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View Full Version : D&D 3.x Other Get Something Homebrewed Now!



afroakuma
2014-07-17, 01:33 PM
I'm bored and want to brew. First poster to post a coherent request for some 3.X homebrew without editing their post gets a homebrew done for them. If it's fun I may reopen the rush a second time.

Go go go, win the prize, all that good stuff.

Jormengand
2014-07-17, 01:41 PM
Give me a 3.5 class designed to kill spellcasters. Don't care how.

afroakuma
2014-07-17, 01:53 PM
I don't feel that that's a sufficiently complete request.

Kazyan
2014-07-17, 02:00 PM
If that disqualifies Jormengand...I would like a Wolfram* Golem, please, of approximately CR 18.

*Tungsten

afroakuma
2014-07-17, 02:22 PM
Acceptable.

spikeof2010
2014-07-17, 07:29 PM
A caster which derives it's poewr from it's surroundings, gaining various powers and such.

If that's not valid.

A monster who has 2 arms, is made of metal, and has a deadly spittle.

afroakuma
2014-07-17, 09:11 PM
Tungsten Golem
Medium Construct
HD 24d10+44 (176 hp)
Speed 30 ft. (6 squares)
Init: +2
AC 42; touch 8; flat-footed 42 (+34 natural, -2 Dex)
BAB +18; Grp +32
Attack Slam +28 melee (2d8+10 plus arcane heat)
Full-Attack 2 slams +28 melee (2d8+10 plus arcane heat)
Space 5 ft.; Reach 5 ft.
Special Attacks Arcane heat, blinding glare, brilliant energy, sunburst
Special Qualities Construct traits, darkvision 60 ft., DR 20/adamantine, DR 5/-, heat conduction, immunity to magic, low-light vision, spell interference, transmutation-resistant, true seeing
Saves Fort +8 Ref +6 Will +10
Abilities Str 30, Dex 7, Con -, Int -, Wis 15, Cha 1
Skills -
Feats Ability Focus (blinding glare)B, Improved GrappleB, Improved InitiativeB, Improved ToughnessB, Power AttackB
Environment Any
Organization Solitary or gang (3-4)
Challenge Rating 18
Treasure Special
Alignment Always neutral
Advancement 25-32 HD (Large); 33-40 HD (Huge)
Level Adjustment -

Made of the rare and intractable material known to some as wolfram, to others as tungsten, these golems possess that material's curious properties with relation to magic. Their creation is a difficult and uncertain art, and most mages never bother to try, finding these creations hazardous to their work. Almost always smaller than conventional golems due to the rarity and value of their constituent material and the difficulty involved in enchanting it, tungsten golems are nonetheless fierce and deadly, with strange powers born of the ambient magical energies they suppress and absorb.

Each tungsten golem is designed around a weapon augment crystalMIC whose properties are conferred to the golem's slam attacks. Some tungsten golems also have an ioun stone embedded in their construction, often in the position of a "third eye," whose properties are active on the golem even though the stone is not circling overhead. These are typically the only treasures recovered from encounters with the mysterious golems, whose metallic bodies lose value when their enchantment is broken.

For all abilities listed below, "magic" refers to magical items, spells and spell-like abilities that do not have their basis in either psionics or shadowcasting, unless otherwise specifically defined. Psionic powers and shadowcaster mysteries are specifically excluded from this definition of "magic."

Arcane Heat (Su) Tungsten golems react to the energy from magic by partially absorbing it and emitting it as heat. Whenever a spell or spell-like ability is used within 30 feet of a tungsten golem by a source other than a tungsten golem, its arcane heat increases by 1 point. Whenever it is struck with a magic weapon, the tungsten golem's arcane heat increases by 1 point. If it would be subjected to any fire damage, its arcane heat increases by 1 point (so a spell that would deal fire damage increases its arcane heat by 2 points, as would a hit by a +1 flaming longsword). A tungsten golem adds its total arcane heat value to all melee attacks as fire damage. Creatures touching the tungsten golem immediately take fire damage equal to its current arcane heat value. If the tungsten golem would be subject to cold damage, instead reduce its arcane heat value by half the amount of damage that would be dealt. Arcane heat fades away after 1 hour of inactivity.

