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Happy birthday!!
Thank you for the Birthday wishes.  It was a big one.  I'm now a half century old and I've been playing for almost 40 years!
Angel  MERRY CHRISTMAS!!!!  Angel
and
Big Grin HAPPY HOLIDAYS!!!! Big Grin
Happy Birthday and Holidays!
(01-22-2021, 06:17 AM)Selina Parcellus Wrote: [ -> ]
(01-22-2021, 04:47 AM)GM Marvel Wrote: [ -> ]Simon will mention that everyone should try to stay 5' away from them or be possibly diseased.  Hold your breath and try to avoid it's claws.

[[Lulz, Selina dun play da.]]

[OoC: The suffocation rules aren't particularly clear in 3.5e.  The SRD says you can hold your breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success.

Stormwrack says you can only hold your breath for a number of rounds equal to your Constitution.  But then says to check out the rules for Suffocation on page 304 of the DMG which says it's 2 rounds per point of Constitution.

The Swim SRD says, You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown.


SO...

This is what I think makes the most sense. 

Quote: * If you don't have time to actively take a breath then it's 1 round per point of Constitution if you do nothing other than move or take Free actions. [see taking standard or a full-round action found below]

* If you do have time to take a breath then it's 2 rounds per point of Constitution if you do nothing other than move or take free actions. [see taking standard or a full-round action found below]

* But If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round.

* After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown or suffocate.
Just going to leave this right here...

The Moonstone Knights are a crusader order in the service of Selune, goddess of the Moon, Magic, and Navigation.  Moonstone Knights are fierce warriors who utilize their intense bond to the Night White Maiden to cast powerful spells to assist themselves, each other, and their allies in combatting the forces of darkness that seek to overcome the calm night.

Requirements
Skills: Concentration 4 ranks , Diplomacy 4 ranks , Knowledge (religion) 8 ranks

Martial Maneuvers: Must know at least one White Raven maneuver.

Martial Stances: Must know at least one Devoted Spirit stance.

Deity: Selune

Special: Ability to turn or rebuke undead.


Hit die
d8

Skill points
4 + Int

Class Features
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a devoted enforcer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Maneuvers: At each level, you gain one new maneuver known from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Moonstone Knight vindicator levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 5th level and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 1st level and again at 6th level, you learn a new martial stance from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven discipline. You must meet a stance’s prerequisite to learn it.

Divine Impetus (Su): At 5th level, you learn how to use the divine power of the Night White Lady to quicken your reactions and act without hesitation. You can expend a turn or rebuke undead attempt to gain one additional swift action this round. For example, you could use this ability to both change your stance and initiate a boost maneuver in the same turn, or if you initiated a counter before your turn, you can activate this ability and then initiate a boost on your turn.

Multiclass Note: A paladin who becomes a Moonstone Knight Vindicator can continue advancing as a paladin.

Advancement
LevelBABFortRefWillManeuvers KnownManeuvers ReadiedStances KnownSpecialSpellcasting
1st+1+0+0+2001+1 level divine spellcasting class
2nd+2+0+0+3100-+1 level divine spellcasting class
3rd+3+1+1+3000+1 level divine spellcasting class
4th+4+1+1+4100+1 level divine spellcasting class
5th+5+1+1+4010Divine Impetus+1 level divine spellcasting class
6th+6+2+2+5101+1 level divine spellcasting class
7th+7+2+2+5000-+1 level divine spellcasting class
8th+8+2+2+6100+1 level divine spellcasting class
9th+9+3+3+6010-+1 level divine spellcasting class
10th+10+3+3+7100+1 level divine spellcasting class
(04-12-2021, 04:45 AM)Selina Parcellus Wrote: [ -> ]Just going to leave this right here...

The Moonstone Knights are a crusader order in the service of Selune, goddess of the Moon, Magic, and Navigation.  Moonstone Knights are fierce warriors who utilize their intense bond to the Night White Maiden to cast powerful spells to assist themselves, each other, and their allies in combatting the forces of darkness that seek to overcome the calm night.

Requirements
Skills: Concentration 4 ranks , Diplomacy 4 ranks , Knowledge (religion) 8 ranks

Martial Maneuvers: Must know at least one White Raven maneuver.

Martial Stances: Must know at least one Devoted Spirit stance.

Deity: Selune

Special: Ability to turn or rebuke undead.


Hit die
d8

Skill points
4 + Int

Class Features
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a devoted enforcer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Maneuvers: At each level, you gain one new maneuver known from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Moonstone Knight vindicator levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 5th level and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 1st level and again at 6th level, you learn a new martial stance from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven discipline. You must meet a stance’s prerequisite to learn it.

Divine Impetus (Su): At 5th level, you learn how to use the divine power of the Night White Lady to quicken your reactions and act without hesitation. You can expend a turn or rebuke undead attempt to gain one additional swift action this round. For example, you could use this ability to both change your stance and initiate a boost maneuver in the same turn, or if you initiated a counter before your turn, you can activate this ability and then initiate a boost on your turn.

Multiclass Note: A paladin who becomes a Moonstone Knight Vindicator can continue advancing as a paladin.

Advancement
LevelBABFortRefWillManeuvers KnownManeuvers ReadiedStances KnownSpecialSpellcasting
1st+1+0+0+2001+1 level divine spellcasting class
2nd+2+0+0+3100-+1 level divine spellcasting class
3rd+3+1+1+3000+1 level divine spellcasting class
4th+4+1+1+4100+1 level divine spellcasting class
5th+5+1+1+4010Divine Impetus+1 level divine spellcasting class
6th+6+2+2+5101+1 level divine spellcasting class
7th+7+2+2+5000-+1 level divine spellcasting class
8th+8+2+2+6100+1 level divine spellcasting class
9th+9+3+3+6010-+1 level divine spellcasting class
10th+10+3+3+7100+1 level divine spellcasting class

Didn't we already discuss this?   I'm pretty sure I already agreed to allowing the class.

Looking over it again, I'm not a huge fan of how RKV divides their Stances and Maneuvers because the Maneuvers Readied and Stances Known advance slight better than the Crusader Class but in the big scheme of things, I doubt it will matter.  And even if it did, in the future you guys will need the extra power with what's coming.   Wink
Well, first thing is that I want to have a place to put it so I can refer to it in case something goes wrong with my notebook like something already has with my desktop. Next...I could quibble about maneuver and readying progression because it’s a PrC, but it’s ultimately up to you. I actually took quite a few abilities out of the original for the reward of just a couple more Spell levels progression. Besides Divine Recovery, which allows spending turns to recover maneuvers, and Armored Stealth, which removes the ACP to Hide checks, Divine Fury is also a nice way to add something like Smite Evil.
Well, you could have just asked me to post it in the rules section.   Tongue
Marvel, that sucks to hear about you breaking both feet.  I can only imagine how uncomfortable and inconvenient that must be.