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Qwertystop
2011-10-19, 08:17 AM
Here's the OP from the First Thread:

This thread was suggested by Goats_o_Mjolnir, so direct thanks his way!

The purpose for the Request a Homebrew thread is for anyone to request the creation of a specific homebrewed game mechanic or concept - monsters, alternate class abilities, spells, etc. Every DM has been in the position where he or she needs an exciting new monster, unique magic item, or awe inspiring spell the PCs have never seen before, but find themselves lacking the time or inspiration to put it together themselves. Rather than go it alone, this thread's mission is to give everyone access to the fevered imaginations and creation prowess of Homebrew Design's denizens.

Below are some guidelines for this thread.

Your Request Should Be Specific: When making a request, the more detail the better. This is not a thread for very general requests - for example "I need a magic item" or "I need a CR 2 monster" would be inappropriate requests. An appropriate request would be more along the lines of "I need a CR 2 monster, non-intelligent but not mindless, for a tomb-raiding adventure in a desert environment (Egyptian influence a plus!). The party has been fighting undead a lot so far, and I'm really looking for something that they would initially think is undead to catch them off-guard. Preferably, it should have some interesting signature ability so it's not just a 'stand there and hammer each other' fight."

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.

Keep it Short: While some discussion of created items posted to this thread is fine, try to keep it short and sweet. If a discussion is picking up and is going beyond about 8-9 posts (not including the request post and the post presenting the finished product), please move it over to it's own dedicated thread.

Don't Post Something Completed Looking for Feedback: Don't post something you've already made and ask for feedback on it or help with completing it. Such creations should be put into their own threads as normal.

Linking Completed Items: If you've seen something on the boards (or elsewhere) that you think would fit the needs of the poster making the request, feel free to provide a link to it. Please don't repost them entirely to the thread, though. Posting copyrighted material without permission is of course prohibited. (Claiming someone else's work as your own will result in Infractions or other penalties.)

Numbering: In order to keep things clear and cut down on excessive quoting of requests, please number requests (R.1, R.2, etc.), homebrewed up responses (H.1, H.2, etc) and comments (C.1, C.2, etc.).

If anyone has any questions about the thread itself, feel free to ask them here or send me a PM.

Let the Homebrewing begin!
First Thread:http://www.giantitp.com/forums/showthread.php?t=72870
GO!!!
Please pick up numbering where the previous thread left off

Debihuman
2011-10-19, 10:26 AM
R 695

I would like a 3.5 version of the Kobold Quarterly's Hogwood by John Fleming (See here: http://www.koboldquarterly.com/k/front-page10484.php)


These huge porcine creatures are often thought to be only a rumor. They have never been sighted outside of the fey realms, where they spend most of their time basking in sunny clearings. They resemble mossy mounds covered with pine shrubs and small trees when at rest. It is rare to find more than one hogwood together, but they have been known to associate with family colonies of porky pines or to serve as guardians for powerful fey…
Hogwood (Level 12 Elite Brute)

Huge natural animate (plant); XP 1400
Initiative +8; Perception +11; low-light vision
HP 298; Bloodied 149
AC 26, Fortitude 27, Reflex 22, Will 24
Speed 5 (forestwalk)
Resist 10 radiant; Vulnerable 10 fire (see ashcoat)
Saving Throws +2; Action Points 1

TRAITS
Forest Camouflage
When in terrain that consists mostly of trees, underbrush, plants, or natural growth, the hogwood gains a +5 bonus on Stealth and can hide with any cover or concealment.

Light Feeding (healing)
If the hogwood begins its turn in an area of bright light, it regains 10 hp.

STANDARD ACTIONS
[M] Tree Tusk • At-Will
Attack: Melee 2 (one creature); +17 vs. AC.
Hit: 3d8 + 12 damage, and the target is pushed 2 squares and knocked prone.

[m] Pig-Headed Rush • Recharge 5, 6
Effect: The hogwood moves up to twice its speed and can move through enemies’ spaces during the move. The hogwood cannot end its movement in a space occupied by a creature. Each time the hogwood enters an enemy’s space for the first time during the move, it makes the following attack against that enemy.
Attack: Melee 0; +15 vs. Reflex.
Hit: 2d8 + 8 damage, and the enemy falls prone.
Effect: At the end of this movement, the hogwood makes a melee basic attack as a free action.

MOVE ACTION
[a] Razorbark • Recharge 6
Attack: Area burst 2 within 10 (all creatures in burst); +17 vs. AC.
Hit: 2d6 + 6 damage, and the target takes ongoing 5 (save ends).

TRIGGERED ACTIONS
[c] Ashcoat (poison) • At-Will
Trigger: The hogwood takes fire damage.
Attack (Immediate Reaction): Close burst 2 (non-plant creatures in burst); +15 vs. Fortitude.
Hit: 3d6 + 8 poison damage, and the target takes a −2 penalty on attack rolls (save ends).

Resurgence • Encounter
Trigger: The hogwood first becomes bloodied during an encounter.
Effect (Immediate Reaction): All powers or abilities of the hogwood are recharged.

MINOR ACTIONS
Light Step • At-Will
Requirement: The hogwood must be in bright light.
Effect: The hogwood shifts 1 square.

Skills Endurance +15, Stealth +11
Str 22 (+13) Dex 11 (+6) WIs 16 (+9)
Con 19 (+10) Int 8 (+5) Cha 7 (+4)
Alignment unaligned Languages none
Hogwoods in Combat

Once provoked, a hogwood can decimate unprepared foes with its varied attacks. A hogwood does not hold back and uses its most powerful attacks at first opportunity. It actively seeks out any foe who deals fire damage, and it attempts to destroy that enemy first if it is able to do so, making use of its light step to avoid unwanted combat.

Debby

Qwertystop
2011-10-19, 10:28 AM
R1

I would like a 3.5 version of the Kobold Quarterly's Hogwood by John Fleming (See here: http://www.koboldquarterly.com/k/front-page10484.php)


These huge porcine creatures are often thought to be only a rumor. They have never been sighted outside of the fey realms, where they spend most of their time basking in sunny clearings. They resemble mossy mounds covered with pine shrubs and small trees when at rest. It is rare to find more than one hogwood together, but they have been known to associate with family colonies of porky pines or to serve as guardians for powerful fey…
Hogwood (Level 12 Elite Brute)

Huge natural animate (plant); XP 1400
Initiative +8; Perception +11; low-light vision
HP 298; Bloodied 149
AC 26, Fortitude 27, Reflex 22, Will 24
Speed 5 (forestwalk)
Resist 10 radiant; Vulnerable 10 fire (see ashcoat)
Saving Throws +2; Action Points 1

TRAITS
Forest Camouflage
When in terrain that consists mostly of trees, underbrush, plants, or natural growth, the hogwood gains a +5 bonus on Stealth and can hide with any cover or concealment.

Light Feeding (healing)
If the hogwood begins its turn in an area of bright light, it regains 10 hp.

STANDARD ACTIONS
[M] Tree Tusk • At-Will
Attack: Melee 2 (one creature); +17 vs. AC.
Hit: 3d8 + 12 damage, and the target is pushed 2 squares and knocked prone.

[m] Pig-Headed Rush • Recharge 5, 6
Effect: The hogwood moves up to twice its speed and can move through enemies’ spaces during the move. The hogwood cannot end its movement in a space occupied by a creature. Each time the hogwood enters an enemy’s space for the first time during the move, it makes the following attack against that enemy.
Attack: Melee 0; +15 vs. Reflex.
Hit: 2d8 + 8 damage, and the enemy falls prone.
Effect: At the end of this movement, the hogwood makes a melee basic attack as a free action.

MOVE ACTION
[a] Razorbark • Recharge 6
Attack: Area burst 2 within 10 (all creatures in burst); +17 vs. AC.
Hit: 2d6 + 6 damage, and the target takes ongoing 5 (save ends).

TRIGGERED ACTIONS
[c] Ashcoat (poison) • At-Will
Trigger: The hogwood takes fire damage.
Attack (Immediate Reaction): Close burst 2 (non-plant creatures in burst); +15 vs. Fortitude.
Hit: 3d6 + 8 poison damage, and the target takes a −2 penalty on attack rolls (save ends).

Resurgence • Encounter
Trigger: The hogwood first becomes bloodied during an encounter.
Effect (Immediate Reaction): All powers or abilities of the hogwood are recharged.

MINOR ACTIONS
Light Step • At-Will
Requirement: The hogwood must be in bright light.
Effect: The hogwood shifts 1 square.

Skills Endurance +15, Stealth +11
Str 22 (+13) Dex 11 (+6) WIs 16 (+9)
Con 19 (+10) Int 8 (+5) Cha 7 (+4)
Alignment unaligned Languages none
Hogwoods in Combat

Once provoked, a hogwood can decimate unprepared foes with its varied attacks. A hogwood does not hold back and uses its most powerful attacks at first opportunity. It actively seeks out any foe who deals fire damage, and it attempts to destroy that enemy first if it is able to do so, making use of its light step to avoid unwanted combat.

Debby

Please pick up numbering where the previous thread left off. There's still some unfilled requests from it, and that could get confusing otherwise.

EDIT: So yours would be R. 695

flabort
2011-10-19, 11:02 AM
C 690 OK. So... going to have to force the character to give up some of his precious WBL... Is 5 levels, with a new weapon, OR an upgrade to an existing one available on every odd level, OK?

Obviously I'm going to have to put some work into devising various types of weapons for this, and their effects, since not all of them are actually weapons :smallwink:, and the Bibliography itself won't be available (it's the main character's, and it's pretty unique).

Again, I do feel this doesn't fit best in D&D. I will make it, regardless, but I do feel making an entirely new system (and putting Pages, Librarians, and whatnot in there) would be... not easier, but more appropriate. But, as that is outside of the scope of this project, I will be making this PrC. Just give me a while, it's a bigger project than most PrCs :smalltongue:.

Dr.Orpheus
2011-10-19, 11:28 AM
Make a merfolk wizard named magikarp. http://bestuff.com/images/images_of_stuff/210x600/magikarp-42557.jpg?1173394649
or better yet a intelligent carp wizard that can cast by flopping on the ground and saying magikarp instead of the proper symbiotic and verbal components.

RedWarrior0
2011-10-19, 11:59 AM
Hmm... Should we repost unfulfilled requests, or just let people dig through the last few pages of the old thread for standing requests?

Hiro Protagonest
2011-10-19, 12:30 PM
Make a merfolk wizard named magikarp. http://bestuff.com/images/images_of_stuff/210x600/magikarp-42557.jpg?1173394649
or better yet a intelligent carp wizard that can cast by flopping on the ground and saying magikarp instead of the proper symbiotic and verbal components.

*sigh*

1. Number your request.

2. This is Request a Homebrew, not Request a Build.

Dr.Orpheus
2011-10-19, 04:24 PM
R696
Sorry, I got a little exited and blurted a post. Maybe a casting prc that can be taken by fish or something that has no arms or feet, it could be geared more toward casting water spells and making due without limbs or lungs.

Qwertystop
2011-10-19, 04:51 PM
R2
Sorry, I got a little exited and blurted a post. Maybe a casting prc that can be taken by fish or something that has no arms or feet, it could be geared more toward casting water spells and making due without limbs or lungs.

That's R. 696

Princess
2011-10-19, 04:55 PM
Hi all! I'm trying to figure out how to fix the Erinyes from 3.5 to make them into something closer to the original wrath/vengeance demon, rather than a goofy "butcher" version of the succubus as they appear in the MM. I think the CR should be similar, possibly a bit higher, so anywhere from CR 8-12 would be great, hopefully with an easy way to upgrade them to higher CR's. Thanks in advance :)

EDIT:

Cursing of some kind is a must, and decent melee abilities would be a plus. Ancient Greek or Near Eastern influence appreciated. I can offer some source material if you need it. Erinys literally means "fury."

Mulletmanalive
2011-10-19, 06:26 PM
C 697: @ Princess Try and see if you can find Denizens of Dread, the 3.5 Ravenloft bestiary. It has stats for the Furies basically straight out of greek myth. If you can't get that, I'll see if it's OGL...

Also, posting disciplines people...you're most likely going to get ignored if you ignore the request formatting and request limitations in the boilerplate...

Next request is R698.

bobthe6th
2011-10-19, 09:23 PM
re posting, as it got rather buried/ ignored


R687. two epic discipline feats (http://www.giantitp.com/forums/showthread.php?t=95435), based off of the Doll Judgement (http://brilliantgameologists.com/boards/index.php?topic=11940.0)and army of one (http://www.giantitp.com/forums/showthread.php?p=5710173) disciplines. hoping to use a combination in an upcoming epic game...

Princess
2011-10-19, 11:18 PM
C 697: @ Princess Try and see if you can find Denizens of Dread, the 3.5 Ravenloft bestiary. It has stats for the Furies basically straight out of greek myth. If you can't get that, I'll see if it's OGL...


I found out where I can get a copy. Thanks :)

Lateral
2011-10-20, 06:56 PM
R 698

Does anyone know of any homebrew psionic prestige classes related to the use of psionic creation powers (Psionic Minor Creation, Psionic Fabricate, et al.)? If not, then I'm aware that it's a big request; if someone's willing to do it, great, and if not I'll try it myself.

Milo v3
2011-10-21, 02:51 AM
R 699
I'm going to play as a researcher in Pokemon Table Top Adventure and I don't like any of the Advanced classes. I am hoping for a Geneticist, who can manipulate the genetic code of pokemon, clone pokemon, etc.

deuxhero
2011-10-21, 05:59 AM
R700
Not so much a request someone make it as a request to know if someone has made one alreddy:

Are there any Artificer/Martial Adept dual progression classes out there?

gabrion
2011-10-22, 03:58 PM
R701

I'm currently making a new Incarnum base class themed heavily around versatility and adjustable roles (sort of a chameleon-esque Incarnum class). One central part of the class is that he will have a new chakra bind exclusive to the class, much like the totem chakra for totemists.

I'm looking for a name for this new chakra. Here are some basic guidelines:

1) It should not be an existing body slot.
2) It should fit the theme of a class that focuses on versatility.
3) It should sound awesome. :)

Thanks.

Mulletmanalive
2011-10-22, 04:30 PM
C 701 Tantien; It's the "sea of energy" in the core of the body. Connected to the genitals. Supplies all the creativity and so on.

The other option would logically be the Third Eye chakhra. I'm sure you could get a lot of potential uses out of that.

Tantien is probably best.

I've hear of a "world" chakhra, though i'm not sure if even he knew what that was supposed to be...I suppose it could be some kind of pseudo psionic crossover...

flabort
2011-10-22, 05:52 PM
H 690
So it's my custom to do everything at once, post it, and may 3-4 tweaks to finalize it. However, I'm a bit stuck this time. So, I'm posting a skeleton for now, filled with placeholders marked with "<"s and ">"s. As inspiration strikes, I get more ideas, and/or people suggest stuff, I'll edit more in, replacing the <placeholders>.

<Placeholder>

Requirements
To qualify to become a <placeholder>, a character must fulfill the following criteria:

skills
Knowledge (<something>) <X> ranks, Knowledge (<Something>) X ranks

Special
<something to do with The class I'm doing this for (http://www.giantitp.com/forums/showthread.php?t=188294)>

Class Skills
The <placeholder>'s class skills (and the key ability for each skill) are <Insert skills>

Skill Points at each level
<X> + Int modifier

Class Features

{table=head]Level|Base Attack Bonus|Fort save|Ref Save|Will Save|Special|Sigils|Whitebox Powers
1|+0|+0|+0|+2|Sigil Bound, Whitebox, Living Library|1|1
2|+1|+0|+0|+3|Sigil Study|1|2
3|+1|+1|+1|+3||2|2
4|+2|+1|+1|+4||2|3
5|+2|+1|+1|+4|Sigil Mastery|3|3[/table]

Sigil Bound
At first level, you gain the ability to bind a Sigil to yourself. Anyone with the Craft Wondrous Item feat can craft one for 2,000 Gp, plus the 160 Xp as per the feat. If you are unable to craft one yourself, or cannot find one, you can purchase one for it's Market Price of 4,000 GP.
You have a distinct advantage, in that, if you are capable of crafting the Sigil yourself, if you intend to bind it to yourself, you do not need to pay the experience cost. If you have already bound your limit, or are otherwise making it for other purposes, you must still pay the market price.

At third and fifth levels, you may bind additional Sigils to yourself.
Each Sigil you bind has different traits, and any abilities dependent on having a sigil are unique to each sigil.
Binding a Sigil to yourself requires you to spend 24 hours in meditation. Special sigils may be crafted through special means (see below) to be able to bind to you at other times, instead.

Whitebox
When you have bound a Sigil to yourself, you may call it by name to transform it into a Whitebox Weapon. This is not necessarily an actual weapon.
It takes the form of an object closely related to your personality or upbringing, such as a swordsman's whitebox weapons being swords, a wizard's weapon being a staff, or a hat, and a holy man may have a holy symbol. It may be any type of mundane object worth up to 100 gp.
While your sigil is in this form, it grants a number of abilities to you. At first level, your sigil grants one ability. At second level, it grants two. And at fourth, each sigil bound to you grants three abilities.
The same sigil always grants the same abilities. Upon level up, if your sigils can grant new abilities, each grants it's new ability, in adition to the ones already granted. Your sigils do not have to grant the same abilities as each other.

You may have your sigil transformed into it's Whitebox form for a number of rounds equal to your levels in <Placeholder> times your charisma modifier.
It is a Swift action to transform it into a whitebox weapon, and a free action to return it to Sigil form.

Living Library
Whenever you gain a level in <placeholder>, you advance certain features of the Librarian Base class as if you had also taken a level of that class. You may add your levels in <placeholder> to your Librarian levels for purposes of determining your Liber Mentat, and <Insert one or two other features to continue advancing>.
This ability does not advance any other features. <Insert more abuse-attempt deterrent language here>

Sigil Study
<Insert ability description>

<Insert ability>
<Insert ability description>

<Insert Ability>
<Insert ability description>

Sigil Mastery
<Insert ability description>

Whitebox Abilities
<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

<Insert special ability>
<Insert description>

C 692
Still not enough time to work on this. But, idea storming.
So, chaotic power overflowing though eyes... could work as advancing a caster.
Eyes replaced by some symbiont... squicky, not really what I'd like to handle.
Made a pact with some beholders... this would likely use the kind of eye-attacks you want to avoid.
Something like the Dragonlance story books did with Rastlin (sp?).... nyeh, it just affected him, not anyone else. and that would be a curse, not a PrC.
Still, though, a curse. Say, you had to have been cursed upon three different occasions to enter the class... and while the gaze attacks are useful, it's a bit like frenzied berserker, in that it has no friend/foe discrimination?!

...yeah, I'm just tossing those ideas out there. If I don't finish 690 soon enough, someone else can take this one. But, I'd like to try.

H 701
Just need a name? Words that bring versatility to mind are Mutable, variety, change, adjustable. None of these lend themselves very easily to names.
Especially for something like that.
I put Versatile into the Thesaurus.com search bar. Most of what I got was things like Adroit, pliable, things to do with agility and flexibility, adaptability and mobility.

You could name the Chakra to be the Ambulatory Chakra. But, what does that suggest? It walks around on it's own. Makes it seem like a Golemancer class. :smalltongue:
Maybe the Fluid Chakra. Or the Motile Chakra. Perhaps the Whim Chakra (sounds dreamy). These are ideas you could use. maybe not, but up to you.

R 702
A necromancy based Martial Discipline. It should benefit from multiclassing just a little, maybe this strike or that stance need Turn/Rebuke undead as a prerequisite.
It should mostly focus on making use of controlled undead. Gaining strength from them, and granting them strikes, and using them in complicated tactics like "You throw me at that guy, so I can hit him".
...yeah, I want one maneuver to have your undead minions throw you at a target, and then you hit it with your axe, or scythe, or sword, or whatever. Yay, mobility.

Qwertystop
2011-10-22, 06:04 PM
C 692
Still not enough time to work on this. But, idea storming.
So, chaotic power overflowing though eyes... could work as advancing a caster.
Eyes replaced by some symbiont... squicky, not really what I'd like to handle.
Made a pact with some beholders... this would likely use the kind of eye-attacks you want to avoid.
Something like the Dragonlance story books did with Rastlin (sp?).... nyeh, it just affected him, not anyone else. and that would be a curse, not a PrC.
Still, though, a curse. Say, you had to have been cursed upon three different occasions to enter the class... and while the gaze attacks are useful, it's a bit like frenzied berserker, in that it has no friend/foe discrimination?!

...yeah, I'm just tossing those ideas out there. If I don't finish 690 soon enough, someone else can take this one. But, I'd like to try.


The no-discrimination is already part of RAW for gaze attacks, and there's no reason the narrowed-gaze cone-shape version couldn't do that. Hey, Narrowed Gaze could be a class ability!

Actually, that's a great idea! Have some kind of magic ability as a requirement, and make it a requirement to have been cursed (or otherwise lost control of magic) at least once.

gabrion
2011-10-22, 08:14 PM
C701 Yes it's just a name I'm thinking of. Tantien certainly sounds cool, but it might be a bit to "eastern." Flabort, I also like your input, but none of those names seem to fit either. They did get me thinking though - perhaps Shadow chakra?

RedWarrior0
2011-10-22, 08:59 PM
Reposting as well, as it may have gotten lost in the slurry at the end of the last one.
R694
I have one big-ish request, related to Binders from Tome of Magic.

Players of the Alternative Energy game at B12, don't look.

What I want is a special vestige for the evil NPCs. However, while bound, you cannot bind other vestiges. As a result, if one could bind multiple vestiges, he instead gets additional or enhanced abilities from the vestige. Most of the other stuff is described below.

The vestige is loosely based on an amalgam of the Beast and the Dragon of the book of Revelation; it is an apocalyptic creature, the abilities from binding it are mainly destructive in nature. It also has more deleterious effects on the binder's soul than most vestiges, as the Beast, whose body now lies dead in the Styx in a deep layer of the Abyss, was (and still is) a devourer of souls. Eventually, the binder's soul is eaten away completely, and his body is a vessel for the Beast.

Binding the Beast automatically results in a poor pact, so to speak. However, the binding check is still made to determine whether it is heavy or light influence (against a high DC); this check must be made once for every vestige slot available. While under light influence, the binder tends to revel in destruction and chaos, and must not attempt to avoid destruction or bloodshed. Under heavy influence, a binder's alignment is changed for the duration of the pact; A chaotic or evil creature becomes chaotic evil. Otherwise, each component of the binder's alignment is moved closer to chaotic evil. In addition, the binder must take any measures possible to cause chaos, destruction, or suffering.

The Beast's special requirement cannot be circumvented in any way. The Beast's special requirement is that its seal be drawn with the blood of a Good sentient creature dead no more than three minutes.

The Beast's sign increases in scale with each vestige slot occupied. Initially, it causes its seal to appear in red (not glowing) on the binder's forehead or right hand, at his choosing. In addition, his irises become blood red. Occupying two slots, the seal glows faintly, and the binder's skin gains a faint red tinge. With three slots occupied, the seal glows a bright red, giving off light as a candle. The binder's eyes are replaced by glowing red spheres, and his skin becomes a reddish hide. While the Beast occupies four slots, the binder's hide becomes scaly and his face gains draconic features. These are all in addition to any natural attacks the binder gets as a result of the vestige. ((And it's a dragon-demon-beast. I expect natural attacks.))
So, I have the fluff down pretty well, but it's kind of soft and chewy. Needs some crunch to it. Help would be incredi-awesome.

dspeyer
2011-10-23, 03:32 PM
H694

Powers:

1 or more slots:

Smite good: as paladin of slaughter, every 5 rounds
Teeth and Claws: Gain the bite attack of a leopard and two claw attacks of a black bear. All of these are secondary attacks.
Lessor Fiendish Resistance: Resistance 5 to fire, +2 on fort saves against poison

2 or more slots:

Seven-headed: you grow heads to a total of seven. Each has its own bite attack. Effects which decapitate you are not lethal unless they remove all seven heads.
Voice of the Dragon: You gain a +10 profane bonus on Bluff, Diplomacy, and Intimidate checks
Greater Fiendish Resistance: Resistance 10 to fire, 5 to acid, electricity and cold, +4 on fort saves against poison

3 or more slots:

Ten-horned: Each of your seven heads grows a single horn, making a total of ten horns. Each can make a gore attack for 1d8 piercing damage.
Eldritch Mathematics: Anyone who attempts to understand how 7x1=10 in your presences must make a will save (dc 16 + your cha mod) or become confused for one round. Those who make the save become frightened.
Breath of the Dragon: Each of your heads breathes a 30 ft cone of fire that does 5d6 damage
Multibrained: Gain the multiattack, multibreath, multitasking, multivoice and multiweapon fighting feats. You need not meet the prerequisites.
Greater Fiendish Resistance: Immunity to fire and poison, resistance 10 to acid, electricity and cold

4 or more slots:

Stars from the heavens: Use meteor swarm as an at-will sla
None shall buy or sell: Anyone wishing to engage in commerce within 1 mile of you without first swearing loyalty to you must make a dc 15 will save. Anyone who fails becomes aware that searing loyalty to you will solve their problem.
Seven Crowns: You may use dominate monster (dc 19 + your cha mod) at will as a free action up to seven times per round.
Devour souls: No one you kill can be raised by any mortal magic, nor do they enjoy any form of afterlife. Instead their souls are consumed by the beast. If the beast consumes 666 souls of good aligned creatures of at least 20 hd each within one lunar month, he breaks free to ravage the material plane.

RedWarrior0
2011-10-23, 07:05 PM
C694
Hm... That should work nicely. Thank you very much.

playswithfire
2011-10-23, 07:21 PM
R700
Not so much a request someone make it as a request to know if someone has made one alreddy:

Are there any Artificer/Martial Adept dual progression classes out there?
C 700
This probably isn't exactly what you want; sounds like you're looking for a PrC, but I made a Swordsage ACF, the Sage of the Forge (http://www.giantitp.com/forums/showpost.php?p=10181095&postcount=6) that gives it an artificer-like craft pool, but it can only create Warheart items (http://www.giantitp.com/forums/showthread.php?p=5580531); it also gains some benefits from wearing warheart and other non-magic items, particularly those he makes himself.

deuxhero
2011-10-23, 07:56 PM
C700

It isn't (still interested if there is anything else), but it helps.

NeoSeraphi
2011-10-30, 04:10 AM
R703

I'd like to see a prestige class (5-10 levels) that is completely based on improving the overrun combat maneuver (D&D 3.5).

Specifically, I was thinking things like allowing the overrun to happen during a charge (and giving a bonus to the class when doing so) as well as perhaps a trample ability. Anyone up to the task?

ScIaDrd
2011-10-30, 09:00 AM
R 689:
A prestige class that can use Handle Animal on sentients. Slow drain to target's INT and CHA optional.

H689
I think you can give this (http://www.wizards.com/default.asp?x=dnd/fools/20030401c) option for Handle Animal to the gray jester (http://www.giantitp.com/forums/showpost.php?p=7988336&postcount=92), then modify and refluff the class a bit and give it HA as a class skill, you´re pretty much good to go.


R. 673
I'm looking for a highly intelligent (at least a 14 INT) undead creature who stalks and kills living creatures, possibly at the behest of more powerful undead or evil clerics. Similar to this zombie type. (http://www.thezombiehunters.com/zombies.php#hunter) Preferably in the CR 8 range.

H673
Here you go
The Dead hunter
Dead hunter
Medium Undead
12d12 HD (78 hp)
Speed 30 ft. (6 squares)
Init: +7 (+3 Dex, +4 Improved intitiative)
AC 17; touch 13; flat-footed 14
(10,+3 dex, +4 armor bonus-chain shirt)
BAB +6/+1; Grp +8 (+6 BAB, +2 Str modifier)
Attack Longspear +8 meele (1d8+ 2 piercing/x3) or Longbow +9 ranged (1d8+2 piercing/x3, made for use with +2 Strength bonus)
Full-Attack Spear +8 meele (1d8+ 2 piercing/x3) and Spear +1 meele (1d8+ 1 piercing/x3); or composite longbow +9 ranged (1d8+2 piercing/x3, made for use with +2 Strength bonus) and composite longbow +4 ranged (1d8+1 piercing/x3, made for use with +2 Strength bonus) : or Spear +1 meele (1d8+ 1 piercing/x3) and and composite longbow +4 ranged (1d8+1 piercing/x3, made for use with +2 Strength bonus) and composite longbow + 1 ranged (1d8+1 piercing/x3, made for use with +2 Strength bonus)
Space 5 ft.; Reach 5 ft.
Special Attacks Dark arrow, Hunter´s mark, Terrible gaze
Special Qualities. Darkvision 60 ft, Undead traits
Saves Fort +4 Ref +4 Will +6
Abilities Str 14, Dex 16, Con -, Int 14, Wis 15, Cha 16
Skills Disguise +7, Hide +15, Intimidate +15, Listen +7, Move silently +7, Perform (dance) +2, Survival +15, Spot +15,
Feats Cloak dance, Combat expertise, Improved initiative, Stealthy<sup.>B</sup> , Track<sup.>B</sup>,, Weapon focus (spear), Weapon focus (longbow)
Environment Any, favors forests and savannas
Organization Solitary or hunting party (1-4 dead hunters and 2-4 zombies or skeletons per hunter)
Challenge Rating 8
Treasure standard gold; standard gems; 10% half art; standard magical items, spear, Longbow, chain shirt, 20 arrows
Alignment Very often lawful evil
Advancement 12-16 HD (Medium)
Level Adjustment –

A dead hunter is hard to distinguish from the creature it were in life, it retains its height and weight, and the only unusual traits are grime and small rotting sores and other signs of decomposition on its body and its eyes that glow with a faint red light when it is agitated. It tries to hide these by wearing a long heavy cloak of the sort favored by many traveling adventurers, which also helps the hunter to follow his prey unnoticed.

It was in the dead of night while you arrived in a small village. loud rumbling and neighing heralded the arrival of the distance coach, this backwater´s village only connection to the outside world. It came to halt and while the driver struggled to keep the horses under control, people exited the carriage, among them a mysterious stranger in a long, hooded robe, who made the horse yelp and jump when he just brushed past. You set the light of your bullseye lantern of him and he quickly scurries toward the the Grumpy Bear tavern, where you want to lodge, making some noise as he made his way through the small crowd of people gathered at the door.
Combat
Dead hunters tend to shy away from direct combat,using their skill in subterfuge, spreading terror and archery , to harass and weaken opponents from afar before revealing themselves and finishing their prey up close. If they cannot stop them from running, they will sicken them with the dark magic of their arrows and then mark with them a brand that will easily give away those who try to hide.