Blinding Glare (Su) A tungsten golem that has engaged in combat glares with a terrible light. All creatures within 30 feet of the tungsten golem are constantly dazzled (no save). Should its arcane heat ever equal or exceed 10 points, the tungsten golem becomes blindingly bright. All creatures within 60 feet are dazzled and must make a Fortitude save (DC 24) or be permanently blinded. A creature that saves against this effect is not immune to the blinding quality of the tungsten golem's light and must save of subsequent rounds for as long as the golem's arcane heat equals or exceeds 10 points. The save DC is Constitution-based.

Brilliant Energy (Su) For up to 10 rounds per day, the tungsten golem can transfer the residual arcane energies that it has aggregated into its slam attacks, treating them as though they were brilliant energy weapons. The time need not be continuous. This ability may be activated and deactivated as a free action.

Heat Conduction (Ex) No source of fire damage or effect with the [Fire] descriptor can deal damage to a tungsten golem; instead, it aggregates arcane heat from any such source it is subjected to. Even effects that would modify fire damage to bypass resistance and immunity cannot cause damage to a tungsten golem from such sources.

Immunity to Magic (Ex) A tungsten golem is immune to any spell or spell-like ability, including those from shadowcasting, that allows spell resistance, as well as psionic powers that allow power resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical or psionic attack that would deal fire damage instead confers arcane heat to the golem, as noted above.

Any magical or psionic attack with the [Cold] descriptor can be used to reduce the golem's arcane heat, as noted above. Chill metal can completely eliminate the golem's arcane heat (reducing it to 0) if the caster succeeds on a caster level check against DC 28.

Spell Interference (Ex) A tungsten golem's presence interferes with magic as though spells were being cast against a creature with spell resistance. Spells cast within or whose effect would occur within 30 ft. of a tungsten golem do not function unless their caster succeeds on a caster level check (DC 28). This applies even to spells that are cast from a great distance, provided they would have an effect within this area (such as the sensor of scry), and applies against spells not normally subject to spell resistance (summon monster for example). Those possessing on their person a key linked to the golem at the time of its creation can ignore this interference effect.

Sunburst (Sp) Three times per day, a tungsten golem can unleash a sunburst (DC 20) as a 20th level caster. The save DC is Wisdom-based. When a tungsten golem's HP are reduced to 0 or below, this ability automatically activates centered on the golem, even if its normal uses for the day have been exhausted. This ability is not subject to the golem's spell interference or arcane heat abilities.

Transmutation-Resistant (Ex) A tungsten golem that would be subjected to the effect of a spell of the transmutation school (whether from the spell or an equivalent effect) gets a +8 racial bonus to Fortitude saves to resist that effect.

True Seeing (Su) Tungsten golems continuously use this ability, as the spell cast at 20th level.

afroakuma
2014-07-18, 07:10 AM
Alright, that one's done then. Next person to file their request per the rules above gets one.

Ralcos
2014-07-18, 12:01 PM
A race of humanoid squirrels with Druid as a favored class.

afroakuma
2014-07-18, 12:47 PM
Acceptable.

jqavins
2014-07-18, 01:22 PM
A race of humanoid squirrels with Druid as a favored class.
Acceptable.
Really? That was acceptable?

How about a base class that is sort of 2/3 wizard and 1/3 ranger?

Or a base class that is 2/3 rougue and 1/3 sorcerer?

Cranthis
2014-07-18, 01:50 PM
Really? That was acceptable?

How about a base class that is sort of 2/3 wizard and 1/3 ranger?

Or a base class that is 2/3 rougue and 1/3 sorcerer?

Mystic Ranger.
Spellthief.

