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AkazilliaDeNaro
2014-06-11, 03:47 PM
H1029
Hows this.

Gravewalker
"They say "When you chose a path of revenge, you must first dig two graves." To which I reply "Why so few?""
Once per day, when a 10th level Ghostwalker would die, he may instead choose to Feign Death and must stay in this state for at least 1 minute per level, after which he wakes, and is healed as if he had slept 8 hours for every 1 minute he was Feigning Death. He also wakes with an innate knowledge of who it was that almost killed him, and where they are, this knowledge remains until that person is dead.

Thealtruistorc
2014-06-11, 04:15 PM
I want to see a psion/psionic artificer theurge class, combining dedicated crafting with psionic ability and maybe a bit more flavorful stuff.

ngilop
2014-06-11, 05:00 PM
H1029
Hows this.

Gravewalker
"They say "When you chose a path of revenge, you must first dig two graves." To which I reply "Why so few?""
Once per day, when a 10th level Ghostwalker would die, he may instead choose to Feign Death and must stay in this state for at least 1 minute per level, after which he wakes, and is healed as if he had slept 8 hours for every 1 minute he was Feigning Death. He also wakes with an innate knowledge of who it was that almost killed him, and where they are, this knowledge remains until that person is dead.

C1029

I like that a lot. Im not sure I like the healing per minute. id prob just drop it down to at the end of the feign death he heals as if he rested for 8 hours.

JeminiZero
2014-06-11, 09:22 PM
I want to see a psion/psionic artificer theurge class, combining dedicated crafting with psionic ability and maybe a bit more flavorful stuff.

You need to add a request number. I think the next one is R1040.

C1040: Quick easy way: The Artificer loses all his infusions, but instead gains Intelligence based Manifesting. His powers are picked from the Psion/Wilder list (but he does not gain any discipline). His highest level power, powers known and power points per day follow the Psychic Warrior (http://www.d20srd.org/srd/psionic/classes/psychicWarrior.htm).

Additionally, for Powers known, he can select Artificer Infusions, which cost Power Points according to the rules for a Spell to Power Erudite (http://www.wizards.com/default.asp?x=dnd/psm/20070629a). However, he may not pick other spells besides Artificer Infusions, nor can he spend XP to learn additional powers like an Erudite. He may still learn additional powers via the Expanded Knowledge feat.

Eloi
2014-06-11, 09:31 PM
R1041: I think this one probably exists somewhere but I can't really find it. A way to make a Paladin a Tier-1 class on the footing of a Wizard, Cleric or a Druid whilst still retaining all of their distinguishing class characteristics (such as piety, the importance of Charisma, being kind of knight-y and generally being of a Lawful Good character alignment).

ngilop
2014-06-11, 10:18 PM
R1041: I think this one probably exists somewhere but I can't really find it. A way to make a Paladin a Tier-1 class on the footing of a Wizard, Cleric or a Druid whilst still retaining all of their distinguishing class characteristics (such as piety, the importance of Charisma, being kind of knight-y and generally being of a Lawful Good character alignment).

H1041

why youd ever want to do this is beyond me, but if breaking a game is your thing for addiotnal amount of classes just give the paladin 9th level spells

OR just give the PhB cleric divine grace and a mount, as well as the paladin code BINGO 'tier' 1 paladin

Qwertystop
2014-06-11, 10:22 PM
R1041: I think this one probably exists somewhere but I can't really find it. A way to make a Paladin a Tier-1 class on the footing of a Wizard, Cleric or a Druid whilst still retaining all of their distinguishing class characteristics (such as piety, the importance of Charisma, being kind of knight-y and generally being of a Lawful Good character alignment).

H1041: Quick-and-dirty: Replace the Paladin's casting with the Favored Soul's. That gets you Tier 2, which is generally close enough. Maybe remove the less-thematic Cleric spells (anything [Evil], some of the pure blasting, etc) and replace them with Paladin ones.



Also, there's a reasonable preexisting option: Sorcadin. A quick search shows Paladin 2/Sorcerer X, but there's also plenty of gish PrCs to fill in there as soon as you qualify. Not too sure of the details.

Eloi
2014-06-11, 11:44 PM
C1041: Hmm, I like the Paladin 2/Sorcerer X idea because they both benefit from Charisma bonuses and it's pre-existing. Thanks for the help!

Ilinoris
2014-06-12, 10:37 AM
R1042

I'm requesting a list of Maneuvers (preferably two or three lists) for PC's of ECL 7-9.
The maneuvers can be homebrew (although, please stray from maneuvers too OP)
:smallsmile:

dragonjek
2014-06-12, 02:48 PM
C1042:
How many of these requests actually get fulfilled?

R1043:
Sorry, I seem to have skimmed over that rule. Can we request an idea?
Could anyone give me an idea that would work for a base class, full caster based on Strength? I've already planned out one for CON (burns life force) and DEX (runic tattoos on body composed of pieces of spells, must touch them in complex sequences to activate them), but I've been drawing a blank on ideas for a Strength-based caster. Suggestions or a link to someone else's work would be appreciated.

Debihuman
2014-06-12, 05:14 PM
H. 1023

Unfortunately, you are asking for a cockatrice but without the petrifaction and with charming. I suggest this just be a variant cockatrice albeit one that looks more like a regular chicken. I also took the text from the nixie on charming so that it would be consistent. Sorry it took so long to make this.

Cockatrice, Charming
Size/Type: Small Magical Beast
Hit Dice: 5d10 (27 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +5/-1
Attack: Bite +9 melee (1d4-2 plus charming)
Full Attack: Bite +9 melee (1d4-2 plus charming)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charming
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 6, Dex 17, Con 11, Int 6, Wis 13, Cha 13
Skills: Listen +7, Spot +7
Feats: Alertness, Dodge, Weapon FinesseB
Environment: Temperate plains
Organization: Solitary, pair, flight (3-5), or flock (6-13)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 6-8 HD (Small); 9-15 HD (Medium)
Level Adjustment: —

A charming cockatrice resembles a typical white leghorn chicken except that much larger. A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A charming cockatrice weighs about 25 pounds. Charming cockatrices speak Avian and Common.

Combat

A charming cockatrice fiercely attacks anything that it deems a threat to itself or its lair. Flocks of charming cockatrices do their utmost to overwhelm and confuse their foes, and sometimes fly directly into their opponents’ faces.

Charming (Su): Unlike the petrifaction ability of normal cockatrices, these charm their victims as charm monster (CL is equal to HD). Any creature that is bitten by a charming cockatrice must succeed on a Will save (DC 13) or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the charming cockatrice community. The save DC is Charisma-based.

Debby

JeminiZero
2014-06-12, 11:37 PM
C1043: How about somebody so strong that he can bend reality with his bare hands.

gurgleflep
2014-06-16, 07:29 PM
R1044: Hey all, haven't posted here in ages :smalltongue: I have returned to make a request of ya'll for a campaign I'm running in which my players decided a catfolk should make babies with a drow elf, both of which being PCs :smalleek:
Translation: we would like a catfolk/drow hybrid race, if you wonderful folks have got the time :smallsmile: Thanks!

spikeof2010
2014-06-18, 11:16 AM
R1045

Could I get some high tier Artificer feats specifically allowing creating things, or creating things that create things?

Jallorn
2014-06-25, 06:05 PM
R1046.

So I decided to make Incarnum an integral part of my latest Campaign setting, but I'm also using a different alignment system, and so it needs some tweaking to fit perfectly. So, I'm looking for someone to tweak the alignment based Soulmelds to fit into this (http://www.giantitp.com/forums/showthread.php?174163-Alignment-Replacement-The-Color-Wheel-Now-With-More-Green!) M:tG Color Wheel based alignment system.

Debihuman
2014-07-01, 05:29 PM
C1043: How about somebody so strong that he can bend reality with his bare hands.

C. 1043 (Yours is a request and should be R. 1043)
Bending reality usually a supernatural or spell-like ability not one based on physical brute strength. How strong is strong enough? It's too subjective. And if you are asking for infinite strength see here: http://www.giantitp.com/forums/showsinglepost.php?p=13935856&postcount=12 Specifically rule 3a.

enderlord99
2014-07-02, 01:01 AM
C. 1043 (Yours is a request and should be R. 1043)

C 1043
No, actually, he was making a comment. It was not a request; it was a response to someone asking for fluff ideas for a strength-based spellcaster.

Debihuman
2014-07-02, 11:03 AM
C. 1043

Getting back to original request (sorry I mistook the aforementioned comment as a new request)



Could anyone give me an idea that would work for a base class, full caster based on Strength? I've already planned out one for CON (burns life force) and DEX (runic tattoos on body composed of pieces of spells, must touch them in complex sequences to activate them), but I've been drawing a blank on ideas for a Strength-based caster. Suggestions or a link to someone else's work would be appreciated

The original request was for a full caster based on Strength, I mistakenly thought the commenter was making a new request. You could check out the Sublime Barbarian here: http://dnd-wiki.org/wiki/Barbarian,_Sublime_(3.5e_Class)

Debby

AlanBruce
2014-07-11, 03:27 AM
R1047

I'm running a sea faring campaign and would like to introduce a Circe (The Oddyssey) like character into the PC's many travels.

I have an idea for race (Sirine from MM2 or some other highly charismatic fey), but would like a PrC that fits thematically with her. I know there are many out there like the Mindbender or Master Specialist (enchantment), since she lured men into her siland to eat and be transformed, but if anyone could please brew something 10 levels strong I would appreciate it very much. Something geared towards fey, in particular.

Thank you.

Debihuman
2014-07-11, 05:18 AM
C. 1047

Savage Species has the Siren Prestige Class (it's designed for harpies but would would be perfect for Circe).

Debby

unseenmage
2014-07-12, 02:02 AM
R1048

I have need of a write up of a couple of Custom Spells if anyone's interested.

An Animate Objects variant for animating Magic Items with an xp cost based on the Magic Item to be animated. Perhaps different versions for different power levels of Magic Item. Animated Potions and Scrolls might be a lower level spell than animated Staffs and swords.

A variant of Animate Dead that animates Construct remains.

A variant of the Oriental Adventures Animate X spell line that animates spell effects. Limiters on this one could/should include not being able to animate any spell effect that is already mobile.
A Metamagic feat that does this would be cool too.

Thanks regardless. :smallsmile:

jseah
2014-07-14, 08:03 AM
R1049
I'm currently designing a magic system from the ground up and need a name for a unit of measurement.

All extra-dimensional thingies have been fully unified in this magic system into an explanation involving a 4th dimension of space (called The Ether, The Ethereal, or some variation on that). What I need is 2 names for units of distance along the 4th dimension.

I don't want to call it cm and meter like the usual 3, mostly because of the distance shrinking/expanding effect making confusion already far too prone to happen.
And while tacking Ethereal in front of things works, it's inelegant and what kind of name is ecm and emeter?

What I need:
A name to call a specific distance unit that is the distance when two objects separated by that distance will no longer interact in the usual 3 dimensions (all objects and magical effects have a 4 dimensional "size" of 1 distance unit).

A name to call the specific distance unit at which the 3 dimensional mapping of points in the real is shrunk by half. IE. when you move 1 distance unit no.2 into the Ether, a pair of points 2 meters apart in the real is 1 meter apart there

Judge_Worm
2014-07-14, 11:23 AM
R1050

I have need of a base class, a mind ranger. Basically a Ranger with divine casting swapped out for psionics. Similarly animal companion swapped out for aberrant companion. And a psionic weapon tract as opposed to duel wielding or archery.

C1049
What about Quadlong (quad=4 + furlong) or Distortion Unit (after its apparent distortion of space), or Ethereal League (as opposed to Nautical Mile)? You could also measure it in time, gravity or energy, "I just traveled 58 joules to get here," "that's over 600 newtons away!" Another thing to do is use the discover's name, "that's a distance of 7 (name)s."

Jormengand
2014-07-14, 12:00 PM
R1050

I have need of a base class, a mind ranger. Basically a Ranger with divine casting swapped out for psionics. Similarly animal companion swapped out for aberrant companion. And a psionic weapon tract as opposed to duel wielding or archery.

H1050 partial

You could give them the Psiwar power list, but only 4 levels of powers. Give them new power levels when the ranger would get new spell levels, new powers known at every level starting with 4th, and 0/0/0/1/2/3/4/6/8/10/12/14/16/22/28/34/40/48/56/64 power points. Psionic weapons could be stolen gratuitously from Soulknife?

Kazyan
2014-07-14, 06:25 PM
R1051

A player for a campaign I'll be running would like to play a half-hobgoblin. The D&Dwiki version is unbalanced, and I can't make high-quality races. Could someone generate the mechanics for an LA+0 half-hobgoblin, please? The other half is human.

enderlord99
2014-07-14, 07:11 PM
C 1049

Well, if you're further away from something spatially, it appears to shrink; when you're further away from something ethereally, it actually shrinks. Since the former effect is based on angles, which are sometimes measured in radians, perhaps "etheradians" would work to describe the ethereal unit...

Does that sound reasonable?

Arkanist
2014-07-14, 07:28 PM
R1052

I am currently looking for what CP amounts could be used to model the Masters and Servants from Fate/Stay Night and Fate/Zero in the third edition of Nobilis. I'm just looking for how many CP, Stats, and Health levels could be used to make it balanced in a fashion similar to the shows and visual novels.

H1051

Also, here's my best approximation of a Half-Hobgoblin.

+2 to Dexterity or Constitution. -2 to Intelligence. Low-Light vision as opposed to darkvision, and he can get +2 to Hide and Move Silently as opposed a +4 to move silently. Keep the languages and favored class.

afroakuma
2014-07-15, 11:09 AM
H1051

Half-Hobgoblin

The product of attempts to demoralize foes and conquered areas moreso than of either love or lust, half-hobgoblins are exceedingly rare due to both the mutual contempt humans and hobgoblins have for one another as well as their generally incompatible biology.

Half-hobgoblins have the broad mouths of goblinkind, as well as large and oddly-shaped ears. Their skin tone trends slightly orange with red patches that may resemble light birthmarks, and while they lack the prominent teeth of their hobgoblin parent, they possess the small, flattened nose that clearly distinguishes them. Half-hobgoblins have reddish-brown, brown or black hair that tends to begin graying very early in life; males begin balding in a very characteristic widow's peak pattern by age 20. Half-hobgoblins stand as tall as a human.

• +1 racial bonus on Dexterity-based and Constitution-based ability and skill checks. Half-hobgoblins are only slightly more enduring and agile than humans.
• A half-hobgoblin’s base land speed is 30 feet.
• Darkvision out to 60 feet.
• War Instinct: When wielding a weapon for which he has the corresponding Weapon Focus feat, a half-hobgoblin adds 1 to damage rolls with that weapon. He adds an additional point to damage rolls with that weapon for the feats Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization. Half-hobgoblins combine the best of human aptitude with an instinctive talent for combat.
• Weapon Facility: A half-hobgoblin takes only a -2 penalty when using a weapon with which he is not proficient, including improvised weapons. Half-hobgoblins instinctively take to swinging things and hitting targets at range, whether with sticks and pebbles or swords and bows.
• +2 racial bonus on Move Silently checks.
• +1 racial bonus on Fortitude saves. Half-hobgoblins are more hardy than humans.
• Goblin Blood: For all effects related to race, a half-hobgoblin is considered a goblinoid.
• Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
• Favored Class: Any

afroakuma
2014-07-15, 11:38 AM
R1035

Hello! Can somebody either point me to or make a prestige class built around the Diamond Mind discipline? I can't find any other than Eternal Blade kind of.

C1035

What precisely were you looking for? Can you flesh out your request any?

Miss Disaster
2014-08-04, 11:44 PM
R 1053

Hi Homebrew Experts!

I am interested in a 3.5 Prestige Class that can be entered by a Wizard and fulfills the following criteria:

1. Has Class Abilities that facilitate the transfer of Duration: Concentration spells (like Minor Image, Manyjaws, Telekinesis, Probe Thoughts, etc.) to either the caster's Swift Action ... or to another part of her brain.
2. Allows the Caster to multitask by casting yet *another* spell while the transferred Concentration spell is still active.
3. Preferably a PrC with 5 levels - although 10 is fine.
4. Has full spellcaster progression.

***

My interest in this PrC was due to dissatisfaction with the limitations of the Swift Concentration skill trick, Extraordinary Concentration feat and Sonorous Hum options work for a Wizard. I like Sonorous Hum, but it requires a Standard Action to cast and casting it Quickened from a 7th level slot is a bit ugly to get the whole "2 spells running at once" schtick.

Thank you for your time and consideration! :-)

Debatra
2014-08-05, 04:23 AM
C/H 1053

Not a PrC, but I happen to have a magic item that does this:

Ring/Amulet/Gauntlet/Whatever of Spell Preservation

This item lets its wearer concentrate on a single spell without having to use an action to do so. The wearer can take any actions normally available to her, such as attacking or even casting another spell. However, this item's benefit only applies to one spell at a time. Casting a second spell that would require concentration means having to use an action to concentrate on one of them as normal.

The caster must still make Concentration checks at appropriate times, and the item gives no bonus to these checks. A Wizard who takes a sword to the face has to make the exact same Concentration skill check with or without this item. The only difference is that with this item she might now have to make a second check for another spell.

Moderate enchantment; CL 10th; Forge Ring/Craft Wondrous Item; calm emotions, creator must have at least 10 ranks in the Concentration skill; price: 10,000 gp

Variant: If you've got the gold to spare, consider adding a bonus to Concentration checks.

There's also the Familiar Concentration (http://dndtools.eu/feats/lost-empires-of-faerun--30/familiar-concentration--1072/) feat, but that requires an Improved Familiar. It also doesn't let you take back your spell.

Miss Disaster
2014-08-06, 01:27 PM
Thanks, Debatra. Very cool item. Although I'm accustomed to seeing free/swift/standard/move actions involved with the transfer or maintenance of the Concentration spell.

I'd still prefer a Homebrew PrC by one of the GitP Homebrew Forum Folks. Just because I think the fluff aspect of the PrC has some merit.

P.S. Yes, the Familiar Concentration feat is interesting. Albeit you need 2 feats to get there (Imp. Familiar and the feat itself) and the INT Modifier limitation of most improved familiars means you need resources to boost their INT to get higher levels spells involved in the transfer.

Agrippa
2014-08-06, 08:50 PM
R 1054

I'd like fighter talents. I think that fighters deserve some special, albeit mostly combat related, tricks of their own. I'm even thinking of dividing these talents into to groups, which you don't have to do with the finished product.


Parrying
Dodging
Shield Blocking/Bashing
Archery
Power Striking
Disabling
Cleaving (weapon sweeping)
Arrow Catching
Enduring
Disarming
Throwing

Kris Strife
2014-08-07, 02:02 AM
RO 1055
Could someone come up with a fix for Pathfinder's Holy Gun and get it level with the normal Pathfinder Paladin, using pistols/revolvers. Without needing to multiclass it that is.

Just to Browse
2014-08-25, 01:04 PM
Large multi-quote post. Please reply.


R 1053

Hi Homebrew Experts!

I am interested in a 3.5 Prestige Class that can be entered by a Wizard and fulfills the following criteria:

1. Has Class Abilities that facilitate the transfer of Duration: Concentration spells (like Minor Image, Manyjaws, Telekinesis, Probe Thoughts, etc.) to either the caster's Swift Action ... or to another part of her brain.
2. Allows the Caster to multitask by casting yet *another* spell while the transferred Concentration spell is still active.
3. Preferably a PrC with 5 levels - although 10 is fine.
4. Has full spellcaster progression.

C 1053
Hello there. I can write this up pretty fast. But before I do, questions:
If I give these benefits and make the class a full-casting class, it will either a) be OP like the incantatrix, or b) need a hard casting-specific nerf that keeps it in line with just taking an extra 5 levels in wizard
How many concentration spells do you want to juggle? The more concentration spells you want to juggle, the more I'd need to hurt its casting to keep it in line.
Are spirit companions that hold concentration for you OK flavor-wise? How about familiars holding concentration for you? Or magic items? Tell me which of these (if any) strike your fancy.


R1050

I have need of a base class, a mind ranger. Basically a Ranger with divine casting swapped out for psionics. Similarly animal companion swapped out for aberrant companion. And a psionic weapon tract as opposed to duel wielding or archery.
C 1050
What about their wilderness abilities (wild empathy, track, woodland stride)? Anything in particular you want those replaced with?


R1047

I'm running a sea faring campaign and would like to introduce a Circe (The Oddyssey) like character into the PC's many travels.

C 1047
Could you elaborate more on the abilities you want to see? The only thing I know about Sirens is they sing (Will Save v. some sort of charm effect) and then drown you in environmental hazards. That doesn't seem to be a 10-level prestige class, or a 10-level class of any kind.