Dark arrow (Su)
It is obvious, the stranger is not to be trusted, so in hopes of stopping him, you rush to follow the stranger inside, into the load uproar of a tavern by night and , by some miracle even up the stairs ,, and when it started to joggle the door to the special guest room ,you challenge the figure: ,,What are you doing here?” In response it only produces a longbow from its robes and draws it threateningly. You are disconcerted o see something like black smoke swirling around the arrow, but seize the opportunity and charge the assailant…
Only to stumble when the arrow hits you and you´re overcome with a feeling of weakness, like a fever that gnaws at your very soul.
As a full round action (that provokes attacks of opportunity) the hunter can imbue a single arrow with the foul powers of death and then fire it. If it hits, the target takes extra damage equal to the hunter´s Charisma bonus, and must make a Fortitude save against DC 19 or be sickened for 1d4 rounds, taking a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks and ability checks. The save DC is Charisma-based. This is a negative energy effect. Creatures that successfully save cannot be sickened by that particular hunter´s dark arrow for 1 hour
Hunter´s mark (Su)
With you a crumpled heap on the floor, the attacker turns to break through the suite door only to be interrupted when a fat short man in a brocade nightgown, probably his target, rushed at him with a shortsword, screaming with rage and fear: ,,Who dares disturb the great ᴂdler of Dweaᴂrshire?“ The cowled man countered with a short stab that only glanced off his well fattened ribs. Like a a good arena match it was just a superficial wound, but it was still enough to leave him squirming on the ground and grabbing in horror at a wound that looked like a fire colored burn mark, seeping tainted, black blood. „You will not escape me now, mortal!“ gloated the creature with a deep, hollow voice that seems to resound.
If a hunter hits a target with a meele attack that target must make a Will save against DC 17 or be marked with a dark brand at the point of contact that bleeds and glows like a burning ember, though it does not cause the creature any harm. The dead hunter can pinpoint the location of the marked creature despite any mundane hideout or disguise as long it is within 60 feet, and gets a +4 circumstance bonus on Survival checks made to track it, if it is whiting five miles of him,or a +2 bonus If it is within 10 miles of him. The brand lasts for (The hunter´s Charisma modifier) days and can be removed with spells as least as powerful as Break enchantment or Remove curse. The dead hunter can mark only one creature at a time, and can erase an existing brand as a free action,which happens automatically if he places a new brand when he has one already active.


Terrible gaze (Su)
Finally you regained enough strength to stand up and fight, but your blade only slashed the fiendish creature´s cloak, and it retaliated by gazing at you, the crimson eyes staring into the very core of your being, and their dark intent caused the malady to resurge, and wring your life force of of you, like a shirt that is getting washed.
Range 30 feet, target is shaken for 1d4 rounds, Will save against DC 19 negates. This is a mind-affecting fear effect. If a target is affected by this ability while he is sickened by the effects of the Dark arrow ability he is not shaken. Instead,the duration of the sickening effect is refreshed (roll 1d4 and add the result in rounds to the current duration) and the target takes 3+4 points of negative energy damage each round while he is sickened. The The target must succeed at a Concentration check against DC 13 to cast spells and perform other complex actions successfully.The target can make a Fortitude save against DC 19 to prevent taking the ongoing damage and shorten the duration of the sickening effect by 1 round. The save DCs and amount of ongoing damage are based on Charisma.

Creating dead hunters
Any caster with a caster level of 12-14 can create dead hunters from mostly intact corpses of intelligent creatures with a true anatomy using the Create undead spell, provided he meets two requirements. First, he must dress the corpse in a traveler´s cape made from fine black cloth, that is however too wispy and skein-like to be useful in harsh weather. Assume that you buy it along with the material components for the spell, and that their cost covers the expense. Second,the creature that provided the corpse must have had the Track feat in life, the caster himself must have it, or he must have an aide that has it and accompanies the creation of the Hunter with a performance that takes a Knowledge (Religion) and a Perform (Any music, dance or sermon) check, both against DC 15 to perform successfully. Failure means that specific assistant can´t help in the raising of that particular corpse for 24 hours.

Dead hunter lore (Knowledge: Religion)
DC 22 Dead hunters are assassins mostly created by evil clerics to hunt and stalk living creatures. They posses a wide range of skills.
DC 27 They are very intelligent and capable of stealth, ambushes and tactical cooperation. They use a combination of ranged and meele weapons, and
nearly always travel in groups. (This level of success reveals information about organization).They are masters of wilderness survival, stealth and intimidation.
DC32 Dead hunters can use their gaze to strike fear in the hearts of men, use arrows imbued with negative energy that causes a wasting malady when used on targets they frightened, and brand the enemies they wound with a magic mark that gives away their position.

Plot hooks
-Traveling along a road you encounter a disheveled , mad woman with a glowing, bleeding brand somewhere on her body, who cries for you to save her from the risen dead who are after her life.
- Protect Gothard Guillard, the elderly, ᴂdler of Dweaᴂrshire from the undead who assault him, and accompany him on a long journey back to his family estate. Discover why he had to leave, even though he becomes distressed and defensive, when asked about his family and lineage.

..Is it just me, or do the designers gloss over a large part of undead immunities when calculating CR?
Because if you used the complex calculation method (http://www.giantitp.com/forums/showthread.php?t=10313&highlight=Guide+homebrewing) (by Vorpal Tribble, at a 2/3rds of the first post) and accounted for flanking immunity, nonlethal immunity, and et cetera separately a 3 HD undead would be approx. CR 7.:smallconfused:
... But that is not the point here, this is:
R.679
a. A couple of additional Magus spells to sprinkle in for the flavor of lightning and thunder, or a storm.
H679
Will these do?

Spellbreaking ether School Abjuration [Electricity]
Level: Magus 2 Sor/Wiz 2
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Area: 10 ft radius burst
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: none

Charging the air with the power of lightening, you align the subtle wind essence to ward away magic that flows through it Creatures in the spell´a area gain +2 spell resistance ageist ray spells per two levels of the caster, +1 enhancement bonus to Will saving throws against mind affecting magic per two caster levels and are immune to the the Magic missile spell as the disruptive ethereal currents snare the dart like a net does a fish, making it wink out in a flash of light.

Ether blast School Transmutation [Electricity]
Level: Magus 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: One creature per caster level
Duration: One round per caster level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You blast your target with potent wind essence, suppressing their black bile and making them loose and unstable. An affected target takes a -2 penalty to attack rolls and damage a -1 penalty to Reflex saves and a -2 penalty to Strength- and Dexterity based skill checks for the spell´s duration.

Thunder strike School Transmutation [Electricity,sonic]
Level: Cleric/Oracle 3, Magus 3 Paladin 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged

You imbue your weapons with the wild might of storms, causing it to deal 2d4 points of extra damage, plus an additional dice of damage per two caster levels you have. Half of the damage dealt is electricity, the other half is sonic.


Storm orb School Conjuration (creation) [Electricity]
Level: Druid 3, Magus 3, Sor/Wiz 3
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 feet+5/feet level)
Target: One creature per three caster levels
Duration: Instaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

You shape in your palm what appears to be a tiny storm cloud, complete with little sparks, and raindrops tickling your palm. Make a ranged touch attack to hurl the orb at a target and if it hits, it deals 1d6 points of electricity damage and 1d4 points of nonlethal slashing damage from the water whipping the target at high speed with also causes him to take a -1 circumstance penalty to attack rolls for 1 round.Per every two caster levels you have, the damage increases by a die, and the penalty to attack rolls increases by 1, to a maximum of 11d6 points of electricity damage, 11d4 points of nonlethal slashing damage, and a-10 circumstance penalty at 20th level. For every three levels you have you can throw an additional orb per a single casting of this spell, up to a maximum of six at 20th level A single orb can target only a single creature. and one creature can be he target of only a single orb. Unused orbs are wasted.


Lightening retort School Abjuration [Electricity]
Level: Sor/wiz 2, Magus 2
Components: V, S, M, F,
Casting Time: 1 standard action
Range: Touch and Close (25 feet +5 feet/level)
Target: Creature touched and creature or object attacking it
Duration: 1 minute/level or until discharged
Saving Throw: None (harmless) and Fortitude half (see text)
Spell Resistance: Yes (see text)

When you first cast this spell, your create around the target an invisible barrier, that harmlessly absorbs electricity-based attacks that would harm it, up to a limit of 5 points of damage per caster level. It take all the damage in excess of this amount. The next successful attack that damages the target causes the stored energy to discharge in an arc against the attacker,, dealing 1d6 points of electricity damage per 5 points worth of damage absorbed. To hit with the discharge, you must be able to identify the source of the attack, the attacker must be within (25 feet +5 feet/level) of you and you must hit that target with a ranged touch attack , that uses your base attack bonus plus the modifier of your key ability score that governs your spellcasting (Intelligence for the wizard and magus and Charisma for sorcrers)


Heartstoper School Evocation [Electricity]
Level: Sor/wiz 5. Magus 5
Components: V, S, M, F,
Casting Time: 1 standard action
Range: Close (25 feet +5 feet/level)
Target: one creature or object
Duration: instant
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

A crackling arc of electricity jumps from your hand and strikes the target in the chest, stopping his heart and killing him instantly. Creatures that succeed at the Fortitude save instead take 1d6 points of electricity damage per level of the caster. Creatures without hearts or circulatory systems, like zombies and vampires only take damage as though they automatically succeeded at the saving throw (and can make a Fortitude save to halve this damage.)
Creatures without a true anatomy, like skeletons and ooze, as well as objects, automatically take only half the damage resulting from a successful save, and can halve it again with a successfully Fortitude save, for quarter of normal damage that a living creature takes with a successfully Fortitude save.

Surviving creatures with a true anatomy additionally take 1d6-1 points of temporary ability damage to Strength or Dexterity, whichever is lower, unless they make a Fortitude save.

Arcane focus
A short electrum spike inscribed with arcane runes relating to lightening. The caster stabs the heart with it during casting and points it at the target to channel the magic. It costs 300 gp to purchase.
Material component
The heart of a living creature that was killed by natural, mundane lightening. It costs 100 gp to purchase.

Sorry for using the 3.5 format instead of the Pathfinder one, but I could not find a board compatible template, with all these lines and dividers.:smallconfused:
I have a feeling it will need a thorough PEACHing, so please, feel free, anybody.:smallsmile:

R704
Can anybody homebrew this (http://www.phoenixgamesinc.com/catalog/miniature_games-warmachine__hordes-hordes-hordes_legion_of_everblight/pip73022_nephilim_soldier/47868) creature for 3.5e? I´m thinking Aberration, 8-10 CR, has SLAs (PsLAs?) of Psychic warrior powers, maybe a few kineticist powers for more gish potenial.
For fluff I´m imaging that it is an enforcer or a "squad commander-slash- foreman" of sort to a troop of slavers, from a race of psinonic aberration aliens who enslaved a primitive race of humanoids on a harsh desert world. (Think the Stargate movie.)
So to summarize, a big, tough, Large-sized, humanoid abberation head slave-driver guy with both psionic powers and physical power, and some abilities to represent commanding his allies and slaves. CR 8-10.
I will be very grateful if somebody does this. Thanks in advance! :smallsmile:

Mulletmanalive
2011-10-30, 01:04 PM
C704 There are stats for those in Monsternomicon 2, which I have. Not OGL but if you drop me a PM we can sort something out.

Calanon
2011-10-30, 02:09 PM
C705

This poor soul (http://www.giantitp.com/forums/showthread.php?t=220829) Placed his thread in the wrong area and I want to see what a Demon Slayer would look like :smallamused:

Apowerfulfoe
2011-10-30, 04:02 PM
R705

I would like someone to make me a vestige based on the Incredible Hulk. Maybe something that turns you into a troll? gain str as you get hurt?

Thanks

RedWarrior0
2011-10-30, 08:15 PM
R706

I would like someone to make me a vestige based on the Incredible Hulk. Maybe something that turns you into a troll? gain str as you get hurt?

Thanks

Fixed your numbering.

dspeyer
2011-11-02, 02:27 AM
C706

Isn't that the Frenzied Berserker prestige class?

Chaos_Laicosin
2011-11-02, 01:09 PM
R703

I'd like to see a prestige class (5-10 levels) that is completely based on improving the overrun combat maneuver (D&D 3.5).

Specifically, I was thinking things like allowing the overrun to happen during a charge (and giving a bonus to the class when doing so) as well as perhaps a trample ability. Anyone up to the task?

H703

Something like this? I could also expand it to 10 levels if you like.

The Juggernaut
Prerequisites: Improved Overrun, Jump 7 ranks
Class Skills: Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str)
Skill Points: 2 + Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Trample 1d4

2nd|
+2|
+0|
+3|
+0|Charging Knockdown

3rd|
+3|
+1|
+3|
+1|Perfect Overrun, Trample 2d4

4th|
+4|
+1|
+4|
+1|Leaping Knockdown

5th|
+5|
+1|
+4|
+1|Brick Wall, Trample 3d4[/table]

Trample: On a successful overrun attempt, you deal 1d4 damage to your opponent (in addition to any other damage that is dealt). This damage increases at 3rd and 5th level.

Charging Knockdown: You use the momentum of a charging attack to overrun your opponent. If you successfully attack an opponent during a charge, your opponent is knocked prone in addition to any damage dealt by the attack. If the attack misses, you still get to make a standard overrun attempt against that opponent but you get an additional +4 bonus (from the charge) to your strength check to knock the opponent prone.

Perfect Overrun: Opponents no longer get an attack of opportunity against you when you initiate an overrun attempt.

Leaping Knockdown: If there is at least 15 feet between you and your opponent, you may make a leaping overrun attempt against that opponent. You need to move in a straight line, however objects and creatures the same size as you or smaller do not block your jumping path. Everything is rolled as a normal overrun attempt except that you also add your jump modifier to your strength check to knock the opponent prone. Additionally, this maneuver can be used to knock prone opponents up to 2 size categories larger than you.

Brick Wall: It takes a lot to knock you down. You gain an additional +4 to your strength check to overrun an opponent and to resist being overrun. Also, any opponent that fails at an overrun attempt against you is automatically knocked prone (no save).

Misery Esquire
2011-11-02, 06:56 PM
R703

I'd like to see a prestige class (5-10 levels) that is completely based on improving the overrun combat maneuver (D&D 3.5).

Specifically, I was thinking things like allowing the overrun to happen during a charge (and giving a bonus to the class when doing so) as well as perhaps a trample ability. Anyone up to the task?

H703

The Juggernought

Requirements : Strength 20, Improved Overrun, 6 Ranks Intimidate
HD : D12
Skills : Balance, Climb, Craft, Intimidate, Jump, and Tumble
Skill Points per Level : 2 + Int Mod

{table=head]Level |BAB |Fort |Ref |Will |Special
1 |+1 |+2 |+0 |+0 | Crushing Charge, Quick to the Fight
2 |+2 |+3 |+0 |+0 | Sudden Redeployment
3 |+3 |+3 |+1 |+1 | Formation Breaker, The Best Defence is Offence
4 |+4 |+4 |+1 |+1 | Thundering Charge
5 |+5 |+4 |+1 |+1 | Unstoppable
[/table]

Crushing Charge : You may now use an Overrun action during a charge. Your Overrun now deals your Strength bonus as damage to anyone Overrun. Your Overrun target may avoid your Overrun, but you recieve an Attack of Opprotunity as you pass if he does.

Quick to the Fight : You gain +5' of movement per Juggernought Level whenever moving toward an enemy.

Sudden Redeployment : In addition to knocking your opponent prone, your Overrun now pushes your enemy along ahead of you, forcing him to stop at the end of your movement. If you fail the Strength check against your opponent, you still move him half of your remaining movement at the time of impact, but he is not knocked prone. You count as one Size larger for the purpose of Overrun.

Formation Breaker : You may declare one Overrun per day, per Juggernought level, to be a Knight's Charge, allowing you to overrun all adjacent enemies to your path of charging. They all count as individuals and may not Aid Another against your charge, and anyone in the direct path of your charge may no longer avoid the overrun. You gain a +4 natural bonus to any Strength check.

The Best Defence is a Good Offence : You gain +1 AC for every 10' charged, and may make a single attack against any enemy that you have overrun. You count as two Sizes larger during any charge action.

Thundering Charge : Your crashing charge now Dazes any enemy that is knocked prone, and the sheer aggression of your charge causes Fear (DC10 + Character Level, Will Save) on a successful Intimidate check (Creature variable/DM's Choice of DC). Your Knight's Charge now causes an additional amount of Lightning Damage equal to your Strength modifier x2.

Unstoppable : You cannot be tripped, or fail any required Balance check. (Such as for charging across Grease.) Any barrier that is less than 2' thick may be Overrun as part of your charge, allowing you to count your movement divided by 10 as an additional modifier for breaking the obstacle. This does not allow you to charge through Walls of Force or the like. You may challenge opponents of any size with your overrun.


...Hmm. I do apologise to Chaos_L, but I was working on this earlier today without noticing he'd anwsered it already. :smallredface:

:: And actually, I'll take a few hints from his, as well. >_>

Smokin Red
2011-11-07, 05:56 AM
R707

I'm looking for homebrew stuff to use a druid with a specialty to raven birds.

So useable stat's for ravens, giant ravens, dire ravens and other corvidae (http://en.wikipedia.org/wiki/Corvidae) (as animal companions, nature allies and wildshape)

Other advice is appreciated

HearTheRequiem
2011-11-08, 07:13 PM
R708
I'd like a feat, or magic item, which allows you to deliver touch spells using a whip.
Would this be okay?

Tanuki Tales
2011-11-09, 01:21 AM
R709

Can someone make a Half-Kopru template for me? At most a CR+2 template please.

ericgrau
2011-11-09, 10:12 AM
H 708
Whip Spell (Metamagic)
A whip spell may be cast using the normal casting time or a standard action, whichever is greater, while simultaneously striking with a whip. This is a melee touch attack. The spell must be a touch spell or targeted spell (contains "Target:____" in its descriptor). The whip also deals normal damage (if any) which typically comes from its enchantments since whips do not harm most creatures. A whip spell uses up a spell slot one level higher than the spell’s actual level.

Channeling Whip
A channeling whip may be used to cast spells as if the wielder had the whip spell feat. This does not affect the level of the spell slot consumed by those spells.

Moderate evocation; CL 7th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +2 bonus.

Note: I would make these +2 and +4, respectively, on a lethal damage weapon, as it's a good way to break action economy in half. Holy and merciful are a couple good enchantments if you plan on hitting both friend and foe. Even if you never use it offensively it's about the same as reach spell with minor limitations.

KolyaMollari
2011-11-10, 06:42 PM
R710

a 5 - 10 level PrC surrounding the Swordbow

The Second
2011-11-10, 10:06 PM
R711
I'd like a CR 1 Ooze type creature, preferably something akin to a small Ocher Jelly and with the Vulnerability to Fire SQ.

Rift_Wolf
2011-11-10, 10:30 PM
R 712
I was looking for a spell for a Pathfinder game, basically a weaker version of Fabricate (Reducing it to 3rd level) that can make things like cheap equipment like clothing, non-masterwork armour and weapons, miscellaneous non-magical items, etc. Something akin to Minor Creation, but Transmutation and instantaneous than a Conjuration with a duration.

Eleven
2011-11-10, 11:42 PM
R713

Hey gang, I could use an Incarnum based ACF for the Ranger. If it can be done while strengthening the connection to one's companion and perhaps with a sky-based theme, I would be overjoyed.

Thanks.

ericgrau
2011-11-11, 03:10 AM
H 712

Lesser Fabricate
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 lbs./level raw material; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the lesser fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. You may only work with vegetable matter or base metals, not minerals or precious metals.

You must make an appropriate Craft (http://www.d20srd.org/srd/skills/craft.htm) check to fabricate articles requiring a high degree of craftsmanship (typically DC 15 or higher), and this spell cannot fabricate anything with a craft DC of 20 or higher (including masterwork items). Otherwise you may make any mundane item, even food, clothing or weapons.

Material Component
The raw material to be reformed: a fibrous plant for clothing; metal, wood (or a log) or an animal hide (or the whole dead animal) for weapons or armor. Etc. Plus a bit of jade dust worth 1/6 the price of the item to be made. If the materials are purchased they cost 1/3 the price of the item to be made, or 1/2 the price of the item if the cost of the jade dust is included.


Notes: Without conjuration (creation) I had to make the material component a bit more difficult to work with. And you'll have to put a rank or two in a couple craft skills if you want more complicated items, but don't forget you can take a 10 on your checks.

Serpentine
2011-11-11, 05:19 AM
H707
I happen to have a dire raven lying around:
Dire Raven
Medium Animal
Hit Dice: 4d8+4 (34 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claws +4 melee (1d4+1) or Bite +4 melee (1d6+1)
Full Attack: Claws +4 melee (1d4+1) and Bite -2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, resistance to disease
Saves: Fort +8, Ref +5, Will +6
Abilities: Str 12, Dex 13, Con 19, Int 2, Wis 14, Cha 10
Skills: Listen +8, Spot +8
Feats: (any two of: Alertness, Extra Tricks, Flyby Attack, Improved Natural Armour, Improved Natural Attack, Vicious Claws)
Environment: Temperate Mountains
Organization: Solitary or flock (4–20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5–7 HD (Medium), 8-10 HD (Large)
Level Adjustment: —
Dire Ravens are birds of prey that feed on carrion. They are resistant to food poisoning—a necessity, considering their diet.
A typical dire raven is 5 to 6 feet long and has a wingspan of 12 feet or more. Dire ravens occasionally learn to imitate speech and other sounds.
Combat
Dire ravens are usually merely carrion birds, preferring meat already dead. However, sometimes they gang together into large aggressive flocks, which form a terrifying black cloud that devours all in their path. They combine both claws into a single attack.
Resistance to Disease (Ex): A dire raven has a cast-iron stomach. It has a +2 bonus on Fortitude saves to resist normal diseases, but not supernatural or magical diseases such as mummy rot.
Skills: A dire raven has a +4 racial bonus on Spot and Listen checks

R714
If anyone wanted to whip up a guath (MM1, baby beholder) swarm for me in the next couple of days, that'd be just dandy. High CR (though preferably not epic) is fine, but not required - I'm expecting the party to run away anyway. Swarms of even younger beholders (maybe with no rays at all?) would also be neat.

Jacque
2011-11-11, 02:31 PM
R715

I want to introduce the return of an ancient race as the main antagonists in my campaign. Their speciel feature is the use of mechanics and steam, and I plan on using the Warforged as their basic soldiers while humans are specialists and leaders.

I want to introduce a mechanical "creature" which can challenge higher level characters. The creature should be some kind of machine which can be piloted - much similar to a Mech Warrior/Warstrider from Exalted with the usual steampunk armaments. I've been searching for ideas in the Iron Kingdoms books as well as a bit in Eberron but haven't found anything to my liking. Hence I now try to request this as a homebrew.

I want the Strider (I lack a better name) to be a multi-purpose machine. This is why I would like the chassis to be homebrewed so that armaments or tools can be added depending on this purpose. The chassis itself should be powerful enough to be a CR 8 - 10 encounter.

If possible then suggestions for armaments, armor platings, fuel, piloting requirements etc. is most welcome as an addition.

ScIaDrd
2011-11-12, 12:11 PM
R710

a 5 - 10 level PrC surrounding the Swordbow
H710
Then you might like this. (http://www.giantitp.com/forums/showthread.php?t=201220&highlight=Swordbow+Master)


R711
I'd like a CR 1 Ooze type creature, preferably something akin to a small Ocher Jelly and with the Vulnerability to Fire SQ.

711
Here you go, I had a lot of fun of with this one. But I kinda slacked on the CR here, so it needs a PEACH, please.
Ovial slime
Ovial slime
Small Ooze
3d10 HD (19HP)
Speed 30 ft. (6 squares);
Init: +7 (+3 dex, +4 improved intitiative)
AC 15; touch 14 flat-footed 12
(10+1 size +3 dex ,+1 natural)
BAB +1; Grp -1 (BAB+1, Str mod. +2, size mod -4)
Attack Slam +4 melee (1d6+2 bludgeoning damage)
Full-Attack Slam +4 melee (1d6+2 bludgeoning damage)
Space 5 ft.; Reach 5 ft.
Special Attacks-
Special Qualities Blidsight 60ft, Congeal, Fire vulnerability, Ooze traits
Saves Fort +1 Ref +1 Will +1
Abilities Str 15, Dex 16, Con 12, Int -, Wis 10, Cha 8
Skills -
Feats Improved intitiative<sup>B</sup> , Weapon finesse<sup>B</sup>
Environment Any
Organization Solitatary, pair, gang (3-6) slime mould (3-10) or colony (2-24)
Challenge Rating 1
Treasure None
Alignment Alaways True Neutral
Advancement 4- 6 HD (Medium), 7-9 (Large)
Level Adjustment-

You fought valliantly to protect the lair of Akanthor the Noble from the servants of the dark cult who sought to steal the eggs of the kindhearted white dragon while he was away. You were sucssful and drove them off, but yet, they captured one.
Resolved to not let the attackers corrupt if only a single egg into a terrible monstrosity, you cast a flight spell on yourself and your companions to give chase. Soon you catch up with the last three assailants remaining, extend you hand and unleash a barrage of force darts at the one who seems the most heavily injured. He scremms and plummets as the enchament of flight leaves his dying body, and large a large leather bag that has a bright blue egg stuck in hole in the side slip stom his back.
Then , in a moment of terrible silence where the cruses of all involved could be as much as felt,
You take a daring nosedinve, after a few more seconds of horror, snatch the bag with your magic and return to solid ground, leaving your companion to finish off the or two thieves
Wihle inspecting the, satchel, you are shocked to see the egg is cracked, but when you touch it with a spell for mending, its shell is suudently consumed from the inside out by a glob of translucent slime a with a faint tinge of blue. It sems to be somehow many times larger that the egg ifrom which it came. Having seen far stranger things in life, you are barely suprised, but osverve with the curiosity of s sage as the ball of phlegm starts roaming around with rudimentary itelligence, and nibbling at objects, around it comfirming to be a creature of some sort. Then you see it attempt to devour a flask of alchhemist´s fire, the contents spill out and ignite, and the creature sizzles and thickens like an egg poured into a frying pan. Overcame with curiosity, you try to scoop it up a into your bag of holding , only to dicover that its pseudopodia hit with enough force to make you stagger.

An ovial slime stands abuot two and half feet tall, and weighs 40 pounds.

Combat
Like all mindless oozes, ovial slimes spend their time roaming around looking for food wihich neans anything and everything organic, and also for a way to procreate by impregating hard shelled eggs (for example of birds and dragons) with their slime, that turns the oganic tissues into more of itself.
Because of this, these jellies are non-aggressive and wil leave large most humaniodss alone unless they are hungry. However the have sense of selfpresservation and will devite most of their efforts to run when thei HP drops to 1/6 of their normal total.

Blidsight (Ex)
The body of an ovial slime is a primitve sensory organ that can ascertain objects and creatures within 60 feet.

Congeal (Ex)
Every time the ovial slime takes fire damage at least equal to 1/6 of it´s total hitpionts
(3 hp fot this particular one) it´ s jelly tissues congeals and smoothens like a fried egg , giving it a +1 natural armor bonus, a +1 bonus to Escape artist checks and a +1 circumstance bonus to grapple checks as it´s s surface becomes smoother, and more able do deflect impact and at the same time more able to adhere to rough surfaces. For every addtional sixth of total hitopits they lose these bonuses increase by +1 until the oze dies. These improvement persist for 10 minutes from the time when the last increment of the bonuses was added.

Fire vulnerablity
An Ovial ooze takes half again as much (+50%) damage from spells with the [Fire] descriptor, and other fire based effects, both mundane and magical.

Ooze traits
An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
• Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
• Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
• Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
• Not subject to critical hits or flanking.
• Proficient with its natural weapons only.
• Proficient with no armor.
• Oozes eat and breathe, but do not sleep.

Plot hooks
-A wizard intrested in the creation of artificial life forms intends to find out whteher onvial smiles can be made from the eggs of other than blue dranons and has sent you to a mountain where yound dragons have feast to celadrate the laying of eggs with asilme stoved away in your backpack. Survival definitely takes precedence over scientific knowledge now, but the wizard doesn´t think so.
-A wild magic storm has caused a huge swarn of ovial slimes to appear near an isolated village and they are hungry and about to reach the peasants. Stop the manace and figure out what has caused the oozes to appear.


H716
Oh yeah, I will enjoy this, I know I will.

So what about:

Joy and deception
Kindness becomes naivety
Courage becomes foolhardiness
Dedication has no reward
Not fit to be a mage.
Stay as you always were.
A voice calls.
Belive in justice.
Atttachemts and bonds
Worming hunger.
A dark reallity
There is a miracle.
A trapped soul
Going to paradise.
That won´t be necessary.
Throwing away your friends.
Just a husk.
Suffer in exchange.
I´m such a fool.
A holy witch.
Love me do.
Twisted orchestra
Siren´s song
Protect your beloved.
I will follow you into the dark
A soul´s last flare
Being alone is bad.
Waliking the endless maze.
Circus of horrors.
Hope wanes
A wish fulliled
Heaven´s glory
Lone guardian
You´re not alone.

I if may ask you for two things. Could you please post the imvocations you make from mine or other poeple´s suggestions, somewhere on the forum?:smallsmile:
I´m curious how it will turn out.
Second, If you are into anime, please don´t try to google my suggestions I don´t want you to ruin the potential surprises for yourself.

Kane0
2011-11-13, 05:53 AM
R716

Hey there, id like some warlock invocations. If you can throw me some names that fit the fluff of the warlock it would be easy for me to flesh out the effetcs.

Cheers!

Milo v3
2011-11-13, 06:36 AM
R716

Hey there, id like some warlock invocations. If you can throw me some names that fit the fluff of the warlock it would be easy for me to flesh out the effetcs.

Cheers!

H716
So you just want names? Here are a few:
Firstly From Ragna


Hells Fang
Inferno Divider
Gauntlet Hades
Dead Spike
Carnage Scissors
Blood Kain
Devoured By Darkness
Black Onslaught

From Hazama


Ouroboros
Venom Sword
Serpent's Benediction
Falling Fang
Rising Fang
Devouring Fang
Serpent's Haste
Bloody Fangs
Hungry Coils
Serpent's Infernal Rapture
Eternal Coils of the Dragon Serpent
Hungry Darkness of 1000 Souls

jseah
2011-11-13, 07:24 AM
R717
Can I ask for a name for this species? I can't think of anything.

I called them "mermaids" in this post, but really that doesn't fit at all. You know, being actual fish with scales.
http://www.giantitp.com/forums/showpost.php?p=12196348&postcount=47

I know it's long. The summary is that they are fish that form intelligent hiveminds when in large groups.

Serpentine
2011-11-13, 08:52 AM
H717
Schooling fish? A bit more description of their physical appearance would be useful in that, by the way. There's so much diversity among "fish" that it's been suggested they should be split into separate classes. Just saying "a type of fish" doesn't explain much...

jseah
2011-11-13, 09:56 AM
Schooling fish? A bit more description of their physical appearance would be useful in that, by the way. There's so much diversity among "fish" that it's been suggested they should be split into separate classes. Just saying "a type of fish" doesn't explain much...
Sorry, I'm not quite understanding you. I'm just hoping someone might come up with a name for a race of fish.

A description. They look something like tuna with multi-coloured glowy scales? With a 2 meter long extendable tongue... (looks like a long worm)

Emits clicks like a dolphin.

EDIT:
so... Proper description:
*Schooling Fish* are a type of intelligent fish. They have the same body plan as deep water fish, having a long oblong shape and fins above and below as well as to the sides for balance. The tail is split and fans out behind the body to nearly the height of the body itself.
The colour of their scales can be controlled by the fish itself and glows slightly when desired. Each individual scale can be controlled independently of the rest, allowing *Schooling Fish* to put on fascinating displays of colour.
Dead *Schooling Fish* have silvery scales.