Southern Cross
2014-07-18, 08:31 PM
A 3.5 writeup of Kamen Rider Wizard?

afroakuma
2014-07-19, 11:31 AM
A race of humanoid squirrels with Druid as a favored class.

Drey

Ever few in number, the enigmatic drey rarely think of themselves as a "race" so much as individuals who are rather more similar than others might be. Often seen as timid, strange and backward by others who have encountered them, drey are not frequently seen in civilized lands and have limited contact with most races other than elves. Their people are naturally tenacious and inquisitive, drawn to nature and inherently insular. How the race survives at all is something of a mystery.

A drey resembles a sort of human-sized squirrel, with slender arms that end in long curled fingers and digitigrade feet that are usually kept bare. Drey have large eyes with very little visible sclera; the iris is usually hazel or brown in color. Drey are covered in fur, typically white, red, gray or brown, and have large, bushy tails.

Drey have the following racial statistics:

• Medium-size.
• +2 Dex, -2 Int. Drey are quick and agile but do not learn from mistakes or assess new information well.
• Drey basic move speed is 30 feet.
• Drey are proficient with the club and the quarterstaff.
• +2 racial bonus on Climb and Jump checks. Drey are very mobile.
• +4 racial bonus on Balance checks. Drey can use their tails to stabilize themselves.
• Low-light vision.
• +1 racial bonus on Reflex saving throws. Drey are alert and quick to react to threats
• +1 racial bonus to initiative. Drey sense danger much more rapidly and act quickly.
• -2 penalty to saving throws against attacks that affect the eyes.
• Drey gain BrachiationCAdv as a bonus feat.
• Drey gain Dodge as a bonus feat. A drey whose tail is severely damaged or severed loses the benefits of the Dodge feat.
• +2 racial bonus on Knowledge (nature) and Survival checks involving aboveground wilderness areas and their inhabitants.
• Favored Class: Druid

Teapot Salty
2014-07-19, 11:39 AM
A class that can seamlessly move between being skilled in open combat, and assassinating foes from the shadows.

Epsilon Rose
2014-07-19, 11:42 AM
A class that combines the Tome of Radiance and Servant Soul homebrews.

afroakuma
2014-07-20, 01:04 PM
New slot open! Next poster gets it, same rules as above. Remember, if there's an edit on the post you're automatically disqualified, and the more complete your request, the more likely it'll be accepted.

Epsilon Rose
2014-07-20, 01:14 PM
A base class that combines the servants from the servant soul homebrew and the Tome of Radiance homebrew.

afroakuma
2014-07-20, 02:24 PM
Those homebrews don't belong to me. If they belong to you or you can get the author(s) to PM me granting permission, I'll do it. Until then, though, open slot is not claimed and someone can still grab it.

Epsilon Rose
2014-07-20, 02:39 PM
Fair enough. I will ask them now.

7th son of sons
2014-07-20, 02:55 PM
A "Heretic" type class designed to perform most effectively against Divine Casters, while still maintaining fair strength against other opponents.

afroakuma
2014-07-20, 03:07 PM
Acceptable.

Agrippa
2014-07-20, 07:12 PM
I'd like fighter talents. I think that fighters deserve some special, albeit mostly combat related, tricks of their own. I'm even thinking of dividing these talents into to groups, which you don't have to do with the finished product.


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

Pokonic
2014-08-31, 02:18 PM
A minor artifact that gives the wielder of it properties and abilities thematically appropriate for a magical prison warden, perhaps with some connection to Carceri.

EdroGrimshell
2014-09-01, 12:18 PM
A class (base or prestige, up to you) based around overclocking the body (mechanical or otherwise; improving physical and or mental abilities to improve combat performance at the cost of damaging your own body) and absorbing energy to power various effects would be nice. Particularly if you could have different energies absorbed for different effects (electricity to boost speed, fire to boost offense, acid to increase defense, cold to mitigate negatives of overclocking, not sure on Sonic, Positive, and Negative energies though). Possibly as a meldshaper that uses the "spirits" of Items and Constructs/Golems rather than living creatures or a martial initiator.