Milo v3
2014-08-25, 08:01 PM
C 1047
Could you elaborate more on the abilities you want to see? The only thing I know about Sirens is they sing (Will Save v. some sort of charm effect) and then drown you in environmental hazards. That doesn't seem to be a 10-level prestige class, or a 10-level class of any kind.

Circe, not siren. Probably be like a class based around Baleful Polymorphic style effects.

Just to Browse
2014-08-25, 11:30 PM
Circe, not siren. Probably be like a class based around Baleful Polymorphic style effects.My bad, I think I skimmed and saw Debby post about siren racial classes.

A quick look-up gives me that she uses potions and turns people into animals. That seems like a 5-level prestige class for an alchemist character, but it's also a small enough theme that I could just stat her as a monster or make her a straight wizard.

EDIT: I think Circe would function ether well as a specific build, using something like the Book of Elements alchemist.

gurgleflep
2014-08-26, 01:01 AM
R1044: Hey all, haven't posted here in ages :smalltongue: I have returned to make a request of ya'll for a campaign I'm running in which my players decided a catfolk should make babies with a drow elf, both of which being PCs :smalleek:
Translation: we would like a catfolk/drow hybrid race, if you wonderful folks have got the time :smallsmile: Thanks!

Yikes, Just realized that didn't specify what edition this was for! It's 3.5, but no rush :smalltongue:

Milo v3
2014-08-26, 02:50 AM
Would a martial discipline, in the vein of Path of War, be too large for a request in this thread?

Just to Browse
2014-08-27, 04:40 PM
No responses to queries, so I just kind of made some stuff up

H 1047 - Circe Build
You're starting as a Sirine cause you wanted to. Go Alchemist 12 (http://dnd-wiki.org/wiki/Alchemist_(3.5e_Class)). Further advancement uses PrC

1. Brew Potion [Bonus Feat], Attune Domain (Gluttony) (http://dnd-wiki.org/wiki/Attune_Domain_(3.5e_Feat)) [Level 1 Feat]
2. Secret of Emotion [Alchemist 2 Secret]
3. Attune Domain (Resurrection) [Level 3 Feat]
4. +1 Int or Cha, Secret of Deception [Alchemist 4 Secret]
5.
6. Ability Focus (Charming Song) [Level 6 Feat]
7.
8. +1 Int or Cha
9. Secret of Mists [Alchemist 9 Secret], Exceptional Artisan [Level 9 Feat]
10.
11. Secret of Hallucination [Alchemist 11 Secret]
12. +1 Int or Cha, Anything cool [Level 12 Feat]

Just to Browse
2014-08-27, 04:44 PM
I'm keeping the PsyRan at the same power level as the regular Ranger because nothing was said otherwise.

H 1050 - Variant Class: Psionic Ranger
It's not even a Drizz't knockoff.

Gain
Psionic Rangers become manifesters at level 4, gaining power points, powers known, and maximum power levels as indicated on the table below.



Level
Power Points/Day
Powers Known
Maximum Power Level Known


4
0
2
1


5
0
3
1


6
1
5
1


7
1
6
1


8
2
8
2


9
2
9
2


10
3
11
2


11
3
12
3


12
4
14
3


13
4
15
3


14
5
17
4


15
5
18
4


16
6
20
4


17
6
21
4


18
7
23
4


19
7
24
4


20
8
26
4



Use the Psychic Warrior power list for Psionic Ranger powers.

Mindlink (Ps): The psionic ranger can use the mindlink power as a psi-like ability at will. However, only once instance of mindlink can be active at a time and he cannot use it on unwilling targets.

Combat Style: In addition to archery and two-weapon fighting, the psionic ranger can select the psionic combat style. If he does, he gains Psionic Meditation as a bonus feat, even if he does not meet its prerequisites.

When gaining the benefits of improved combat style, he gains the ability to obtain psionic focus as a swift action.

When gaining the benefits of combat style mastery, he gains psionic focus at the beginning of his turn if he did not have it already.

Astral Companion: At level 4, the psionic ranger has control over an astral construct as if he had cast the spell astral construct, but no psionic or magical connection is required to command the creature and it is unaffected by attempts to dispel or negate psionics or magic. The astral construct is only with the psionic ranger when he is conscious, disappearing when he loses consciousness and reappearing within 5 feet when he regains consciousness.

If the astral construct is destroyed, it disappears until 24 hours have passed before reappearing as above. Loss of HP or any other condition inflicted on the astral construct fades after the ranger rests for 8 hours. Each time the psionic ranger levels up, he may choose new abilities from the menus for his astral construct, but otherwise the astral construct must appear with the same menu selections as it had when the psionic ranger last leveled up.

The level of the astral construct is dependent on the level of the psionic ranger, as indicated on the table below:



Psionic Ranger Level
Astral Construct Level


4
1


5
1


6
2


7
2


8
3


9
3


10
4


11
4


12
5


13
5


14
6


15
6


16
7


17
7


18
8


19
8


20
9



Mettle: At 9th level, if a makes a successful Fortitude or Will saving throw against an attack that inflicted a partial effect on a successful save, he instead ignores the partial effect.

Lose
Wild Empathy, Animal Companion, Spells, Evasion

Ralcos
2014-08-27, 05:30 PM
R 1057 (Thanks for the correction!)

I request a 3.5 class that is a full gish-esque of Binder and Warlock, with focus on one weapon (called a Pact Blade), and proficiency with only light armor and no shields.
Name it with whatever name makes sense to you.

Just to Browse
2014-08-28, 02:00 AM
R 1051 (?)

I request a 3.5 class that is a full gish-esque of Binder and Warlock, with focus on one weapon (called a Pact Blade), and proficiency with only light armor and no shields.
Name it with whatever name makes sense to you.

This would be R 1057. If it's not done by the time I do my last one, I'll get it.

The Witch-King
2014-08-28, 02:06 AM
R1044:
Translation: we would like a catfolk/drow hybrid race, if you wonderful folks have got the time :smallsmile: Thanks!

H1044:

Shadowmanes are a unique fusion of the Catfolk and Elven races that can only take place in the subterranean domains of the Drow. The unusual magical energies of those regions permit two races which would otherwise be unable to conceive children together to be able to do so. While most shadowmanes are produced as a result of Drow experiments, natural Shadowmane births have occured from mating pairs of Drow and Catfolk in the Underdark.

Shadowmanes appear largely as do other Catfolk with the exceptions that the fur covering their bodies is always dark in color, typically black or grey. However, their manes, the hair around their heads, can vary in color from black to silver, grey or white.

Size: Shadowmanes are Medium creatures and have no bonuses or penalties due to their size.

Type: Shadowmanes are humanoids with the Catfolk subtype.

Base Speed: Shadowmanes have a base speed of 40 feet.

Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.

+1 racial bonus on Listen, Search, Spot and Move Silently checks.

+1 racial bonus on Will saves against spells and spell-like abilities.

Spell-Like Abilities: Shadowmanes can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the shadowmane’s class levels.

Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds shadowmanes for 1 round.
On subsequent rounds, they are dazzled as long as they remain in the affected area.

Ability Score Racial Traits: They gain +2 Dexterity, +1 Charisma, -1 Wisdom, -1 Constitution.

Weapon Proficiency: A shadowmane is automatically proficient with the hand crossbow, the rapier, and the short sword.

Languages: Shadowmanes begin play speaking Common, Catfolk and Elven. Shadowmanes with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Drow Sign Language, Goblin, and Orc.

Favored Class: Ranger or Rogue.

Milo v3
2014-08-28, 02:25 AM
R 1058
I'd like to request a martial discipline for using weapons from the Flail group, that allows you to attack someone with a whip or something and pull yourself towards that person or use your weapons to swing away, primarily so I can play Hazama from Blazblue in Pathfinder with the Path of War rules.

snailgosh
2014-08-28, 07:27 PM
R 1059

I'm looking for a arcane caster with a random spells available mechanic as with the crusader's maneuvers.

Just to Browse
2014-08-28, 07:47 PM
The class is definitely more powerful than taking something like Sorc+5 or Wiz+5, but I put in a feat requirement so the decision to take Channeler Adept isn't 100% obvious.

H 1053: The Channeler Adept

Prerequisites:
Skills: Concentration 6 ranks
Feats: Combat Casting
Spells: Capable of casting a spell with Duration: Concentration

Class Overview
BAB: Poor
Good Saves: Will
Skills: This class has the same skills as the one that is advanced in the Spellcasting class feature.
Skill Points per Level: 2 + Intelligence modifier
Hit Dice: d6



Level
Special
Spellcasting


1
Swift Channel
+1 level of existing class


2
Ultimate Concentration
+1 level of existing class


3
Resistance to Disruption
+1 level of existing class


4
Balanced Channeling
+1 level of existing class


5
Perfect Calm
+1 level of existing class



Class Features

Armor and Proficiencies: Channeler adepts gain no proficiencies with weapons or armor.

Spellcasting: When a new channeler adept level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of channeler adept to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Swift Channel (Ex): At level 1, a channeler adept can concentrate on spells as a swift action. Other than the action cost, this works as normal for concentration (including forced skill checks when interrupted).

In addition, a channeler adept can cast spells even while concentrating on another spell.

Ultimate Concentration (Ex): Once per day, when a 2nd level channeler adept would be forced to make a concentration check while casting a spell due to interruption, he may instead ignore the concentration check forced by the interruption.

The channeler adept can spend a swift, standard, or move-equivalent action to regain the daily usage of this ability.

Resistance to Disruption (Su): A level 3 channeler adept can cease concentrating on a spell for 1 round and then resume concentrating on it in the next round. For the round that the channeler adept is not concentrating on the spell, it acts as normal for breaking concentration, but the channeler adept can resume concentration if he chooses to spend an action on it next round. Spells with targets or affected areas are not reselected when the channeler adept resumes concentration, but he must remain within range of the target or area or else he cannot resume concentrating on the spell.

Spell durations continue to count down even when not concentrated on. For example, a detect magic spell would only last 6 minutes if cast by a Wizard 3 / Channeler Adept 3 that skipped concentrating on it every round, and a wall of fire cast by the same character would disappear during off-rounds after the 7th time he skipped concentrating on it.

Balanced Channeling (Ex): At level 4, a channeler adept can also concentrate on spells as a move-equivalent action.

Perfect Calm (Ex): At 5th level, a channeler adept can choose to concentrate on a spell for an ally if that ally is within 30 feet of the channeler adept. If the ally is ever outside the range or the channeler adept stops concentrating on the spell, that ally must spend an action to concentrate on the spell on their next (or current) turn or else the spell acts as if concentration was broken. The channeler adept cannot use Resistance to Disruption on allied spells.

In addition, when the channeler adept is concentrating on at least two spells, he gains a +3 resistance bonus to all saves and armor class.

Qwertystop
2014-08-28, 09:01 PM
R 1060:
For a prestige class I'm making, themed on bringing lucid dreams into reality: several invocations. You will be credited. Guidelines:

One Dark invocation, themed to fit:

...the dreamer who exults in creating elaborate vistas within his own mind. It includes the creation of both illusions and real objects.
If it creates an object or illusion that lasts longer than a round, it should be Concentration duration. Not just doing that is okay, though - I've already got one that enhances mobility by creating steppingstones, for example. Feel free to stretch the theme, as long as it's not combat self-buffs, minionmancy, or mind-control (those are other categories).

Two Lesser and two Dark invocations, themed to fit:

...the dreamer who imagines bending the minds of others to their will, ruling over all either overtly or from the shadows. It includes invocations to confuse or distract, to command others or to form servants from nothing.
Again, you can stray a bit as long as it stays in the general area.

More than asked for is also fine - it gives more options to choose from, and the numbers here are just enough to bring me to the minimum I wanted before posting the project (there's room for more). I tried to come up with everything on my own, but it's been about a week since I had any new ideas, so I thought I'd crowdsource the last bits.

Just to Browse
2014-08-30, 03:19 PM
C 1057
I'm not sure if this is a base or prestige class. Can you clarify? Base classes are generally outside the scope of this thread. But if I'm just mashing two classes together and don't have to think up special rules, I can do it.

Would you like it to have multiple vestiges? Is it OK If I severely cut down the I vocations (relative to the warlock)? Are you OK with me giving it a larger hit die and more skills than the binder and warlock?

C 1059
As I told our good friend above, base classes are usually outside the scope of this thread, especially if they need a brand new subsystem. I could write you a 5-lvl base class, but you'll need to fill the rest.

Is there a theme you want this to fill? Sorcererous? Divine inspiration? Should it be for a tank or a back line mage or what?

Ralcos
2014-08-30, 10:58 PM
C 1057
I'm not sure if this is a base or prestige class. Can you clarify? Base classes are generally outside the scope of this thread. But if I'm just mashing two classes together and don't have to think up special rules, I can do it.

Would you like it to have multiple vestiges? Is it OK If I severely cut down the I vocations (relative to the warlock)? Are you OK with me giving it a larger hit die and more skills than the binder and warlock?


This is just a base class idea I had. I'll say that your ideas are fine. :smallbiggrin:
Didn't know that this thread didn't really allow classes. Will keep that in mind for next time.

Just to Browse
2014-08-31, 03:14 AM
This is just a base class idea I had. I'll say that your ideas are fine. :smallbiggrin:
Didn't know that this thread didn't really allow classes. Will keep that in mind for next time.

It's up the in the OP.


The Homebrew Should Be Fairly Small in Scope: Requests should be for homebrew that could be easily contained in one post - asking for a whole new base class or magic system would be a bit too much for this thread. The concept here is really for DMs to request something they expect to use in short order and don't have the time to develop themselves.

Just keep it in mind in the future! I will try and write something simple that stays around warlock balance level.

snailgosh
2014-09-01, 10:59 AM
C 1059
As I told our good friend above, base classes are usually outside the scope of this thread, especially if they need a brand new subsystem. I could write you a 5-lvl base class, but you'll need to fill the rest.

Is there a theme you want this to fill? Sorcererous? Divine inspiration? Should it be for a tank or a back line mage or what?
My request is obsolete now. I found a suitable homebrew :)

Raging Ghost
2014-09-01, 02:19 PM
Dunno if this thread can include new weapons, but if it does, I would like someone to make 3.5 and Pathfinder stats for the messer and the kriegsmesser.

The messer is, essentially, a sword-sized knife used by the German commoners since the laws forbid them from owning actual swords. The kriegsmesser is it's two-handed version.

Picture of a messer (let's refer the one-handed version as Grosse Messer):

http://www.albion-swords.com/images/swords/albion/nextGen/soldat/smsoldat.jpg (http://www.albion-swords.com/swords/albion/nextgen/sword-grossemesser-soldat.htm)

Picture of a kriegsmesser:

http://www.albion-swords.com/images/swords/albion/nextGen/knecht-mark-II/smKnecht-mark-II.jpg (http://www.albion-swords.com/swords/albion/nextgen/sword-kriegsmesser-knecht-mark-II.htm)

I know that I would like the Grosse Messer in the one-handed weapon category and the kriegsmesser on the two-handed one, but would they be simple, martial or exotic? How much damage can they do when wielded by small-sized and medium-sized people? Their crit multiplier? How much will they cost? Damage type?

Anyway, thank you for taking the request.

Just to Browse
2014-09-04, 07:29 AM
I am not doing my normal quality control on this creation because I don't have enough experience with the binder. The result here is just mashing the two classes together into one with features removed, so it probably suffers from abnormal power spikes and a low optimization floor.

H 1057: The Bindlock
Lightsaber not included.

Class Overview
BAB: 3/4
Good Saves: Will
Skills: All class skills of the Binder and Warlock
Skill Points per Level: 4 + Intelligence modifier



Level
Special
Invocations Known
Maximum Vestige Level


1
Pact blade 1d6, soul binding
-
1


2
Invocations (least)
1
1


3
Pact blade 2d6, detect magic
1
1


4

1
2


5
Pact blade 3d6, soul sight
1
2


6

2
2


7
Pact blade 4d6
2
3


8
Invocations (least, lesser)
2
3


9
Pact blade 5d6, arcane sight
2
3


10

2
4


11
Pact blade 6d6
2
4


12

3
4


13
Pact blade 7d6
3
5


14

4
5


15
Pact blade 8d6, invocations (least, lesser, greater)
4
5


16

4
6


17
Pact blade 9d6, true seeing
4
6


18

5
6


19
Pact blade 10d6
5
7


20
Perfected Soul
5
7



Class Features

Armor and Weapon Proficiencies: Bindlocks are proficient with their pact blade, simple weapons and light armor, but not with shields.

Pact Blade (Sp): While bound to a vestige, a bindlock can summon a weapon called a pact blade as a swift action. This lasts until dismissed (a free action) or until the vestige is unbound. This one-handed weapon requires a melee touch attack to hit, dealing the listed damage on the class table for the bindlock (critical 20/x2). Strength modifier and damage from Power Attack do not apply to this damage. The weapon cannot be destroyed, but is treated as a spell with a level equal to the number of dice used to calculate its damage and a caster level equal to the bindlock's level.

The bindlock can specify the Pact Blade for weapon-specific effects such as the feat Weapon Focus.

Soul Binding (Su): As the binder. The bindlock develops a stronger control over the personality of his vestiges and can ignore the influence of a vestige, but cannot use Charisma-based skills or make Charisma checks when ignoring the vestige. If he chooses to make a Charisma check or use a Charisma-based skill, he loses the ability to ignore the influence of a vestige until he unbinds his current vestige.

Invocations: As the warlock. The bindlock re-selects his invocations daily with 5 minutes of meditation after waking up (similar to preparing spells, but shorter).

Detect Magic (Sp): The bindlock can cast detect magic at will, as a sorcerer of the same level as his bindlock level.

Soul Sight (Su): The bindlock's power over vestiges and eldritch magic allow him to see by the light of living beings. To his eyes, medium and larger living creatures give off bright illumination in a 60 foot radius. This light behaves like regular light. Smaller creatures give off light in half the radius per size category smaller than medium.

At level 11, even non-living creatures give off illumination corresponding to their size.

Arcane Sight (Sp:) The bindlock can cast arcane sight at will, as a sorcerer of the same level as his bindlock level.

True Seeing (Sp): The bindlock can cast true seeing at will, as a sorcerer of the same level as his bindlock level.

Perfected Soul: At level 20, the bindlock can choose to either gain access to a single dark invocation (which cannot be re-selected like his other invocations, but does not count against his 5-invocation limit) or the ability to bind a single 8th-level vestige in addition to the vestige he is normally capable of binding.

Debihuman
2014-09-04, 12:57 PM
Dunno if this thread can include new weapons, but if it does, I would like someone to make 3.5 and Pathfinder stats for the messer and the kriegsmesser. Please number your requests. This seems to be R. 1061.

C. 1061

These are basically a shortsword and a greatsword as far as I can tell. Just rename them and use the same stats.

Debby

TheMADMonk
2014-09-04, 01:48 PM
R. 1062
A Mystic Brawler Archetype.
Using the Brawler Hybrid class from Pathfinder I wanted to add a bit more mysticism too it and perhaps lean it more toward the Monk then the Fighter.

Basically the Brawler is great for unarmed damage but having school things like running on walls and so forth is always kinda sweet.

Just to Browse
2014-09-04, 08:38 PM
C 1060
I made one invocation that I think is sufficiently unique that you won't have already written something like it. Before I write the others, I'd like a quick list of the invocations that you thought of in the second category so that I don't accidentally make any copies. I could make basic minion-summoning and basic charms/commands, but if you've already written those then I think it would be unproductive. Thank you for the link!

More invocations to come. Watch this space. Done.

H 1060: Miscellaneous Invocations

H 1060a: Fantasy of the World

Earthen Prison
Dark; 8th
This invocation allows you to create a 20-ft radius prison of stone within medium range. Enemies in the area when the spell is cast, or those that end their turn in the area, are entangled and immobilized as the stone seals them in.

At the start of a creature's turn, they can make a Strength check. Large and larger creatures receive a +4 bonus on this check per size category they are larger than medium. Succeeding on this check allows them to break free from the effects of the prison, while failing the check deals them 5d6 damage as the stone grabs tighter around them.

This invocation must be concentrated on and lasts up to 1 round per level.

H 1060b: Fantasy of the Weaver

Open the Mind
Lesser; 4th
You can grant yourself the ability to observe the presence of intelligent minds within 60 feet of you (as if you had studied the area with detect thoughts for 2 rounds) with a duration of 24 hours. In addition, you can converse with any creature that you detect with this effect as though you were under the effects of tongues.

