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− | {| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
| + | This section describes ''creature types'' in t20. Note that this system is a departure from standard d20, and invokes some 4e elements. |
− | ! colspan="8;" style="background:#00688B;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Trainer</font></div>
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− | | colspan="6"|
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− | | colspan="2" style="background:#71A1BB;"|'''Memetics'''
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− | |-
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− | |width="8%"|'''Level'''
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− | |width="10%" align="left"|'''BAB'''
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− | |width="9%"|'''Fort'''
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− | |width="9%"|'''Ref'''
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− | |width="9%"|'''Will'''
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− | |width="29%" align="left"|'''Special'''
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− | |width="13%"|'''Memes Known'''
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− | |width="13%"|'''[[#BS|Belief-Space]]'''
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− | |-
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− | |1 || align="left"|+0 || +0 || +1 || +1 || align="left"|Control Creature, Train Creature, Lore, ''Memento'' || 2 || 1
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− | |-style="background:#AADFFF;"
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− | |2 || align="left"|+1 || +0 || +2 || +2 || align="left"|Craft Meme Crystal (Basic), Heal Creature || 3 || 1
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− | |-
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− | |3 || align="left"|+2 || +1 || +2 || +2 || align="left"|Subtype Specialization || 3 || 2
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− | |-style="background:#AADFFF;"
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− | |4 || align="left"|+3 || +1 || +2 || +2 || align="left"|Double Team || 4 || 2
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− | |-
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− | |5 || align="left"|+3 || +1 || +3 || +3 || align="left"|Monster Talk || 5 || 2
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− | |-style="background:#AADFFF;"
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− | |6 || align="left"|+4 || +2 || +3 || +3 || align="left"|Craft Meme Crystal (Improved) || 5 || 2
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− | |-
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− | |7 || align="left"|+5 || +2 || +4 || +4 || align="left"|Type Specialization || 6 || 3
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− | |-style="background:#AADFFF;"
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− | |8 || align="left"|+6/+1 || +2 || +4 || +4 || align="left"| || 7 || 3
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− | |9 || align="left"|+6/+1 || +3 || +4 || +4 || align="left"|Improved Heal Creature || 7 || 3
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− | |-style="background:#AADFFF;"
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− | |10 || align="left"|+7/+2 || +3 || +5 || +5 || align="left"|Trainer Talent || 8 || 3
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− | |11 || align="left"|+8/+3 || +3 || +5 || +5 || align="left"| || 9 || 4
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− | |-style="background:#AADFFF;"
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− | |12 || align="left"|+9/+4 || +4 || +6 || +6 || align="left"|Trainer Talent || 9 || 4
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− | |13 || align="left"|+9/+4 || +4 || +6 || +6 || align="left"| || 10 || 4
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− | |-style="background:#AADFFF;"
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− | |14 || align="left"|+10/+5 || +4 || +6 || +6 || align="left"|Trainer Talent || 11 || 4
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− | |15 || align="left"|+11/+6/+1 || +5 || +7 || +7 || align="left"| || 11 || 5
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− | |-style="background:#AADFFF;"
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− | |16 || align="left"|+12/+7/+2 || +5 || +7 || +7 || align="left"|Trainer Talent || 12 || 5
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− | |17 || align="left"|+12/+7/+2 || +5 || +8 || +8 || align="left"| || 13 || 5
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− | |-style="background:#AADFFF;"
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− | |18 || align="left"|+13/+8/+3 || +6 || +8 || +8 || align="left"|Trainer Talent || 13 || 5
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− | |-
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− | |19 || align="left"|+14/+9/+4 || +6 || +8 || +8 || align="left"| || 14 || 6
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− | |-style="background:#AADFFF;"
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− | |20 || align="left"|+15/+10/+5 || +6 || +9 || +9 || align="left"|Trainer Talent || 15 || 6
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− | |}
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− |
| + | =Creature Origins and Types= |
| + | Creatures are classified into groups based on their ''origin'' - where or how they came into existence - and their ''type'', which is more descriptive of what they are. Many creatures also have a ''subtype'', which further defines them. |
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− | =Trainer= | + | ==Origins== |
− | [[Image:Trinity_trainer_image2.jpg|thumb|325px|right|Ashe'cathari, iconic trainer]]
| + | The following are the possible ''origins''. |
− | : ''"Shorts are comfy and easy to wear. Let's fight!"''
