Drider Weapon Proficiency |description1=You gain proficiency with the [[4e Index (4e Other)#Rapier|rapier]] and the [[4e Index (4e Other)#Hand crossbow|hand crossbow]].<br />
|trait2= Fey Origin |description2= Your ancestors were native to the [[4e Index (4e Other)#feywild|Feywild]], so you are considered a fey creature for the purposes of [[4e Index (4e Other)#conditions and effects|effects]] that relate to creature origin, in addition to being considered a [[All About Spiderkind (Arachonomicon; the Book of Spiderkind Chapter)#What are the Spiderkind?|spiderkind]] creature. <br />
|trait3= Spydic Origin |description3= Your ancestors were tainted by the arachania, so you are considered a [[All About Spiderkind (Arachonomicon; the Book of Spiderkind Chapter)#What are the Spiderkind?|spiderkind]] creature for the purposes of [[4e Index (4e Other)#conditions and effects|effects]] that relate to creature origin in addition to being considered a fey creature.<br />
|trait4= Kindred of the Drow |description4= You can have [[4e Index (4e Other)#Feat|feats]] that have [[4e Index (4e Other)#Drow|drow]] as a prerequisite (as well as those specifically for driders), as long as you meet any other requirements.<br />
|trait5= Spydric Stature |description5= You cannot ride any mount or take the mounted combat feat, and you cannot be a spider rider. You can take [[4e Spider Feats|spider feats]], even though you are not a spider. You gain one of the following keywords at 1st level; araneidae, ctenidae, lycosidae, salticidae, scytodidae or theraphosidae The choice remains throughout your character's life, and cannot be changed.<br />
|trait6= Web |description6= You can use ''web'' as an encounter power.<br />
|trait7= Spider bite |description7= You can use ''spider bite'' as an Daily power.<br />
}}<br />
{{4e Power<br />
|name=Web<br />
|type=Attack<br />
|usage=Encounter<br />
|owner=Race<br />
|class=Drider<br />
|flavor=You throw a net of sticky spider silk at your foe, pinning him to the ground.<br />
|actiontype=Minor Action<br />
|keyword1=Arachane<br />
|range=Ranged<br />
|rangemod=5<br />
|target=One creature<br />
|attack=Dexterity + 2<br />
|defense=Reflex<br />
|hit=The target is restrained until the end of your next turn.<br />
|special=Increase the bonus to attack rolls to +4 at 11th level and to +6 at 21st level<br />
}}<br />
{{4e Power<br />
|name=Spider Bite<br />
|type=Attack<br />
|usage=Daily<br />
|owner=Race<br />
|class=Drider<br />
|flavor=You sink your fangs into your foe, injecting venom into her body.<br />
|actiontype=Standard Action<br />
|keyword1=Arachane, Poison, Weapon<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Dexterity<br />
|defense=Fortitude<br />
|hit=1d6 + Constitution modifier poison damage and 5 ongoing poison damage<br />
|special=2d6 + Constitution modifier poison damage, and is slowed at 11th level, and 3d6 + Constitution modifier poison damage, and is paralyzed at 21st level (save ends).<br />
}}<br />
<br />
Hateful and arrogant, driders are {{I}}Drow|drow]] who have been blessed by the [[All About Spiderkind (Arachonomicon; the Book of Spiderkind Chapter)#Lolth|spider queen]] and given a spider like form. Driders are often the greatest priestesses of the drow clergy, and are the strongest and bravest of the drow race. Driders lurk in the deepest depths of the underdark and are masters of deception.<br />
<br />
Play a drider if you want...<br />
* To be a half-spider, half-drow creature.<br />
* To be at home in the deep places of the world.<br />
* To be a member of a race that favors the [[Arachnomancer (4e Class)|Arachnomancer]], {{I}}Cleric|Cleric]], {{I}}Rogue|Rogue]], and {{I}}Sorcerer|Sorcerer]] classes.<br />
<br />
=== Physical Qualities ===<br />
<br />
[[Image:Drider2.JPG|thumb]]<br />
<br />
Driders are {{I}}Drow|drow]] with the lower body of a spider. Drider torsos are slender and of athletic build, and are about the same size as a {{I}}Human|human]]'s torso, but much slenderer. Driders have the upper body complexion of a drow, with very little variance; drider skin color is [[w:Obsidian|obsidian]], midnight black or dark grey. Drider hair has a little more variance than skin colour, and can be white, light grey, silver, platinum blonde, and even the rare faint golden blonde. Drider eye color is usually red, though can be white, purple, green and gold. The lower body half of a drider is a spider and can have any color pattern that spiders can. The most common is that of a [[w:Black widow spider|black widow]] ([[w:Latrodectus mactans|''Latrodectus mactans'']]), the female being satin-black with a red "hourglass" mark on the underside, the male being paler. Driders have no body hair on their torsos and the normal amount of sensory hair for a spider on the lower "spydric" half of their body.<br />
<br />
Driders are not usually born, so young driders are incredibly rare. Infant driders are often simply drow who have been forseen as great by the spider queen or tainted by the arachania at an early age. The few drider infants that do exist grow at about the same rate as drow, being fully matured at about 100 years of age. Driders are immortal and do not die of age, but are often murderd to clear the path to power by an ambitious drider or drow.<br />
<br />
=== Playing a Drider ===<br />
<br />
Driders are created from drow by Lolth, the demon queen of spiders. Chosen from the strongest of her followers, driders are the most ambitious and dangerous of their kind. Drow must pass dangerous tests of Lolth in order to be chosen to become driders. Those who wish to be driders must pass many of these such tests before they are given the honor of driderhood. Those that fail even one of these tests are transformed into horrific forms such as chwidenchas and shunned.<br />
<br />
As driders are the greatest among drow, they tend to be far more proud and arrogant than their "lesser" cousins. Filled with anger and hate, driders can be some of the most vicious and evil creatures in existance. Driders are natural plotters; they subconsciously plot against almost everyone they meet, and are always undergoing at least some plots.<br />
<br />
Driders believe themselves to be the supreme race (even more so than drow), a belief woven into their conscious by Lolth over many thousands of years of deceit and lies. This belief makes it hard for them to treat others as equals. As a result, drider interaction falls into a so-called "dominant and submissive" pattern; a drider will automatically assume herself to be the dominant individual unless she has sufficient reason to believe otherwise, and she will become angered if not treated as such.<br />
<br />
Rarely, Lolth may forsee greatness in a drow infant. Such a child may be born&mdash; or transformed into&mdash; a drider. These "spiderborn" children are treated with great respect and reverence by drow from birth. Some driders even claim spiderborn heritage to gain more status within drow society. Such activity is frowned upon&mdash; if discovered. Lolth steps in and punishes perpetrators fittingly if they are discovered, for it is a clear sign of weakness, but allows those who succeed to continue in their lies, for it is the way of the drow to lie and deceive.<br />
<br />
Even more rarely a drider is born of two adult driders rather than created by Lolth. This occurance is particulaly rare because of the rarity of driders, especially drider males. It is, in fact, more likely for such an occurance to happen around driders who no longer revere Lolth, as Lolth rarely tolerates the existance of "inferior" drider males.<br />
<br />
Driders who no longer revere Lolth are rare; once a drow has become a drider they are usually too far gone down the path of evil to change their ways. More common are spiderborn driders who have grown up either inside drow society and fled or grown up outside drow society with the values of other societies.<br />
<br />
'''Drider Characteristics:''' Nimble, agile, arrogant, hateful, quick, pious, spydric, lurking.<br />
<br />
'''Names:''' Typically drow names.<br />
<br />
=== Drider Adventurers ===<br />
<br />
Three sample drider adventurers are presented below.<br />
<br />
Myrloth, a spiderborn drider [[Arachnomancer (4e Class)|arachnomancer]], was born into a society of cruel, merciless drow. Though the ideals of the drow where forced into her from birth, she was never content with her life among the drow. Wishing for a better life, Myrloth fled through the underdark to the surface. Now she joins parties of adventurers to raid the underdark and slay those that distroyed her childhood; the drow.<br><br />
<br />
Nymloth, a drow {{I}}Cleric|cleric]], ascended through the ranks of the priesthood by cunning and deceit, using the foulest methods to gain the power she wished. Sensing her potential, Lolth put Nymloth through many tests and awarded her for her sucess with driderhood. Now Nymloth seeks to become exarch to Lolth herself, and will stop at nothing to achieve the position that she covets.<br />
<br />
Xulan, a drider {{I}}Rogue|rogue]], transended to driderhood shortly after his birth through contamination with the arachania. Not accepting the drider status of a mere male, his mother cast him out of her family, where he was taken in by a drow who had suffered a similar fate. Xulan learned secret ways of stealth and subterfuge from his new friend, but he became bitter. Now Xulan earns a living assassinating important drow... for a price.<br />
<br />
=== Driders Racial Options ===<br />
<br />
'''Feats:'''<br />
<br />
''Heroic Tier:'' [[Drow Illusion Mastery (4e Feat)|Drow Illusion Mastery]]<br />
<br />
<br />
----<br />
{{4e User Races Breadcrumb}}<br/><br />
Back to [[Main Page]] &rarr; [[4e Homebrew]] &rarr; [[4e Sourcebooks|Sourcebooks]] &rarr; [[Arachonomicon; the Book of Spiderkind (4e Sourcebook)|Arachonomicon; the Book of Spiderkind]] &rarr; [[Races (Arachonomicon; the Book of Spiderkind Chapter)|Races]]<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Fey Type]]<br />
[[Category:Spiderkind Type]]<br />
[[Category:Humanoid Type]]</div>173.245.52.106https://www.dandwiki.com/w/index.php?title=Talk:Pun-Pun_(3.5e_Optimized_Character_Build)&diff=581595Talk:Pun-Pun (3.5e Optimized Character Build)2012-07-17T05:19:26Z<p>173.245.52.106: /* temporal distillation */</p>
<hr />
<div>== Posted on the Boards: ==<br />
<br />
This optimized character was taken from the Wizards Boards by permission, the thread related to this spell is: [http://boards1.wizards.com/showthread.php?t=491801&page=1&pp=30]<br />
<br />
''Green_Dragon''<br />
<br />
==he scares me==<br />
<br />
let me just say one thing, pun-pun is so good if one were to fight him his CR would be somewhere in the millions, possibly even billions.<br />
<br />
oh, and nice joke and manipulation of abilities and spells<br />
<br />
== Wow... ==<br />
<br />
How long did it take you to think of this?<br />
<br />
== Somthing missing==<br />
I can see one weakness in Pun Pun, he needs Mettle for the save for partial spells that are out there.<br />
<br />
:He can simply grant himself Mettle, Evasion, and anything else that ever shows up in any printed book. No problem there. Alternatively, he'll just grant himself immunity to any effect you could ever create with partial Will/Fortitude spells (poison etc. etc. etc.) --[[User:Mkill|Mkill]] 03:18, 3 July 2007 (MDT)<br />
<br />
== SUPREME Supreme Cleave ==<br />
<br />
Grant Pun-Pun the War Hulk PrC's ability Massive Swing. Since he already has limitless sight and infinite reach (even across planes), you can now use a standard attack action to make one melee attack roll and compare that roll to the AC of every creature you threaten (which is every creature anywhere on any plane). Note that you can be selective about which squares you target, so you can use this for selective genocide to one-hit-kill entire species, or just go ahead and wipe out every living thing everywhere. {{Unsigned|IanUilliam|11:09, 8 January 2007 (MST)}}<br />
<br />
:The question is... Can Pun-Pun do enough damage to kill himself? {{Unsigned|Aarnott|11:19, 8 January 2007 (MST)}}<br />
<br />
::Infinite damage verses infinite health.... Hm... This is a very good optimization ''':)'''. --[[User:Green Dragon|Green Dragon]] 16:19, 8 January 2007 (MST)<br />
<br />
:::My heart weeps after seeing such a thing [[User:Flession|Flession]] 10:14, 24 March 2007 (MDT)<br />
<br />
::::1-1=0, so Infinate-Infinate still equals 0 (X-X=0, mathmatical fact). {{Unsigned|84.66.55.0|13:31, 19 May 2007 (MDT)}}<br />
<br />
:::::Then he takes himself down to zero... Hopefully he does not do a strenuous action, otherwise he will be okay ''':)'''. --[[User:Green Dragon|Green Dragon]] 23:29, 28 May 2007 (MDT)<br />
<br />
:::::WHOA!!!!! 84.66.55.0 --- Infinity is '''''not''''' a real!! You can not add infinity with the same rules you use to add reals---just like you can not add complex numbers with same the rules as reals. Infinity subtract infinity is '''unknown''', '''NOT''' zero!! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 16:21, 31 May 2007 (MDT)<br />
<br />
:Being a mathematician this is very close to my speciality (measure theory and fractional calculus) and actually ''is'' one of my supervisor's topic (descriptive set theory). The first thing you need to understand about infinity is that it is not unique. There are (literally) an infinite number of infinities. The "infinity" which corresponds with the integers is ''much'' smaller than the "infinity" which corresponds with the reals. So if I take R, and sift out all the intergers, I still get infinity. But if I take the intergers and sift out the reals, I delete my whole set, so I'm left with nothing. To follow up on BD, there is nothing wrong with infinity + infinity (the larger "kills" the smaller), the difference is this operation is not ''invertible'' so we have no subtraction. Thirdly to answer Aarnott, Pun-Pun has regeneration, and can always save himself from massive damage, so no. --[[User:Pwsnafu|Pwsnafu]] 19:03, 1 June 2007 (MDT)<br />