Oneiric Servant
Lesser; 3rd
You can conjure one unseen servant with special enhancements that constantly serves you. Unlike the regular spell, this servant lasts until dismissed (but you can only have one at a time), has no maximum range, and cannot take area damage. The servant can occupy the same square as another creature, and when doing so gives that creature a -2 morale penalty to saves. Creatures affected by this penalty know that it has to do with their location. You are immune to the penalty.

Eldritch Summons (Eldritch Essence)
Dark; 7th
Whenever you deal damage with an eldritch blast, you can summon a formless creature called an Eldritch Minion within 5 feet of the damaged target. This minion has hit points equal to the damage dealt by your eldritch blast. It can only take one standard action at the end of your turn and it cannot move on its own. The minion disappears after 1 round per caster level.


Monster: Eldritch Minion
Size/Type: Medium Outsider
Speed: 0 ft.
Armor Class: 30, -5 for touch and -5 for flat-footed
Grapple: +15
Attack: +25 (eldritch blast damage)
Full Attack: +30 (eldritch blast damage)
Special Qualities: DR 10/-
Saves: Fort +12 Ref +12 Will +12
Abilities: Str - , Dex - , Con - , Int - , Wis - , Cha -


If you spend a standard action, you can summon an Eldritch Minion with maximum hit points within short range. Only one Eldritch Minion can exist from this invocation at a time.

Living Nightmare
Dark; 9th
You force all targets within a cone of up to medium range to suffer the effects of phantasmal killer. You can grant any target you can see a +6 bonus to both saves against this effect. Each consecutive round you use this invocation, you must make a Will save (DC 10 + 5 for each consecutive round you used the invocation beforehand) or fall helpless for 1 round as you are wracked by the nightmares that you send at your enemies.

enderlord99
2014-09-04, 09:25 PM
C 1060Before I write the others, I'd like a quick list of the invocations that you thought of in the second category so that I don't accidentally make any copies. I could make basic minion-summoning and basic charms/commands, but if you've already written those then I think it would be unproductive.

:smallconfused:Wasn't it stated that those aren't desirable in the first place?

Qwertystop
2014-09-04, 09:33 PM
C 1060:
Here's what I've got. (https://docs.google.com/document/d/1wpOhk7fZtVRIIr122J3vuZdljkMrOhcuXDshVBNPpqs/edit?usp=sharing)

Just to Browse
2014-09-04, 10:29 PM
:smallconfused:Wasn't it stated that those aren't desirable in the first place?

C 1060
That's for the first request. His second is:


...the dreamer who imagines bending the minds of others to their will, ruling over all either overtly or from the shadows. It includes invocations to confuse or distract, to command others or to form servants from nothing.

Which is explicitly minionmancy and mind control.

Just to Browse
2014-09-07, 01:37 AM
Double post.

C 1060
Finished invocations requested.

C 1061
I'm pretty much with Debby on this one. If you really wanted to make the messer and kriegsmesser different, you could make them simple weapons but give them a speed and attack penalty.

dragonjek
2014-09-07, 03:31 AM
R 1063
I would appreciate it if you could make a feat--or series of feats--based around cleverly taking advantage of the environment and terrain. Some specific requests include: areas with a lot of trees, grass taller than a person, ice, brambles, difficult terrain, the back of a creature large enough to fight on, sand or snow, high ground, mud or water high enough to impede movement, cramped quarters, a door, an incline, and a field of broken glass (although any additional environmental factors would be appreciated).

Qwertystop
2014-09-07, 11:31 AM
Double post.

C 1060
Finished invocations requested.

C 1061
I'm pretty much with Debby on this one. If you really wanted to make the messer and kriegsmesser different, you could make them simple weapons but give them a speed and attack penalty.

C 1060:
Thanks. Looking through them now, will add them to the document, credit you, and post it in Homebrew soon.

Debihuman
2014-09-07, 11:48 AM
R 1063
I would appreciate it if you could make a feat--or series of feats--based around cleverly taking advantage of the environment and terrain. Some specific requests include: areas with a lot of trees, grass taller than a person, ice, brambles, difficult terrain, the back of a creature large enough to fight on, sand or snow, high ground, mud or water high enough to impede movement, cramped quarters, a door, an incline, and a field of broken glass (although any additional environmental factors would be appreciated).

C.1063

Earth Devotion feat from Complete Champion already lets you move through any difficult terrain.

Moving through cramped quarters is simply squeezing. Do you really want to waste a feat on that?

Fighting on top of a creature would be a feat based on climbing such as this one (not my creation but written originally by Eiji-kun)

Colossus Climber [Fighter, Tactical]
Large opponents pose no problem to you, as you bravely scale their bodies and stab at their undersides, making it difficult for them to hit you in the process.
Prerequisites: Climb 6 ranks, Balance 6 ranks, Improved Grapple.
Benefit: With this tactical feat you can do three separate things when facing opponents at least two sizes larger than you.

Body Climb: Make a grapple attempt, with size penalties reversed for the defender (so that the larger they are, the easier they are to grapple). If successful, you move into their space. They are not considered grappled, although you are. You have cover against the enemy you are currently climbing. To remove you the enemy can take a standard action to shake you off with a Strength check, and you may make Climb checks instead of Strength checks when opposing.
Vital Strike: While climbing an opponent, you can take a full attack action to attempt to strike a critical blow against your opponent. Your critical threat range increases by +2, and you gain +4 bonus to confirm your critical hit. After making a vital strike, regardless if it was a critical hit, you take a -5 penalty on climb checks to stay on for 1 round.
Stop Hurting Yourself: If anyone attempts to attack you while your are climbing an opponent, you can choose to replace your Armor Class by your Climb check against one attack, and the blow instead strikes against the creature you are climbing (who may be hurting itself, if it is the attacker). You can do this once a round. Afterwards, you take a -5 penalty to Climb checks to stay on, for 1 round.

Normal: You cannot climb large things normally.
Special: A fighter may select this feat as one of his fighter bonus feats.

Debby

The Witch-King
2014-09-07, 03:29 PM
C.1063

Earth Devotion feat from Complete Champion already lets you move through any difficult terrain.

Moving through cramped quarters is simply squeezing. Do you really want to waste a feat on that?


C. 1063

Passing through difficult terrain isn't the same as cleverly taking advantage of it. I'm not trying to speak for anyone, of course, but I think the sort of thing that's being looked for would be:

Being able to hide in plain sight while in forest or high grasslands even in combat, so as to disengage or re-engage with a surprise attack even though combat has already started.

Or, being able to use swinging through the trees to maneuver around an opponent avoiding their attacks of opportunity to flank them or some such.

Or an arctic ranger type being able to better camouflage himself in snow. Or elves in forest ("They came out of the trees, man! Out of the trees!")

Or a bonus to initiative in specific terrains. Or an improved ability to catch an enemy flatfooted when in specific difficult terrain.

Or say two elves with the same feat being able to gain a free five foot step to exchange their positions in combat while in forested terrain.

That sort of thing. I think.

Just to Browse
2014-09-07, 05:43 PM
Took a crack at it. This hopefully covers everything you wanted.

H 1063 - Environment-Based Combat Feats

Quick Feet
Prerequisites: 4 ranks in at least one of: climb, swim, jump, balance
Benefit: You can take 10 on climb, jump, swim, and balance checks if you have at least 4 ranks in those skills, even in situations where you normally couldn't.

In addition, if you land an attack on a creature while they are standing in difficult terrain or an area that requires them to make balance checks (such as slippery ice or a rocking ship), you can spend a swift action to give them a -3 circumstance penalty to Reflex Saves and Armor Class for 1 round. You can also do this if you have high ground against the enemy.

Special: Fighters can take this feat as a fighter bonus feat.

Lurker
Prerequisites: Disguise and Hide 4 ranks
Benefit: Trees and terrain features that would normally provide cover additionally provide you with concealment.

In addition, with 5 minutes of prep time, you can create disguises using things found in your environment, which grants a +10 circumstance bonus to hide checks while in that environment. You can create these disguises for other creatures as well. The amount of time required to make the disguise doubles for each size category larger than medium (Large 10min, Huge 20min, etc).

Special: Fighters can take this feat as a fighter bonus feat.

Everything is a Weapon
Prerequisites: Martial weapon proficiency
Benefit: You can use improvised weapons at no penalty. You can also use large objects to substitute as shields -- chairs and small tables tend to be about as useful as a large shield, while doors are better approximated as tower shields. Some DMs allow this normally, but if they don't then you get free reign of improvisation with this feat.

You can make a quick attempt to throw someone off by leveraging your environment in a way that distracts of beguiles them. As a swift action, make a ranged touch attack against a target within 5 ft. per base attack bonus. You do not provoke attacks of opportunity for this attack. If it hits, roll on the table below:



d4
Effect


1
The creature suffers a 20% miss chance on attack rolls for 1 round.


2
The creature takes piercing damage equal to 1d4 plus your base attack bonus.


3
The creature moves 10 feet slower for 1 round. This is calculated before halving speed, such as when entangled.


4
Most common*



*The most common effect is ruled by the DM. For instance, they may choose that a roll of a 4 in a desert or snowy environment would result in a miss chance, and that a mountain with loose rocks would result in damage, or that deep water or mud would result in a speed reduction.

Special: Fighters can take this feat as a fighter bonus feat.

Bouncing off the Walls
Prerequisites: BAB +1, Climb or Jump 4 ranks
Benefit: As a swift action, you can grant yourself the ability to run along walls or ceilings until the end of your turn. You must begin and end your turn on a surface that you can stand normally (like a floor) or you are subject to falling as normal. If you are adjacent to a wall or an object that grants cover, you gain cover.

You can also run on top of a creature larger than you by making a grapple, climb, or balance check opposed by the creature's grapple check (competence bonuses do not apply). Success allows you to spend 10 feet of movement per size the creature is larger than you in order to get on top of it (at which point you are always considered flanking it with high ground), while failure ends your movement immediately. On its turn, the creature can spend a swift or move action to try and knock you into an adjacent square by making a grapple check opposed by your grapple, climb, or balance check.

Special: Fighters can take this feat as a fighter bonus feat.

Debihuman
2014-09-08, 03:31 AM
C. 1063

Passing through difficult terrain isn't the same as cleverly taking advantage of it. I'm not trying to speak for anyone, of course, but I think the sort of thing that's being looked for would be:

Being able to hide in plain sight while in forest or high grasslands even in combat, so as to disengage or re-engage with a surprise attack even though combat has already started.

Or, being able to use swinging through the trees to maneuver around an opponent avoiding their attacks of opportunity to flank them or some such.

Or an arctic ranger type being able to better camouflage himself in snow. Or elves in forest ("They came out of the trees, man! Out of the trees!")

Or a bonus to initiative in specific terrains. Or an improved ability to catch an enemy flatfooted when in specific difficult terrain.

Or say two elves with the same feat being able to gain a free five foot step to exchange their positions in combat while in forested terrain.

That sort of thing. I think.

C. 1063

I beg to differ with you on this but I can address each issue.

The Brachiation Feat from Masters of the Wild already allows you to swing through the trees like a monkey :-)

Hiding In Plain Sight is a Class Ability and should never be given as a feat. If you want the ability, take levels in the appropriate class.

The Camouflage spell from Spell Compendium (and a bunch of other sources) allows you change your coloring to match the environment surrounding you and gives you a +10 competence bonus on Hide checks.

ired)Being a ranger in Pathfinder gives you Favored Terrain. Since 3.5 doesn't have this, it could be a feat.

In 3.5 A ranger can take Favored Environment instead of Favored enemy (See variant rules here http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm). I'm not a fan of turning class abilities into feats as I think it dilutes the classes too much. [Note Pathfinder Rangers get this automatically]

If you don't mind taking things from Pathfinder, the Swap Places feat from Advanced Races Guide allows you to trade places with an ally.

Swap Places (Combat, Teamwork)
You are skilled at changing places with your ally during a chaotic melee.
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally’s square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.

Debby

Qwertystop
2014-09-08, 07:25 PM
C 1060:
The class is up now, here (http://www.giantitp.com/forums/showthread.php?370637-Prestige-Class-The-Sleepwalker-%283-PF-PEACH%29).

lorkar
2014-09-08, 07:34 PM
Requesting a Class

A Baseball Player :D

Debihuman
2014-09-10, 01:28 PM
Requesting a Class

A Baseball Player :D

Number your request please. I think it is R. 1064.

spikeof2010
2014-09-11, 12:45 AM
R. 1065

A feat chain dedicated to manipulating the life force of others to enhance your abilities.

Fluff it as you like, be it Incarnum, Blood Magic, Psionics, magic. Etc.

7th son of sons
2014-09-11, 02:53 AM
q1 (While I'm Here): What do you think adding Crusader Maneuver Progression to a totemist would do for the overall class in terms of power if that's all you added?

R1066

I would like to request a 3 or 5 level PrC for Orthwo's Ozodrin Base Class who's thematics are based around beauty, royalty, etc.

lorkar
2014-09-11, 03:22 PM
fixing my request

R. 1064

A baseball player.

Just to Browse
2014-09-11, 04:38 PM
C 1064
A baseball player, as in someone who hits people so hard he sends them flying, is a level-3 build. Level 1 is spent on getting large size or powerful build (goliath and half-giant are LA +1). Then go fighter 2.

Example
1. Goliath LA+1
2. Fighter 1 -- 1: Power Attack, F1: Improved Bull Rush
3. Fighter 2 -- F2: Knockback

Wield a club as a baseball bat. Max out strength, maybe dip barbarian for rage and pounce. If you're willing to delay the build a little bit, take dungeoncrasher at level 2 instead and get knockback next. Then hit people into walls and yell "HOME RUN". Good synergy with shock trooper, so work up to that.

The Witch-King
2014-09-11, 09:03 PM
R. 1068

A Green Lantern ring.

Nerdtothe3rd
2014-09-12, 06:37 AM
R. 1068 or 1069?
A Gypsy Class?
9th level spell casters somewhat in the vein of a Witch meets a Bard.
Using mysticism and sleight of hand to outwit the poor fools who cross them. Specializing in spellcasting but not being a slouch with a blade if some mook doesn't want to pay them their shinies.

CaDzilla
2014-09-12, 07:04 PM
R1068

A divine spellcasting prestige class focused on fire worship for chaotic evil people. Should focus on spell progression.

SosadhScath
2014-09-13, 09:25 AM
R *1069*

Request: A 10-level bard prestige class, called something like Stormsinger, Stormcaller, or Tempest Troubadour, etc. that focuses around controlling the weather to aid allies, and buffing allies while inside a storm.

He should be able to, using Bardic music attempts or perhaps Perform(dance/voice) checks, be able to control the weather, much quicker than the Control Weather Druid spell, 3 rounds or less and weather should be up.
At higher levels, any allies hearing his music should become immune to any bad weather effects- poor visibility, wind checks, lightning damage, etc.

Lastly, he should have some buffs or available buffing for depending on what kind of weather he- or an ally- brings up.

The Bard has a couple of gestalt levels of Warblade so he can use White Raven Discipline stuff- so I'm looking for more of a supportive bard than an offensive one. A weathered-based mass fascination called something like 'Shock and Awe' or some such might be cool, too.


For context, we're playing a 4 man half-Gestalt (only the first 6 levels) party- and we're all playing around the weather. A Rogue-Druid who kicks ass in blizzards, a BofThreeThunders Sorc-Dread Necro with prestige homebrew called Disciple of the Storm-Cursed whose spells and Undead Summons gain the subtype of the weather- cold for blizzards, water for downpours, etc.

Debihuman
2014-09-13, 09:51 AM
R. 1068

A Green Lantern ring.

C. 1068 http://www.dandwiki.com/wiki/Ring_of_the_Green_Lantern_(3.5e_Equipment)

I suggest some of you go back and edit your posts to show the correct request numbers

Debby

CaDzilla
2014-09-13, 01:18 PM
R *1069*

Request: A 10-level bard prestige class, called something like Stormsinger, Stormcaller, or Tempest Troubadour, etc. that focuses around controlling the weather to aid allies, and buffing allies while inside a storm.

He should be able to, using Bardic music attempts or perhaps Perform(dance/voice) checks, be able to control the weather, much quicker than the Control Weather Druid spell, 3 rounds or less and weather should be up.
At higher levels, any allies hearing his music should become immune to any bad weather effects- poor visibility, wind checks, lightning damage, etc.

Lastly, he should have some buffs or available buffing for depending on what kind of weather he- or an ally- brings up.

The Bard has a couple of gestalt levels of Warblade so he can use White Raven Discipline stuff- so I'm looking for more of a supportive bard than an offensive one. A weathered-based mass fascination called something like 'Shock and Awe' or some such might be cool, too.


For context, we're playing a 4 man half-Gestalt (only the first 6 levels) party- and we're all playing around the weather. A Rogue-Druid who kicks ass in blizzards, a BofThreeThunders Sorc-Dread Necro with prestige homebrew called Disciple of the Storm-Cursed whose spells and Undead Summons gain the subtype of the weather- cold for blizzards, water for downpours, etc.

It already exists/ (http://dndtools.eu/classes/stormsinger/)

SosadhScath
2014-09-13, 04:54 PM
Damn. Can't believe I missed that.

Hmmm... But Stormsinger is very offensive- a Bard that wants to cast lightning bolts. I was going for one that is a buffer based on the weather.

Perhaps I'll tweak.
*cracks knuckles*

The Witch-King
2014-09-14, 11:41 AM
C. 1068 http://www.dandwiki.com/wiki/Ring_of_the_Green_Lantern_(3.5e_Equipment)

Debby

Thank you very much!

Just to Browse
2014-09-14, 07:05 PM
H 1065: Blood Magic Feat Chain
The first three are core feats of the blood magic chain. At their most basic level, they provide more offensive capabilities if you successfully hurt someone. To prevent overloading, they each replace a specific feat. Feats after that are part of the feat chains.

All [Blood Magic] feats are supernatural abilities.

[B]Blood Power
Blood power is a new condition granted by the Exsanguinous feats. It always lasts 1 round, and does nothing else except interact with feats.


[B]Exsanguinous Attack [Blood Magic]
Prereqsuite: Str 13
Benefit: When you deal damage to a creature with a melee attack, you draw on the life force of the damaged creature, gaining blood power and empowering your attacks. Until the end of your next turn, increase damage you deal with melee attacks by your base attack bonus.
Special: This feat can be taken whenever the Power Attack feat can be taken. A character may not have this feat and Power Attack simultaneously. This feat is treated as Power Attack for the purposes of prerequisites and mechanics that interact with Power Attack. Whenever a mechanic would interact with Power Attack bonus damage, it instead interacts with the bonus damage from this feat. Whenever a mechanic would interact with the to-hit penalty from Power Attack, it instead has no effect.

A fighter may take Exsanguinous Attack as a fighter bonus feat.

Exsanguinous Shot [Blood Magic]
Prerequisite: Dex 13, Point Blank Shot
Benefit: The first time you make a ranged attack on your turn that deals damage to a creature, you may draw on the life force of the damaged creature, gaining blood power and making a second attack with the same weapon at your highest attack bonus.
Special: This feat can be taken whenever the Rapid Shot feat can be taken. A character may not have this feat and Rapid Shot simultaneously. This feat is treated as Rapid Shot for the purposes of prerequisites and mechanics that interact with Rapid Shot. Whenever a mechanic would interact with the extra attack from Rapid Shot, it instead interacts with the extra attack from this feat. Whenever a mechanic would interact with the to-hit penalty from Rapid Shot, it instead has no effect.

A fighter may take Exsanguinous Shot as a fighter bonus feat.

Exsanguinous Spell [Blood Magic, Metamagic]
Benefit: Whenever you cast a spell that deals damage to a creature, you may draw on the life force of the damaged creature as a swift action, gaining blood power and increasing damage of your spells by your caster level for 10 rounds. An exsanguinous spell does not use a higher than the spell's actual level. You cannot apply this feat to a spell that does not deal damage.
Special: This feat can be taken whenever the Empower Spell feat can be taken. A character may not have this feat and Empower Spell simultaneously. This feat is treated as Empower Spell for the purposes of prerequisites and mechanics that interact with Empower Spell. Whenever a mechanic would interact with the extra damage from Empower Spell, it instead interacts with the extra damage from this feat. Whenever a mechanic would interact with the spell slot increase from Empower Spell, it instead has no effect.

Blood Nova [Blood Magic]
Prerequisite: Three [Blood Magic] feats, Efficient Sacrifice, 50 HP
Benefit: When you have blood power, you may sacrifice a number of d4's of hit points up to your hit dice as a standard action. If you do, you unleash a 30 foot radius burst of dark energy, dealing 1d10 damage per d4 hit points sacrificed.