The mouth is slightly larger than most fish, accomodating a 2 meter long tongue that is very much like a thin white tube ending in a single sharp tooth.

Serpentine
2011-11-13, 10:12 AM
Yes, that's more like it. Otherwise they could've looked like anything from an eel to a manta ray to a shark.
I suggested "Schooling Fish", by the way, because of the whole "schools of fish" thing - and that's the distinguishing feature of them, that they school - and schooling as in "to teach, to gain knowledge" - because when they gather in school, they gain intelligence.
"School" looks really wrong when you spell it a lot.

jseah
2011-11-13, 10:38 AM
I like it. Very fitting.

Many thanks!

Ralasha
2011-11-13, 11:10 AM
R718
I would like to see a Nature based half-breed template similar to the Half-Celestial/Half-Fiend.
Rather than being an extra-planar's child, or the offspring of a dryad/nymph/etc.

Something akin to the legendary Celtic Green Man as a race or template with innate Nature based abilities.

I hope this is specific enough.

dethkruzer
2011-11-13, 12:22 PM
R719

I'd like to request a monster, essentially a big demonic goat, Size should preferably be huge, and the ability to perfom powerful charge attacks is a must. What exactly makes it so demonic is not that important, maybe supernatural/(a breath weapon, or something like that.

Preferably should be able to present a challenge to a party of three or four characters of ECL 17-19.

Also, I'd hope to have the monster by friday the 18th.

Thanks.

Calanon
2011-11-13, 06:52 PM
R720

Requesting a homebrew of an old class from 2nd edition to 3.5 edition. The Arcanist Class from Netheril: Empire of Magic which used the basis of a spell point system but gained spells as a Cleric (however the spells are gained randomly) however with the ability to store the gained spells into a spellbook for later use or preparation. If i find more information to provide I will edit this and provide it.

hushblade
2011-11-14, 01:12 PM
R721

A sort of lesser Illithid. I'd like most of the flavor intact, while minimizing the LA and RHD to make it more playable for a player.

Aim for an LA of +2 or 3 I suppose.

Ralasha
2011-11-14, 01:45 PM
@R721
I already made one actually. You may want to look under Homebrew for a thread title Additional New and Old Races

_PJ_
2011-11-14, 03:37 PM
R722

I'd like a D20 future Ithkul playable race from Master of Orion 3.

I thought it would need its symbiotic form and a sort of template to apply to which ever host it latches onto as they make races stronger faster and more resilient. A hefty charisma penalty due to their history also.

Thought taking over the host could be through grapple check dealing con damage and when con drops to zero the Ithkul is in control. Also levels would be like a genetic memory carried by the Ithkul and passed from host to host.

Any help would be appreciated as I have never created a race and may be somewhat bias in creating one.

Wiwaxia
2011-11-16, 01:39 AM
R723

I'd like to see the 3.5 Druid spell Awaken as a 4e ritual, please.

ScIaDrd
2011-11-18, 01:38 PM
R719

I'd like to request a monster, essentially a big demonic goat, Size should preferably be huge, and the ability to perform powerful charge attacks is a must. What exactly makes it so demonic is not that important, maybe supernatural/(a breath weapon, or something like that.

Preferably should be able to present a challenge to a party of three or four characters of ECL 17-19.

Also, I'd hope to have the monster by friday the 18th.

Thanks.
I hope I can still help you:
H719
Goat demon

Goat Devil (Capralotarg)
Huge Outsider (Evil, Fire, Lawful)
HD 15d8 (127 Hp)
Speed 30 ft (6 squares)
Init: +5 (+1 dex +4 improved initiative)
AC 22; touch 9; flat-footed 21
(10+1 dex,+13 natural -2 size)
BAB +15+/+10/+5; Grp +28 ( 15 BAB, +5 str mod, +8 size)
Attack Hoof slam +28 meele (2d6+10 bludgeoning damage ) or +5 flaming burst keen unholy, huge-sized lance +23 meele (3d6+10 piercing, +1d6 fire damage,+2d6 against creatures of Good alignment ,+2d10 fire on a successful critical hit)19-20/x3
Full-Attack +5 flaming burst keen unholy, huge-sized lance +28 melele (3d6+10 piercing damage, +1d6 fire damage, +2d6 against creatures of Good alignment ,+2d10 fire on a successful critical hit)19-20/x3 and gore +11 (2d6 +5 piercing) or Hoof slam +23 meele (2d6+10 bludgeoning damage) and+5 flaming burst keen unholy, huge-sized lance +11 melele (3d6+10 piercing damage, +1d6 fire damage, +2d6 against creatures of Good alignment +2d10 fire on a successful critical hit) 19-20/x3 etc.
Space 10 ft.; Reach 15 ft. (30 ft with lance, may threaten enemies up to 60 ft away with it, if he forgoes attacks against closer opponents )
Special Attacks Breath weapon, Conflagration, Gaze of madness, Pounce, Spell-like abilities, Trample (2d6+15, Ref save DC 22 negates)
Special Qualities Devil traits, damage reduction 10/good, Electricity Resistance 15, Fiendish fortitude, Quadruped, Spell resistance 15 (35 with scarab of protection), See in Darkness ,Telepathy 60 ft ( to creatures with language only)
Saves Fort +13 (+17 against magical poisons and diseases) Ref +10, Will +7
Abilities Str 20, Dex 12, Con 18, Int 8, Wis 10, Cha 16
Skills Bluff+21, Concentration +13, Heal +9, Hide-7 (-8 size penalty), Intimidate+18, Listen+18, Spot+18, Sense motive+4, Knowledge (religion) +8, Knowledge (planes) +8,
Perform (pan pipes )+13, , Profession (winemaker) +4
Feats Improved intiative, Mounted combat , Power attack, Ride-by attack, Sprited charge, Trample.
Environment Any lawful- and evil aligned plane
Organization Solitary, deputy (1 goat demon +1-3 chain devils s, 1-6 bearded devils) or council (1-8 goat demons 2d4 eryinies, 2d12 imps, 1-12 bearded devils or 2-6 chain devils
Challenge Rating 18
Treasure double gold; standard gems; 15% half art; 45% standard magical items, plus +5 flaming burst keen unholy, huge-sized lance and (3d6+10 piercing,+2d6 against creatures of Good alignment, +2d10 fire on a successful critical hit)19-20/x3, masterwork instrument (Pan pipes) plus pipes of pain or pipes of sounding (50% chance of one) and scarab of protection (+20 SR if held for one round, 1d12-3 charges of protection against negative energy left)
Alignment Always lawful evil
Advancement 15-19 HD (Huge) 20-23 HD (Gargantuan)
Level Adjustment –

On the scorched ground of hell there stands a terrible creature like a centaur, with dirty brown fur, large sharp-looking hooves, skin with blotches of night-black and veins of red like cooling lava. When it spots you, it rears like a wild horse, brandishes a wicked lance that still drips with fresh blood, and charges you with it, staring all the while like a maniac with its yellow eyes.

A Goat devil weights ten tons and is ten feet tall at the base of its horns and fifteen feet long from head to tail. He speaks Common and Infernal but is only rarely in the mood to talk with creatures other than fellow demons, and is mostly content with just intimidating them.

Combat
The goat devil loves to fight charging with it´s lance to take advantage o fit equine like body after first weakening their opponents with it´s dark magic. They are not good strategists, but inspire the fiends they lead with their aggressively and lust for battle.

Breath weapon (Su)
60 foot cone of fire and fetid smoke, once every 1d4 rounds (but no more than 4 times per hour) 5d6 points of fire damage. Reflex save against DC 21 halves. All creatures with a Constitution score and a sense of smell within area of breath weapon must make a Fortitude save against DC 21 every time it is used or be sickened for 1d3 rounds by the smoke´s smell. (regardless of whether or not they take damage from the breath weapon.) Bonuses tosaving throws against poisons also apply against the sickening effect. The targets gets a +3 circumstance bonus to the save against the sickening if the breath weapon is used a second time in one minute. The save DCs are Constitution based.

Conflagration (Su)
As a standard action, the Capralotarg can wreathe itself in fire, turning it´s every hair into a thin long tongue of flame. It deals 2d8 points of fire damage to everybody who touches them, grapples them or attacks them with a non-reach weapon. The intense heat causes every creature within 30 feet to take 1d8 points of nonlethal fire damage every round. Succeeding at a DC 21 Fortitude save prevents the character from taking the nonlethal damage for 3 rounds
The Capralotarg itself does not take any damage from this ability, and can suppress it at any time as a free action.

Cold vulnerability
The goat devil takes half again as much (+50%) damage from spells with the [Cold] descriptor as well as other cold-based effects, whether magical or mundane.

Electricity resistance(Ex)
The creature ignores the first 15 point of electricity damage it takes, whether magical or mundane.

Devil traits
Most devils possesses the following traits (unless otherwise noted in a creature’s entry).
• Immunity to fire and poison.
• Resistance to acid 10 and cold 10.
• See in Darkness (Su): Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
• Summon (Sp): Some devils share the ability to summon others of their kind (the success chance and type of devils summoned are noted in each monster description).
• Telepathy.


Gaze of madness (Su)
Range 30 feet , Will save against DC 20 negates. The target loses the ability to speak for one minute and only bleats instead, which causes him to suffer a 20% chance of spell failure when casting spells with a verbal component. In addition, if he if successfully affected by a fear effect with a DC of 25 of higher while under the effect of his ability, he is confused for 1d4 rounds instead. Lastly, he is treated like a goat for the purpose of the Capralotarg´s Command spell-like ability. The save DC is Charisma based.

Fire immunity (Ex)
The creature takes no damage from spells with the [Fire] descriptor or other fire based effects.

Fiendish fortitude (Ex)
A goat devil is immune to mundane diseases and poisons and has a +4 racial bonus on saving throws against those that are magical in nature or created by spells, like the druid´s Poison spell

Quadruped
The goat demon´s centaur-like body can carry up to 798 pounds as a light load, between 804 and 1356 pounds as a medium load, and between 1602 and 2400 pounds as a heavy load.
In addition, he is always treated as mounted and uses his own Strength score while using the overrun action.

Pounce (Ex)
When a Capralotarg makes a charge, it can follow up with a full attack.

See in darkness (Su)
The devil can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spell like abilities (Caster level 15) save DCs are Charisma based (base DC 13+spell level)
At will Greater teleport self and fifty pounds of objects only, Divine favor, Doom, Endure elements , Inflict light wounds, protection from good, Command (goats, antelopes, chamoises and similarly hircine creatures only) (1-st level)
5/day- Bull´s strength,Bear´s endurance, Cat´s grace, Darkness, Delay poison, Fox´s cunning, Eagle´s splendor, Inflict moderate wounds, Owl´s wisdom. (2nd level)
4/day Fireball, Bestow curse, Blindness/deafness, Dispel magic, deeper darkness, Hold person, Magic circle against good, Magic circle against chaos. Remove blindness/deafness (3rd level)
3/day: Unholy smite (reverse of holy smite, also counters it and vice versa), Unholy blight (4th level)
2/ day Blade barrier, Insect plague, Mass inflict light wounds, Slay living, True seeing (5th level)
1 day Heal, Harm, Heroes´ feast (6th level)
1/week: Blasphemy (7th level)

Trample (Ex)
2d6+ 15 points of bludgeoning damage, Reflex save against DC 22 negates. The DC is Strength based.

This is the first time I´ve made a quite so powerful monster, so PEACH please. I´m mostly afraid of those SLAs because I was just basically pulling spells that looked good at random from the Blackguard´s list and then added some Cleric ones for good measure:smalleek: Also, just Pounce might not be good or special enough by itself.:smallsigh:

dethkruzer
2011-11-18, 03:10 PM
-Snip-

Gah... gah... gah... I think I'm in love.

But yes, I really like this, I'd probably hug you if I could. Thank you.

ps. Could someone give me my lower jaw back if they stumble upon it.

The Second
2011-11-18, 09:32 PM
[QUOTE=ScIaDrd;12206555]H710


711
Here you go, I had a lot of fun of with this one. But I kinda slacked on the CR here, so it needs a PEACH, please.
Ovial slime
Ovial slime
Small Ooze
3d10 HD (19HP)
Speed 30 ft. (6 squares);
Init: +7 (+3 dex, +4 improved intitiative)
AC 15; touch 14 flat-footed 12
(10+1 size +3 dex ,+1 natural)
BAB +1; Grp -1 (BAB+1, Str mod. +2, size mod -4)
Attack Slam +4 melee (1d6+2 bludgeoning damage)
Full-Attack Slam +4 melee (1d6+2 bludgeoning damage)
Space 5 ft.; Reach 5 ft.
Special Attacks-
Special Qualities Blidsight 60ft, Congeal, Fire vulnerability, Ooze traits
Saves Fort +1 Ref +1 Will +1
Abilities Str 15, Dex 16, Con 12, Int -, Wis 10, Cha 8
Skills -
Feats Improved intitiative<sup>B</sup> , Weapon finesse<sup>B</sup>
Environment Any
Organization Solitatary, pair, gang (3-6) slime mould (3-10) or colony (2-24)
Challenge Rating 1
Treasure None
Alignment Alaways True Neutral
Advancement 4- 6 HD (Medium), 7-9 (Large)
Level Adjustment-

You fought valliantly to protect the lair of Akanthor the Noble from the servants of the dark cult who sought to steal the eggs of the kindhearted white dragon while he was away. You were sucssful and drove them off, but yet, they captured one.
Resolved to not let the attackers corrupt if only a single egg into a terrible monstrosity, you cast a flight spell on yourself and your companions to give chase. Soon you catch up with the last three assailants remaining, extend you hand and unleash a barrage of force darts at the one who seems the most heavily injured. He scremms and plummets as the enchament of flight leaves his dying body, and large a large leather bag that has a bright blue egg stuck in hole in the side slip stom his back.
Then , in a moment of terrible silence where the cruses of all involved could be as much as felt,
You take a daring nosedinve, after a few more seconds of horror, snatch the bag with your magic and return to solid ground, leaving your companion to finish off the or two thieves
Wihle inspecting the, satchel, you are shocked to see the egg is cracked, but when you touch it with a spell for mending, its shell is suudently consumed from the inside out by a glob of translucent slime a with a faint tinge of blue. It sems to be somehow many times larger that the egg ifrom which it came. Having seen far stranger things in life, you are barely suprised, but osverve with the curiosity of s sage as the ball of phlegm starts roaming around with rudimentary itelligence, and nibbling at objects, around it comfirming to be a creature of some sort. Then you see it attempt to devour a flask of alchhemist´s fire, the contents spill out and ignite, and the creature sizzles and thickens like an egg poured into a frying pan. Overcame with curiosity, you try to scoop it up a into your bag of holding , only to dicover that its pseudopodia hit with enough force to make you stagger.

An ovial slime stands abuot two and half feet tall, and weighs 40 pounds.

Combat
Like all mindless oozes, ovial slimes spend their time roaming around looking for food wihich neans anything and everything organic, and also for a way to procreate by impregating hard shelled eggs (for example of birds and dragons) with their slime, that turns the oganic tissues into more of itself.
Because of this, these jellies are non-aggressive and wil leave large most humaniodss alone unless they are hungry. However the have sense of selfpresservation and will devite most of their efforts to run when thei HP drops to 1/6 of their normal total.

Blidsight (Ex)
The body of an ovial slime is a primitve sensory organ that can ascertain objects and creatures within 60 feet.

Congeal (Ex)
Every time the ovial slime takes fire damage at least equal to 1/6 of it´s total hitpionts
(3 hp fot this particular one) it´ s jelly tissues congeals and smoothens like a fried egg , giving it a +1 natural armor bonus, a +1 bonus to Escape artist checks and a +1 circumstance bonus to grapple checks as it´s s surface becomes smoother, and more able do deflect impact and at the same time more able to adhere to rough surfaces. For every addtional sixth of total hitopits they lose these bonuses increase by +1 until the oze dies. These improvement persist for 10 minutes from the time when the last increment of the bonuses was added.

Fire vulnerablity
An Ovial ooze takes half again as much (+50%) damage from spells with the [Fire] descriptor, and other fire based effects, both mundane and magical.

Ooze traits
An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
• Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
• Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
• Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
• Not subject to critical hits or flanking.
• Proficient with its natural weapons only.
• Proficient with no armor.
• Oozes eat and breathe, but do not sleep.

Plot hooks
-A wizard intrested in the creation of artificial life forms intends to find out whteher onvial smiles can be made from the eggs of other than blue dranons and has sent you to a mountain where yound dragons have feast to celadrate the laying of eggs with asilme stoved away in your backpack. Survival definitely takes precedence over scientific knowledge now, but the wizard doesn´t think so.
-A wild magic storm has caused a huge swarn of ovial slimes to appear near an isolated village and they are hungry and about to reach the peasants. Stop the manace and figure out what has caused the oozes to appear.


C: 711

Sorry for the extremely late reply.

Anywho... the slime is, in a word, awesome :D Thank you very, very much.

I'll give it a playtest and see what happens.

TechnoScrabble
2011-11-19, 06:41 PM
R724

D&D 3.5

An LA+0 race of agile bird people. Medium sized, crow and raven like, and lacking the actual ability to fly. Maybe give them the ability to shapechange into a bird (or rather, a bird person from a bird) like hengeyokai.

I'm making a campaign world called Nevermore and don't have all the requisite material to homebrew everything myself, so I'll be visiting this thread often.

Serpentine
2011-11-20, 12:35 AM
H724: Soooo... A kenku (http://www.wizards.com/default.asp?x=dnd/iw/20040912b&page=4)? :smallconfused: Swap out the mimicry and great ally abilities for a crow/raven alternate form, and I think it's exactly what you asked for.

TechnoScrabble
2011-11-20, 01:21 AM
I suppose that works. Thanks!

R725 and R726

D&D 3.5

Since I utterly suck at coming up with new classes, I need some help with these two. And there might be more, later.
First, I need a new spellcaster base class that uses arcane magic. The Arcanist. In the world I'm going to use them in, Arcanists are descendants of lesser gods and immortals that bred with mortal spellcasters. While they lack the spellcasting power of the Wizard (Actually a separate race in this world) or the Sorcerer, they become closer to their ancestors as they gain experience and undergo duress, until finally they become unto minor deities themselves. At that point, when they die they actually become protege gods to whatever god fits their aspect.
Basically, at the beginning, the player chooses one or two elements or aspects, like fire, water, war, knowledge, love, etc. and can learn and cast spells as a wizard, though not as many a day or as high level as soon. As they level up, they gain powers and spell like abilities pertaining to the two aspects they chose. Once they're fully leveled, they should be on par with wizards of the same level, though in different ways.

That covers 725, I think. Now onto 726.

I need a class that can rage and use their voice to manipulate the world. Like a cross between a barbarian and dovahkiin. Pretty simple, right?

Debihuman
2011-11-20, 08:47 AM
c 719

The above mentioned Goat Demon needs severe editing as it contains numerous errors. HD didn't include bonus hp from con so hp is also wrong, speed is too slow for a huge creature, Huge size penalty modifier missing from AC and attack, creatures get iterative attacks from manufactured weapons, BAB is just +15 (BAB is never iterative). Hoof is not a slam attack and natural weapons when mixed with manufactured weapons are always secondary. It gets 126 skill ranks (max of 18 in any one skill) and then you add ability modifiers and synergy bonuses. Saves are +9 and then you add the appropriate ability modifiers. It has a Hide penalty due to size and Dex so that should be listed even if it has no ranks in that skill.

A quadruped monster with arms should be able to take the feats mounted combat, ride-by attack, spirited charge, and trample without the need for meeting the prerequisites. See for example the Centaur entry in Races of Faerûn. I don't recommend giving them as racial feats, but it doesn't make sense for a creature to need to "ride itself." It certainly cannot fall off itself or need to steer itself. The prerequisite of Ride 1 is silly under these circumstances.

Improved natural armor is a wasted feat on this monster. Improved means you have to add to its initial natural armor and you didn't do that. Just assign it +11 NA and be done with it. It should have a replacement feat.

The plural of bonus is bonuses not bonii (in Latin the plural is "bona").

Here is the corrected creature in spoiler


Goat Devil (Capralotarg)
Huge Outsider (Evil, Fire, Lawful)
Hit Dice: 15d8+60 (127 hp)
Speed: 30 ft (6 squares)
Initiative: +5 (+1 Dex +4 improved initiative)
Armor Class: 22 (+1 Dex,+13 natural -2 size); touch 9; flat-footed 21
BAB/Grapple: +15/+28
Attack: Hoof +18 melee (2d6+5) or Huge +5 flaming burst keen unholy lance +23 melee (3d6+10 plus 1d6 fire plus 2d6 against creatures of Good alignment plus additional 2d10 fire on a successful critical hit/19-20/x3)
Full Attack: Huge +5 flaming burst keen unholy lance +23/+19/+14 melee (3d6+10 plus 1d6 fire plus +2d6 against creatures of Good alignment plus additional 2d10 fire on a successful critical hit/19-20/x3) and 2 hooves +13 melee (2d6+5) and gore +13 melee (2d6+2)
Space/Reach: 15 ft./10 ft. (30 ft. with lance)
Special Attacks: Breath Weapon, Conflagration, Gaze of Madness, Pounce, Spell-like Abilities, Trample (2d6+7)
Special Qualities: DR 10/good, devil traits, electricity resistance 15, fiendish fortitude, quadruped, spell resistance 15 (35 with scarab of protection), see in darkness , telepathy 60 ft. ( to creatures with language only)
Saves: Fort +13 (+17 against magical poisons and diseases) Ref +10, Will +7
Abilities: Str 20, Dex 12, Con 18, Int 8, Wis 10, Cha 16
Skills: Bluff +21, Concentration +13, Heal +9, Hide -7 (-8 size penalty), Intimidate +18, Listen +18, Spot +18, Sense motive +4, Knowledge (religion) +8, Knowledge (planes) +8, Perform (pan pipes ) +13, Profession (winemaker) +4
Feats: Improved initiative, mounted combat, power attack, ride-by attack, spirited charge, trample
Environment: Any lawful- and evil aligned plane
Organization: Solitary, deputy (1 goat demon plus 1-3 chain devils or 1-6 bearded devils) or council (1-8 goat demons plus 2d4 erinyes or 2d12 imps, or 2-6 chain devils or 1-12 bearded devils)
Challenge Rating: 18
Treasure: double gold; standard gems; 15% half art; 45% standard magical items, plus +5 flaming burst keen unholy, huge-sized lance and (3d6+10 piercing,+2d6 against creatures of Good alignment, +2d10 fire on a successful critical hit)19-20/x3, masterwork instrument (Pan pipes) plus pipes of pain or pipes of sounding (50% chance of one) and scarab of protection (+20 SR if held for one round, 1d12-3 charges of protection against negative energy left)
Alignment: Always lawful evil
Advancement: 15-19 HD (Huge) 20-38 HD (Gargantuan)
Level Adjustment: —

Edit: Trample does hoof damage (normally slam) plus 1 and 1/2 Str bonus. The save should half the damage not negate it. I also corrected the damage on its attacks. Hoof uses full Str bonus and Gore is 1/2 Str bonus. There is no attack that uses double Str bonus. The melee attack size has a -2 size penalty (it is not he +8 size modifier used by Grapple).

C 711

The above ooze creature needs some editing. Mindless creatures don't get feats in addition to not getting skills. Giving it two bonus feats is probably not appropriate either.


C 725 and C726

I thought creating base classes was beyond the scope of this thread.

R 695 again. See page 1 second entry in this thread and my first post in this thread. Just thought I'd bump my request up. Thanks.


Debby

TechnoScrabble
2011-11-20, 01:07 PM
Is that so? I must have missed it. Apologies.

Zipding
2011-11-22, 05:48 PM
R 727
I'm just starting up a new campaign, and was wondering if anyone would be able to homebrew up a Thrall of Kostchtchie Prestige Class. I would like it in a similar vein as the Thralls in the Book of Vile Darkness. I would prefer to have a 10 level PrC with relatively simple prerequisites. The abilities I'm looking for are an expansion on the Barbarian's abilities, along with some cold-themed traits like immunity to cold, maybe even the cold sub-type.

If anyone is able to do this, thanks a lot.

killem2
2011-12-03, 10:24 AM
R 728: What are ideas for puzzles? I tried searching this thread but nothing seemed to stick out has anyone every created some based on EL level or such. How does one begin the basis of a good puzzle? I have some real thinkers in my group.

zlefin
2011-12-04, 01:00 AM
C 725
while a full class workup is a bit much; I can provide some useful seeds for building such a class;
The simplest way to build such a thing would be to use the cleric domain lists from 3.5 or pathfinder.
Have the arcanist pick 2 at start; and he gains the powers of the list; and the ability to 1/day spell-like use the spells from each domain that he's a high enough level to cast (ie each level's domain spell is a 1/day ability once they're high enough level to cast them); and they auto learn those spells in case they want to use their regular slots to cast them too.
If you use the domain lists from pathfinder, they have a few more extra powers per domain; those might fit your needs better than the 3.5 domain powers.
I'm sure you can work out a suitable spells/day progression yourself; just use some 0's so that they can use the domain spell-likes a level or two before they can cast spells of that level (barring int bonuses to spells/day pumping it up)

all other base numbers are easy to copy frmo existing casters.

ericgrau
2011-12-08, 10:51 PM
C 727 & 728 Per the first post, "The Homebrew Should Be Fairly Small in Scope" so that the answer should easily fit in one post. I believe a prestige class and a general question about puzzles requiring multiple answers are beyond the scope of this thread. Try starting a new thread in the homebrew section.

killem2
2011-12-16, 01:13 PM
R 729: Very well on the first request. Perhaps this one is a bit smaller.

I'm looking for a possible explosive charged arrow, that explodes on impact. If anyone has seen Dukes of Hazzard, Bo and Luke Duke, used arrows with TNT strapped to it and slung them around with a bow.

dspeyer
2011-12-17, 12:59 AM
H 727
I don't actually know anything about Thralls or Kostchtchie, but this inspired me:

Prerequisites: evil, rage, proficiency with warhammer

{table=head]level|fort|ref|will|bab|special
1|2|0|0|1|rage +1/day
2|3|0|0|2|cold be hand
3|3|1|1|3|rage +2 str
4|4|1|1|4|cold be heart
5|4|1|1|5|rage +1/day
6|5|2|2|6|cold be bone
7|5|2|2|7|rage +2 con
8|6|2|2|8|cold be sleep
9|6|3|3|9|rage +1/day
10|7|3|3|10|in the black wind[/table]
HD: d12
Skills: 2+int
Class skills: Climb , Intimidate, Jump, Knowledge (religion), Survival, Swim


rage +1/day: rage once more than you already could

cold be hand: all your melee attacks to an additional 1d6 cold damage, and count as magic and evil for overcoming dr

rage +2 str: when you rage, increase your strength by 2 more than you already would

cold be heart: You may use abilities requiring concentration while raging. Also, you are incapable of genuine love or friendship, making you immune to charm effects.

cold be bone: immunity to cold

cold be sleep: Death begins to seep into your body. Like an undead, you are immune to poison and precision damage.

in the black wind: Gain a breath weapon: 15' cone of cold. Usable 3/hour. Does 5d6 damage. Reflex for half, dc 15+con mod.

togapika
2011-12-20, 02:48 AM
R 730: I would like a playable genie race as close to 0 LA as possible for Pathfinder

The main important thing would be that they are an actual genie, not descended from or some sort of half-breed.
An ability most likely at later levels somehow involving wishes would be awesome

Ralasha
2011-12-20, 03:45 AM
R 729: Very well on the first request. Perhaps this one is a bit smaller.

I'm looking for a possible explosive charged arrow, that explodes on impact. If anyone has seen Dukes of Hazzard, Bo and Luke Duke, used arrows with TNT strapped to it and slung them around with a bow.

@R729

One:
Take 1 arrow: check.
Take 1 alchemists fire: check.
Replace head of arrow with alchemists fire: Check.
Nock and loose arrow.

Two:
1: Take 1 Explosive rune,
2: tie to arrow
3: Nock and Loose
4: Trigger rune.

Three:
Take 1 fireball spell
Enchant 30 arrows
Fire arrows
Watch explosions.

Any of these help?

killem2
2011-12-20, 10:52 AM
@R729

One:
Take 1 arrow: check.
Take 1 alchemists fire: check.
Replace head of arrow with alchemists fire: Check.
Nock and loose arrow.

Two:
1: Take 1 Explosive rune,
2: tie to arrow
3: Nock and Loose
4: Trigger rune.

Three:
Take 1 fireball spell
Enchant 30 arrows
Fire arrows
Watch explosions.

Any of these help?

The, first one is possible. The second and third, since it isn't me firing I'm not sure I can be very helpful.

Thanks, I will run this by our ranger.

Ralasha
2011-12-20, 06:28 PM
No problem, but as you can guess, I have a tendency to aggravate my DMs.

In this one campaign the bad guy was really obvious, and supposed to be the end boss, so I just killed him way to early... as in walk into tavern, old man appears, detect evil, kill old man.
No longer paladin, just used bebolith venom.

Another instance: all doors trapped, rogue dead, dig through wall.

Another instance: End fight, evil aligned titan,
Quicken transmute stone to mud.
Transmute mud to stone.
Use trapped titan for target practice.

ericgrau
2011-12-21, 12:56 AM
Ugh hate that trick. It makes sandstone. A titan can't break free from sandstone?

Anyway, C729 / H729-2
The standard pricing is 40 gp (2000/50 = 40) * effective-bonus * effective-bonus. So for +1 flaming (1d6 fire) it's 160 gp. For +1 flaming burst (1d6 fire, plus 2d8 more on a crit) it's 360 gp.

Now to metagame this a bit: These arrows suck except at high levels or except when saved for major foes like BBEGs; normally you get an even nicer bow first. So I'll discount them to balance for low level play, make them alchemical like you seem to want, and prevent (ab)use at high levels. I'll say 75 gp for +1d6 fire damage, and this may be multiplied by a crit. These alchemical arrows may not be enchanted; even when fired from a magic bow they don't deal extra magical damage. They also set fire to easily ignitable things like dry brush, tinder, curtains, etc., but not most other objects and creatures.

Ralasha
2011-12-21, 09:28 AM
Ugh hate that trick. It makes sandstone. A titan can't break free from sandstone?Could you break free if you were buried to your neck?
Anyway, C729 / H729-2
The standard pricing is 40 gp (2000/50 = 40) * effective-bonus * effective-bonus. So for +1 flaming (1d6 fire) it's 160 gp. For +1 flaming burst (1d6 fire, plus 2d8 more on a crit) it's 360 gp.

Now to metagame this a bit: These arrows suck except at high levels or except when saved for major foes like BBEGs; normally you get an even nicer bow first. So I'll discount them to balance for low level play, make them alchemical like you seem to want, and prevent (ab)use at high levels. I'll say 75 gp for +1d6 fire damage, and this may be multiplied by a crit. These alchemical arrows may not be enchanted; even when fired from a magic bow they don't deal extra magical damage. They also set fire to easily ignitable things like dry brush, tinder, curtains, etc., but not most other objects and creatures.One problem, he wants explosive, not burning. Difference. It's why I suggested explosive arrows... but for some reason he said no.

killem2
2011-12-21, 11:09 AM
but for some reason he said no.