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− | The world of Trinity is a dangerous place. Some, such as the commonfolk, rely upon their well-trained members of their society to defend them from attackers; others are those defenders themselves. However, some societies lack the comfort of walls or homes, always on the move. [[Halfling | Halflings]], [[Selkie | selkies]], and even [[Lunari | lunari]] often find themselves almost always on the move or lacking stable fortifications. While the more aged among their people may be able to fend off an attack, their children are not always so able. Thus: the trainer.
| + | ; Aberrant : Unnatural creatures, aberrants are those things that should not be. Whether they be from some far-flung part of the material plane, or from some utterly alien realm of existence, these creatures are bizarre in appearance and behavior, and are clearly not native to the worlds of Trinity. |
| + | ; Elemental : Their essence composed primarily of one "element," elementals vary from living incarnations of the concept of fire itself to those races native to Trinity that are naturally suffused with the energies of a Force. |
| + | ; Immortal : Denizens of planes other than the prime material, immortals are beings that embody concepts like "good" or "law." They are closer to the denizens of the worlds of Trinity in that these entities come from recognized nearby outer planes. Immortals do not age and cannot die of natural causes. |
| + | ; Natural : Creatures born into the worlds of Trinity that have no unusual qualities about them are considered natural, and are part of the natural order of the world. |
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− | In times past, when the halflings were under attack from [[Prophet_Moth | prophet moths]], they sought a manner of assistance from the [[Gnome | gnomes]]. The gnomes gifted them with knowledge of the blue, of learning to use the abilities of monsters. However, this was ill-suited for the halflings' intentions: they needed a weapon, easily wielded, with which they could arm their children. Taking the lessons taught to them from the gnomes, however, the halflings devised a new idea: rather than learn the abilities of monsters, capture the monsters themselves, and ensure that they could only fight what they were directed to.
| + | ==Types== |
| + | The following are the creature ''types''. |
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− | The halflings devised a new method of interacting with the blue, which they called meme crystals - small items that were capable of storing a creature or item in the world's memory, such that it could be summoned back at any time. They then began capturing small monsters of [[Sarteri | Sarteri]] and training them, then giving the meme crystals in which the creatures were stored to children, instructing them to only use them in dire need. As they grew older, the children were taught the ways of the gun, and passed their meme crystals on to the children that came after them.
| + | ; Animate : Animates are objects given life or intelligence through an unusual process, be it magic raising the dead or technology creating sentient programs. Animate creatures do not need to breathe, eat, or sleep, regardless of their origin. |
| + | ; Beast : Beasts look and act like animals, although they sometimes have a bizarre or monstrous appearance. Beasts with other origins behave in the similar instinctive ways, though they are unfamiliar to ordinary people. |
| + | ; Humanoid : Humanoid monsters are usually bipedal, but some have monstrous or animalistic characteristics, such as the squid-like head of an illithid or the serpentine body of a yuan-ti abomination. |
| + | ; Monster : A monster typically looks like a beast but acts like a person. Monsters often superficially resemble animals, sometimes with a human face or head, but are more intelligent. |
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− | Some halflings, however, decided not to become gunslingers, and instead focused on raising the monsters they had been gifted with. Through trial and error, they determined that some creatures were better-suited to some abilities; they devised a basic understanding of genetics, and began breeding creatures to attain desired traits: small, but ferocious, with unalarming appearances so that children would not be frightened to use the creatures.
| + | ==Subtypes== |
| + | The following are some of the many ''subtypes''. |
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− | Centuries have passed since then, and trainers are still relatively rare - but not unheard of. The way of the trainer has spread throughout the world, and though it is often thought of as the path of cowards, it is a welcome relief to those who must fight but have no formal training.
| + | ; Animal : Animals are fairly normal non-intelligent creatures that behave in predictable ways. |
− | | + | ; Construct : Constructs are not living creatures; abilities and effects that specifically target living creatures do not work against them. Constructs do not need to breathe, eat, or sleep. |
− | ==Game Rule Information==
| + | ; Dragon : Dragons are reptilelike creatures. Most dragons have wings as well as some kind of breath weapon. |
− | Trainers have the following game statistics.
