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Just to Browse
2015-04-08, 01:19 PM
Welcome! The following is copy/pasted from the original Request a Homebrew thread (http://www.giantitp.com/forums/showthread.php?72870-Request-a-Homebrew&p=3956115#post3956115).

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!

The next request should be R1112.

Jormengand
2015-04-08, 04:15 PM
EDIT: ALL people making requests in this thread, would you please specify the edition that you are looking for.

C1110

Because I feel obliged to do this...

The Ruby Ring of Ruin should probably just be an at-will item of fireball, and the price for that is given on the guidelines on the SRD. The dispel scroll can indeed only be used by humans, but you should feel free to swap out path abilities for others as appropriate if it makes sense for your character. Don't have actual WHF rules for the book of Hoeth on me at the moment.

H1110

Wizarding hat... ehh. How about:

Wizarding Hat
You are treated as a fourth-level warp mage for some purposes. You roll 2d6 for the winds of magic and can't channel dice. You use a single lore from the Big Eight, determined by the crafter of the wizarding hat at the time. You know the first- and second-level spells from that lore.

However, you must also take a will save against a difficulty class of 5, plus the modified casting difficulty of each spell you want to cast, whenever you try to cast a spell. If you fail, you are confused for the rest of the combat.

Market price: 12000 GP

Earthing Rod
Once per day, as an immediate action, the bearer of one or more earthing rods can re-roll a roll on the miscast table (but must accept the second result).

Market price: 6000 GP.

Debatra
2015-04-09, 09:50 PM
I got sidetracked by a personal project and never added the formal stuff. Thank you for the poke or I wouldn't have remembered at all.

H 1085: Master of the Mind
No mind is impenetrable.

Prerequisites:

Capable of casting 2nd-level illusion and enchantment spells
Spellcraft 8 ranks
Spell Focus (Illusion) or Spell Focus (Enchantment)


HD: d6
Good Saves: Will
Skills: 4 + Intelligence modifier



LevelSpecial[th]



1Restricted casting, bonus feat



2Once a fool



3Susceptible Mind



4Creeping vulnerability



5Crack the mind



Proficiencies: The master of the mind does not gain any new proficiencies.

Spellcasting: At every level, a master of the mind gains spells as though he had taken a level in a spellcasting class he already possessed. If he has more than one such class, he must choose one.

Restricted casting: Magic of the mind forces its users to specialize. The spells advanced by this class's spellcasting must use enchantment and illusion spells. If the class is a prepared caster (like wizard or cleric), one spell of each spell level that is prepared must be an illusion spell and one spell of each spell level that is prepared must be an enchantment spell. If the class is a spontaneous caster (like sorcerer or favored soul), one spell known of each spell level must be an illusion spell and one spell known of each spell level must be an enchantment spell. Only then can the master of the mind learn or prepare any other spells. If the class being advanced is not a prepared or spontaneous caster, talk to your DM to work out an acceptable substitute.

Bonus Feat: If a master of the mind does not have Spell Focus (Illusion) he gains it. If he does not have Spell Focus (Enchantment) he gains it.

Once a fool (Ex): By probing the minds of his targets, a master of the mind can cast his spells to greater effect. Any creature affected by one of his illusion spells has a -2 to saves against enchantment spells he casts, and vice versa.

Susceptible Mind (Su): Those who are under the effects of a master of the mind's spells are connected to his magic. Whenever a creature would suffer a save penalty from Once a fool, they can be affected with any spell of the appropriate school in addition to any of the spell's normal targets. This can only be done with spells one level lower than the master of the mind's maximum.


If you affect a target with crushing despair, you can cast phantasmal killer on them and one other creature. Normally phantasmal killer only allows you to target 1 creature, but because the target suffers a -2 penalty to saves against illusion spells and phantasmal killer is an illusion spells, they are an eligible target. You can't do this if phantasmal killer is the highest-level spell you can cast, so you could perform this as a level 9 wizard but not a level 7 wizard.


Creeping Vulnerability (Ex): The probing magic of a master of the mind grows stronger, allowing him to make even the weakest offense circumvent defenses. If a master of the mind fails to affect a creature with an enchantment or illusion spell, they still suffer the appropriate effects of Once a fool for 1 round per caster level.

Crack the Mind (Su): Those who devote themselves can conquer any mental bastion. As a standard action, a master of the mind can expend a spell slot and force a target to make a Will Save (DC 15 + 1/2 levels in advanced spellcasting class + highest mental attribute modifier). A creature that fails this save loses any immunity to [Mind-Affecting] effects, but has a +5 on saves against them. If the creature instead has a bonus against [Mind-Affecting] effects, that bonus is reduced by 5 or changed to +5, whichever is less.

C 1085 Not a problem. It happens. Two things about Crack the Mind you might want to clarify though:

No listed duration. I doubt it, but is the effect meant to be permanent?

Is it possible to Crack a creature's mind twice to negate the +5?

Xaotiq1
2015-04-10, 12:07 AM
R1112

I humbly seek racial substitution levels for the following:

Azurin Crusader

Duskling Swordsage

Skarn Warblade

My deepest thanks in advance!

Debihuman
2015-04-10, 07:22 AM
R. 1113 and 1114

I'd like to see the The Kryt (1113) and the Gorgatopus (1114) converted to 3.5. See here:
http://www.koboldpress.com/k/front-page19382.php#.VSfAG_nF-So

Thanks in advance

Debby

spikeof2010
2015-04-10, 09:06 AM
R1115
I'd like to request an archetype for the druid that allows it to use metal items, whole warforg-y flavor is a plus.

Inevitability
2015-04-10, 11:10 AM
R. 1113 and 1114

I'd like to see the The Kryt (1113) and the Gorgatopus (1114) converted to 3.5. See here:
http://www.koboldpress.com/k/front-page19382.php#.VSfAG_nF-So

Thanks in advance

Debby

On it! stupid character limits...

Inevitability
2015-04-10, 03:13 PM
R. 1113 and 1114

I'd like to see the The Kryt (1113) and the Gorgatopus (1114) converted to 3.5. See here:
http://www.koboldpress.com/k/front-page19382.php#.VSfAG_nF-So

Thanks in advance

Debby

Kryt
Size/Type: Medium Monstrous Humanoid
Hit Dice: 7d8+21 (52 hp)
Speed: 25 ft. (5 squares)
Initiative: +4
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +7/+13
Attack: Bite +13 melee (1d8+9) or Quarterstaff +13 melee (1d6+6)
Full-Attack: Quarterstaff +13/+8 melee (1d6+6) and Bite +8 melee (1d8+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Hold Breath, Read Entrails, Haunting Vision, Darkvision 60 ft.
Saves: Fort +5 Ref +5 Will +9
Abilities: Str 22, Dex 10, Con 17, Int 7, Wis 19, Cha 8
Skills: Sense Motive +10, Spot +8, Listen +8
Feats: Improved Initiative, Alertness, Endurance
Environment: Temperate marches or underground
Organization: Solitary, Band (4-7 plus one cleric of 3rd-5th level), or tribe (20-50 plus three clerics of 2nd-4th level and a leader of 6th-8th level)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral Evil
Level Adjustment: +2

A Kryt's proportions are similar to a dwarf's, but they look like humanoid turtles. Kryts live in small tribal communities. They average a bit over 4 feet tall and weigh around 300 pounds.

Kryts speak common, though some tribes speak undercommon instead.

Combat

Kryts are ferocious warriors that fight in groups ranging from a few to dozens of combatants. They rely on their thick shells for protection and attack by biting and staff-fighting. Not very intelligent, Kryts rarely employ elaborate tactics, though they may use their divinations to find out information about their enemies.

Hold Breath
A Kryt can hold its breath a number of rounds equal to four times its constitution score before it risks drowning.

Read Entrails (Su)
Once per day, a Kryt can spend 10 minutes studying the fresh entrails of a Small or larger creature sacrified specifically for this purpose. After those ten minutes, the Kryt gains the answer to a single question concerning a specific goal, event or activity to occur within a number of days equal to its hit dice. This does not take into account any influence knowing the answer may have.

For example, a Kryt can try to divine when a group of adventurers will reach their village, but the divination obviously no longer applies if it then decides to gather a group of warriors and kill the adventurers before they progress any further.

Haunting Vision (Su)
Once per round, as an immediate action, a Kryt can respond to a being attacking it by causing a vision of the creature's death to appear. This is a mind-affecting fear effect.

The affected creature must make a DC 17 Will saving throw or be frightened for 1 round, after which the vision disappears. If it succeeds on the saving throw, it is instead shaken for the same duration.

Kryts As Characters
Kryt characters possess the following racial traits.

- +12 Strength, +6 Constitution, -4 Intelligence, +4 Wisdom, -2 Charisma
-Medium size
-A Kryt's base land speed is 25 ft.
-Racial Hit Dice: A Kryt begins with seven levels of monstrous humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
-Racial Skills: A Kryt's monstrous humanoid levels give it skill points equal to 10 × (2 + Int modifier, minimum 1). Its class skills are Intimidate, Listen, Sense Motive, Spot and Swim
-Racial Feats: A Kryt's monstrous humanoid levels give it three feats.
-Weapon Proficiency: A Kryt is proficient with all simple weapons.
- +8 natural armor bonus
-Natural Weapons: Bite (1d8)
-Special Qualities: Hold Breath, Read Entrails, Haunting Vision, Darkvision 60 ft.
-Automatic Languages: Common. Bonus Languages: Orc, Goblin, Aquan, Undercommon
-Favored Class: Cleric. Most Kryts worship a mysterious god who, according to their claims, will eventually destroy reality. These clerics have access to the Death, Destruction, Evil, Fate, Knowledge and Oracle domains.
-Level Adjustment +2


Gargoctopus
Size/Type: Large Monstrous Humanoid (Aquatic)
Hit Dice: 10d8+20 (65 hp)
Speed: 30 ft. (6 squares), Swim 40 ft., Climb 30 ft.
Initiative: +1
Armor Class: 15 (+2 natural, +3 armor), touch 10, flat-footed 15
Base Attack/Grapple: +10/+19
Attack: Tentacle +14 melee (2d8+5) or Bite +14 melee (1d8+5)
Full-Attack: 4 Tentacles +10* melee (2d8+9) and Bite +8* melee (1d8+9)
Space/Reach: 10 ft./5 ft. (15 ft. with tentacles)
Special Attacks: Constrict, Improved Grab, Tentacle Slam, Tentacle Toss
Special Qualities: Amphibious, Spider Climb, Ink Cloud, Darkvision 60 ft., Telepathy 90 ft.
Saves: Fort +5 Ref +8 Will +10
Abilities: Str 21, Dex 12, Con 14, Int 20, Wis 17, Cha 15
Skills: Not going to assign 91 skill points, just put them in knowledges or something.
Feats: Multiattack, Master of Knowledge, Swim-By Attack, Power Attack
Environment: Any Aquatic
Organization: Solitary or expedition (2-7)
Challenge Rating: 7
Treasure: Double standard
Alignment: Usually True Neutral
Level Adjustment: -

A Gargoctopus stands about 9 feet tall and weighs around 600 pounds. They appear as large humanoids with four long tentacles instead of arms.

Gargoctopi speak common and aquan, and almost all know several more languages.

*Power Attack is used for -4 to the attack roll.


Combat

Gargoctopi prefer to talk rather than fight. If this is not possible, they attack their foes in a flurry of tentacles. When low on health, a Gargoctopus will release a cloud of ink, then flee.

Amphibious (Ex)
Gargoctopi can breathe both air and water.

Constrict (Ex)
A Gargoctopus deals 1d6+5 points of damage with a successful grapple check.

Improved Grab (Ex)
To use this ability, a Gargoctopus must hit a large or smaller opponent with a tentacle attack. It can then attempt to 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.

Ink Cloud (Ex)
A Gargoctopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud spreads through water and air and provides total concealment. All vision within the cloud is obscured.

Tentacle Slam (Ex)
As a full-round action, a Gargoctopus can slam all creatures it is currently grappling into a solid surface within its reach. This deals 1d12+5 points of damage to all grappled creatures and also forces them to make a DC 17 fortitude saving throw (the save DC is constitution-based). Failure means they are dazed for 1 round.

Tentacle Toss (Ex)
As a standard action, a Gargoctopus can throw a medium or smaller creature it is currently grappling. Treat this is a thrown weapon attack with a range increment of 15 ft. for each size category the creature is smaller than the Gargoctopus. If the Gargoctopus throws the creature into a square currently occupied by another creature, both take 2d6 points of damage and fall prone. Otherwise, the tossed creature takes 2d6 points of damage and falls prone.

Spider Climb (Ex)
A Gargoctopus can climb sheer surfaces as though with a Spider Climb spell.

Skills
A Gargoctopus has a +8 racial bonus on any Swim check to perform some special 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.

It also has a +8 racial bonus on Climb checks, and can always choose to take 10 on a Climb check, even if distracted or endangered.

Miss Disaster
2015-04-14, 06:42 PM
R1116

Hey Homebrew Savants!

I'm specifically looking for corvid-themed spells for my 12th Level Wizard. Specifically, 0th through 6th level Wiz/Sorc spells.

By corvid-themed, I mean they should have a title name, visual and/or action-based thematic manifestation of a crow, raven, magpie, jackdaw ... or the plural of said birds (i.e. "a murder of crows").

She has a Raven familiar and a lot of gear and build-characteristics that resemble her beloved corvids.

Thank you for reading ... and your consideration! :smallsmile:

Jormengand
2015-04-14, 06:47 PM
C1116

If you look at the Lore of Beasts from my Warp Mage class, and grab the Flock of Doom, remove its casting value and augment, and probably bump it up a level, that should work.

Debihuman
2015-04-15, 05:09 PM
C. 1116 She can use summon swarm to summon a murder of crows. There are these two spells corvid's cunning and the mass version See here: http://www.d20pfsrd.com/magic/3rd-party-spells/kobold-press-open-design/corvid-s-cunning. You could allow her to use blood crow strike spell (see here: http://www.d20pfsrd.com/magic/all-spells/b/blood-crow-strike).

Unfortunately a lot of spells that would fit the theme are druid spells. For a niche character, you might want to allow a specialized spell list to allow animal messenger (corvids only) and the like such as calm animal and hold animal as well. Fly spell and wingbind from the Draconomicon could be on her list though they are not specifically corvid-related spells.

Also, you could alter existing spells so that eagle's splendor becomes magpie's splendor. Change obscuring mist to obscuring feathers. Glibness could be raven's glibness. Her mount spell could summon a oversized flightless bird like an emu or ostrich (no flying birds as it should be on par with a pony or light warhorse). If you want to keep with a theme her mount could be as black as a crow.

Debby

P.S. Thanks Dire Stirge for the critters!

Mr.Cobalt
2015-04-15, 05:39 PM
R1112

Could someone try making D&D/Pathfinder weapon stats for the Charge Blade (monsterhunter.wikia.com/wiki/Charge_Blade) from Monster Hunter 4?

Wartex1
2015-04-15, 05:57 PM
H1117 (The Charge Blade one)

Already made one for 5E, but it's a legendary magic weapon: http://www.giantitp.com/forums/showthread.php?409282-Monster-Hunter-Magic-Weapons&p=19100469#post19100469

Also with a Switch Axe and a Gunlance (No IG yet)

Miss Disaster
2015-04-15, 08:53 PM
C 1116

Thanks, Jormengand! I'll research it tonight.

***

And Debby, those are excellent suggestions. While I've already "re-wallpapered" some of my spells in corvid-thematics, you definitely gave me some new ideas to explore with your spell tweaks. Plus you reminded me of working towards some Spell Research options (to get some of those Druid spells) once my wizard gets some more downtime in the campaign.

***

To note, I found a rather obscure spell in the Secrets of Sarlona sourcebook (Eberron). It's called Raptor Cloud ... and right out of the gate it has a bunch of nifty benefits where the game mechanics are an ideal fit for my theme needs. It might be a bit overpowered at 4th level though ...

Jormengand
2015-04-16, 02:01 PM
C/H1116:

The Flock of Doom (Cast on 5+)
Conjuration
Level: Warp mage 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: All enemies in range
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You call upon a terrible flock of birds to attack your enemies. Each round, all enemies in the flock of doom take 2 points of damage.

Cast on an 8+: The flock has a long range and deals 3 points of damage each round.

I suggest making the normal version a level 2 spell and the cast on 8+ version a level 3 spell, as warp mage spells tend to be far better than wiz/sor spells, plus you don't have to roll to cast it.

Zaydos
2015-04-19, 08:55 PM
H1108

Patron (Prestige Class)

The patron is the man of influence, of wealth, and power. The patron does not adventure, such is beneath them, the patron is the man behind the group. The patron knows what they want, and they know that there is little need to risk their lives personally.

Becoming a Patron:

Becoming a patron is partially a matter of survival instinct, partially a matter of wealth, and partially a matter of the ability to manipulate that wealth and through it manipulate others.

Prerequisites

Skills: Diplomacy 10 ranks, Gather Information 10 ranks, Profession (any) 5 ranks.
Feats: Leadership or Landlord and either Negotiator or Skill Focus (Diplomacy)
Special: Must own a Business (DMGII page 180), have a stronghold, a noble title, or 100,000 GP in trade goods or otherwise liquid wealth.

Class Skills:
The Patron's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Survival (Wis), and Use Magic Device (Cha).
Skill Points per Class Level: 8 + Int.

Hit Dice: d8


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2Streams of Revenue
2nd
+1
+0
+0
+3Patron's Magic
3rd
+1
+1
+1
+3Ear to the Ground
4th
+2
+1
+1
+4Greater Streams of Revenue
5th
+2
+1
+1
+4Greater Patron's Magic


Weapon and Armor Proficiencies: A patron gains no new weapon and armor proficiencies.