Some reason? You make it sound like I said no, but didn't explain anything. :smallamused:

I thought I explained why, see, I'm a wizard, but the person shooting the arrows is a ranger. Sure, I could put a rune on the arrow, but then I would have to waste an action to watch when the arrow is about to hit, to make the rune go off. Not to mention I'm not even sure how you accurately portray something like that in terms of skill checks/ability rolls.

Explosive runes seems to be set off when read, I didn't think just calling out the key word would do it. Would it?

I thought a TNT equal or gunpowder usage was available in D&D. I just didn't see anything that put the two together.

Sir_Chivalry
2011-12-21, 01:04 PM
Could you break free if you were buried to your neck?

More accurate question, could you break free if buried up to your neck in peanut brittle?

killem2
2011-12-21, 01:58 PM
I apologize, I just found some info in my old 3.0 DMG on dynamite.

Dynamite - 3d6 blast damage, 5ft radius, fire damage, dc 20, 1/2 damage. increment of 10ft, weight 1lb.


Not sure what happens if you were to strap that to an arrow though. I'd imagine the chance to hit would drop. -5? -10? Not sure.

Ralasha
2011-12-21, 03:12 PM
-4 penalty actually, improvised weapon.

Razanir
2011-12-21, 06:36 PM
R 728: What are ideas for puzzles? I tried searching this thread but nothing seemed to stick out has anyone every created some based on EL level or such. How does one begin the basis of a good puzzle? I have some real thinkers in my group.

C 728: Hmm... that's a toughie, especially since I don't know where in a campaign it's going. I'd recommend looking at things that the puzzle episode of Teen Titans for ideas. (the one where Titans East had to face puzzles like Mas y Menos hitting buttons on opposite ends of a city) But yeah, long story short, take the players abilities and create puzzles that need them used creatively.
An example from my own campaigns is one time our paladin was chasing an elephant-riding kobold. He decided to stand up in his saddle, have his mount jump, and jump himself at the peak of the jump.

R 731: Can I get a Fey race with low LA (low being +0 or +1)? I'd also want a Half-Fey race (like half-elves)

Acidic_Cakes
2011-12-21, 09:10 PM
R 732: I would like if someone could make a trio of domains representing the three aspects of the Triforce in the Legend of Zelda games. So basically a Courage, a Wisdom and a Power domain.

R 733: I would also appreciate if someone could make a playable, living construct version of a Flesh Golem. Basically a 0 LA Frankenstein's Monster.

dspeyer
2011-12-22, 12:25 AM
H 732

Courage
You are immune to all supernatural fear effects.
1 Remove Fear
2 Heroism
3 Good Hope
4 Freedom of Movement
5 Heroism, Greater
6 Heroes’ Feast
7 Fear Immunity (caster level willing creatures become immune to all fear effects for 24 hours)
8 Heroism, Greater, Mass (like Heroism, Greater, but caster level creatures)
9 Reject Death (for caster level rounds, you cannot die except by your own will. At the end you take 6 points of constitution damage. The damage cannot be prevented.)

Wisdom
1/day, add you class level to your wisdom score for a single action.
1Comprehend Languages
2 Owl's Wisdom
3 Detect Thought
4 Discern Lies
5 Commune
6 Owl's Wisdom, Mass
7 Legend Lore
8 Hypercognition (as psionic power)
9 Contact Other Plane, Greater (like Contact Other Plane, but contacted creatures never lie to you and you may use a will save instead of an intelligence check to protect your mind)

Power
A number of times per day equal to half your class level rounded up, you may either add a +2 bonus to any die roll you make or inflict a -2 penalty to any die roll made against you. Declare the use of this power before the roll.
1 Command
2 Bull's Strength
3 Fear
4 Divine Power
5 Dominate Person
6 Symbol of Pain
7 Bite of the Werebear
8 Symbol of Death
9 Dominate Monster


Spells with descriptions in parenthesis I made up for this.

Noxsis
2011-12-22, 05:11 PM
R734 can someone make a pathfinder version of a khayal form ToM including a noble version of it. Please and thank you.

ericgrau
2011-12-23, 01:47 PM
H 733

Souled Flesh Golem
Unlike a regular flesh golem a souled flesh golem contains the willing or unwilling soul of a creature from the material plane rather than an earth elemental soul. It is genderless and created with the spell create souled flesh golem (below). Its type is monstrous humanoid.

A souled flesh golem gains +2 to strength and -2 dexterity. It has darkvision 60' and low light vision. It has a +2 to saving throws against mind affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects, and an additional +2 to all fortitude saves except those that also affect objects. It is, however, alive (aliiiive), and it eats, drinks, sleeps, thinks and breaths.

Spell Resistance
It has spell resistance equal to 5 + its hit dice. A magical attack that deals cold or fire damage slows him instead (as the slow spell), with no save nor SR. A magical attack that deals electricity damage instead removes the slow condition and heals 1 HP for every 3 damage it would deal, with no save or SR. It gains any excess as temporary HP which last for up to 1 minute. This temporary HP does not stack with other jolts nor other sources of temporary HP; instead use the highest of any sources. Positive energy healing such as cure spells have no effect on souled flesh golems, though inflict spells work normally (except for spell resistance and the save bonus vs. necromancy, see above). Nonmagical sources of energy damage deal damage normally, even electricity.


Create Souled Flesh Golem
Transmutation
Level: Sor/Wiz 6

This spell takes the soul of a deceased creature and places it into an amalgam of body parts. The creature's new race becomes a souled flesh golem. The creature must be imbued with a soul during stormy weather, or using another very large source of electricity. This spell may also be forcefully cast on a trapped soul, for example from a trap the soul spell. Otherwise this spell works as reincarnate, except as indicated.

Focus
An alchemist's lab.

Material Components
Laboratory supplies costing 1,000 gp. Body parts from at least 4 different corpses. The original creature may still be raised from the dead with the remainder of the body, though in the case of a raise dead spell body parts will be missing. Assembling the body requires a DC 13 craft (leatherworking) check or a DC 13 heal check.

Mulletmanalive
2011-12-23, 07:18 PM
C. 731 Care to be a bit more specific in what you mean by "fey" race? Elves are a pretty credible fey race already. Heck, just change the creature type on a non-human race from the PHB and you've got something passable...

More info and i'll see what i an do though [or you can check out the four races in Fae-o-matic]

hushblade
2011-12-27, 07:47 AM
R735 A lesser half dragon, lets say 1/4 dragon. Ideally it should have +1 LA

dspeyer
2011-12-27, 10:53 AM
H735

Gain Dragonblood subtype.

Natural Armor +2

+4 on saves against sleep or paralysis

Resistance 10 to one energy type. If the energy type is fire or cold, also immune to hot or cold weather respectively.

Strength +4

Add sorcerer as an alternative favorite class.

Quarter-dragons can be mistaken for ordinary members of their base species, but close examination (dc 15 spot) reveals that their skin is scaly, and their eyes are the same color as their draconic parent.

Tanuki Tales
2011-12-29, 12:13 AM
R736

Could someone take a crack at making a Cactus Leshy?

They're only mentioned in the fluff for Leshys in the Bestiary 3 as being surly.

I'm looking for them to be CR 3 and Constitution being their biggest stat. Otherwise, go nuts.

Leshy Subtype (http://www.d20pfsrd.com/bestiary/monster-listings/plants/leshy-subtype)

Fungus Leshy (http://www.d20pfsrd.com/bestiary/monster-listings/plants/leshy-subtype/fungus-leshy)

Maquise
2012-01-02, 11:05 PM
R 737

Could somebody make me a low CR (1-4) demon for pathfinder? I'm not too picky on the details, but it would probably work best being fairly generic.

ericgrau
2012-01-03, 12:33 AM
C 737
What's wrong with dretch (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/dretch) or quasit (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/quasit)?

Maquise
2012-01-03, 10:58 AM
To specify:
I would like a brute-type demon. The dretch is CR 2, the Vrock is CR 9. That's a pretty big cap that I would like filled.

killem2
2012-01-03, 03:48 PM
R 738: I'm actually looking for two "worthy" opponents. I need an opponent for a 5 rogue/1fighter, who will become an invisible blade soon, and also a worthy opponent for a level 6 ranger, who has taken the two weapon path, to become a Master of Two Weapons prestige class (homebrew dandwiki site). Both will be 1 vs 1, the invisible blade opponent can be almost anything I would think, but the ranger's opponent would need to wield two weapons.

I really want to put them through the ringer. Not kill them, but make them exhaust all they have in that one fight. :smallbiggrin: Any suggestions?

Ralasha
2012-01-03, 04:06 PM
@R 738
Fighter 6 for the ranger. Two weapon fighting, shield focus, weapon focus large shield. Improved Shield Bash, Improved TWF. Dodge, Improved Toughness. Weapon Specialization (Large Shield).

Equips one wooden large shield, one steel large shield. With or without spikes. If enchanted use weapon enhancements such as flaming. Leave the bonus to AC: +1, etc.
Use a race such as goliath for improved combative abilities. (bigger shields=more damage)

For the invisible blade:
Cleric/Monk
Versatile Unarmed Combat
Leap of the heavens
Deity with war domain and unarmed preferred weapon for weapon focus.
robes, while clothing can still have an armor bonus, but lets use bracers anyway.
Ring of shield for a permanent +2 shield bonus (force effect) to AC. Costs 8k.
Alertness.
Weapon Finesse
Improved Grapple
Cleric Spell: See invisibility, if you can afford it, permanent, if not, potions. Race Halfling, Strength 12 (cost 6), Dex 17 (cost 8), Con 14 (Cost 6), Wisdom 16 (cost 8), Int 12 (Cost 4, skills: Jump, Spot, Listen), Charisma 8 (no cost)
Has spells: Magic Weapon (RAW: can enchant fists), See Invisibility, Cure Minor Wounds, w/e.

Sir_Chivalry
2012-01-03, 04:59 PM
I have had it said, on many occasions, that any storyline of a paladin falling can be done with any LG (or for that matter Good) character and just be handled organically.

As the paladin is a disappointing class once this organic falling is done, I would like to ask:

R739

Could someone create a trait or other similar system by which any character can have a code similar to a paladin's code of conduct and gain small benefits from said code?

Basically, if the Code of Conduct from the Paladin was a Trait, what benefits would come in exchange? Perhaps some small benefit from Paladin (divine grace, smite evil, etc.)?

Thanks in advance

dspeyer
2012-01-05, 01:42 AM
H739

Feat: Holy Vows [exalted]

You have taken certain vows to uphold moral principles, and are rewarded by the powers of goodness. All clerics of good-aligned deities will intuitively recognize this and start out friendly to you. You gain additional benefits depending on which vows you take.

If you break a vow, you lose the benefits of that vow and take a stacking -1 morale penalty to all attacks, skill checks and saves until you receive atonement. If you cease to be good, you lose all benefits of this feat until you receive atonement.

When you take this feat, you may take 1-3 of the vows listed. You may take this feat multiple times -- each time taking 1-3 additional vows.

This feat can replace Sacred Vow as a prerequisite.



VowBenefit
help those in need (unless they will use that help for evil)lay on hands, remove disease 1/week and divine health
protect the innocentdivine grace
punish evildoerssmite evil (ceil(level/5) times/day)
tell the truthdetect evil at will
respect legitimate authorityimmunity to fear
respect individual libertyimmunity to compulsion
turn aside from all goals that are not the pursuit of goodnessspecial mount
never harm a thinking being who does not personally deserve it, and never more than is deserved (special: if you violate this oath but make restitution and receive forgiveness, that counts as an atonement spell)turn undead
support all good-aligned churchesEither: gain paladin spellcasting based on your hit dice and add spellcraft and concentration to your class skill list regardless of class or add the paladin spell list to your class spell list, the palading spells/day for your caster level to your spells/day, and (if applicable) 2 spells known for spell levels 1-4 starting 3 levels after you become able to cast that level spells

ericgrau
2012-01-05, 06:20 PM
H 737

Candle Demon
A human-shaped figure with sharp teeth and glowing yellow eyes dripping tear-like wax.

Candle demons arise when a lesser demon begins to evolve into a babau. Their excess fat feeds into their eyes and burns away over the course of about one month during the transformation. They are often found traveling to a new location in expectation of their new found power.

CR 4
XP 1,200

CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +8
AC 16, touch 11, flat-footed 15 (+5 natural, +1 dex)
hp 42 (5d10+15)
Fort +7, Ref +5, Will +4
DR 10/cold iron or good; Immune electricity, poison; Resist acid 5, cold 5, fire 5

OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d6+3), bite +8 (1d6+3) or longspear +8 (1d8+3/x3), bite +8 (1d6+3)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 4th)
2/day-flaming sphere (DC 16)
1/day-summon (level 2, 1 candle demon at 40%)

STATISTICS
Str 16, Dex 12, Con 17, Int 10, Wis 12, Cha 14
Base Atk +7; CMB +12; CMD 23
Feats Combat Reflexes, Ability Focus (flaming sphere), Iron will
Skills Perception +12, Stealth +1; racial modifiers -4 stealth, +4 perception
Languages Abyssal, Celestial; telepathy 100 ft.

SPECIAL ABILITIES
Transformation (Su)
A candle demon that takes half or more of his HP (21) in fire damage (after subtracting resistance) becomes a babau. His abilities and appearance change accordingly, however his HP total remains unchanged. A candle demon may not heal fire damage, even after the transformation, until the 1 month normally required for the transformation has elapsed. A desperate candle demon may intentionally target himself with a flaming sphere, especially if he has already taken some fire damage.

Flaming Sphere (SLA)
A candle demon fires flaming spheres out of his eyes and controls them mentally, as with the spell. The glow in an eye is gone once a sphere is launched from it. A candle demon that has not yet released his flaming spheres has eyes that glow as bright as candle light, giving him a -4 to stealth checks.

COMBAT
A candle demon likes to throw 1 or 2 flaming spheres until engaged, then he fights with his long spear while redirecting flaming spheres.

The Witch-King
2012-01-05, 10:36 PM
R740

A Combat Style Option for Pathfinder Rangers that gives the ranger an ability to inspire troops on the battlefield like a bard through Battle Oration. A ranger with this Combat Style Option couldn't help you knit something better but could inspire you to greater feats of kick-buttitude.

togapika
2012-01-05, 10:36 PM
R 730: I would like a playable genie race as close to 0 LA as possible for Pathfinder

The main important thing would be that they are an actual genie, not descended from or some sort of half-breed.
An ability most likely at later levels somehow involving wishes would be awesome

Re-Posting so it doesn't get lost

ericgrau
2012-01-06, 12:02 AM
H 730

Lesser Genie
A lesser genie looks similar to a human save for the ocassional gleam of gold in their eye (5% chance each round). Typically they arise when a genie has been bound on the material plane too long and his power has faded. However, with practice, it may be awoken again. Lesser genies have the following abilities:

Outsider(native) type. They are not affected by "person" spells but they may be raised from the dead normally. They are affected by planar binding spells, even if they merely walk into a properly prepared circle. Once bound in a circle they may be bottled and from then on are treated as if still within the circle and may be bound normally until the task is complete.
A lesser genie gains the following spell like abilities 1/day as he progresses in hit dice. Caster level is equal to his hit dice. Save DCs are charisma based.
{table]HD|Spell Like Ability
1|Create wine (as create water, but common wine is made instead)
3|Enlarge Person (except works on self too)
5|Invisibility (self only)
7|Fly
9|Gaseous Form (up to 1 hour)
11|Major Creation
13|Plane Shift (willing targets to elemental, material or astral planes only)
15|Limited Wish
17|Incendiary Cloud
19|Wish
[/table]
The lesser genie must expend the normal experience point cost on any limited wish or wish creating a permanent effect (magic item, ability score increase, permanent illusion, etc.)

flabort
2012-01-13, 06:07 PM
R 741 Anyone feel up to making a template, capable of turning a non-intelligent undead (Such as a skeleton or zombie) into an intelligent one, that has LA (AKA turns it into a playable creature)?
Say, an infusion of magic bolstered the soul attacked to the rotting corpse (or animated skeleton), letting it make decisions on it's own again, and bringing a magically enhanced capability to learn, but didn't bring back memories, making it so whoever enchanted it had to raise it up like a child, or something, and after 3 or 5 or so years it's as mentally capable as a first level human fighter of 20 years of age.

So, a human skeleton + this template + 1 level of wizard would be technically as challenging to face as a human wizard 1, but might have some LA, maybe 1 or 2.

I understand if it's too much.

@V: Oh. Thankyou. I'm going to have to look that up. It retains the Undead type, but gains an INT score?

Ralasha
2012-01-13, 07:03 PM
H-741: See also: Undying. Libris Mortis.

sankai
2012-01-21, 07:02 PM
H 736

Here's your cactus Leshy

Regrettably, I know absolutely nothing about the Pathfinder system, so I just browsed on the wiki links you posted to make sure I was following format

This is mostly stats, you can add fluff as you wish

Hope its workable

CACTUS LESHY (CR 3)
XP 600
N Small plant (leshy)
Init +2

DEFENSE

AC 15, touch 14, flat-footed 11 (+2 Dex, +1 size)
hp 15 (2d8+6)
Fort +7, Ref +2, Will +2
Immune heat, sonic, plan traits

OFFENSE

Speed 20 ft
Melee bite +2 (1d6), stab (1d8)
Ranged none
Special attacks none
Spell-Like Abilities (CL 4th; concentration +6_

STATISTICS

Str 12, Dex 15, Con 20, Int 7, Wis 14, Cha 15
Base Atk +1; CMB +0; CMD 12

NeoSeraphi
2012-01-27, 12:23 AM
R 742

I'd like to see a homebrew discipline based around brute force and destruction, with a bludgeoning flavor/focus (kind of like Stone Dragon, but better, a little more varied, and without stupid ground restrictions)

Please keep it entirely mundane, no supernatural maneuvers. Thank you.

Gligarman2
2012-01-27, 08:45 AM
H 743

I would like a CR 15 "giant monster" for my campaign. It would be a flying, gargantuan blue dragon like creature, but with seven limbs that could switch between many things Prototype-Style.

H 744

I would like a villain for my MLP:FIM PF campaign. It should emphasize a concept that is anathema to friendship, and be able to destroy in packs. Each CR 9. If it could seem like it belonged in the show, that's a plus.

No more trolling for me!

bobthe6th
2012-01-27, 06:32 PM
R 745

artificer/warlock dual progression prestige class. perhaps with the chance to make wondrous items with invocations or some such.

playswithfire
2012-01-28, 07:51 AM
R 742

I'd like to see a homebrew discipline based around brute force and destruction, with a bludgeoning flavor/focus (kind of like Stone Dragon, but better, a little more varied, and without stupid ground restrictions)

Please keep it entirely mundane, no supernatural maneuvers. Thank you.

C 742 Not sure if either of these is exactly what you want, but here is Endarire's revised Stone Dragon (http://www.giantitp.com/forums/showthread.php?t=165906) and my own Crashing Wave (http://www.giantitp.com/forums/showpost.php?p=10181173&postcount=12), though the latter focuses more on bullrushing and a bit of sundering, which might not be what you had in mind.

ATEKazul
2012-01-28, 05:13 PM
R746

I would like a class based on the body part replacement and modification aspects of naruto's Sasori and Kakazu with some influence from the denizens of MTG's Esper.

R747

My other request is for a class that makes small transformer like construsts that can change from an item to a small or tiny construct. I would preffer if they had or could get a built in weapon and had good deffence.

brolthemighty
2012-01-29, 12:15 AM
R748

Looking for Tome of Battle style Epic Destinies. Something along the lines of Demented One's (http://www.giantitp.com/forums/showpost.php?p=7315805&postcount=52) and Krimm's ED's (http://www.giantitp.com/forums/showpost.php?p=4589069&postcount=50). None have been done for ToB, and I think they would be worthwhile. Preferably one for the main 3 classes.

dspeyer
2012-01-29, 01:23 PM
H748.c

Eternal Champion

Prerequisites: Strike of Righteous Vitality, complete obsession with a cause

21st: Awareness of The Cause

You are always aware of where your cause is in need, regardless of distance, even on other planes. This knowledge does not distract you or drive you mad (well, no madder than you already are). You don't know all the details, but where and how severe.

24th: Presence of The Cause

Wherever the struggle continues, there you are. You may teleport or plane shift at will to a place where your help is needed in fighting for The Cause.

27th: Assistance to The Cause

Whenever someone else fighting for The Cause calls out for help, you may offer yours. If they allow it, you may possess their body for up to five minutes. You use their physical abilities but the better of their and your skills, feats, maneuvers, or class abilities. You may only possess one person at a time this way. It does not effect your ability to act in your own body simultaneously.

30th: Widespread Assistance to The Cause

By placing your physical body into a deep trance, you may possess up to 9 willing champions as in Assistance to The Cause. No two possessees may be within 10 miles of eachother.

Immortality:

When your physical body gives out, you may remain in the trance, always aware of the need, flitting from champion to champion, giving aid where needed, until The Cause is victorious at last.

brolthemighty
2012-01-29, 03:52 PM
That's pretty interesting. The possession bit was surprising. My only concern is that it actually has nothing to do with ToB except having it as a pre-req.

Funinyourgame
2012-01-31, 01:30 PM
R749

I'm looking for a real arcane archer. I want the duskblade who fight with a bow. Sorry if its already created, I didn't find it ^^'

Thank you for your time and have a nice day :smallsmile:

ericgrau
2012-01-31, 07:47 PM
H749

Duskbow (Duskblade ACF)

Armored Mage (Ex): Replace "heavy shield" with "buckler".

Precise Shot: At 2nd level the duskbow gains precise shot as a bonus feat. He need not meet its prerequisites. This replaces combat casting.

Arcane Channeling (Su): This ability lets you cast a touch spell through your weapon with a ranged attack instead of a melee attack.

Duskbow Spell List
Remove Blade of Blood, add Arrow of Blood: Targets a projectile or thrown weapon instead. You must decide whether or not to sacrifice the hit points when the projectile is fired or weapon thrown rather than when it hits.
Remove Stretch Weapon, add Distant Weapon: Doubles the ranged increment of a ranged weapon instead. This stacks with far shot but not the distant magic weapon property.
Remove Crown of Might, add Crown of Agility: Increases dexterity instead.
Remove Toxic Weapon, add Toxic Arrow: Targets a single projectile or thrown weapon instead. The spell is discharged even if the weapon misses.
Add flame arrow as a level 3 spell. Remove vampiric touch.
Clarification: A single arcane channeled chill touch may affect multiple fired projectiles as long as they are launched from the same weapon. Misses do expend uses of the spell.

Funinyourgame
2012-02-01, 12:39 AM
Thank you for your quick awnser, but just to be sure, are you saying to change the Duskblade to a range class (easly done didn't think about it) or are you talking about the PrC in the homebrew (wich is no that nice IMO)

Thank you for your time and have a nice day :smallbiggrin:

ericgrau
2012-02-01, 03:00 AM
It's a base class ya, taking the duskblade and making it ranged via alternate class features. Make the changes noted and use the normal duskblade class description for everything else.

dspeyer
2012-02-01, 09:41 AM
H749
Something like Archermage (http://www.giantitp.com/forums/showthread.php?t=222565)?

Funinyourgame
2012-02-01, 10:42 PM
Thank you for your proposition, but they already give me something way enough for me, thank you anyway for your idea (wich I might take with the "Duskbow" because it looks awsome (make a force bow that shoot force arrow that cast a spell...*nerdgasm*))

Have a nice day everyone :smallcool:

Hazzardevil
2012-02-02, 02:35 PM
R750
I'd like something rather simple.
I'd like a LA 0 race that has some fluff on the far realms seeping into either an individual or bloodline.

Feel free to add anything extra you like, but I would like it to not be something bland like gain a feat or skill points.

Ralasha
2012-02-02, 04:11 PM
R750
I'd like something rather simple.
I'd like a LA 0 race that has some fluff on the far realms seeping into either an individual or bloodline.

Feel free to add anything extra you like, but I would like it to not be something bland like gain a feat or skill points.

You mean like... a Genasi, or other Plane Touched? Or... describe 'far realms' please. Do you mean Outer Planes, or... as a 'realm' is a kingdom, something more along the lines of... a subrace of human?

Do you have preferences for size, capabilities, outlook, appearance, abilities? I can make you an awesome LA 0 race of awesomely bland if you would like, gains a bunch of useless abilities and that's it. Like... the ability to cast any 0th level spells 3 times a day. This isn't a feat, or a skill.

Milo v3
2012-02-02, 05:24 PM
You mean like... a Genasi, or other Plane Touched? Or... describe 'far realms' please. Do you mean Outer Planes, or... as a 'realm' is a kingdom, something more along the lines of... a subrace of human?

Do you have preferences for size, capabilities, outlook, appearance, abilities? I can make you an awesome LA 0 race of awesomely bland if you would like, gains a bunch of useless abilities and that's it. Like... the ability to cast any 0th level spells 3 times a day. This isn't a feat, or a skill.

The Far realms is a plane outside of the Astral Plane its basically the orgin of madness and most aberrations. I think he wants a Plane touched style race.

Hazzardevil
2012-02-02, 05:29 PM
The Far realms is a plane outside of the Astral Plane its basically the orgin of madness and most aberrations. I think he wants a Plane touched style race.

zyea, something like planetouched, and I was referring to the far realms as in origin of madness, abberations and is deeply associated with
the clour purple.
I'm hoping for some racial abilities that don't come down to:
Gain X feat and bonus to Y skill and proficency in Z weapon.

Ralasha
2012-02-02, 05:35 PM
So... he wants... a cthulu planetouched... yeah... not an easy one to do.

I can do it though, if anyone else would like to, I'll step back and off.

For starters... I would give it a 25% crit immunity (Like light fortification).
A -2 Charisma (Horrid Appearance).

A -2 Constitution (incorrect anatomy).

A simple gaze attack causing the recipient to be shaken while in its presence. with a dc of... say... 14+charisma mod.

Perhaps an additional limb, or eye... I usually run this kind of thing as a customizable race with different variable physical characteristics, since no two should ever be exactly alike.

So... roll 1d6...
1: Additional Eye: (roll 1d2) Dark and Lowlight Vision, or eye beam (Roll against beholder eye based attacks).
2: Additional Limbs: roll 1d3, 1 is legs (Always in pairs), 2 is arms(Roll 1d2), 3 is combination of the two (Roll 1d4).
3: Additional sense: roll 1d6, tremor 30, blindsense 20, blindsight 10.
4: Maladjusted Vocals: sonic attack dealing 1d4 sonic, fort 14+Charisma or deaf for 1d3 rounds.
5: Eye Stalks: roll 1d4 for number of eye stalks, each stalk deals 1d3 damage of one of the following: fire, cold, lightning.
6: Natural Weapons: roll 1d4: tentacle, claws, bite, or slam.

You get the jist.

dspeyer
2012-02-02, 11:13 PM
H744

Nytingulfur

Nytingulfurs are the incarnation of exploiting others' compassion. Their physical shape (when not using their change shape ability) is like large wolves, except for solid red eyes which glow faintly and bat-like wings which can fold so closely to their body as to be nearly invisible.

They fight only as a last resort, preferring to use magic and trickery to gain advantages from any they meet. Their favorite game is to find a pair of existing friends, then impersonate each to eachother and ask for expensive favors until the friendship is over.

If forced to fight, they favor hit-and-run tactics, counting on their fast healing to give them a long term advantage. If there is more than one present, they all pick a single target to focus on and only attack others if convenient or the first is effectively disabled. They first target anyone who can heal, and then whoever looks frailest.



Size/Type: Large Outsider (Evil)
Hit Dice: 6d8+24 (51 hp)
Initiative: +3
Speed: 50 ft; fly 30 ft (good)
Armor Class: 18 (-1 size, +2 Dex, +1 Dodge +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Bite +11 melee (1d8+9 plus 1d4 wisdom)
Full Attack: Bite +11 melee (1d8+9 plus 1d4 wisdom)
Space/Reach: 10 ft./5 ft.
Special Attacks: spell-like abilities, improved trip
Special Qualities: Mindsight to 60ft, Disguise Mind, Immunity to Poison, Fire and Electricity, DR 10/magic, SR 16, Change Shape, Fast Healing 5
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 22, Dex 15, Con 18, Int 15, Wis 12, Cha 17
Skills: Bluff: +12, Disguise: +12 (+22 when using change shape), Forgery: +11, Hide: +7 (+11 in forests), Intimidate: +12, Knowledge(local): +11, Listen: +14 (includes +4 racial), Move Silently: +11, Spot: +10, Survival: +10 (+14 following tracks)
Feats: Dodge*, Mobility, Spring Attack
Organization: Solitary, pair, or pack (3-5)
Challenge Rating: 9
Treasure: none
Alignment: always lawful evil
Advancement: by class level
Level Adjustment: +7



* A Nytingulfur's mental senses allow them to always apply the dodge feat to whichever enemy is attacking at a given moment.

spell-like abilities: at will: detect thoughts (dc 15), tongues 3/day: charm monster (dc 17), suggestion (dc 16), major image (dc 16), entice gift (dc 15). Caster level 9th. Save dcs are cha-based

trip A Nytingulfur that hits with a bite attack can attempt to trip the opponent (+10 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.

Disguise Mind When detect good/evil/law/chaos, detect thoughts, or discern lies are used on a Nytingulfur, the result is whatever the Nytingulfur wishes it to be. The caster is not aware that the spell has failed. Note that this, combined with the detect thoughts sla means that any two Nytingulfurs can effectively communicate telepathically.

Change Shape A Nytingulfur can take on the shape of whomever the person its dealing with most trusts, or a generic form of any humanoid race.

Xefas
2012-02-02, 11:49 PM
R750
I'd like something rather simple.
I'd like a LA 0 race that has some fluff on the far realms seeping into either an individual or bloodline.

Feel free to add anything extra you like, but I would like it to not be something bland like gain a feat or skill points.

H750

Allochthon
Mortals have such limited concepts of space, time, and causality. They are born, they move forward through time, they take actions which lead to effects, they sire offspring to continue their genetic legacy, and they die. Such curiosity that they might all function in such a way! It is not so for Zakain'hhai, whose existence human language strains to conform, although one might refer to it as a 'creature' from the Far Realms. It is, by mortal perspective, yet to be - it has birthed its children into a vast lineage backward through what the denizens of the planes perceive as time, so that they may one day unbirth themselves into their eventual ancestor.

For much of the history of the Prime, Allochthons, the children of Zakain'hhai, will be of mostly human blood. They come into existence in the elderly years of their life, grow younger as time passes, and eventually unbirth themselves into nothingness. Once all the Allochthons of a generation have been unbirthed, their parents, consisting of a number of mortals and Allochthons, will come into being. Eventually, as the bloodline thickens, it will lead to the direct scions of the Old One himself. And then, as the world comes to its end, Zakain'hhai will be born into the world from his children.

But that is a long way off yet (perhaps), and for now the Allochthons are merely thought to be humans with a certain otherworldly presence and odd way of thinking.