| + | ; Gigas : Giants are humanoids that are at least Large in size. |
− | | + | ; Ooze : Oozes are amorphous creatures that rely on blindsight, tremorsense, or both to discern their surroundings. They don’t suffer penalties to attack rolls or penalties to their speed while squeezing, and can't be knocked ''prone''. |
− | '''[[The_Forces#Force_Alignment | Force Alignment]]:''' Blue.
| + | ; Spoken : Spoken are humanoids that are considered part of the civilized world, and are called as such because of their use of language. |
− | | + | ; Plant : Plants are creatures composed of vegetable matter. They breathe and eat, but do not sleep. They are not immune to sleep effects, however. |
− | '''[[The_Forces#Force_Resistance | Force Resistances]]:''' TO 5 + level, CO 5 + level.
| + | ; Undead : Undead are not living creatures; abilities and effects that specifically target living creatures do not work against them. Undead do not need to breathe or sleep. |
− | | + | ; Vermin : Vermin are mindless beasts, usually with simple anatomies and bizarre psychologies. Vermin are immune to mind-affecting abilities. |
− | '''Abilities:''' Dexterity is important to a trainer, as - in order to capture new creatures - they must be agile enough to accurately throw a meme crystal. Charisma is also important, as a more powerful personality allows them to more successfully exert control over creatures.
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− | '''Hit Die:''' d6.
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− | '''Class Skills:''' The trainer’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Cultures (Edu), Handle Animal (Cha), Hide (Dex), Initiative (Dex), Intimidate (Cha), Knowledge (Biology) (Int), Listen (Per), Memecraft (Int), Move Silently (Dex), Research (Edu), Resolve (Wis), Search (Per), Sleight of Hand (Dex), Spot (Per), Survival (Wis), Treat Injury (Wis), and Use Rope (Dex).
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− | '''Skill Points at First Level:''' (4 + Int) '''×''' 4.
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− | '''Skill Points at Each Level:''' 4 + Int.
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− | '''Ethos:''' Any.
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− | '''Starting Age:''' Simple.
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− | '''Starting Gold:''' 4d4 x 10gp.
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− | '''Favored By:''' None.
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− | ==Class Features==
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− | All of the following are class features of the trainer.
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− | '''Weapon and Armor Proficiency:''' Trainers are proficient with all simple weapons, nets, bolas, boomerangs, harpoons, shuriken, and whips. Trainers have proficiency with light armor, but not with shields.
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− | Trainers can use any bludgeoning weapon with which they are proficient to inflict subdual damage without suffering a -4 penalty to attack rolls for doing so.
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− | '''Memes (Me):''' A trainer has access to memes, knowledge gleaned from world memory. Unlike other memeticists, the trainer does not use her memes directly; instead, these are creature abilities that she has learned completely, such that she can train other creatures to use them.
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− | Trainers can only learn memes with the [technic] descriptor. Creatures she has ''controlled'' (see below) can learn these memes from her; teaching a creature a meme requires one day of training, and creatures must still obey their limits on technics known.
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− | At 4th level, and every four levels after, the trainer can retrain her memes, trading out up to two memes she knows for two other memes.
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− | '''Belief-Space (Me):''' A trainer utilizes belief-space to assist her in controlling her creatures. In order to control a creature, she must dedicate some of her memetic belief to it, to fully bring the creature from the world memory back into the real world.
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− | A trainer gains bonus belief-space based on her Charisma; she gains an additional belief-space at 4th and every four levels thereafter, up to her Charisma modifier.
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− | A trainer can change her belief-space allocation after a night's rest.
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− | '''Control Creature (Bl):''' By exerting her belief on a meme crystal, a learner can ''control'' the creature held within.
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− | On each of her turns, the trainer can expend a move action to direct the actions of a controlled creature. If she does so, the ''controlled'' creature behaves like a summoned monster; if she does not, the creature will defend itself but otherwise take no action. A trainer cannot ''control'' a creature whose level is greater than her trainer class level. An uncontrolled creature will act independently once released, until returned to its meme crystal.