<br />
::Note that Pun-Puns HD are infinite in the sense that he can boost them up to any natural number, or lim (a -> inf) HD = inf as a mathematician would put it, where a is the number of actions he takes to boost HD. It means that only if he uses the Infinite Action Loop to boost his HD they truly become infinite. <br />
::And Pun-Pun can't kill himself with a weapon because he is immune to weapon damage and has both Fast Healing and Regeneration. Even if he manages to knock himself out he comes back like the Tarrasque. --[[User:Mkill|Mkill]] 18:11, 3 July 2007 (MDT)<br />
<br />
Pun-Pun could simply increase his Constitution to be significantly higher than his Strength, whilst keeping his Strength high enough to destroy anything except himself in one hit.<br />
<br />
Does this mean Pun-Pun is what happened to the dinosaurs?<br />
<br />
==Err...==<br />
<br />
What if I shot him with a huge cannon of godly greatness at point blanc range? Would He die then? This Pun-pun thing is crazy. Also, you need a LINE OF SIGHT in order to make a spot check anyway (evem Pun-pun cannot see through a planet...). And, even with limitless ranks, a natural one ALWAYS FAILS. Any you still cant see someone who rolls a natural twenty for their hide check. {{Unsigned|84.66.55.0|13:24, 19 May 2007 (MDT)}}<br />
<br />
:Incorrect. Pending a house rule, there is no automatic pass or fail for skill checks. -- [[User:Flession|Flession]] 17:29, 19 May 2007 (MDT)<br />
<br />
::In many cases (and when I play) a natural 20 is plus a certain number while a natural 1 is minus a certain number. This variant is described in greater detail in the DMG. However, this variant makes it so pun-pun will ''always'' hit and ''always'' kill. --[[User:Green Dragon|Green Dragon]] 23:45, 22 May 2007 (MDT)<br />
<br />
:::Gods above a certain rank don't fail on natural 1s and gods above a higher rank (I think it's 16) automatically get the maximum roll on all attacks, checks and saves. [[User:MorkaisChosen|MorkaisChosen]] 03:59, 1 June 2007 (MDT)<br />
<br />
::::Plus technically Pun Pun can do a hilarious variety of things to circumvent even this. Having limitless HD, he qualifies for virtually every feat in existence, including luck feats that give you rerolls and feats that mitigate the cost of skill failures. Having limitless or at least gigantic amounts of actions, if he messes up a skill roll he can do it again. He can always take 10 or take 20 for a large proportion of problems, especially due to feats and class abilities that let one do so under the vast majority of conditions. He can also grant himself immunity to every sub-variety of negative event from rolling a 1, infinite rerolls, etc. with Manipulate Form cheese.<br />
::::Regarding LoS limitations, there's a ton of ways around this too. Pun-Pun could grant himself eyes all over his body with x-ray vision. He can abuse various clairvoyance or remote viewing abilities, or just grant himself an extraordinary ability that lets him attack without line of sight. And I believe he could grant himself eyes on his reaching "arms" of essentia or use touch.<br />
<br />
== Ice Assassin? ==<br />
<br />
So, I get this whole Pun-Pun business, but I'm still confounded on one point. The assumption of Pun-Pun's divine rank is depented on his creating the Nut-Puns which is, in turn, dependent on his receiving a divine rank from the god-clones he creates using Ice Assassin. What supplement/thread/board/etc. is this spell/spell-like ability found in? Everything else has a relevant source, but this one is left mysteriously unexplained. --[[User:Rakankou|Rakankou]] 10:38, 29 May 2007 (MDT)<br />
<br />
:A [http://www.wizards.com/default.asp?x=dnd/arch/fw Far Corners of the World] article; [http://www.wizards.com/default.asp?x=dnd/fw/20030124a Snow and Ice: Spells of the Frozen Lands]. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:50, 29 May 2007 (MDT)<br />
<br />
::Most helpful; thank you. --[[User:Rakankou|Rakankou]] 11:59, 29 May 2007 (MDT)<br />
<br />
:::Is a god a "living, breathing" creature as per Ice Assassin? That's debatable. --[[User:Mkill|Mkill]] 03:16, 3 July 2007 (MDT)<br />
<br />
::::Oddly enough, it doesn't stipulate that the creature to be duplicated need be a living, breathing one; only that the duplicate is a living, breathing copy. Theoretically, you could make a duplicate of an undead, construct, or a non-native outsider. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 09:08, 3 July 2007 (MDT)<br />
<br />
:::::Ahh, you're right. The spell is just lovely. Even without Pun-Pun, there are plenty of ways to abuse the spell. The simple fact alone that you can create a copy of someone, which gains all the original's memories, and it is under your command, suddenly puts all knowledge that ever existed at your command. Just command it to tell you what you want to know. The spell doesn't even prevent you from copying people who are already dead, and (arguably) people who are not born yet. The one annoying part, that the copy wants to run away and kill the original, can be easily prevented by commanding it not to. Well, even if the stupid thing does kill the original, you can still use it, but I wonder what happens to the killing urge. Since the critter costs 20,000 gp and 5,000 XP and is very hard to heal, it is actually a waste of ressources to send it out to actually fight someone. I'd rather create a love slave, use it as a decoy for the king who is in my torture chambers, create a duplicate of my son to confuse enemies and paparazzi (remember that you can always command it not to kill him), create a pet archmage, heck, you could even create duplicates of Superman and Batman to finally answer the question of who would win in a duel ...<br />
:::::Another funny fact: It says you can only ''repair'' damage using a certain ritual, but it does not say you can't ''heal'' or ''cure'' it, and that it is immune to Fast Healing and Regeneration. --[[User:Mkill|Mkill]] 17:54, 3 July 2007 (MDT)<br />
:::::Also, Pun-Pun himself doesn't need the gold or XP to create it, since he's using a spell-like ability. He still needs the ice statue (shouldn't be too hard, just a nonmagical block of ice in a certain shape) and 8 hours, which is hard to shorten or use time-extending methods for- I wonder if there's any way to create a plane with a time trait? Nonetheless, he can still create 3 ice statues per day if he does nothing else that day, which should be powerful enough. Among other things, this gets around possible issues with Pun-Pun creating magic items. --[[Special:Contributions/24.147.186.88|24.147.186.88]] 20:13, 23 February 2011 (MST)<br />
<br />
::::::Those are some good points you bring up, but it does leave one question. In your hypothetical duel between Superman and Batman, how do you plan to get some bit of each of them (one of the material components of Ice Assassin, as per the article linked above)? Furthermore, how is Pun-Pun supposed to go about procuring some bit of a deity with a divine rank of at least one? Or does that come with being a Divine Minion?<br />
<br />
:::::::The easiest way to achieve that is either the Eschew Materials feat or the epic Ignore Material Components. Note that Pun-Pun has unlimited feats from unlimited hit dice. In fact, he can pretty much boost himself to fulfill almost any prerequisite, so he can be assumed to have almost any feat ever published.<br />
:::::::By the way, he does have unlimited hit dice, but I assume these are racial hit dice? Or does he get class levels? --[[User:Mkill|Mkill]] 23:18, 3 July 2007 (MDT)<br />
::::::::I believe they technically are neither. Rather, they are something like a positive energy version of energy drain made permanent. That wouldn't really count as racial or class, but still has all the benefits of HD.<br />
<br />
== After all ==<br />
<br />
The whole Pun-Pun example should serve as a warning to any game designer out there. The "Manipulate Form" ability was never meant to fall into player hands. But the designers obviously completely underestimated player creativity. Of course there will be a way to get it. So, never ever publish a "do what you want" ability and always check "what is the worst thing that could happen if this falls into the hands of a PC". --[[User:Mkill|Mkill]] 03:20, 3 July 2007 (MDT)<br />
<br />
:Thankfully, they fixed this build with a errata. It's no longer possible to do what Pun-Pun does... -- [[User:Flession|Flession]] 07:07, 3 July 2007 (MDT)<br />
<br />
::Did they really? What did they change? --[[User:Mkill|Mkill]] 23:19, 3 July 2007 (MDT)<br />
<br />
== Native to Toril ==<br />
<br />
I just realized that to pull off Pun-Pun, the PC has to be native to Toril (i.e. the Forgotten Realms Campaign world). It's right in the Manipulate Forms ability. I wonder whether there is a way to become a "native of Toril" when you're in a different campaign setting. --[[User:Mkill|Mkill]] 18:30, 3 July 2007 (MDT)<br />
<br />
:I hope not... --[[User:Sam Kay|Sam Kay]] 06:56, 20 November 2007 (MST)<br />
<br />
::Gates of Dawn, Players Handbook 2 --[[Colona|Colona]] 18:33, 10 August 2008 (PST)<br />
::: Or some of the rituals from Savage Species [[User:TheMadLinguist|TheMadLinguist]]<br />
<br />
== Divine Minion Wildshape Ability ==<br />
<br />
I was reading the Divine Minion template on the Wizards website and it clearly reads: <br />
<br />
"A divine minion can wild shape as an 11th-level druid into one or more animal forms that depend on the deity it serves..."<br />
<br />
Not to mention the under Master of Many Forms it clearly states it requires the Wild Shape CLASS FEATURE, and applying a template to a race makes it a RACIAL ability. If it was open to anyone who can change forms that would have said something like wild shape class feature OR shapechange ability. Otherwise this would open up the class for anything that can shapechange, like a werewolf. I don't think that is what they were thinking of when they wrote up this class.<br />
<br />
Even if you do it, then your effective level for wild shape should be the divine minion level plus the master of many forms level (in this case 4, 1+3=4) and the "as an 11th level druid" should be limited to the specific animals granted by their diety, not to all their shapeshifting. It isn't even a true wildshape ability, since it's limited to a couple of specific animals<br />
<br />
I wouldn't say this was done completely by the rules, but by a creative intrpretation of what CLASS FEATURE means and allowing them to use the "as an 11th level druid" in conjunction with the master of many forms instead of just the divine minion level of 1.<br />
<br />
Here is the source of my information: http://www.wizards.com/default.asp?x=dnd/mb/20050209a {{unsigned|76.169.169.233|2007-11-19 22:44}}<br />
<br />
:This was actually not made on D&D Wiki. If you think it is broken please bring it up with the creators of this CO on wizards.com. --[[User:Green Dragon|Green Dragon]] 16:59, 25 November 2007 (MST)<br />
<br />
::Theres another way to stop this specific build with an interpretation of class feature. Technically, the Divine Minion template doesn't grant the Wild Shape feature at all in any form. It grants "fast wild shape" which is a new ability that functions as the Wild Shape ability of an 11th level druid. So the Wild Shape abilities you would get from being an 11th level druid are merely an explanatory way of describing the Fast Wild Shape ability. So you couldn't qualify for Master of Many forms at all, since you don't technically have the Wild Shape ability in any form.<br />
<br />
:::Well this is easy to get around...take levels of Druid. It takes longer, but it works just as well. --[[User:Daniel Draco|Daniel Draco]] 10:06, 29 April 2008 (MDT)<br />
<br />
== Not to mention... ==<br />
<br />
When you wildshape, you change into a RACE, not a CLASS. WuJen is a class and not a race, so how can you give a WuJen ability to yourself?<br />
<br />
You can change into a cockroach and give yourself the ability to live through a nuke, but you can't shapechange into a wizard and give yourself the scribe scroll ability. {{unsigned|76.169.169.233|2007-11-19 23:06}}<br />
<br />
:You are right. Although I do not see why you would need to use it to transform into a cockroach and live through a nuke, as nukes have not yet been invented at the time D&D is usually set. --[[User:Sam Kay|Sam Kay]] 06:54, 20 November 2007 (MST)<br />
<br />
::The Wu Jen ability is not granted through wildshape. It's granted via the manipulate form ability. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:26, 20 November 2007 (MST)<br />
<br />
:::In which case it is fine. --[[User:Sam Kay|Sam Kay]] 12:17, 20 November 2007 (MST)<br />
<br />
== Munckin. I would kill a player who tried to pull this. ==<br />
<br />
Munchkin. That's all I have to say. SUPER MUNCHKIN. -Fallen.Angel09<br />
<br />
:Many character optimizations are very much Munchkin. That's the point of them. They are usually either intended to just see if you can build one, or are intended for use in high-powered campaigns where the goal is mostly to build as powerful a character as you can. This particular build is so powerful that it's not meant to be played even in a high-powered campaign...it's purely a thought experiment. There's nothing wrong with munchkinism, it's just that there is a proper place for it...this section of the wiki is one such proper place. --[[User:Daniel Draco|Daniel Draco]] 10:03, 29 April 2008 (MDT)<br />
<br />
::My boyfriend's characters could *maybe* wipe this guy off the map. This is not a good thing. What can I do (as a multiclass DM/girlfriend) to solve this problem?<br />
<br />