Size: Medium
Type: Outsider (Native)
Speed: 30ft
+2 Intelligence, +2 Charisma, -4 Wisdom - Allochthons have minds that reach far beyond what lies before them. This can leave them somewhat lacking in common sense and situational awareness, but allows them to grasp new concepts readily. While their unnatural mien may be a little off-putting, it is nonetheless captivating and, potentially, terrifying.

Unnatural Aging (Ex) - Allochthons age differently than other mortals. They come into existence when their children cease to be, at the Venerable age category. Once ~35 years have passed, they progress into the Old category, until they reach ~53 years of age, and become Middle Aged. At 70, they have no ability score modifiers based upon age, right up until they become children (unfit for adventuring) and are unborn.

Alien Mind (Ex) - Allochthons simply have different wiring than what power drawn from this multiverse is used to working with. They gain a +2 bonus on all Will saves against fear, emotion based, or mind-affecting spells and abilities. In addition, all those whose magic touches the Allochthons mind (any spell that forces the Allochthon to make a Will save) brush against a deeper madness than any being of the planes is equipped to handle. Assuming the caster is not from the Far Realms themselves, they must make a Will save (DC 10 + 1/2 character level + greater of Intelligence or Charisma modifier) or be shaken. If, for some reason, they cannot be shaken, or their fear cannot be upgraded any additional steps (they are at 'panicked' already), then they instead take (greater of Intelligence or Charisma modifier) points of damage as their body is eroded by the otherworldly touch.

Mad Genius (Ex) - Allochthons gain a pool of bonus points that refresh after every period of sufficient rest, but no more often than every 24 hours, which may hold a number of points equal to their character level. By taking a swift action to think about the current situation, they may draw up to (greater of Intelligence or Charisma modifier) points from this pool, distributing these as +1 bonuses (which stack) on any rolls they choose until the beginning of their next turn (even though it is unrolled, they may also choose to boost Armor Class). However, every roll that gains a bonus from the Allochthon's Mad Genius ability is touched by their madness. They move and act in completely ludicrous or incomprehensible ways. A bonus on an Intimidate check might involve the Allochthon referencing people and events that they have no memory of, nor could have possibly witnessed. A bonus on a Knowledge (Arcana) check could dredge up knowledge the Allochthon has never learned. A bonus on an attack roll could mean swinging randomly at a point of space that one's foe simply happened to leap toward after the swing had begun.

Favored Class - Warlock, Factotum

Qwertystop
2012-02-03, 05:02 PM
R750:
A creature similar to the "Darkings" in Tamora Pierce's Tortall books. There's enough about them that it's tricky to describe, but the basic idea is a solid blob that's kind of like a living shadow, but in 3D and not attached to anything.

Metahuman1
2012-02-07, 11:03 PM
R 707: I need a Homebrew Dragon progression for a mount/companion for a player in my group. Said Dragon should be good aligned, Big, or able to tweak it easy to make it big, and easy enough to insert into an on going game for the DM. And should progress on par with a fairly optimized Melee build that isn't focused on mounted combat, but might want to shift gears to that style once in awhile, and may change build course to encourage it.

Thanks. =)

ericgrau
2012-02-07, 11:33 PM
C 707
What levels does it need to be viable at? Red and gold dragons are already available big for characters of level 17-18, but obviously that's a bit high. Yet the same dragon is CR 7, so maybe if we limit its equipment and ability scores below a normal cohort it could be fair for a level 9 or so character.

lefuthezombie
2012-02-08, 03:07 AM
H1.I want a cannibal mage prestige class so I can kill and eat any one or thing that cast spells or has spell like ability’s and by doing this learn them my self.I think its important to get a bight attack and the ability to digest odd things like undead flesh, and descent save so I can actually live to kill the other guy.may sacrifice advancement in previous spell progression for class features.

Metahuman1
2012-02-08, 09:12 AM
C 707
What levels does it need to be viable at? Red and gold dragons are already available big for characters of level 17-18, but obviously that's a bit high. Yet the same dragon is CR 7, so maybe if we limit its equipment and ability scores below a normal cohort it could be fair for a level 9 or so character.

Right now the party is sixth lvl, reasonably-to-highly optimized depending on class. (New Player had lots of help with doing a "Hulk Smash" style Barbarian/Warblade. Right now were expecting her to dip Exotic weapons master next level after I showed her the trick for Double str to damage, and the Dm gave just about everyone weapons focus cause he thinks it's a flavor feat. Player is still debating options beyond that point, though a dip of cleric for Mobility and Unarmed Swordsage for having a couple of emergency counters always ready and the flavor of being really big and throwing stuff around have been considered.) Player's base size is Large, and I (Party Wizard and playing at a more passive optimization level so that the DM actually has a chance to challenge the party.) have been buffing her up to Hugh for Combat were situation allows.


So, yeah, she's a fairly new player, and has become very taken with the idea of a dragon mount since she LOVES Dragons to begin with. So were trying to find something worth while to give her to cater too that.

ericgrau
2012-02-08, 01:37 PM
H 707

Dragon Rider
Prerequisites: Character level 12th, Mounted Combat, Ride 1 rank, must make peaceful contact with a dragon.

Benefit: This feat lets the character attract a dragon willing to bear her as a rider. The character bears no penalties for riding an unusual mount, though she requires a saddle as normal. To determine the maximum CR of the dragon, use the leadership feat rules and subtract 1 from the cohort level, so that the absolute limit is 3 below the character's level. As the dragon gains experience (see leadership rules) she may advance in age, time allowing, or by character levels. Sorcerer levels stack with a dragon's existing caster levels, if any. The dragon has feats appropriate for her HD. The dragon must be large size or larger to bear a medium rider, or medium size or larger to bear a small rider.

Unlike a leadership cohort the dragon is equipped from standard treasure for its CR rather than character wealth. The remaining 2/3 of her triple standard treasure is in coins, gems or similar and kept somewhere safe in a horde; she will not part with it. Unlike a leadership cohort she does not have higher than normal ability scores either. The dragon cannot benefit from barding. Your DM might allow certain magic items to fit on its body, whether from the dragon's own wealth or lent by the riding character. The dragon will demand a half share of party treasure and use 2/3 of this treasure to increase her horde.

Special: A fighter may select Dragon Rider as one of her fighter bonus feats.

Other Notes:
See Mounted Combat (http://www.d20srd.org/srd/combat/specialAttacks.htm#mountedCombat) rules, Ride (http://www.d20srd.org/srd/skills/ride.htm) rules and flight (http://www.d20srd.org/srd/movement.htm#tacticalAerialMovement) rules.
The ride by attack feat is might be good when flying. The dragon could instead provoke an attack of opportunity in melee and circle around to make a second attack, given a 10' deep x 20' wide area behind the target. Or the dragon might take the hover feat to make things a lot easier. Or the dragon might take fly by attack if the rider takes ride by attack. I'd strongly suggest hover given the places that adventurers go.
Riding the dragon on the ground though is a lot less complicated. Move up and attack as normal. Whether flying or on the ground, it's a DC 10 ride check for the mount to also attack at the same time.
In a higher power gaming group or to throw the new player a bone, a prerequisite of character level 9th and max CR = leadership cohort level (instead of level - 1) might be ok. You might let the new player fix her ability scores if she dumped charisma.

Metahuman1
2012-02-08, 01:44 PM
H 707

Dragon Rider
Prerequisites: Character level 12th, Mounted Combat, Ride 1 rank, must make peaceful contact with a dragon.

This feat lets the character attract a dragon willing to bear her as a rider. The character bears no penalties for riding an unusual mount, though she requires a saddle as normal. To determine the maximum CR of the dragon, use the leadership feat rules and subtract 1 from the cohort level, so that the absolute limit is 3 below the character's level. As the dragon gains experience (see leadership rules) she may advance in age, time allowing, or by character levels. Sorcerer levels stack with a dragon's existing caster levels, if any. The dragon has feats appropriate for her HD. The dragon must be large size or larger to bear a medium rider, or medium size or larger to bear a small rider.

Unlike a leadership cohort the dragon is equipped from standard treasure for its CR rather than character wealth. The remaining 2/3 of her triple standard treasure is in coins or gems and kept somewhere safe in a horde; she will not part with it. Unlike a leadership cohort she does not have higher than normal ability scores either. The dragon cannot benefit from barding. Your DM might allow certain magic items to fit on its body, whether from the dragon's own wealth or lent by the riding character. The dragon will demand a half share of party treasure and use 2/3 of this treasure to increase her horde.

Other Notes:
See Mounted Combat (http://www.d20srd.org/srd/combat/specialAttacks.htm#mountedCombat) rules, Ride (http://www.d20srd.org/srd/skills/ride.htm) rules and flight (http://www.d20srd.org/srd/movement.htm#tacticalAerialMovement) rules.
The ride by attack feat is handy when flying, though not essential. The dragon could instead provoke an attack of opportunity in melee and circle around to make a second attack, given a 10' deep x 20' wide area behind the target.
Riding the dragon on the ground though is a lot less complicated. Move up and attack as normal. Whether flying or on the ground, it's a DC 10 ride check for the mount to also attack at the same time.
In a higher power gaming group or to throw the new player a bone, a prerequisite of character level 9th and max CR = leadership cohort level (instead of level - 1) might be ok. You might let the new player fix her ability scores if she dumped charisma.


The DM might want to tweak it a bit as suggested, but that's solid looking, thanks!

And no, she dumped Wis, followed by Int, then Dex and Cha tied at 16. (She had a-freaking-mazing rolls.)

Gligarman2
2012-02-08, 11:28 PM
H744

Nytingulfur

Nytingulfurs are the incarnation of exploiting others' compassion. Their physical shape (when not using their change shape ability) is like large wolves, except for solid red eyes which glow faintly and bat-like wings which can fold so closely to their body as to be nearly invisible.

They fight only as a last resort, preferring to use magic and trickery to gain advantages from any they meet. Their favorite game is to find a pair of existing friends, then impersonate each to eachother and ask for expensive favors until the friendship is over.

If forced to fight, they favor hit-and-run tactics, counting on their fast healing to give them a long term advantage. If there is more than one present, they all pick a single target to focus on and only attack others if convenient or the first is effectively disabled. They first target anyone who can heal, and then whoever looks frailest.

{table]Size/Type:| Large Outsider (Evil)
Hit Dice:| 6d8+24 (51 hp)
Initiative:| +3
Speed:| 50 ft; fly 30 ft (good)
Armor Class:| 18 (-1 size, +2 Dex, +1 Dodge +6 natural), touch 12, flat-footed 15
Base Attack/Grapple:| +6/+16
Attack:| Bite +11 melee (1d8+9 plus 1d4 wisdom)
Full Attack:| Bite +11 melee (1d8+9 plus 1d4 wisdom)
Space/Reach:| 10 ft./5 ft.
Special Attacks:| spell-like abilities, improved trip
Special Qualities:| Mindsight to 60ft, Disguise Mind, Immunity to Poison, Fire and Electricity, DR 10/magic, SR 16, Change Shape, Fast Healing 5
Saves:| Fort +9, Ref +7, Will +6
Abilities:| Str 22, Dex 15, Con 18, Int 15, Wis 12, Cha 17
Skills:| Bluff: +12, Disguise: +12 (+22 when using change shape), Forgery: +11, Hide: +7 (+11 in forests), Intimidate: +12, Knowledge(local): +11, Listen: +14 (includes +4 racial), Move Silently: +11, Spot: +10, Survival: +10 (+14 following tracks)
Feats:| Dodge*, Mobility, Spring Attack
Organization:| Solitary, pair, or pack (3-5)
Challenge Rating:| 9
Treasure:| none
Alignment:| always lawful evil
Advancement:| by class level
Level Adjustment:| +7[/table]

* A Nytingulfur's mental senses allow them to always apply the dodge feat to whichever enemy is attacking at a given moment.

spell-like abilities: at will: detect thoughts (dc 15), tongues 3/day: charm monster (dc 17), suggestion (dc 16), major image (dc 16), entice gift (dc 15). Caster level 9th. Save dcs are cha-based

trip A Nytingulfur that hits with a bite attack can attempt to trip the opponent (+10 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.

Disguise Mind When detect good/evil/law/chaos, detect thoughts, or discern lies are used on a Nytingulfur, the result is whatever the Nytingulfur wishes it to be. The caster is not aware that the spell has failed. Note that this, combined with the detect thoughts sla means that any two Nytingulfurs can effectively communicate telepathically.

Change Shape A Nytingulfur can take on the shape of whomever the person its dealing with most trusts, or a generic form of any humanoid race.


That's bloody awesome! Do you know of a way to defeat it that wouldn't seem out of place in a MLP game? Some way for good to dramatically triumph over evil? Some way to defeat this awesome creature of your awesomely twisted mind? Seriously! Let's see Fluttershy and Rarity deal with this!:smallwink:

ScIaDrd
2012-02-18, 09:27 AM
R750:
A creature similar to the "Darkings" in Tamora Pierce's Tortall books. There's enough about them that it's tricky to describe, but the basic idea is a solid blob that's kind of like a living shadow, but in 3D and not attached to anything.

H570 Is this good?

Darking

Darklng
Small Ooze
6d10 HD (33 hp)
Speed10 feet (2 squares ) Fly 30 ft (6 squares) average maneuverability
Init: +3 (+3 dex)
AC 16; touch 13; flat-footed 13
(10+3 dex+3 natural)
BAB +6; Grp +1 (+6 BAB -1 str, -4 size)
Attack Dark touch+6 meele (1d6-1 bludgeoning)
Full-Attack ] Dark touch+6 meele (1d6-1 bludgeoning)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abillities
Special Qualities Blindsight 60 ft, Ooze traits Shadow within a shadow, Undetectability
Saves Fort +2, Ref +5, Will +4
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 15, Cha 16
Skills Concentration +2, Listen+14 Spot+14, Search +3 (bonus from Alertnees feat included in Spot and Listen modifiers)
Feats Alertness <sup>B</sup>, ,Ability focus (shadow within a shadows), Combat casting, Stealthy<sup>B</sup>, Weapon finesse.
Environment Any
Organization Solitary, pair, gang (3-6) or shadow (5-10)
Challenge Rating 7
Treasure -
Alignment Any, often lawful neutral (30% of population) or lawful evil (30% of population)
Advancement 6-10 HD (Small) 11-13 HD (Medium)
Level Adjustment -

As fiiting their name, darkings are similar to living blotches of ink that can display patterns images and colors they have seen on the surface of their body and are used as covert spies by mages and the nobility, or more mundanely as a living archive of information. However they have even more mysterious ability that allows them to evade natural predators and others who would attack them by projecting a false ,,shadow“ that is actually a partially physical object in whose shadow they hide themselves.

A Darking is about two feet tall and two feet wide,, though it´s body is viscous and fliud like that of all oozes and can change its dimesions easily. It is unusually light, weighing about 6 pounds. Darking speak Common and Draconic and usualy speak tersely and curtly to relay the most imoport informative they want to say quickly. As fitting for their role as spies they refuse to speak when there are unknown people or those they don´t trust in he vicinity. Obvinously Darlings hate light of any kind and will do everything in their power to remain in shadows at all times. If they cannot flee they position theselves so they are not directly illuminated and assume their incoporeal shadow-form,.

Combat
With their extraordinarty aptitude for stealth, darking prefer subterfuge and mobility over direct cofrontation in nearly all cases. Even wen corered they willtry to escape using using diplomacy and illusions rather than violence. The only reason why darkings might use brute force is to distract a guard who protects the object of their investigation, while operating in a group. Some might assult the watchman to keep his attention occupied and give the others an opening to reach a secured area.

Alternate form (Su)
As a standard action, the darking can assume the form of a flat, dark two- dimensional shape, as if they became their own shadow , which is now interchageable with the darking´s body as It turns incorporeal and gains the apporpriate subtype. The creature can stay incorporeal for any lenght of time and reverting back to corporeal form takes a standard action. If the shadowy body is illumuinated, the Darking must succed at a Will save each round it remains in the area or revert to its corporeal form. The save DC is 15 for natural, mundane daylight or (10+ spell level+ key abillity modifier) for spells with the [light] descriptor. Returning to corporeal form takes a free action.

Blidsight (Ex)
The whole body of a darking is a primitive sensory organ that can ascertian objects and creatures within 60 feet.

Ooze traits
An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
• Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
• Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
• Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
• Not subject to critical hits or flanking.
• Proficient with its natural weapons only.
• Proficient with no armor.
• Oozes eat and breathe, but do not sleep.

Shadow within a shadow(Su)
As a standard action, the darking can channel stuff of the Shadow plane to create a partialy material projection that is simililar to the effect of a Major image spell. The creature most ofthen uses this ability to project an image of itself into the distance to create the illusion of a double and distract pursuers with it or to create a diversion to turn icorporeal in the projection´s shadow. Another use is to create a spherical blob shape that has streaks of black and white or other colors on the surface. As a standard action the darking can make those patterns shift and swirl and observing them causes any creature with an Inteligence score to be fascinated for as long as they keep watching the sphere and are not in obvious danger. Succeeding at a DC 16 Will save negates the fascination effect Maintaining the projection takes as little concentration as walking so it remains active while the creatures is moving around but it disappears if the Darking gets involved in combat, unless it succeeds at a Concentration check while fighting defensively. Succeding at a DC 18 Will save lets the target avoid the effect. The save DC is Charisma-based. This is a mind-affecting, pattern and shadow effect .

Spell-like abilities (Caster level 6th, base DC 13+ spell level)
3/day- Darkness
1/day- deeper Darkness

Undectabilty ( Ex)
Divination magic cast to detect the darking as well as other effects that locate or spy on creatures and might show him incidentally (such as a scrying sensor) fail or do not show him, as appropriate, unless the caster succeds at a caster level check against DC equal to (10+ ½ the darking´s HD). Failing to scry because of this abiility, grants the creature immunity against being scryed by that particular caster for 24 hours as if the darking had succeded at it´s saving throw. ( Other limitations might apply depending on the individual spell used) Creatures with a divine rank or with a cosmic essence or level of awareness (at the DM´s discretion) are not impeded by this ability.

Does it look any good? Is the undectablity abillity balanced?


H1.I want a cannibal mage prestige class so I can kill and eat any one or thing that cast spells or has spell like ability’s and by doing this learn them my self.I think its important to get a bight attack and the ability to digest odd things like undead flesh, and descent save so I can actually live to kill the other guy.may sacrifice advancement in previous spell progression for class features.

H707.5
I have no idea what number you´re supposed to be, but I think you might like this. (http://www.giantitp.com/forums/showpost.php?p=11727869&postcount=1391) It is a quick and dirty soluton ( no offense intended) but it does what you want.


R718
I would like to see a Nature based half-breed template similar to the Half-Celestial/Half-Fiend.
Rather than being an extra-planar's child, or the offspring of a dryad/nymph/etc.

Something akin to the legendary Celtic Green Man as a race or template with innate Nature based abilities.

I hope this is specific enough.

H718
I think this (http://www.giantitp.com/forums/showpost.php?p=12270407&postcount=1) fits quite well, though it is more about a person overgrown with plants who has abilites tied to nature, rather than a being related to dryads and similar creatures.

Qwertystop
2012-02-18, 12:45 PM
H570 Is this good?

Darking

Darklng
Small Ooze
6d10 HD (33 hp)
Speed10 feet (2 squares ) Fly 30 ft (6 squares) average maneuverability
Init: +3 (+3 dex)
AC 16; touch 13; flat-footed 13
(10+3 dex+3 natural)
BAB +6; Grp +1 (+6 BAB -1 str, -4 size)
Attack Dark touch+6 meele (1d6-1 bludgeoning)
Full-Attack ] Dark touch+6 meele (1d6-1 bludgeoning)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abillities
Special Qualities Blindsight 60 ft, Ooze traits Shadow within a shadow, Undetectability
Saves Fort +2, Ref +5, Will +4
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 15, Cha 16
Skills Concentration +2, Listen+14 Spot+14, Search +3 (bonus from Alertnees feat included in Spot and Listen modifiers)
Feats Alertness <sup.>B</sup>, ,Ability focus (shadow within a shadows), Combat casting, Stealthy<sup.>B</sup>, , Weapon finesse.
Environment Any
Organization Solitary, pair, gang (3-6) or shadow (5-10)
Challenge Rating 7
Treasure -
Alignment Any, often lawful neutral (30% of population) or lawful evil (30% of population)
Advancement 6-10 HD (Small) 11-13 HD (Medium)
Level Adjustment -

As fiiting their name, darkings are similar to living blotches of ink that can display patterns images and colors they have seen on the surface of their body and are used as covert spies by mages and the nobility, or more mundanely as a living archive of information. However they have even more mysterious ability that allows them to evade natural predators and others who would attack them by projecting a false ,,shadow“ that is actually a partially physical object in whose shadow they hide themselves.

A Darking is about two feet tall and two feet wide,, though it´s body is viscous and fliud like that of all oozes and can change its dimesions easily. It is unusually light, weighing about 6 pounds. Darking speak Common and Draconic and usualy speak tersely and curtly to relay the most imoport informative they want to say quickly. As fitting for their role as spies they refuse to speak when there are unknown people or those they don´t trust in he vicinity. Obvinously Darlings hate light of any kind and will do everything in their power to remain in shadows at all times. If they cannot flee they position theselves so they are not directly illuminated and assume their incoporeal shadow-form,.

Combat
With their extraordinarty aptitude for stealth, darking prefer subterfuge and mobility over direct cofrontation in nearly all cases. Even wen corered they willtry to escape using using diplomacy and illusions rather than violence. The only reason why darkings might use brute force is to distract a guard who protects the object of their investigation, while operating in a group. Some might assult the watchman to keep his attention occupied and give the others an opening to reach a secured area.

Alternate form (Su)
As a standard action, the darking can assume the form of a flat, dark two- dimensional shape, as if they became their own shadow , which is now interchageable with the darking´s body as It turns incorporeal and gains the apporpriate subtype. The creature can stay incorporeal for any lenght of time and reverting back to corporeal form takes a standard action. If the shadowy body is illumuinated, the Darking must succed at a Will save each round it remains in the area or revert to its corporeal form. The save DC is 15 for natural, mundane daylight or (10+ spell level+ key abillity modifier) for spells with the [light] descriptor. Returning to corporeal form takes a free action.

Blidsight (Ex)
The whole body of a darking is a primitive sensory organ that can ascertian objects and creatures within 60 feet.

Ooze traits
An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
• Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
• Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
• Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
• Not subject to critical hits or flanking.
• Proficient with its natural weapons only.
• Proficient with no armor.
• Oozes eat and breathe, but do not sleep.

Shadow within a shadow(Su)
As a standard action, the darking can channel stuff of the Shadow plane to create a partialy material projection that is simililar to the effect of a Major image spell. The creature most ofthen uses this ability to project an image of itself into the distance to create the illusion of a double and distract pursuers with it or to create a diversion to turn icorporeal in the projection´s shadow. Another use is to create a spherical blob shape that has streaks of black and white or other colors on the surface. As a standard action the darking can make those patterns shift and swirl and observing them causes any creature with an Inteligence score to be fascinated for as long as they keep watching the sphere and are not in obvious danger. Succeeding at a DC 16 Will save negates the fascination effect Maintaining the projection takes as little concentration as walking so it remains active while the creatures is moving around but it disappears if the Darking gets involved in combat, unless it succeeds at a Concentration check while fighting defensively. Succeding at a DC 18 Will save lets the target avoid the effect. The save DC is Charisma-based. This is a mind-affecting, pattern and shadow effect .

Spell-like abilities (Caster level 6th, base DC 13+ spell level)
3/day- Darkness
1/day- deeper Darkness

Undectabilty ( Ex)
Divination magic cast to detect the darking as well as other effects that locate or spy on creatures and might show him incidentally (such as a scrying sensor) fail or do not show him, as appropriate, unless the caster succeds at a caster level check against DC equal to (10+ ½ the darking´s HD). Failing to scry because of this abiility, grants the creature immunity against being scryed by that particular caster for 24 hours as if the darking had succeded at it´s saving throw. ( Other limitations might apply depending on the individual spell used) Creatures with a divine rank or with a cosmic essence or level of awareness (at the DM´s discretion) are not impeded by this ability.

Does it look any good? Is the undectablity abillity balanced?



H707.5
I have no idea what number you´re supposed to be, but I think you might like this. (http://www.giantitp.com/forums/showpost.php?p=11727869&postcount=1391) It is a quick and dirty soluton ( no offense intended) but it does what you want.



H718
I think this (http://www.giantitp.com/forums/showpost.php?p=12270407&postcount=1) fits quite well, though it is more about a person overgrown with plants who has abilites tied to nature, rather than a being related to dryads and similar creatures.

Looks pretty good. I'm not sure how much of that is from the books, as I've only read one of the books they appear in (the 4th Wild Magic book). You put an "l" instead of an "i" in its name at the top of the spoiler, incidentally.

riccaru
2012-02-18, 03:55 PM
R751: A playable undead race with an LA of +0 to +2. I'd like to see it include possibly darkvision as well :smallsmile:.

Maquise
2012-03-07, 11:30 AM
R752: I came up with the following idea, but have no idea how to implement it mechanics-wise.

Prenumbral Maw

The Prenumbral Maw, as it is called, is one of the most rare and unusual sights upon the Material Plane, and for those who know what it is, amongst the most dreaded.

It appears as a mobile swirling black vortex. While it fluctuates in size like the shore of the ocean, on average the vortex is about the size of a humanoid, though larger one have been reported. One account even describes a cluster of them coming together and combining to form a much greater Maw, though the veracity of this report is unknown. It is believed amongst the learned arcanists that the Prenumbral Maws as mortals see them are living planar rifts, leading to an extradimensional space. Whether they are individual entities or all part of the same, much larger being is unknown; if the statement of their ability to merge is true, it would suggest the latter.

When a Maw is close to a humanoid or other suitable target, large black tentacles emerge from it, grabbing the intended victim. The similarity of these tentacles to the one produced by the eponymous spell has lead some to believe the Maw was created originally by a disasterous incident involving a botched casting of Black Tentacles. Others believe the reverse is true: the spell Black Tentacles somehow invokes and harnesses the power behind the Maws. Regardless, once the Maw has grabbed a victim, it begins to forcefully drag it into its swirling center. As a victim is pulled in, they become hysterical, dropping everything and losing their senses, only able to struggle to claw their way out. Once the Maw has swallowed a victim, it collapses in on itself and disappears. Sometimes, the victim reappears at the same spot a short time later. They describe their experience like an unremembered nightmare; horrified beyond belief but unable to recall any details. Other times, the victim is simply never seen again.

Combatting the Maw is a most difficult task. As a living planar rift, it is almost impossible to destroy, though spells such as Dimensional Anchor cause it significant distress. It is only really vulnerable when it extends its tentacles; these can be wounded like any creature. If it is sifficiently hurt, it will close up without claiming a victim.

Milo v3
2012-03-08, 03:13 AM
C752: I'll give this a go, might take some time. Two questions before I start
Would you prefer it to be an aberration or an outsider?
And how powerful do you want it?

Narciso Bizarro
2012-03-08, 07:53 AM
R753

An adaptation of the Lorwyn kithkin of (Magic the gathering) to 3.5 small humanoid creatures, with a strong sense of community and the ability to convey their thoughts between them (thoughtweft)

Maquise
2012-03-08, 11:10 AM
C752: I'll give this a go, might take some time. Two questions before I start
Would you prefer it to be an aberration or an outsider?
And how powerful do you want it?

To be honest, I don't exactly understand the difference b/w aberrations and outsiders, as they tend to get blurry at times, and I'm not sure where this would fall. So whichever would make the most sense to you.

As for power, I'm guessing the Medium should be about CR 10, and with the different sizes going up and down, respectively. If you could, having many different sizes, like Elementals, would be most excellent.

swethy
2012-03-14, 02:08 PM
R 754

I've been thinking about working on the Periodic Table elementals (titanium? chlorine?)

However, I just wanted a suggestion for one of the powers that a Large carbon elemental could use. Maybe it could somehow gain a bonus to attack or damage (or both) rolls if it were on fire (coal?) We're going to meet it in an abandoned mine.

My party is a stereotypical group of 4 with a ranger, wizard, fighter, cleric arrangement, if that helps.
Any difficulty level welcome.

And wouldn't it be awesome if it could somehow compress itself into diamond?! :smallbiggrin:

Metahuman1
2012-03-14, 03:47 PM
R 754

Ok, so now it's my turn to DM in my IRL game.

The last session the party defeated an intelligent giant spider in it's layer, and then decided they wanted to collect webbing and take it to an armor smith to see if he could harden and strengthen it into a super light armor material, arguing the massive strength of spider silk.

I caved but told them it wold take a fair amount of time just to get the silk ready to make into armor, which they very happily accepted. I've got until perhaps the end of this up coming session on Saturday to some up with stats for the material.


I am ok with it being something that would have been insanely valuable. I don't mind buffing a mostly T4-T3 party with one T1 (Cleric.) who has no idea how to use a T1 (Was the players first session last session. ) with one set of valuable items, I'll just be more stingy with the WLB after this for a bit.




Thanks!


Edit: Whoops! Typoed the request number, fixed now!

Qwertystop
2012-03-14, 05:16 PM
H 754

As a material...
give it lightness, like Mithril.

Give it... DR (small number)/magic
If you could make that overcome by fire instead of magic, that would be good, but officially that can't happen.

If you want it to be from the sticky kind of spiderweb, make it as follows:
If the wearer of this armor is attacked with a melee weapon (not natural weapons or unarmed strikes), and the attacker does not overcome the wearer's flat-footed AC, the attacker must make a Strength check that beats the armor's AC bonus, or be disarmed. If disarmed, the weapon sticks to the armor, and can be removed only with the same Strength check. Each failed Strength check that comes within 5 decreases the DC for future attempts to remove the same weapon by 1.

Milo v3
2012-03-14, 07:51 PM
H752

Penumbra Maw
Medium Outsider (Native)
Hit Dice 10d8+40 (85)
Speed 5 ft. (1 squares)
Initiative: +4
Armor Class 16; touch +13; flat-footed +13 (+1 Deflection, +3 Natural)
Base Attack/Grapple +10/+16 (+5 Grapple Bonus)
Attack Slam +11 melee (1d8, 19-20/x2 + Maddening Touch)
Full-Attack 3 Slam Attacks +10/+5/-1 melee (1d8, 19-20/x2 + Maddening Touch)
Space 5 ft.; Reach 5* ft.
Special Attacks Draw Within, Improved Grab, Maddening Touch, Multi-Grapple
Special Qualities Rift Body, Tendrils
Saves Fort +8 10 Ref +9 Will +10
Abilities Str 12, Dex 14, Con 18, Int 6, Wis 16, Cha 9
Skills Hide +17, Listen +20, Spot +20, Survival +18
Feats: Alertness, Blind Fight, Combat Reflexes Improved InitiativeB, Improved Natural Armor
Environment Any
Organization Solitary
Challenge Rating 10
Treasure None
Alignment Always True Neutral
Advancement HD 11-15 (Medium), 16-20 (Large)

It appears as a mobile swirling black vortex. While it fluctuates in size like the shore of the ocean, on average the vortex is about the size of a humanoid, though larger one have been reported. It is believed amongst the learned arcanists that the Prenumbral Maws as mortals see them are living planar rifts, leading to an extradimensional space. Whether they are individual entities or all part of the same, much larger being is unknown.