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− | Applying the ''controlled'' condition to a creature in a meme crystal requires one belief-space.
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− | '''''Memento'':''' A trainer fresh from their instruction is often gifted with a ''memento'', a relatively rare, well-bred creature. A trainer may choose a memento from [[Creature:_Mementos#The_Mementos|this list]].
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− | A character who multiclasses into the trainer class does not gain the benefits of this class feature.
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− | '''Lore:''' As per the [[Learner | Learner]] ability.
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− | '''Craft Meme Crystal (Bl):''' At 2nd level, a trainer becomes capable of crafting his own meme crystals. Constructing a meme crystal requires one hour and supplies worth 100 gp; a meme crystal is considered a Blue item for purposes of force resistance. A meme crystal is used as a thrown weapon, and is treated as a ranged touch attack, with a range of 20 feet; if it hits, the creature takes 1 point of subdual damage per trainer level of the character who constructed it. If this damage is enough to knock the creature unconscious, it is captured by the meme crystal.
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− | Once a meme crystal has captured a creature, the meme crystal takes a mental "snapshot" of the creature, before it is sent into the Blue; this is so that, when the meme crystal is activated once more, it is able to retrieve the creature from the world memory. This information becomes imprinted into the meme crystal when it first captures a creature; once a meme crystal is imprinted, it cannot be used to store a different creature.
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− | A meme crystal is incapable of capturing creatures that have an Intelligence score of 3 or higher - the imprinting process is too complicated to allow for a thinking being to be imprinted. In addition, a meme crystal is also incapable of capturing a creature that has already been imprinted into a meme crystal: the method by which the meme crystal retrieves a creature from world memory makes it impossible for two objects to both refer to the same creature in memory.
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− | At 6th level, the trainer gains the ability to construct improved meme crystals. Crafting an improved meme crystal requires supplies costing 1000 gp. When an improved meme crystal strikes a creature, it deals 1d4/trainer level points of subdual damage, rather than 1/trainer level.
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− | : Up to here modified.
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− | '''Heal Creature (Me):''' A trainer gradually becomes able to heal creatures in the world memory, by using her own memories. By spending a full round action, a trainer can attempt a Treat Injury check (DC 15) to either convert all regular damage suffered by the creature into subdual damage, or to confer the benefits of 1 day of rest to the creature (2 hit points per HD, 1 day's worth of repaired ability damage, the recovery of any limited uses/day abilities, and the healing of all subdual damage). This ability may be used a number of times per day equal to 3 + the trainer's Wisdom modifier.
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− | '''Subtype Specialization:''' A trainer can choose a subtype which is her specialty. The trainer gains a (+1 / 3 trainer levels, minimum +1) bonus on all Bluff, Handle Animal, Knowledge, Listen, Sense Motive, Spot, and Survival checks when using these skills on or about such creatures. Subtypes include: Air, Aquatic, Chaotic, Cold, Earth, Electricity, Evil, Fire, Good, Lawful, Reptilian, and Water.
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− | A trainer can ''control'' one additional creature of the subtype chosen.
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− | A trainer can choose a second Subtype to specialize in at 12th level.
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− | '''Double Team:''' Upon reaching 4th level, a trainer has become adept enough at handling creatures that she is able to simultaneously direct the actions of two creatures she ''controls''. However, doing so reduces the effectiveness of her creatures; her creatures are both treated as though suffering from two [http://www.d20srd.org/srd/specialAbilities.htm#energyDrainAndNegativeLevels negative levels], for so long as the trainer controls two creatures.
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− | These effective negative levels only apply to creatures of your HD or higher; a creature of one lower HD suffers only one effective negative level, and creatures two or more HD lower suffer no effective negative levels.
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− | '''Monster Talk (Ex):''' As a trainer becomes more experienced with his creatures, he slowly becomes able to understand them. At 5th level, a trainer can issue commands to a creature he controls in its own language, allowing for him to issue complex commands it could not otherwise understand.
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− | '''Type Specialization:''' At 7th level, the trainer may specialize in a creature type. This has the same effects as ''subtype specialization,'' above, save that it applies to a creature type rather than a creature subtype.