Streams of Revenue (Ex): A patron is well connected, their fingers digging deep into many different pies. Beginning at 1st level a patron gains a +3 on all checks made to run a business and is assumed to make enough weekly income to keep themselves in style and make an additional amount beyond such each week equal to twice the result of a Diplomacy in gold. This is in addition to gold they actively work to obtain (such as by running a business, making profession checks, etc).

Patron's Magic (Su/Sp): Beginning at 2nd level a Patron learns some basic defensive and divinatory magic to oversee their interests and to protect themselves from unwanted assailants. A Patron is able to ward themselves constantly as if with a Nondetection spell (this is a supernatural ability). In addition they gain the following as spell-like abilities each 1/day with a caster level of 3 times their Patron level: Status (duration increased to 1 day/caster level), Identify (casting time 1 round), Protection from Chaos, Protection from Evil, Protection from Good, and Protection from Law.

Ear to the Ground (Ex): A patron has contacts everywhere, making new ones as they go. A patron may make a Gather Information check 1/day in 10 minutes instead of its normal time. They may duplicate the effects of a Legend Lore spell 1/day when in a Small City or larger population center (this is the result of investigative minions not magic). Finally 1/week they may make a Gather Information check in response to coming upon a problem, they are treated as if they had made that Gather Information check in any community they have been in within the last week.

Greater Streams of Revenue (Ex): At 4th level a Patron's Streams of Revenue improves. They gain a +6 on checks made to run a business (instead of +3), and make five times the result of a Diplomacy check in gold each week through their various sources. Finally if they have the Landlord feat they are considered 2 levels higher for the purposes of that feat.

Greater Patron's Magic (Su/Sp): Beginning at 5th level a Patron learns more of the defensive and divinatory magic that is so necessary in their line of work. They gain the protective benefits of a continual Mind Blank. In addition they may use Analyze Dweomer, Greater Scrying, and Telepathic Bond (except the duration is 1 day/caster level) each as a spell-like ability 1/day with a caster level of three times their Patron level.

Yasahiro
2015-04-26, 03:32 PM
R1117

I played Shadows over Mystara a bit and I would like someone to remake the spell "Sticks to Snakes" to work in 3.5

R1118

I need an ability for a monster, that is supposed to "Copy" the type of its opponent for an encounter and depending on the type, gain some form of bonus. For example, Copying Giant type could be increasing size category or giving powerful build, whichever you think is more fair.

khadgar567
2015-04-27, 09:57 AM
R1119
can some one make (or apply )half construct template to tentacle whip from eberron setting and give me its new stats

Debihuman
2015-04-27, 10:49 AM
C. 1117, C. 1118 and C. 1119


R1117

I played Shadows over Mystara a bit and I would like someone to remake the spell "Sticks to Snakes" to work in 3.5

If you would be so kind as to post the spell, I'm sure I could convert it using WoTC's own Conversion Manual (and then updating it to 3.5)

R1118
I need an ability for a monster, that is supposed to "Copy" the type of its opponent for an encounter and depending on the type, gain some form of bonus. For example, Copying Giant type could be increasing size category or giving powerful build, whichever you think is more fair.

This is probably a BAD idea unless you want to just use a complete double. Changing abilities is immensely time consuming in battle and you'll be spending a lot of time updating the monster. Is that how you want to spend your time as DM? How about an ability that makes copies of Special Abilities instead?

Anything You Can Do, I Can Do Better (Su): Three times a day as a Standard action, the creature can perfectly mimic any extraordinary, supernatural or spell-like ability of a creature it has seen. It uses the same DCs as the original creature and does the same damage (if any) as the original creature. The creature being copied must succeed at Will save (DC 10 + Creature's HD + Charisma modifier) or be stunned for 1 round. Abilities that grant things like flight and darkvision last for as many rounds as the creature has HD.

Unless the base creature is very stupid, it will mimic the best abilities. Without knowing more about the creature, it's difficult to judge what would be overpowered or underpowered. CR range?

C. 1119


R1119
can some one make (or apply ) half construct template to tentacle whip from Eberron setting and give me its new stats

First, do you have a half-construct template to apply? If not, that should be done first. Not sure how this would work with a symbiont that you could graft. I know the half-golem template could cause you to become a full construct (and then it should lose its symbiont subtype and could no longer be grafted). I don't know of any half-construct templates though. Will look around for you. Actually, adding a template is easy you just do what it says to the base creature. The trick is finding a suitable half-golem template.

Debby

Mr.Cobalt
2015-04-27, 06:42 PM
Not sure if this would warrant its own thread or not, but...

R. 1120 I need some help with an idea I had for a Summoner archetype called the "Effigist", which, instead of summoning their Eidolon directly onto the Material Plane, forces it to inhabit a special construct called an Effigy.

Some thoughts as to what this would entail:

-Eidolon has the Construct type instead of Outsider
-Effigy determines base body type and provides a small number of inherent Evolutions which can be changed/replaced at any time through Craft and/or expenditure of GP instead of via evolution points; smaller evolution point pool in exchange
-Cannot summon Eidolon without Effigy present, but ritual to summon Eidolon is quicker.
-If Eidolon is slain, Effigy is destroyed and must be restored/replaced before Eidolon can be summoned again
-At higher levels, Effigy may gain ability to transform into a secondary form with different evolutions of equal cost to the main form
-Effigy might also gain inherent Magic Armor enhancements with level
-Considering granting Animate Object variation instead of Summon Monster as class feature

This isn't a definite list of things the class must have, just some thoughts toward what this Archetype would have to fit the theme of "Construct Eidolon". Feel free to add or change things if it would make it work better.

Yasahiro
2015-04-27, 09:16 PM
C1117

Huh, apparently one of Dragon Magazines actually converted the spell. Nevermind this request.

C1118

Nonono. It's more like...

Each type, like Magical Beast, Monstrous Humanoid, Giant, etc... will only provide one benefit. The monster is supposed to mimic the type, at random unless it has appropriate feat, at the beginning of the encounter. It lasts for entire encounter, it can't change it.

If such a creature was in the party, or even paired off with some monsters... You have to remember that some DMs try to keep monsters thematic to the situation or dungeon. If the party has to clear the crypt, usually undead would be encountered, no?

I cannot see this being harder to keep track of than a creature who has a choice between Sheltered Vitality, Claws of the Beast, Enlarge Person etc. And casts one at random, depending on types of enemies, at the beginning of encounter and it lasting for entire encounter.

Debihuman
2015-04-27, 10:25 PM
C1118


Nonono. It's more like...

Each type, like Magical Beast, Monstrous Humanoid, Giant, etc... will only provide one benefit. The monster is supposed to mimic the type, at random unless it has appropriate feat, at the beginning of the encounter. It lasts for entire encounter, it can't change it.

Clearly you should make a list for each creature type exactly what can be mimicked. I doubt you'd be happy with any list I made.


If such a creature was in the party, or even paired off with some monsters... You have to remember that some DMs try to keep monsters thematic to the situation or dungeon. If the party has to clear the crypt, usually undead would be encountered, no? Yes, there are thematic situations but just because a party is in a crypt doesn't mean that only undead will be encountered.


I cannot see this being harder to keep track of than a creature who has a choice between Sheltered Vitality, Claws of the Beast, Enlarge Person etc. And casts one at random, depending on types of enemies, at the beginning of encounter and it lasting for entire encounter.

Changing size: See here: http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases

If you change size during combat. this chart shows how your stats change. You would also have to change all skills that correspond to those stats and since Str and Con change hit points change, attack and damage could change. it's not just adding a feat.

Debby

khadgar567
2015-04-28, 10:43 AM
R1121
just for a insane idea(I just dont want to roll int check) can any one make a gunslinger monk archetype (long as its d&d any addition works) that uses flintlocks as martial weapon

Mr.Cobalt
2015-04-28, 12:34 PM
C. 1121 Did somebody just say "Gun Kata Monk"? Because I'm pretty sure I heard "Gun Kata Monk".

Ooh, bonuses to Attack of Opportunity with monk weapon (i.e. "attuned" gun)?

Jormengand
2015-04-28, 04:11 PM
H1120

Effigy

A summoner may choose to create an eidolon that is bound to an effigy instead of a normal eidolon. This choice must be made at first level, much like an archetype, but unlike archetypes it cannot be combined with archetypes, even ones that don't replace the eidolon.

An effigy is treated much like a mechanical warrior (http://www.giantitp.com/forums/showthread.php?269287-The-Mechanical-warrior-PF-WIP-PEACH) with a few exceptions. The effigy uses this progression to determine its systems and SL:

LevelSystems
1stRight Arm
2ndLeft Arm
3rdBody
4thLegs
5thBack
6thHead
7thLeft Shoulder
8thRight Shoulder
9thOther
10thUpgrade!
11thRight Arm
12thLeft Arm
13thBody
14thLegs
15thBack
16thHead
17thLeft Shoulder
18thRight Shoulder
19thOther
20thUpgrade!

At each level, the system on the table is granted. At 10th level, the SL of all systems becomes 2 and at 20th it becomes 3. These systems replace the eidolon's evolutions.

An effigy follows the biped's starting abilities, including gaining its free evolutions even though effigies otherwise do not have evolutions.

Mr.Cobalt
2015-04-28, 04:32 PM
C. 1120


H1120

Effigy

A summoner may choose to create an eidolon that is bound to an effigy instead of a normal eidolon. This choice must be made at first level, much like an archetype, but unlike archetypes it cannot be combined with archetypes, even ones that don't replace the eidolon.

An effigy is treated much like a mechanical warrior (http://www.giantitp.com/forums/showthread.php?269287-The-Mechanical-warrior-PF-WIP-PEACH) with a few exceptions. The effigy uses this progression to determine its systems and SL:


Eh... I was kinda hoping for something more within the normal Pathfinder rules, not just a different Homebrew re-skinned to somewhat match my description.

And I don't want to eliminate normal Eidolon evolutions entirely, just have the idea that a small percentage of them (possibly some of the "free" Base Form evolutions) being modular by nature of being provided by the Effigy's construction while the rest are ethereal extensions added by the presence of the Eidolon in the Effigy and follow the normal rules for Eidolon evolutions.

I do like the idea of the Effigy providing fixed stats instead of using normal Base Form rules; it might more easily lend itself to the starting "free" evolutions being the modular ones, and I suppose it's only fair that the modular evolutions would be from a limited list of mostly limbs and physical alterations.

Jormengand
2015-04-28, 05:14 PM
C1120

Anything much more than that would be beyond the scope of this thread; an alternative is to offer systems as high-cost evolutions for an effigy and give it the living construct type. Or, look at the rules for making constructs and see if you can find anything useful in there.

heros271
2015-04-28, 05:56 PM
R 1122

Anyone seen "Witcher" series? Books, (bad) serial, (quite good) videogames and so on?

I wanted to create Witcher class for D&D5e by myself, but it turns out I'm not best on creating content for game I don't even fully comprehend (yet. yet.)

So my request is Witcher. As base class (admit it, making it race + class is bit too much). Partially immune to poisons and diseases, fighting with two-handed swords using Dex. With extremally limited at-will spellset (fire, gust of wind, calm animal, ect, maybe with cooldowns?). Focused at killing (mostly) non-intelligent beings that are dangerous to common people... for price (ok, this one is fluff). Light (leather) armor is nice touch. Oh, yeah, they do alchemy as well. And most people dislike them so basing casting off cha would be bad idea.

khadgar567
2015-04-29, 01:06 AM
C. 1121 Did somebody just say "Gun Kata Monk"? Because I'm pretty sure I heard "Gun Kata Monk".

Ooh, bonuses to Attack of Opportunity with monk weapon (i.e. "attuned" gun)?
if you can do it than (Daniel Bryan says)YES YES YES maybe using ki to perform moves like wanted movie(curving shots or attacking two monsters with same attack)

Debihuman
2015-04-29, 11:18 AM
C. 1121

This thread may be helpful: http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/browse?path=%2Fthreads%2Frzs2mvv0

Debby

khadgar567
2015-04-29, 11:39 AM
C. 1121

This thread may be helpful: http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/browse?path=%2Fthreads%2Frzs2mvv0

Debby
thanks but I think I say monk with guns Jon woo style not vanilla western cowboy with some monastery training

WunSukong
2015-04-29, 01:41 PM
R1123

Hello everyone.

I wanted to play a bender-like character in 5e/Next as per the Avatar series and concocted a few class changes to the Warlock in order to do so. However, I would like to see if avoiding "pretend all fire spells are actually ice" is possible.

Could someone help home brew Warlock Spell Lists for Water / Fire / Earth / Air benders?
I think the Elemental Evil Player's Companion would be key, but I don't really know what spells to choose to keep it balanced. I'm also concerned about, for example, all of a fire benders spells being only fire and suffering from resistant or immune enemies.

Anyone willing to help?

khadgar567
2015-04-29, 01:54 PM
R1112

Hello everyone.

I wanted to play a bender-like character as per the Avatar series and concocted a few class changes to the Warlock in order to do so. However, I would like to see if "pretending all fire spells are actually ice" is possible.

Could someone help home brew Warlock Spell Lists for Water / Fire / Earth / Air benders?
I think the Elemental Evil Player's Companion would be key, but I don't really know what spells to choose to keep it balanced. I'm also concerned about, for example, all of a fire benders spells being only fire and suffering from resistant or immune enemies.

Anyone willing to help?
C1121( for WunSukong's sake)
WunSukong would you mind correcting your request number from R1112 to R1121 because that number is taken

WunSukong
2015-04-29, 02:11 PM
Edited post, though it seems that the next number was actually 1123.
Thanks!

Maquise
2015-05-14, 02:33 PM
Reposting, since it looks like it got forgotten in the thread switch:

R 1111: Pathfinder

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

Debihuman
2015-05-15, 05:39 AM
C. 1111.
What are the Witchers?

Debby

Wartex1
2015-05-15, 06:54 AM
Fantasy human bioweapons who were fed magic mushrooms and potions as children.

khadgar567
2015-05-15, 07:12 AM
Reposting, since it looks like it got forgotten in the thread switch:

R 1111: Pathfinder

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

C.1111
this video explains (https://www.youtube.com/watch?v=SZRpljZvY3I)

Debihuman
2015-05-16, 11:26 AM
R. 1124

So I found this Corvus Rex for 1st edition (here: http://dungeonofsigns.blogspot.ca/2012/10/monster-monday-corvus-rex_29.html#more ) and was thinking it could be reworked as a Pathfinder Tengu Shadow Assassin (level 8). Except I'm not yet that good with Pathfinder. Here is the Shadow Assassin base class (open content): http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/Shadow-Assassin. and the Tengu can be found here: http://www.d20pfsrd.com/races/other-races/featured-races/arg-tengu

You can ignore the supernatural fluff as I'll be tweaking the text to fit what I need.

Thanks
Debby

The Vagabond
2015-05-17, 02:00 PM
R 1125: Pathfinder (And maybe 3.5).

I'd like a new domain, and maybe a few gods to draw upon- Primarily, and this is for an all-bard gestalt campaign that I need these Domains, I'd like a Music domain. Maybe multiple music domains, for various types of music. A choral music domain, a Pop music domain, and various other Music Domains based on style.

As for Gods, if you someone (Anyone) could stat up Beethoven, Bach, Brahms, and Motzart as Gods, and maybe The Beetles, Elvis, Rodgers and Hammerstien, Steven Sondhiem, Michael Jackson, Queen, and/or any other major musician/Composer. Favored Weapons and/or "favored performance," domains and such. Generally speaking, In the order I'd prefer (But not necessarily need) them done would be Johann Sebastian Bach, Michael Jackson, Beethoven, Rodgers and Hammerstien, and The Beetles. But if you have other ideas, I'd be down with that.

Domains based upon the various performance types wouldn't go amiss, but Music is the one I'd like the most.

Jormengand
2015-05-17, 03:35 PM
H1125:

Music domain:

You gain 1 bardic music use, plus one more per 4 levels, per day.

1st: Play Instrument
2nd: Allegro
3rd: Exceptional Accompaniment
4th: Wall of Sound
5th: Deafening Song Bolt
6th: Pied Piping
7th: Archon's Trumpet
8th: Irresistible Dance
9th: Overwhelming Presence

Choral subdomain:

1st: Hypnotism
4th: Serenity
5th: Frozen Note
6th: Dirge of the Victorious Knights

Pop subdomain:

1st: Aspect of the Nightingale.
3rd: Nixie's Lure
5th: Joyful Rapture

Rock Subdomain:

2nd: Steal voice
3rd: Thunderous Drums
4th: Shout
6th: Shout, Greater

Metal music Subdomain:

1st: Clarion call
4th: Discordant Blast
6th: Sympathetic Vibration

Heavy Metal Subdomain:

1st: Ear-Piercing Scream
2nd: Cacophonous Call
4th: Primal Scream
5th: Song of Discord
9th: Wail of the Banshee

Rap Battle Subdomain:

1st: Fumbletongue
2nd: Distracting Cacophany
4th: Utter Contempt
5th: Resonating Word



This was all made hurriedly, so if you think there's a better spell for a slot, then go ahead and change it.

Debihuman
2015-05-17, 05:16 PM
R 1125: Pathfinder (And maybe 3.5).

I'd like a new domain, and maybe a few gods to draw upon- Primarily, and this is for an all-bard gestalt campaign that I need these Domains, I'd like a Music domain. Maybe multiple music domains, for various types of music. A choral music domain, a Pop music domain, and various other Music Domains based on style....

There is a whole thread called Gods of Rock on Wizards of the Coast that statted up bands as deities.http://community.wizards.com/forum/previous-editions-general/threads/1144111

Haven't seen anything about Classical musicians though.