Combat
When a Maw is close to a humanoid or other suitable target, large black tentacles emerge from it, grabbing the intended victim. Once the Maw has grabbed a victim, it begins to forcefully drag it into its swirling center.

Draw Within (Su): At the end of each turn if the Maw is currently grappling a creature, they must make a strength check (DC 16)or be moved 5ft closer to the possession of the Maw.

If this would cause the creature to enter the square of the Maw, the two must make opposing grapple checks. If the creature fails the check, they are pulled into the rift. After succeeding in its goal the Maw collapses upon itself, taking the creature with it.

The DM must then Roll d20. If a twenty is rolled the creature is lost forever (Excepting epic quests). If a number other than twenty is rolled the creature reappears in the exact spot the maw swallowed him a number of days later equal to the number rolled.

Improved Grab (Ex): If a Penumbral Maw hits with its Slam attack it deals normal and wisdom damage as above, and attempts a grapple as a free action without provoking an attack of oportunity. No initial touch attack is required.

Maddening Touch (Su): On a successful hit with its slam attack the target is also dealt 1d4-2 wisdom damage.
In addition at the end of a round any creature that is being grappled by the Maw must make a Will Save (DC 18) or be confused (as the spell).

Multi-Grapple (Ex): A Penumbral Maw can grapple one creature per tendril, instead of only one. Also it can only grapple if someone is within range of 5ft of the end of one of its tendrils.

Rift Body (Ex): A Penumbral Maw is practically indestructible and amazingly hard to locate while it is within its rift. If it is in its normal state it can hide without any concealment or cover, in addition to being immune to all forms of damage.
As a full round action a Maw can Manifest. While manifesting its ability to hide without cover or concealment is lost, and its Tendril ability automatically activates without needing to use a move action.

But as a side-effect of existing within the rift, if it is under the effect of dimensional anchor or dimensional lock spell it is immediately Panicked, no save.

Tendrils (Ex): By spending a move action or when it manifests the Penumbral Maw sends out three tendrils through the rift.
The creature may select three foot squares within 20ft. The Tendril counts as existing in each square and a 5ft wide line which connects it to the Maw, for the purposes of attacking the Maw.
The Maw on the other hand can only attack creatures within 5ft of the three squares selected.

If a tendril is attacked it deals damage to the Penumbral Maw, bypassing its regular immunity to damage.

Milo v3
2012-03-16, 06:42 AM
R751: A playable undead race with an LA of +0 to +2. I'd like to see it include possibly darkvision as well :smallsmile:.

H751
Made this a few months ago. (http://www.dandwiki.com/wiki/Vithui(Keran_Race))

Ralasha
2012-03-16, 03:19 PM
H751
Made this a few months ago. (http://www.dandwiki.com/wiki/Vithui(Keran_Race))Unfortunately: 'There is currently no text in this page. You can search for this page title in other pages, search the related logs, or edit this page.'

Milo v3
2012-03-16, 03:56 PM
Unfortunately: 'There is currently no text in this page. You can search for this page title in other pages, search the related logs, or edit this page.'

Thats strange it works perfectly fine on my computer.

Blynkibrax
2012-04-01, 10:05 AM
R 755 I don't know if this is specifically a homebrew, so much as it is taking something that already exists and tweaking it to make it into something different.

In Kobold Quarterly, issue 6, there was an article about crab divination (the telling of the future via the use of crabs). The idea fascinated me and they provided stats for the crabs in question, but there was one issue. The crab's stats had it as an animal and I'd prefer for it to be a vermin.

If anybody is interested in helping me out, here are the stats for the creature as a guide:

Garrotter Crab
Tiny Animal
Hit Dice: 1d8+2 (6 hit points)
Initiative: +0.
Speed: 20 feet (4 squares), swim 20 feet (4 squares).
Armour Class: 17 (+2 size, +1 Dexterity, +4 natural), touch 13, flat-footed 16.
Base Attack/Grapple: +0/-2.
Attack: Barbed pincer +0 melee (1d6-2).
Full Attack: Barbed pincer +0 melee (1d6-2) and pincer -5 (1d2-2).
Space/Reach: 2 1/2 feet by 0 feet.
Special Attacks: Constrict 1d3, improved grab.
Special Qualities: Low-light vision.
Saves: Fortitude +4, Reflex +3, Will +0.
Abilities: Strength 6, Dexterity 12, Constitution 14, Intelligence 1, Wisdom 10, Charisma 2.
Skills: Climb +1, Hide +14, Spot +2, Swim +1.
Feats: Weapon Focus .
[B]Environment: Aquatic coastal.
Organisation: Solitary, pair, pack (3-8) or pod (9-20).
Challenge Rating: 1/2.
Treasure: None.
Alignment: Always neutral.
Advancement: 2-4 Hit Dice (Medium-sized), 5-6 Hit Dice (Large).
Level Adjustment: -

Constrict (Ex): A garrotter crab deals 1d3 points of damage with a successful grapple check against a creature the same size or smaller. Because it seizes its victim by the neck, a creature in the garotter crab's grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex): If a garrotter crab hits a creature the same size or smaller with a barbed pincer attack, it can start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Garotter crabs gain a +8 racial bonus on grapple checks (included in the statblock above)

Skills: Garrotter crabs recieve a +8 racial bonus on Hide checks while in an environment that contains river rocks and recieve a +2 racial bonus on Climb and Swim checks.

aphoticConniver
2012-04-11, 07:24 PM
R756

I have a bard, and I had kind of a weird idea. Would it be possible, and how much would it cost, for him to obtain or make a 6-string guitar with the following spells imbued on strings made from magic:

Red String: Dancing Lights
Orange String: Flare
Yellow String: Shocking Grasp w/5 ft. range.
Green String: Acid Splash
Blue String: Ray of Frost
Purple String: Mage Hand

If possible, I'd like to get prices for 3/day on the spells and at-will. The guitar would do nothing else but provide an instrument and alternate means of amplification, as well as a cool way to fit playing Santana into our gaming sessions. :smallcool:

Milo v3
2012-04-11, 07:40 PM
H756

It should cost 3700 gp for its Market Price for the three per day. If you want I could stat up the whole thing.

At will version should be 6100 gp.

Note: The base item for this was a Masterwork Musical instrument, so it grants +2 on all performance checks with it, in addition to its magical effects.


To make the 3/day version you would have to pay 1850 in gp.

To make the at-will version you would have to pay 3050 in gp.

Debihuman
2012-04-12, 09:40 AM
R 755 I don't know if this is specifically a homebrew, so much as it is taking something that already exists and tweaking it to make it into something different.

In Kobold Quarterly, issue 6, there was an article about crab divination (the telling of the future via the use of crabs). The idea fascinated me and they provided stats for the crabs in question, but there was one issue. The crab's stats had it as an animal and I'd prefer for it to be a vermin.

C & H 755

Actually making them vermin isn't going to change their stats much except make them a little weaker. Swim speeds aren't given in squares because of vertical movement (same for burrow, climb, and fly speeds).

I also own a copy of KQ 6, so I went to the source. It actually looks like there is a mistake in the original stat block. The modifier on the crab is +2 racial modifier on Swim, but because it has a Swim speed the modifier should be +8. The original author forgot about this.


A creature with a swim speed can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.

Type change to Vermin. , HD and BAB aren't changed and skills and feat stay the same as long as it still has Int 1 and you don't make them mindless. Vermin don't have good Reflex saves so reduce it by 2 and change low-light vision to darkvision. That's about it.

Debby

The Bandicoot
2012-04-13, 03:04 PM
R757

I was wondering if someone could make me a Death Weasel. I'd like it to still be tiny, non-magical, and a CR of 5-10.Perhaps with bonuses to it's grappling and bite damage(vampire-esque drain effect maybe) either way as long as it's size is tiny, it's non-magical, and a CR between five and ten I'll be happy.

dspeyer
2012-04-13, 09:19 PM
H757

Death Weasel

{table]Size/Type:|Tiny Animal
Hit Dice:|2d8 (16 hp)
Initiative:|7
Speed:|60 ft. (12 squares), climb 60 ft.
Armor Class:|22 (+2 size, +7 Dex, +3 natural), touch 20, flat-footed 15
Base Attack/Grapple:|1/-11
Attack:|Bite +10 melee ( 1d3-4 + 1d2 con)
Full Attack:|Bite +10 melee ( 1d3-4 + 1d2 con)
Space/Reach:|2½ ft./0 ft.
Special Attacks:|Attach, Blood Drain
Special Qualities:|Low-light vision, scent, Mindless Hunger, Recovery
Saves:|Fort +7, Ref +10, Will +3
Abilities:|Str 3, Dex 25, Con 18, Int 2, Wis 12, Cha 5
Skills:|Balance +15, Climb +15, Hide +16, Move Silently +14
Feats:|Iron Will, Weapon FinesseB
Environment:|Temperate hills
Organization:|Solitary
Challenge Rating:|5[/table]

Death Weasels were carefully bred (perhaps with a touch of magic) by a mad druid seeking to terrify settlers of what had been a wilderness. He succeeded, but once the settlers were gone the weasels bred out of control and devastated the local ecosystem, exterminating many native species. He was working on a predator to control the Death Weasels when a saner druid slew him. Now the Death Weasel is a part of a restabilized ecosystem, and the druids ensure it does not spread elsewhere.

Attach
A Death Weasel that hits with its bite attack may choose to hold on. An attached Death Weasel can be ripped off with a melee touch attack followed by a dc 25 strength check.

Blood Drain
If a Death Weasel is already attached, it may drain the victims blood causing 1d6 con damage.

Recovery
For every point of con a Death Weasel inflicts (either with its bite attack or its Blood Drain special attack), a Death Weasel heals two points of damage. A Death Weasel cannot heal beyond its starting point.

Mindless Hunger
A Death Weasel's hunger overrides all other thoughts. A Weasel is treated as mindless when it is advantageous to it.

Skills
Death Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A Death Weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Ianuagonde
2012-04-17, 06:11 AM
R 758

I have a request for a homebrew spell. The 2nd Edition book Tome of Magic features the Wand of Misplaced Objects. This items rearranges all the target's gear: a magic bracelet is now around your ankle, your sword ends up in your backpack, etc. In that most noble of 2nd Edition traditions "The DM is encouraged to be devious. The more items, the greater the trouble".

My attempts to make a 3.5 version of the spell have all failed. Increasing Armor Check penalties seems too weak, transferring your spell components to your socks seems too strong. I've fiddled with speed reduction, skill penalties, and armor penalties, but my results are never satisfactory.

I would like it to be a Wizard/Sorcerer spell of level 2 or 3. It should be usable at range. It should have no effect on creatures without gear. Other than that, I'm stumped. I hope you guys can help me out.

Aniseed
2012-04-17, 07:01 AM
R 759

If someone were to make a reasonably-balanced (LA +0 equivalent, or fairly close) playable version of the leshy (http://www.d20pfsrd.com/bestiary/monster-listings/plants/leshy-template) for Pathfinder, I would be very appreciative.

Das Platyvark
2012-04-17, 09:03 PM
So. This evening I had the basic concept for a prestige class I'd love to play, and would make it myself had I the talent to make it balanced. I'll give all the specifications I can, and let whoever wants to take it from there.

The Meta-Mage
Prerequisites:
Doesn't matter, approximately 6th level.

Info:
By taking the first level of this prestige class, your character realizes that he is actually living in a game. He does what anyone would do, and immediately seeks to abuse it as much as possible. His class features represent gaining new knowledge to allow him to abuse the fact that he is living in a game.
This would be a 10 level prestige class.
I ask for your help because I wanted this to end up balanced, and not the awful jumble it'll be if I try and make it work myself. Any takers?

EDIT: C 760

dspeyer
2012-04-21, 02:32 AM
H759

Leshies are nature spirits bound to small plant-like bodies. They are usually created by senior druids, but sometimes form spontaneously in areas of high magic. Leshies usually have a vaguely humanoid pattern to them, with two arm-like clusters of branches and some head-like branches on top where their eyes are.

Leshy traits:
Small -- +1 AC and attack, +4 hide
Abilities: -2 str, +2 dex, +2 con, -2 int, -2 cha
Damage reduction: 5/- because their bodies are made of wood
Photosynthesis: a Leshy who spends the day outdoors need not eat, though he still must drink normally
Skills: Leshies have a +16 bonus to disguising themselves as ordinary plants. Since their branches aren't really hands, they take a -4 penalty on Disable Device, Open Lock, and Sleight of Hand checks.
Automatic Languages: Sylvan. Bonus Languages: Common, Druidic.
Plant Type (http://www.d20srd.org/srd/typesSubtypes.htm#plantType)
Favored Class: ranger


Leshy Feats (only Leshies can take these):

Extra Branches
You grow extra branches equivalent to one more arm. You make take this feat more than once, each time creating a new "arm". Leshies who do not take this feat have two "arm"s.

Thorns
Gain primary natural weapons that do 1d6 piercing damage. The number of weapons is equal to the number of your "arm"s. Anyone who grapples you takes 1d6 piercing damage (no save).

Bark
Gain natural armor +2. You may take this feat multiple times. Each time gain an additional +2 as your bark becomes thicker.

Gourd
You grow a gourd in which you may conceal a diminutive object. Objects inside the gourd are immune to all divinitive magic.

Creepers
You grow long hairy tendrils good for attaching to things. Gain a climb speed of 5 ft, a +8 racial bonus on climb checks, the ability to take 10 on climb checks when threatened, and the ability to base climb checks on dex rather than strength.

Debihuman
2012-04-21, 07:59 AM
C 758

The wand's effects would be from several spells not just one. That's why you aren't getting a satisfactory spell. It seems that it would not be a wand at all in 3.x. A wand contains a single spell of 4th level or lower. This would be a rod in 3.x

here is the original text as best as I can find:

Wand of Misplaced Objects: This wand emits a multitude of golden orbs that rush toward a target creature. The orbs surround the victim and swirl around him wildly for 1 round. During this time the victim is confused and can take no action.

At the end of the round, the orbs vanish and the victim is free to act. He discovers, however, that all objects on his person have been moved. Some items are inconveniently located, while others are nowhere to be seen. A warrior might find his magical ring on one of his toes, his sword in his pants, his gold pieces in the sheath of his sword, and his breastplate on his head. The more possessions a victim owns, the more confused the situation becomes. The DM is encouraged to be devious.

Because of the chaotic placement of items, the victim suffers several penalties. Movement is reduced by half. Armor class of characters wearing armor is reduced by 2, since pieces are not worn properly. Attack rolls made by the victim are made at a -2 penalty. These penalties are eliminated if the victim devotes 2-5 rounds (1d4+1) to rearranging his gear.

A character requiring an item carried in a backpack, pouch, pocket, or other container must spend 2-12 (2d6) rounds searching for the item. This penalty is canceled if 3 turns are spent unpacking and repacking all gear.

The DM must define the locations of objects any time a character reaches for them or if they impair motion or sight. When deciding locations of objects, the DM should state the obvious effects of impaired sight and movement immediately, such as boots worn on hands or a cloak over the face.

Items held within a bag of holding, Heward's handy haversack, or other magical containers are unaffected. However, the containers themselves are subject to relocation.

The wand uses one charge per attack. It may be recharged.

Debby

Ianuagonde
2012-04-21, 08:27 AM
C 758

The wand's effects would be from several spells not just one. That's why you aren't getting a satisfactory spell. It seems that it would not be a wand at all in 3.x. A wand contains a single spell of 4th level or lower. This would be a rod in 3.x



This is my first homebrew request, so perhaps I didn't quite get the point of the thread. My request for a spell has multiple reasons, most of which have to do with the way the game is played at my table.

As I stated, I have not succeeded in converting this thing to 3rd Edition. 3.5 has Armor Check penalties and Arcane Spell Failure, 2E does not (in fact, casting arcane spells in armor is impossible). 1d4+1 rounds repacking becomes a problem of a different magnitude, because a round in 2E is ten times as long as a round in 3.5. I failed, so I turned to the forum.

If it is impossible to create this as spell, OK. I failed, I can accept that other people will have the same result. But "It would be a Rod" is not quite the help I was looking for. Could you perhaps elaborate a bit? It's the effect, the result of getting hit with this magic that is the crunch of my problem, and I would very much like to read your thoughts (or anyone else's for that matter) on this matter.

In any case, thanks for looking into it.

Debihuman
2012-04-21, 12:40 PM
H 758

It is impossible to recreate a 2nd edition wand of misplaced objects with just one spell, which is why it cannot be a wand. It can however, be recreated as a rod.

Here are the 3.5 definitions of a wand and a rod:

Definition of a wand: A wand is a thin baton that contains a single spell of 4th level or lower. Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time. A wand that runs out of charges is just a stick.

A typical wand is 6 inches to 12 inches long and about ¼ inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16.

Definition of a rod:Rods are scepter-like devices that have unique magical powers and do not usually have charges. Anyone can use a rod. Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their sturdy construction.) These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.

Rod of Misplaced Objects

Activating a rod of misplaced objects is a standard action. The rod emits a multitude of golden orbs that rush toward a target creature. The orbs surround the victim and swirl around him wildly for 1 round. During this time the victim is confused and can take no action.

At the end of the round, the orbs vanish and the victim is free to act. He discovers, however, that all objects on his person have been moved. Some items are inconveniently located, while others are nowhere to be seen. A warrior might find his magical ring on one of his toes, his sword in his pants, his gold pieces in the sheath of his sword, and his breastplate on his head. The more possessions a victim owns, the more confused the situation becomes. The DM is encouraged to be devious.

Because of the chaotic placement of items, the victim suffers several penalties. Movement is reduced by half. Armor class of characters wearing armor is reduced by 2, since pieces are not worn properly. Attack rolls made by the victim are made at a -2 penalty. These penalties are eliminated if the victim devotes 2-5 rounds (1d4+1) to rearranging his gear.

A character requiring an item carried in a backpack, pouch, pocket, or other container must spend 2-12 (2d6) rounds searching for the item. This penalty is canceled if 3 turns are spent unpacking and repacking all gear.

The DM must define the locations of objects any time a character reaches for them or if they impair motion or sight. When deciding locations of objects, the DM should state the obvious effects of impaired sight and movement immediately, such as boots worn on hands or a cloak over the face.

Items held within a bag of holding, Heward's handy haversack, or other magical containers are unaffected. However, the containers themselves are subject to relocation.

Moderate Necromancy CL: 8th Prerequisites: Craft rod, confusion, lesser, bestow curse; Price: 11,000 gp

Debby

P.S. to respond to your last statements: Perhaps I do not understand why you were having so much trouble with this item in the first place. It is not that difficult to convert items from 2nd edition to 3rd edition. There was a Conversion Manual published by WotC that helps a lot. the following may help you when converting items from 2nd edition to 3rd edition:

"If a staff or wand has a unique power, it is now a rod."

"If the old casting time is less than 1 round, the spell’s new casting time is 1 action. If the old casting time is 1 round or more, the casting time is unchanged."

I hope this helps.

Milo v3
2012-04-21, 06:52 PM
H 758

It is impossible to recreate a 2nd edition wand of misplaced objects with just one spell, which is why it cannot be a wand. It can however, be recreated as a rod.

Here are the 3.5 definitions of a wand and a rod:

Definition of a wand: A wand is a thin baton that contains a single spell of 4th level or lower. Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time. A wand that runs out of charges is just a stick.

A typical wand is 6 inches to 12 inches long and about ¼ inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16.

Definition of a rod:Rods are scepter-like devices that have unique magical powers and do not usually have charges. Anyone can use a rod. Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their sturdy construction.) These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.

Rod of Misplaced Objects

Activating a rod of misplaced objects is a standard action. The rod emits a multitude of golden orbs that rush toward a target creature. The orbs surround the victim and swirl around him wildly for 1 round. During this time the victim is confused and can take no action.

At the end of the round, the orbs vanish and the victim is free to act. He discovers, however, that all objects on his person have been moved. Some items are inconveniently located, while others are nowhere to be seen. A warrior might find his magical ring on one of his toes, his sword in his pants, his gold pieces in the sheath of his sword, and his breastplate on his head. The more possessions a victim owns, the more confused the situation becomes. The DM is encouraged to be devious.

Because of the chaotic placement of items, the victim suffers several penalties. Movement is reduced by half. Armor class of characters wearing armor is reduced by 2, since pieces are not worn properly. Attack rolls made by the victim are made at a -2 penalty. These penalties are eliminated if the victim devotes 2-5 rounds (1d4+1) to rearranging his gear.

A character requiring an item carried in a backpack, pouch, pocket, or other container must spend 2-12 (2d6) rounds searching for the item. This penalty is canceled if 3 turns are spent unpacking and repacking all gear.

The DM must define the locations of objects any time a character reaches for them or if they impair motion or sight. When deciding locations of objects, the DM should state the obvious effects of impaired sight and movement immediately, such as boots worn on hands or a cloak over the face.

Items held within a bag of holding, Heward's handy haversack, or other magical containers are unaffected. However, the containers themselves are subject to relocation.

Moderate Necromancy CL: 8th Prerequisites: Craft rod, confusion, lesser, bestow curse; Price: 11,000 gp

Debby

P.S. to respond to your last statements: Perhaps I do not understand why you were having so much trouble with this item in the first place. It is not that difficult to convert items from 2nd edition to 3rd edition. There was a Conversion Manual published by WotC that helps a lot. the following may help you when converting items from 2nd edition to 3rd edition:

"If a staff or wand has a unique power, it is now a rod."

"If the old casting time is less than 1 round, the spell’s new casting time is 1 action. If the old casting time is 1 round or more, the casting time is unchanged."

I hope this helps.

He was actually asking for a homebrew spell. That is why he said it being a rod isn't helpful. He wasn't aiming for conversion for a magic item.

Steward
2012-04-21, 09:15 PM
H 758

I actually think it wouldn't be too much trouble to adapt the spell description that Debihuman located and the Rod of Misplaced Things that Milo v3 just designed into a homebrew spell, right?

Something like this might work:



Mischievous Misplacement
Conjuration (Teleportation)

Level: Sor/Wiz 3, Bard 3
Component: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature wearing at least two pieces of equipment
Duration: One round
Saving Throw: Reflex negates
Spell Resistance: No

Malevolent green globes issue forth, surrounding and enveloping your victim. You watch, amused, as the globes evaporate, leaving your victim befuddled and clearly missing several important pieces of equipment.

The subject of this spell is surrounded by a mass of golden orbs, which swarm around him and obscure his vision for one round, rendering him confused for one round and preventing him from taking any action.

At the end of the round, the orbs vanish into the aether, leaving the victim free to act. However, held and worn items have been chaotically redistributed around his body. This imposes a -2 penalty to Armor Class and Reflex saves made by any target wearing light or heavier armor. This penalty can be removed by devoting 1d4 rounds removing and/or re-donning the armor.

If the target is wearing boots, a cloak, or similarly heavy pieces of clothing, there is a 75% chance that that these articles are misplaced, impairing the target's sight (such as a cloak covering his face) or movement (such as a hat worn on his feet). This imposes a -4 penalty to Dexterity checks and renders the target blinded unless the target spends 1 round discarding the offending items.

Any target who wishes to retrieve an item carried in a backpack, pouch, pocket, or other container must make a Search check (DC 10 + caster level + your Intelligence modifier) in order to find an item. This penalty can be removed by devoting 1d6 rounds unpacking and repacking all gear.

Items held within a bag of holding, Heward's Handy Haversack, or other magical containers are unaffected, but the containers themselves may be relocated by the spell.

Material Component: One banana peel

I think this might be my first "homebrew" spell, so someone else here can probably punch it up if they have time.

Debihuman
2012-04-22, 05:50 AM
H 758.

Spells should only have one descriptor. Causing confusion is Enchantment (Compulsion) [Mind-Affecting]. While the rod would do that with lesser confusion, I'm not convinced that a misplaced objects spell needs to contain that.

Causing a victim's clothes to magically rearrange could easily be done with bestow curse and no additional spell would be necessary, but where is the fun in that? So a new spell is in order (not that it is worth the spell slot if you ask me).

Furthermore, I'm unconvinced that than teleportation rather than transmutation should be the basis of the spell, but that's nit-picky and we could argue that portion for far too long.

I'm reconsidering that now that I've looked over a bunch of transmutation spells. As a transportation spell, it is really weak.You aren't even transporting the clothes and equipment over a distance just rearranging them on the victim's body.

Taking your lead, here is an alternate version of the spell at a slightly lower power. I think I've seen a banana peel for another homebrewed spell and since that reminds me of the gag of someone falling, it didn't seem to fit with motif of this spell. It's been edited to death now and I think I'm done with it.

Here is the final edited version of the spell. It should be correct now.

Misplaced Objects
Conjuration (Teleportation)
Level: Bard 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Target: Clothes and Equipment worn by one creature
Duration: 1 round
Saving Throw: Reflex negates
Spell Resistance: Yes

Golden orbs rush toward a target creature . The orbs surround the victim and swirl around him wildly for 1 round.

At the end of the round, the orbs vanish. The victim discovers that all objects on his person have been moved and some items are inconveniently located.

Because of the chaotic placement of items, the victim suffers several penalties:


Movement is reduced by half.
Armor class of characters wearing armor is reduced by 2, since pieces are not worn properly.
Attack rolls made by the victim are made at a -2 penalty.


These penalties are eliminated if the victim devotes 2-5 rounds (1d4+1) to rearranging his clothing and gear.

Removing misplaced armor takes half the amount of time as removing normal armor (see table: donning armor). It takes the normal amount of time to don armor. 1

A character requiring an item carried in a backpack, pouch, pocket, or other container must spend 2-12 (2d6) rounds searching for the item. This penalty is canceled if 3 minutes are spent unpacking and repacking all gear.

Items held within a bag of holding, Heward's handy haversack, or other magical containers are unaffected. However, the containers themselves are subject to relocation.

Material Component: a pair of mismatched socks

1 http://www.d20srd.org/srd/equipment/armor.htm The donning armor table is at the bottom of the page.

Debby

Debihuman
2012-04-22, 09:36 AM
So. This evening I had the basic concept for a prestige class I'd love to play, and would make it myself had I the talent to make it balanced. I'll give all the specifications I can, and let whoever wants to take it from there.

The Meta-Mage
Prerequisites:
Doesn't matter, approximately 6th level.

Info:
By taking the first level of this prestige class, your character realizes that he is actually living in a game. He does what anyone would do, and immediately seeks to abuse it as much as possible. His class features represent gaining new knowledge to allow him to abuse the fact that he is living in a game.

I ask for your help because I wanted this to end up balanced, and not the awful jumble it'll be if I try and make it work myself. Any takers?

This is REQUEST 760 please edit your text to show your request number.

C 760

Would this be a 5 or 10 level Prestige class?

Debby

Steward
2012-04-22, 01:39 PM
Thanks! That looks a lot better written, and I feel like it captures the essence of the request much better than mine did. Did you mean to leave off the confusion effect? (If so, I agree -- it's probably not needed and would probably bump the spell level up too high).

Debihuman
2012-04-22, 04:30 PM
Thanks! That looks a lot better written, and I feel like it captures the essence of the request much better than mine did. Did you mean to leave off the confusion effect? (If so, I agree -- it's probably not needed and would probably bump the spell level up too high).

Regarding the H758 Misplaced Objects spell: I purposefully left the confusion out. Trying to retrofit a 2nd edition item is doable but it usually isn't an an exact match.

Under the rules in 3rd edition, you could have a wand of misplaced objects (without the confusion) or a rod of misplaced objects (with the confusion) but you cannot have a wand with both the confusion and the misplaced objects as that would violate the wand having more than one spell on it.

So if one spell is confusion, lesser, the only thing left to retrofit was the misplaced magic spell. I know the original poster wanted a spell that completely mimicked the item, but that is just not possible. I did as much as was possible without breaking the rules of the game.

I really owe you a big favor because I had no idea where to start with the spell and you had a really good idea. Thank you for letting me play with it. The more I play with things, the more I realize just how flexible 3.5 is and how much I really enjoy it.

Debby

Ianuagonde
2012-04-23, 01:38 PM
H 758

An excellent spell

Wow. That is just what I wanted. I especially like the use of the Search skill. How to find the item you need gave me such headaches, and you solved it in a simple and elegant way. Nail - hammer - wham.


H 758.

Another version of my request

You made me an item, absorbed the ideas of Steward, and combined it into yet another version of my request. I am humbled by the sheer amount of time and effort you (and Steward!) have put in. I regret that I have but one internet to give out. You will have to share it, I guess, along with my eternal gratitude. Thanks!

PS About the text of the original item from the Tome of Magic: I do indeed have that book. But when dealing with copyrighted material, I prefer to err on the side of caution, so I decided not to post it. Perhaps I was a bit too cautious.

VarianArdell
2012-04-25, 06:57 AM
R 761

I need one of these:
http://images.wikia.com/zelda/images/6/6f/Puppet.png
with as low a CR as possible (ideally in the CR 1-2 range). one of my players bought one last campaign...

Steward
2012-04-25, 04:13 PM
Is that from a game or a show or anything? Does it have a name or a function?

VarianArdell
2012-04-25, 04:42 PM
Is that from a game or a show or anything? Does it have a name or a function?

they're puppets (http://zelda.wikia.com/wiki/Puppet) from the Legend of Zelda: Twilight Princess

Steward
2012-04-25, 08:36 PM
H 761
I think this is an okay start. Can a more experienced homebrewer please check to see if everything's in order? (I'm especially concerned about the CR!)

Skull Puppet
Medium Construct
Hit Dice: 5d10+20 (48 hp)
Initiative: +2
Speed: 30 feet (8 squares)
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: slam +1 melee (1d4)
Full Attack: 2 slams +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Construct traits
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 10, Dex 14, Con -, Int -, Wis 5, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4) or troupe (5-10)
CR: 2
Treasure: Half standard
Alignment: Always neutral
Advancement: 6 - 10 (Medium)
Level Adjustment: -

These puppets are the creations of the Skull Kid, conjured forth whenever he blows his horn. They carry out his bidding.

Combat:
Puppets are most dangerous when they can surround foes, wearing them down with under a barrage of attacks.



EDIT 1: increasing HD from 1 to 5.

I'm not really familiar with this game though. From how I understood the article you linked to, the bad guy can summon these automatons to attack the hero, right? Does this creature have any special powers or abilities that you want it to have?

Baphomet
2012-04-25, 08:51 PM
I've got players in a D&D 3.5 based system in a desert environment, and a decent subset of the population of the civilization they're about to dive into contains a buzzard/vulture-like race. They're mostly humanoid, and flight is not strictly necessary but might not be a bad idea. I also think they should be likely to carry diseases, and/or have abilities relating to what vultures are good at: finding dead things and stalking things that are about to die. I'd like them to be CR 5 at maximum and preferably less, because lots of them have class levels (quite a few of them in this civilization are clerics or shadepriests (http://www.giantitp.com/forums/showthread.php?t=239765) of the local death god, with a few petty assassins and the like as well). Any ideas for abilities and things?