:::Talk to him OOC. Explain the situation. Explain that people aren't having fun. Ask him to tone it down a bit, make a new character, etc, without getting angry or emotional about it. Hope that helps :-) --[[User:Ghostwheel|Ghostwheel]] 13:05, 1 September 2009 (MDT)<br />
<br />
::::DM ''and'' girlfriend. Well, then you have it easier than most DMs. Just cut him off. Then he'll come to the table with whatever character you want. ;) &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 06:34, 2 September 2009 (MDT)<br />
<br />
:::::That is damn dirty pool, sir. I like it. [[User:Atypicaloracle|Atypicaloracle]] 19:12, 1 August 2010 (UTC)<br />
<br />
== sarrukhs ==<br />
<br />
the only really good question about this thing is: why are there no sarrukhs who have thought of this???<br />
and, by the way, from what book are the sarrukhs? cant find the in ''monster manual''<br />
[[User:Hijax|Hijax]] 08:50, 8 August 2008 (MDT)<br />
<br />
: Sarrukh's cannot use Manipulate Form on themselves. They're in Serpent Kingdoms. --[[User:TK-Squared|TK-Squared]] 08:38, 12 September 2008 (MDT)<br />
<br />
::why? is it just stated that they cant do it on themselves? dont hey qualifi as scaled ones? dont it work on sarrukhs? [[User:Hijax|Hijax]] 08:22, 3 January 2009 (MST)<br />
::: It's specifically disallowed in the ability. Wizards of the Coast may not do much editorial oversight, but at least they can cover the blindingly obvious loopholes. [[User:TheMadLinguist|TheMadLinguist]]<br />
:::: To explain the obvious more, sarrukh are specifically listed as being ''immune'' to their own ability. Both so they can't grant themselves retarded abilities, but also so that a clever wizard doesn't turn into a sarrukh and modify the sarrukh into not having the ability to modify the party any more. [[User:Atypicaloracle|Atypicaloracle]] 19:15, 1 August 2010 (UTC)<br />
<br />
== Pun-Pun at Level 1 ==<br />
<br />
Pun-Pun is available at level 1.<br />
<br />
<br />
<br />
Pun-Pun, Ardent 1, 1 flaw<br />
-------------------------<br />
4 ranks in Knowledge (religion)<br />
Trait: Absent-Minded (+1)<br />
Trait: Specialized (Knowledge [Religion) (+1)<br />
Psicrystal Affinity (Sage) (+3)<br />
Call to Mind (+4)<br />
20 Intelligence (17 base + 3 from venerable)... (+5)<br />
Mantle Power: Knowledge (+5)<br />
Mantle Power: Fate (+1)<br />
Psicrystal: Aid Another (+2)<br />
-------------------------<br />
4+1+1+3+4+5+5+1+2 = 26. <br />
<br />
1. Makes the DC 25 knowledge check (even on a natural 1, since natural 1s aren't failures as a knowledge check), learning about Pazazu.<br />
<br />
2. Say Pazazu's name 3 times, ask for a ring of 3 wishes.<br />
<br />
3. Retrain Skill Focus to Assume Supernatural Ability. The premise is that, Wish allows you to mimic any spell 8th or lower, and you can mimic Polymorph. Therefore, you've the ability to assume a new form magically.<br />
<br />
4. Wish > Polymorph Any Object: Psicrystal into a viper.<br />
<br />
5. Wish > Polymorph yourself into a sarrukh. Grant Manipulate Form to your psicrystal...<br />
<br />
6. Proceed with Pun-Pun.<br />
<br />
<br />
<br />
This requires the following books:<br />
<br />
XPH <br />
CPsi<br />
UA - 2 traits , 1 flaw<br />
Savage Species<br />
Eberron - education feat<br />
FC1 - Pazuzu<br />
Serpent Kingdom - Sarruhk<br />
<br />
== temporal distillation ==<br />
<br />
the above mentioned Su is from the zerth cenobite and grants the user and his psicrystal one extra turn. That should be able to give pun-pun as much time as he needs<br />
<br />
== Or a more general (and fast) first level strategy<br />
Build: anything that can get a + 14 bonus to knowledge (the planes/religion) at level one so you can take ten to know about Pazuzu on a one (DC 25 knowledge check). One example is<br />
Skill focus (+3)<br />
four ranks (+4)<br />
Masterwork tool (+2)<br />
20 in intelligence (from race or age benefits) (+5)<br />
<br />
1. Say Pazuzu three times. (being a paladin gets extra bonus points here - Pazuzu goes out of his way to "help" paladins, and makes sure that the 'first' wish doesn't cause evil)<br />
<br />
2. Wish for a Lawful Evil candle of invocation<br />
<br />
3. Use the candle to call an efreet<br />
<br />
4. Wish one: plane shift for you both to the far realms. No more time is spend on the material plane - far realms time moves at an effective ratio of 1:0.<br />
<br />
5. Wish two: A pony. Or anything else you like. Maybe you give the efreet something nice, and ask him kindly to forget all this. Or some kind of ritual, or a buff if you can't make the Sarruhk knowledge check. Or something to help you survive the far realms. Whatever.<br />
<br />
6. Wish three: another candle of invocation.<br />
<br />
7. Use the candle of invocation to gate in a Sarruhk. As per the spell, it has to obey you. Start ordering abilities<br />
<br />
8. Get the manipulate form (ex)<br />
9. Get the singular enemy ability of the Aleax, with the enemy being yourself<br />
10. Get immunity to unconsciousness.<br />
11. You are now completely unstoppable.<br />
<br />
Problem: The Far Realms explicitly have toxic laws of physics. Plane shifting there, even if it can be done, would kill pre-ascension Pun-Pun instantly.--[[Special:Contributions/173.245.52.106|173.245.52.106]] 23:19, 16 July 2012 (MDT)<br />
<br />
== Alternate First Level Trick ==<br />
<br />
:''Discussion moved from [[User talk:Green Dragon/Archive 18#3.5e Optimized Character Build Pun-Pun]].'' <small>--[[User:Green Dragon|Green Dragon]] 16:11, 30 December 2010 (MST)</small><br />
<br />
Aristocrat 1 (race independent)<br />
Feat 1: Magical training (player's guide to faerun)<br />
Feat 2: Precocious Apprentice: Summon Mirror Mephit (Expedition to the Demonweb Pits)<br />
Starting gold goes into purchasing a single vial of liquid pain.<br />
<br />
Rounds 1->a Attempt to cast Summon Mirror Mephit until you can make the check. <br />
Optimization could allow this to autosucceed the first round, but it isn't needed<br />
Round b: toss your mirror mephit a vial of liquid pain, and have him use it with his spell-like Simulacrum ability<br />
As per the monster manual (which supercedes the SRD), a spell-like ability defaults to a standard action. With the vial, we have CL 9, sufficient to duplicate a 18 HD advanced efreeti (simulacrum is allowed to duplicate specific creatures). Divide the level by two, and we have a 9HD copy. Which is just as many hit dice as a normal efreet. Order the mirror mephit to order the efreeti to obey you completely before he vanishes.<br />
<br />
You now have three free wishes. Start from step 4 of the above streategy.<br />
<br />
:The mirror mephit has 8th level for the caster level for simulacrum.<br />
:Did the liquid pain use as optional material component to improve the caster level by + 2 ?<br />
:But simulacrum is a spell like ability, not a spell. Or use an other rule ? If yes, what page from book of evil darkness, please ?<br />
:The normal efreet has 10 HD, not 9. So, the caster level required is 10th level, no ?<br />
:Why do you choose aristocrast as class ? For the skills ? The starting money to buy liquid pain ?<br />
:Thanks for your future anwser. {{Unsigned|Waldham|14:10, 28 January 2010 (UTC)}}<br />
<br />
::Once again, I fail to see the point in all this. Someone's misusing the rules for sure. Why not just be Pun-pun? -- [[User:Danzig Nyttafjell|Danzig]] 19:20, 28 January 2010 (UTC)<br />
<br />
:::Oh wait, this IS Pun-pun. Listen, feedback loops are not supposed to work. Maybe as a glitch in video games, but in D&D, no. -- [[User:Danzig Nyttafjell|Danzig]] 19:23, 28 January 2010 (UTC)<br />
<br />
== Spells to Spell-Like Abilities? ==<br />
<br />
To get the ability increse, Pun-Pun must grant itself the Wu-Jen spell Giant Size and make it at will. How does it do this? Can he grant himself any spell as a spell-like ability or did he get it from copying the special attack or special quality of some class or creature? Same question about how often he could use it, could he make any thing that he copied from another monster, such as a Geriviar's telekinesis which is usable three times as day, and make it at will or would he have to use it as written in the monster stat block?<br />
<br />
A third question is can Pun-Pun grant himself class levels? As some feats or saliant divine abilities can only be taken if you are of a certain level in a certain class.<br />
<br />
And in the Manipulate Form and Extreme Cheese section it says that the shadow seed can be used to replicate any spell or person but the shadow seed isn't in the Epic Level Handbook, so in which book is it in? -- Michael 15:48, 1 Dec 2009<br />
<br />
<br />
You really aren't understanding the ability. Partially that's because it's an inefficient old build. Anyway, manipulate form allows you to change size directly, without needing to duplicate a form. I think shadow seed is in one of the forgotten realms books... [[User:TheMadLinguist|TheMadLinguist]] 07:31, 20 January 2010 (UTC)<br />
<br />
== Different Build ==<br />
<br />
Man, this is crazy. I came up with pretty much the same idea last year when I finally got ''[[Serpent Kingdoms]].'' What I did was get the Tainted One template from ''[[Savage Species]]'' applied to my 7th-level psion (telepath) which, according to SK, makes him qualify as a Scaled One. Then, I arranged a lengthy search for a mage powerful enough to find and capture a sarrukh. Lastly, after we had found a mage and had him imprison a sarrukh, I used several applications of ''implanted suggestion'' (because of the higher DC) until the bastard was tricked into giving my character the manipulate form ability. Since our DM was both (somewhat) new to the game and certainly quite unfamiliar with how the ability works, it wasn't too hard to convince him to let me get away with it. I haven't used it for anything yet, but sooner or later, I'ma go Matrix on some fools. [[User:Joker|Joker]] 20:47, 15 January 2010 (UTC)<br />
<br />
:You should add it here as another optimization. --[[User:Green Dragon|Green Dragon]] 00:17, 16 January 2010 (UTC)<br />
<br />
Ehh, that would be kind of pointless. It would basically say: "Use the same info on the Pun-Pun page except for a different base character model." Not worth the effort, really, and it would be a waste of space. [[User:Joker|Joker]] 16:03, 6 April 2010 (UTC)<br />
<br />
== IP Comment ==<br />
<br />
Comment left in the Manipulate Form section by IP: [EDIT by unregistered user: <-- this is incorrect. The actual text (in Forgotten Realms--Serpent Kingdoms) allows only extraordinary abilities!! If this has any impact on the rest of this build, let that be noted] {{unsigned| 173.164.136.93}}<br />
<br />
== Flaw ==<br />
<br />
Ummm.... what happens when your familiar decides that he wants to kill you? If your familiar has all the abilities you do... even if he can't, then your familiar could decide not to help you any more. Either way, your screwed!--[[User:Vrail|Vrail]] 23:11, 26 April 2010 (UTC)<br />
<br />
: This is not a flaw. Assuming, as any optimization does, a static non-make-rubbish-up DM, that the build works perfectly. A familiar is permanently loyal to you. --[[User:TK-Squared|TK-Squared]] 12:12, 29 April 2010 (UTC)<br />
<br />
::True, but that is under normal circumstances and I think we can all agree a pun pun is NOT NORMAL! As a DM I try to allow everything the player wants to do if it follows the rules of the books and my setting. So I need a way to screw over my player if he tries this. :P--[[User:Vrail|Vrail]] 16:58, 29 April 2010 (UTC)<br />
<br />
:::well your familiar has half your hit points, so you should be able to take it out no prob, and whats next? your psicrystal slits your throat? your elephant animal companion sits on you in your sleep suffocating you? those are just as ridiculous. but your familiar is the one thing pretty much guaranteed to be loyal to you. and as dm, don't let them be pun-pun--[[User:Name Violation|Name Violation]] 17:20, 29 April 2010 (UTC)<br />
<br />
::::If you want to stop your player from going super saiyan, the solution is simple. Kill the familiar before the familiar has the chance to buff the master with manipulate form. Players will likely whine, and as a DM aiming directly at a familiar who has yet to do anything in the encounter is a real dick move; however, it'll stop the Pun Pun train. A flat-footed viper likely won't stand up to a volley of arrows or a 6th level fireball. However, I agree with NV, Pun-Pun is more of a thought experiment, never meant to be played in a game. --[[User:Badger|Badger]] 17:39, 29 April 2010 (UTC)<br />
<br />
<br />
== Pun Pun vs another Pun Pun ==<br />
<br />
What would happen if one Pun Pun fought a different Pun Pun? Since both of them have essentially world-shattering levels of power, would this pretty much bring about the Apocalypse, or...? [[User:PokeDM|PokeDM]] 15:53, 1 June 2010 (UTC)<br />
<br />
:That is just about the one case when it matter exactly how high all of Pun-Puns "Nigh-Infinite" stats are. If one Pun-Pun knows about the other Pun-Pun and can get some vague idea of how powerful he is, he could get all his NI abilities to be 10x higher than those of the other Pun-Pun and find some way to get around at least one of his immunities, and kill him. If they just spontaneously encountered each other... I think they'd be essentially immune to one another's attacks. If both knew about the other and were preparing, then... it would get pretty crazy. I think it would basically come down to ingenuity in finding the best overpowered buffs. Also, see my idea regarding Split, below. --[[Special:Contributions/24.147.186.88|24.147.186.88]] 20:32, 23 February 2011 (MST)<br />
<br />
== Another Way for Infinite Reach ==<br />
<br />
Since Pun-Pun has Manipulate Form, all he would need to do is give himself the Morphic Reach ability of the Warshaper (see Complete Warrior) and repeatedly take Extended Reach (see Savage Species) infinitely. Now, Pun-Pun can continue stretching his arms simply by using Energy Charge and Extended Reach. [[User:PokeDM|PokeDM]] 00:47, 18 June 2010 (UTC)<br />