Music Domain from Book of Eldritch Might II: Songs and Souls of Power

Music Domain
Granted Powers: You cast spells with verbal components at +1 caster level.
Music Domain Spells

Hypnotism. Fascinates 2d4 HD of creatures.
Whispering Wind. Sends a short message 1 mile/level.
Emotion. Arouses strong emotion in subject.
Sculpt Sound. Creates new sounds or changes existing ones.
Shout. Deafens all within cone and deals 2d6 damage.
Mass Suggestion. As suggestion, plus one subject/level.
Legend Lore. Learn tales about a person, place, or thing.
Mass Charm. As charm monster, but all within 30 feet.
Wail of the Banshee. Kills one creature/level.


Debby

The Vagabond
2015-05-17, 10:18 PM
H1125:Music domain:


You gain 1 bardic music use, plus one more per 4 levels, per day.


1st: Play Instrument
2nd: Allegro
3rd: Exceptional Accompaniment
4th: Wall of Sound
5th: Deafening Song Bolt
6th: Pied Piping
7th: Archon's Trumpet
8th: Irresistible Dance
9th: Overwhelming Presence


Choral subdomain:


1st: Hypnotism
4th: Serenity
5th: Frozen Note
6th: Dirge of the Victorious Knights


Pop subdomain:


1st: Aspect of the Nightingale.
3rd: Nixie's Lure
5th: Joyful Rapture


Rock Subdomain:


2nd: Steal voice
3rd: Thunderous Drums
4th: Shout
6th: Shout, Greater


Metal music Subdomain:


1st: Clarion call
4th: Discordant Blast
6th: Sympathetic Vibration


Heavy Metal Subdomain:


1st: Ear-Piercing Scream
2nd: Cacophonous Call
4th: Primal Scream
5th: Song of Discord
9th: Wail of the Banshee


Rap Battle Subdomain:


1st: Fumbletongue
2nd: Distracting Cacophany
4th: Utter Contempt
5th: Resonating Word
This was all made hurriedly, so if you think there's a better spell for a slot, then go ahead and change it. Nope, I'm afraid I don't! And with this... This is just awesome! Thank you very much for this- While the domain power is... Somewhat useless, due to it, you know, being an all-bard pathfinder gestalt game. However, the spells will prove to be invaluable to what I'm creating. As it is, I'll need to think up some creative domain powers, but it was mostly the spells that had me fumbling around.



There is a whole thread called Gods of Rock on Wizards of the Coast that statted up bands as deities. http://community.wizards.com/forum/previous-editions-general/threads/1144111


Haven't seen anything about Classical musicians though.





Music Domain
Granted Powers: You cast spells with verbal components at +1 caster level.
Music Domain Spells
Hypnotism. Fascinates 2d4 HD of creatures.
Whispering Wind. Sends a short message 1 mile/level.
Emotion. Arouses strong emotion in subject.
Sculpt Sound. Creates new sounds or changes existing ones.
Shout. Deafens all within cone and deals 2d6 damage.
Mass Suggestion. As suggestion, plus one subject/level.
Legend Lore. Learn tales about a person, place, or thing.
Mass Charm. As charm monster, but all within 30 feet.
Wail of the Banshee. Kills one creature/level.
Debby Ah, that thread will prove to be INVALUABLE... assuming I can actually figure out who half the folks in that thread actually are. I'll have to do a bit of reading on Beethoven and Bach, then, and make them myself.


And, more requests... a lot more than I probably should ask, but I could use the help:


A bit of background info you need to know when fulfilling these requests:


Wizardry is (Relatively) new- It's rise to prominence was primarily fueled by a new spell type, Evocation (Music). Evocation (Music) spells are spells that are effect bardic music, and are all musical in nature. These spells are rarely found on sorcerers, and all most are related to Bardic Music in some way.


So, R 1126 (Pathfinder, please), I'd like for you guys to come up with spells that alter Pathfinder and 3.5's bardic music! Everyone in the game Gestalts with Bards, though 9 level casters and such gain fewer spells per day. So, I'd like for you guys to go and make some Evocation (Music) spells that alter Bardic Music in a variety of ways. Preferably they should be fairly balanced.


And, speaking of it being a Bardic Gestalt...
R 1127 (pathfinder with 3.5)
I plan on running Wrath of the Runelords as a all-bard gestalt game, and starting at level 3. However, this poses a minor problem, since that's how the level should be by the end of the first part. As such, they'll probably be about two levels ahead by the end of it- as such, I want to bolster some of the major characters- primarily, I'd like for someone to re-build Nualia and Lyrie as two levels higher (8 and six respectively). There are a sizable number of house rules I have in place, and for the other characters, shouldn't be too hard to implement on them yourselves- here's a link to the document detailing the list-
https://docs.google.com/document/d/1rEY45CccS3QlCJA3g7S4U6riSRz7DLGAUW8TdsDoJrw/edit#heading=h.x3yw0nd2vbr6
3.5 materials upon request, but what I use thet can use. Try not to abuse it- you can use 3.5 materials to build them, so try to make 'em tough.

Debihuman
2015-05-18, 09:04 AM
C. 1111

There is on this site a homebrew witcher class. Not sure if this is what you meant or not. but I figured it was worth mentioning. http://www.giantitp.com/forums/showthread.php?415816-Witcher

Debby

khadgar567
2015-05-18, 09:56 AM
R 1128
can some one homebrew the armor in the google docs (https://docs.google.com/document/d/1gJAcrROrXe_IlHoaD_BQuTPcAiSujndkKXrmWNbS4HM/edit?usp=sharing) for sorceress

Debihuman
2015-05-18, 12:19 PM
C. 1128.

Seriously? Did you even bother to google chainmail bikini d20 because it's been done. (Yes her naughty bits are covered but sheesh!). But if you need stats: http://cradleofrabies.blogspot.ca/2012/12/chainmail-bikini-statted.html

C. 1126.

Look up the evocation spells. Any spell that causes physical damage change to sonic damage and make the PCs sing them. It's easier to redo the spells than make new ones. See here: http://www.pathfinder-srd.nl/wiki/Category:Spells_in_the_evocation_school

Also mostly feats affect bardic music not spells. These might help: http://www.habololy.net/Feats/Bardic%20Feats.htm

Debby

Jormengand
2015-05-18, 12:27 PM
C. 1128.

Seriously? Did you even bother to google chainmail bikini d20 because it's been done. (Yes her naughty bits are covered but sheesh!). But if you need stats: http://cradleofrabies.blogspot.ca/2012/12/chainmail-bikini-statted.html

Debby

C 1128

That's insanely powerful. A sorceress in 35,050 GP's worth of that gets an effective +70 untyped to her charisma (to a normal CHA item's +6), and assuming normal 8th- to 15th-level sorceress stats, any opponent that misses her with any attack cannot attack her in any way for over four minutes.

unseenmage
2015-05-18, 12:36 PM
R1129

Some custom spells if anyone has time.

- A version of Incarnate Construct from Savage Species but only for Dragon-shaped Constructs. A focus on breath weapons by size would be neat.
- A spell that makes a Scroll into a Construct much like a Crawling Tattoo (http://www.d20srd.org/srd/psionic/items/universalItems.htm#crawlingTattoos). A permanent version or a temporary one is fine. One for each would be best.

Debihuman
2015-05-18, 12:39 PM
C. 1128.

Actually they get a +35 modifier to charisma (not +70). It's not a charisma modifier to AC either. it doesn't add protection it just makes your enemies drool on you. Sorcerers don't get a Charisma bonus to AC in 3.5 (not a clue about Pathfinder), but if they do, this should not stack since the armor affords no actual protection. Clearly this is not serious.

Debby

Jormengand
2015-05-18, 12:47 PM
C. 1128.

Actually they get a +35 modifier to charisma modifier (not charisma modifier to AC). it doesn't add protection it just makes your enemies drool on you.

Debby

C1128

Yes, that's what I said. It gives you a +70 effective CHA bonus (because +35 bonus to CHA modifier), and prevents foes attacking you for 4 minutes while they drool over (I should hope not on) you. Which is way, way overpowered.

C1129

On the second request, would something like Feragenitor (http://www.giantitp.com/forums/showsinglepost.php?p=17032616&postcount=5)'s ability, only with constructs, work?

Debihuman
2015-05-18, 01:02 PM
C. 1128

J. Yes it is overpowered. It's also a JOKE. Who is going to go into battle in that? Might as well go into battle naked for all the protection it affords. Also this: "Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail." So no sorcerer would wear it. I'd just say that for every 10K instead of 1K because pretty armor is expensive and give it a maximum +5 bonus since it is not magical. It's not armor, it's art. I still find it amusing.

Anyhow so as to not double post

H 1129

Incarnate Dragon Construct spell As Incarnate Construct but only works on dragon-shaped constructs. If the construct had a breath weapon, it keeps it. If the construct did not have breath weapon, it gains the ability to breathe fire as red dragon of its size. Dragons smaller than Tiny generally have no breath weapon. There already is a chart for this in the online SRD under True Dragon.

Debby

The Vagabond
2015-05-18, 01:05 PM
C. 1126.

Look up the evocation spells. Any spell that causes physical damage change to sonic damage and make the PCs sing them. It's easier to redo the spells than make new ones. See here: http://www.pathfinder-srd.nl/wiki/Category:Spells_in_the_evocation_school

Also mostly feats affect bardic music not spells. These might help: http://www.habololy.net/Feats/Bardic%20Feats.htm

Debby

Well, yeah, I was already doing that. The thing I ask for is for spells that affect Bardic Music. I suppose I should have been clearer. As such, hence the requests.

Debihuman
2015-05-18, 01:30 PM
C1126
Generally feats, not spells affect bardic music. Hence, I directed you to a bunch of feats instead. If you have to make spells, it's going to be difficult because a bard can't usually cast a spell while using barding music. As noted below, you can cast inspirational boost as a swift action that segues into bardic music.

Debby

Zaydos
2015-05-18, 01:34 PM
C1126

I assume these are supposed to be similar to Inspirational Boost (SpC)? Do you want spell that improves your bardic music in some way or spell that is fueled by bardic music? I mean you could make a spell that lets you initiate inspire courage as a swift action or adds a haste effect to Inspire Greatness or lets the target of Inspire Competence take 10 on the check, or you could make a spell that costs a bardic music use but is in effect a new type of bardic music. Which kind(s) are you looking for?

The Vagabond
2015-05-18, 02:05 PM
C1126

C1126
Generally feats, not spells affect bardic music. Hence I directed you to a bunch of feats instead. If you have to make spells, it's going to be difficult because a bard can't cast the spell while using barding music.

DebbyIndeed- Hence the request for homebrew. However, since it's pathfinder with 3.5 upon request, bards CAN cast spells while doing a Bardic Performance. However, I also believe that there's a feat that grant you the ability to cast spells while having a Bardic Performance going on.


C1126
I assume these are supposed to be similar to Inspirational Boost (SpC)? Do you want spell that improves your bardic music in some way or spell that is fueled by bardic music? I mean you could make a spell that lets you initiate inspire courage as a swift action or adds a haste effect to Inspire Greatness or lets the target of Inspire Competence take 10 on the check, or you could make a spell that costs a bardic music use but is in effect a new type of bardic music. Which kind(s) are you looking for?
I'm thinking more spells that change bardic performances, though enhancing it wouldn't go amiss. More like Altering the spell- Think Dragonfire Inspiration rather than Inspirational Boost. Preferably not as overpowering as Dragonfire Inspiration, but still, stuff like that. Changing the bonus it grants to lightning damage, adding Haste effects to Inspire Greatness by sacrificing a hit die granted, ect.

Primarily to make something so I'm not just lying here, demanding people do stuff, I'll do something relatively easy.

Revealing Armor of the Sorceress
Oftentimes found on people of loose morals and with looser sensibilities, this armor can bearly be deemed armor at all, but is, however, very revealing, and very loose on your person. Magically enchanted to prevent damage, they grant a +4 armor bonus. Up to [Cha Mod] times per day, when an enemy of the opposite gender attacks you, they must make a DC 14+Cha mod will save or be fascinated for 4+1d6 rounds. It, despite the name, is not armor, though it takes up the armor slot.
It is, however, designed to be augmented by magic, and to save money and time with spellcasting. You may channel spells into the armor to grant it a bonus effect.
Your other person also was paranoid of having their skin be blemished: You may now cast Protection from Arrows 3/day as a spell like ability at caster level 8 by channeling a level 3 spell into the armor. By channeling a level 5 spell, you may now cast it 50 times per day at caster level 12
Let it be said that she was always thorough- As a result of the spell, your skin is not only more beautiful, but also more durable to common battle- The armor grants it's wearers DR 10/Magic, absorbing up to 30 damage per spell level you channel into the armor, and grants a +2 enhancement bonus to Charisma.

If you do not channel a spell into the armor every morning, the armor cannot be removed until you cast Mage Armor, and it grants a -4 bonus to fortitude and AC.

Construction Requirements:
Craft Magic Arms and Armor (http://www.d20pfsrd.com/feats/item-creation-feats/craft-magic-arms-and-armor-item-creation---final), Mage Armor; Cost 80,000 gp

Note: Sorcerer variant: Men sometimes make variants of the armor designed for themselves- They generally tend to be costlier, but grant an additional +4 AC to attacks that target the lower body (Such as a Halfling's low blow, or Called shots to the Legs) due to the sensativivity of the stuff down there. They also grant the user the ability to make their hair dramaticly flow in the wind [Cha mod] times per day, granting a +2 bonus on Diplomacy checks against women.
Increase the price by 10,000 gold.
​Because why should the women have all the sexy outfits.

Debihuman
2015-05-18, 02:25 PM
C1126
Indeed- Hence the request for homebrew. However, since it's pathfinder with 3.5 upon request, bards CAN cast spells while doing a Bardic Performance. However, I also believe that there's a feat that grant you the ability to cast spells while having a Bardic Performance going on.

Duly noted. I am not as familiar with Pathfinder as I should be. And as long as the bardic performance doesn't interfere (can't use somatic spells if you are playing an instrument or cast a spell with a verbal component while singing), then it should be okay, as long as the bard has a free action to use. The Spellsong feat allows you to combine bardic performance with spellcasting. See here: http://www.d20pfsrd.com/feats/general-feats/spellsong

Two thumbs up on the sorceress armor by the way.

Debby

unseenmage
2015-05-18, 02:32 PM
...

C1129

On the second request, would something like Feragenitor (http://www.giantitp.com/forums/showsinglepost.php?p=17032616&postcount=5)'s ability, only with constructs, work?

C1129 Not exactly what I'm after. Cool class though. I was hoping for a more literal transformation of scrolls into skittering Constructs that deliver their magic via touch/attack.
The biggest hangup for me was how to handle scrolls with multiple spells on them.

Zaydos
2015-05-18, 03:11 PM
H1126

These look good?

Intensify Performance
Evocation
Level: Bard 4.
Component: S, V
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: Special.

You infuse your song with magic weaving the two together so that they become one, the former feeding off of and amplifying the latter.

Any bonuses granted by a bardic performance you begin this round are doubled (a 19th level bard's inspire competence for example would grant a +12 to skill checks) before any other effects which add to their bonuses are applied, however each round of the performance costs 4 rounds of your bardic performance.

Restorative Song
Conjuration (Healing)
Level: Bard 1.
Component: S, V
Casting Time: 1 standard action.
Range: Medium (100-ft + 10-ft/caster level).
Target: 1 creature under the effects of your bardic music.
Duration: Special.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).

You weave positive energy through your song, rejuvenating the listener.

When you cast this spell your bardic song becomes restorative, and one creature affected by it becomes healed by its energies. Such a creature regains 1d4 hit points per round that you maintain the song. This is a positive energy effect (thus it does not affect constructs and damages undead).

Ghostly Dirge
Evocation
Level: Bard 4.
Component: S, V
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: Special.

Your dirge turns truly spectral, its haunting tones becoming something else, something that stirs the hearts of the fearless and of the dead.

You may only cast this spell while performing a Dirge of Doom. When you cast this spell it changes your Dirge of Doom. Undead and creatures immune to fear within the area of effect of your Dirge of Doom whether allies or enemies gain the benefits of your Inspire Courage performance; this is in addition to the dirge's regular effects. If you stop singing this spell effect ends.

Shadow Performer
Transmutation
Level: Bard 3.
Component: M, S, V
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/caster level.

Your shadow comes alive, its movements mirroring yours in play but not the song you play now, its voice and music adding to your own in a strange echo.

When you cast this spell it causes your shadow to transform becoming an accompanying singer to you. Whenever you begin a bardic performance or maintain one you may begin or maintain a 2nd. Each bardic performance uses up your daily performances separately. Your shadow cannot perform bardic performances with instruments not in your hands or any performance that is based upon visuals.

Debihuman
2015-05-18, 03:24 PM
C/H. 1129
This can be easy: cast animate object on the scroll and then read from a distance. Phooey as animate objects doesn't work on scroll.

Also easy: become a 5th level Sortilegic Craftsman and gain this special ability:

Animate Magic Item (Su): At 5th level, you learn the ability to go above and beyond the limits of artificial animation and can make magic items you create into animate constructs. This ability functions exactly like the animate objects spell with a caster level equal to your own but can only work on items you have created(magic or nonmagic). You can only animate one item at a time, but can have any number of nonmagical items animated equal to twice your sortilegic craftsman level, a number of magic items animated equal to your sortilegic craftsman level or any combination thereof. Items animated this way must be in your possession when this ability is used.

See here: http://www.giantitp.com/forums/showthread.php?123964-What-Immortal-Hand-Or-Eye-Dare-Frame-Thy-Fearful-Symmetry-PrC

Newest Edit: More complicated: create a scroll golem. Will stat it out shortly. Correction; found one already by Steve Honeywell [needed the wayback machine to find it] but am updating to 3.5 for you and making a few changes to keep it in line with CR such as not making it a walking scroll repository for PCs; I think it should be limited to spell levels HD +3 for example. I changed SR and removed that it could heal itself with spells it shouldn't be able to use. I also added a simple slam attack which I thought it needed. I'm not sure this will work, but if it does, you can see the original here: https://web.archive.org/web/20030602135743/http://www.gmmastery.com/index.php?page=articles&article_id=16

Feel free to PEACH as well since I did this rather quickly.