Qwertystop
2012-04-25, 08:53 PM
H 761
I think this is an okay start. Can a more experienced homebrewer please check to see if everything's in order? (I'm especially concerned about the CR!)

Skull Puppet
Medium Construct
Hit Dice: 1d10+20 (25 hp)
Initiative: +2
Speed: 30 feet (8 squares)
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: slam +1 melee (1d4)
Full Attack: 2 slams +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Construct traits
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 10, Dex 14, Con -, Int -, Wis 5, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4) or troupe (5-10)
CR: 2
Treasure: Half standard
Alignment: Always neutral
Advancement: 2 - 4 (Medium)
Level Adjustment: -

These puppets are the creations of the Skull Kid, conjured forth whenever he blows his horn. They carry out his bidding.

Combat:
Puppets are most dangerous when they can surround foes, wearing them down with under a barrage of attacks.



I'm not really familiar with this game though. From how I understood the article you linked to, the bad guy can summon these automatons to attack the hero, right? Does this creature have any special powers or abilities that you want it to have?

Looks about right. I've played the game, and really the only thing they do is drop in on puppet strings in sets of 4 (the strings don't seem to be attatched to anything at the other end), then scratch at you repeatedly.

ericgrau
2012-04-26, 02:56 PM
C 761
Try 5d10 for 27 hp. The hp is high but the low AC and damage makes it CR 1.

H 762 (please number your requests, for example "R 762" in bold)
I briefly looked up vultures and was interested to see that they use acidic projectile vomit as a weapon in the wild. I also add some dead/dying tracking things as requested. The flight was gimped to keep LA and CR down: It's not good enough to maneuver indoors and the low speed makes it hard to do a flyby attack every round.

Buzzardfolk
Medium Monstrous Humanoid
2d8+1 (10 hp)
Initiative +1
Speed 30 ft., Fly 40 ft. (poor)
AC 15 (+2 natural, +3 studded leather), touch 10, FF 15
BAB/Grapple +2/+2
Attack: 2 Claws +2 (1d4) and Bite -3 (1d4) or Projectile Vomit +3 touch 2d4 acid (see text)
Special Qualities: Darkvision 60', Deathwatch (Su), Scent
Saves: Fort +1, Ref +4, Will +3
Abilties: Str 10, Dex 13, Con 13, Int 10, Wis 10, Cha 9
Skills: Survival +5, Hide +6
Feats: Track (B), Flyby Attack
CR 2
Level Adjustment: +1
Alignment: Often Neutral Evil ("Often" = 12%-49%)

Like vultures buzzardfolk are carnivores that like to feed on dead and dying flesh. They are often caniving and opportunistic, seeking any advantage they can take over the weak and helpless. Buzzardfolk loathe open combat, often fleeing from it. They prefer scouting and ambushes, especially against foes who have been weakened by another foe or hazard. In dungeons they like to build traps and watch them patiently. Buzzardfolk fly at low speed but may do so for long periods of time before becoming fatigued, as if walking.

The Buzzardfolk shown here has flyby attack to circle around and engage foes from a distance with his projectile vomit. He flies in a circle with a minimum diameter of 20 feet meaning he can only cover at most 2/3 of this circle each round if he attacks. He must move at least 20 feet each round to avoid stalling. See the flight (http://www.d20srd.org/srd/movement.htm#tacticalAerialMovement) rules for more details.

Projectile Vomit (Ex)
A buzzardfolk's stomach acid is especially corrossive to give him immunity against diseased food. He also uses it as a weapon to defend himself. The vomit does 2d4 acid damage and has a range of 30'. Unlike other natural attacks a buzzardfolk with rapid shot, a high BAB or another source of multiple attacks may fire vomit multiple times per round. He may likewise benefit from abilities that grant extra damage.

Deathwatch (Su)
Buzzardfolk have deathwatch as a continuously active ability, as the spell.

Scent (Ex)
Buzzardfolk have the Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) ability and may even use it to track through air without penalty. Furthermore once they have successfully tracked a creature they may use their Deathwatch ability on it while tracking it as long as it is within 2 miles.

Buzzardfolk Characters:
+2 dex, +2 con, -2 cha
+2 natural armor
Favored Class: Rogue (or change to match your setting)
Plus all the above abilities. Flyby Attack may be swapped for a different level 1 feat.

Feats:
Improved Projectile Vomit
Requirements: 6 HD (including class levels)
A buzzardfolk may take this feat to increase his projectile vomit damage to 3d4.

Greater Projectile Vomit
Requirements: 11 HD (including class levels), Improved Projectile Vomit
A buzzardfolk may take this feat to increase his projectile vomit damage to 4d4.

Superb Projectile Vomit
Requirements: 16 HD (including class levels), Improved Projectile Vomit, Greater Projectile Vomit
A buzzardfolk may take this feat to increase his projectile vomit damage to 5d4.

Other Comments: Many buzzardfolk get the feat to apply enlarge spell to a supernatural ability to give their deathwatch greater range.

Steward
2012-04-26, 03:00 PM
I don't think I've ever seen the phrase, "Superb Projectile Vomit" before, so... wow! :smallbiggrin:

Good point about the AC and the HP thing. 5d10 + 20 would be rounded to 48 hp, right? Is that still good?

ericgrau
2012-04-26, 03:04 PM
I meant 5d10 to get something near 25, if that's what you want. Constructs don't have a constitution so adding any number is a bit strange.

Qwertystop
2012-04-26, 03:14 PM
Should the projectile vomit feats have each other as prereqs?

ericgrau
2012-04-26, 03:46 PM
Fixed.Whitespace!

Baphomet
2012-04-26, 05:11 PM
Ericgrau, that is perfect! And that projectile vomit ability is awesome; there are a few things that have acidic breath weapons, but this just seems so much more...viscerally unsettling (which is good, these guys aren't pretty). Thanks a bunch!

Mithril Leaf
2012-04-26, 09:26 PM
R 763
An appropriately balanced LA +0 template that would add +2 intelligence, you can get fancy if you like. Please and thank you. I want to know that whatever is done is balanced, or I'd do it myself. I know you're the best around GitP forums.

EchoKnight
2012-04-26, 09:55 PM
R 764

I would like to request roughly a CR 2-3, mindless (TN) 'positive energy' undead*; preferably something based on the idea of losing your identity or memories. If it could have a single neat trick it can pull off, to make it memorable. It should be said, there will be quite a few of these things lurking about the villa's basement. A group of two or three should be about (again, roughly) CR 6 or 7, but without class levels, so maybe let the signature move get better with more of them. They aren't meant to be the main focus of the session (or even get loose), but knowing PC's...
Aiming for something that was an 'experiment' for a local BBG or one of his minions but they are Mad Psiontists, not Crazy wizards. *Technically they aren't dead but that should be hard to tell and mostly irrelevant. They've had a part of their {mind/souls} removed and this should be what 'survived', which as near as I can tell in the cosmology, makes them True Neutral PE undead.
Also the (local) setting leans toward early romance period france, (minus firearms) if that helps.
Finally, it should be corporeal and not immediatly recognisable as a (former) individual. At least, not for the first encounter. Also: Not Zombies. Yes, even the original ones.

Thank you for your time.

VarianArdell
2012-04-27, 12:20 PM
C 761
Try 5d10 for 27 hp. The hp is high but the low AC and damage makes it CR 1.

that would be 47, as a medium construct gains 20 bonus HP (http://www.d20srd.org/srd/typesSubtypes.htm#constructType)...

Steward
2012-04-27, 05:39 PM
I meant 5d10 to get something near 25, if that's what you want. Constructs don't have a constitution so adding any number is a bit strange.

I was going by what was printed in the SRD, which contains a rule that grants Constructs bonus hit points based on their size (to replace their lack of a Con score, I guess). I'm not familiar with the rules to know if that has been errata'd out though, so I could be wrong.

Qwertystop
2012-04-27, 07:03 PM
I was going by what was printed in the SRD, which contains a rule that grants Constructs bonus hit points based on their size (to replace their lack of a Con score, I guess). I'm not familiar with the rules to know if that has been errata'd out though, so I could be wrong.

The rule exists, he must have forgotten it.

ericgrau
2012-04-30, 01:12 AM
Whoops, must have.

Baphomet
2012-05-02, 02:20 AM
R765
An invocation that creates a globe of water that hovers in place around the invoker. Does not need to grant the invoker the ability to actually breathe in said water. The lower the level the better; least is preferred.

Ideally it would grant all the effects of being in the water, including a penalty on firing out of the water for the invoker and for firing into the water for everyone outside, as well as making fire spells hard to cast and ineffective, and making melee combat between the invoker and enemies who enter the globe more difficult. I'm just not sure where that falls on the power scale, how wide it could be while still counting as a "least", or if even having a 5 ft. radius would make it too powerful for least. If it wouldn't up the level, it would also be nice to include a "succeed on a strength check when the globe is formed or be pushed outside the sphere by the rushing water" effect.

Steward
2012-05-04, 10:15 PM
H 764


R 764

I would like to request roughly a CR 2-3, mindless (TN) 'positive energy' undead*; preferably something based on the idea of losing your identity or memories. If it could have a single neat trick it can pull off, to make it memorable. It should be said, there will be quite a few of these things lurking about the villa's basement. A group of two or three should be about (again, roughly) CR 6 or 7, but without class levels, so maybe let the signature move get better with more of them. They aren't meant to be the main focus of the session (or even get loose), but knowing PC's...
Aiming for something that was an 'experiment' for a local BBG or one of his minions but they are Mad Psiontists, not Crazy wizards. *Technically they aren't dead but that should be hard to tell and mostly irrelevant. They've had a part of their {mind/souls} removed and this should be what 'survived', which as near as I can tell in the cosmology, makes them True Neutral PE undead.
Also the (local) setting leans toward early romance period france, (minus firearms) if that helps.
Finally, it should be corporeal and not immediatly recognisable as a (former) individual. At least, not for the first encounter. Also: Not Zombies. Yes, even the original ones.

OK, I think have a good WIP done. I was having a hard time figuring out what a "positive energy undead" would be like, but

Forgotten Face
Medium Aberration
Hit Dice: 4d8 (18 hp)
Speed: 30 ft. (6 squares)
Init: +3
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Bite +3 melee (1d6 + facelift)
Full Attack: 2 bites +3 melee (1d6 + facelift)
Space/Reach: 5 ft./5 ft.
Special Attacks: Facelift, improved grab
Special Qualities: Blindsight, frightful presence, undead traits
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 14, Dex 17, Con 11, Int 1, Wis 1, Cha 10
Skills: Hide +7, Move Silently +7
Feats: Ability Focus (Facelift), Combat Reflexes
Environment: Any
Organization: individual or group (2 - 5)
Challenge Rating: 3
Treasure: Half standard
Alignment: Usually neutral
Advancement: 5 - 8 HD (Medium), 9 - 12 HD (Large)
Level Adjustment: +4

A dark shape steps out of the gloom, resembling a bent-backed humanoid with a thick trunklike body and twisted, spindly limbs. When its empty white eyes set upon you, the creature hesitates, almost as if it recognizes you, before lumbering forward in your direction.

Combat:

Facelift (Su):
Forgotten Faces are mindless wretches, consumed with a dark thirst for the identities stolen from them by the cruel process that turned them into the monstrosities that they are; they satisfy this lust by literally lifting the faces of foes.

When a Forgotten Face inflicts damage with its bite attack, its opponent must make a DC 14 Fortitude save (10 + 1/2 its total HD + Cha modifier) or suffer 1 point of Charisma drain. For each point of Charisma drain inflicted, the Forgotten Face accrues certain benefits. Its face takes on the likeness of its victim, granting it a +10 bonus to Disguise checks meant to impersonate that victim. It also gains, as a bonus feat or special ability, one feat belonging to its victim even if it does not meet the prerequisites; as long as the Forgotten Face retains a 'stolen' feat, the victim cannot derive the benefit from the feat. Finally, it gains one point of Charisma for every two points of Charisma drained. Stolen Charisma points return to their original 'owners' after one hour, and every benefit derived from the use of this ability is eliminated at the same time. Remove curse, Remove disease, heal, or restoration can be used to reverse any damage caused by this ability, and the spells death ward or magic circle can protect

Frightful presence (Ex)
The presence alone of a Forgotten Face is preternaturally unnerving. Whenever a Forgotten Face moves or attacks, those within sight of it must make a DC 12 Will save (10 + 1/2 its total HD + Cha modifier) or be shaken for 1d6 rounds. A creature that succeeds on this saving throw is immune to the frightful presence of all Forgotten Faces for 24 hours.

Undead traits:
Forgotten Faces share some traits of undead, despite being living beings. They are immune to all mind-affecting effects (charms, compulsions, phantasms, and patterns) and are not subject to critical hits, nonlethal damage, ability drain, or energy drain.

Blindsight (Ex):
Functions at a range of 60 feet.

EchoKnight
2012-05-05, 04:31 AM
Thank you! You have no idea how helpful that is!

reddir
2012-05-15, 01:38 PM
R766
I'm hoping for a feat or feat chain that allows a spellcaster to cast from wands (or scrolls & wands & Staves) as if casting from her/his own spell slots. The intention is to have personal feats/ability scores/class features/etc affect the spell that is cast.

Debatra
2012-05-15, 01:52 PM
C766


METAMAGIC SPELL TRIGGER
You can apply metamagic feats you know to spell effects from magic items you activate with a spell trigger.

Prerequisites: Any metamagic feat, Use Magic Device 15 ranks or Spellcraft 15 ranks.

Benefit: You can apply any one metamagic feat you know to a spell generated by a spell trigger item (such as a wand or staff) that you activate. You expend one extra charge for each change in spell level a metamagic feat normally requires.

If the metamagic feat's level adjustment would normally increase the slot of the chosen spell's level above 9th, you can't apply the metamagic effect to the spell. For example, you can't apply Quicken Spell to an antimagic field generated by a staff (since that would take a 10th-level spell slot to cast). If sufficient charges aren't available in the item to power the application of metamagic feats (or if the item doesn't use charges), the item fails to activate and no charges are used, but the action used to activate the item is wasted.

I'm not sure about Scrolls. I'll keep looking.

reddir
2012-05-15, 04:32 PM
C766 - METAMAGIC SPELL TRIGGER.

Thanks for finding this, but I'm not actually interested in the Metamagic feats. I'd be more interested in including things like Feat:Ashbound, or giving the spells DCs based on the wand-user's stats, or the spell effects playing off the wand-user's caster level.

However, I do like the idea of any such feat having UMD and/or Spellcraft as prereqs.

And taking up extra charges...perhaps for each feat/stat/ability that is applied?

Debatra
2012-05-15, 06:10 PM
C766

Oh, sorry; it seems I've misread your post. Complete Arcane, pg 46 has something like what you're looking for. A Tactical feat called Risidual Magic. One of its maneuvers is to let you cast from a scroll or wand as if it were one of your own spells if you've cast the same spell on your own in the last round.

reddir
2012-05-15, 07:43 PM
C766

Oh, sorry; it seems I've misread your post. Complete Arcane, pg 46 has something like what you're looking for. A Tactical feat called Risidual Magic. One of its maneuvers is to let you cast from a scroll or wand as if it were one of your own spells if you've cast the same spell on your own in the last round.

What do you think would be a fair way to change this to lasting the entire encounter, or just to make it a permanent thing?

Grod_The_Giant
2012-05-15, 07:59 PM
R766
I'm hoping for a feat or feat chain that allows a spellcaster to cast from wands (or scrolls & wands & Staves) as if casting from her/his own spell slots. The intention is to have personal feats/ability scores/class features/etc affect the spell that is cast.

C766

Material Mage
Prerequisite: Any item creation feat, caster level 6 or higher
Benefit: When casting a spell from a wand, scroll, or staff, you may use your own ability scores when determining the spell save DC.

Debatra
2012-05-15, 08:04 PM
Perhaps making it a prerequisite for another feat?

Also, I should've said "Complete Mage, page 46".

Here's the feat's text, if you don't have CM:

RESIDUAL MAGIC [TACTICAL]
You can use the lingering energy from a spell you cast to boost the effect of a later spell.

Prerequisites: Spellcraft 12 ranks, any metamagic feat.

Benefit: The Residual Magic feat allows the use of two tactical maneuvers.

Enduring Potency: If you cast a spell from your daily allotment of spells, then cast the same spell from a scroll or wand in the next round, you can treat the second casting as if it had come from your daily allotment of spells for the purpose of caster level, save DC, and any other effect of the spell.

For example, if Hennet the 10th-level sorcerer casts magic missile, then activates a wand of magic missile (caster level 5th) in the next round, he can treat the wand's magic missile as if he had cast it (giving him a greater range, number of missiles, and so forth).

Lingering Metamagic: If you cast a spell affected by one or more metamagic feats, and then cast the same spell in the next round, you can apply any one of the metamagic effects from the first casting to the second casting, but without any change to the spell's level. The second spell doesn't count as being affected by a metamagic feat for the purpose of this benefit (that is, it doesn't entitle you to apply the metamagic feat to a spell you might cast in the following round). Only spells you cast using your own metamagic feats (as opposed to metamagic effects from magic items) allow this option to function.

For example, if Hennet uses a 5th-level slot to cast an empowered lightning bolt, in the next round he can use a 3rd-level slot to cast another empowered lightning bolt. If the first spell was a silent empowered lightning bolt, he could apply the effect of either Silent Spell or Empower Spell to the second casting of lightning bolt, but not both.

Debihuman
2012-05-15, 09:43 PM
I meant 5d10 to get something near 25, if that's what you want. Constructs don't have a constitution so adding any number is a bit strange.

C 761 Skull Puppet Constructs have bonus hit points based on size. A Medium Construct gets 20 bonus hit points.

The stat block by Steward looks pretty good; there are a few missteps. Hit points are 47 not 48. 5d10 = 5x5.5= 27.5 and you round down. 27+20=47.

CR is closer to 1/2 than to 2.


C 762 Buzzardfolk's stat block has some missteps there too.

You forgot to list only the primary attack in the attack line and the attack line you do have should be noted as the Full Attack line.

Attack: Claw + 2 melee (1d4)
Full Attack: 2 Claws +2 melee (1d4) and bite -3 melee (1d4) or Projectile Vomit +3 ranged touch (2d4 acid)

Space/Reach: 5 ft./5 ft. [This is missing from the stat block]

Projectile Vomit (Ex): A buzzardfolk's stomach acid is especially corrosive to give him immunity against diseased food. He also uses it as a weapon to defend himself. The vomit does 2d4 points of acid damage and has a range of 30 feet.

[S] A buzardfolk with rapid shot, a high BAB or another source of multiple attacks may fire vomit multiple times per round. He may likewise benefit from abilities that grant extra damage.

Natural weapons are not affected by higher BAB. He can do more damage if he increases in size but should not get multiple attacks unless he suddenly gains another stomach and mouth from which to vomit from. This part should be stricken from the text.

Spell-like abilities are listed under Spell-like ability not by spell name (see Deathwatch ability) also what is the Caster Level for this? It is listed as a Supernatural ability in the Stat block (or it should be SLA) as listed in the text? If it matches the spell, it has a 30 foot range. Otherwise, you need to reword this.

It is either:

Spell-Like Ability: At will — deathwatch. Caster Level is equal to Hit Dice.

Or it is:

Deathwatch (Su): Buzzardfolk have deathwatch as a continuously active ability with a range of 500 feet. [See my notes on this below].


Buzzardfolk have the Scent ability and may even use it to track through air without penalty. Furthermore once they have successfully tracked a creature they may use their deathwatch ability on it regardless of range.

Range is way out there. Can it use this across planar travel? You seem to indicate that it can. Usually deathwatch is within 30 feet as per the spell. While I can appreciate that 30 feet is probably too short, unlimited distances are just too easy to abuse. I recommend you drop the range to 500 feet. You'll probably never even need that much.

Here is a corrected stat block for the Buzzardfolk with deathwatch as a SLA. These really could use a full description. Are they bald? How much do they weigh? How long do they live?


Buzzardfolk
Medium Monstrous Humanoid
Hit Dice: 2d8+1 (10 hp)
Initiative: +1
Speed: 30 ft., Fly 40 ft. (poor)
Armor Class: 16 (+1 Dex, +2 natural, +3 studded leather), Touch 11, Flat-footed 15
BAB/Grapple: +2/+2
Attack: Claw +2 melee (1d4)
Full Attack: 2 Claws +2 melee (1d4) and Bite -3 melee (1d4) or Projectile Vomit +3 ranged touch (2d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Projectile Vomit
Special Qualities: Darkvision 60 ft., scent, spell-like ability
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 13, Int 10, Wis 10, Cha 9
Skills: Survival +5, Hide +6
Feats: Track (B), Flyby Attack
Environment: Any land
Organization: Solitary or wake (2-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Often neutral evil
Advancement: By Class (favored Class: Rogue)
Level Adjustment: +1


Like vultures buzzardfolk are carnivores that like to feed on dead and dying flesh. They are often conniving and opportunistic, seeking any advantage they can take over the weak and helpless. Buzzardfolk loathe open combat, often fleeing from it.

They prefer scouting and ambushes, especially against foes who have been weakened by another foe or hazard. In dungeons they like to build traps and watch them patiently. Buzzardfolk fly at low speed but may do so for long periods of time before becoming fatigued, as if walking.

The buzzardfolk shown here has flyby attack to circle around and engage foes from a distance with his projectile vomit. He flies in a circle with a minimum diameter of 20 feet meaning he can only cover at most 2/3 of this circle each round if he attacks. He must move at least 20 feet each round to avoid stalling. See the flight rules for more details.

Projectile Vomit (Ex): A buzzardfolk's stomach acid is especially corrosive to give him immunity against diseased food. He also uses it as a weapon to defend himself. The vomit does 2d4 points of acid damage and has a range of 30 feet.

Scent (Ex): Buzzardfolk have the Scent ability and may even use it to track through air without penalty. Furthermore, once they have successfully tracked a creature, they may use their deathwatch ability on it.

Spell-Like Ability: At will — deathwatch. Caster Level is equal to Hit Dice.

Debby

Steward
2012-05-15, 10:21 PM
The stat block by Steward looks pretty good; there are a few missteps. Hit points are 47 not 48. 5d10 = 5x5.5= 27.5 and you round down. 27+20=47.

Thanks! I never really knew how to judge that before (when the average hit points happen to be a decimal)!

reddir
2012-05-16, 04:47 AM
H766

I put one together, based on all the others suggested:

Cast Through the Soul
The wand-user channels the energy of the spell through themselves before releasing it.
req: Craft Wand, UMD or Spellcraft 9, know the spell being cast.
Benefit: When the character triggers a wand holding a spell they know, they may choose to have it act as if they cast it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the wand-user before expressing a full spell, this uses 2 charges for each triggering of the wand, not including metamagic or other factors which might increase the charge cost.
Normal: The effects of a spell cast from a wand are set by the creator of the wand. A single trigger of a wand uses a single charge.

Basically: Craft Wand + UMD/Spellcraft 9 ranks + knowing the spell + this feat + 2 charges = cast as if from one's own spell slots.

What do you think?

ericgrau
2012-05-16, 04:52 PM
C 762



Buzzardfolk stuff

Some stat block items were missing for the sake of brevity, though ya it isn't perfectly official that way. Iterative projectile vomit attacks are a specific exception to the normal natural attack rules. I realize a Su deathwatch would be less clunky, but an SLA is easier to metamagic. I suppose I could have done a custom Su feat instead. Such as:

Enlarged Deathwatch
A buzzardfolk who selects this feat applies the enlarge spell metamagic feat to his deathwatch ability.

(This feat only applies to (Su) deathwatch not the original (SLA))

Debatra
2012-05-16, 10:50 PM
There are already Metamagic equivilents for Supernatural Abilities.

ericgrau
2012-05-16, 11:22 PM
C 762
Problem solved then. (Su) changes edited into original post for clarity. Also put in a 2 mile range limit when using deathwatch on a tracked creature.

Just to Browse
2012-05-17, 05:46 AM
H 763


R 763
An appropriately balanced LA +0 template that would add +2 intelligence, you can get fancy if you like. Please and thank you. I want to know that whatever is done is balanced, or I'd do it myself. I know you're the best around GitP forums.

I assume you're doing this for a caster, but making a template that'll hurt a caster will bone everyone over... I'll try and make an intermediate.

Wrackbound
+2 Int, -2 Wis or Con (see text)

In a ritual that pulls at the very fiber of your being, you have undergone a ritual where you engrave sigils in Draconic somewhere on your body, in a size at least as large as your palm. These sigils promote your mental processing, but drain your sanity and your health. If you can cast spells, manifest powers (not including from magic items) or know more than 2 spell-like/psi-like abilities above 0th level, you suffer -2 penalty to Constitution. If you do not fulfill those requirements, you suffer a -2 penalty to Wisdom.

These resonate magic, can be detected as a weak abjuration by anyone with the means. A layer of clothing is not enough to block this, but something metal (like armor) will.

In addition, wrackbound gain the following benefits:

Skill points from the Intelligence bonus of this template apply retroactively.
Choose 3 knowledge skills when taking this template. Those become class skills for you, and you gain a +1 enhancement bonus to those checks.
You lose all languages you once knew, and must spend skill points to re-learn those languages. You may now spend 1 skill point to learn 2 languages with the Speak Language skill.
If you place your sigils in a visible place, they put off those who talk to you, and you suffer a -2 penalty to diplomacy checks. If you hide your sigils, they act up when you are around company, and you consequently suffer a -2 penalty to sense motive checks.

Steward
2012-05-17, 09:31 AM
^

Oh, now that is awesome. I like the fact that you get multiple choices with one template (choose three new knowledge skills, be a spellcaster or be a non-spellcaster, hide your sigils or wear them proudly)

Just to Browse
2012-05-18, 02:39 PM
Thanks! I'm a bit worried about getting a net +2 to 3 knowledge checks, but it doesn't seem so bad since most people don't throw skill points into those things.

ravenkid
2012-05-19, 08:28 AM
R 767

Twilight themed Monster(S) Preferably Divine OR Arcane based.


CR Above 16


Capable of being the "Source" for a Warlock (CM) with a left hand of "Shadow" abilities and a right hand of "Light" very Dusk, twilight neutrally balanced PC.


Thanks in Advance

Edit: This did not occur to me at first but I mean Twilight the lighting condition or meeting of light and shadow and not the movie..... :wink:

miz redavni
2012-05-25, 04:46 AM
I'm looking for a homebrew bass class that's kindda like, well "shadow made real". What the class would do is something like he would have so much shadow mass per level he could use to do all kinds of things. He'd be more utility then damage. like at 1st level he could make a key for a door after a appropriate check or a dagger he could use to fight with, or shadow spikes from the ground to hit impale his enemy, and as he progresses in level he could do more extravagant things... Anyone know of anything like that?

Milo v3
2012-05-25, 05:17 AM
Sorry to say this but


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.

Amburst
2012-05-25, 07:37 AM
R 768

I'd like an aquatic race, with a low LA, preferably none. If it can be a magic using race that would be great. A fish-like feel would also be great.

Also if you can find and either link or post a picture it would be appreciated

Milo v3
2012-05-25, 07:48 AM
C 768 Any specific fluff? Do you want it based off a specific type of fish? Angler, Puffer, Clown, Shark, Tropical?

Saddly I don't think I'll be able to get a picture though...

Amburst
2012-05-25, 07:57 AM
C 768 Any specific fluff? Do you want it based off a specific type of fish? Angler, Puffer, Clown, Shark, Tropical?

Saddly I don't think I'll be able to get a picture though...

Maybe an oceanic fish, i'm not too familiar on the types of fishes. I would like them to have a hard time living on land, if they can at all. The world I want them for is heavily controlled by the elements, so making them a Water Elements chosen race to protect the seas would be ok.

Milo v3
2012-05-25, 08:39 AM
Maybe an oceanic fish, i'm not too familiar on the types of fishes. I would like them to have a hard time living on land, if they can at all. The world I want them for is heavily controlled by the elements, so making them a Water Elements chosen race to protect the seas would be ok.

Here is a link to what I have so far. (http://www.giantitp.com/forums/showthread.php?p=13286968#post13286968) I'll add in the rest as soon as possible. Please tell me in the thread if there is anything you want me to change.

dspeyer
2012-05-26, 02:39 PM
I'm looking for a homebrew bass class that's kindda like, well "shadow made real".

(quoted due to lack of a number)

This might be too powerful. I didn't spend a lot of time computing balance.

The Shadowcrafter

When a human is born with a touch of draconic blood, sometimes the result is a sorcerer. When that blood is from a Shadow Dragon, the result can be a little different: a shadowcrafter. The arcane energy is turned in a way that isn't exactly spellcasting, but instead links closely to the plane of shadow.



LevelBABFort SaveRef SaveWill SaveSpecialShadow PointsEvocation RealityConjuration RealityMax Spell level
1st0002Shadow Conjuration, Shadow Tool5-00
2nd1003Darkness7-50
3rd1113Shadow Evocation90101
4th2114Hide in Plain Sight115151
5th21141310202
6th3225Shadow Magical Weapon +11515252
7th32251720303
8th4226Shadow Jaunt1925353
9th43362130404
10th5337Summon Shadow2335454
11th53372540505
12th6448Shadow Stride2745555
13th64482950606
14th7449Shadow Magical Weapon +2 (adjustable)3155656
15th75593360707
16th85510Shadow Blink3565757
17th855103770808
18th96611Summon Greater Shadow3975858
19th966114180909
20th106612Shadow Creature4385959


Hit die: d4
Skills: 2+int
Class skills: Craft (any), Hide, Knowledge(arcana), Knowledge(the planes), Move Silently
Proficiencies: simple weapons and light armor

Shadow Points: A shadowcrafter's ability to shape shadow is finite. Each usage costs shadow points. These points are restored with 8 hours of rest (like a sorcerer's spell slots).

Shadow Conjuration(su): A shadowcrafter can imitate any conjuration from the sor/wiz list up to the "max spell level" for his class level. The reality (see the shadow conjuration spell description) is given in the "conjuration reality" column. The save dc is 10 + imitated spell's level + cha mod. The point cost is the level of the imitated spell.

Shadow Tool(su): A shadowcrafter may form from raw shadow a single non-magical object small enough to lift with one hand. He must make a craft check or the object will be non-functional. The object remains so long as he concentrates on it. This ability costs 1 shadow point.

Darkness(su): A shadowcrafter may use the spell darkness for 2 shadow points.

Shadow Evocation(su): Like shadow conjuration, but for evocations and using the "evocation reality" column. Shadow Evocation cannot be used to create light.

Hide in Plain Sight(su): As shadowdancer

Shadow Magical Weapon +1(su): When a shadowcrafter uses the Shadow Tool power to create a masterwork weapon, he may spend an additional shadow point to make it a +1 weapon.

Shadow Jaunt(su): A shadowcrafter can teleport from a natural shadow to another natural shadow within 50 ft for 2 shadow points as a standard action.

Summon Shadow(su): A shadowcrafter can summon a shadow (the monster) as if by a Summon Nature's Ally spell for 3 shadow points.

Shadow Stride(su): Like Shadow Jaunt, but a move action

Shadow Magical Weapon +2 (adjustable)(su): When using Shadow Magical Weapon, a shadowcrafter may spent one more shadow point to either make a +2 weapon or add an enchantment with a +1 cost (e.g. shocking).