<br />
== Split Ability- Pun-Pun ARMY ==<br />
<br />
I noticed the Split ability being mentioned off-hand in regards to Pun-Pun's immunity to damage. Has anyone considered the implications of using this ability just by itself? The Black Pudding's Split ability, which I'm fairly sure is typical, works as follows:<br />
"Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down)."<br />
So Pun-Pun could grant himself and his familiar this ability, they'd each attack each other until there are two of them. Repeat, with the numbers rising exponentially until there are NI Pun-Pun/Familiar pairs. <br />
The obvious issue is that they might turn on each other, and would be something of a weird question given that Pun-Pun is (presumably) a player character, but that's easily remedied by having him and his familiar first grant each other the Hive Mind ability, but with infinite range extending across planar boundaries and everything- basically always working regardless of where the Pun-Puns are. Then, among other things, he could spread out across everywhere, and even if someone was strong enough to defeat him the rest of the the Hims would know about this person, prepare for them, and track them down and kill them.<br />
Oddly enough though, this ability actually seems like it would be far more potent in the hands of someone whose capabilities actually have limits, if they could find a way to get around the hit-point issue.<br />
Also: I just realized you literally could have a Pun-Pun SWARM. All the Pun-Puns could Polymorph into some creature which exists in swarms- locusts, for example, or hellwasps- and form a swarm. So you'd have THOUSANDS of Pun-Puns... uh... swarming. They could, among other things, use thousands of spell-like abilities per round, of whatever spells they wanted. Thankfully no DM would have to homebrew a stat block for it's actions, since Pun-Pun's player would control ALL OF THEM. --[[Special:Contributions/24.147.186.88|24.147.186.88]] 20:49, 23 February 2011 (MST)<br />
<br />
== How does this part work? ==<br />
<br />
[Quote]Pun-Pun grants himself the Wu-Jen spell Giant Size as a spell-like ability at-will.[/quote]<br>How does Pun-Pun do this? I assume its because Manipulate Form "may also grant the target an extraordinary, supernatural, or spell-like ability," but does it really say it can grant the target a spell as a spell-like ability? Is the caster required to know the spell to grant the spell-like ability? I really don't understand how Pun-Pun has the ability to grant himself this ability, but if someone can explain that to me then I will love Pun-Pun (and try to make him if I can ever find a group of people to play D&D with *evil grin*). [[Special:Contributions/76.204.147.162|76.204.147.162]] 00:31, 9 April 2011 (MDT)<br />
<br />
:Well, technically, what Pun-Pun grants himself is a spell-like ability which resembles the Wu-Jen spell Giant Size, but the short way of saying this is "the Wu-Jen spell Giant Size as a spell-like ability at-will". And yes, he can grant himself any spell he likes as a spell-like ability, since it's not stated otherwise and that is in fact presumably how it was intended- the Sarrukh probably don't have natural spellcasting, and even if they do, they certainly don't "know" enough extraordinary of supernatural abilities for that to make much of a difference, and presumably spell-like abilities are the same way (they can grant any spells). --[[Special:Contributions/173.245.56.203|173.245.56.203]] 20:27, 31 December 2011 (MST)</div>173.245.52.106https://www.dandwiki.com/w/index.php?title=Talk:Pun-Pun_(3.5e_Optimized_Character_Build)&diff=581594Talk:Pun-Pun (3.5e Optimized Character Build)2012-07-17T05:18:33Z<p>173.245.52.106: /* temporal distillation */</p>
<hr />
<div>== Posted on the Boards: ==<br />
<br />
This optimized character was taken from the Wizards Boards by permission, the thread related to this spell is: [http://boards1.wizards.com/showthread.php?t=491801&page=1&pp=30]<br />
<br />
''Green_Dragon''<br />
<br />
==he scares me==<br />
<br />
let me just say one thing, pun-pun is so good if one were to fight him his CR would be somewhere in the millions, possibly even billions.<br />
<br />
oh, and nice joke and manipulation of abilities and spells<br />
<br />
== Wow... ==<br />
<br />
How long did it take you to think of this?<br />
<br />
== Somthing missing==<br />
I can see one weakness in Pun Pun, he needs Mettle for the save for partial spells that are out there.<br />
<br />
:He can simply grant himself Mettle, Evasion, and anything else that ever shows up in any printed book. No problem there. Alternatively, he'll just grant himself immunity to any effect you could ever create with partial Will/Fortitude spells (poison etc. etc. etc.) --[[User:Mkill|Mkill]] 03:18, 3 July 2007 (MDT)<br />
<br />
== SUPREME Supreme Cleave ==<br />
<br />
Grant Pun-Pun the War Hulk PrC's ability Massive Swing. Since he already has limitless sight and infinite reach (even across planes), you can now use a standard attack action to make one melee attack roll and compare that roll to the AC of every creature you threaten (which is every creature anywhere on any plane). Note that you can be selective about which squares you target, so you can use this for selective genocide to one-hit-kill entire species, or just go ahead and wipe out every living thing everywhere. {{Unsigned|IanUilliam|11:09, 8 January 2007 (MST)}}<br />
<br />
:The question is... Can Pun-Pun do enough damage to kill himself? {{Unsigned|Aarnott|11:19, 8 January 2007 (MST)}}<br />
<br />
::Infinite damage verses infinite health.... Hm... This is a very good optimization ''':)'''. --[[User:Green Dragon|Green Dragon]] 16:19, 8 January 2007 (MST)<br />
<br />
:::My heart weeps after seeing such a thing [[User:Flession|Flession]] 10:14, 24 March 2007 (MDT)<br />
<br />
::::1-1=0, so Infinate-Infinate still equals 0 (X-X=0, mathmatical fact). {{Unsigned|84.66.55.0|13:31, 19 May 2007 (MDT)}}<br />
<br />
:::::Then he takes himself down to zero... Hopefully he does not do a strenuous action, otherwise he will be okay ''':)'''. --[[User:Green Dragon|Green Dragon]] 23:29, 28 May 2007 (MDT)<br />
<br />
:::::WHOA!!!!! 84.66.55.0 --- Infinity is '''''not''''' a real!! You can not add infinity with the same rules you use to add reals---just like you can not add complex numbers with same the rules as reals. Infinity subtract infinity is '''unknown''', '''NOT''' zero!! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 16:21, 31 May 2007 (MDT)<br />
<br />
:Being a mathematician this is very close to my speciality (measure theory and fractional calculus) and actually ''is'' one of my supervisor's topic (descriptive set theory). The first thing you need to understand about infinity is that it is not unique. There are (literally) an infinite number of infinities. The "infinity" which corresponds with the integers is ''much'' smaller than the "infinity" which corresponds with the reals. So if I take R, and sift out all the intergers, I still get infinity. But if I take the intergers and sift out the reals, I delete my whole set, so I'm left with nothing. To follow up on BD, there is nothing wrong with infinity + infinity (the larger "kills" the smaller), the difference is this operation is not ''invertible'' so we have no subtraction. Thirdly to answer Aarnott, Pun-Pun has regeneration, and can always save himself from massive damage, so no. --[[User:Pwsnafu|Pwsnafu]] 19:03, 1 June 2007 (MDT)<br />
<br />
::Note that Pun-Puns HD are infinite in the sense that he can boost them up to any natural number, or lim (a -> inf) HD = inf as a mathematician would put it, where a is the number of actions he takes to boost HD. It means that only if he uses the Infinite Action Loop to boost his HD they truly become infinite. <br />
::And Pun-Pun can't kill himself with a weapon because he is immune to weapon damage and has both Fast Healing and Regeneration. Even if he manages to knock himself out he comes back like the Tarrasque. --[[User:Mkill|Mkill]] 18:11, 3 July 2007 (MDT)<br />
<br />
Pun-Pun could simply increase his Constitution to be significantly higher than his Strength, whilst keeping his Strength high enough to destroy anything except himself in one hit.<br />
<br />
Does this mean Pun-Pun is what happened to the dinosaurs?<br />
<br />
==Err...==<br />
<br />
What if I shot him with a huge cannon of godly greatness at point blanc range? Would He die then? This Pun-pun thing is crazy. Also, you need a LINE OF SIGHT in order to make a spot check anyway (evem Pun-pun cannot see through a planet...). And, even with limitless ranks, a natural one ALWAYS FAILS. Any you still cant see someone who rolls a natural twenty for their hide check. {{Unsigned|84.66.55.0|13:24, 19 May 2007 (MDT)}}<br />
<br />
:Incorrect. Pending a house rule, there is no automatic pass or fail for skill checks. -- [[User:Flession|Flession]] 17:29, 19 May 2007 (MDT)<br />
<br />
::In many cases (and when I play) a natural 20 is plus a certain number while a natural 1 is minus a certain number. This variant is described in greater detail in the DMG. However, this variant makes it so pun-pun will ''always'' hit and ''always'' kill. --[[User:Green Dragon|Green Dragon]] 23:45, 22 May 2007 (MDT)<br />
<br />
:::Gods above a certain rank don't fail on natural 1s and gods above a higher rank (I think it's 16) automatically get the maximum roll on all attacks, checks and saves. [[User:MorkaisChosen|MorkaisChosen]] 03:59, 1 June 2007 (MDT)<br />
<br />
::::Plus technically Pun Pun can do a hilarious variety of things to circumvent even this. Having limitless HD, he qualifies for virtually every feat in existence, including luck feats that give you rerolls and feats that mitigate the cost of skill failures. Having limitless or at least gigantic amounts of actions, if he messes up a skill roll he can do it again. He can always take 10 or take 20 for a large proportion of problems, especially due to feats and class abilities that let one do so under the vast majority of conditions. He can also grant himself immunity to every sub-variety of negative event from rolling a 1, infinite rerolls, etc. with Manipulate Form cheese.<br />
::::Regarding LoS limitations, there's a ton of ways around this too. Pun-Pun could grant himself eyes all over his body with x-ray vision. He can abuse various clairvoyance or remote viewing abilities, or just grant himself an extraordinary ability that lets him attack without line of sight. And I believe he could grant himself eyes on his reaching "arms" of essentia or use touch.<br />
<br />
== Ice Assassin? ==<br />
<br />
So, I get this whole Pun-Pun business, but I'm still confounded on one point. The assumption of Pun-Pun's divine rank is depented on his creating the Nut-Puns which is, in turn, dependent on his receiving a divine rank from the god-clones he creates using Ice Assassin. What supplement/thread/board/etc. is this spell/spell-like ability found in? Everything else has a relevant source, but this one is left mysteriously unexplained. --[[User:Rakankou|Rakankou]] 10:38, 29 May 2007 (MDT)<br />
<br />
:A [http://www.wizards.com/default.asp?x=dnd/arch/fw Far Corners of the World] article; [http://www.wizards.com/default.asp?x=dnd/fw/20030124a Snow and Ice: Spells of the Frozen Lands]. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:50, 29 May 2007 (MDT)<br />
<br />
::Most helpful; thank you. --[[User:Rakankou|Rakankou]] 11:59, 29 May 2007 (MDT)<br />
<br />
:::Is a god a "living, breathing" creature as per Ice Assassin? That's debatable. --[[User:Mkill|Mkill]] 03:16, 3 July 2007 (MDT)<br />
<br />
::::Oddly enough, it doesn't stipulate that the creature to be duplicated need be a living, breathing one; only that the duplicate is a living, breathing copy. Theoretically, you could make a duplicate of an undead, construct, or a non-native outsider. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 09:08, 3 July 2007 (MDT)<br />
<br />
:::::Ahh, you're right. The spell is just lovely. Even without Pun-Pun, there are plenty of ways to abuse the spell. The simple fact alone that you can create a copy of someone, which gains all the original's memories, and it is under your command, suddenly puts all knowledge that ever existed at your command. Just command it to tell you what you want to know. The spell doesn't even prevent you from copying people who are already dead, and (arguably) people who are not born yet. The one annoying part, that the copy wants to run away and kill the original, can be easily prevented by commanding it not to. Well, even if the stupid thing does kill the original, you can still use it, but I wonder what happens to the killing urge. Since the critter costs 20,000 gp and 5,000 XP and is very hard to heal, it is actually a waste of ressources to send it out to actually fight someone. I'd rather create a love slave, use it as a decoy for the king who is in my torture chambers, create a duplicate of my son to confuse enemies and paparazzi (remember that you can always command it not to kill him), create a pet archmage, heck, you could even create duplicates of Superman and Batman to finally answer the question of who would win in a duel ...<br />
:::::Another funny fact: It says you can only ''repair'' damage using a certain ritual, but it does not say you can't ''heal'' or ''cure'' it, and that it is immune to Fast Healing and Regeneration. --[[User:Mkill|Mkill]] 17:54, 3 July 2007 (MDT)<br />