Scroll Golem
Small Construct
Hit Dice: 4d10+30* (52 hp)
Initiative:+2 (+2 Dex)
Speed: 20 ft. (can't run)
BAB/Grapple: +3/-2
Armor Class: 14 (+2 Dex, +1 Dodge +1 size), touch 14, flat-footed 12
Attack: Slam + 4 melee (1d3-1)
Full Attack: Slam (1d3-1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Animate scroll, spells
Special Qualities: Absorb Spell, construct traits, darkvision 60 ft, extra hit points, immunity to bludgeoning, cold and sonic, low-light vision, scroll sense, spell resistance 5, vulnerability to fire and slashing
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 8, Dex 14, Con --, Int 16, Wis 14, Cha 1
Skills: Decipher Script +12, Forgery +12, Move Silently +9, Spot +9, Use Magic Device (scrolls only) +5
Feats: Dodge, Weapon Finesse
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 4
Treasure: Scrolls (See below)
Alignment: Chaotic Neutral
Advancement: 5-8 (Medium), 9-12 (Large)
*See extra hit points.

Scroll golems are extremely rare. Their creation requires not only the occurrence of a magical accident, but also the presence of at least 20 written scrolls in the immediate vicinity, at least one of which must contain wish. This wish is used as the scroll golem is created and becomes a blank scroll that is a part of the scroll golem's body. Scrolls in a 30-foot radius around the wish scroll become a part of the new creature; including scrolls that have been prepared for spells but have not yet had a spell written on them.

When near a particularly rich horde, the scroll golem will use any appropriate spells it has to get close to the scrolls it senses and add them to its body. Frequently, invisibility, dimension door, and similar spells are used to get the creature close. Once it has what it desires, it attempts to make a quick escape using other spells, with teleport being favored. A scroll golem will not risk a lot to gain a little. However, it will risk closing with anyone carrying scrolls only if it can greatly increase its stock of spells or acquire particularly potent magic. Scrolls of protection from elements and similar spells that defend against fire damage are greatly desired by scroll golems.

A scroll golem made up of the minimum 20 scrolls is size Small. Each time this number doubles, the scroll golem increases in size. Thus it takes 40 scrolls to make a Medium-size scroll golem, and 80 scrolls for a Large scroll golem.

A scroll golem cannot speak unless it has magic mouth as one of its scrolls. However, it knows several languages and can write in them fluently. They generally know the languages spoken by its creator.

COMBAT

Although scroll golems look quite frail, they are sturdier than their flimsy appearance suggests. They prefer to move in stealth so as not to draw attention to themselves. First, they attack with the spells written on the scrolls that make up their bodies. Because of their physical limitations, scroll golems prefer not to attack from melee range as their slam attack causes so little damage.

Absorb Spells (Su): Small scroll golems have SR 5, Medium ones have SR 10 and Large ones have SR 15. Any spell cast at a scroll golem that fails to overcome the creature's SR is immediately absorbed onto a blank scroll in the golem's body. This spell becomes immediately available for use. A typical Small scroll golem has 1d4+1 blank scrolls on its body at any given time. It usually has spells no higher level than its HD +3. Once all its scrolls are filled, it cannot absorb any more spells.

Animate Scroll (Su): A scroll golem within 10 feet of a magical scroll can animate it. The animated scroll will move to the scroll golem and merge with the creature. Any spells written on the scroll become available for immediate use.

Extra Hit Points (Ex): A scroll golem has 2 hit points per scroll it contains (including blank scrolls). This is in addition to its bonus hit points from its size.

Scroll Sense (Ex): A scroll golem can sense the presence of scrolls from up to 100 feet away. Within 50 feet, it can determine the number of scrolls, relative power and number of spells contained. At ranges of 25 feet or less, the scroll golem can determine the
exact spells written on the scrolls.

Spells (Sp): Scroll golems can absorb scrolls of any type, providing they are magical or prepared for having magical spells written on them. When created, it is likely that a particular scroll golem will have only one type of spell in it, be that arcane or divine. Over time, however, a scroll golem can accumulate spells of any type. One that has survived for a time will have clerical, druidic, and possibly bardic or other spells available to cast. It can cast one spell per round. Unless otherwise specified, the effect, duration, and DC of a scroll golem's spells is the same as if it were a caster of it HD +3 . When a scroll golem casts a spell from one of its scrolls, the spell fades and cannot be cast again unless it exists elsewhere on a scroll in the golem's body. When possible, a scroll golem will prepare itself with offensive spells before entering combat.

Vulnerabilities (Ex): Scroll golems take double damage from fire except on a successful saving throw. They also take double damage from slashing weapons.

Skills: A scroll golem has a +2 racial bonus on Decipher Script and Forgery checks included in the creature's stat block. Its Use Magic Device skill is limited to scrolls.

Treasure: When a scroll golem is destroyed, most of the scrolls that make up its body are ruined. There will be 1 scroll per HD of various type and power (spells are no higher than HD +3), possibly including blank scrolls, undamaged in the creature's remains.

Construction: Scroll golems are made from 60,000 gp worth of scrolls (cost of the wish scroll is included) and magical tinctures. Creating the body takes a DC 15 Profession (Writer), Craft (Calligraphy), or related skill check.
Craft Construct, read magic, wish CL 17.

unseenmage
2015-05-18, 03:27 PM
C. 1129
This can be easy: cast animate object on the scroll and then read from a distance.

C1129

Animate Objects explicitly does not work on magic items.

Debihuman
2015-05-18, 05:36 PM
C 1129 See my edits above. I forgot that animate object didn't work on magical items. Doh. The scroll golem in post #59 is mostly updated to 3.5. Still needs construction costs.

I hope this works for you. If not, you can always use the Pathfinder Guardian Scroll instead. See Pathfinder #79: The Half-Dead City pg. 82 (This is probably open content but it's not on the PRD so I don't want to post it).

Debby

Maquise
2015-05-18, 07:12 PM
C. 1111

There is on this site a homebrew witcher class. Not sure if this is what you meant or not. but I figured it was worth mentioning. http://www.giantitp.com/forums/showthread.php?415816-Witcher

Debby

C. 1111

I wasn't looking for a Witcher class, precisely; I was just using it as a reference and point of inspiration. I'm looking for an alchemically-enhanced warrior prestige class, which has extracts and a set of abilities based on monsters. For example, it could have a list of abilities, such as rogue's talents, with for example Troll's Blood which gives them limited fast healing, based on their level.

Xaotiq1
2015-05-18, 07:19 PM
R1130

I am looking for marsupials. Specifically kangaroos and wallabies. I know there's something on dndwiki, but well, yeah not useful. Anyone?

Miss Disaster
2015-05-18, 07:41 PM
R 1131

In official WotC 3.5 books, there were a number of dual-school magic spells presented in the PHB2 and Dragon Magic books. They were all really awesome! And a little more powerful and/or versatile than normal one-school spells (probably due to restriction issues like Wizard Specialization preventing the use of a lot of them). Some popular examples of these dual-schoolers are Kelgore's Grave Mist (PHB2 p. 116), Doom Scarabs (PHB2 p. 110), Passage of the Shifting Sands (DM p. 70) and Lord of the Sky (DM p. 69). Even Dragon Magazine #347 (p. 76) had a bunch of these dual-school spells. It seems like the publishing of these type of schools was gaining some traction at WotC. But the demise of 3.5 and the build-up to 4E quashed any progress in us seeing more dual-schoolers.

My Homebrew Request to you Playground Superstars .... is .... would any of you have any additional dual-school spells of this sort to share with us?

I'm primarily looking for up to 6th level spells for my 12th level wizard. But I'd love to see and use any others you may have too!

Wartex1
2015-05-18, 07:49 PM
C 1131

Perhaps a Transmutation/Necromancy spell that allows you to raise an undead and give it a template.

The Vagabond
2015-05-18, 09:02 PM
H1126

These look good?

Intensify Performance
Evocation (Music)
Level: Bard 4.
Component: S, V
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: Special.

You infuse your song with magic weaving the two together so that they become one, the former feeding off of and amplifying the latter.

Any bonuses granted by a bardic performance you begin this round are doubled (a 19th level bard's inspire competence for example would grant a +12 to skill checks) before any other effects which add to their bonuses are applied, however each round of the performance costs 4 rounds of your bardic performance.

Restorative Song
Conjuration (Healing)
Level: Bard 1.
Component: S, V
Casting Time: 1 standard action.
Range: Medium (100-ft + 10-ft/caster level).
Target: 1 creature under the effects of your bardic music.
Duration: Special.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).

You weave positive energy through your song, rejuvenating the listener.

When you cast this spell your bardic song becomes restorative, and one creature affected by it becomes healed by its energies. Such a creature regains 1d4 hit points per round that you maintain the song. This is a positive energy effect (thus it does not affect constructs and damages undead).

Ghostly Dirge
Evocation (Music)
Level: Bard 4.
Component: S, V
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: Special.

Your dirge turns truly spectral, its haunting tones becoming something else, something that stirs the hearts of the fearless and of the dead.

You may only cast this spell while performing a Dirge of Doom. When you cast this spell it changes your Dirge of Doom. Undead and creatures immune to fear within the area of effect of your Dirge of Doom whether allies or enemies gain the benefits of your Inspire Courage performance; this is in addition to the dirge's regular effects. If you stop singing this spell effect ends.

Shadow Performer
Transmutation Evocation (Music)
Level: Bard 3.
Component: M, S, V
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/caster level.

Your shadow comes alive, its movements mirroring yours in play but not the song you play now, its voice and music adding to your own in a strange echo.

When you cast this spell it causes your shadow to transform becoming an accompanying singer to you. Whenever you begin a bardic performance or maintain one you may begin or maintain a 2nd. Each bardic performance uses up your daily performances separately. Your shadow cannot perform bardic performances with instruments not in your hands or any performance that is based upon visuals.C 1126
I'm fairly certain Shadow Performance has another counterpart somewhere... Yep, Shadowbard (http://www.d20pfsrd.com/magic/all-spells/s/shadowbard). The same effect that the spell causes exsists in a weaker form in Virtuoso Performance (http://www.d20pfsrd.com/magic/all-spells/v/virtuoso-performance), but worse. Intensify performance just strikes me as a bit too powerful, even for a fourth level spell, but MIGHT be balanced out by the used rounds of Bardic Performance. Restorative Song isn't that bad, but isn't Evocation (Music), but is still fairly decent. Ghostly Dirge is, mechanically, the kinda thing I want- Though I might nerf it a bit, with making it reduce the Inspire Courage bonus. Fluff wise, it would fit in almost every other campaign.

But a small thing- They're supposed to be Wizard spells. Preferably without the range of Personal. Might sound odd, but in the campaign setting, EVERYONE gestalts with bard. Yes, that includes the Monsters. The thing is, Wizards and Clerics and such aren't quite as in touch with the innate music in each person as others are, but Wizards have begun to learn how to manipulate music's sound.
Basically, Wizards are the Synthesizers in this world. I'll probably hand Clerics the job of Distribution songs and such (Or just leave it to Wizards), that, or be effective Conductors, with a focus on Orchestras and such.

Core assumptions

Everyone has bardic blood in them. This results in everyone being bard "Lesser Gestalts."

Wordcasting is more common than regular vatican spellcasting.

Information on Magic in this world.
The magic of Man was harnesse, aons ago- Some say that not even the Gods remember.

In the world, there is Song. However, from Song, we wove into it greater meaning, with the words we spoke. From this, we derived the spells we cast to this day. However, the art of the song has not been forgotten- For there was a great many more to discern and draw upon, beyond the few the ancients learnt long ago. So the Fili learnt and trained, drawing new melodies from their very souls. Crafted and woven, the harmonies they created began to flow into the world anew- Some say even the Gods are drawn upon the harmonies they created. We know that, from their magic, new magic was created- The spells most classes draw upon today.

In this day and age, the Fili are more casual, and more accepting- It was said that the Fili of old could draw upon the might of the Gods.

Divine Magic, however, is said to have dawned with the dawn of faith, rather than the dawn of time- From the moment that those who believed with a burning fire walked the earth, the Divine has walked- Oracles of what they believe. Clerics, however, have only just began to become common, as of about ten thousand years ago.

Necromancy is generally frowned upon, but is somewhat accepted- However, it’s a general rule of thumb that you may only animate corpses that have willingly offered to be resurrected, and then, only with the Undeath word, or that of nonsentient beings. Casting the Undead word on someone who has not forged an arrangement to be animated is an evil act.

Sorcerery dropped into existence about seven thousand years ago- Magic that’s far more random and chaotic than that which most people had seen before in the Fili of old, but far more Rigid in it’s design and creation, and far more specialized. This early casting was somewhat more difficult to use, and was shunned for about a thousand years, until they learned to channel this energy. Some sorcerers have the ability to store music so that they might create more.

Necromancy among Arcane and Divine classes is viewed as slapdash affairs- As such, most simply go and learn the Undead word, rather than use Animate Dead. Animate Dead has a habit of preventing souls from going into the Afterlife, rather than the Undead word, which leaves the souls free to go where they wish.

Clerics are a fairly recent class- However, their strength quickly resulted in them growing in power and prominence- Oracles are far less common than Clerics nowadays.

Pact Magic followed, a utterly alien magic system, drawing upon creatures from beyond the stars. It’s not all that common, but you can probably find a few places that offer training, and there’s a Pact Magic guild in London. To be honest, London is probably one of the few places Pact Magic is really all that frequent.

Wizardry is among the newer casting types- Based upon the tried and true sorcerer spells, and scribing them down onto paper, it’s still treated with relative suspicion- A Wizard is more likely to be run out of town than a Sorcerer or a Fili. They are beginning to grow in popularity, due to early on, their ability to alter their voice to become better than it was before, at the price of making it sound more synthetic. However, as of late, several rising Wizard are beginning to not use their spells to simply improve their voice, but to augment it to create an entirely new genre- Oftentimes called “Techno” for the end results similarity in sound to the electronic devices from Numeria.

Psionics is still a burgoning art- Very much so. Psionics has only recently begun to appear in prominence- While it has existed in the past, it was primarily viewed as the field of Aberrations and the Undead, for those were the ones who bore the most talent in the field.

Also, again, personal continuation tax:
Mutilate the Dead
Transmutation/Necromancy [Evil]
Level: Cleric/Oracle 5, Wizard/Sorcerer 6
Component: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: Special.

To some, simply having the dead is naught- No, one must make the dead what you desire.

This spell functions as Animate dead, with the following stipulations:
You may augment the undead you animate with other corpses: If you have other corpses in the area besides the ones you animate, you can break the corpses apart to mutilate your undead.

You can use up to your caster level in hit dice to mutilate the undead, or twice that in a Desecrate spell. For every 4 hit dice of corpses you use, grant the unread you create one 1 Evolution point to add Extraordinary evolutions from the Eidolon Evolution list. (http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons#TOC-Evolution-Pool)

Debihuman
2015-05-18, 09:32 PM
C. 1111

I wasn't looking for a Witcher class, precisely; I was just using it as a reference and point of inspiration. I'm looking for an alchemically-enhanced warrior prestige class, which has extracts and a set of abilities based on monsters. For example, it could have a list of abilities, such as rogue's talents, with for example Troll's Blood which gives them limited fast healing, based on their level.

This? http://worldofere.paradoxomni.net/3Ere/prestige/alchemical_warrior.htm

I have no idea how good it is (or isn't but it came up on a Google search).

I think having a huge list of monster abilities is beyond the scope for this thread. I certainly don't know what you want from each monster. It'd be hard to balance as some monsters have better abilities than others. Also, pulling the wings off pixies to for an extract that allows you to fly is not a nice thing to do.

Are you limiting the monsters in any way such as CR or HD? Do you only gain special abilities?

What prerequisites does this class need? Do you need ranks in Profession (butcher) for example or some kind of specialized knowledge?
How does the PC know which parts are useful and which parts aren't?

This also means the PC will want to spend time cutting up monsters to make extracts from them (how long should that take? What could possibly go wrong?) Does a bad extract just not work or does something bad happen? Does a failed extract t explode? There are simply too many decisions to make to flesh this out satisfactorily

Debby

Debatra
2015-05-19, 03:15 AM
R 1131

In official WotC 3.5 books, there were a number of dual-school magic spells presented in the PHB2 and Dragon Magic books. They were all really awesome! And a little more powerful and/or versatile than normal one-school spells (probably due to restriction issues like Wizard Specialization preventing the use of a lot of them). Some popular examples of these dual-schoolers are Kelgore's Grave Mist (PHB2 p. 116), Doom Scarabs (PHB2 p. 110), Passage of the Shifting Sands (DM p. 70) and Lord of the Sky (DM p. 69). Even Dragon Magazine #347 (p. 76) had a bunch of these dual-school spells. It seems like the publishing of these type of schools was gaining some traction at WotC. But the demise of 3.5 and the build-up to 4E quashed any progress in us seeing more dual-schoolers.

My Homebrew Request to you Playground Superstars .... is .... would any of you have any additional dual-school spells of this sort to share with us?

I'm primarily looking for up to 6th level spells for my 12th level wizard. But I'd love to see and use any others you may have too!

H 1131 Well, here's a handy one I've been tinkering with for a while:

Retrace Your Steps
Divination/Illusion (Phantasm or Figment, see text)
Level: (Any) 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: Concentration + 10 minutes
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

The target instantly becomes aware of the exact path he took to get from a location of his choosing to the space he occupies at the time of casting. The location must be on the same Plane of existence as the subject. At his option, the path can appear only in his mind as a small map (although this visual aid is purely cosmetic, as he is instinctively aware of his trail for the duration of the spell), or along his route for anyone to see. If the latter option is selected, a line of mist (which can be any color the caster desires, defaulting to blue) roughly the target's size appears along the trail. If the subject flew, the mist similarly hangs in the air. The mist can be clearly seen in the dark or underwater unless magically concealed, but offers no illumination. This spell provides no special knowledge of the path, only the exact route taken. For example, if the target sidestepped a certain part of the floor in an area, the spell would show that he did so, but it would be up to him to explain why.