Bloodborne Vigor [Blood Magic]
Prerequisite: One [Blood Magic] feat
Benefit: Whenever you gain blood power, you also gain temporary hit points equal to your hit dice + 2 for 1 round.
Special: A fighter may take this feat as a fighter bonus feat.

Bloodborne Resilience [Blood Magic]
Prerequisite: Two [Blood Magic] feats, BAB +4
Benefit: Whenever you gain blood power, you also gain DR/- equal to your hit dice for 1 round.
Special: A fighter may take this feat as a fighter bonus feat.

Draining Transfusion [Blood Magic]
Prerequisite: One [Blood Magic] feat
Benefit: Whenever you gain blood power, the target you damaged is fatigued for 1 round.
Special: A fighter may take this feat as a fighter bonus feat.

Efficient Sacrifice [Blood Magic]
Prerequisite: One [Blood Magic] feat
Benefit: Blood power lasts twice as long as normal for you. Effects dependent on blood power double in duration as well.

Sickening Transfusion [Blood Magic]
Prerequisite: One [Blood Magic] feat
Benefit: Whenever you gain blood power, the target you damaged is sickened for 1 round.
Special: A fighter may take this feat as a fighter bonus feat.

You Will Falter [Blood Magic]
Prerequisite: Two [Blood Magic] feats, Intimidate 7 ranks
Benefit: Whenever you gain blood power, the target you damaged must spend a swift action to make a 5 foot step. This a [Mind-Affecting] [Language-Dependent] effect.
Special: A fighter may take this feat as a fighter bonus feat.

Just to Browse
2014-09-14, 09:03 PM
Double post to clear things up and get responses in.

The numbers got confused following lorkar's post. The list should be as follows...

1064: lorkar
1065: spikeof2010
1066: 7th son of sons
1067: The-Witch-King
1068: Nerdtothe3rd
1069: CaDzilla
1070: SosadhScath

Whoever comes next, your request should be labeled R 1071. Thanks.

Now, comments:

C 1066
I don't know enough about ozodrin to make a brew, but this seems sufficiently serviced by the beautiful freak (http://www.giantitp.com/forums/showthread.php?202238-3-5-Prc-DONE!-Peach-You-re-beautiful-it-s-true-!). Focus on the Diplomacy options.

To your question: The ideal crusader is all about locking dudes down and tanking. The ideal totemist hits with a bunch of natural attacks and deals big damage. Combining those gives you a strong tank with amazing damage. Putting ToB on the strongest of the MoI classes probably isn't a good idea unless you want a combat monster.

C 1067
Taken care of.

C 1068
Unfortunately a base class is beyond the scope of this thread, though someone else might be sufficiently inspired by your idea that they will write up a base class. I could alternatively make a variant class or an ACF if you want, but you'd need to choose a base class and I wouldn't be able to work off PF classes unless there's a 3.x conversion for them.

C 1069
My initial thought is that "chaotic evil, fire mage, full casting" is more of a character concept and less of a prestige class. If there's a character concept you're trying to bring to light, perhaps this would be better suited as a build? I recommend looking at the Tome of Fiends (http://dnd-wiki.org/wiki/Tome_of_Fiends_(3.5e_Sourcebook)/Classes;_Base_and_Prestige#Prestige_Classes) prestige classes to get fiend-themed powers while advancing fire (http://dndtools.eu/feats/dragon-compendium--109/fire-bloodline--3361/) based (http://www.giantitp.com/forums/showthread.php?232064-Mastering-the-Elements-3-5-Invocations) spellcasting (http://www.minmaxboards.com/index.php?topic=476.0;msg=2226).

Alternatively you could go for a base class with this warlock rewrite (http://dnd-wiki.org/wiki/Warlock_(3.5e_Class)) or the conduit of the lower planes (http://dnd-wiki.org/wiki/Conduit_of_the_Lower_Planes_(3.5e_Class)) from the Tome of Fiends.

C 1070
Taken care of.

Passive Pete
2014-09-15, 06:21 PM
R. 1071(?)

Hello, 'brewers. :smallsmile:

Preparing to DM a bunch of beginners at 6th level; none of them really know how to play. They've played D&D a few times before, but all they really know is "I want to blow things up" and "set it on fire" (not that I have a problem with that second thing, though :smallwink:). One guy in particular is playing a Drow Warblade. It's gonna be his first real character, and he wants to super cool with fire-related powers (see "set it on fire" for more information), and he asked me to make him a fire-raging kinda thing. I figured "hey, why not?"

So what I'm requesting is a fire-related rage-like ability, with maybe bonus fire damage or fire resistance. It doesn't have to be powerful at all, just really so he can say he has it. Another thing, though you don't have to include it, it would be nice: his idea is also that whenever someone grapples or touches him, they take fire damage. Is that too powerful?

Secondly, I don't know what it should take up. Can he just get it for free? Should it be a feat? It doesn't need to make sense. He's beginner, so he won't know how to abuse it. Thanks so much in advance, guys.

CaDzilla
2014-09-15, 07:01 PM
C 1069
My initial thought is that "chaotic evil, fire mage, full casting" is more of a character concept and less of a prestige class. If there's a character concept you're trying to bring to light, perhaps this would be better suited as a build? I recommend looking at the Tome of Fiends (http://dnd-wiki.org/wiki/Tome_of_Fiends_(3.5e_Sourcebook)/Classes;_Base_and_Prestige#Prestige_Classes) prestige classes to get fiend-themed powers while advancing fire (http://dndtools.eu/feats/dragon-compendium--109/fire-bloodline--3361/) based (http://www.giantitp.com/forums/showthread.php?232064-Mastering-the-Elements-3-5-Invocations) spellcasting (http://www.minmaxboards.com/index.php?topic=476.0;msg=2226).

Alternatively you could go for a base class with this warlock rewrite (http://dnd-wiki.org/wiki/Warlock_(3.5e_Class)) or the conduit of the lower planes (http://dnd-wiki.org/wiki/Conduit_of_the_Lower_Planes_(3.5e_Class)) from the Tome of Fiends.



Need to specify something about my request: it's for a religion who's entire doctrine is based around setting people on fire. They only care about fiends if they can use them to set people on fire, but they usually summon fire elementals instead. Most clerics of this religion don't have more than 2 ranks in either Knowledge(Planes) or Knowledge(Religion).

spikeof2010
2014-09-16, 01:24 AM
(A?)H1071

Blazing Rage(Ex): You are just SO angry, your body heats up, and everything around you tends to get a bit haughty. For a number of times equal to your CHA modifier (Minimum 1) per day, you may enter a fiery rage as per the Rage class feature for 3 rounds each use. The exceptions are this: You instead gain +2 STR and gain +10ft speed. All your attacks deal 1d6 bonus fire damage, and you gain Fire Resistance 10.

Special:When using any maneuver from the Desert Wind discipline (or similar school), you automatically get a +1 bonus to any numerical bonus to your rolls.

Hope this helped.

spikeof2010
2014-09-16, 01:27 AM
R1072:

A wizard archetype or ACF that lets it also cast invocations, or at least have some form of Eldritch Blast.

Just to Browse
2014-09-16, 09:31 PM
Need to specify something about my request: it's for a religion who's entire doctrine is based around setting people on fire. They only care about fiends if they can use them to set people on fire, but they usually summon fire elementals instead. Most clerics of this religion don't have more than 2 ranks in either Knowledge(Planes) or Knowledge(Religion).

C 1069
This definitely sounds like a build for the pyromancer (http://www.minmaxboards.com/index.php?topic=476.0;msg=2226), which has both fire-related summoning and lots of fire abilities. A dip into spherelock (http://dnd-wiki.org/wiki/Warlock_(3.5e_Class)) can grant at-will fire damage and the [Fire] subtype (from the Fire Sphere). More basic characters could be based off the fire mage (http://dnd-wiki.org/wiki/Fire_Mage_(3.5e_Class)) so you don't have to do as much work building the character.

I wholeheartedly recommend the Tome of Prowess priest (http://dnd-wiki.org/wiki/Priest_(3.5e_Class)) (good domains: Anarchy, Chaos, Corrupt, Destruction, Diabolic, Evil, Fire, Hellfire, War) or Ziegander's mostly-finished Tier 2/3 Cleric (http://www.giantitp.com/forums/showthread.php?216631-My-Cleric-quot-Fix-quot-3-5) (the table isn't fixed though :smallfrown:).

Check out the Book of Elements for elemental stuff if you're interested in more fire. There's a lot of cool stuff there.

Just to Browse
2014-09-16, 10:30 PM
Double posting to separate homebrew from comments, since that's been a problem before.

The goal of this variant class is to provide the wizard with basic powers. Because they can't have a large number of invocations, they need to be able to re-train those invocations (it also fits with the wizard theme).

H 1072: Eldritch Wizard Variant Classt

Gain
Eldritch blast 1d6 as the warlock. This does not increase in damage, but levels in wizard stack with levels in warlock to determine eldritch blast damage, so long as the character has at least one level in warlock.

At level 5, the wizard can use one least invocation. At level 10, they gain a lesser invocation. At level 15, they gain a greater invocation. At level 20, they gain a dark invocation. These invocations function as if the wizard were a warlock of his wizard level. However the first time a wizard prepares his spells for the day, he may additionally re-select his invocations known.

Lose
Scribe scroll or familiar, wizard bonus feats

skaeren
2014-09-23, 06:28 AM
Any chance someone has made, or would make, a pathfinder version of the Warlock? That is, limited array of at will abilities, eldritch blast, etc. Something that is fun, but not as useless or underpowered as the complete arcane one.

Debihuman
2014-09-23, 10:13 AM
Please Number your requests. See first post.

skaeren: your request is R. 1073.

C. 1073: You mean like this: http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/warlock or this: https://sites.google.com/site/pathfinderogc/extras/community-creations/cartmanbeck-s-lab/warlock-witch-archetype or this thread: http://paizo.com/threads/rzs2n49i?The-Warlock-A-Conversion-for-Pathfinder

Debby

spikeof2010
2014-09-23, 06:06 PM
R1074

An Archetype for Barbarian that turns him into a giant when he's angry. Oh, and more skillmonkey ish.

Yael
2014-09-23, 08:00 PM
R1075

Some kind of aspect of Nyarlathotep, adapted to 3.5 (ignoring CoC3.5, as it's very UP as I see it)

R1076

A discipline (from ToB-like) that uses Yasuo (http://leagueoflegends.wikia.com/wiki/Yasuo)'s background and/or abilities as the base.

(I tried doing this, but I've failed once, twice, and so on...)

Just to Browse
2014-09-23, 09:21 PM
R1074

An Archetype for Barbarian that turns him into a giant when he's angry. Oh, and more skillmonkey ish.

C 1074
Archetype? Is that like an ACF?

C 1075
Same question as above, about aspects. Is that a vestige? Or a monster?

C 1076
I personally don't make ToB disciplines because I think they're out of scope, but if no one else steps up to it I think you can make a yasuo-like character from the following:
Escalating Chain (http://www.giantitp.com/forums/showthread.php?251678-Who-think-mages-are-the-only-one-with-magic-tricks-Martial-Discipline-Combo-PEACH)
Gentle Breeze (http://www.giantitp.com/forums/showthread.php?40885-Gentle-Breeze-Discipline-ToB)
Lightning Fox (http://www.giantitp.com/forums/showsinglepost.php?p=13098590&postcount=2)
North Wind (http://www.giantitp.com/forums/showthread.php?206674-And-Touch-the-Face-of-God-Martial-Discipline-PEACH)
Lightless Divine Wind (http://www.giantitp.com/forums/showthread.php?256759-quot-Did-you-hear-it-The-voice-of-the-Divine-Wind-quot-3-5-Discipline-PEACH)

The only thing I can't really find in there is a wind wall effect, which would probably be too strong anyways. You may need to dip into a caster class.

Yael
2014-09-24, 01:32 AM
C 1075
Same question as above, about aspects. Is that a vestige? Or a monster?

Nyarlathothep as the Elder God from Lovecraft's Cthulhu Mythos, he has a 3.5 entry in the book: Call of Cthulhu d20. And I didn't specify, I'm looking for a monster (if the statblock is too much for what this thread allows, a guideline helps too.)

Milo v3
2014-09-24, 01:57 AM
C 1074
Archetype? Is that like an ACF?


Archetypes are PF's version of ACF's except that they are generally much larger, covering multiple class features.

Debihuman
2014-09-24, 07:41 AM
R. 1068 or 1069?
A Gypsy Class?
9th level spell casters somewhat in the vein of a Witch meets a Bard.
Using mysticism and sleight of hand to outwit the poor fools who cross them. Specializing in spellcasting but not being a slouch with a blade if some mook doesn't want to pay them their shinies.

C. 1068 or 1069 (technically out of order)

See first post. Full classes are beyond the scope of this thread. However, you might want to look at this thread: http://community.wizards.com/forum/other-published-worlds/threads/884186


Next request should be numbered R. 1077

Debby

Just to Browse
2014-09-24, 12:09 PM
C 1074

Archetypes are PF's version of ACF's except that they are generally much larger, covering multiple class features.
Ah, it's a PF thing.

Sorry spike, I'm unable to do this one. Hopefully someone will get it!

Milo v3
2014-09-24, 08:41 PM
C1074
Guess I'll give it a go then. Spike, you fine with it being rage powers instead of an archetype?

spikeof2010
2014-09-24, 09:06 PM
C1074
Guess I'll give it a go then. Spike, you fine with it being rage powers instead of an archetype?

C1074

Sure thing, Milo.

R1077

Feat Chain dedicating to creating wind and pushing your enemies away.

JonathonWilder
2014-09-24, 09:33 PM
R1078
A bard archetype that follows after the Lorekeeper kit of AD&D, casting from the wizard spell list up to level seven, casting as a wizard as well (intellegence and spellbook). Perhaps losing the bardic performance ability and any of its performance types for this. Perhaps other abilities that focus on being an scholar and user of the arcane arts.

Before speaking against this let me mention the fact the other archetypes change the spell list, sometimes completely.

Milo v3
2014-09-24, 10:47 PM
C1074
Powerful Build: The barbarian gains the powerful build trait while raging. Whenever the barbarian is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the barbarian is treated as one size larger if doing so is advantageous to him. The barbarian is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. The barbarian can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the barbarian’s size category.

Titan Power: When the barbarian increases by one size category when raging. This grants them the benefits of the Enlarge Person spell, regardless of their creature type. The barbarian must be at least 8th level to select this Rage Power.

Debihuman
2014-09-27, 10:30 AM
C. 1077

There is already the Pushback feat from Miniatures Handbook. Something that creates wind would be a spell. Pushback would be excellent in Pathfinder for anyone using a Fighting Fan from Ultimate Combat.

Debby

Debihuman
2014-09-27, 10:36 AM
R1078
A bard archetype that follows after the Lorekeeper kit of AD&D, casting from the wizard spell list up to level seven, casting as a wizard as well (intellegence and spellbook). Perhaps losing the bardic performance ability and any of its performance types for this. Perhaps other abilities that focus on being an scholar and user of the arcane arts.

Before speaking against this let me mention the fact the other archetypes change the spell list, sometimes completely.

C. 1078.

Since the Lorekeeper is for AD&D I doubt that many people even know what it is or where to find it to update it. Please link to it or at least advise where to find it. Is this for 3.0, for 3.5, 4.0, 5.0 next or Pathfinder?

Debby

JonathonWilder
2014-10-03, 03:14 PM
C. 1078.

Since the Lorekeeper is for AD&D I doubt that many people even know what it is or where to find it to update it. Please link to it or at least advise where to find it. Is this for 3.0, for 3.5, 4.0, 5.0 next or Pathfinder?

Debby

R1078
My apologies, it slipped my mind to post a source for the Lorekeeper. Also for not replying sooner as I never received a notification that someone had quoted me.

As per your request the AD&D source for this kit is the book The Complete Bard: http://www.angelfire.com/games2/labyrinth/book/BARDhb2E/b2loremaster.html

Of note, a mistake on my part is seems, the kit is called Loremaster not Lorekeeper.. which means a name change will need to be considered because of the PrC Loremaster.
---------------------

I want this to be turned into a Pathfinder archetype, either for Bard or Wizard. Given the fact that Bards back then cast from the sorcerer/wizard spell list though I think wizard might be the easiest choice... but I would prefer it to be a Bard archetype.

Why? Because the Bard is the more skillful and versatile of the two classes when it comes to things other than spells. More being a well traveled lorekeeper who passes on the stories they have learned is built into the class. I mostly just wish to increase this and have them cast magic as a wizard does.

Edit: Just a thought, if we use the name Lorekeeper, it could add for strong flavor for the archetype to go into the Loremaster PrC.

Mcdt2
2014-10-05, 05:51 PM
R1079

I'd like some Law and Chaos counterparts to the PF spells Angelic Aspect (http://www.d20pfsrd.com/magic/all-spells/a/angelic-aspect), including Lesser and Greater versions.

Actually I'd like some Law/Chaos spells of all sorts, though I'd especially like the above request. Fluff matching Planescape is preferred, though Golarion fluff is acceptable, I suppose.

CaDzilla
2014-10-05, 06:03 PM
R1080
A spellcasting prestige class for an awakened animal. Doesn't matter which type, as long as it goes up to 9th level spells.

JonathonWilder
2014-10-05, 06:30 PM
R1081
A templete that allows for playable magical, intelligent, talking animals that could hold their own with humaniod races if chosen as an adventuring PC.

For example perhaps shortened ranged at will mage hand could help.

Debihuman
2014-10-06, 07:21 AM
R1080
A spellcasting prestige class for an awakened animal. Doesn't matter which type, as long as it goes up to 9th level spells.


R1081
A templete that allows for playable magical, intelligent, talking animals that could hold their own with humaniod races if chosen as an adventuring PC.

For example perhaps shortened ranged at will mage hand could help.

C. 1079/ 1080

Your awakened animal can take any magic using base class first. Give him mage hand as a spell.

Prestige classes add +1 to whatever spellcasting class you already have.

Note: Awakening a animal gives it speech. It is now a Magical Beast (Augmented Animal).
Debby

Milo v3
2014-10-06, 07:50 AM
C 1081

Problem with just using awakened animal without anything else, what's this animals Effective Character level before you start, do you just use the CR like you would in PF?

Plus, can a raven even do somatic components required for mage hand?

JonathonWilder
2014-10-06, 08:20 AM
C. 1079/ 1080
Your awakened animal can take any magic using base class first. Give him mage hand as a spell.

Prestige classes add +1 to whatever spellcasting class you already have.

Note: Awakening a animal gives it speech. It is now a Magical Beast (Augmented Animal).
Debby
The problem is, using the Awaken as RAW it would be harder to pull off intelligent based casters, and if you happen to work with weaker or smaller animals it could also bring struggle.

Take for example an awakened raven wizard, with +3d6 Int you would be lucky to have a high enough Intelligence and hit dice will also hurt spellcasting. Unless you make tiny creatures small as well, overall base stats will also be much lower then a humanoid race. Lastly, writing and somatic components are also problem which would need thier own riles.
-------------

R1080
Again I request a templete where an animal is awakened with intelligence and can competently work side by side with a humanoid character without holding a party back.

Even if i is something along the lines of rolling Int and Cha as a starting character, allow tiny or smaller animals to.bevme small and huge o larger animals to become large.

Perhaps a templete where familiars and animal compantions keep much of the magic and intelligence after losting thier master and continuing in their stead.


Simply put, I have an idea... but the Awakened spell just wont cut it. Not unless I wan to die, see party members carry all of an awakened animal's supplies, or see my character as inefficient in helping the group.

I am restricted, held back, by current rules.

Debihuman
2014-10-06, 08:42 AM
The problem is, using the Awaken as RAW it would be harder to pull off intelligent based casters, and if you happen to work with weaker or smaller animals it could also bring struggle.

Take for example an awakened raven wizard, with +3d6 Int you would be lucky to have a high enough Intelligence and hit dice will also hurt spellcasting. Unless you make tiny creatures small as well, overall base stats will also be much lower then a humanoid race. Lastly, writing and somatic components are also problem which would need thier own riles.
-------------

R1080
Again I request a templete where an animal is awakened with intelligence and can competently work side by side with a humanoid character without holding a party back.

Even if i is something along the lines of rolling Int and Cha as a starting character, allow tiny or smaller animals to.bevme small and huge o larger animals to become large.

Perhaps a templete where familiars and animal compantions keep much of the magic and intelligence after losting thier master and continuing in their stead.


