Fouredged Sword
2013-02-08, 12:03 PM
Ok, I have a 3.5 homebrew heavy world I am running a game in and I thought it would be helpful to get feedback on the big bad of the setting.
The idea is that the game setting is floating islands, with the planes existing as zones that can be physically traveled to. The far realms are when you go too high and leave existence, or too low and pass the storm barrier.
Sightblinder is the aberration that rules the deep.
The idea is that he is a force of pure truth and lies. He inspires fanaticism in his converts, but cannot create anything himself or even enter the world. His touch grants the ability to see the truth, but nothing else. Your eyes go white and cloudy and you loose the ability to see. He is sickens and corrupts what he touches.
His blind seers are the force that is showing up and sewing chaos and bad stuff among the factions already braced for war.
The idea is that it works as a template that has increasing effects as you gain HD.
Type and subtype remain the same, but you gain the sightblinded subtype, allowing you to count as an aberration for qualifying for feats, spell targeting/effects, and qualifying for classes as well as whatever your base type.
Also you gain the following based on your HD
HD 1-5
You can a insight bonus to your sense motive skill = to your HD.
You take a penelty to spot = to your HD.
You gain blindsense = HD*5ft
You gain Iron Will and blind-fight
HD 6-10
You go blind, and cannot make spot checks.
You gain blindsight out to HD*5ft
You gain blindsense out to HD*10ft
You loose 1 hp per HD
You gain immunity to poison and disease.
HD 11+
You gain the effects of trueseeing out to 15ft in all directions through your blindsight.
You gain the Sightblinders touch special attack - a melee touch attack that deals both a poison and a disease effect seperatly. The poison is DC (10+1/2HD+con) and the initial effect is murky eyes (You treat all illumination as shadowy) and 1 point wis damage and a secondary effect of blindness for 1 hour and 1 wis drain. Any effect that cures blindness will remove the murky eye effect. The disease effect has the same save and an incubation of 1 hour. The disease causes 1 wis drain and renewed blindness every failed save, and requires two successful saves to become cured. Any effect that would cure disease or break curses will end the disease effect.
This ability can be used Con modifier times per day.
The base creature sickens at this point, and takes -2 to fortitude saves.
This template is CR+0
Does this sound like realistic CR modification?
Also Dragons. I want to make dragons more elemental and non-standardized in my game, so I have some alternate breath weapons that will show up that I wanted thoughts on. They are replacement breath weapons for dragons and use the black dragon age categories for dragon HD/xD6.
Poison spit - The dragon can make a cone/line of numbing poison. All targets in a cone/line are hit by a contact poison that quickly dissipates. The save is the equivalent save of a breath weapon and deals 1 point of strength, dex, and wisdom damage as a primary and secondary effect.
Telekenetic Attacks - The dragon looses it's breath weapon entirely, but gains a natural weapon slams per 2D6 of damage their breath would normally have with. These slams have a reach - to the distance a cone breath weapon would normally extend. To use these attacks the dragon must take a standard action to focus and can only do so if psionicly focused. These attacks cannot be used for AoO, cannot be added to full attacks, and are limited in uses by the same delay the dragons breath weapon would normally have. Each slam uses the dragons BAB+Int for it's attack bonus and deals 2d6+Int bludgeoning damage. These attacks count as melee attacks for feats such as power attack and a weapon for feats such as weapon focus. The dragon may choose to use these attacks to initiate combat maneuvers, but uses his Int in place of any stat for checks, and looses it's size modifier. The dragon is not required to move to use bullrush or other maneuvers so long as the target stays within the dragons telekenetic reach.
Trollblooded Dragon - This dragon is particularly hard to kill. It gains regeneration = to the d6's it's breath attack would normally have. It is weak to ether fire, acid, cold, or electricity determined by the element of dragon. The dragon gaines +2 str and con, -4 Int and Wis. The dragon can also rage as a barbarian once per age category. It looses it's racial spellcasting and good will save.
The idea is that the game setting is floating islands, with the planes existing as zones that can be physically traveled to. The far realms are when you go too high and leave existence, or too low and pass the storm barrier.
Sightblinder is the aberration that rules the deep.
The idea is that he is a force of pure truth and lies. He inspires fanaticism in his converts, but cannot create anything himself or even enter the world. His touch grants the ability to see the truth, but nothing else. Your eyes go white and cloudy and you loose the ability to see. He is sickens and corrupts what he touches.
His blind seers are the force that is showing up and sewing chaos and bad stuff among the factions already braced for war.
The idea is that it works as a template that has increasing effects as you gain HD.
Type and subtype remain the same, but you gain the sightblinded subtype, allowing you to count as an aberration for qualifying for feats, spell targeting/effects, and qualifying for classes as well as whatever your base type.
Also you gain the following based on your HD
HD 1-5
You can a insight bonus to your sense motive skill = to your HD.
You take a penelty to spot = to your HD.
You gain blindsense = HD*5ft
You gain Iron Will and blind-fight
HD 6-10
You go blind, and cannot make spot checks.
You gain blindsight out to HD*5ft
You gain blindsense out to HD*10ft
You loose 1 hp per HD
You gain immunity to poison and disease.
HD 11+
You gain the effects of trueseeing out to 15ft in all directions through your blindsight.
You gain the Sightblinders touch special attack - a melee touch attack that deals both a poison and a disease effect seperatly. The poison is DC (10+1/2HD+con) and the initial effect is murky eyes (You treat all illumination as shadowy) and 1 point wis damage and a secondary effect of blindness for 1 hour and 1 wis drain. Any effect that cures blindness will remove the murky eye effect. The disease effect has the same save and an incubation of 1 hour. The disease causes 1 wis drain and renewed blindness every failed save, and requires two successful saves to become cured. Any effect that would cure disease or break curses will end the disease effect.
This ability can be used Con modifier times per day.
The base creature sickens at this point, and takes -2 to fortitude saves.
This template is CR+0
Does this sound like realistic CR modification?
Also Dragons. I want to make dragons more elemental and non-standardized in my game, so I have some alternate breath weapons that will show up that I wanted thoughts on. They are replacement breath weapons for dragons and use the black dragon age categories for dragon HD/xD6.
Poison spit - The dragon can make a cone/line of numbing poison. All targets in a cone/line are hit by a contact poison that quickly dissipates. The save is the equivalent save of a breath weapon and deals 1 point of strength, dex, and wisdom damage as a primary and secondary effect.
Telekenetic Attacks - The dragon looses it's breath weapon entirely, but gains a natural weapon slams per 2D6 of damage their breath would normally have with. These slams have a reach - to the distance a cone breath weapon would normally extend. To use these attacks the dragon must take a standard action to focus and can only do so if psionicly focused. These attacks cannot be used for AoO, cannot be added to full attacks, and are limited in uses by the same delay the dragons breath weapon would normally have. Each slam uses the dragons BAB+Int for it's attack bonus and deals 2d6+Int bludgeoning damage. These attacks count as melee attacks for feats such as power attack and a weapon for feats such as weapon focus. The dragon may choose to use these attacks to initiate combat maneuvers, but uses his Int in place of any stat for checks, and looses it's size modifier. The dragon is not required to move to use bullrush or other maneuvers so long as the target stays within the dragons telekenetic reach.
Trollblooded Dragon - This dragon is particularly hard to kill. It gains regeneration = to the d6's it's breath attack would normally have. It is weak to ether fire, acid, cold, or electricity determined by the element of dragon. The dragon gaines +2 str and con, -4 Int and Wis. The dragon can also rage as a barbarian once per age category. It looses it's racial spellcasting and good will save.