This spell functions normally even if the trail is magically obscured (such as by False Trail or Pass Without Trace) because the path is taken directly from the subject's memories. However, a subject whose mind has been appropriately tampered with may yield an incomplete or inaccurate route. The target of this spell must Concentrate on it, not the caster (unless the caster is the target).

I'm also thinking of a Necromancy/Illusion (Glamor) spell that creates an undead creature while making it look like something else. Does that already exist somewhere?

NevinPL
2015-05-19, 05:58 AM
C. 1111I'm looking for an alchemically-enhanced warrior prestige class, which has extracts and a set of abilities based on monsters. For example, it could have a list of abilities, such as rogue's talents, with for example Troll's Blood which gives them limited fast healing, based on their level.
C. 1111
Sans it being a prestige class, you got exactly that:

rogues (improved) uncanny dodge,
fast healing via Lizard potion,
boars ferocity via Boars potion,
blindsight via Mole potion

and more.

Making it into a prestige class isn't hard - 7 "dead" levels, so "compressing" it into a 10 level PRC, should be a cakewalk (and you reminded me of a missing entry in its Q&A, thank you).

The Vagabond
2015-05-19, 07:04 AM
And another request- R 1132 I'd like for some rules for Aid Another with Bardic Performances. Maybe some more intricate than boosting numeric effects- There's going to be Bardic Performances all around, and I'd LOVE some interesting effects from mixing around Bardic Music.

Jormengand
2015-05-19, 08:16 AM
H 1131

Burning Dispel
Abjuration Evocation [Fire]
Level: Wiz/Sor 4

Burning Dispel works just as Dispel Magic, but if it's used to target a creature or dispel a creature's spell it deals 1d6 points of fire damage to that creature per level (Maximum 10d6) and if it's used to target an area it deals 1 point of fire damage per level to each creature in that area. Otherwise, it simply works as dispel magic.

Scourgeflame
Evocation Necromancy [Fire, Evil]
Level: Wiz/Sor 6, Cle 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Target: One creature.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Partial

The Scourgeflame seeks out a target and deals 1d6 points of fire damage per level and 1d4 negative levels. Even on a passed reflex save, at least one negative level is inflicted. The fire damage is negated by successful spell resistance but the negative levels aren't.

Material component: A small amount of lead sulphate.

Dreadcold
Evocation Necromancy [Cold, Evil]
Level: Wiz/Sor 6, Cle 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Target: One creature.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Partial

The Dreadcold seeks out a target and deals 1d6 points of cold damage per level and 1d4 negative levels. Even on a passed reflex save, at least one negative level is inflicted. The cold damage is negated by successful spell resistance but the negative levels aren't.

Material Component: A piece of lead in a bag of water.

Firesight
Divination Evocation Transmutation [Fire]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/level
Saving throw: Reflex partial
Spell Resistance: No.

Firesight is a powerful spell which, upon casting, causes your eyes to glow aflame. Anyone who steps within your 60 foot cone of vision during the spell who is, due to whatever reason short of physically hiding beyond an object, invisible to you is lit ablaze automatically, and you can choose to light ablaze any other creatures in the area. This burning is nonmagical fire, but any creature lit up by it becomes visible. You can light creatures ablaze as a free action each round, but each creature can only be lit up once by firesight.

Even incorporeal and ethereal creatures are lit up by the fire, in which case it is magical fire but does no more damage than regular fire and can be put out in the same way.

Miss Disaster
2015-05-19, 05:24 PM
C 1131

Big props to Jormengand, Debatra and The Vagabond. Those are all outstanding dual-school spells. Thank you very much!

Those will all be added to my gaming group's pool of available spells for the appropriate classes.

Debihuman
2015-05-20, 02:45 AM
R1130

I am looking for marsupials. Specifically kangaroos and wallabies. I know there's something on dndwiki, but well, yeah not useful. Anyone?

http://paizo.com/pathfinderRPG/prd/bestiary3/marsupial.html

Just convert to 3.5 if that's what you need.

Debby

Xaotiq1
2015-05-20, 09:49 AM
http://paizo.com/pathfinderRPG/prd/bestiary3/marsupial.html

Just convert to 3.5 if that's what you need.

Debby

C1130Well shut my mouth! Thank you!

Miss Disaster
2015-06-03, 11:08 AM
R 1133

Hey Homebrew Savants,

I'm looking for something that is probably quite obscure. The Incarnum Spellshaping feat (MoI p. 38) gives the bearer exclusive access to a whole new subset of spells - ones that have the descriptor of [Incarnum]. There's not a lot of spells in the MoI book .... so I'm looking for some homebrew [Incarnum] spells from some of the creative folk here at GitP.

Perhaps you made some [Incarnum] spells or know where I could find some spells like this? Or one of you may have some in your files somewhere?

Due to the idiosyncrasies of our campaign world, a sizable number of spellcasters will have this feat. And I'd like to provide more options for said spellcasters besides the handful that are in MoI. Thanks for your help!

Debihuman
2015-06-04, 02:50 AM
And another request- R 1132 I'd like for some rules for Aid Another with Bardic Performances. Maybe some more intricate than boosting numeric effects- There's going to be Bardic Performances all around, and I'd LOVE some interesting effects from mixing around Bardic Music.


Aid Another
You can help another character achieve success on his or her skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gets a +2 bonus to his or her check, as per the rule for favorable conditions. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results you can't aid another to grant a bonus to a task that your character couldn't achieve alone.

Bardic Music is a special ability and so by RAW, you cannot use aid another since it only affects skills (and aiding another in combat but that's a different sort of aid another). RAI however I would allow another bard to add his skill check to assist in getting +2 to performance checks in bardic music. It is only the performance check part of the bardic music that is affected. However, both bards have to be able to make the same magical effect. If you want to aid another on Inspire Courage, both bards must be 3rd level or higher with 6 or more ranks in a Perform skill.

Debby

Zaydos
2015-06-04, 04:09 AM
And another request- R 1132 I'd like for some rules for Aid Another with Bardic Performances. Maybe some more intricate than boosting numeric effects- There's going to be Bardic Performances all around, and I'd LOVE some interesting effects from mixing around Bardic Music.

H 1132

Something like this

Supporting Chorus [Music]
You are able to lend your voice to that of another bard's augmenting the effects of their music.
Prerequisites: Perform (any) 6 ranks, Bardic Music.
Benefit: When you and another bard both perform the same Bardic Music you may choose to act as a back up singer for the main bard increasing the effects of his music instead of using your own. You must have perform ranks no lower than the other bard's class level to provide support in this manner and must be within 15-ft of the other bard. Only one back-up singer may provide bonuses to a single performance, any beyond the first are wasted.

The effects of this back up performance vary based upon the bardic music ability used.
Countersong: You provide the lead singer with a +3 bonus on their perform check.
Fascinate: Add 1/2 the number of targets you could affect (rounded up) to the lead singer's number of targets.
Inspire Courage: Increase the morale bonus granted by +1 or you may cause the morale bonus to apply to all saves against mind-affecting effects not merely Charm and Fear.
Inspire Competence: Increase the competence bonus granted by +2.
Suggestion: Increase the save DC by +2.
Inspire Greatness: Increase the number of temporary hit dice granted by 1d10 and the competence bonus to attack rolls by +1, or grant a +1 competence bonus to Will and Ref saves.
Break Enchantment: Increase the lead singer's effective caster level by 2.
Inspire Heroics: Increase the competence bonus to saving throws and dodge bonus to AC by +2 or grant DR 5/- for the duration.
Mass Suggestion: Increase the save DC by +2.

Except maybe not as a feat?

ngilop
2015-06-06, 08:30 PM
R1334

Hey guys, I am a bit disappointed in the fact that while there are sorcerer bloodlines for good, all 3 evilz, and chaos.. there is not a single one for Law.

My request is that there be made a Law based sorcerer bloodline :) Please.

ShiningStarling
2015-06-07, 02:15 AM
R1334

Hey guys, I am a bit disappointed in the fact that while there are sorcerer bloodlines for good, all 3 evilz, and chaos.. there is not a single one for Law.

My request is that there be made a Law based sorcerer bloodline :) Please.

H1334

Sure :smallsmile:

I was surprised that the core PF bestiary had no lawful (and not good or evil) outsider races... so I decided to go with a theme from 3.5, hope you don't mind too much. You can just as easily swap 'Inevitable' for 'Modron' for a more generic "lawful not good or evil" outsider

Inevitable
Someone in your bloodline made a contract with an Inevitable, a being of pure reason, and of law and order. Unfortunately (or perhaps fortunately) the contracts made with such beings are as unending as the beings themselves. Your blood is cursed (or perhaps blessed) to carry out the Order of Law for all eternity.
Class skill: Sense Motive
Bonus Spells: Protection from Chaos (3rd), Detect Thoughts (5th), Hold Person (7th), Locate Creature (9th), Greater Command (11th), Geas (13th), Forcecage (15th), Power Word Stun (17th), Mass Hold Monster (19th)
Bloodline Arcana: Whenever you cast a spell of the enchantment school, increase the DC by 1. If any subject fails its save, you gain a Law bonus to your will saving throw equal to the level of the spell cast until the effect ends or danger has passed, whichever comes first.
Bloodline Powers:
Commanding Presence: Starting at 1st level, you may use the spell Command, as the first level Cleric spell, a number of times per day equal to 3 + your Charisma modifier as a spell-like ability. This does count as a spell of the enchantment school for the purpose of your bloodline arcana.
Eternal Progress: At 3rd level, you gain a +2 Law bonus against spells of the enchantment school, or with the chaotic descriptor, or cast by beings with the chaotic descriptor. You also gain 5 Force resistance. At 9th level, the save bonus increases to +4, and the Force resistance increases to 10. In addition, at 9th level, your Combat Maneuver Defense uses your sorcerer level in place of your BAB (if higher), and your Charisma in place of your Strength or Dexterity (whichever is lower).
Unstoppable March: At 9th level, you may use Repulsion, as the spell, for a number of rounds per day equal to your Sorcerer level, with one exception. Creatures that are within the field while it is active must also make a save, or be forced to move out of the field at the beginning of their turn. This means both creatures present in the field when activated, and those you move towards that become included in the field while it persists. The rounds you use this need not be consecutive.
Forced Hand: At 15th level, you may make a special attack a number of times per day equal to 1/2 your sorcerer level, upon an adjacent creature. You gesture at the creature, and attempt to Bull Rush it, with the force of your will. Your CMB for this check is your sorcerer level + your Charisma modifier, and the opponents CMD is their Hit Dice + their Will saving throw bonus. This attack does not provoke attacks of opportunity. You may not move with the subject if you succeed on your check, and any collision the subject makes, be it with an obstacle or another creature, ceases movement and deals 1d6 force damage per 5ft traveled. If the subject fails to defend, and is the same size or smaller than the sorcerer, they are also knocked prone in the square they cease their movement in.
Fate's Heartbeat: The universe marches ever on, and so shall you. At 20th level, you can no longer die of old age, nor do you take any penalties for aging. You are immune to harmful enchantment effects that can only target humanoids (i.e. charm person, hold person, etc), and your hit points are treated as 100 higher versus Symbol and Power Word spells. You gain a +5 bonus on saves versus death effects. You emit a continuous aura mimicking the effects of a Magic Circle Against Chaos, which you may toggle on and off at will as a free action.

I hope you like it, unsure about balance, but I don't think its too bad. Let me know, enjoy :smallsmile:

The Vagabond
2015-06-08, 10:00 PM
H 1132

Something like this

Supporting Chorus [Music]
You are able to lend your voice to that of another bard's augmenting the effects of their music.
Prerequisites: Perform (any) 6 ranks, Bardic Music.
Benefit: When you and another bard both perform the same Bardic Music you may choose to act as a back up singer for the main bard increasing the effects of his music instead of using your own. You must have perform ranks no lower than the other bard's class level to provide support in this manner and must be within 15-ft of the other bard. Only one back-up singer may provide bonuses to a single performance, any beyond the first are wasted.

The effects of this back up performance vary based upon the bardic music ability used.
Countersong: You provide the lead singer with a +3 bonus on their perform check.
Fascinate: Add 1/2 the number of targets you could affect (rounded up) to the lead singer's number of targets.
Inspire Courage: Increase the morale bonus granted by +1 or you may cause the morale bonus to apply to all saves against mind-affecting effects not merely Charm and Fear.
Inspire Competence: Increase the competence bonus granted by +2.
Suggestion: Increase the save DC by +2.
Inspire Greatness: Increase the number of temporary hit dice granted by 1d10 and the competence bonus to attack rolls by +1, or grant a +1 competence bonus to Will and Ref saves.
Break Enchantment: Increase the lead singer's effective caster level by 2.
Inspire Heroics: Increase the competence bonus to saving throws and dodge bonus to AC by +2 or grant DR 5/- for the duration.
Mass Suggestion: Increase the save DC by +2.

Except maybe not as a feat?
This looks close, but I wanted more... Interesting effects, personally.

Next up!... I need more ideas.
Primarily- One of the things that affects what most classes do is their instrument- I have the bonuses from Complete Adventurer active with Masterwork Instruments.
However, here's the thing- Wizards use their own Instrument, called a Wizard's Instrument, which are SPELLS. The issue is- What effect should the spells carry with their Bardic Performance? What about higher-level versions of the spell?

A Wizards Instrument:
School Evocation (Music); Level sorcerer/wizard 0
Casting Time 1 standard action, or 1 swift action during another's bardic performance.
Components V, S, F (Metal sheet to store the song in)
Range medium (100 ft. + 10 ft./level)
Effect one summoned Wizard Instrument
Duration 1 min/level.
Saving Throw Will (http://paizo.com/pathfinderRPG/prd/combat.html#will) negates [Harmless]; Spell Resistance (http://paizo.com/pathfinderRPG/prd/glossary.html#spell-resistance) No
A Wizard’s instrument is rarely one of the regular form, but rather one focused on altering sound and music- As a result, you may perform an Aid Another bonus while merging your Bardic Performance with your allies bardic performance at half its effective level as a move action. You may shift the effect of a bardic performance to another ally maintaining a bardic performance. Using this can screw around with Bardic Performances- Any Bardic Performance you aid, if it grants a bonus to an attack roll, is turned into bonus electricity damage. If it grants a bonus to skill ranks or such, it grants resist electricity equal to it’s bonus.

A Wizards Instrument II:
School Evocation (Music); Level sorcerer/wizard 1
Casting Time 1 standard action, or 1 swift action during another's bardic performance.
Components V, S, F (Metal sheet to store the song in)
Range medium (100 ft. + 10 ft./level)
Effect one summoned Wizard Instrument
Duration 1 min/level.
Saving Throw Will (http://paizo.com/pathfinderRPG/prd/combat.html#will) negates [Harmless]; Spell Resistance (http://paizo.com/pathfinderRPG/prd/glossary.html#spell-resistance) No
As with A Wizard’s Instrument, except now, you may perform a bardic aid another as a swift action. You can choose to grant it either bonus electricity damage, or a Circumstance bonus.

Maquise
2015-06-17, 01:58 PM
R1335

In my Pathfinder campaign, drow worship a cephalopod-themed deity, rather than spider-themed, and so I was wondering if one would be willing to convert driders into drids (Droctopus doesn't have the same ring). Basically, an aberration that fills the same roll as driders, just half-drow half-squid/octopus.

Mr.Cobalt
2015-06-18, 05:22 PM
R1336

Anyone got any Pathfinder Witch Hexes with a Lovecraftian/Bloodborne vibe?

To give a bit of context I'm planning a Pathfinder game focusing on four magic schools owned by the same mage guild, with each one focusing on a different style/type of magic. One of them is, to put it simply, something between Miskatonic University and Byrgenworth College, specializing in training Summoners and Witches, or else specialists in Conjuration or Divination magic.

In this setting, Witches mechanically work the same, but flavor-wise their powers are granted to them by eldritch forces discovered by the original owners of the estate the college would later be founded on. This all works fine and dandy for how spells and patronages work (the whole thing of patronage is granted partly by the inquirer's request and partly as an experiment being conducted by the Old Ones- in essence they have an interest in our world like that of a child and his ant farm) but I noticed too many of the Hexes seem to make more sense for folklore witches than they would for the theme I'm going for.

Basically TL;DR I need a few more Hexes that can thematically work with the theme I described so I don't feel like my players have too few options after I ban all the ones about sniffing out children, eating people, and hanging out with hags.

ngilop
2015-06-25, 04:40 PM
H1334
Cool new bloodline stuffs!

C1334 I like it, feel the capstone is a bit much with the extra HP against symbols but that is easily taken care off good job :)



R1337 I am having a bit o' trouble getting Leylines to work in my campaign without making casters even more broken than they already are.

this is what I have on leyline for my world


Ley lines are channels of immense power that course through the earth itself like creeks, carrying magical currents instead of water. These lines areintersected by a series of anchors, called nodes and form a complex arrangement in which the whole planet is draped.

Leylines are often harnessed for mighty magical purposes, from the creation of Mythals and for the powerful spells created by users of magic. Leylines exist all over the planet, and are sources of deep, powerful, and natural magic.

I would like some rules on how those with magic can interact with leylines but not make them become an ' I win' button so to speak. Nothing more in depth than a paragraph or tow I think would be sufficient.

Debihuman
2015-07-10, 10:30 AM
R1135

In my Pathfinder campaign, drow worship a cephalopod-themed deity, rather than spider-themed, and so I was wondering if one would be willing to convert driders into drids (Droctopus doesn't have the same ring). Basically, an aberration that fills the same roll as driders, just half-drow half-squid/octopus.