Simply put, I have an idea... but the Awakened spell just wont cit it. Not unless I wan to die or see my character as inefficient

C. 1080. So adding a template that makes your awakened creature tougher is also going to add to its CR. It's never going to be like a Humanoid PC, nor should it be. You have other choices, use an anthropomorphic animal from Savage Species or even better use this one by Fax: http://www.giantitp.com/forums/showthread.php?37036-Template-Anthropomorphic-Creature.

Debby

JonathonWilder
2014-10-06, 09:19 AM
R. 1080 Hmm, could work. For a small raven the abilities come out to be Str -6, Dex +4, Con +2, Int -2, Wis +2, Cha -2

The question is would it work while keeping the 'awakened' animal as an magical beast and not a humanoid?

Debihuman
2014-10-06, 10:45 AM
C. 1080 Both templates turn the base creature into a Monstrous Humanoid not a Magical Beast.

Debby

JonathonWilder
2014-10-06, 11:17 AM
C. 1080 Both templates turn the base creature into a Monstrous Humanoid not a Magical Beast.

Debby
R. 1080 I don't want templete that turns the animal intp a Monsterous Humanoid.

You know let me give an example of something:
http://dndtools.eu/races/dragon-compendium--109/tibbit--33/

This line: "They arose from felines kept as familiars in ages past. The powerful magic that allows a familiar to gain intelligence and magic abilities slowly filtered from one generation of cats to the next."

The character I want to make is a special raven who was once the familiar of a powerful wizard. When the wizard passed on the raven was gifted with intelligence and magical ability which lead him take on the role of a wizard like his master was.

Anthromorphic and Awaken don't really work well for this idea.

gurgleflep
2014-10-09, 05:31 PM
R1082 (if that's incorrect, please inform me!)
I'd like to request a weapon enchantment that turns weapons into something more like the light sabers found in Star Wars. Glowing, "summonable" (it comes from the handle/hilt), a boost to damage, appealing to players and NPCs alike... :smalltongue:

Milo v3
2014-10-09, 05:39 PM
C1082 Magic (30% of magic weapons glow) glamered (make it appear as only a handle/hilt) +1 (boost to damage) katana (appeals to everyone) :smalltongue:

Cost would be only 6350 gp too.

spikeof2010
2014-10-09, 06:47 PM
R1083

A template that is viable for Character Creation to enhance Incarnum.

Think Magic-Blooded but Incarnum.

Just to Browse
2014-10-09, 10:24 PM
R. 1080
The character I want to make is a special raven who was once the familiar of a powerful wizard. When the wizard passed on the raven was gifted with intelligence and magical ability which lead him take on the role of a wizard like his master was.

Anthromorphic and Awaken don't really work well for this idea.

C 1080
This idea is distilled awesome and I would love to help you. However I don't like to write homebrew that is open to abuse/trap options, so if it's OK by you I'd rather write a magic raven race instead of creating a template that can be applied to all animals.

JonathonWilder
2014-10-09, 10:43 PM
C 1080
This idea is distilled awesome and I would love to help you. However I don't like to write homebrew that is open to abuse/trap options, so if it's OK by you I'd rather write a magic raven race instead of creating a template that can be applied to all animals.
R 1080
Well one possible way to limit potental abuse is have it be a familiar only template... but if you have a way of making it work as a race I am willing to try that.

Sure, lets see you make my idea into a race :)
----------------

Just remember there would be the question of how a race of magical, intelligent ravens would work as a wizard's familiar. One idea I have is treat them like pseudodragon in that the feat Improved Familiar is needed.

Fluff wise this is an important consideration for my character idea, given he would be a familiar before becoming a wizard like his deceased master.

Just to Browse
2014-10-09, 11:00 PM
R 1080
Well one possible way to limit potental abuse is have it be a familiar only template... but if you have a way of making it work as a race I am willing to try that.

Sure, lets see you make my idea into a race :)
----------------

Just remember there would be the question of how a race of magical, intelligent ravens would work as a wizard's familiar. One idea I have is treat them like pseudodragon in that the feat Improved Familiar is needed.

Fluff wise this is an important consideration for my character idea, given he would be a familiar before becoming a wizard like his deceased master.

C 1080
My initial desire is to say that your history of being a familiar is just backstory to give the mechanics a strong direction, instead of being a mechanical requirement. For example, I could write a Magic Bird (name wip) race that's designed to represent any bird with magical talent, ranging from aged wizard familiars to dragonblooded chickens or pigeons blessed by a particularly powerful druid. This emphasizes the animal characteristics over the familiar characteristics.

If you would rather have the mechanics emphasize that you were once a familiar, I could instead write a Graduated Familiar (name very wip) race that gets features reminiscent of being a familiar, with small bonuses to represent different kinds of animals. This emphasizes familiar characteristics over animal characteristics.

JonathonWilder
2014-10-09, 11:30 PM
C 1080
My initial desire is to say that your history of being a familiar is just backstory to give the mechanics a strong direction, instead of being a mechanical requirement. For example, I could write a Magic Bird (name wip) race that's designed to represent any bird with magical talent, ranging from aged wizard familiars to dragonblooded chickens or pigeons blessed by a particularly powerful druid. This emphasizes the animal characteristics over the familiar characteristics.

If you would rather have the mechanics emphasize that you were once a familiar, I could instead write a Graduated Familiar (name very wip) race that gets features reminiscent of being a familiar, with small bonuses to represent different kinds of animals. This emphasizes familiar characteristics over animal characteristics.
R 1080
Again, I believe just adding a note that the race can be taken as a familiar via the Improved Familiar feat works in allowing my idea.

This would allow you to write the race with more freedom... though I admit it concerns me your considering the race being of a variety of bird species. That sounds more like a templete idea not a race idea.

My point was that I didn't want you to create a cool magical beast race... that cannot be taken as a familiar. This would make it unusable for my idea if it was not a race that can be taken as a familiar.

Yet, of note, is that my initial idea was that it was because of the raven's master but he was able to keep his intelligence and magical potential... but this aspect I am willing to give up so you can create a race of mahical talking ravens.

gurgleflep
2014-10-10, 12:31 AM
C1082
I thank you for the idea, but that doesn't give the same feeling being aimed for with the enchantment. I will be using this though :smallsmile: I always find uses for things!
Would it be easier to make an actual lightsaber weapon for 3.X though? Enchantments can be added to a lot of things and while a lightgreataxe sounds cooler than ice, I can see my group going to all sorts of hilarious shenanigans with that :smalltongue:

Milo v3
2014-10-10, 02:39 AM
C1082 To be honest just getting corrosive burst on top of my joke answer or making it out of adamatine would probably be sufficient. It would deal acid damage rather than fire or be rather expensive though. But acid deals more damage against objects and is more deadly than fire.

Just to Browse
2014-10-10, 07:15 PM
R 1080
Again, I believe just adding a note that the race can be taken as a familiar via the Improved Familiar feat works in allowing my idea.

This would allow you to write the race with more freedom... though I admit it concerns me your considering the race being of a variety of bird species. That sounds more like a templete idea not a race idea.

My point was that I didn't want you to create a cool magical beast race... that cannot be taken as a familiar. This would make it unusable for my idea if it was not a race that can be taken as a familiar.

Yet, of note, is that my initial idea was that it was because of the raven's master but he was able to keep his intelligence and magical potential... but this aspect I am willing to give up so you can create a race of mahical talking ravens.

C 1080
My goals tend to be threefold, in no particular order:
Do what's being requested
Don't make it abuse-able or a noob trap
Make it play nicely with the rules

My problem is that I can't fulfill the first without trodding over either of the other two. If I made a template that granted PC-like sentience to a familiar, there would be terrible rule problems that I would need to vet. If I made a race that could be taken as a familiar, I would need limit it hard so the optimization cases weren't overwhelming (the only way I can think of doing this is in a way that would make playing it without optimization less fun).

So what I would prefer is for the race to represent magic familiars or magic birds, and have the race's mechanics include something along the lines of this:
Gifted (Ex): The [Race Name] was once a [regular bird / regular familiar] with standard animal stats. However, a transformation decided in their backstory has changed them. They no longer use the rules for being an [animal name here] and instead use the racial stats below. In addition, their inherent magic allows them to use mage hand at-will, but they may concentrate on the effect as a free action.

JonathonWilder
2014-10-10, 07:58 PM
C 1080
So what I would prefer is for the race to represent magic familiars or magic birds, and have the race's mechanics include something along the lines of this:
Gifted (Ex): The [Race Name] was once a [regular bird / regular familiar] with standard animal stats. However, a transformation decided in their backstory has changed them. They no longer use the rules for being an [animal name here] and instead use the racial stats below. In addition, their inherent magic allows them to use mage hand at-will, but they may concentrate on the effect as a free action.
C 1080
Fair points

If you want to do it as you have shown above that is fine.

gurgleflep
2014-10-10, 10:59 PM
C1082 To be honest just getting corrosive burst on top of my joke answer or making it out of adamatine would probably be sufficient. It would deal acid damage rather than fire or be rather expensive though. But acid deals more damage against objects and is more deadly than fire.

C1082
Expensiveness wouldn't be to big of an issue as my players would be starting at a higher level, but acid and adamantine are both awesome.
I looked up glamered though, and that seems to only be for armor :smallconfused:

spikeof2010
2014-10-11, 12:23 AM
R1084

A 3 Level Wizard PRC with 3/3 Casting Levels focused around turning your Familiar to a Eidolon similar to PF's summoner.

Milo v3
2014-10-11, 01:03 AM
C1082
Expensiveness wouldn't be to big of an issue as my players would be starting at a higher level, but acid and adamantine are both awesome.
I looked up glamered though, and that seems to only be for armor :smallconfused:

Oh... Does 3.5e not have glamered for weapons?... that's disappointing. Shouldn't be too much an issue to backport it though would it? Link (http://paizo.com/pathfinderRPG/prd/ultimateEquipment/magicArmsAndArmor/weaponSpecialAbilities.html)

Debatra
2014-10-12, 04:34 PM
R 1085

"Master of the Mind" or similar name - A 3-5 level prestige class for 3.5e that focuses on synergy between the Enchantment and Illusion schools of magic. Full spellcasting progression is a must, and it should be accessible to both arcane and divine casters.

Just to Browse
2014-10-21, 07:52 PM
H 1080: Gifted Avian
Somewhat relevant (mild language) (http://www.youtube.com/watch?v=XeFxdkaFzRA&feature=youtu.be&t=2m52s)
Birds are, for whatever reason, more attuned with the magical forces that direct the world. Every once in a while a bird will get caught up in a particular magical phenomenon and come out transformed, gaining mental faculties to rival its humanoid peers. The following are racial traits of the gifted avian:
+2 Dexterity, -2 Intelligence, -2 Wisdom, -2 Charisma
Magical Beast
Tiny
Gifted avian base land speed is 10 feet*: In addition, gifted avians have a fly speed of 30 feet (average maneuverability). However they can circle in the air over a single 5 foot square as a move action that provokes attacks of opportunity.
Alertness: Gifted avians gain Alertness as a bonus feat.
Avian Speech (Ex): Gifted avians can speak with other birds of their previous kind (see Gifted) as if under the effects of speak with animals.
Gifted (Ex): All gifted avians were once normal tiny birds of their kind, but all statistics from the previous form are overwritten when they become a gifted avian. However, gifted avians retain the look they previously had, and disguise and bluff checks to imitate that creature automatically succeed unless the opposing creature(s) are well-versed in birdkind or are looking for the gifted avian. In these cases, the gifted avian gets a +10 circumstance bonus on their check instead.
Good with Talons (Ex)*: The new mental faculties that a gifted avian possesses are supplemented by the ability to use their talons in ways similar to a human hand. This allows them to perform actions the way a human could, such as writing, opening doors, or holding objects (but not wielding weapons) as long as they don't move outside their current square. In addition, all gifted avians have a single natural talon attack that deals 1d4 damage. Iterative attacks can be made with these talons, and if they are the only weapon the gifted avian is using, she can apply 1½ her Strength modifier to the damage.
Weakened Concentration (Ex)*: Despite their powers, gifted avians still find it difficult to concentrate. A gifted avian cannot move between squares and use an effect that would require a concentration check when interrupted in the same turn. This means, among other things, that gifted avians cannot move while manifesting, casting spells, or using a spell-like abilities.
Automatic Languages: Common
Bonus Languages: Any
Favored Class: Rogue and Wizard
Level Adjustment: +0


*Even when racial traits would be removed (such as from the Rite of Rebirth, see Races of the Dragon p.10), these ones remain.

Extended Consciousness
If you choose, you can create you gifted avian with the Extended Consciousness racial trait. If you do, the gifted avian cannot use her talons the way humans can use their hands. Instead, she gains the ability to use mage hand as a spell-like ability cast by a sorcerer of the gifted avian's hit dice to perform the same functions, which she may concentrate on as a free action. This use of mage hand is subject to Weakened Concentration.

Race-Specific Changes
If the specificity of your gifted avian isn't enough, you can use one of the following variants.
Speaker: In addition to the standard racial ability score modifications, the gifted avian has -4 Strength. She also gains 2 additional automatic languages and 1 rank in the Decipher Script skill.
Strong Wings: The gifted avian's fly speed increases by 30 feet and she loses the Alertness bonus feat.
Weak Wings: In addition to the standard racial ability score modifications, the gifted avian has +2 Constitution. Her maneuverability also becomes clumsy and she must end her turn on solid ground or else fall as normal for a flightless creature.

C 1080
So the race is primarily is designed with full knowledge that a tiny creature without true penalties will be the master race for both casters and rogues. Negative racial traits are imposed to prevent this and funnel the racial choice into more specific builds. Gifted avian casters will have worse kiting and weaker casting stats while gifted avian rogues will lose the ability to use weapons normally. In exchange, both gain excellent hiding and defensive abilities plus flight.

Ravens and Parrots should get Speaker. Chickens should get Weak Wings. Eagles should get Strong Wings.

Coranho
2014-10-22, 02:31 AM
H1084

Name: Arcane Summoner.

Description: Arcane Summoner's come from the ranks of prepared Arcane casters - notably Wizards - who seek to tether their Familiar to another Plane and gain a measure of the benefits that are otherwise reserved for spontaneous casters. As such, they are treated with a mixed reputation among pure Wizards and Summoners alike - the former scoff at the abandonment of their precise field, and the latter are suspicious of a member of a 'rival' group of magic-users trying to emulate their ways. Arcane Summoners, for their part, take a broader view of the universe around them and are generally more enlightened for it.

Role: Arcane Summoner's fulfill the same basic role as a Wizard; most Arcane Summoners use their augmented Familiar and the boons that arise from a connection to another Plane to pursue the same goals as before they became Arcane Summoners; they may come from all walks of life and being an Arcane Summoner is simply another facet of spell-casting.

Alignment: Any Wizard or other prepared caster may seek the power inherent in augmenting their Familiar - the process tethers the Familiar to the Plane that matches the character's alignment and has no restrictions on whether they are good, evil, chaotic, lawful, or neutral; whether they are a necromancer who seeks to bestow eternal life on their companion after achieving undeath, or simply a traveler who views it as another voyage.

HD: d8.

Requirements:
To qualify to become an Arcane Summoner, the character must have all of the following.


Alignment: Any.
Skills: Knowledge (Arcana) 5 ranks, Knowledge (Planes) 5 ranks, Spellcraft 5 ranks.
Feats: Improved Familiar.
Spells: Ability to prepare 5th-level Arcane spells.
Special: Arcane Bond.

Class Skills: Add "Handle Animal", "Use Magic Device", and "Ride" to class skills; as well two Charisma-based skills and one Intelligence-based skill of your choice.

Skill Ranks at Each Level: 2 + Intelligence modifier.





Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day


1
+0
+0
+0
+1
Transformation, Lesser Life Link
+1 level of existing class


2
+1
+1
+1
+1
Bond Senses, Evolution Pool
+1 level of existing class


3
+1
+1
+1
+2
Shield Ally, Aspect
+1 level of existing class



Class Features:

All of the following are class features of the Arcane Summoner Prestige Class.



Weapon and Armor Proficiency: Arcane Summoners gain proficiency with all simple weapons, but not with any armor or shields (including tower shields). Armor interferes with an Arcane Summoner's movements, which can cause their spells with somatic components to fail.


Spells per Day: When a new Arcane Summoner level is gained, the character gains new spells per day as if they had also gained a level in an Arcane spellcasting class that they belonged to before adding the prestige class. They do not, however, gain other benefits that a character of that class would have gained, except for additional spells per day, spells known, and an increased effective level of spellcasting.


Transformation: Upon taking the first level of Arcane Summoner, the Familiar (see: Arcane Bond, Improved Familiar) is permanently transformed. It gains the Outsider subtype if it didn't have it already, although it's form remains unchanged. The new Outsider strides a line between Familiar and Eidolon - use the Wizard's Arcane Bond Familiar chart to determine progression based on the master's level. Additionally, the Eidolon Familiar will gain "Link" and "Darkvision" as per the Summoner's Eidolon chart at first level, will grant it's master "Evasion" at second level, and the Familiar will gain +1 to any one ability score at third level (as well as +1 to strength and dexterity at second level). The Eidolon Familiar gains +1 BaB for every level of Arcane Summoner, in addition to other bonuses, it's HD increases to D10 - but only for the three levels of Arcane Summoner, before reverting to normal. The Familiar gains 4 skill ranks for every level of Arcane Summoner in addition to it's other bonuses, and the Familiar may select one feat at the first level of Arcane Summoner and a second feat at the third level of Arcane Summoner. The Familiar gains a +2 bonus to it's AC at third level, use the Eidolon chart to determine saves per level gained in Arcane Summoner (good saves for the Familiar are automatically Reflex and Will).


Lesser Life Link: The Eidolon Familiar does not lose health points due to distance from it's master; but the master can transfer hitpoints from themselves to their Familiar to avoid the Familiar from being banished back to the plane that best matches the master's alignment; an Eidolon Familiar cannot be banished in any other way (nor can they be killed), but an Eidolon Familiar banished in this way cannot return until the Arcane Summoner next prepares their spells (at which point they will return automatically). The Eidolon Familiar may also transfer hitpoints to it's master to avoid the master dying. An Eidolon Familiar that has been banished returns with 50% of it's original hitpoints.


Bond Senses: This functions as the Summoner class feature of the same name.


Evolution Pool: The Familiar Eidolon has 4 Evolution points at second level, and 6 at third; these may be used to select any evolution from the Summoner's Eidolon evolution list that the Familiar Eidolon meets the prerequisites for.


Shield Ally: This functions as the Summoner class feature of the same name.


Aspect: This functions as the Summoner class feature of the same name - except you may divert a total of three points to yourself, and this number may not be modified by any feats, traits, items, other abilities, or effects (whether magical or mundane) of any kind.

Eldan
2014-10-27, 08:30 AM
Anyone got any wishes or inspirations for something moderately sized? NOt just a feat or a spell, a bit bigger than that. I want to brew ,but I'm not sure what.

Debatra
2014-10-27, 10:35 AM
Anyone got any wishes or inspirations for something moderately sized? NOt just a feat or a spell, a bit bigger than that. I want to brew ,but I'm not sure what.

Care to take a crack at 1085? Maybe check the Wild Arms link in my sig for some inspiration?

AlanBruce
2014-10-28, 02:33 AM
R.1086

Greetings! Looking for an adaptation of Final Fantasy VI's haunted gallery side quest, particularly the design for the boss monster, which takes possession of a painting.

I would like the sidequest to be in the EL 7-14 range, since the party should be about that level. I was thinking of animated objects as art sculptures that could attack the party before the big showdown, but when it came to the boss itself, the mechanics and the monster to base it on just eludes me.

And help would be much appreciated.

Eldan
2014-10-28, 04:03 AM
Care to take a crack at 1085? Maybe check the Wild Arms link in my sig for some inspiration?

Hmmm. What would you want from it? They are my two favourite schools of magic, but Beguiler really already covers them quite well. I do have a few floating ideas, but they are quite esoteric (Pattern master: you project special patterns that imprint themselves in the target's brain via a memetic interaction, causing enchantment-like effects.)

JonathonWilder
2014-10-28, 09:26 AM
H 1080: Gifted Avian
This works just fine, I am accepting of your write up and the limitations you have placed for balance. You have given me what I seek, the means of playing an intelligent, talking bird as a character that can take class advancements. There is also nothing that I can see preventing me from having said character be a former familiar following the path of the wizard as thier Master before passing on.

Thank you

Edit: One point of annoyance though is the intelligence penalty, sighs but I guess I can't have everything I had asked for. Of note is that there is such a penalty for all mental stats, but that is your way of limiting Gifted Avian as spellcasters.