:::::Also, Pun-Pun himself doesn't need the gold or XP to create it, since he's using a spell-like ability. He still needs the ice statue (shouldn't be too hard, just a nonmagical block of ice in a certain shape) and 8 hours, which is hard to shorten or use time-extending methods for- I wonder if there's any way to create a plane with a time trait? Nonetheless, he can still create 3 ice statues per day if he does nothing else that day, which should be powerful enough. Among other things, this gets around possible issues with Pun-Pun creating magic items. --[[Special:Contributions/24.147.186.88|24.147.186.88]] 20:13, 23 February 2011 (MST)<br />
<br />
::::::Those are some good points you bring up, but it does leave one question. In your hypothetical duel between Superman and Batman, how do you plan to get some bit of each of them (one of the material components of Ice Assassin, as per the article linked above)? Furthermore, how is Pun-Pun supposed to go about procuring some bit of a deity with a divine rank of at least one? Or does that come with being a Divine Minion?<br />
<br />
:::::::The easiest way to achieve that is either the Eschew Materials feat or the epic Ignore Material Components. Note that Pun-Pun has unlimited feats from unlimited hit dice. In fact, he can pretty much boost himself to fulfill almost any prerequisite, so he can be assumed to have almost any feat ever published.<br />
:::::::By the way, he does have unlimited hit dice, but I assume these are racial hit dice? Or does he get class levels? --[[User:Mkill|Mkill]] 23:18, 3 July 2007 (MDT)<br />
::::::::I believe they technically are neither. Rather, they are something like a positive energy version of energy drain made permanent. That wouldn't really count as racial or class, but still has all the benefits of HD.<br />
<br />
== After all ==<br />
<br />
The whole Pun-Pun example should serve as a warning to any game designer out there. The "Manipulate Form" ability was never meant to fall into player hands. But the designers obviously completely underestimated player creativity. Of course there will be a way to get it. So, never ever publish a "do what you want" ability and always check "what is the worst thing that could happen if this falls into the hands of a PC". --[[User:Mkill|Mkill]] 03:20, 3 July 2007 (MDT)<br />
<br />
:Thankfully, they fixed this build with a errata. It's no longer possible to do what Pun-Pun does... -- [[User:Flession|Flession]] 07:07, 3 July 2007 (MDT)<br />
<br />
::Did they really? What did they change? --[[User:Mkill|Mkill]] 23:19, 3 July 2007 (MDT)<br />
<br />
== Native to Toril ==<br />
<br />
I just realized that to pull off Pun-Pun, the PC has to be native to Toril (i.e. the Forgotten Realms Campaign world). It's right in the Manipulate Forms ability. I wonder whether there is a way to become a "native of Toril" when you're in a different campaign setting. --[[User:Mkill|Mkill]] 18:30, 3 July 2007 (MDT)<br />
<br />
:I hope not... --[[User:Sam Kay|Sam Kay]] 06:56, 20 November 2007 (MST)<br />
<br />
::Gates of Dawn, Players Handbook 2 --[[Colona|Colona]] 18:33, 10 August 2008 (PST)<br />
::: Or some of the rituals from Savage Species [[User:TheMadLinguist|TheMadLinguist]]<br />
<br />
== Divine Minion Wildshape Ability ==<br />
<br />
I was reading the Divine Minion template on the Wizards website and it clearly reads: <br />
<br />
"A divine minion can wild shape as an 11th-level druid into one or more animal forms that depend on the deity it serves..."<br />
<br />
Not to mention the under Master of Many Forms it clearly states it requires the Wild Shape CLASS FEATURE, and applying a template to a race makes it a RACIAL ability. If it was open to anyone who can change forms that would have said something like wild shape class feature OR shapechange ability. Otherwise this would open up the class for anything that can shapechange, like a werewolf. I don't think that is what they were thinking of when they wrote up this class.<br />
<br />
Even if you do it, then your effective level for wild shape should be the divine minion level plus the master of many forms level (in this case 4, 1+3=4) and the "as an 11th level druid" should be limited to the specific animals granted by their diety, not to all their shapeshifting. It isn't even a true wildshape ability, since it's limited to a couple of specific animals<br />
<br />
I wouldn't say this was done completely by the rules, but by a creative intrpretation of what CLASS FEATURE means and allowing them to use the "as an 11th level druid" in conjunction with the master of many forms instead of just the divine minion level of 1.<br />
<br />
Here is the source of my information: http://www.wizards.com/default.asp?x=dnd/mb/20050209a {{unsigned|76.169.169.233|2007-11-19 22:44}}<br />
<br />
:This was actually not made on D&D Wiki. If you think it is broken please bring it up with the creators of this CO on wizards.com. --[[User:Green Dragon|Green Dragon]] 16:59, 25 November 2007 (MST)<br />
<br />
::Theres another way to stop this specific build with an interpretation of class feature. Technically, the Divine Minion template doesn't grant the Wild Shape feature at all in any form. It grants "fast wild shape" which is a new ability that functions as the Wild Shape ability of an 11th level druid. So the Wild Shape abilities you would get from being an 11th level druid are merely an explanatory way of describing the Fast Wild Shape ability. So you couldn't qualify for Master of Many forms at all, since you don't technically have the Wild Shape ability in any form.<br />
<br />
:::Well this is easy to get around...take levels of Druid. It takes longer, but it works just as well. --[[User:Daniel Draco|Daniel Draco]] 10:06, 29 April 2008 (MDT)<br />
<br />
== Not to mention... ==<br />
<br />
When you wildshape, you change into a RACE, not a CLASS. WuJen is a class and not a race, so how can you give a WuJen ability to yourself?<br />
<br />
You can change into a cockroach and give yourself the ability to live through a nuke, but you can't shapechange into a wizard and give yourself the scribe scroll ability. {{unsigned|76.169.169.233|2007-11-19 23:06}}<br />
<br />
:You are right. Although I do not see why you would need to use it to transform into a cockroach and live through a nuke, as nukes have not yet been invented at the time D&D is usually set. --[[User:Sam Kay|Sam Kay]] 06:54, 20 November 2007 (MST)<br />
<br />
::The Wu Jen ability is not granted through wildshape. It's granted via the manipulate form ability. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:26, 20 November 2007 (MST)<br />
<br />
:::In which case it is fine. --[[User:Sam Kay|Sam Kay]] 12:17, 20 November 2007 (MST)<br />
<br />
== Munckin. I would kill a player who tried to pull this. ==<br />
<br />
Munchkin. That's all I have to say. SUPER MUNCHKIN. -Fallen.Angel09<br />
<br />
:Many character optimizations are very much Munchkin. That's the point of them. They are usually either intended to just see if you can build one, or are intended for use in high-powered campaigns where the goal is mostly to build as powerful a character as you can. This particular build is so powerful that it's not meant to be played even in a high-powered campaign...it's purely a thought experiment. There's nothing wrong with munchkinism, it's just that there is a proper place for it...this section of the wiki is one such proper place. --[[User:Daniel Draco|Daniel Draco]] 10:03, 29 April 2008 (MDT)<br />
<br />
::My boyfriend's characters could *maybe* wipe this guy off the map. This is not a good thing. What can I do (as a multiclass DM/girlfriend) to solve this problem?<br />
<br />
:::Talk to him OOC. Explain the situation. Explain that people aren't having fun. Ask him to tone it down a bit, make a new character, etc, without getting angry or emotional about it. Hope that helps :-) --[[User:Ghostwheel|Ghostwheel]] 13:05, 1 September 2009 (MDT)<br />
<br />
::::DM ''and'' girlfriend. Well, then you have it easier than most DMs. Just cut him off. Then he'll come to the table with whatever character you want. ;) &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 06:34, 2 September 2009 (MDT)<br />
<br />
:::::That is damn dirty pool, sir. I like it. [[User:Atypicaloracle|Atypicaloracle]] 19:12, 1 August 2010 (UTC)<br />
<br />
== sarrukhs ==<br />
<br />
the only really good question about this thing is: why are there no sarrukhs who have thought of this???<br />
and, by the way, from what book are the sarrukhs? cant find the in ''monster manual''<br />
[[User:Hijax|Hijax]] 08:50, 8 August 2008 (MDT)<br />
<br />
: Sarrukh's cannot use Manipulate Form on themselves. They're in Serpent Kingdoms. --[[User:TK-Squared|TK-Squared]] 08:38, 12 September 2008 (MDT)<br />
<br />
::why? is it just stated that they cant do it on themselves? dont hey qualifi as scaled ones? dont it work on sarrukhs? [[User:Hijax|Hijax]] 08:22, 3 January 2009 (MST)<br />
::: It's specifically disallowed in the ability. Wizards of the Coast may not do much editorial oversight, but at least they can cover the blindingly obvious loopholes. [[User:TheMadLinguist|TheMadLinguist]]<br />
:::: To explain the obvious more, sarrukh are specifically listed as being ''immune'' to their own ability. Both so they can't grant themselves retarded abilities, but also so that a clever wizard doesn't turn into a sarrukh and modify the sarrukh into not having the ability to modify the party any more. [[User:Atypicaloracle|Atypicaloracle]] 19:15, 1 August 2010 (UTC)<br />
<br />
== Pun-Pun at Level 1 ==<br />
<br />
Pun-Pun is available at level 1.<br />
<br />
<br />
<br />
Pun-Pun, Ardent 1, 1 flaw<br />
-------------------------<br />
4 ranks in Knowledge (religion)<br />
Trait: Absent-Minded (+1)<br />
Trait: Specialized (Knowledge [Religion) (+1)<br />
Psicrystal Affinity (Sage) (+3)<br />
Call to Mind (+4)<br />
20 Intelligence (17 base + 3 from venerable)... (+5)<br />
Mantle Power: Knowledge (+5)<br />
Mantle Power: Fate (+1)<br />
Psicrystal: Aid Another (+2)<br />
-------------------------<br />
4+1+1+3+4+5+5+1+2 = 26. <br />
<br />
1. Makes the DC 25 knowledge check (even on a natural 1, since natural 1s aren't failures as a knowledge check), learning about Pazazu.<br />
<br />
2. Say Pazazu's name 3 times, ask for a ring of 3 wishes.<br />
<br />
3. Retrain Skill Focus to Assume Supernatural Ability. The premise is that, Wish allows you to mimic any spell 8th or lower, and you can mimic Polymorph. Therefore, you've the ability to assume a new form magically.<br />
<br />
4. Wish > Polymorph Any Object: Psicrystal into a viper.<br />
<br />
5. Wish > Polymorph yourself into a sarrukh. Grant Manipulate Form to your psicrystal...<br />
<br />
6. Proceed with Pun-Pun.<br />
<br />
<br />
<br />
This requires the following books:<br />
<br />
XPH <br />
CPsi<br />
UA - 2 traits , 1 flaw<br />
Savage Species<br />
Eberron - education feat<br />
FC1 - Pazuzu<br />
Serpent Kingdom - Sarruhk<br />
<br />
== temporal distillation ==<br />
<br />
the above mentioned Su is from the zerth cenobite and grants the user and his psicrystal one extra turn. That should be able to give pun-pun as much time as he needs<br />
<br />
== Or a more general (and fast) first level strategy<br />
Build: anything that can get a + 14 bonus to knowledge (the planes/religion) at level one so you can take ten to know about Pazuzu on a one (DC 25 knowledge check). One example is<br />
Skill focus (+3)<br />
four ranks (+4)<br />
Masterwork tool (+2)<br />
20 in intelligence (from race or age benefits) (+5)<br />
<br />
1. Say Pazuzu three times. (being a paladin gets extra bonus points here - Pazuzu goes out of his way to "help" paladins, and makes sure that the 'first' wish doesn't cause evil)<br />
<br />
2. Wish for a Lawful Evil candle of invocation<br />
<br />
3. Use the candle to call an efreet<br />
<br />
4. Wish one: plane shift for you both to the far realms. No more time is spend on the material plane - far realms time moves at an effective ratio of 1:0.<br />
<br />
5. Wish two: A pony. Or anything else you like. Maybe you give the efreet something nice, and ask him kindly to forget all this. Or some kind of ritual, or a buff if you can't make the Sarruhk knowledge check. Or something to help you survive the far realms. Whatever.<br />
<br />
6. Wish three: another candle of invocation.<br />
<br />
7. Use the candle of invocation to gate in a Sarruhk. As per the spell, it has to obey you. Start ordering abilities<br />
<br />
8. Get the manipulate form (ex)<br />
9. Get the singular enemy ability of the Aleax, with the enemy being yourself<br />
10. Get immunity to unconsciousness.<br />
11. You are now completely unstoppable.<br />
<br />
Problem: The Far Realms explicitly have toxic laws of physics. Plane shifting there, even if it can be done, would kill pre-ascension Pun-Pun instantly.<br />
<br />
== Alternate First Level Trick ==<br />
<br />
:''Discussion moved from [[User talk:Green Dragon/Archive 18#3.5e Optimized Character Build Pun-Pun]].'' <small>--[[User:Green Dragon|Green Dragon]] 16:11, 30 December 2010 (MST)</small><br />
<br />
Aristocrat 1 (race independent)<br />
Feat 1: Magical training (player's guide to faerun)<br />
Feat 2: Precocious Apprentice: Summon Mirror Mephit (Expedition to the Demonweb Pits)<br />
Starting gold goes into purchasing a single vial of liquid pain.<br />
<br />
Rounds 1->a Attempt to cast Summon Mirror Mephit until you can make the check. <br />
Optimization could allow this to autosucceed the first round, but it isn't needed<br />
Round b: toss your mirror mephit a vial of liquid pain, and have him use it with his spell-like Simulacrum ability<br />
As per the monster manual (which supercedes the SRD), a spell-like ability defaults to a standard action. With the vial, we have CL 9, sufficient to duplicate a 18 HD advanced efreeti (simulacrum is allowed to duplicate specific creatures). Divide the level by two, and we have a 9HD copy. Which is just as many hit dice as a normal efreet. Order the mirror mephit to order the efreeti to obey you completely before he vanishes.<br />
<br />