H. 1135

Is this supposed to be an aquatic campaign? I've got this http://www.giantitp.com/forums/showsinglepost.php?p=4216596&postcount=1 which could be used as a starting off point.

For drow-like version add/modify the following:

Darkvision: Drow cecaelia can see in the dark up to 120 feet.

Drow Immunities: Drow cecaelia are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.

Keen Senses: Drow cecaelia receive a +2 racial bonus on Perception checks.

Spell Resistance: Drow cecaelia possess spell resistance equal to 6 plus their class levels.

Spell-Like Abilities: A drow cecaelia can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.

Light Blindness: Abrupt exposure to bright light blinds drow cecaelia for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

That probably bumps the LA up +1.

Feel free to adjust any of the details to suit your campaign.

Debby

Edited to reflect correct numbering.

Submortimer
2015-07-10, 09:30 PM
R1123

Hello everyone.

I wanted to play a bender-like character in 5e/Next as per the Avatar series and concocted a few class changes to the Warlock in order to do so. However, I would like to see if avoiding "pretend all fire spells are actually ice" is possible.

Could someone help home brew Warlock Spell Lists for Water / Fire / Earth / Air benders?
I think the Elemental Evil Player's Companion would be key, but I don't really know what spells to choose to keep it balanced. I'm also concerned about, for example, all of a fire benders spells being only fire and suffering from resistant or immune enemies.

Anyone willing to help?

R1123 : I built this a while ago, see how it strikes you:

Elemental Warlock (http://www.giantitp.com/forums/showthread.php?407935-Elemental-Warlock&p=19065689#post19065689)

heros271
2015-07-12, 07:22 AM
C1111/C1122
Sorry to write it, but... Everyone look at 1111, and everyone ignored 1122. That's similar request, just bit more specific. Because of that...

R 1122

Anyone seen "Witcher" series? Books, (bad) serial, (quite good) videogames and so on?

I wanted to create Witcher class for D&D5e by myself, but it turns out I'm not best on creating content for game I don't even fully comprehend (yet. yet.)

So my request is Witcher. As base class (admit it, making it race + class is bit too much). Partially immune to poisons and diseases, fighting with two-handed swords using Dex. With extremally limited at-will spellset (fire, gust of wind, calm animal, ect, maybe with cooldowns?). Focused at killing (mostly) non-intelligent beings that are dangerous to common people... for price (ok, this one is fluff). Light (leather) armor is nice touch. Oh, yeah, they do alchemy as well. And most people dislike them so basing casting off cha would be bad idea.

Jormengand
2015-07-12, 07:46 AM
C1122:


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.

Emphasis mine.

C1334-1337:

You guys skipped fully two hundred numbers. These should be 1134-1137.

Submortimer
2015-07-12, 07:25 PM
R 1122

Anyone seen "Witcher" series? Books, (bad) serial, (quite good) videogames and so on?

I wanted to create Witcher class for D&D5e by myself, but it turns out I'm not best on creating content for game I don't even fully comprehend (yet. yet.)

So my request is Witcher. As base class (admit it, making it race + class is bit too much). Partially immune to poisons and diseases, fighting with two-handed swords using Dex. With extremally limited at-will spellset (fire, gust of wind, calm animal, ect, maybe with cooldowns?). Focused at killing (mostly) non-intelligent beings that are dangerous to common people... for price (ok, this one is fluff). Light (leather) armor is nice touch. Oh, yeah, they do alchemy as well. And most people dislike them so basing casting off cha would be bad idea.

C. 1122

I also made one of these, though the alchemy recipes haven't been finished yet...

The Witcher (http://www.giantitp.com/forums/showthread.php?420965-Witcher-Class-(WIP)&p=19388260#post19388260)

Oryan77
2015-07-13, 06:26 PM
R. 1138

I would like some Animal Companion Starting Statistics for Pathfinder if anyone can do them.

I'm wanting to simulate the magical beast examples given in the Monstrous Mount feat (http://www.d20pfsrd.com/feats/general-feats/monstrous-mount).

but I would like the Animal Companion Starting Statistics for these five magical beasts:

Pegasus (http://paizo.com/pathfinderRPG/prd/monsters/pegasus.html#pegasus)
Unicorn (http://paizo.com/pathfinderRPG/prd/monsters/unicorn.html#unicorn)
Sea Cat (http://paizo.com/pathfinderRPG/prd/bestiary4/seaCat.html#sea-cat)
Elven Hound (D&D 3.5 book Races of the Wild pg 189)
Ethyk
Tiny Magical Beast (Extraplanar)
Hit Dice: 1d10+3 (8 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-11
Attack: Claw +5 melee (1d2-4)
Full Attack: 2 claws +5 melee (1d2-4) and bite +0 melee (1d3-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Induce anger
Special Qualities: Darkvision 10 ft., low-light vision, scent, uncanny dodge
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 16, Int 2, Wis 12, Cha 12
Skills: Climb +10, Jump +2, Spot +13, Survival +5
Feats: Ability Focus (induce anger), Weapon Finesse
Environment: Twin Paradises of Bytopia
Organization: Solitary or litter (2-4)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: -

The creature vaguely resembles a lemur, except for its single, bulbous eye. The eye is yellow-white, with a large black pupil.

An arboreal, omnivorous mammal native to the forests of the Twin Paradises of Bytopia, ethyks possess a unique defense mechanism that increases and redirects the hostilities of any who would harm them. Ethyks spend most of their time in treetops, hunting rodents, birds, snakes, and insects, or gathering fruits and nuts or other edible plants.

Ethyks are prized by trappers for their value in planar marketplaces. They are easily domesticated, and willfully bond with a superior creature. A bonded ethyk never directs the anger it induces in others against its master. Because of their abilities, ethyks have been outlawed in a number of cities on lawful planes.

An ethyk is 1 foot long and weighs 5 to 10 pounds. Fur coloration varies from gray to brown to tawny red.

COMBAT

A wild ethyk generally employs its ability to induce anger at the first opportunity, attempting to turn predators on one another or some other prey, while the ethyk makes its escape. If all else fails, an ethyk defends itself with its relatively weak natural weapons.

Induce Anger (Su): Six times per day, an ethyk can target a single creature within 100 feet and attempt to increase its anger and hostility. The victim must succeed on a DC 13 Will save or have its attitude changed to Unfriendly (unless already Unfriendly or Hostile) toward a random creature (other than the ethyk) within 100 feet. This ability persists for 3d4 rounds. An affected creature must attempt an additional DC 13 Will save each round the ability persists, or attempt to attack the target of its hostility. The affected creature will attack anyone who attempts to restrain it or otherwise prevent it from attacking the subject of its ire. If the victim cannot attack its target, it hurls verbal assaults that are so belligerent that the target's attitude toward the victim will turn hostile. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.

Skills: An ethyk has a +4 racial bonus on Survival checks and a +8 racial bonus on Climb and Spot checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. An ethyk uses its Dexterity modifier for Climb and Jump checks.

Training an Ethyk

An ethyk can be trained with the Handle Animal skill, and the traininer does not incur the normal +5 increase to DCs for training a magical beast.

Debihuman
2015-07-13, 07:21 PM
Please change 1338 to 1138 NEXT number is 1139 Please.

C. 1138

There are no set rules for creating monstrous companions. According to Knights of the Inner Sea pg. 22, a unicorn is Cohort level 8th and a Pegasus is cohort level 6th. Sea Cat is also a cohort level 8. See here: http://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-cohorts It appears if a creature can be a cohort, it cannot be a monstrous companion.

Debby

JNAProductions
2015-07-13, 11:49 PM
R1139-I'd like a Doll race for 5E. Should be small or tiny sized, and just in general be a small, sentient children's toy.

Thanks in advance to the homebrewers.

Chadamantium
2015-07-14, 12:11 AM
R1140 Just came to me now, I haven't seen 5e homebrew classes/subclasses for ESO's sorcerer, Dragonknight, Templar, and nightblade. they each have their own 3 skill trees. Could anyone get on that it would be much appreciated.

Oryan77
2015-07-14, 01:06 AM
C. 1138

It appears if a creature can be a cohort, it cannot be a monstrous companion.

C. 1138

I have the Pathfinder Player Companion: Cohorts & Companions, and on page 9 it talks about creating magical beast cohorts. It has a table that lists both a Hippocampus and a Hippogriff as possible Bestial Cohorts.

The Monstrous Mount feat comes from the Pathfinder Campaign Setting: Inner Sea Combat, and on page 14 it lists both a Hippocampus and a Hippogriff as possible "Animal Companions".

I'm not that skilled with the PF rules, but I didn't see why a creature could not be either a cohort or an animal companion (monstrous mount). Those books seemed to have done it. I have no idea how you would go about creating your own starting package, so I was hoping someone here could figure it out. :smallfrown:

Debihuman
2015-07-14, 07:55 AM
C. 1138

I have the Pathfinder Player Companion: Cohorts & Companions, and on page 9 it talks about creating magical beast cohorts. It has a table that lists both a Hippocampus and a Hippogriff as possible Bestial Cohorts.

The Monstrous Mount feat comes from the Pathfinder Campaign Setting: Inner Sea Combat, and on page 14 it lists both a Hippocampus and a Hippogriff as possible "Animal Companions".

I'm not that skilled with the PF rules, but I didn't see why a creature could not be either a cohort or an animal companion (monstrous mount). Those books seemed to have done it. I have no idea how you would go about creating your own starting package, so I was hoping someone here could figure it out. :smallfrown:

Hmm. I have no clue how they determine starting packages. There aren't any specific rules for this. However, the hippocampus has no magical abilities and neither does a hippogriff.

I'd hazard a guess that magical beasts would probably lose all their magical abilities to become eligible as animal companion (monstrous mounts). That's a lot to lose. For a pegasus, effectively you get a horse with a fly speed. Lose the spell-like abilities for a starting package. A unicorn basically becomes a horse with gore attack. Note that to be eligible the creature's base size has to large enough to carry the rider. An ethyk isn't capable of carrying a rider. Elven hounds are too small to carry elves.

C. 1139

See here: http://www.dandwiki.com/wiki/Karakuri_(5e_Race) and here: http://www.dandwiki.com/wiki/Cursed_Dolls_(3.5e_Race) but you'd have to update it to 5e as well.


C. 1140

From the first post on this thread, "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."

Debby

Oryan77
2015-07-14, 10:53 AM
Hmm. I have no clue how they determine starting packages. There aren't any specific rules for this. However, the hippocampus has no magical abilities and neither does a hippogriff.

I'd hazard a guess that magical beasts would probably lose all their magical abilities to become eligible as animal companion (monstrous mounts). That's a lot to lose. For a pegasus, effectively you get a horse with a fly speed. Lose the spell-like abilities for a starting package. A unicorn basically becomes a horse with gore attack. Note that to be eligible the creature's base size has to large enough to carry the rider. An ethyk isn't capable of carrying a rider. Elven hounds are too small to carry elves.

C. 1138

To be honest, I just wanted to provide these creatures as animal companions even if they would not get their abilities until higher levels. Similar to how animal companions gain benefits at 4th or 7th character levels.

I was using the Monstrous Mount feat as a tool to be able to use Magical Beasts as companions since I can't find any other method for a PC to have a magical beast companion. Riding them was not really an objective of mine (I didn't even think about that :smallredface:).

So this isn't something that can be accomplished in this thread? :smallfrown:

Debihuman
2015-07-15, 04:56 PM
C. 1138

To be honest, I just wanted to provide these creatures as animal companions even if they would not get their abilities until higher levels. Similar to how animal companions gain benefits at 4th or 7th character levels.

Until the rules for creating monstrous companion starting packages come out, there's no way to judge whether it would be balanced or not. To be on par with the other monstrous companions, they would lose many of their special abilities.

With the Monstrous Companion feat, you gain a unicorn as an 8th level cohort. If you apply the Young Template from Pathfinder, you could probably gain it as a 7th level cohort.

Pegasi are already available as cohorts for 6th level, so if you gave one the Young Template from Pathfinder, you could probably have it as a 5th level cohort.

Here is the Young Template: http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-young-cr-1

What's the problem with having these as a cohort?

If you are the DM there are a lot of ways to have the PCs gain the trust of creature. They could save it (or its offspring). What level are the PCs?

Edit: Also, healer class from Miniature's Handbook gives you a unicorn companion at level 8. The Beloved of Valarian Prestige Class gives you a unicorn at first level. See Book of Exalted Deeds.

Debby

nickia
2015-07-22, 07:51 PM
R:1141
Hi, I would appreciate if someone could build me a template for use on humanoids and fey in a 3.5 game with the following features & abilities:


- Corporeal undead
- Charisma Drain ability upon grapple (like a vampires blood drain)
- Immunity to sonic damage
- Regeneration when in the vicinity of moral effects
- Ability to enhance or the moral effects of others (such as those produced by bardic music), including its own
- Ability to use greater shadow conjuration and greater shadow evocation as supernatural spell like abilities
- Ability to shriek like a banshee
- Any other features you think would be thematically appropriate


The head of every noble family in my campaign is a unique corporeal undead, and I wanted something unique and thematically appropriate the head a of a family that are patrons of the arts. For inspiration think of a dementor, mixed with a prima dona opera singer, mixed with one of the banshees from the Fable franchise.

Thanks

zylodrizzt
2015-07-22, 08:22 PM
R. 1142 I need a 5th edition war hulk subclass archetype path whatever it may be called bonus points for theming it after the band gwar. Should focus on damage and brutality.

Debihuman
2015-07-23, 09:27 AM
zylodrizzt, your request should be 1142 not 1139 as that was taken by JNAProductions. The next request should be 1143.

H. 1141. I hope this works for you. Let me know what you think.

Undead Diva Template

Undead divas appear much as they did in life, although their jaws can open wider and their teeth are sharper. They often embrace finery and decadence and may assume the guise of nobility.

Creating a Undead Diva

Undead diva is an acquired template that can be added to any Fey, Giant, Humanoid, or Monstrous Humanoid with a Charisma score of at least 12 (referred to hereafter as the “base creature”). It uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: Size is as base creature. Type becomes Undead and it gains the Augmented Subtype.

Hit Dice: Increase all current and future HD to d12s. Do not recalculate attack bonus, saves, or skill points.

Speed: As base creature.

Armor Class: An undead diva gains its Charisma bonus as a deflection bonus to its AC from Unearthly Grace (see below).

Attacks: As base creature.

Special Attacks: An undead diva retains all special attacks of the base creature and gains the following.

Charisma Drain (Ex): An undead diva can kiss a living victim by making a successful grapple check. If it pins the foe it, it kisses it, dealing 1d4 points of points of Charisma drain each round the pin is maintained. On each successive round, the Undead diva gains 5 temporary hit points.

Operatic Wail (Su): Once a day as a standard action, an undead diva can use its operatic wail. This ability functions like wail of the banshee spell but it affects any number of creatures within a 60-foot radius of the undead diva. A successful Fortitude save (DC 10 + ½ the undead diva’s HD + undead diva’s Charisma modifier), negates.

Spell-like Abilities (Sp): Once a day as a standard action, an undead diva can cast greater shadow conjuration and greater shadow evocation as a spell-like ability. CL is the same as its HD.

Special Qualities: An undead diva retains all the special qualities of the base creature and gains those described below.

Immunity: An undead diva is immune to sonic damage.

Prima Donna (Su): Whenever an undead diva would take a morale penalty from a spell, spell-like or supernatural ability, it instead gains Fast Healing 5 for 1 minute. This does not stack but overlaps.

Sotto Voce (Ex): By singing softly, an undead diva can grant a +1 morale modifier to any bardic performance (including its own) within 30 feet.

Unearthly Grace (Su): An undead diva gains its Charisma modifier as a deflection bonus to its Armor Class.

Abilities: As an Undead creature, an undead diva has no Constitution score. Otherwise as base creature.

Skills: Undead divas have a +8 racial bonus on Perform (sing) checks. Otherwise same as the base creature.

Feats: As base creature.

Environment: Any, usually same as base creature.

Organization: Solitary, pair or company (3-5)

Challenge Rating: Same as the base creature +2.

Treasure: Double standard.

Alignment: Always evil (any).

Advancement: By character class.

Level Adjustment: Same as the base creature +2.

EDIT: Oops. Sorry Guys but you need a Constitution score to have Regeneration. Changed it to Fast Healing 5.

Debby

The Vagabond
2015-07-23, 09:15 PM
zylodrizzt, your request should be 1142 not 1139 as that was taken by JNAProductions. The next request should be 1143.

H. 1141. I hope this works for you. Let me know what you think.

Undead Diva Template

Undead divas appear much as they did in life, although their jaws can open wider and their teeth are sharper. They often embrace finery and decadence and may assume the guise of nobility.

Creating a Undead Diva

Undead diva is an acquired template that can be added to any Fey, Giant, Humanoid, or Monstrous Humanoid with a Charisma score of at least 12 (referred to hereafter as the “base creature”). It uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: Size is as base creature. Type becomes Undead and it gains the Augmented Subtype.

Hit Dice: Increase all current and future HD to d12s. Do not recalculate attack bonus, saves, or skill points.

Speed: As base creature.

Armor Class: An undead diva gains its Charisma bonus as a deflection bonus to its AC from Unearthly Grace (see below).

Attacks: As base creature.

Special Attacks: An undead diva retains all special attacks of the base creature and gains the following.

Charisma Drain (Ex): An undead diva can kiss a living victim by making a successful grapple check. If it pins the foe it, it kisses it, dealing 1d4 points of points of Charisma drain each round the pin is maintained. On each successive round, the Undead diva gains 5 temporary hit points.