Milo v3
2014-10-28, 08:05 PM
This works just fine, I am accepting of your write up and the limitations you have placed for balance. You have given me what I seek, the means of playing an intelligent, talking bird as a character that can take class advancements. There is also nothing that I can see preventing me from having said character be a former familiar following the path of the wizard as thier Master before passing on.

Thank you

Edit: One point of annoyance though is the intelligence penalty, sighs but I guess I can't have everything I had asked for. Of note is that there is such a penalty for all mental stats, but that is your way of limiting Gifted Avian as spellcasters.

Looks at race.
...
Damn... That's harsh... No moving in the round where you cast a spell. That makes their flight rather pointless if your a mage, since you fail at flying if you cast a spell....

unseenmage
2014-10-29, 12:05 AM
R1087

Requesting a creature. A portal elemental of sorts. Swirling vortex of possibility that pulls you from one campaign world to another. Need to link Greyhawk, Faerun, and Eberron with these things. Their personality such as it is is aloof, unconcerned. They can be killed and fought, it is just not advised.

Created when a Spelljamming Helm overheats and explodes, or maybe when too many multiple planar tears/fissures overlay in similar multicosmic coordinates.

Just to Browse
2014-10-29, 12:38 AM
Looks at race.
...
Damn... That's harsh... No moving in the round where you cast a spell. That makes their flight rather pointless if your a mage, since you fail at flying if you cast a spell....

H 1080
I tried to draw a distinction in the rules that separated "movement" from "being in one square" such that if the gifted avian didn't move from one square to another, they could cast spells. So flying in place (given to the avian despite average maneuverability) or sitting on a rock lets you use your magic. If that isn't clear, I can try to make it more explicit.

I unfortunately needed to ding every mental ability score to stop it from being caster-master. Polymorph- and Divine Power-esque effects make physical penalties difficult to balance with.

Milo v3
2014-10-29, 12:41 AM
H 1080
Since average maneouverability requires the creature to move every turn to stay in the air. Staying still in the air doesn't really work.

Just to Browse
2014-10-29, 02:28 AM
H 1080
Since average maneouverability requires the creature to move every turn to stay in the air. Staying still in the air doesn't really work.


Gifted avian base land speed is 10 feet*: In addition, gifted avians have a fly speed of 30 feet (average maneuverability). However they can circle in the air over a single 5 foot square as a move action that provokes attacks of opportunity.

Underlined for emphasis. I didn't want to make this bit a racial trait because the gifted avian already comes with so many special snowflake rules, but if it's not clear to you I probably need to emphasize it somehow.

EDIT: I edited Weakened Concentration to make the synergy more obvious (in tune with the text from Good With Talons). Is that sufficiently clear?

spikeof2010
2014-10-29, 04:12 PM
R1088

A 5 level PRC dedicated about swarming enemies with animals.

Eldan
2014-10-30, 03:10 AM
R1087

Requesting a creature. A portal elemental of sorts. Swirling vortex of possibility that pulls you from one campaign world to another. Need to link Greyhawk, Faerun, and Eberron with these things. Their personality such as it is is aloof, unconcerned. They can be killed and fought, it is just not advised.

Created when a Spelljamming Helm overheats and explodes, or maybe when too many multiple planar tears/fissures overlay in similar multicosmic coordinates.

I'll do that, if no one else wants to. I like elementals.

Actually, will probably make it an aberration or outsider.

Just to Browse
2014-10-30, 12:20 PM
R1087

Requesting a creature. A portal elemental of sorts. Swirling vortex of possibility that pulls you from one campaign world to another. Need to link Greyhawk, Faerun, and Eberron with these things. Their personality such as it is is aloof, unconcerned. They can be killed and fought, it is just not advised.

Created when a Spelljamming Helm overheats and explodes, or maybe when too many multiple planar tears/fissures overlay in similar multicosmic coordinates.

C 1088
Do you have a recommended CR, should this things be fought alone, and does it need any other kinds of special powers?

EDIT: Ninja'd by 9 hoursby Eldan. I need to learn to refresh my pages...

Just to Browse
2014-10-30, 12:26 PM
Double post to avoid previous embarrassment.


R 1085

"Master of the Mind" or similar name - A 3-5 level prestige class for 3.5e that focuses on synergy between the Enchantment and Illusion schools of magic. Full spellcasting progression is a must, and it should be accessible to both arcane and divine casters.
C 1085
If I give these benefits and make the class a full-casting class, it will either a) be OP like the incantatrix, or b) need a hard casting-specific nerf that keeps it in line with just taking an extra 5 levels in wizard. Which do you prefer?

Any specific kind of class abilities you want to see? Otherwise I will just invent things.

unseenmage
2014-10-30, 01:30 PM
C1088

I'll do that, if no one else wants to. I like elementals.

Actually, will probably make it an aberration or outsider.

C 1088
Do you have a recommended CR, should this things be fought alone, and does it need any other kinds of special powers?

EDIT: Ninja'd by 9 hoursby Eldan. I need to learn to refresh my pages...

Would prefer an elemental but so long as the creature type fits the abilities I'm good with it.

I did imagine them being fought alone. The nice thing about true elementals is they scale. There are smaller ones for lower level CRs and bigger ones for higher level CRs.
The advent these would be for is ECL7, but I can work with whatever you folk feel like producing.

I'd be making it myself but my plate is so full right now even getting the potted plant in out of the coming cold almost got lost in the shuffle. :smalleek:

Debatra
2014-10-30, 04:10 PM
Double post to avoid previous embarrassment.


C 1085
If I give these benefits and make the class a full-casting class, it will either a) be OP like the incantatrix, or b) need a hard casting-specific nerf that keeps it in line with just taking an extra 5 levels in wizard. Which do you prefer?

Any specific kind of class abilities you want to see? Otherwise I will just invent things.

C 1085

I guess that depends on what sort of nerf you had in mind.

Maybe some non-crippling penalties to targets' will saves if they've been fooled by your spells that day (believed your illusion, been Charmed, etc.). Maybe Shadow Enchantment, but I'd understand if that might be too much.

Go ahead and invent away.

JonathonWilder
2014-10-31, 11:32 AM
Underlined for emphasis. I didn't want to make this bit a racial trait because the gifted avian already comes with so many special snowflake rules, but if it's not clear to you I probably need to emphasize it somehow.

EDIT: I edited Weakened Concentration to make the synergy more obvious (in tune with the text from Good With Talons). Is that sufficiently clear?
That is fine, thank you.

Just to Browse
2014-10-31, 10:57 PM
C 1085

I guess that depends on what sort of nerf you had in mind.

Maybe some non-crippling penalties to targets' will saves if they've been fooled by your spells that day (believed your illusion, been Charmed, etc.). Maybe Shadow Enchantment, but I'd understand if that might be too much.

Go ahead and invent away.

C 1085
Nerfs like heavy prerequisites and making each feature an exchange instead of a flat benefit ("lose 2 spell slots to get ability X" sort of thing).

Some ideas in considering:
Casting multiple low-level spells in the same action
Reduce a target's saves against you every time you cast against them
Affect extra targets with illusions if they're under the effects of your enchantments
Mixing schools (illusions become enchantments and vice versa)

The first is probably good for a class designed to blow through minions. The latter two make for a guy that gets more dangerous as you fight him, and the school mixing is for easier optimization. Do you have a direct preference?

Also, what's shadow enchantment?

Debatra
2014-11-01, 02:35 AM
C 1085
Nerfs like heavy prerequisites and making each feature an exchange instead of a flat benefit ("lose 2 spell slots to get ability X" sort of thing).

Some ideas in considering:
Casting multiple low-level spells in the same action
Reduce a target's saves against you every time you cast against them
Affect extra targets with illusions if they're under the effects of your enchantments
Mixing schools (illusions become enchantments and vice versa)

The first is probably good for a class designed to blow through minions. The latter two make for a guy that gets more dangerous as you fight him, and the school mixing is for easier optimization. Do you have a direct preference?

Also, what's shadow enchantment?

C 1085

I could see the prerequisites including Spell Focus in both schools.

The first in that list is powerful regardless, but probably not right for what I'm looking for. The second... When I mentioned the "noncrippling penalties" thing, I hadn't really expected anything that stacks with itself (or maybe I just misinterpretted your "gets more dangerous as you fight him" comment). I definitely like the third and fourth.

Shadow Enchantment is just a term I made up on the fly for something along the lines of Shadow Conjuration (http://www.d20srd.org/srd/spells/shadowConjuration.htm), Shadow Evocation (http://www.d20srd.org/srd/spells/shadowEvocation.htm) or Shadow Illusion (http://dndtools.eu/classes/shadowcraft-mage/). Again, it might not be the best idea.

I've also come up with a possible capstone, but feel free to trash it if you think it's too much: the ability to bypass immunities up to X times per day. A creature that is normally immune to your spell (Undead, Mind Blank, etc) instead only receives a +Y bonus to their save. Non-immune creatures who would receive a bonus against your spell (Elven +2 vs Enchantments, Dwarven +2 vs Spells, etc) have that bonus negated.

spikeof2010
2014-11-04, 11:36 PM
R1089

A set of artifacts that are all based on improving the user's ability to paint things into reality.

Milo v3
2014-11-04, 11:49 PM
C1089
So just an enhanced version of marvelous pigments?

AlanBruce
2014-11-05, 04:02 PM
R.1086

Greetings! Looking for an adaptation of Final Fantasy VI's haunted gallery side quest, particularly the design for the boss monster, which takes possession of a painting. Most likely a demon or evil outsider

I would like the sidequest to be in the EL 7-14 range, since the party should be about that level. I was thinking of animated objects as art sculptures that could attack the party before the big showdown, but when it came to the boss itself, the mechanics and the monster to base it on just eludes me.

And help would be much appreciated.

Debatra
2014-11-09, 11:12 PM
C 1085
Nerfs like heavy prerequisites and making each feature an exchange instead of a flat benefit ("lose 2 spell slots to get ability X" sort of thing).

Some ideas in considering:
Casting multiple low-level spells in the same action
Reduce a target's saves against you every time you cast against them
Affect extra targets with illusions if they're under the effects of your enchantments
Mixing schools (illusions become enchantments and vice versa)

The first is probably good for a class designed to blow through minions. The latter two make for a guy that gets more dangerous as you fight him, and the school mixing is for easier optimization. Do you have a direct preference?

Also, what's shadow enchantment?


C 1085

I could see the prerequisites including Spell Focus in both schools.

The first in that list is powerful regardless, but probably not right for what I'm looking for. The second... When I mentioned the "noncrippling penalties" thing, I hadn't really expected anything that stacks with itself (or maybe I just misinterpretted your "gets more dangerous as you fight him" comment). I definitely like the third and fourth.

Shadow Enchantment is just a term I made up on the fly for something along the lines of Shadow Conjuration (http://www.d20srd.org/srd/spells/shadowConjuration.htm), Shadow Evocation (http://www.d20srd.org/srd/spells/shadowEvocation.htm) or Shadow Illusion (http://dndtools.eu/classes/shadowcraft-mage/). Again, it might not be the best idea.

I've also come up with a possible capstone, but feel free to trash it if you think it's too much: the ability to bypass immunities up to X times per day. A creature that is normally immune to your spell (Undead, Mind Blank, etc) instead only receives a +Y bonus to their save. Non-immune creatures who would receive a bonus against your spell (Elven +2 vs Enchantments, Dwarven +2 vs Spells, etc) have that bonus negated.

C 1085

So, any other ideas?

LordotheMorning
2014-11-11, 05:48 AM
R: 1087

I feel this has almost certainly been done before, but my google-fu has failed me.

I'd like stats for the various classes (3m, 6m, 9m 12m, 15m, what have you) of the Titans from Attack on Titan. I'm not really the biggest fan of the show, but I think it makes for an awesome setting. CR should range from 3 to 9 or higher, in fact you could just match CR with the height of the titan. This is for a one-shot with four level 6 PCs. Thanks in advance.

Just to Browse
2014-11-11, 08:18 PM
C 1085
So I went with two possible concepts. Pick yer favorite and I'll finish fleshing it out. Names are extremely rough.

C 1085a: Shadow Enchanter
This class is designed to be an optimizer's delight. It follows in the vein of the Shadowcraft Mage and embraces the fact that Shadow Enchantment is probably totally bonkers so the rest of the class might as well be bonkers too. However, emulating every enchantment spell isn't quite as good at emulating every evocation, conjuration (creation), and conjuration (summoning) spell so there are some more goodies for optimizing your character. This completely embraces the fact that it's Tier+2, so don't expect it to be OK with most playgroups.

Prereqs: Level 4 spells, Spell Focus (Illusion and Enchantment), SM/Bluff 4r
(min level 7 like shadowcraft mage)
1. Immunity Cracking
2. Bonus Feat: Wizard list, Silent Illusion
3. Shadow Enchantment
4. Bonus Feat: Wizard list, Extended Illusion
5. Greater Immunity Cracking

Immunity Cracking: 20% + 5%/lvl chance of being able to break through immunity to [Mind-Affecting] abilities. Roll once at the beginning of each turn, and the result affects everything you cast for that turn. Targets get +5 to saves instead.

Silent Illusion: As Shadowcraft Mage

Shadow Enchantment: As Shadowcraft Mage, but enchantments or [Mind-Affecting] illusion spells

Greater Immunity Cracking: If you cast a [Mind-Affecting] spell on a target that is normally immune, you break their immunity until the end of your next turn. +5 to saves instead.

C 1085b: Brain Melter
This is the guy who throws around spells like it's nobody's business. Your enchantments make your illusions stronger and vice versa. I tried to make it tier+0 or tier+1, but fullcasting makes that hard. Specializing in [Mind-Affecting] spells makes you weaker against a large host of enemies, so the class forces that specialization in order to (sort of) balance out the fullcasting goodies. Unlike the Shadow Enchanter, the Brain Melter allows Sorcerers and Wizards to enter at the same level.

Prereqs: Capable of casting 2nd-level illusion and enchantment spells, Spellcraft 8r, Spell Focus (Illusion or Enchantment).

1. Restricted Casting, Bonus Feat
2. Momentum Magic
3. More Targets
4. Efficient Momentum Magic
5. Everyone Has A Brain

Restricted Casting: If prepared, you must prepare at least one enchantment spell and one illusion spell of each level you can cast. If spontaneous, you must have at least one spell known of enchantment and one of illusion.

Bonus Feat: Spell Focus (Illusion/Enchantment), whichever one you don't have already.

Momentum Magic: Targets affected by your enchantment spells have a -2 to saves against your illusion spells and vice versa.

More Targets: When a target would suffer a save penalty from your Momentum Magic class feature, you can affect them with an applicable spell in addition to any normal targets. For example, if you affect a target with Crushing Despair, you can cast Phantasmal Killer on them and one other creature instead of the spell's normal single target. You can only do this with spells one level lower than your maximum.

Efficient Momentum Magic: Even if you fail to affect a target with enchantment or illusion spells, they still are affected by Momentum Magic for 1 round / lvl. Finally a use for color spray!

Everyone Has A Brain: You can sacrifice a spell slot as a standard action to force a target to make a will save or lose [Mind-Affecting] resistances for 1 round / lvl but get +5 to saves instead.

Debatra
2014-11-12, 09:48 PM
C 1085

I like both, but the Brain Melter is definitely going in better direction for what I'm looking for.


R.1086

Greetings! Looking for an adaptation of Final Fantasy VI's haunted gallery side quest, particularly the design for the boss monster, which takes possession of a painting. Most likely a demon or evil outsider

I would like the sidequest to be in the EL 7-14 range, since the party should be about that level. I was thinking of animated objects as art sculptures that could attack the party before the big showdown, but when it came to the boss itself, the mechanics and the monster to base it on just eludes me.

And help would be much appreciated.

This is actually 1090...


R: 1087

I feel this has almost certainly been done before, but my google-fu has failed me.

I'd like stats for the various classes (3m, 6m, 9m 12m, 15m, what have you) of the Titans from Attack on Titan. I'm not really the biggest fan of the show, but I think it makes for an awesome setting. CR should range from 3 to 9 or higher, in fact you could just match CR with the height of the titan. This is for a one-shot with four level 6 PCs. Thanks in advance.

...which would make this 1091.

spikeof2010
2014-11-13, 12:31 AM
C1089

Essentially.

Milo v3
2014-11-13, 12:54 AM
H1089
Divine Pigments
Aura strong conjuration; CL 20th

Slot —; Weight —

Description
Created by the god of art and creation, these pigments enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the image. One pot of divine pigments is sufficient to create an infinite amount of material.

Different pigments are able to make different things, but all pigments must be applied to a surface. It takes 10 minutes and a Craft (painting) check to depict an object with the pigments. The effect is instantaneous.

Destruction
The divine pigments can only be destroyed if they are all within 30 ft. of one another and their contents are poured into the river styx.

Types of Pigments

Artisans Pigments: Can create any non-magical object, as long as the object's worth is equal to or lower than the craft check result of the painter multiplied by 2000 gp. For the purposes of this, structures and portions of structures count as singular objects so houses and castles can be painted with this artefact.
Monstrous Pigments: Can create any creature summon-able by a Summon Monster spell rather than making objects. The creature is free-willed and has no magical inclination to follow your commands. DC 20 + HD of created creature.
Travellers Pigments: Can create a portal that function as the planar transport option of the Gate spell, except no concentration is required for the painter to hold the portal open. A portal created by these pigments last for a number of days equal to the crafting check made by the painter.

Just to Browse
2014-11-13, 01:44 AM
R 1068 is actually a repost from the last page, so the numbering is correct.

malonkey1
2014-11-26, 10:23 PM
R1084

A 3 Level Wizard PRC with 3/3 Casting Levels focused around turning your Familiar to a Eidolon similar to PF's summoner.

C1084: Fleshmelder Mage
Fleshmelder mages are spellcasters, most often Witches or Wizards, who see the benefits of a Summoner's Eidolon, but do not wish to give up the powers of a more potent caster.

Requirements:

Skills: Knowledge[Nature] 7, Knowledge[Planes] 7, Spellcraft 7
Feats: Improved Familiar
Special: Must have a familiar (from a Wizard's Arcane Bond, a Witch's Familiar, the Tumor Familiar discovery, etc.)



LevelBABFortRefWillSpecialEvolution PoolSpellcasting
1+1+0+0+1Impose Mutations (2 Points), Mutagenic Spell4+1 level or spellcasting or alchemy
2+1+1+1+1Impose Mutations (3 Points)7+1 level or spellcasting or alchemy
3+2+1+1+2Impose Mutations (4 Points)10+1 level or spellcasting or alchemy


Proficiencies: You gain no new proficiencies.
Impose Mutations (Su): You have learned, through trial and error, to modify your familiar, mutating its form in a manner much like that of an Eidolon. You may apply any evolutions with a cost up to 1 higher than you level in this class. You need not apply all evolution points immediately, but once applied, these evolutions are permanent. Any rules that apply to Eidolons in regard to evolutions also apply to your familiar. At the DM's option, your familiar can be treated as an Eidolon base form as shown below if you want to apply an evolution that may improve an existing trait the creature may have, such as flight speed, size or a natural attack. If you have more than one familiar, you must spread your evolution points across them in any way you choose.
Mutagenic Spell (Ex): You have mastered the art of mutating your Familiar on the spot, if only temporarily, in addition to the permanent changes you induce. 3 + Class level times per day, you can expend a prepared spell or extract of the transmutation school (or a spell slot of a level at which you know a transmutation spell) in order to grant your familiar mutations with a total point value up to the level of slot/spell/extract expended. These mutations persist for 1 hour, or until dismissed.

AlanBruce
2014-12-05, 03:03 AM
R.1090

Greetings! Looking for an adaptation of Final Fantasy VI's haunted gallery side quest, particularly the design for the boss monster, which takes possession of a painting. Most likely a demon or evil outsider

I would like the sidequest to be in the EL 7-14 range, since the party should be about that level. I was thinking of animated objects as art sculptures that could attack the party before the big showdown, but when it came to the boss itself, the mechanics and the monster to base it on just eludes me.

And help would be much appreciated.

R. 1091

I was looking at the Elemental weirds (MM2 and some other sourcebooks), and although the 4 elements are covered, I was hoping to have Positive and Negative Ebergy weirds, roughly in the same power level as those in the books, Any help would be much appreciated.

ZaneShadow
2014-12-15, 12:01 AM
R. 1092

Hullo! I'm looking for a "Way of the Spider" Martial Discipline, based on Spider-Man. If anyone could help me out here, I'd be most appreciative.

Eldan
2014-12-15, 05:19 AM
Difficult. Other than jumping around a lot, what would you want it to do? D&D never really covered precise moving all that well... I'd probably just cover it with Shadow Hand/Tiger Claw, mostly Sudden Leap and the Jump Attack maneuver. Maybe some Setting Sun for evasion. Psionic feats for Up the Wall and Mental Leap.