You now have three free wishes. Start from step 4 of the above streategy.<br />
<br />
:The mirror mephit has 8th level for the caster level for simulacrum.<br />
:Did the liquid pain use as optional material component to improve the caster level by + 2 ?<br />
:But simulacrum is a spell like ability, not a spell. Or use an other rule ? If yes, what page from book of evil darkness, please ?<br />
:The normal efreet has 10 HD, not 9. So, the caster level required is 10th level, no ?<br />
:Why do you choose aristocrast as class ? For the skills ? The starting money to buy liquid pain ?<br />
:Thanks for your future anwser. {{Unsigned|Waldham|14:10, 28 January 2010 (UTC)}}<br />
<br />
::Once again, I fail to see the point in all this. Someone's misusing the rules for sure. Why not just be Pun-pun? -- [[User:Danzig Nyttafjell|Danzig]] 19:20, 28 January 2010 (UTC)<br />
<br />
:::Oh wait, this IS Pun-pun. Listen, feedback loops are not supposed to work. Maybe as a glitch in video games, but in D&D, no. -- [[User:Danzig Nyttafjell|Danzig]] 19:23, 28 January 2010 (UTC)<br />
<br />
== Spells to Spell-Like Abilities? ==<br />
<br />
To get the ability increse, Pun-Pun must grant itself the Wu-Jen spell Giant Size and make it at will. How does it do this? Can he grant himself any spell as a spell-like ability or did he get it from copying the special attack or special quality of some class or creature? Same question about how often he could use it, could he make any thing that he copied from another monster, such as a Geriviar's telekinesis which is usable three times as day, and make it at will or would he have to use it as written in the monster stat block?<br />
<br />
A third question is can Pun-Pun grant himself class levels? As some feats or saliant divine abilities can only be taken if you are of a certain level in a certain class.<br />
<br />
And in the Manipulate Form and Extreme Cheese section it says that the shadow seed can be used to replicate any spell or person but the shadow seed isn't in the Epic Level Handbook, so in which book is it in? -- Michael 15:48, 1 Dec 2009<br />
<br />
<br />
You really aren't understanding the ability. Partially that's because it's an inefficient old build. Anyway, manipulate form allows you to change size directly, without needing to duplicate a form. I think shadow seed is in one of the forgotten realms books... [[User:TheMadLinguist|TheMadLinguist]] 07:31, 20 January 2010 (UTC)<br />
<br />
== Different Build ==<br />
<br />
Man, this is crazy. I came up with pretty much the same idea last year when I finally got ''[[Serpent Kingdoms]].'' What I did was get the Tainted One template from ''[[Savage Species]]'' applied to my 7th-level psion (telepath) which, according to SK, makes him qualify as a Scaled One. Then, I arranged a lengthy search for a mage powerful enough to find and capture a sarrukh. Lastly, after we had found a mage and had him imprison a sarrukh, I used several applications of ''implanted suggestion'' (because of the higher DC) until the bastard was tricked into giving my character the manipulate form ability. Since our DM was both (somewhat) new to the game and certainly quite unfamiliar with how the ability works, it wasn't too hard to convince him to let me get away with it. I haven't used it for anything yet, but sooner or later, I'ma go Matrix on some fools. [[User:Joker|Joker]] 20:47, 15 January 2010 (UTC)<br />
<br />
:You should add it here as another optimization. --[[User:Green Dragon|Green Dragon]] 00:17, 16 January 2010 (UTC)<br />
<br />
Ehh, that would be kind of pointless. It would basically say: "Use the same info on the Pun-Pun page except for a different base character model." Not worth the effort, really, and it would be a waste of space. [[User:Joker|Joker]] 16:03, 6 April 2010 (UTC)<br />
<br />
== IP Comment ==<br />
<br />
Comment left in the Manipulate Form section by IP: [EDIT by unregistered user: <-- this is incorrect. The actual text (in Forgotten Realms--Serpent Kingdoms) allows only extraordinary abilities!! If this has any impact on the rest of this build, let that be noted] {{unsigned| 173.164.136.93}}<br />
<br />
== Flaw ==<br />
<br />
Ummm.... what happens when your familiar decides that he wants to kill you? If your familiar has all the abilities you do... even if he can't, then your familiar could decide not to help you any more. Either way, your screwed!--[[User:Vrail|Vrail]] 23:11, 26 April 2010 (UTC)<br />
<br />
: This is not a flaw. Assuming, as any optimization does, a static non-make-rubbish-up DM, that the build works perfectly. A familiar is permanently loyal to you. --[[User:TK-Squared|TK-Squared]] 12:12, 29 April 2010 (UTC)<br />
<br />
::True, but that is under normal circumstances and I think we can all agree a pun pun is NOT NORMAL! As a DM I try to allow everything the player wants to do if it follows the rules of the books and my setting. So I need a way to screw over my player if he tries this. :P--[[User:Vrail|Vrail]] 16:58, 29 April 2010 (UTC)<br />
<br />
:::well your familiar has half your hit points, so you should be able to take it out no prob, and whats next? your psicrystal slits your throat? your elephant animal companion sits on you in your sleep suffocating you? those are just as ridiculous. but your familiar is the one thing pretty much guaranteed to be loyal to you. and as dm, don't let them be pun-pun--[[User:Name Violation|Name Violation]] 17:20, 29 April 2010 (UTC)<br />
<br />
::::If you want to stop your player from going super saiyan, the solution is simple. Kill the familiar before the familiar has the chance to buff the master with manipulate form. Players will likely whine, and as a DM aiming directly at a familiar who has yet to do anything in the encounter is a real dick move; however, it'll stop the Pun Pun train. A flat-footed viper likely won't stand up to a volley of arrows or a 6th level fireball. However, I agree with NV, Pun-Pun is more of a thought experiment, never meant to be played in a game. --[[User:Badger|Badger]] 17:39, 29 April 2010 (UTC)<br />
<br />
<br />
== Pun Pun vs another Pun Pun ==<br />
<br />
What would happen if one Pun Pun fought a different Pun Pun? Since both of them have essentially world-shattering levels of power, would this pretty much bring about the Apocalypse, or...? [[User:PokeDM|PokeDM]] 15:53, 1 June 2010 (UTC)<br />
<br />
:That is just about the one case when it matter exactly how high all of Pun-Puns "Nigh-Infinite" stats are. If one Pun-Pun knows about the other Pun-Pun and can get some vague idea of how powerful he is, he could get all his NI abilities to be 10x higher than those of the other Pun-Pun and find some way to get around at least one of his immunities, and kill him. If they just spontaneously encountered each other... I think they'd be essentially immune to one another's attacks. If both knew about the other and were preparing, then... it would get pretty crazy. I think it would basically come down to ingenuity in finding the best overpowered buffs. Also, see my idea regarding Split, below. --[[Special:Contributions/24.147.186.88|24.147.186.88]] 20:32, 23 February 2011 (MST)<br />
<br />
== Another Way for Infinite Reach ==<br />
<br />
Since Pun-Pun has Manipulate Form, all he would need to do is give himself the Morphic Reach ability of the Warshaper (see Complete Warrior) and repeatedly take Extended Reach (see Savage Species) infinitely. Now, Pun-Pun can continue stretching his arms simply by using Energy Charge and Extended Reach. [[User:PokeDM|PokeDM]] 00:47, 18 June 2010 (UTC)<br />
<br />
== Split Ability- Pun-Pun ARMY ==<br />
<br />
I noticed the Split ability being mentioned off-hand in regards to Pun-Pun's immunity to damage. Has anyone considered the implications of using this ability just by itself? The Black Pudding's Split ability, which I'm fairly sure is typical, works as follows:<br />
"Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down)."<br />
So Pun-Pun could grant himself and his familiar this ability, they'd each attack each other until there are two of them. Repeat, with the numbers rising exponentially until there are NI Pun-Pun/Familiar pairs. <br />
The obvious issue is that they might turn on each other, and would be something of a weird question given that Pun-Pun is (presumably) a player character, but that's easily remedied by having him and his familiar first grant each other the Hive Mind ability, but with infinite range extending across planar boundaries and everything- basically always working regardless of where the Pun-Puns are. Then, among other things, he could spread out across everywhere, and even if someone was strong enough to defeat him the rest of the the Hims would know about this person, prepare for them, and track them down and kill them.<br />
Oddly enough though, this ability actually seems like it would be far more potent in the hands of someone whose capabilities actually have limits, if they could find a way to get around the hit-point issue.<br />
Also: I just realized you literally could have a Pun-Pun SWARM. All the Pun-Puns could Polymorph into some creature which exists in swarms- locusts, for example, or hellwasps- and form a swarm. So you'd have THOUSANDS of Pun-Puns... uh... swarming. They could, among other things, use thousands of spell-like abilities per round, of whatever spells they wanted. Thankfully no DM would have to homebrew a stat block for it's actions, since Pun-Pun's player would control ALL OF THEM. --[[Special:Contributions/24.147.186.88|24.147.186.88]] 20:49, 23 February 2011 (MST)<br />
<br />
== How does this part work? ==<br />
<br />
[Quote]Pun-Pun grants himself the Wu-Jen spell Giant Size as a spell-like ability at-will.[/quote]<br>How does Pun-Pun do this? I assume its because Manipulate Form "may also grant the target an extraordinary, supernatural, or spell-like ability," but does it really say it can grant the target a spell as a spell-like ability? Is the caster required to know the spell to grant the spell-like ability? I really don't understand how Pun-Pun has the ability to grant himself this ability, but if someone can explain that to me then I will love Pun-Pun (and try to make him if I can ever find a group of people to play D&D with *evil grin*). [[Special:Contributions/76.204.147.162|76.204.147.162]] 00:31, 9 April 2011 (MDT)<br />
<br />
:Well, technically, what Pun-Pun grants himself is a spell-like ability which resembles the Wu-Jen spell Giant Size, but the short way of saying this is "the Wu-Jen spell Giant Size as a spell-like ability at-will". And yes, he can grant himself any spell he likes as a spell-like ability, since it's not stated otherwise and that is in fact presumably how it was intended- the Sarrukh probably don't have natural spellcasting, and even if they do, they certainly don't "know" enough extraordinary of supernatural abilities for that to make much of a difference, and presumably spell-like abilities are the same way (they can grant any spells). --[[Special:Contributions/173.245.56.203|173.245.56.203]] 20:27, 31 December 2011 (MST)</div>173.245.52.106https://www.dandwiki.com/w/index.php?title=MacHall_Moogle_(3.5e_Race)&diff=581405MacHall Moogle (3.5e Race)2012-07-15T16:52:08Z<p>173.245.52.106: /* Bonus Feats */</p>
<hr />
<div>{{author|author_name=PzAz04Maus|date_created=March 3, 2006 |status=See Discussion}}<br />
{{WFRC Author|Pz.Az.04Maus}}<br />
<br />
== Moogles ==<br />
===General Race Overview===<br />
<br />
It has been stated that the Moogle race began with a single species, the Cait Sidhe (Pronounced as the "Cait Shee," as in Banshee,' [Original Moogles]). Born from a combination of magic and natural forces, possibly ordained by an unknown god or numbers of gods of nature. A very gifted race, Moogles have been thought to have been favored by the gods of nature, being allowed the ability of magic, an affinity to nature, sentience, and being allowed to not have to pay homage to any god or ruler. While the Moogle race was slow to follow the path of the other races in terms of civility, due to their affinity to nature, they naturally followed their progress relatively quickly, catching up in a mere 100 years. During this time, the core Cait Sidhe ventured into other, more chaotic lands. This, in turn led to the "Halcyon" event, the Divine Winds. Created by the unknown gods of nature, out of their decision that the Moogles should be a combination of both civilization, magic, and nature. Whereupon this decision, strange events began to occur 50 years ago.<br />
<br />
After the Halcyon, the Moogles of the Large Island of Vvardenfell were surprised when their kin gave birth to a new breed of Moogle, which are now called the “MacHall Moogles,” (The Elder Scrolls 3: Morrowind “Mog-Mod) after the Chapel in which hosted the Diet of Hyukoden in order to speak about this event, was named.<br />
<br />
Within the Crystal Inlets, the Cait Sidhe Moogles there were too surprised by a new breed, which were called the [[Ivalician_Moogle_%283.5e_Race%29|Ivalician Moogles]] (Final Fantasy Tactics Advance) after the Capital of those islands was named for.<br />
<br />
On the Plains of Mainland Nyorai, the Cait Sidhe were also surprised by another breed borne from this natural chaos, the Sylvan Moogles (Final Fantasy: Crystal Chronicles).<br />
<br />
While the Cait Sidhe still live in great numbers, the other races breed true.<br />
<br />
All this came after their first contact with the mainland Races.<br />
<br />
While the Moogle Races have met the others, they still are an unknown species, as no one has really visited any Major Moogle territories; the Moogles that have been scene by the populace are mostly travelers, adventurers seeking to see these new lands that have been discovered. It has been currently 50 years after the Halcyon and the first Contact with the Moogle Races has occurred.<br />
<br />
===The MacHall Moogles===<br />