Operatic Wail (Su): Once a day as a standard action, an undead diva can use its operatic wail. This ability functions like wail of the banshee spell but it affects any number of creatures within a 60-foot radius of the undead diva. A successful Fortitude save (DC 10 + ½ the undead diva’s HD + undead diva’s Charisma modifier), negates.

Spell-like Abilities (Sp): Once a day as a standard action, an undead diva can cast greater shadow conjuration and greater shadow evocation as a spell-like ability. CL is the same as its HD.

Special Qualities: An undead diva retains all the special qualities of the base creature and gains those described below.

Immunity: An undead diva is immune to sonic damage.

Prima Donna (Su): Whenever an undead diva would take a morale penalty from a spell, spell-like or supernatural ability, it instead gains regeneration 1. This does not stack.

Sotto Voce (Ex): By singing softly, an undead diva can grant a +1 morale modifier to any bardic performance (including its own) within 30 feet.

Unearthly Grace (Su): An undead diva gains its Charisma modifier as a deflection bonus to its Armor Class.

Abilities: As an Undead creature, an undead diva has no Constitution score. Otherwise as base creature.

Skills: Undead divas have a +8 racial bonus on Perform (sing) checks. Otherwise same as the base creature.

Feats: As base creature.

Environment: Any, usually same as base creature.

Organization: Solitary, pair or company (3-5)

Challenge Rating: Same as the base creature +2.

Treasure: Double standard.

Alignment: Always evil (any).

Advancement: By character class.

Level Adjustment: Same as the base creature +2.

Debby
This is awesome, and I'm keeping it. May I, as request 1143, ask for a pathfinder psionic version of this?

Secondly- I need a template. Basically, it should be a template that is basically Pherenic+++, and should include some fluff from the Eldritch Tapestry. The creatures from this template should roughly fit into the idea of a nightmare, and should be applicable to any creature, to make it more alien.

Submortimer
2015-07-23, 10:26 PM
R. 1142 I need a 5th edition war hulk subclass archetype path whatever it may be called bonus points for theming it after the band gwar. Should focus on damage and brutality.

C. 1142: Zylodrizzt, see if this ( http://www.giantitp.com/forums/showthread.php?426879-Fighter-Martial-Archetype-Brute&p=19514187#post19514187) does anything for you.

Debihuman
2015-07-24, 11:09 AM
This is awesome, and I'm keeping it. May I, as request 1143, ask for a pathfinder psionic version of this? Aside from it gaining the Psionic Subtype and swapping out spell-like abilities for psi-like abilities, I'm not sure what else would change.


Secondly- I need a template. Basically, it should be a template that is basically Pherenic+++, and should include some fluff from the Eldritch Tapestry. The creatures from this template should roughly fit into the idea of a nightmare, and should be applicable to any creature, to make it more alien.

This should be request 1144. Also probably not good for plants, constructs and undead and vermin. Cite books pease as not all of us are familiar with Eldritch Tapestry [Assuming you mean the supernatural ability of the War Weaver in Heroes of Battle]. . Is this also for Pathfinder? Exactly what fluff do you want? I'm not a big fan of mixing class abilities with templates. It should require you to have at least one level in War Weaver. Now if you know of an alternative way to gain this, I'm all ears.

EDIT: I changed the above template since regeneration requires a Constitution score. It's now Fast Healing 5. Note this is true for both 3.5 and Pathfinder.

Debby

Mcdt2
2015-08-18, 03:20 PM
H-hello? Is this thread on? Ah, good. Anyhow:

R1145: I'd like a 5th Edition druid subclass that makes pumping Strength a valid option. Conceptually, it's for Eberron, especially for (Half-)Orcs, since the existing subclasses don't play well with Str-based characters, and the Strength boost feels wasted otherwise.

JNAProductions
2015-08-18, 10:38 PM
C1145

Circle of the Fist!

Strength of the Wilds-At second level when you pick this circle, you may use your Strength modifier in place of your Wisdom modifier for spellcasting.

Channeling Punch-Starting at sixth level, you may channel magic through your fists. When you hit with an unarmed strike, you may channel a spell as a bonus action. The spell must normally require an attack roll, have a single target, and have a casting time of one action. The spell automatically hits.

In addition, your unarmed attacks now deal base 1d4 bludgeoning damage instead of 1.

Nature's Toughness-You gain one additional hit point per Druid level you have. In addition, your unarmed strikes now deal 1d6 damage.

Skin of Ironwood-Beginning at fourteenth level, your unarmed strikes now deal 1d8 damage. In addition, you gain resistance to non-magical bludgeoning, slashing, and piercing damage.

Mcdt2
2015-08-19, 05:07 PM
C1145

Circle of the Fist!

Strength of the Wilds-At second level when you pick this circle, you may use your Strength modifier in place of your Wisdom modifier for spellcasting.

Channeling Punch-Starting at sixth level, you may channel magic through your fists. When you hit with an unarmed strike, you may channel a spell as a bonus action. The spell must normally require an attack roll, have a single target, and have a casting time of one action. The spell automatically hits.

In addition, your unarmed attacks now deal base 1d4 bludgeoning damage instead of 1.

Nature's Toughness-You gain one additional hit point per Druid level you have. In addition, your unarmed strikes now deal 1d6 damage.

Skin of Ironwood-Beginning at fourteenth level, your unarmed strikes now deal 1d8 damage. In addition, you gain resistance to non-magical bludgeoning, slashing, and piercing damage.

Not sure how much of a fan I am of casting from a physical stat, but otherwise I like it! Makes me think of the old "Fist of the Forest" prestige class.

Debatra
2015-08-21, 09:57 PM
R 1146 I need some ideas for a 3rd-level Aura for a 3.5e Paladin variant that focuses more on Law than Good.

spikeof2010
2015-08-25, 12:08 PM
R 1147
Id like an archetype for the Alchemist that turns them into a mad scientist splicer type deal.

bloodshed343
2015-08-25, 01:29 PM
R1148-1150

I need the following for a campaign I'm working on:

A spirit pact warlock that fights by capturing spirits and binding them to his body like armor. Had some ideas about a voodoo-curse style ability and a spirit point thing, but I'm not sold on it.

An elemental sorcerer bloodline.

Stat blocks for CR 1/4 Least x Elementals that can be animated with the Animate Elements spell, as well as for CR 0 Minor Spirits of [Spring, Summer, Autumn, Fall] to serve as familiars.

Edit: Fifth Edition

The Vagabond
2015-08-25, 05:35 PM
R 1151:

May I have Duct Tape statted out in Pathfinder?

Jormengand
2015-08-25, 05:37 PM
C1151 Actual Duct Tape, or a magic item with passing resemblance to, and the myths associated with, it? The former can just cost 1 CP a roll and do, well, what duct tape does.

The Vagabond
2015-08-25, 05:40 PM
C1151 Actual Duct Tape, or a magic item with passing resemblance to, and the myths associated with, it? The former can just cost 1 CP a roll and do, well, what duct tape does.
Either will do, but with the veraity that Duct Tape can do, I'm not entirely sure what to do with it. Like- Look at this video. (https://youtu.be/As10jr1Vvj0)

Though, having a magic item that functions like duct tape does in all the myths associated with it would be really awesome.

Jormengand
2015-08-25, 07:00 PM
H1151 Duct Tape, Roll 1CP

Duct tape comes on a roll 180 feet in length and 3 inches wide. Duct tape has only 1 hit point per foot and hardness 10. Slashing weapons bypass its hardness as though the hardness were DR/slashing. Fire damage which doesn't directly destroy duct tape sets it alight: it takes no damage from this (because the 1d6 points of nonmagical fire damage are not enough to bypass its hardness) but is consumed at a rate of 1 foot/hour even if it is only burned in one place (of course, burning both ends will double this time)

Duct tape is very sticky on one side. This side can be used to bind objects together. The duct tape is only sticky enough that light objects can be placed underneath a "Bridge" of duct tape and have the stickiness defeat gravity, and indeed any object large enough to have a listed weight at all can't be held up in this way. However, each piece of duct tape (assuming it is at least 3 inches in each dimension) can actually hold up half a pound of material (smaller - in either dimension - pieces can hold up proportionally less, but longer or, by whatever means, thicker pieces cannot). Therefore, a single roll can potentially create a foot-long bridge that can probably actually be stood on by an unarmoured human. To increase their strength, lengths of tape can be placed alongside each other (as long as the object's weight actually spreads meaningfully to the piece of tape) or they can be overlapped, or even crossed over each other perpendicularly or diagonally.

Duct tape can be used as a restraint. It does not take any check to tear a piece across its length, but to pull it off a surface needs a DC 10 strength check if you can use your hands meaningfully, DC 15 if you can't, but can use your feet (assuming flexible, humanlike feet) meaningfully, DC 20 if you must resort to using your arms or legs meaningfully, and DC 30 if you can't use any of these and are simply trying to struggle off a wall to which your entire body is bound. Duct tape placed over a closed mouth will keep it closed until pulled off (Attempts to open one's mouth and tear it apart require a DC 30 check), but duct tape placed on an open mouth will only prevent actual speech, and mumblings can still be emitted. The former prevents speech, and disallows the speaking of verbal components. The latter allows speech which can be decyphered with a DC 15 listen check for simple words up to a DC 30 check for long sentences. Most verbal components are ruined, but for truespeak uses, there is only a 20% chance of failure (see The Universe Hears Just Fine, Tome of Magic P233). Due to the increased options available to a character who does this, they may wish to take a sleight of mouth hand check (spot opposes) to open their mouth a little.

Duct Tape can be made into any object that one might wish to make out of strips of strong, sticky material. It can be used to patch holes and is essentially waterproof (though if the sticky side makes contact with water, it immediately loses its ability to stick things down). Boats have been created almost entirely of duct tape before, and there is no reason one shouldn't do this. Making armour or shields out of duct tape is possible, but the best you can manage is a light shield or a set of hide-equivalent armour, doing so takes 4 hours, an entire roll, and a DC 10 craft check for the shield and 40 hours, 10 entire rolls, and a DC 30 check for the armour, and even if you do take this monumental task upon yourself, a critical hit scored against you (even if you are immune yourself) will destroy the armour, and any hit deflected solely by virtue of the shield will strike it (While its combined constituents have 180 hit points, it can only take 10 points of damage before the eleventh renders it useless).

While still on its roll, duct tape loses its stick in a matter of years, but if exposed to air, it lasts just 3d6 days. When stuck down to something, after that many weeks (as many as there were days remaining, that is) it will become unable to be stuck to another or even the same object if pulled off. It takes four times that length of time to lose its stick altogether, though. Unless done repeatedly, puttings-on and takings-off don't contribute meaningfully to this.

The roll itself has hardness 10 (which is not ignored in the same way as the tape's) and 10 hit points.

enderlord99
2015-09-02, 01:39 PM
R#1152

I would like a powerful undead creature called a "Pactborne Master" that requires two preexisting undead to create, both of which must:


be intelligent
be corporeal
be able to cast Create Greater Undead as an Arcane spell, with a caster level of at least 21 in the relevant class


One of the two preexisting undead creatures is used in place of a corpse for the purpose of creating this thing; they must be either helpless or willing. The other preexisting undead creature expends thirteen uses (in the form of either prepared spells or spell slots of sufficient level) of Create Greater Undead in a special, highly-complex ritual. In essentially all cases, the ritual is then repeated with the participants switching places, so that they both become Pactborne Masters.

The thing should be really impressive and flashy, but should also legitimately be as strong as it seems at first glance; the sort of thing that makes you reread the statblock multiple times and still be impressed.


C#(all of them) The "important threads" thread still links to page 14 of the previous thread, for some reason.

Vrock_Summoner
2015-09-06, 03:32 PM
R1153

Pretty simple one, here. I'm trying to convert the spellcasting base classes of D&D 3.5e to Incarnum, with Wizard and Cleric having majorly shortened and Incarnum-focused spell lists and Ranger and Bard getting shifted to Incarnum. It's the latter part that I'm looking for help on, specifically, I was looking for a Soulmeld version of Bardic Music.

Debihuman
2015-09-07, 08:01 PM
R#1152
I would like a powerful undead creature called a "Pactborne Master" that requires two preexisting undead to create.

C. 1152

Would an undead with this class suffice? See: http://www.giantitp.com/forums/showsinglepost.php?p=14516364&postcount=8

This appears to be an epic level creature. CL 21 seems a bit excessive. Create greater undead can be cast by level 15. What CR are you aiming for?

The problem I have with this is the requirement that it requires 2 undead creatures to create. The corpse of an undead creature could be resurrected, so I would suggest that creating this would be an evil act. Did you have any particular creatures in mind?

Debby

enderlord99
2015-09-07, 08:37 PM
C. 1152
Would an undead with this class suffice? See: http://www.giantitp.com/forums/showsinglepost.php?p=14516364&postcount=8
No; the name is based on the fact that most beings trying to become one need to trust their partner who is performing the ritual on them a lot, to the point that they often form pacts with one another to, essentially, not make a "mistake" in the ritual and destroy them instead of empowering them. It does not (usually) involve pacts with extra-dimensional forces.

EDIT: Well, besides the one that contains the instructions for the ritual, but there aren't any new ones formed, nor is the old one directly involved.

This appears to be an epic level creature.
Indeed. Is there something wrong with that?

CL 21 seems a bit excessive. Create greater undead can be cast by level 15. What CR are you aiming for?
I actually wanted a template to be applied to an undead creature that meets the (very heavy) prerequisites (some of which were mentioned in the request, but others can be added if the person making it wants to.) It should have a high CR adjustment, though I'm not sure how high. Anywhere from +5 to +10, I guess.

The problem I have with this is the requirement that it requires 2 undead creatures to create. The corpse of an undead creature could be resurrected, so I would suggest that creating this would be an evil act. Did you have any particular creatures in mind?
You seem to be misunderstanding. This doesn't destroy them both, or combine them, or anything like that; it merely requires one powerful (read: Epic) undead spellcaster to be the subject of a ritual (outlined very briefly in the request) that can only be performed by another (equally powerful) undead spellcaster (both typically being liches, though other types are possible.) That said, the ritual is so blasphemous that merely knowing how the details would melt the brain of a living creature out through their ears and tear their soul into several pieces (hence why only another undead can perform it) so heck yes it's an Evil act!

Michael7123
2015-09-07, 08:42 PM
R.1154

5th edition needs inevitables, or other LN outsiders besides the mordons, preferably with a higher CR.

khadgar567
2015-09-08, 04:10 AM
R.1155
can any one make D&D equivalent of shadowruns second skin (http://denver.wikidot.com/info:gear-armor-zoe)armor( both 5e and 3.5e)

Afgncaap5
2015-09-09, 05:48 PM
R 1156

Would someone be willing to homebrew a Cleric domain for "The Wild Hunt" that elves, gnomes, or fairies might take if they're supporting the impending return of the most joyous of parties? (The Hunt has four harbingers, and they're basically the four horsemen of the Apocalypse: Life/Death, Feast/Famine, Merriment/War, and Health-Freedom/Pestilence-Conquest. I might like one for each of those people, but I don't think that'd actually be warranted.)

Debihuman
2015-09-09, 11:29 PM
C. 1152

Gonna pass on this one. I have no idea what the purpose of the ritual is and I don't particularly like making epic creatures. Good luck.

Debihuman
2015-09-09, 11:31 PM
C. 1156

I was keen until you combined the 4 horsemen of the apocalypse with the Wild Hunt. They are not the same.

Zaydos
2015-09-09, 11:41 PM
C. 1156: You also might want to say which edition you want the domain for.

Ointhedwarf
2015-09-11, 07:00 AM
R 1157

Hello! I would like a 3.5 Flame Atronach (Elder scrolls setting). I'm not very sure about the CR, ideally I would like at least a lesser version of it to be summonable so I suppose that restricts it a lot. But let's say CR 5.
It levitates a few feat over the ground. It is a fire elemental (fire immunity, cold weakness). It's main output of damage is a small firebolt. It deals damage to it's melee attackers aaand, it explodes on death.
It can probably also attack in melee with claws or something but that's it's last resort.


This is optional but I'm thinking of a melee variant (male atronachs). This one doesn't levitate but throws proper exploding fireballs. In close proximity it conjures fire weapons (shortly before hitting for example). It's Cr should be higher.

Prince Zahn
2015-09-11, 09:52 AM
R1158

Hi, I like The School of Transmutation Wizard tradition in 5E D&D, but not Polymorph spells, which the Tradition kind of forces upon me when I reach 10th level. Could I ask for a variant 10th level feature for this wizard Tradition that does not involve Polymorph?

Thank you very much in advance!

Debihuman
2015-09-12, 10:50 AM
R 1146 I need some ideas for a 3rd-level Aura for a 3.5e Paladin variant that focuses more on Law than Good.

C. 1146

You might want to look at variant Paladins and also Paladin archetypes from Pathfinder for inspiration, swapping out aura of good for aura of law like a justicar.

Afgncaap5
2015-09-12, 01:55 PM
C. 1156


C. 1156: You also might want to say which edition you want the domain for.

Ah! True. My apologies. It's for D&D 3.5.


C. 1156

I was keen until you combined the 4 horsemen of the apocalypse with the Wild Hunt. They are not the same.

Yes, this is a matter of contention among the fair folk in my campaign world. The previous time the Wild Hunt moved through the mortal planes, humans associated what was happening with the Four Horsemen and mixed the legends. There's a comparison (four miraculous horse-riding beings who are causing havoc for the mortals), but the actual Four Horsemen will be saved for a much later reveal. The harbingers of the Wild Hunt merely have a number of striking coincidental comparisons.

Debatra
2015-09-12, 02:18 PM
C. 1146

You might want to look at variant Paladins and also Paladin archetypes from Pathfinder for inspiration, swapping out aura of good for aura of law like a justicar.

C 1146 - I said the 3rd-level Aura, like the core Paladin has Courage.