Edit: or did you mean web maneuvers? Actually producing webs would make it a supernatural discipline, but I could see a list of maneuvers for nets and bolas that offer better entangling options.

ZaneShadow
2014-12-15, 03:50 PM
The way of the spider is a martial art comprised of using ones spiders attribute (and precognition) to move out of blows and target specific areas, hitting nerve clusters and pressure points with superhuman speed and strength, I think the speed/strength (Except for tactical movement options) can be left to ability scores for representation and for the discipline itself to focus on actual combat. I just don't know how to compose a discipline for my own use.

Link, for reference. http://marvel.wikia.com/Way_of_the_Spider

Milo v3
2014-12-16, 02:02 AM
The way of the spider is a martial art comprised of using ones spiders attribute (and precognition) to move out of blows and target specific areas, hitting nerve clusters and pressure points with superhuman speed and strength, I think the speed/strength (Except for tactical movement options) can be left to ability scores for representation and for the discipline itself to focus on actual combat. I just don't know how to compose a discipline for my own use.

Link, for reference. http://marvel.wikia.com/Way_of_the_Spider

How about Steel Serpent (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/steel-serpent-maneuvers) discipline.

Just to Browse
2014-12-16, 02:20 PM
C 1092

I'd say that, to save effort, Way of the Spider is probably best represented by a mix of disciplines. I second steel serpent, but I'd combine that with some riven hourglass (http://www.giantitp.com/forums/showthread.php?220580-3-5-PF-Riven-Hourglass-a-time-manipulating-discipline-LoB-ToB) for the spidey sense theme.

spikeof2010
2014-12-17, 06:49 PM
R1093

Arcane PRC around 5 levels dedicated to bestowing your abiility to cast spells to others.

Eneder
2014-12-18, 07:10 PM
R1094
Feat(s) or Magic item which allows a full-plate wearing fighter to highjump 300+ feet. Preferably with some maneauverability when falling.

Debatra
2014-12-18, 09:38 PM
C 1094
Would an item of Fly (http://www.d20srd.org/srd/spells/fly.htm) work?

Eneder
2014-12-19, 02:54 AM
It could, but it would not be as flavorful (obviously). The limitations I'm working with is it's for a level 7 figthter with full-plate armor and possibly a heavy load.
Gold is not that big of an issue, but it shouldn't be crazy much. The item itself should change little about the fighter's appearance.

Eldan
2014-12-19, 07:48 AM
Hmm. There is the spell Updraft in Spell Compendium. It catapults you straight into the air, then lets you float down gently. It's level one, but only 10 ft. per level. So, we need to make it CL 30 and handwave some restrictions... use activated with unlimited charges, it would cost 60'000 gold. That's stupidly expensive, however, compared to flight. It's more than wings of flying or a flying carpet.

There are some advantages to it: no maneuverability, 300 ft. speed, but the "only straight up" limitation is quite annoying. I'd say 30'000, with a nice DM.

It can be used for other nice things, though, like moving a flying creature with low maneuverability straight up for a dive.

Edit: actually, you can also move 5 ft. per level laterally. So, that's acutally pretty good. Your jump is now 300 feet up and 150 ft. horizontally.

Debihuman
2014-12-19, 10:53 AM
R1094
Feat(s) or Magic item which allows a full-plate wearing fighter to highjump 300+ feet. Preferably with some maneauverability when falling.

C. 1094.

What is the fighter's strength? Also the the DC of a high jump is 4x the distance to be cleared. There's no good way your fighter is gonna beat a DC 1,200 jump check. Plus if you miss your Jump check, you land in the same spot and would take 300 feet of falling damage IN FULL PLATE. Seriously? A ring of feather falling is necessary back up.

This is why flying was invented. Because jumping is a poor substitute for flying.

Debby

Eneder
2014-12-19, 11:06 AM
Hmm. There is the spell Updraft in Spell Compendium. It catapults you straight into the air, then lets you float down gently. It's level one, but only 10 ft. per level. So, we need to make it CL 30 and handwave some restrictions... use activated with unlimited charges, it would cost 60'000 gold. That's stupidly expensive, however, compared to flight. It's more than wings of flying or a flying carpet.

There are some advantages to it: no maneuverability, 300 ft. speed, but the "only straight up" limitation is quite annoying. I'd say 30'000, with a nice DM.

It can be used for other nice things, though, like moving a flying creature with low maneuverability straight up for a dive.

Edit: actually, you can also move 5 ft. per level laterally. So, that's acutally pretty good. Your jump is now 300 feet up and 150 ft. horizontally.
Thanks, this is exactly what I've been looking for. I'm the DM, so I can work with this. I'm just going to mess with the spell a bit and see where I get. Is there a threat where I can post the results to get a second opinion?


C. 1094.

What is the fighter's strength? Also the the DC of a high jump is 4x the distance to be cleared. There's no good way your fighter is gonna beat a DC 1,200 jump check. Plus if you miss your Jump check, you land in the same spot and would take 300 feet of falling damage IN FULL PLATE. Seriously? A ring of feather falling is necessary back up.

This is why flying was invented. Because jumping is a poor substitute for flying.

Debby
I see your point entirely, but the idea of a guy just suddenly jetting of the ground seems to have an much higher awesome factor than some guys just flying up (atleast in my mind).
I guess I can get lost in the flavor of the abilities I envision and yes, the request was poorly worded. I'll work on that.

Debihuman
2014-12-19, 11:41 AM
C. 1094



I see your point entirely, but the idea of a guy just suddenly jetting of the ground seems to have an much higher awesome factor than some guys just flying up (at least in my mind).
I guess I can get lost in the flavor of the abilities I envision and yes, the request was poorly worded. I'll work on that.

See, now I'm a terrible person for bursting your bubble. Jetting up = FLYING. From a visual perspective both acts could look exactly the same -- unless you mean to jump like hotch-scotch on one foot which would look remarkably silly and would lose any and all coolness about it. Take off from a jump or fly is just how you describe it.

If this were a running jump, you could gain far more bonuses from speed. Run feat and haste would add to your check for example (despite the speed penalty that comes from wearing FULL PLATE, which is why adamantine is so much better as it's so much lighter!).

Why does it have to be a single jump straight up 300 feet? Aren't you gonna have ledges and such? Since you are the DM, is this ability for a specific PC or NPC?

Debby

Eneder
2014-12-19, 02:25 PM
C. 1094



See, now I'm a terrible person for bursting your bubble. Jetting up = FLYING. From a visual perspective both acts could look exactly the same -- unless you mean to jump like hotch-scotch on one foot which would look remarkably silly and would lose any and all coolness about it. Take off from a jump or fly is just how you describe it.

If this were a running jump, you could gain far more bonuses from speed. Run feat and haste would add to your check for example (despite the speed penalty that comes from wearing FULL PLATE, which is why adamantine is so much better as it's so much lighter!).

Why does it have to be a single jump straight up 300 feet? Aren't you gonna have ledges and such? Since you are the DM, is this ability for a specific PC or NPC?

Debby
With jetting of, I was mostly thinking a short bust of massive acceleration which instantly turns into deceleration. That's probably still a horrible explanation. In any case, I was wondering how far we'd been able to take the jump skill. "Leap to the heavens" and actually doing it is quite a thing.

It's for an NPC, but I still try to balance it so far that a player could attempt to learn his skill. And the general idea is a devastating drop attack, starting with launching yourself into the air. I'm thinking of something in the sense of giving a feat or magic item which transfers falling damage of the NPC to the attacked mob. And about the Full-Plate: Imagine a hump a metal falling from the sky which is actively trying to kill you. Also: Yes, there are way more practical ways of fighting or even doing this, but I like this better.

Eldan
2014-12-19, 02:40 PM
This item is easily available from the mid levels and it's activated as a swift action. By comparison, flight needs a move action every turn and I'm not seeing anything with comparable burst speed.

Debihuman
2015-01-21, 07:19 AM
R. 1095

Has anyone tried statting out the various wesen creatures from the TV series Grimm for either 3.5 or Pathfinder? I'd love to, but don't have the time or inspiration.

Moonwolf727
2015-01-21, 02:00 PM
R. 1096

Could someone brew up a PC race for an ordinary, albeit sentient, turtle, preferably of diminutive size, that doesn't give an Int penalty?

ezkajii
2015-01-22, 04:02 PM
R. 1095

Has anyone tried statting out the various wesen creatures from the TV series Grimm for either 3.5 or Pathfinder? I'd love to, but don't have the time or inspiration.

C. 1095 - The wiki says there are 67 different wesen that appeared in the show, and a total of like 110 between character appearances, diary entries, comic books, etc. Were there any specific ones you were interested in?

Just to Browse
2015-01-22, 04:54 PM
R. 1096

Could someone brew up a PC race for an ordinary, albeit sentient, turtle, preferably of diminutive size, that doesn't give an Int penalty?

C 1096
Dimunitive is hard to do, because it's so easy to abuse. +12 Hide and +4 AC/AB on a race is a dream for rogues and casters. If it had several RHD or LA that would work, but do you want that?

Debihuman
2015-01-22, 05:21 PM
- The wiki says there are 67 different wesen that appeared in the show, and a total of like 110 between character appearances, diary entries, comic books, etc. Were there any specific ones you were interested in?
C. 1095

Wow that's a lot more than I expected.

I kinda like the weirder ones. The bee one (melifer) was cool and the brain sucking, octopus one (Gedächtnis Esser). Most are sorta like lycanthropes, so I could fudge those using the lycanthrope templates.

I think I'd need mechanics to go with how a grimm sees them and when a non-grimm can see them. Grimms should be able to see them automatically when they monster out but taking monster form shouldn't be automatically visible to non-grimms. Clearly, they become visible when they attack, when they are injured and when they are under extreme stress but when they are displeased they monster out so only Grimms can see them.

A grimm would be a fighter with the supernatural ability to detect wesen but I'd need a mechanic because it still shouldn't be an automatic success. I see no reason to make a new class for it.

Debby
P.S. we're getting close to the thread limit of 50 pages so we should make sure every post is noted with R. for request; C. for comment and H. for Homebrew with the appropriate number (see first post).

Milo v3
2015-01-23, 08:40 AM
C. 1095 Skinwalkers from Pathfinder could work as wesen. Though the varieties of wesen is very small.

DracoDei
2015-01-23, 01:43 PM
C 1094


With jetting of, I was mostly thinking a short bust of massive acceleration which instantly turns into deceleration. That's probably still a horrible explanation. In any case, I was wondering how far we'd been able to take the jump skill. "Leap to the heavens" and actually doing it is quite a thing.

It's for an NPC, but I still try to balance it so far that a player could attempt to learn his skill. And the general idea is a devastating drop attack, starting with launching yourself into the air. I'm thinking of something in the sense of giving a feat or magic item which transfers falling damage of the NPC to the attacked mob. And about the Full-Plate: Imagine a hump a metal falling from the sky which is actively trying to kill you. Also: Yes, there are way more practical ways of fighting or even doing this, but I like this better.
Ok, why exactly is it vital that the distance jumped upward be that huge?

I ask because while the updraft thing seems to be working for you, I do have another option to offer that goes with heavy armor and jumping.

You might want to reduce or waive some of the pre-requisites as I made this before I knew that "melee needs nice things":

The Leap Dragoon (http://www.giantitp.com/forums/showthread.php?t=143156)

Moonwolf727
2015-01-23, 03:38 PM
C 1096
Dimunitive is hard to do, because it's so easy to abuse. +12 Hide and +4 AC/AB on a race is a dream for rogues and casters. If it had several RHD or LA that would work, but do you want that?

I could live with that, honestly. I doubt I'll get the chance to use it anyway, but it'd be nice to have.

Just to Browse
2015-01-24, 06:31 PM
H 1096: Tortoisekin
Tortoisekin characters possess the following racial traits:
+2 Constitution, +2 Wisdom, +2 Intelligence, +2 Charisma, -2 Dexterity
Dimunitive Monstrous Humanoid (Tortoisekin)
A tortoisekin's base land speed is 10 feet, and a swim speed of 10 feet
Racial Hit Dice: The tortoisekin begins with 2 levels of monstrous humanoid, granting them 2d8 HD, +2 BAB, +3 Fortitude, +3 Reflex, and five times (2 + Int modifier) skill points.
Low-Light Vision
+3 Natural Armor
Tortoisekin Shell (Ex): Toirtsekin have an exceptionally hard shell, which they can use to protect themselves. When a tortoisekin is attacked by an enemy that flanks them, they negate the attack bonus from flanking unless they are also flat-footed.
Retract (Ex): A tortoisekin can drop everything they are holding in order to retract all their limbs into their shell. This grants them DR/Adamantine equal to their hit dice and a +3 bonus to saves and AC, but they are blinded, deafened, and cannot use their limbs for any function (including walking, attacking, or casting spells). A tortoisekin can leave or resume this state as a standard action.
Automatic Languages: Common, Auran (Tortoisekin dialect)
Bonus Languages: Aquan, Dwarven, Gnome, Goblin, Halfling, Sylvan, Terran

Asteron
2015-01-27, 03:51 PM
R. 1097 (I think?)

I was wondering if anyone could come up with a Weapon Focus feat that does something similar to the various Expertise feats from 4e? For each category of weapons, the feat would have a different effect...

Mcdt2
2015-01-28, 01:05 PM
H. 1097

I've got something like that (http://www.giantitp.com/forums/showthread.php?374313-Blades-and-Bows-More-Interesting-Weapons-for-Interesting-Adventurers), although it may be a tad more complex than you were looking for. It also revises many other aspects of weapons.

Otherwise, perhaps this will work?

Weapon Focus
Benefits: When you take this feat, choose one of the following weapon groups: light blades; heavy blades; flails and chains; spears, staves, and polearms; bows and crossbows; hammers and maces; axes and picks; or slings and polearms. You gain a +1 to attack rolls with all weapons in that group.

Light Blades: dagger, punching dagger, sickle, kukri, shortsword, rapier, kama, sai.
Heavy Blades: longsword, scimitar, greatsword, scythe, falchion, bastard sword, two-bladed sword.
Flails and Chains: flail, heavy flail, dire flail, spiked chain, whips.
Spears, Staves, and Polearms: shortspear, spear, longspear, trident, quarterstaff, glaive, guisarme, halberd, lance, ranseur, dwarven urgrosh.
Bows and Crossbows: shortbows, longbows, composite shortbows, composite longbows, light crossbow, heavy crossbow, hand crossbow, repetaing heavy crossbow, repeating light crossbow.
Hammers and Maces: light mace, club, heavy mace, morningstar, light hammer, greatclub, warhammer, gnome hooked hammer.
Axes and Picks: throwing axe, handaxe, light pick, battleaxe, heavy pick, greataxe, dwarven waraxe, orc double axe, dwarven urgrosh.
Slings and Thrown Weapons: slings, dagger, club, shortspear, dart, javelin, spear, throwing axe, light hammer, trident, sai, bolas, net, shuriken.

In addition, you gain a special benefit when wielding a weapon of the type you chose. The benefit only applies to that weapon, not any others you might also be holding.

Light Blades: You may add your Dexterity modifier to damage.
Heavy Blades: You can use the handguard (or handle in the case of the scythe) to guard against attacks, gaining a +1 bonus to shield AC. This ability stacks with other shield bonuses, including Two Weapon Defense and actual shields.
Flails and Chains: By wrapping the chain around an opponent's throat, you may use this weapon in a grapple with no penalty.
Spears, Staves, and Polearms: If the weapon has reach, you may switch your grip on it as a swift action to lose reach, but gain the ability to attack adjacent foes. If it does not have reach, you may switch your grip as a swift action to gain it, but lose the ability to attack adjacent foes with it as usual.
Bows and crossbows: You no longer provoke attacks of opportunity for firing your weapon.
Hammers and Maces: On a successful critical hit, the enemy must make a Fortitude save (DC 10 + your Strength mod) or be knocked prone. Bonuses against being tripped can be applied to this save.
Axes and Picks: On a successful critical hit, the enemy continues taking damage each round equal to your Strength modifier. This damage can be stopped with a DC 15 Heal check or a single point of magical healing.
Slings and Thrown Weapons: You can reload/draw these weapons as a free action, if you could not already. In addition, increase the range increment of each weapon by +20 feet.

Special: You may take this feat multiple times. Each time you do, it applies to a different weapon group.

Fighters may take this feat as a fighter bonus feat.

Asteron
2015-01-29, 11:30 AM
H. 1097

I've got something like that (http://www.giantitp.com/forums/showthread.php?374313-Blades-and-Bows-More-Interesting-Weapons-for-Interesting-Adventurers), although it may be a tad more complex than you were looking for. It also revises many other aspects of weapons.

Otherwise, perhaps this will work?

Weapon Focus
Benefits: When you take this feat, choose one of the following weapon groups: light blades; heavy blades; flails and chains; spears, staves, and polearms; bows and crossbows; hammers and maces; axes and picks; or slings and polearms. You gain a +1 to attack rolls with all weapons in that group.

Light Blades: dagger, punching dagger, sickle, kukri, shortsword, rapier, kama, sai.
Heavy Blades: longsword, scimitar, greatsword, scythe, falchion, bastard sword, two-bladed sword.
Flails and Chains: flail, heavy flail, dire flail, spiked chain, whips.
Spears, Staves, and Polearms: shortspear, spear, longspear, trident, quarterstaff, glaive, guisarme, halberd, lance, ranseur, dwarven urgrosh.
Bows and Crossbows: shortbows, longbows, composite shortbows, composite longbows, light crossbow, heavy crossbow, hand crossbow, repetaing heavy crossbow, repeating light crossbow.
Hammers and Maces: light mace, club, heavy mace, morningstar, light hammer, greatclub, warhammer, gnome hooked hammer.
Axes and Picks: throwing axe, handaxe, light pick, battleaxe, heavy pick, greataxe, dwarven waraxe, orc double axe, dwarven urgrosh.
Slings and Thrown Weapons: slings, dagger, club, shortspear, dart, javelin, spear, throwing axe, light hammer, trident, sai, bolas, net, shuriken.

In addition, you gain a special benefit when wielding a weapon of the type you chose. The benefit only applies to that weapon, not any others you might also be holding.

Light Blades: You may add your Dexterity modifier to damage.
Heavy Blades: You can use the handguard (or handle in the case of the scythe) to guard against attacks, gaining a +1 bonus to shield AC. This ability stacks with other shield bonuses, including Two Weapon Defense and actual shields.
Flails and Chains: By wrapping the chain around an opponent's throat, you may use this weapon in a grapple with no penalty.
Spears, Staves, and Polearms: If the weapon has reach, you may switch your grip on it as a swift action to lose reach, but gain the ability to attack adjacent foes. If it does not have reach, you may switch your grip as a swift action to gain it, but lose the ability to attack adjacent foes with it as usual.
Bows and crossbows: You no longer provoke attacks of opportunity for firing your weapon.
Hammers and Maces: On a successful critical hit, the enemy must make a Fortitude save (DC 10 + your Strength mod) or be knocked prone. Bonuses against being tripped can be applied to this save.
Axes and Picks: On a successful critical hit, the enemy continues taking damage each round equal to your Strength modifier. This damage can be stopped with a DC 15 Heal check or a single point of magical healing.
Slings and Thrown Weapons: You can reload/draw these weapons as a free action, if you could not already. In addition, increase the range increment of each weapon by +20 feet.

Special: You may take this feat multiple times. Each time you do, it applies to a different weapon group.

Fighters may take this feat as a fighter bonus feat.

The link is pretty darn cool, but I have too many new players to change it that much. I might implement it in a game with all veterens.

The other is pretty much exactly what I was looking for! Thanks.

Veya
2015-01-31, 07:23 AM
R. 1098

I need stats for a Flintlock Pistol, something that is an small upgrade from a Light Crossbow in terms of damage and critical, but not necessarially in terms of range, but still useable from far enough that you don't have to endanger yourself, it doesn't have to be particularly realistic, because hey, fantasy setting.

zabbarot
2015-02-24, 10:23 AM
R. 1099

I would like a prestige class that advances Animal Companion and Rage with Mounted Fury* as a prerequisite/basis. Turns out there are no classes that advance rage and animal companion at all from official sources, and as far as I could see no homebrew for it either. Which is disappointing since it seems like a cool concept. Who doesn't want to be an angry man riding an angrier tyrannosaur into battle? :smalltongue:


*web feat, applies the benefits of rage to your mount

Atomburster
2015-02-25, 08:13 AM
R. 1100

I would like a base/prestige class that can make a character with exceptionally poor rolls fun to play. (Something with an equivalent point buy of -12 or worse)

Qwertystop
2015-02-25, 08:54 AM
C 1100 Binder and Warlock do that decently.