Shadow Blink(su): Like Shadow Jaunt, but a swift action

Summon Greater Shadow(su): Like Summon Shadow, but a Greater Shadow and costs 9 shadow points

Shadow Creature(su): A shadowcrafter at the peek of his art becomes a creature of shadow. He is treated as having the [shadow] subtype when it is beneficial to him. He also may planeshift himself and up to 5 allies to or from the plane of shadow for 1 shadow point.

ShadowFireLance
2012-05-26, 03:16 PM
R 679 um i think thats right...

Anyways i would like to request a Sobek-like mortal race.
A crocodilian race with possible la. all i need is crunch thanks!

dspeyer
2012-05-26, 03:48 PM
H767

Electiri (plural electirim)

Many outsiders are incarnations of principles: good, evil, mortality. The Electirim are the incarnations of making choices. That may be the most frightening principle of all.

{TABLE]Size/Type:|Large Outsider
Hit Dice:|15d8+105 (165 hp)
Initiative:|+10
Speed:|30 ft (6 squares), fly 60ft(Good)
Armor Class:|44 (-1 size,+10 dex, +19 natural, +6 charisma), touch 25, flat-footed 34
Base Attack/Grapple:|+15/+29
Attack:|halberd +24 melee (2d6+15) or eldritch blast +24 ranged (7d6)
Full Attack:|halberd +24/+19/+14 melee (2d6+15) or eldritch blast +24 ranged (7d6+0)
Space/Reach:|10ft/5ft
Special Attacks:|Spell-like abilities, Halberd
Special Qualities:|Immunity to fire, electricity, acid, cold, petrification and poison, True Seeing, Tongues, Grace
Saves:|Fort +22, Ref +25, Will +19
Abilities:| Str 31, Dex 31, Con 25, Int 18, Wis 18, Cha 22
Skills:|Concentration +25, Diplomacy +24, Intimidate +24, Knowledge (arcana) +22, Knowledge (nature) +22, Knowledge (religion) +22, Knowledge (the planes) +22, Sense Motive +22, Spot +22, Climb +28, Swim +28, Listen +22
Feats:|Power attack, Quicken Spell-like Ability, Combat Expertise, Improved Trip, Improved Disarm,
Environment:|planar boundaries
Organization:|solitary
Challenge Rating:|17
Advancement:|by class level
Level Adjustment:|-
[/TABLE]

Spell-like abilities At will: Heal, Harm, Darkness, Daylight, Shades, Prismatic Sphere, Greater Teleport, Plane Shift

Halberd An Electiri's Halberd is not a physical object, but an extension of its will formed of darkness and light. The Electiri chooses when it interacts with normal matter, so all attacks are touch attacks. Furthermore, the halberd qualifies as magical, good, evil, lawful, chaotic, silver and/or cold iron for overcoming damage reduction. If an Electiri is deprived of his halberd, he can form a new one as a swift action.

True Seeing and Tongues These effects are always active

Grace An Electiri adds his charisma modifier to his AC and all saves.

Milo v3
2012-05-26, 05:55 PM
H 679 How does this look?

Kebekra
Racial Traits

+2 Strength, -2 Dexterity
Humanoid
Medium: As Medium creatures, Kebekra have no special bonuses or penalties due to their size.
Kebekra base land speed is 20 feet.
A Kebekra has a swim speed of 30 feet. It can move through water at it's swim speed without making Swim checks. It has a +10 racial bonus on any Swim check to perform some action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
+2 Natural Armor.
Hold breath: A Kebekra can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning
Low-Light Vision: Kebekra can see two times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
Natural Weapons: Krebekra have a primary bite attack that deals 1d4 points of piercing damage plus Strength bonus.
Tears of Life (Su): A Kebekra with a Wisdom score of at least 10 also has the following spell-like abilities: 1/day—Bless Water, Create Water, Curse Water. Caster level 1st.
Automatic Languages: Common and Aquan. Bonus Languages: Draconic, Elven, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Ranger.
Level Adjustment: +0.

ShadowFireLance
2012-05-26, 06:57 PM
Ah, ah AWSOME!! *faints*

Cute_Riolu
2012-05-28, 04:12 PM
R. 780: I'm fairly certain something like this exists somewhere -- but I'm looking for a base class kind of archer that's capable of crafting its own magical arrows with or without actually having magic.

dspeyer
2012-05-29, 10:00 AM
I'm fairly certain something like this exists somewhere -- but I'm looking for a base class kind of archer that's capable of crafting its own magical arrows with or without actually having magic.

Sort of like this (http://www.giantitp.com/forums/showthread.php?t=222565)? Except I guess as a base class?

Whether or not that's what you meant, I dub you 780

Debihuman
2012-05-29, 10:45 AM
Cute_Riolu, please number your request. It should be R. 780.

C. 679: not sure if there is an official crocodile race or not. There may have been one in Dragonlance, but I don't think it's been updated to 3rd edition.

Debby

Edit: sorry didn't change numbers earlier! Comment was for 679 not 780. Doh!

Cute_Riolu
2012-05-29, 02:29 PM
Sort of like this (http://www.giantitp.com/forums/showthread.php?t=222565)? Except I guess as a base class?

Whether or not that's what you meant, I dub you 780

Sort of! But I mean using the magic item creation rules. While artificers do make good archers for just that reason, it seems kind of silly that they're the only ones able to really do so effectively.


Cute_Riolu, please number your request. It should be R. 780.

Debby

My apologies!

Milo v3
2012-05-29, 07:07 PM
C. 780: not sure if there is an official crocodile race or not. There may have been one in Dragonlance, but I don't think it's been updated to 3rd edition.

Debby

He didn't say anything about Crocodiles....

Are you talking about Shadowfirelance's request?

dspeyer
2012-05-30, 12:40 AM
C780

It seems like an artificer-style class would turn into an arrows-fired-per-level limit, which wouldn't play very well. Maybe I'm missing something.

Debihuman
2012-05-30, 08:11 AM
He didn't say anything about Crocodiles....

Are you talking about Shadowfirelance's request?

Yep. edited my earlier post so it is correct now.


R. 780: I'm fairly certain something like this exists somewhere -- but I'm looking for a base class kind of archer that's capable of crafting its own magical arrows with or without actually having magic.

C. 780. As long as you take Craft Magic Arms and Armor as a feat and can cast the appropriate spells, this is not really an issue. A ranger can do this at 8th level.

Debby

Milo v3
2012-05-30, 08:16 AM
Cute_Riolu, please number your request. It should be R. 780.

C. 679: not sure if there is an official crocodile race or not. There may have been one in Dragonlance, but I don't think it's been updated to 3rd edition.

Debby

Edit: sorry didn't change numbers earlier! Comment was for 679 not 780. Doh!

I made the races traits in this post. (http://www.giantitp.com/forums/showpost.php?p=13294368&postcount=219)

The full race can be seen here. (http://www.giantitp.com/forums/showthread.php?p=13297303)

Cute_Riolu
2012-05-30, 09:39 AM
C780

It seems like an artificer-style class would turn into an arrows-fired-per-level limit, which wouldn't play very well. Maybe I'm missing something.

It's not terribly difficult to get around that -- Splitting, and all that. I'm looking for the massive versatility that the ability to craft magic arrows gives.

ShadowFireLance
2012-05-31, 12:24 PM
So if i want somthing i would post R680?

If so then i would ask for a fiendsh half-possessed melee demon

BlackestOfMages
2012-05-31, 01:05 PM
So if i want somthing i would post R680?

If so then i would ask for a Prehistoric non Psionic Mind flayer foucsed on melee.

@ R680: so do you still want the mind blasting/tbrain eating race that is effectivly a devolved mind flayer, or another, totally unliked squid-headed race more focused on melee?

also, any LA?

ShadowFireLance
2012-05-31, 07:39 PM
Lotz of la like 4-6 for my game:smallredface:

miz redavni
2012-06-08, 08:30 AM
(quoted due to lack of a number)

This might be too powerful. I didn't spend a lot of time computing balance.

The Shadowcrafter

When a human is born with a touch of draconic blood, sometimes the result is a sorcerer. When that blood is from a Shadow Dragon, the result can be a little different: a shadowcrafter. The arcane energy is turned in a way that isn't exactly spellcasting, but instead links closely to the plane of shadow.

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Shadow Points|Evocation Reality|Conjuration Reality|Max Spell level
1st|0|0|0|2|Shadow Conjuration, Shadow Tool|5|-|0|0
2nd|1|0|0|3|Darkness|7|-|5|0
3rd|1|1|1|3|Shadow Evocation|9|0|10|1
4th|2|1|1|4|Hide in Plain Sight|11|5|15|1
5th|2|1|1|4||13|10|20|2
6th|3|2|2|5|Shadow Magical Weapon +1|15|15|25|2
7th|3|2|2|5||17|20|30|3
8th|4|2|2|6|Shadow Jaunt|19|25|35|3
9th|4|3|3|6||21|30|40|4
10th|5|3|3|7|Summon Shadow|23|35|45|4
11th|5|3|3|7||25|40|50|5
12th|6|4|4|8|Shadow Stride|27|45|55|5
13th|6|4|4|8||29|50|60|6
14th|7|4|4|9|Shadow Magical Weapon +2 (adjustable)|31|55|65|6
15th|7|5|5|9||33|60|70|7
16th|8|5|5|10|Shadow Blink|35|65|75|7
17th|8|5|5|10||37|70|80|8
18th|9|6|6|11|Summon Greater Shadow|39|75|85|8
19th|9|6|6|11||41|80|90|9
20th|10|6|6|12|Shadow Creature|43|85|95|9[/table]
Hit die: d4
Skills: 2+int
Class skills: Craft (any), Hide, Knowledge(arcana), Knowledge(the planes), Move Silently
Proficiencies: simple weapons and light armor

Shadow Points: A shadowcrafter's ability to shape shadow is finite. Each usage costs shadow points. These points are restored with 8 hours of rest (like a sorcerer's spell slots).

Shadow Conjuration(su): A shadowcrafter can imitate any conjuration from the sor/wiz list up to the "max spell level" for his class level. The reality (see the shadow conjuration spell description) is given in the "conjuration reality" column. The save dc is 10 + imitated spell's level + cha mod. The point cost is the level of the imitated spell.

Shadow Tool(su): A shadowcrafter may form from raw shadow a single non-magical object small enough to lift with one hand. He must make a craft check or the object will be non-functional. The object remains so long as he concentrates on it. This ability costs 1 shadow point.

Darkness(su): A shadowcrafter may use the spell darkness for 2 shadow points.

Shadow Evocation(su): Like shadow conjuration, but for evocations and using the "evocation reality" column. Shadow Evocation cannot be used to create light.

Hide in Plain Sight(su): As shadowdancer

Shadow Magical Weapon +1(su): When a shadowcrafter uses the Shadow Tool power to create a masterwork weapon, he may spend an additional shadow point to make it a +1 weapon.

Shadow Jaunt(su): A shadowcrafter can teleport from a natural shadow to another natural shadow within 50 ft for 2 shadow points as a standard action.

Summon Shadow(su): A shadowcrafter can summon a shadow (the monster) as if by a Summon Nature's Ally spell for 3 shadow points.

Shadow Stride(su): Like Shadow Jaunt, but a move action

Shadow Magical Weapon +2 (adjustable)(su): When using Shadow Magical Weapon, a shadowcrafter may spent one more shadow point to either make a +2 weapon or add an enchantment with a +1 cost (e.g. shocking).

Shadow Blink(su): Like Shadow Jaunt, but a swift action

Summon Greater Shadow(su): Like Summon Shadow, but a Greater Shadow and costs 9 shadow points

Shadow Creature(su): A shadowcrafter at the peek of his art becomes a creature of shadow. He is treated as having the [shadow] subtype when it is beneficial to him. He also may planeshift himself and up to 5 allies to or from the plane of shadow for 1 shadow point.


Wow....... thank you............... This is amazing.

ScIaDrd
2012-06-19, 07:10 AM
H781
Some time ago I happened to find some alternate rule for weapon proficiencies, that I quite liked, but never remembered to save it or link back to it, so I thought I would ask the nice people here for help.

If I remember right, that rule was based on giving classes a characteristic called a 'proficiency rating' (or something similar) based on their BAB/class (maybe an ability modifier too?) and then assigning similar scores to weapons ('complexity/skill/aptitude score'), so a character is proficient with all weapons whose complexity rating is equal to or lower than his proficiency rating.
Does anyone know where to find this rule? If so, I would be quite happy.
Thanks in advance.

Ballista
2012-06-24, 11:20 PM
R782
Requesting a Monster Class for Worm that Walks, essentially making it into a feasibly player character. Perhaps capitalizing and scaling the Engulf ability?

dspeyer
2012-06-25, 12:38 AM
H782

Requirements:
Able to cast limited wish, polymorph any object, summon swarm, and sympathy
Feat: Heighten Spell
Alignment: evil
Must perform the transformation ritual. This takes a full day and requires 10000gp of rare reagents. At sundown, the caster kills himself. Provided the body is not disturbed, it rises at the next dawn as a mass of worms.


{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|0|0|0|2|Aberration conversion, immunities, discorporate|
2nd|1|0|0|3|Engulf 5, Frightful Presence (HD/4+Cha)|+1 level of existing arcane class
3rd|2|1|1|3|Awareness +1, Blindsight 15, Spell Resistance (HD)|+1 level of existing arcane class
4th|3|1|1|4|Vermin Messenger, Vermin Trance, Summon Swarm of Vermin|+1 level of existing arcane class
5th|3|1|1|4|Engulf 25|+1 level of existing arcane class
6th|4|2|2|5|Awareness +5, Blindsight 75|+1 level of existing arcane class
7th|5|2|2|5|Vermin Growth, Colossal Vermin, Insect Plague, Frightful Presence (HD/2+Cha), Spell Resistance (HD+13)|
8th|6|2|2|6|Engulf 100|+1 level of existing arcane class
9th|6|3|3|6|Awareness +20, Blindsight 300|+1 level of existing arcane class
10th|7|3|3|7|Vermin Shapes, Creeping Doom|+1 level of existing arcane class[/table]
HD: d8
Skills: 2+int
Class Skills: Concentration, Craft (any), Hide, Knowledge(any), Listen, Move Silently, Spellcraft, Survival

Most of the table should be self-explanatory (at least along with the monster description.

Aberration Conversion: Increase all previous hit dice to d8s with 3/4 BAB and good will saves (if they were better than this, leave them). Type becomes aberration.

Awareness: This is the benefit of thousands of little sense organs. Add this value to AC, Hide, Survival, Listen, and Move Silently checks.

Merchant
2012-06-25, 12:55 PM
R 783

I was hoping for a PrC of a spellcaster who specializes in the Servant Horde spell. I see the Str increasing as well as the skills improving (they are currently only able to perform skills with a DC up to 10). These two will increase each level.

Not sure about other class features though.

ericgrau
2012-06-25, 06:05 PM
H 783
I love that spell.

Servant Commander
Requirements:

Knows servant horde
8 ranks in any 2 of the following (both may be from the same category): craft (any), any dex based skill, any str based skill, disable device, forgery, perform or search
The enlarge spell metamagic feat


{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|0|0|0|2|Servant Power, Talented Servants|+1 level of existing arcane class
2nd|1|0|0|3|Faithful Servants|+1 level of existing arcane class
3rd|1|1|1|3||+1 level of existing arcane class
4th|2|1|1|4|Independent Servants|+1 level of existing arcane class
5th|2|1|1|4||+1 level of existing arcane class
6th|3|2|2|5|Diligent Servants|+1 level of existing arcane class
7th|3|2|2|5||+1 level of existing arcane class
8th|4|2|2|6|Formal Servants|+1 level of existing arcane class
9th|4|3|3|6||+1 level of existing arcane class
10th|5|3|3|7|Ghostly Servants|+1 level of existing arcane class
[/table]

Servant Power
Unseen servants you create (via servant horde, unseen servant or another spell) have a strength score equal to twice your Servant Commander level. It requires area damage equal to 1/4th your own maximum hitpoints to dissipate one of your unseen servants or 6 damage, whichever is greater (no save).

Talented Servants
Unseen servants you create may use your skill ranks to perform tasks, up to a maximum of your Servant Commander level plus 9. A servant's effective ability modifier for the purpose of these skills is equal to his strength modifier. Talented Servants applies only to the following skills: craft (any), any dex based skill, any str based skill, disable device, forgery, perform and search.

Faithful Servants
Unseen servant, servant horde and other spells you cast that create unseen servants and normally last 1 hour per caster level have a duration of 24 hours instead, if this is greater.

Independent Servants
Unseen servants you create remain in existence at any range, even if you move to another plane. However they still must be within the spell's range for you to issue new orders.

Diligent Servants
Unseen servants you create have a land speed of 30 feet. Additionally they may be targetted by spells that grant a form of movement that normally only target other creatures, such as spider climb or fly. Any benefits such a spell has beyond providing a form of movement has no effect on your unseen servant; not even enhancement bonuses to speed.

Formal Servants
Unseen servants you create may assume a humanoid form similar to your own race. They are still invisible, however they may wear items meant for a humanoid (which remain visible). You or another creature may create a disguise for one of your servants, at a -4 penalty for not having a gender nor age category, as if it were a humanoid of your race. It still lacks intelligence and may not speak nor make complicated decisions, which may foil the ruse. Your unseen servants gain no benefit from wearing magic items, though those that don't need to be worn to be effective and don't rely on command words might still be activated by the servant. This ability does *not* grant the servant other abilities such as the ability to fight in combat.

Ghostly Servants
Your unseen servants, along with any of their equipment up to their carrying capacity, may become ethereal at will to pass freely through walls. Activating or dismissing this ability is a standard action for the servant. This ability leaves something to be desired for scouting, since mindless servants are limited in their abilities to understand what they see or to communicate. However they might write down literal descriptions of what they see. They do not know the names of unusual creatures or objects.

In all cases it is a move action to direct an unseen servant to perform any task, as with the original spell, including tasks involving a special ability granted by this class.

Other comments: I tried to keep the abilities strictly limited to utility to limit the power so that there would be no lost spellcasting. Wizards also lose bonus feats, whereas sorcerers are forced into a permanent spell known and difficulty with skills. Both lose levels that could be put into other PrCs as well. In the end I decided it still required the payment of 1 more feat which I made enlarge spell, since it is mildly useful for servants.

ShadowFireLance
2012-06-27, 08:31 PM
R 783

A Monster class for Lanturn or Spiked Sea serpents (Dragon #345).
Barring that a Snake dragon?

Sodalite
2012-06-30, 02:24 AM
R 784

A spell, probably high level but preferably not epic, which inflicts small amounts of ability burn, and maybe other effects, like temporary blindness or raw damage. Also preferably with a material component of autunite gems, which are probably expensive, since I sort of want to it to be radiation themed, as well as derived from a combination of elemental stuff from the Negative Energy Plane and Plane of Radiance, maybe, though that's just my personal opinion and can be ignored.

Thanks in advance, to whomever considers my request.

ScIaDrd
2012-07-07, 06:37 AM
R 784

A spell, probably high level but preferably not epic, which inflicts small amounts of ability burn, and maybe other effects, like temporary blindness or raw damage. Also preferably with a material component of autunite gems, which are probably expensive, since I sort of want to it to be radiation themed, as well as derived from a combination of elemental stuff from the Negative Energy Plane and Plane of Radiance, maybe, though that's just my personal opinion and can be ignored.

Thanks in advance, to whomever considers my request.

H784
Blaze of the conflux
Blaze of the conflux
Evocation [Force, Light]
Level: Sor/Wiz 9
Components: V, S, M,
Casting Time: 1 full round action
Range: Long (400 ft+40 ft/level)
Area: A spread 40 ft/level in diameter
Duration: Instaneous
Saving throw: Fortitude half and Fortitude partial (see text)
Spell Resistance: Yes (see text)

As you study the ancient runic stele from one of the great cities from the old empire of Netheril you notice an image that depicts a mage who glows and crackles with arcane power, as he smashes together a pair of stones that seem to be infused with not only what you manage to translate as“ light-grow-power“ and „shadow-hunger-power“, respectively but also a radiance of some sort, that seems to emanate from the stones themselves. On the following image you see the terrible power of this war-sorcery, a great plume of light and arcane fire that blazed across the sky and scorched an army to dust and struck many others with blindness and a sickening blight.
You dare not to read the runes spread across both images, for they might be either notes on the scene´s mood or some or maybe the words of great magic.

As you forcibly combine positive and negative energy through a conduit of diseased stone, the result is great blast of magic in a dazzling mix of emerald green, poisonous yellow, and bright silver.The missile is most commonly teardrop shaped and 3 feet long and two feet wide at the widest point.When it reaches its destination, the resultant explosion of untamed primordial essence fills the spell´s area nearly instantaneously, creating almost no pressure. It deals 1d6 points of damage per two caster levels, half of which is force and half is untyped, to all objects and creatures in the area.
Succeeding at a Fortitude save allows a creature to take half of the total sum of the damage, divided evenly between both types of damage.

Additionally, the explosion creates a flash of extraordinarily bright light that washes over the spell´s area, and extends as a spread 100 ft beyond its edges before it dissipates. This light is so intense that it causes sighted creatures irradiated by it to be permanently blinded as their eyes burn out, unless they are protected by spell resistance or make a successful Fortitude save, in which case they are only blind for 1 hour.

The temporary blindness can be cured by a Remove blindness/deafness spell, while undoing permanent blindness requires the use of a spell capable of restoring lost body parts, like Regenerate.
Creatures illuminated by the light beyond the area where the spell deals damage get a +4 circumstance bonus on their Fortitude saves against blindness. The blinding light is a [Light] effect that dispels or counters any spell with the [Darkness] descriptor of 9th or lower level.

Lastly, all creatures affected by the spell have their bodies ravaged so drastically by the untamed arcane power that they must succeed at a third Fortitude save or a SR check to avoid taking 1d4 points of ability burn (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#abilityBurn)to one physical ability score (Strength, Dexterity or Constitution), chosen randomly. Those that successfully defend against this effect instead take only half the ability burn they would suffer normally, to a minimum of 1 point of ability burn.

Material component:
A pair of autunite gems infused with positive and negative energy, respectively, that the caster smashes together when she finishes casting the spell. The set costs 15 000 gp to purchase.


Well, this is the first time that I´ve made such a powerful spell, and I would like some feedback and PEACHes on it, since I can help but keep thinking that it is more powerful than Meteor swarm(:smalleek:) because of the area, damage and the aftereffects, but then again, each of the aftereffects allows both a save and a SR check to mitigate it and the spell has a full round casting time and requires a material component that costs 15 000 gp, 3/5 of what the True resurrection spell takes. Is it too much? Or too little?

I think the True resurrection costs so much because it is a special effect, but should not be a 'nuke caliber' Evocation equally special, because it carries a bunch of secondary effects and inconvenient ability burn?

On that note, I originally intended to make a way to cure that ability burn by drinking a potion mixed with some alchemical item, getting nauseated for 1d4 hours and passing a DC 25 Fort save, which makes the all the burn go away the next time you rest for 8 hours, but I decided that it was wrong to let someone cure incurable things, not to mention stupid, so I scrapped it.

Bottom line, I´m not sure at all sure about balance, so thanks for any feedback.

Zelkon
2012-07-07, 11:45 AM
R785: A Gish sorcerer PrC that embraces the nature of dragon-ness the sorcerer has.

Sodalite
2012-07-07, 12:52 PM
C 784

Looks cool. I'm not especially good with balance either, which is why came to this thread, though I imagine being more powerful that Meteor Swarm is too much of a worry, since it's one of the weakest 9th level spells, IIRC, especially when compared to things like Shapechange or Time Stop. Ordinarily SR doesn't permit partial effects, but I'm okay with that at the moment, since this supposed to be an ancient super weapon, which I would feel weird about if it couldn't effect golems at all. I was actually thinking that it might even be an Incantation rather than an actual spell, but I neglected to mention that, and it isn't super important.

All in all, I'm satisfied, though I might wait for further judgement, since I might be using this in meatspace game and I don't want to mess it up too bad.

dspeyer
2012-07-07, 01:07 PM
H785

Prerequisites:
able to cast 2nd level sorcerer spells
BAB 5
Draconic Heritage feat


{table=head]Level|BAB|Fort Save|Ref Save|Will Save|special|recharge|range|dmg|spellcasting
1st|1|2|2|2|breath weapon, natural weapons|5m|20/10|2d6|
2nd|2|3|3|3|draconic feat, low light vision|5m|30/15|2d6|+1 level of sorcerer
3rd|3|3|3|3|natural armor +1, save bonus +2, energy resistance +5|5m|30/15|4d6|+1 level of sorcerer
4th|4|4|4|4|str +2, con +2, arcane strike|1m|30/15|4d6|
5th|5|4|4|4|draconic feat, darkvision 60|1m|40/20|4d6|+1 level of sorcerer
6th|6|5|5|5|natural armor +1, save bonus +2, energy resistance +5|1m|40/20|6d6|+1 level of sorcerer
7th|7|5|5|5|str +2, int +2, wings|1d10 rounds|40/20|6d6|
8th|8|6|6|6|draconic feat, wyrmling's abilities|1d10 rounds|60/30|6d6|+1 level of sorcerer
9th|9|6|6|6|natural armor +2, immunities|1d10 rounds|60/30|8d6|+1 level of sorcerer
10th|10|7|7|7|str +4, cha +2, draconic emergence|1d4 rounds|60/30|8d6|[/table]
Hit Die: d12
Skills: 6+int
Class Skills: Bluff, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, Spellcraft and the skill granted by the draconic heritage feat.

breath weapon(su): You gain a breath weapon of the same shape and damage type as your ancestral dragon. The range, damage and recharge time of the breath weapon are given in the table. The range is written as line/cone, use whichever you have. The save DC is 10 + 1/2 your hit dice + your con modifier.

natural weapons(su): You gain the claws and bite of a dragon of your size. If your size changes, recalculate the damage appropriately.

draconic feat(su): Gain a bonus draconic feat for which you meet the prerequisites.

save bonus(su): This applies to saves against sleep and paralysis.

arcane strike(su): When making a melee attack, you can sacrifice a spell slot to gain of level x to gain +x to attack and +xd4 to damage.

wings(su): You grow retractable wings, which grant you a flight speed twice your base speed and average maneuverability.

wyrmling's abilities(su): You gain the special abilities of a wyrmling of your ancestral type, excluding those involving energy. For example, if your ancestor was bronze, you gain Water Breathing and Speak with Animals at will.

immunities(su): You become immune to sleep, paralysis and any energy to which your ancestral dragon was immune.

draconic emergence(su): Once a day, you may sacrifice two spell slots of your highest level to take on the form of a dragon for one minute. The type is that of your ancestor and the age category is the level of the slots (9th level slots produce a Very Old dragon). You keep your own hit points, skills, feats and spells, but for everything else replace them with the dragon's abilities.

Note: all numeric bonuses are cumulative. For example, by 9th level your natural armor has increased by +4.

Zelkon
2012-07-07, 01:43 PM
H785

Prerequisites:
able to cast 2nd level sorcerer spells
BAB 5
Draconic Heritage feat


{table=head]Level|BAB|Fort Save|Ref Save|Will Save|special|recharge|range|dmg|spellcasting
1st|1|2|2|2|breath weapon, natural weapons|5m|20/10|2d6|
2nd|2|3|3|3|draconic feat, low light vision|5m|30/15|2d6|+1 level of sorcerer
3rd|3|3|3|3|natural armor +1, save bonus +2, energy resistance +5|5m|30/15|4d6|+1 level of sorcerer
4th|4|4|4|4|str +2, con +2, arcane strike|1m|30/15|4d6|
5th|5|4|4|4|draconic feat, darkvision 60|1m|40/20|4d6|+1 level of sorcerer
6th|6|5|5|5|natural armor +1, save bonus +2, energy resistance +5|1m|40/20|6d6|+1 level of sorcerer
7th|7|5|5|5|str +2, int +2, wings|1d10 rounds|40/20|6d6|
8th|8|6|6|6|draconic feat, wyrmling's abilities|1d10 rounds|60/30|6d6|+1 level of sorcerer
9th|9|6|6|6|natural armor +2, immunities|1d10 rounds|60/30|8d6|+1 level of sorcerer
10th|10|7|7|7|str +4, cha +2, draconic emergence|1d4 rounds|60/30|8d6|[/table]
Hit Die: d12
Skills: 6+int
Class Skills: Bluff, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, Spellcraft and the skill granted by the draconic heritage feat.

breath weapon(su): You gain a breath weapon of the same shape and damage type as your ancestral dragon. The range, damage and recharge time of the breath weapon are given in the table. The range is written as line/cone, use whichever you have. The save DC is 10 + 1/2 your hit dice + your con modifier.

natural weapons(su): You gain the claws and bite of a dragon of your size. If your size changes, recalculate the damage appropriately.

draconic feat(su): Gain a bonus draconic feat for which you meet the prerequisites.

save bonus(su): This applies to saves against sleep and paralysis.

arcane strike(su): When making a melee attack, you can sacrifice a spell slot to gain of level x to gain +x to attack and +xd4 to damage.

wings(su): You grow retractable wings, which grant you a flight speed twice your base speed and average maneuverability.

wyrmling's abilities(su): You gain the special abilities of a wyrmling of your ancestral type, excluding those involving energy. For example, if your ancestor was bronze, you gain Water Breathing and Speak with Animals at will.

immunities(su): You become immune to sleep, paralysis and any energy to which your ancestral dragon was immune.

draconic emergence(su): Once a day, you may sacrifice two spell slots of your highest level to take on the form of a dragon for one minute. The type is that of your ancestor and the age category is the level of the slots (9th level slots produce a Very Old dragon). You keep your own hit points, skills, feats and spells, but for everything else replace them with the dragon's abilities.

Note: all numeric bonuses are cumulative. For example, by 9th level your natural armor has increased by +4.
Thanks for the quick reply. If you have the time, could you possibly edit it to sacrifice some BAB or melee capablities for full caster, ala sacred exorcist? That would be greatly appreciated.

Zelkon
2012-07-07, 10:52 PM
C785: If I gave up BAB increases at 1st, 5th, and 9th for full caster, what else would I have to give up to still be balanced?

dspeyer
2012-07-09, 09:27 PM
C785

A lot.

The problem with full-casting PRCs is that they tend to be strictly superior to the base classes, which is unbalanced. Explicit drawbacks or painful entry requirements can work around that, but neither fits very well.

I'll think about it, though. Or maybe someone else will come up with something.

TuggyNE
2012-07-10, 01:51 AM
R786: A silly monster entry, probably known as the Squarut, that functions as the Inevitable against misplaced science. Defense of catgirls optional.

ShadowFireLance
2012-07-10, 11:36 AM
R787

Would anyone want to attempt a Dagon-ish Dragon?
With age catagories if possible please!

Thanks.

ArkenBrony
2012-07-10, 02:07 PM
C. 787
so dagon as in a fish-like dragon? or are you looking for a lovecraftian themed dragon with deep-one focuses, like a deep-one dragon?

Edit: you might want too look here (http://www.giantitp.com/forums/showthread.php?t=169209), for the deep trench dragon at the bottom of the first post