<br />
(Sites: http://machall.com/mog/)<br />
<br />
[[Image:H550-1088261961.jpg|thumb|Another image of a MacHall Moogle]]<br />
<br />
===Ideas===<br />
<br />
*also called “Moguri,” “Mogli,” combo of the words “mogura” (Mole) and “Koumori,” (Bat).<br />
<br />
*Fey type of creature<br />
<br />
*'Usually' good Natured<br />
<br />
*More of the “Cat-Like” creatures than the other Moogles.<br />
<br />
*Tallest of the Moogles, about the height between an Elf and a Dwarf.<br />
<br />
*From Vvardenfall, nearby the Kingdom of the Moogles, a provincial Island of Morrowind.<br />
<br />
*not much is known about Vvardenfall.<br />
<br />
*The Machall Moogles evolved separately from the Cait Sidhe and the Ivalician Moogles.<br />
<br />
*The other 3 Moogle types were found on two other islands, <br />
<br />
'''Last Notes:'''<br />
* Japan-like society/culture, w/ large European Influences (Vvardenfell, etc), Similar to Modern Japan<br />
* More in D&D Universe, craftwise<br />
* European Midieval society-like<br />
* More Internationally connected<br />
<br />
===Overview===<br />
<br />
The MacHall, Vvardenfell, or High Moogles (Moogles are also called ‘Moguri,’ ‘Mogli,’ or any combination of the words ‘Mogura’ (mole), and ‘Koumori’ (bat).) are a race of anthropomorphic bipeds, similar to kenku, but evolved from the original Cait Sidhe Moogles. They have the combined appearance of a canine, feline, mole, humanoid, and the wings of a bat, and are about between the size of a dwarf and an elf. As of their more hardened existence in the wild islands of Vvardenfell, MacHall Moogles are the more serious of the Moogle races, but are also friendly to those that prove themselves to not be enemies. They are more tactically clever than the other Moogle race, and also are more survivalist than the others, and thus are more wanting to get the task at hand done, and reap the benefits of their just rewards.<br />
<br />
===Personality===<br />
<br />
MacHall Moogles are wary of giving their trust to anyone through the society of Vvardenfell. However, they are loyal comrades to those who earn their trust, which is a bit of a task in itself. They fight with the tenacity of 5 dwarfs, and the skill of 6 elves, feeling that their survival and continued natural life should be enough of a reason to do so. Things that give unnecessary risk or cost of life are something to be avoided in MacHall Moogle society. They do usually have a sense of honor, but are practical, not dumb. They try to get the best gear for the task at hand, and regard with large suspicion to anyone who seems to want to cause them harm. Above all, they usually value things that will help bring continued survival of their person. MacHall Moogles, unusually, do not say, “Kupo!” as much, preferring to speak clearly and without frivolity. They just want their message to be heard, pure and simple. While it seems that the MacHall Moogles are a race of prudes, without any sense of humor or knowledge of when not to be serious, they are surprisingly quick and effective at becoming more lighthearted on a moments notice, and try to allow some backlaidness whenever possible.<br />
<br />
<br />
===Physical Description===<br />
<br />
A male MacHall Moogle stands on average about 4’ 1”, and a female at about 4”. Males, on average, weigh about 93 lb, with the females weighing about 85 lbs. They have a humanoid biped body structure, but have the features of a canine, feline, mole, and wings of a bat. On top of their forehead, they have a light bulb-colored bon-bon attached via a hard-to-see black antenna-like stem, which can be turned on or off at will, thought it does glow somewhat when light is passing through or reflecting off it unactivated.<br />
<br />
MacHall Moogles are covered in fur, from head to tail, and have cat-like ears. Their hands and feet are a combination of canine and feline paws, with a pinkish padding on the inside soles. Their hands are a combination of humanoid and canine/feline features, with 3 opposable fingers and 1 thumb. They are more humanoid in shape, but seem to be thinner than an average dwarf or humanoid. Their feet are jointed, similar to the back legs of a canine, and look similar to cat’s paws. They have a hybrid Cat/Mole nose, and have an unusuable small tail. MacHall Moogle fur tones usually range from light gray to snow white, though there are cases of other colors, even black, green, blue, and even striped or particular patterns, such as camouflage as a very rare last. Their eyes are usually of a dark color, though they can have lighter ones. Unusually, for a race with fur, MacHall Moogles can have the fur on top of their head grow out, making the equivalent of Hair on a humanoid. Some moogles choose to do so, while others choose to go without modifying their 'head-fur.' (Look at the werewolf in the MM, see how she still has long hair? Kind of like that)<br />
<br />
Though there are little differences between Moogles in general due to little difference between races, female MacHall Moogles usually are a more different than other Moogle females, being a tiny more lithe than the male MacHall Moogle, and have slightly duller fur tones. The spots are mostly on the sides of the jaws of the face and neck, which meet on the chest and shoulders, going down to the back of the hands, and going from the torso down to the upper leg in a line. The underside of the arms, the sides of the upper and lower torso are brighter colored than the main parts, and do not usually have spots. The spots aren’t as definite, being sometimes more like brownish-grey tone changes instead of actual spots, and aren’t as clear cut like a Cheetah’s or leopards; spot colors can range as fur colors, but are almost never of an unusual pattern like the main fur tones can be. The stem of the bonbon is almost always black, with very little variation. Normally, MacHall Moogles try to wear armor that is practical, but can be whatever strikes their fancy. <br />
<br />
They normally don’t wear pants, as they have fur, but do know the use of armor and clothing in more severe conditions is vital to surviving in cold or hot weather.<br />
<br />
From numerous reports by people who have seen a MacHall Moogle, their fur has the texture and feel of a combination of wolf, sable (Siberian Squirrel fur), cat, and maybe some mink. Some male MacHall Moogles have been reported to have a "furbeard," or excess fur in the facial hair region of their face that makes them look like they have a beard.<br />
<br />
<br />
===Relations===<br />
<br />
MacHall Moogles and their kin get along well, thought the more carefree personality of the Cait Sidhe do sometimes clash. Elves, humans, and dwarves, are usually easy for MacHall Moogles to get along with. Halflings, Kenku, and Gnomes are a little harder for them to tolerate, as they are wary of being taken advantage of, through stories from the Cait Sidhe and personal encounters with such races. It is not advisable to hunt Moogles for their fur, as doing so provokes an extremely aggressive response, which is centered on the assailent. The Hunter often then finds himself to be hunted by an extremely aggressive, tactical, and dangerous foe (ONE. ******. MOOGLE...)<br />
<br />
<br />
===Alignment===<br />
<br />
MacHall Moogles are usually neutral or good, with a tendency to not be lawful, as being so isn’t practical because of its conformity and unwaverability. However, it’s uncommon, not rare, that lawful, even evil, MacHall Moogles exist; though it is rarer to see a MacHall Moogle to be more evil than just Neutral evil. Normally they are neutral good or true neutral.<br />
<br />
===Machall Moogle Lands===<br />
<br />
MacHall Moogles hail from Vvardenfell, an island on the sea of Fairth. They usually live in small towns or large cities, nothing really in between. Their structures are a combination of European architecture, but with many influences from Asian style culture. Since of their recent arrival to the lands of Greyhawk (or any similar Campaign world), MacHall Moogles, (Like the Warforged), are relative newcomers, only known by the few who met them by the 2 years that they have been sighted. No one yet has ever really ventured into those MacHall Moogle lands, any have only heard of them by the few stories or bits of information given by MacHall Moogle travelers… (From what few words has been spoken, Moogle Lands are a smaller version of the Asiatic region of the Earth [China, Japan, Korea, Vietnam, Etc], but with more Forests instead of Jungles).<br />
<br />
<br />
===Religion===<br />
<br />
MacHall Moogles have only a tiny part of their lives dedicated to religion, and usually hail those gods that will help them succeed the most in their life.<br />
<br />
<br />
===Language===<br />
<br />
Moogles speak with multilingual excellance in both Kupo, their native tongue, and Sylvan. Most have been known to easily master the ability to speak Elven or Common with almost supernatural skill. Their main language is Karayo(-Kupo), which has its own scrip(Writing System), also called Karayo.<br />
<br />
===Names===<br />
<br />
Moogle names tend to be short and almost always include the letters M and O in the name. Most names have the word "Mog" in them somewhere. However, For MacHall Moogles, names with some elegance or flair can and do have some offshoots. Because MacHall Moogles are so new, they do sometimes take names from other races, most notably ones that have a bit of natural style and flair, not some over-gruff and ogre-like names. They like their names to be more or less “finessy,” not liking names that are too sweet, like “Starrflowerr,” or “Krusk,” but ones like “Ren,” or “Fenris.”<br />
<br />
====Male/Female Names==== <br />
<br />
Artemecion, Atla, Chimomo (f), Deus(m), Mogli, Gumo, Kumool(m), Kupo(m), Marche, Mene, Mimoja(f), Mocchi, Mocha(m), Mog(m), Mogarana(f), Mogki,Mogles, Moglianna(f), Mogmatt, Mogme(f), Mogmi, Grimo, Mogrich, Mogrika(f), Mogryo, Mogsam(m), Mogtaka, Moguom Moguta, Mois, Mojito(m), Momatose, Monev, Monteblanc(m), Moodon, Mooel, Moogly(m), Moolan, Moonte, Moorock, Mootock, Mopli, Morrison, Mosco, Mosh, Moss(m), Mozme, Noggy,Nono(m), Quina, Ralph(m), Ren(m), Stilzkin, Suzuna, Monty, Nanza, Serino, Lini.<br />
<br />
==Racial Traits (Revised)==<br />
<br />
'''Racial Traits:''' +2 Dex, +2 Con, +2 Cha, -4 Str. MacHall Moogles are nimble and physically tough, along with having a charismatic and nice attitude (Not to mention being Kawaii!). However, MacHall Moogles aren’t that physically suited to hard, strenuous labor.<br />
<br />
*''Monstrous Humanoid'' type<br />
<br />
*'''Medium Size:''' As Medium-Sized Creatures, MacHall Moogles do not have any special bonuses or penalties due to their size.<br />
<br />
*MacHall Moogle base speed is 40 feet.<br />
<br />
*'''Lowlight vision (Ex):''' MacHall Moogles can see twice as far as a human in Starlight, moonlight, similar conditions of poor illumination. MacHall Moogles retain the ability to distinguish color and detail in such conditions.<br />
<br />
<br />
=== Unusual Humanoid Traits===<br />
<br />
*MacHall Moogles have a -4 to disguise themselves when impersonating other races. Due to having a distinct shape and wings, they have a much harder time pretending to be a member of another race.<br />
<br />
*MacHall Moogles must have their gloves and boots be unusually made, since they do not have typical hands or feet. Everything else can be requisitioned normally as humanoid gear.<br />
<br />
<br />
*MacHall Moogles also have a +2 racial bonus on survival checks in cold weather, and do not require additional clothing outdoors except in severe conditions due to their fur. They are also proficient in surviving in such conditions, and make good trackers.<br />
(If the Player is using Frostburn and Sandstorm rules, MacHall Moogles have a Base Level of Protection of 1 to cold weather, but can grow extra fur over the course of 1d6 days, increasing the level of protection to level 2. If a MacHall Moogle does so, they are considered wearing heavy clothing for the purposes of Heat Dangers [-4 penalties on Fort. saves to resist heat dangers]. Doing so increases the amount of food intake required by 10% while the Moogle is growing fur. To get rid of the fur, the Moogle must shed the fur, which takes about 1d4+3 days. The character is shedding like a cat, and reportedly "Looks funny" while doing so.)<br />
<br />
===Bonbon Traits===<br />
<br />
*'''Bonbon (Su):''' The ball over a moogle's head is one of its most defining characteristics. Ask a Moogle what it's for, and he'll usually say "It just looks good!" Indeed, by all appearances it seems to serve no purpose; it is not an organ, nor does it house one, and it does not allow the Moogle added scent or hearing the way an insect's antennae do. Despite this apparent lack of function, a Moogle is highly dependant on his bonbon. If it is cut off or removed in any way, the Moogle will descend immediately into a state of depression, taking a -2 penalty on all actions, including attack and damage rolls, similar to the effects of a Crushing Despair spell. This happens because a moogle's bonbon serves as a sort of radio antenna, connecting the Moogle unconsciously with all other Moogles on the same plane of existence. This connection is something of a necessity; it controls the Moogle population by shutting down the mating urge when there are many Moogles, and boosting it when the population gets low. Without this the Moogle population would explode, since they do not die easily and have so few natural enemies. The Moogles themselves are completely unaware of this connection consciously, but they notice when it's gone. When the bonbon is removed, the Moogle suddenly feels utterly alone, having lost the connection with its fellows. The Moogle will feel better if he can reattach the bonbon, which can be done by holding the severed ends of the stem together for at least 2 minutes. If the bonbon is not reattached, it will grow back on its own, good as new, over the course of a week. At the end of the first half of the week, the bonbon itself starts to regrow, easing the moogle's mind slightly and dropping the depression penalty to -1 until the bonbon grows back completely. A MacHall Moogle, being of a more mortal status, gains the ability to grow their bonbon faster, as it itself is a source of light by which they can see. A MacHall Moogles Bonbon is an apparatus that can create a Spell-Like Ability similar to Dancing lights, though there is an extra light that it can create (the one inside the bonbon), and is slightly more powerful, being able to be lit for a number of hours equal to half the Moogles HD (round up, minimum 1 hour). The Moogle can turn this on or off at will as a free action, though it still glows slightly if sunlight or another source of light hits it when it is off. Lastly, if a Dispel Magic spell is cast, the bonbon turns grayish-black (like a black light), fading for 1 minute until completely gone.<br />