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− | '''Improved Heal Creature (Me):''' At 9th level, once per day per point of Wisdom modifier (if she has no Wisdom modifier, this ability can be used once per week), a trainer can use her own memories to ''heal'' a creature she controls, as per the cleric spell, using her trainer level as her caster level. This ability can be used only on a creature stored in a meme crystal.
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− | '''Trainer Talent:''' At 10th level and every two levels thereafter, the trainer's knowledge of creatures and their interaction with the Blue improves. Choose one of the abilities below.
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− | * ''Craft Advanced Meme Crystal (Bl):'' The trainer can craft a purer form of meme crystal, advanced meme crystals. Crafting an advanced meme crystal requires supplies costing 2500 gp, and 200 XP to construct. When an advanced meme crystal strikes a creature, it deals 1d8/trainer level points of subdual damage, rather than 1/trainer level.
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− | ** ''Craft Master Meme Crystal (Bl):'' The trainer can craft the purest form of meme crystal, a master meme crystal. Crafting a master meme crystal requires supplies costing 10000 gp, and 1000 XP to construct. A master meme crystal deals 10/trainer level points of subdual damage to a creature it strikes. (''Prerequisites:'' Craft Advanced Meme Crystal)
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− | * ''Extra Subtype Specialization:'' The trainer may choose an additional subtype to specialize in, as per ''subtype specialization''. You can take this talent multiple times; each time you do, it applies to a different subtype.
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− | ** ''Extra Type Specialization:'' The trainer may choose an additional type to specialize in, as per ''type specialization''. You can take this talent multiple times; each time you do, it applies to a different type. (''Prerequisites:'' Extra Subtype Specialization)
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− | *** ''Subtype Mastery:'' The trainer may choose a single subtype with which she has taken ''subtype specialization''; she may ''control'' any creature of the chosen subtype, regardless of its CR. She may also ''control'' one additional creature of the chosen subtype. (''Prerequisites:'' Extra Type Specialization)
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− | * ''Into the Blue (Me):'' As a standard action, the trainer may store a meme crystal - holding a creature or not - in the Blue, just as meme crystals store creatures in the Blue. She must be holding the meme crystal in order to do so. A trainer may have a number of meme crystals stored in the Blue equal to her Intelligence modifier. A meme crystal stored this way can be recalled as a standard action; the trainer must have a free hand to do so.
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− | ** ''Out of the Blue (Me):'' A trainer can recall a stored meme crystal as a free action. (''Prerequisites:'' Into the Blue)
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− | * ''Triple Team:'' The trainer can simultaneously direct three creatures under her ''control''. Each of the creatures suffers from five effective [http://www.d20srd.org/srd/specialAbilities.htm#energyDrainAndNegativeLevels negative levels]. These effective negative levels only apply to creatures with HD equal to your trainer level; creatures with fewer HD are granted fewer effective negative level, commensurate to their lower HD (so a creature with 3 fewer HD than you suffers only 2 effective negative levels).
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− | ** ''Coordinated Tactics:'' Reduce the effective [http://www.d20srd.org/srd/specialAbilities.htm#energyDrainAndNegativeLevels negative levels] caused by ''double team'' and ''triple team'' by 1. You can take this ability twice. (''Prerequisites:'' Triple Team)
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− | * ''Feat:'' A trainer may take a bonus feat in place of a trainer talent.
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− | =''Mementos''=
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− | You can purchase ''mementos'' from breeders.
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− | To determine the cost of such a creature, take its level and add its stat modifiers. Square this number, then multiply it by 150. This is the cost in gold.
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− | '''Formula:''' [(Level ^ 2) x 75] + [(Sum of all {stat mods ^ 2} ^ 2) x 25] gp
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− | =Design Notes=
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− | While we used to use Frank's trainer class as a reasonable base, I think it's time to Trinity-ize this class and get some solid rules in for monster creation.
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− | At the very least, I have two goals:
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− | * Have a default chassis for pokemon level progression.
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− | * Be able to convert pokemon to d20 monsters compatible with this system relatively quickly and on the fly.
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− | * Be able to convert existing monsters into this system, so that we can avoid the clunky comparisons of a creature's CR to the trainer's level crap that plagued prior versions.
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− | [[category:Blue]]
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− | [[category:Base Classes]]
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