7th son of sons
2015-02-25, 10:49 AM
C 1098

Flintlock Pistol - Exotic Ranged Weapon

50 GP - S/1d8 M/1d10 - x3 Critical - 50 feet - 2 lbs - Bludgeoning and Piercing

A can reload a flintlock pistol by hand. Doing so is a standard action that provokes attacks of opportunity.

You can wield and fire a flintlock pistol with one hand at no penalty. You can fire off a flintlock pistol with both hands, but you take a penalty on the attack rolls as if you were attacking with two light weapons.

A common practice of Flintlock Pistol users, to keep up their attacks without stopping to reload, is to have many flintlock pistols on their person, and simply draw them when the time comes to attack again.

Just to Browse
2015-02-27, 12:14 AM
I hate naming things, so suggest names if you want to.

H 1099: Raging Hunter

Prerequisites:

Ride 7 ranks
Rage 1/day
Animal Companion or Special Mount
Mounted Fury feat


HD: d12
BAB: +1/1 (as fighter)
Fort: Good
Ref: Good
Will: Poor


Level
Special


1
Companion in the fray, rage +1 use/day


2
Twin spirit


3
Hunter's eyes


4
Dauntless, rage +1 use/day


5
Primal connection


6
Ferocious speed



Companion in the fray: Raging hunter levels stack with levels of other classes for the purposes of determining the benefits that the animal companion and special mount class features provide. If the raging hunter has more than one such feature, they must choose one.

In addition, the raging hunter's animal companion is always treated as a "war-trained mount". If you play this way normally, you get no benefit.

Rage: At levels 1 and 4, a raging hunter gains an additional daily use of their rage ability.

Twin Spirit (Ex): When the 2nd level raging hunter is raging while mounted on his animal companion or special mount, both can ignore any effect that would not work on either. The raging hunter can choose for certain effects to ignore this restriction.

Rakor is a Barbarian 3 / Druid 1 / Raging Hunter 2. While mounted on his animal companion and raging, he ignores the effects of charm person and dominate person because they do not affect animals. His animal companion also ignores charm animal and dominate animal. If Rakor chooses, he can elect for his animal companion to receive animal growth.

Hunter's Eyes (Su): At level 3, when a raging hunter is within 5 feet of his animal companion or special mount, he can determine the alignment of a creature if he and his companion or mount study them for 1 minute. This functions as an appropriate version of a detect spell, but the raging hunter is not stunned by overwhelming auras and he gains no other benefits of the spell such as detecting strong auras outside of his line of sight.

Dauntless (Ex): When a level 4 raging hunter is mounted is raging while mounted on his animal companion or special mount, he gains Damage Reduction X/- where X = half his hit dice.

Primal Connection (Ex): A level 5, when a raging hunter is within 5 feet of his animal companion or special mount, both gain blindsense out to 60 feet and can pinpoint the location of creatures on the ethereal plane within the same range. This does not give either one the ability to actually attack ethereal creatures, but it's a start.

Ferocious Speed (Su): A level 6 raging hunter is an unstoppable force in battle. While raging and mounted on his animal companion or special mount, he grants his animal companion and himself the benefits of freedom of movement.

ngilop
2015-02-27, 05:57 PM
R1100
Hey guys I have the barebones of a modified PrC here and am just looking for some help on the touch up. I got away from the monk pre-reqs as well as the mystical/supernatural abilities. and really just need help with the martical maneuvers.

Ninja Of the Crescent Moon (MODIFIED)
Requirements:
Base Attack Bonus: +6.
Feats: Quick-Draw.
Skills: Move Silently 10 ranks. Hide 10 ranks.
Martial Maneuvers: Must know 1 2nd level maneuver and 1 martial stance.
Other: Evasion class feature, must contact Crescent Moon leadership.

Level BAB Fort Ref Will Maneuvers Maneuvers Stances Special
Known Readied Known
1st +0 +2 +2 +0 1 0 0 SA +1d6
2nd +1 +3 +3 +0 0 0 0 Improved Evasion
3rd +2 +3 +3 +1 1 1 0 SA +1d6
4th +3 +4 +4 +1 0 0 1 Fast Climb, Silencing Attack
5th +3 +4 +4 +1 1 0 0 SA +1d6, Fast Sneak
6th +4 +5 +5 +2 0 1 0 Opportunist
7th +5 +5 +5 +2 1 0 0 SA +1d6
8th +6 +6 +6 +2 0 0 0 Hide In Plain Sight
9th +6 +6 +6 +3 1 1 0 SA +1d6, Blind Sight
10th +7 +7 +7 +3 0 0 1 Always Sneaky

Zaydos
2015-02-27, 06:02 PM
C1100

I would suggest Diamond Mind (skilled strikes), Shadow Hand (the ninja style), and maybe one of Setting Sun (monkish style, soft style), Stone Dragon (the generic style that is the most common), or Tiger Claw (encourages a lot of attacks and mobility making it good for a Sneak Attacker).

zabbarot
2015-02-27, 10:34 PM
I hate naming things, so suggest names if you want to.

H 1099: Raging Hunter

Prerequisites:

Ride 7 ranks
Rage 1/day
Animal Companion or Special Mount
Mounted Fury feat


HD: d12
BAB: +1/1 (as fighter)
Fort: Good
Ref: Good
Will: Poor


Level
Special


1
Companion in the fray, rage +1 use/day


2
Twin spirit


3
Hunter's eyes


4
Dauntless, rage +1 use/day


5
Primal connection


6
Ferocious speed



Companion in the fray: Raging hunter levels stack with levels of other classes for the purposes of determining the benefits that the animal companion and special mount class features provide. If the raging hunter has more than one such feature, they must choose one.

In addition, the raging hunter's animal companion is always treated as a "war-trained mount". If you play this way normally, you get no benefit.

Rage: At levels 1 and 4, a raging hunter gains an additional daily use of their rage ability.

Twin Spirit (Ex): When the 2nd level raging hunter is raging while mounted on his animal companion or special mount, both can ignore any effect that would not work on either. The raging hunter can choose for certain effects to ignore this restriction.

Rakor is a Barbarian 3 / Druid 1 / Raging Hunter 2. While mounted on his animal companion and raging, he ignores the effects of charm person and dominate person because they do not affect animals. His animal companion also ignores charm animal and dominate animal. If Rakor chooses, he can elect for his animal companion to receive animal growth.

Hunter's Eyes (Su): At level 3, when a raging hunter is within 5 feet of his animal companion or special mount, he can determine the alignment of a creature if he and his companion or mount study them for 1 minute. This functions as an appropriate version of a detect spell, but the raging hunter is not stunned by overwhelming auras and he gains no other benefits of the spell such as detecting strong auras outside of his line of sight.

Dauntless (Ex): When a level 4 raging hunter is mounted is raging while mounted on his animal companion or special mount, he gains Damage Reduction X/- where X = half his hit dice.

Primal Connection (Ex): A level 5, when a raging hunter is within 5 feet of his animal companion or special mount, both gain blindsense out to 60 feet and can pinpoint the location of creatures on the ethereal plane within the same range. This does not give either one the ability to actually attack ethereal creatures, but it's a start.

Ferocious Speed (Su): A level 6 raging hunter is an unstoppable force in battle. While raging and mounted on his animal companion or special mount, he grants his animal companion and himself the benefits of freedom of movement.
C1099
It's awesome. I started working on something as well, but I hadn't gotten far. Thanks a lot! :smallbiggrin:

Just to Browse
2015-02-28, 09:27 PM
C 1099

Glad I could help. I'm bad at skill lists, so remember to make one before you use the class. A mix of barbarian and druid skills is probably best.

Vorata
2015-03-02, 11:19 PM
R1101

Requesting an arcane illusionist prestige class for a high power Pathfinder game that grants illusions the ability to fight in combat, read as being capable of dealing damage and the like, something like the Mesmer from GW/GW2 mayhaps? Empowering illusions via shadowstuffs would be appropriate but is not strictly necessary.

Reprimand
2015-03-19, 09:59 PM
R 1102

Need a bardic music alternative for a tactician Character maybe similar to white raven tactics or the marshal class to replace the entire bardic music ability chain. Any help granted would be great.

flameboy99
2015-03-19, 10:25 PM
R 1103

I need a clockwork or otherwise mechanical (Coal, steam, and rudimentary magic engines are all available in the setting, in addition to clockwork) creature, CR 5-6. Unintelligent, possibly mindless. Preferably some unique ability or trait about it that might make it an interesting challenge for a fairly magic light, melee heavy party. Should be reasonable to find on its own (Unlike, say, a Shield Golem, which only really makes sense with a caster or other controller nearby).

JonathonWilder
2015-03-19, 10:27 PM
R 1104
A cleric archetype that has the squashy, noncombat role of a wizard yet makes up for it with perhaps access to more domains and a means of healing the party from range. As in d6 hps, no armour and shields to only light armour, low BAB cleric that relies on their deity for protection (perhaps a sacred bonus to AC or saves equal to Wis modifier). More importantly an archetype where the cleric isn't made weaker by not having the exchanges give up more then they give back (none of the current Paizo archetypes offer this). I would also like to keep Channel Energy with at most exchanging enough so that it is at every three levels not every two levels.

I am open for suggestions, the main thing I am looking for is an attractive replacement for the combat cleric with a cleric more likened to a wizard in that they focus all their time on the spellcasting aspect of their role.

Edit: Seems I was Ninja'd for the place of R1103

Reprimand
2015-03-20, 06:48 AM
R 1104
A cleric archetype that has the squashy, noncombat role of a wizard yet makes up for it with perhaps access to more domains and a means of healing the party from range. As in d6 hps, no armour and shields to only light armour, low BAB cleric that relies on their deity for protection (perhaps a sacred bonus to AC or saves equal to Wis modifier). More importantly an archetype where the cleric isn't made weaker by not having the exchanges give up more then they give back (none of the current Paizo archetypes offer this). I would also like to keep Channel Energy with at most exchanging enough so that it is at every three levels not every two levels.

I am open for suggestions, the main thing I am looking for is an attractive replacement for the combat cleric with a cleric more likened to a wizard in that they focus all their time on the spellcasting aspect of their role.

Edit: Seems I was Ninja'd for the place of R1103

There is a 3rd party archetype called priest which is basically the cloistered cleric from 3.5 and with minor tweaks might be what your looking for

spikeof2010
2015-03-20, 11:51 PM
R1105

A Rogue Initiator Class, doesn't have to be a full class, a rewrite or ACF will do.

R1106

I'd like an Archetype/Prc to turn a Barbarian into a spellslinging Maniac

Milo v3
2015-03-21, 12:22 AM
A1105
3.5e (http://www.minmaxboards.com/index.php?topic=6244.0) or PF (http://www.d20pfsrd.com/path-of-war/classes/stalker)?

ngilop
2015-03-22, 04:14 PM
H1106 I did a fixed Rage Mage (http://www.giantitp.com/forums/showsinglepost.php?p=16459277&postcount=34). take a look at that and see if it fits the bill.


R1107 Id like a 10 level PrC that requires Divine Casting, 3rd level spells, and maybe a RP requirement, but something that is rather easy to get at 5th level as a cleric. and over the 10 levels nets you the half celestial template, sort of like the dragon disciple. I want there to be no spell casting progression at 1st 5th and 9th level.

Alabenson
2015-03-31, 07:48 AM
A 1105
Assuming you want something for 3.5, my Nightblade (http://www.giantitp.com/forums/showthread.php?307331-The-Nightblade-(3-5-D-amp-D-Base-Class)-PEACH) class might be what you're looking for.

Jormengand
2015-04-01, 09:58 AM
C1107 On it; watch this space.

A1107:


The Celestial Disciple
LevelBABFortRefWillSpecial
Spellcasting
1st+0+2+0+2Resistances (3 HD)
-
2nd+1+3+0+3Ability Increase (Wis +2)
+1 level of existing divine spellcasting class
3rd+2+3+1+3Smite Evil 1/day
+1 level of existing divine spellcasting class
4th+3+4+1+4Ability Increase (Wis +2)
+1 level of existing divine spellcasting class
5th+3+4+1+4Resistances (6 HD)
-
6th+4+5+2+5Ability Increase (Cha +2)
+1 level of existing divine spellcasting class
7th+5+5+2+5Smite Evil 2/day
+1 level of existing divine spellcasting class
8th+6+6+2+6Ability Increase (Int +2)
+1 level of existing divine spellcasting class
9th+6+6+3+6Resistances (9 HD), Wings
-
10th+7+7+3+7Celestial Apotheosis
+1 level of existing divine spellcasting class

Prerequisites:
Spellcasting: Must be capable of casting third-level divine spells.
Class features: Must be able to cast Cure Critical Wounds spontaneously.
Special: Cannot already be a half-celestial before taking the tenth level of celestial disciple.
Skills: Knowledge (Religion) 8 ranks, Knowledge (The Planes) 8 ranks.
Alignment: Any good
Hit Die: 1d12

Class Skills:
The celestial disciple’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Speak Language (None), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier

Weapon and armour proficiency
The celestial disciple gains no proficiency in any type of weapon or armour.

Resistances
The celestial disciple gains resistances as though she were a 3 HD creature with the celestial template. At 5th and ninth level, her effective hit dice for this effect increase by 3 each time, also granting her damage reduction.

Ability Increase (Ex)
As a celestial disciple gains levels in this prestige class, her ability scores increase as noted on Table: The Celestial Disciple.

These increases stack and are gained as if through level advancement.

Smite Evil (Su)
From third level, the celestial disciple can smite evil just as a celestial creature does. She can do so twice per day at seventh level.

Wings (Ex)
At 9th level, a celestial disciple grows a set of angelic wings. She may now fly at a speed equal to her normal land speed, with average maneuverability.

Celestial Apotheosis
At 10th level, a celestial disciple takes on the half-celestial template. Her damage reduction reaches full strength, and she gains +4 to Strength, +2 to Dexterity, +4 to Constitution and +2 to Charisma. She acquires all of the other abilities associated with a half-celestial at this time.

Tzi
2015-04-05, 10:20 PM
R. 1107

5e legendary monster, akin to the headless horseman. Or Attumen the Huntsman (http://www.wowwiki.com/Attumen_the_Huntsman) from WoW's Karazhan. CR 2, its only meant to be a bunch of new players introduction to the game.

spikeof2010
2015-04-06, 02:00 AM
R1106 A new thread soon.

Jokes aside: I'd like a 5 level prestige class that let's you theurge cleric and warlock powers. Fluff would include dabbling into the dark arts or such.

Debatra
2015-04-06, 08:31 AM
C 1085

*snip*


C 1085

I like both, but the Brain Melter is definitely going in better direction for what I'm looking for.

C 1085

So how's this coming along?

CaDzilla
2015-04-07, 07:45 PM
R1108

A 5 level prestige class for an NPC aristocrat who hires others for quests.

JonathonWilder
2015-04-07, 09:48 PM
R1109
A bard archetype that follows after the Lorekeeper kit of AD&D, casting from the wizard spell list up to level seven or just being able to access the wizard/sorcerer list, casting as a wizard as well (intellegence and spellbook). Perhaps losing the bardic performance ability and any of its performance types for this. Also adding other abilities that focus on being an scholar and user of the arcane arts.

Before speaking against this let me mention the fact the other archetypes change the spell list, sometimes completely.

AD&D source for this kit is the book The Complete Bard: http://www.angelfire.com/games2/labyrinth/book/BARDhb2E/b2loremaster.html

Having it be a wizard might be easier, but I would prefer Bard if possible... why? Because the Bard is the more skillful and versatile of the two classes when it comes to things other than spells. More being a well traveled lorekeeper who passes on the stories they have learned is built into the class. I mostly just wish to increase this and have them cast magic as a wizard does.

Zaydos
2015-04-07, 09:58 PM
R1106 A new thread soon.

Jokes aside: I'd like a 5 level prestige class that let's you theurge cleric and warlock powers. Fluff would include dabbling into the dark arts or such.

C1106

Do you want it to replace Eldritch Disciple (Complete Mage; cleric-warlock theurge) or supplement it?

ImperatorV
2015-04-07, 10:32 PM
So, I recently ran across Jormengand's Warp Mage (here (http://www.giantitp.com/forums/showthread.php?390385-Base-Class-Contest-XXVI-Flipping-the-Table&p=18594678&postcount=4#post18594678)), which is really awesome, but it lacks some of Warhammer's classic caster items like the Ruby Ring of Rhuin, Wizard's Hat, Earthen Rod, Book of Hoeth ect. Also the Dispel Scroll is only usable by humans.

R1110 A few magic items out of warhammer to complement the warp mage.

spikeof2010
2015-04-08, 04:34 AM
C1106

Do you want it to replace Eldritch Disciple (Complete Mage; cleric-warlock theurge) or supplement it?

C1106

Oh, that is a thing.

I was thinking of some unique melding of the two, maybe some martial prowess thrown in.

Maquise
2015-04-08, 11:21 AM
R 1111: Pathfinder

I'm not sure if this is in the scope of the thread, but I would like to request a combat-oriented PrC. Specifically, for an alchemically-augmented warrior, a little inspired by the Witchers. One idea I had is that they could have essence/organs grafted on from monsters in order to gain their powers.

Just to Browse
2015-04-08, 01:14 PM
I got sidetracked by a personal project and never added the formal stuff. Thank you for the poke or I wouldn't have remembered at all.

H 1085: Master of the Mind
No mind is impenetrable.

Prerequisites:

Capable of casting 2nd-level illusion and enchantment spells
Spellcraft 8 ranks
Spell Focus (Illusion) or Spell Focus (Enchantment)


HD: d6
Good Saves: Will
Skills: 4 + Intelligence modifier



LevelSpecial[th]



1Restricted casting, bonus feat



2Once a fool



3Susceptible Mind



4Creeping vulnerability



5Crack the mind



Proficiencies: The master of the mind does not gain any new proficiencies.

Spellcasting: At every level, a master of the mind gains spells as though he had taken a level in a spellcasting class he already possessed. If he has more than one such class, he must choose one.

Restricted casting: Magic of the mind forces its users to specialize. The spells advanced by this class's spellcasting must use enchantment and illusion spells. If the class is a prepared caster (like wizard or cleric), one spell of each spell level that is prepared must be an illusion spell and one spell of each spell level that is prepared must be an enchantment spell. If the class is a spontaneous caster (like sorcerer or favored soul), one spell known of each spell level must be an illusion spell and one spell known of each spell level must be an enchantment spell. Only then can the master of the mind learn or prepare any other spells. If the class being advanced is not a prepared or spontaneous caster, talk to your DM to work out an acceptable substitute.

Bonus Feat: If a master of the mind does not have Spell Focus (Illusion) he gains it. If he does not have Spell Focus (Enchantment) he gains it.

Once a fool (Ex): By probing the minds of his targets, a master of the mind can cast his spells to greater effect. Any creature affected by one of his illusion spells has a -2 to saves against enchantment spells he casts, and vice versa.

Susceptible Mind (Su): Those who are under the effects of a master of the mind's spells are connected to his magic. Whenever a creature would suffer a save penalty from Once a fool, they can be affected with any spell of the appropriate school in addition to any of the spell's normal targets. This can only be done with spells one level lower than the master of the mind's maximum.


If you affect a target with crushing despair, you can cast phantasmal killer on them and one other creature. Normally phantasmal killer only allows you to target 1 creature, but because the target suffers a -2 penalty to saves against illusion spells and phantasmal killer is an illusion spells, they are an eligible target. You can't do this if phantasmal killer is the highest-level spell you can cast, so you could perform this as a level 9 wizard but not a level 7 wizard.


Creeping Vulnerability (Ex): The probing magic of a master of the mind grows stronger, allowing him to make even the weakest offense circumvent defenses. If a master of the mind fails to affect a creature with an enchantment or illusion spell, they still suffer the appropriate effects of Once a fool for 1 round per caster level.

Crack the Mind (Su): Those who devote themselves can conquer any mental bastion. As a standard action, a master of the mind can expend a spell slot and force a target to make a Will Save (DC 15 + 1/2 levels in advanced spellcasting class + highest mental attribute modifier). A creature that fails this save loses any immunity to [Mind-Affecting] effects, but has a +5 on saves against them. If the creature instead has a bonus against [Mind-Affecting] effects, that bonus is reduced by 5 or changed to +5, whichever is less.

Just to Browse
2015-04-08, 01:20 PM
We have hit 50 pages. Please direct any traffic to the new Request a Homebrew thread (www.giantitp.com/forums/showthread.php?408530-Request-a-Homebrew-Thread-3).