<br />
To sever a bonbon, an opponent must make a successful sunder attempt with either a slashing or bludgeoning weapon (the Character should declare where the attack is aimed before taking the attack roll). Making a sunder attempt provokes an attack of Opportunity, unless the opponent has the Improved Sunder feat. An opponent can strike at a Moogles bonbon from any position in which he could strike at the Moogle, because the Moogles bonbon moves around in combat. The Bonbon has hitpoints equal to the creatures’ full normal hitpoints, multiplied by a factor of 1/6. Losing the bonbon deals damage to the body equal to the Bonbons full normal hitpoints. A natural reflex seals the antenna shut to prevent any blood loss or further damage to the nerve structure as well as applying anesthesia, which soothes the cut nerve ending in the antenna after about 2 seconds after a successful sunder. The severed antenna opens up when the other part of the bonbon comes near to reestablish the connection, ending the anesthesia effect. The bonbon I considered a carried object, and has Diminutive size (when the Moogle is medium size). The AC is 10 + size modifier + the Moogles dex bonus. If the Moogle has their size category changed, as in the Enlarge Person Spell, the Bonbon also changes size accordingly (from its own size category). For instance, if a Medium sized Moogle with a Diminutive bonbon changes to Large, the Bonbon also changes, but to Tiny. If a Moogle loses their Bonbon, they don't get to use their spell-like abilities until they have their Bonbon put back in place, or regrown.<br />
<br />
===Wing Traits===<br />
<br />
<br />
*'''Gliding (Ex):''' A MacHall Moogle can use her wings to glide, negating 1/2 damage from a fall of any height and allowing 20 ft of forward movement for every 5 feet of decent. MacHall Moogles glide at a speed of 40 feet (average maneuverability). Even if a MacHall Moogles maneuverability improves, she cant hover while gliding. A MacHall Moogle can fly with a Medium or heavy load, by the rate of forward movement is decreased by 10 feet. If a MacHall Moogle becomes unconscious or helpless while in midair, her wings naturally unfurl and the ligaments stiffen the wings. The MacHall Moogle descends in a light Corkscrew and takes 1d4 points of falling damage, along with 1/3 of the damage from the fall. If the MacHall Moogle was carrying a medium or heavy load, then the damage is increased by 1 Die per size. (2d4 =Medium, 3d4 = heavy). If a Machall Moogle is carrying a medium or heavy load and falls when not unconcious or helpless, they still take the damage as if they were; the only exception is when they are with a light load and are not unconcious, or helpless. If a Machall Moogles' wings are bound by any means when they are unconcious or helpless, they take a Str. Check with a +2 bonus to break their bonds. A Machall Moogle cannot conciously do this, however.<br />
<br />
*'''Flight (Ex):''' When a MacHall Moogle reaches 7 HD, she becomes able to fly at a speed of 50 ft (good Maneuverability). A MacHall Moogle cannot fly while fatigued or exhausted. MacHall Moogles can safely fly for a number of rounds equal to their constitution modifier (minimum= 1 round). A MacHall Moogle is able to go further, provided that they take a constitution check with a DC of 10+1 for each previous check every round, due to the large amounts of exertion needed for them to fly. They cannot take 10 or 20 when doing so. MacHall Moogles are likewise fatigued after spending a total of more than 10 Minutes per day flying. Because MacHall Moogles can glide before, after, and during rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).<br />
<br />
When they reach 9 HD, MacHall Moogles have enough Stamina and endurance to fly for longer periods. They can fly at a speed of 60 ft. (good Maneuverability), and flying requires no more exertion than walking or running. Machall Moogles, due to their wings and strong leg muscles, can make an aggressive leap through the air at an opponent. Making a leap attack requires a 10 ft. running start in a straight path. In a round that a Machall Moogle makes a leap attack it gains a +2 bonus to its attack rolls and a -2 penalty to its armor class (as though it had charged the opponent it had leaped upon). Creatures struck by a leap attack must make a Reflex save (DC 10 + the MacHall Moogles Base Attack Bonus + Defenders Size Modifier)) or be knocked prone. --Thank you Sulerain! (http://www.sulerin.com/rules/rules.asp?op=detail&c=Races&a=20020418162722)-- '''''Note: The Machall Moogles must have the Flyer Feat in order to have this capacity to fly.'''''<br />
<br />
=== Health Traits===<br />
<br />
*'''Timeless Body (Ex):''' A MacHall Moogle cannot have any penalties of aging upon them, and cannot be magically aged (this is the effects of the Druid ability of Timeless Body (Ex), Pg. 37(?) of the PHB). They cannot actually be of a middle, old, or venerable state, but they still die when their time is up, when the Fey Goddess decrees so.<br />
<br />
*'''Resistance to Disease (Ex):''' A mighty Immune system gives a +1 racial bonus to fend off extraordinary diseases.<br />
<br />
*'''Magic Resistance (Ex):''' MacHall Moogles have a +3 bonus to saves against all spells and spell-like abilties, due to their affinity with magic.<br />
<br />
===Natural traits===<br />
<br />
*A MacHall Moogle can take Monster feats due to their affinity with nature, though they still must be able to meet the prerequisites.<br />
<br />
*MacHall Moogles have a +1 Natural Armor bonus due to their thick fur.<br />
<br />
<br />
===Extras===<br />
<br />
<br />
*'''Magic Affinity (Ex):''' Machall Moogles have a +2 Racial Bonuses to the DC of spells that the character casts of that School. This stacks with Spell focus and Wizard school specialization<br />
<br />
*'''Spell-Like abilities (Sp):''' MacHall Moogles have Spell-like abilities depending on their hit dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is useable once per day. Caster Level equals the creatures HD, and the Save DC is Charisma-based. If the Moogle Looses their bonbon, they do not get to be able to use their spells until it has been replaced back or grown back.<br />
<br />
Spell-Like Abilities (Unless noted, spell works 1/day)<br />
HD Ability<br />
<br />
1-2 Dancing Lights (At Will), Identify, Flare (3/day), Magic Fang<br />
3-4 Detect Magic (4/day)<br />
5-6 Read Magic<br />
*Dancing Lights Note: (at will, but with +1 extra light and is lightable for a number of hours equal to half the moogles HD(Minimum 1 hour, round up), but has to wait 1d4 hours to recharge; if affected by dispel magic, all other dancing lights disappear and bonbon turns from white to purple, even if not being used. It then slowly dies out for 1 minute, ending altogether after that time.)<br />
<br />
<br />
*'''Monstrous Humanoid Levels:''' MacHall Moogles start with 1 level of Monstrous Humanoid, which provides 1d8 HD, a BaB of +1, and the Base Save Bonuses of Fort. +0, Refl. +2, and will +2. They gain skill points equal to 4 x (2+Intelligence Modifier). This, however, and unlike typical Monstrous Humanoids, can be exchanged for an NPC or PC class, effectively losing the features of that Racial HitDie level in exchange for that class level. If this is chosen, they must take all the features of the class and take out the level of Monstrous Humanoid.<br />
<br />
<br />
*'''Automatic Languages:''' Karayo(-Kupo) and Sylvan;<br />
<br />
*'''Bonus Languages:''' Common and any humanoid language that are not of a secret society.<br />
<br />
*'''Favored Classes:''' Sorcerer, Ranger, Rogue, or Druid. A Multiclass MacHall Moogle may choose any of these classes as their favored class. Once they have chosen their favored class, they many not change which one is favored, they may only have one of these choices. (I'm keeping this, because MacHall Moogles are nearly as versatile as humans)<br />
<br />
*'''Level Adjustment:''' +2<br />
<br />
<br />
<br />
====Bonus Feats====<br />
<br />
*'''Flyer (Racial, Machall Moogle):'''<br />
**Prerequisites: Endurance, 9th level, 1 Monstrous Humanoid Level<br />
**Benefits:When they reach 9 HD, MacHall Moogles have enough Stamina and endurance to fly for longer periods. They can fly at a speed of 60 ft. (good Maneuverability), and flying requires no more exertion than walking or running. A MacHall Moogle with flight can make a Dive attack Machall Moogles, due to their wings and strong leg muscles, can make an aggressive leap through the air at an opponent. Making a leap attack requires a 10 ft. running start in a straight path. In a round that a Machall Moogle makes a leap attack it gains a +2 bonus to its attack rolls and a -2 penalty to its armor class (as though it had charged the opponent it leap attacked). Creatures struck by a leap attack must make a Reflex save (DC 10 + the MacHall Moogles' Base Attack Bonus + Defenders Size Modifier)) or be knocked prone. '''Thank you Sulerin (http://www.sulerin.com/rules/rules.asp?op=detail&c=Races&a=20020418162722)'''<br />
**Normal: Machall Moogles can only fly when at 5HD, and cannot fly while exhausted or fatigued. They Can only fly for a certain number of rounds (see the Flight Section), and fly only at 50 ft/round.<br />
<br />
*'''Touch of the Forest-Self (Racial, Machall Moogle):'''<br />
**Prerequisites:<br />
**Benefits:<br />
<br />
*'''Music Son (Racial, Machall Moogle):'''<br />
**Prerequisites:<br />
**Benefits:<br />
<br />
*'''Touch of the Knight (Racial, Machall Moogle):'''<br />
**Prerequisites: +1 Bab, 13 Con.<br />
**Benefits:<br />
<br />
*'''Natural Attacker (Racial, Machall Moogle):'''<br />
**Prerequisites: Str 15, Improved Unarmed Attack, 2 weapon fighting, 1 Monstrous Humanoid Level<br />
**Benefits:<br />
<br />
*'''Mog Mage (Racial, Machall Moogle):'''<br />
**Prerequisites:<br />
**Benefits:<br />
<br />
*'''Touch of the Feral Self(Racial, Machall Moogle):'''<br />
**Prerequisites:<br />
**Benefits:<br />
<br />
*'''Bon-bon Defense(Racial, Machall Moogle):'''<br />
**Prerequisites:<br />
**Benefits:<br />
<br />
*'''Touching the Moogle Soul(Racial, Machall Moogle):'''<br />
**Prerequisites:<br />
**Benefits:<br />
<br />
*'''Touch of the Magic Souls(Racial, Machall Moogle):'''<br />
**Prerequisites:<br />
**Benefits:<br />
<br />
===Extra Things===<br />
<br />
:{| style="border: #003366 solid 4px; width: 700px; background: #F5F5DC; font-size: 0.95em;" class="wikitable"<br />
! colspan=9 style="background-color: #08457E; color: #F5F5DC; font-size: 1.25em; line-height: 1.5em;"|Random Adult (Late Teenage) Heights<br />
|-<br />
!<br />
!Base Height <br />
!Height Modifier<br />
!Min./Max./Avg. Random<br />
|-<br />
|Machall Moogle (F)<br />
|3'7" (43")<br />
|<NOWIKI>+2d5</NOWIKI><br />
|3'9"/4'5"/4'1"<br />
|-<br />
|Machall Moogle (M)<br />
|3'8" (44")<br />
|<NOWIKI>+2d5</NOWIKI><br />
|3'10"/4'6"/4'2"<br />
|}<br />
<br />
:{| style="border: #003366 solid 4px; width: 700px; background: #F5F5DC; font-size: 0.95em;" class="wikitable"<br />
! colspan=9 style="background-color: #08457E; color: #F5F5DC; font-size: 1.25em; line-height: 1.5em;"|Random Adult (Late Teenage) Weights<br />
|-<br />
! <br />
!Base Weight<br />
!Weight Modifier<br />
!Min./Max./Avg. Random Weight<br />
|-<br />
|Machall Moogle (F)<br />
|67 lb.<br />
|x1d4<br />
|69 lb./109 lb./84 lb.<br />
|-<br />
|Machall Moogle (M)<br />
|75 lb.<br />
|x1d4<br />
|77 lb./115 lb./90 lb.<br />
|}<br />
Machall Moogle Random Height/Weight Generator<br />
<br />
Age Categories for a MacHall Moogle:<br />
<br />
Age Categories of Aging effects for a MacHall Moogle<br />
<br />
Race Middle Age Old age Venerable Age Maximum Age<br />
MacHall Moogle 160 years 242 years 320 years +4d% years<br />
<br />
Notes on the above table:<br />
<br />
'''Notes:'''<br />
<br />
MacHall Moogles, while having age, do not actually become Middle, Old, or Venerable. When they reach the age of Middle, old, or Venerable, they are not considered such in the way of effects, just in age amount. They are physically reach adulthood and stay there, until their death after the Fey Goddess decrees that it is their time.<br />
<br />
<br />
Random Adventurer Starting ages<br />
<br />
Random Starting ages for a MacHall Moogle<br />
Race Adulthood Barbarian Bard Cleric<br />
Rogue Fighter Druid<br />
Sorcerer Paladin Monk<br />
Ranger Wizard<br />
==============================================================<br />
MacHall Moogle 40 years +3d6 +6d6 +8d6<br />
<br />
<br />
<br />
Original version is in the Discussion area.<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
{{Copyright Disclaimer}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:Feline Subtype]]<br />
[[Category:Moogle]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]<br />
[[Category:Final Fantasy]]</div>173.245.52.106