Zaydos
2015-09-12, 08:40 PM
H156
Does this work? Focused more on the Wild Hunt itself than the celebrations after so that might be a problem.

Wild Hunt Domain

Domain Power: You gain the Track feat as a bonus feat. Add Survival to your list of Cleric skills.

Domain Spells

Aspect of the WolfSpC
Regal ProcessionSpC
Phantom Steed
Locate Creature
Commune with Nature
Heroes' Feast
Control Weather
Animal Shapes
Storm of Vengeance


Aspect of the Wolf and Animal Shapes is there becuase in some versions I've heard the hounds and horses of the Hunt are shapeshifted fay/lost souls/captured people. Regal Procession lets you summon a bunch of horses and I dropped a level because it's not that good. Phantom Steed lets you get a horse that runs on fog and the sky, making it really the steed of the Hunt. Locate Creature helps you find your prey. Commune with Nature tells you about the terrain you're hunting in. Heroes' Feast was because of the celebration aspect since you mentioned it in particular. Control Weather and Storm of Vengeance is because most of the time I've seen the Wild Hunt it gets associated with storms.

Debihuman
2015-09-13, 03:51 PM
C 1146
Sorry I meant courage.

Oathmark could just as easily be swapped for aura of courage. http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/justiciar

H.1155
Masterwork outfit then add mage armor and permanency which will give you +4 bonus and costs more than a ring of protection. +32,000 gp for the +4 bonus, and then you add the cost for a masterwork outfit (varies) and the cost of the permanency spell. CL is 9 minimum for the permanency and it's a level 5 spell so 90,000 gp for the spell. It's stupid expensive. You are better off with a ring of protection as it would be cheaper. Note I didn't include the cost of the mage armor spell since that's assumed by the +4 bonus, a savings of 18,000 gp. Also note that this is marginally better armor since it is force and thus blocks incorporeal attacks.

Debby

Afgncaap5
2015-09-16, 07:03 PM
H156
Does this work? Focused more on the Wild Hunt itself than the celebrations after so that might be a problem.

Wild Hunt Domain

Domain Power: You gain the Track feat as a bonus feat. Add Survival to your list of Cleric skills.

Domain Spells

Aspect of the WolfSpC
Regal ProcessionSpC
Phantom Steed
Locate Creature
Commune with Nature
Heroes' Feast
Control Weather
Animal Shapes
Storm of Vengeance


Aspect of the Wolf and Animal Shapes is there becuase in some versions I've heard the hounds and horses of the Hunt are shapeshifted fay/lost souls/captured people. Regal Procession lets you summon a bunch of horses and I dropped a level because it's not that good. Phantom Steed lets you get a horse that runs on fog and the sky, making it really the steed of the Hunt. Locate Creature helps you find your prey. Commune with Nature tells you about the terrain you're hunting in. Heroes' Feast was because of the celebration aspect since you mentioned it in particular. Control Weather and Storm of Vengeance is because most of the time I've seen the Wild Hunt it gets associated with storms.

C1156 Awesome! Thanks.

spikeof2010
2015-09-16, 09:00 PM
R1159

I request 3 creatures, well, 3 variants of one creature. The base creature is a little spider robot that I'd estimate is a size tiny? Think Skyrim spider bots with 4 legs. The two variants I'd like are one with a gun on top and one with a siren on top of that.

Debihuman
2015-09-16, 09:52 PM
C.1159 Which edition do you want this for?

manny2510
2015-09-16, 11:17 PM
R. 1160 I need a 1d100 table for diseases for a 5th-9th level party in the jungle, as well as a 1d100 table for exploration mishaps, and a 1d100 table for lucky events. Basically Oregon trail for 5e D&D. 1 should be low in significance, 100 should be highest. Mechanics not needed, just need something I can work with.

Jormengand
2015-09-17, 11:19 AM
R1159

I request 3 creatures, well, 3 variants of one creature. The base creature is a little spider robot that I'd estimate is a size tiny? Think Skyrim spider bots with 4 legs. The two variants I'd like are one with a gun on top and one with a siren on top of that.

C1159

If you're in 3.5, try the Inventor's Hound Robot (http://www.giantitp.com/forums/showthread.php?441142-Base-Class-Contest-XXX-A-Study-in-Beige&p=19805952#post19805952):

Hound Robot
Level: Rob 1
Invention Points: 4
Construction time: 1 hour 30 minutes
Slot: Chassis
Sustains: Mouth 1, Back 1

This robotic dog is too small to ride, but serves willingly and well. Sometimes, they are created in the forms of other animals, such as cats or even spiders or lizards.

Size/Type: Small construct.
Hit Dice: 1/2 d10 + 10 (12 hp)
Initiative: +1
Speed: 40 feet (8 squares)
Armor Class: 14 (+1 dex +2 natural +1 size) touch 12 flat-footed 13
Base Attack/Grapple: +0/-1
Attack: Claw +0 melee (1d2-1)
Full Attack: 2 claws +0 melee (1d2-1)
Space/Reach: 5 ft/5 ft
Special Attacks: None
Special Qualities: Construct Traits
Saves: For +0 Ref +1 Will -5
Abilities: Str 8 Dex 12 Con - Int - Wis 1 Cha 1

You may want to give it a Bite:

Bite
Level: Rob 1
Invention Points: 1
Construction time: 20 minutes
Slot: Mouth
Sustains: -
These teeth are strong enough to allow the creature to bite things in combat.

The creature gains a bite as appropriate for its size.

One of the possible additions is a siren:

Siren
Level: Rob 1
Invention Points: 1
Construction time: 5 minutes
Slot: Back 1
Sustains: -
This siren makes a loud noise when fired.

The robot can fire the siren to make a loud noise at a volume equivalent to about four hollering humans, and/or a series of light flashes equivalent to a bright but flickering fire, as a swift action. The robot can change whether the machine produces light, sound, neither or both as a swift action.

And you can cheat, and put a Blaster on the other one's back (even though it ought to take up a weapon slot):


Blaster
Level: Rob 1
Invention Points: 1
Construction time: 20 minutes
Slot: Weapon
Sustains: -
This part fires blasts of energy at enemies.

The blaster is a ranged piercing weapon that deals 1d4 damage and has a range increment of 20 feet. It never runs out of ammunition.

(Though it will only actually deal 1d3 damage when small - if you want to de-size it to tiny, you'll have to change it a bit more.)

ngilop
2015-09-17, 05:50 PM
R1161

Hey guys, I was just looking over my homebrewed classes for my campaign world and I discovered something. when looking at my Witch Doctor (http://www.giantitp.com/forums/showthread.php?244811-Witch-Doctor-please-critique) ( I have them all printed out :smallsmile:) I have ZERO abilities past level 10 :smallfrown:

I am in need of few thematically appropriate abilities. Im looking at maybe 13th, 16th, and a cool capstone at 20th.


Id like them to be level appropriate as well. So no like 1/day 2nd level spell at 14th level for example

spikeof2010
2015-09-17, 10:42 PM
C1159

Should state that it's for PF

Debihuman
2015-09-18, 02:13 PM
C1159
Should state that it's for PF

C. 1159

There is already an arachnid robot. See here:
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/robot/robot-arachnid.

Reduce size to Tiny if you want, though I don't really recommend it. Tiny creatures are just too weak because its claw attacks would be 1d2-1.

For the Small robot: Adding a Bite that does 1d2-1 points of damage probably has no effect on the CR. Adding the gun would increase CR to 1. This gives it the ability to shoot a bullet at 30 foot range. This would be the same as the type of firearm used (sized for a Small creature). Add siren (can't be stealthy w/siren). Siren would be like alarm spell as spell-like ability usable at least once a day and possibly 3 times a day if you want. It's not worth adding to CR.

Debby

Jormengand
2015-09-18, 03:40 PM
C1159 My previous suggestion works for PF, too.

Prince Zahn
2015-09-18, 05:29 PM
This seems to have gone lost in the filing cabinet:

R1158

Hi, I like The School of Transmutation Wizard tradition in 5E D&D, but not Polymorph spells, which the Tradition kind of forces upon me when I reach 10th level. Could I ask for a variant 10th level feature for this wizard Tradition that does not involve Polymorph?

Thank you very much in advance!

I would be happy with a different sort of boost, or some other body modification in it's place, I just don't want to use Polymorph with my transmuter.

Zaydos
2015-09-18, 06:21 PM
This seems to have gone lost in the filing cabinet:


I would be happy with a different sort of boost, or some other body modification in it's place, I just don't want to use Polymorph with my transmuter.

C1158 Not particularly well versed in 5e but would something like an ability that let you shift your body (as a minor action) to gain advantage on one of Strength (Athletics), Dexterity (Acrobatics), or Dexterity (Stealth) as long as you do not have a concentration spell active function?

Prince Zahn
2015-09-19, 03:20 AM
C1158 Not particularly well versed in 5e but would something like an ability that let you shift your body (as a minor action) to gain advantage on one of Strength (Athletics), Dexterity (Acrobatics), or Dexterity (Stealth) as long as you do not have a concentration spell active function?
C1158
I could see that happening, those are valuable skills when you need them. Though I'm not sure if it would need a little more variety. At that level, if it relies on concentration it should be worthy of limiting your concentration, right?
I do think it's on the right track, though.

Debihuman
2015-09-19, 07:47 AM
C 1161

Hex is missing from several levels as well. It should be Hex +2 at 4th level, Hex +3 at 8th level, Hex +4 at 12th level, etc. You should show everything in the chart.

What is a terror effect (from Fear spell)? If this is 5e, I'm not familiar with it.

Debby

ngilop
2015-09-19, 07:02 PM
C 1161

Hex is missing from several levels as well. It should be Hex +2 at 4th level, Hex +3 at 8th level, Hex +4 at 12th level, etc. You should show everything in the chart.

What is a terror effect (from Fear spell)? If this is 5e, I'm not familiar with it.

Debby


C1161 A terror effect is rather simple to explain and a carry over from 2nd ed. To sum it up its a Fear that most creatures immune to fear effects still are affected by. Barring such as mindless undead and constructs and other various creatures specifically immune to terror effects.

spikeof2010
2015-09-20, 01:52 AM
R1162

I'd like an Archetype for Druids that let them be able to be an item crafter, with a bit of a nature taste to them. Replace whatever you feel is necessary, just keep the 1st-9th spells in tact.

zylodrizzt
2015-09-20, 09:49 AM
R.1163 5th edition spell. I would like a spell similar to mage hand but lasts hours instead of a min. It should still be fairly low level. It should basically allow something that doesn't have any hands to be able to do anything that real hands do maybe with added benefits or allows something with hands do slightly more. I would prefer it stay 1st level.

Xaotiq1
2015-09-22, 03:28 PM
R. 1164

I am seeking help with a "Word" domain. The granted power would add Truespeak as a class skill and some other ability like Skill Focus Truepeak, spend X turn attempts to gain +X to truepeak checks involving good or evil outsiders (based on whether you turn or rebuke undead), or maybe a free minor utterance; not sure there.

The spells don't need to involve truenaming, nor should they just be the various Power Word, X spells. That seems lazy to me, but I can't think of anything better. Any help?? :biggrin:

Jormengand
2015-09-22, 03:49 PM
H1164

Word Domain

Granted power: Add Bluff (Cha), Intimidate (Cha), Perform (Oratory) (Cha), Perform (Sing) (Cha), Truespeak (Int) to the cleric's class skill list.

1st: Charm Person
2nd: Magic Mouth
3rd: Tongues
4th: Warp Truename (ToM)
5th: Sending
6th: Suggestion, Mass
7th: Power Word: Blind
8th: Power Word: Stun
9th: Power Word: Kill

Truename Subdomain

Granted Power: Only truespeak is added to the class skill list, but you can spend a turn undead use to use a truespeak check in place on one of the other listed skills.

2nd: Horror of the Spoken Name (ToM)
3rd: Bane of the Archrival (ToM)
8th: Ritual of Renaming (ToM)
9th: Unname (ToM)

Word Archon Subdomain

Granted Power: Only truespeak is added to the class skill list, but you can use a turn undead use to use a truespeak check in place of one of the other listed skills when dealing with outsiders. You can turn devils the same way that you turn undead. You get a +4 bonus on turning checks against logokron devils.

2nd: Horror of the Spoken Name (ToM)
3rd: Bane of the Archrival (ToM)
5th: Planar Ally (Word Archons only)
8th: Ritual of Renaming (ToM)
9th: Unname (ToM)

Zaydos
2015-09-22, 03:49 PM
H. 1164

Might be a little too heavy in the Power Word department but, homebrew from about 8 years ago I choose you, with some updates (partially because it had 4 power word spells, now it has 1):

Word Domain:
Granted Power: You gain a +2 bonus on Diplomacy and Bluff checks. Speak Language is a Cleric class skill for you. Truespeak is a Cleric class skill for you. You gain Skill Focus (Truespeak) as a bonus feat.
1st: Command
2nd: True Prayer of the FaithfulToM
3rd: Suggestion
4th: True Prayer of the ChosenToM
5th: Greater Command
6th: Mass Suggestion
7th: Word of Balance (SC)/Holy Word/Word of Chaos/Blasphemy/Dictum (as per alignment only TN gets Word of Balance)
8th: Power Word Stun
9th: UnnameToM

Xaotiq1
2015-09-22, 04:01 PM
H. 1164

Might be a little too heavy in the Power Word department but, homebrew from about 8 years ago I choose you, with some updates (partially because it had 4 power word spells, now it has 1):

Word Domain:
Granted Power: You gain a +2 bonus on Diplomacy and Bluff checks. Speak Language is a Cleric class skill for you. Truespeak is a Cleric class skill for you. You gain Skill Focus (Truespeak) as a bonus feat.
1st: Command
2nd: True Prayer of the FaithfulToM
3rd: Suggestion
4th: True Prayer of the ChosenToM
5th: Greater Command
6th: Mass Suggestion
7th: Word of Balance (SC)/Holy Word/Word of Chaos/Blasphemy/Dictum (as per alignment only TN gets Word of Balance)
8th: Power Word Stun
9th: UnnameToM

And thank you, Zaydos! I've got a player who's totally hooked on Tome of Magic right now.

Jormengand
2015-09-22, 04:03 PM
And thank you, Zaydos! I've got a player who's totally hooked on Tome of Magic right now.

I've also just finished my take on it, too, so check that out.

Xaotiq1
2015-09-22, 04:44 PM
I've also just finished my take on it, too, so check that out.

Oooh. You know, it's his character. I'll get him the details and let him decide. Heck, we might just gestalt these. Thanks Y'all!

manny2510
2015-09-23, 01:40 AM
R1165 You know how LOTR has those orcs with wicked metal plates and prosthetics? I need mechanics behind giving them life from lethal head wounds and evisceration. A normal orc in a workshop should be able to do this with 10 gp in scrap metal, while they may spend as much as 500 gp in scrap to integrate platemail. 5th edition D&D.

unseenmage
2015-09-23, 11:54 AM
R1166

Would anyone mind tackling these three ideas? preferred system is Pathfinder but 3.x works just as well.


Animate Spell
Sor/Wiz 7
Animate Objects meets Dispel Magic
Can be used like Dispel Magic to animate spells of any duration as they are being cast.
Or it can be cast on ongoing magical effects that do not have a Permanent or Instantaneous duration.
Creates a Construct identical to a Crawling Tattoo (http://www.d20srd.org/srd/psionic/items/universalItems.htm#crawlingTattoos) except varying size categories like Animate Objects. The new construct's size would be based on the original spell’s Spell Level if used on a spell being cast and based on the size of the effect (or the size of the object or creature that effect occupies) if used on an ongoing spell.
Just like Animate Objects it can be made permanent with the Permanency spell.
Ongoing magical effects that are affecting a subject creature or object cease as the magics contained within now have physical form.

Incarnate Spell
Sor/Wiz 9
Living Spells meet Incarnate Construct
Applies the Living Spell template. Works like the above Animate Spell for targeting.

Incarnate Object
Sor/Wiz 9
Animate Objects meets Incarnate Construct
Target: Any one non-magical non-consumable item, object, or mass of material that has been in use by sentient creatures for 100 years or more.
Duration 1 year
Turns one nonmagical mundane item, object, or mass of material (as per 3.0 Animate Objects) into a living humanoid person. Much like Incarnate Construct.
When the duration is up the newly created creature dies.
Target cannot be a consumable item that is destroyed when it is used up such as food or ink or paint. Though the containers for such items qualify for the spell.



Thanks for your time Homebrewers.

Xaotiq1
2015-09-23, 02:19 PM
R1167

I hate to seem greedy here; but my efforts on this one have been... unsatisfying to say the least. I'm looking for a 5 or 10 level PrC that plays up the tankier features of the Warlock: DRx/Cold Iron, Fiendish Resilience. Past attempts have included an Edlritch Shield ability that turns EB into a wall or Shield kind of effect, Armored Mage (Medium) and certain blast shape invocations as bonus invocations. Any assistance is greatly appreciated in advance!

C1165

If you have the access, Dungeon Magazine #91 has a "Half-Machine" template that most of what you're looking for.

manny2510
2015-09-23, 10:17 PM
C1165

If you have the access, Dungeon Magazine #91 has a "Half-Machine" template that most of what you're looking for.

I needed this for 5e, sorry.

khadgar567
2015-09-24, 02:10 AM
I needed this for 5e, sorry.

isn't there a conversion guide and the morons of the coast I think publish how to convert 3.5 contend to 5 in players handbook or blog text in the main site

ngilop
2015-10-03, 12:01 AM
R1161

Hey guys, I was just looking over my homebrewed classes for my campaign world and I discovered something. when looking at my Witch Doctor (http://www.giantitp.com/forums/showthread.php?244811-Witch-Doctor-please-critique) ( I have them all printed out :smallsmile:) I have ZERO abilities past level 10 :smallfrown:

I am in need of few thematically appropriate abilities. Im looking at maybe 13th, 16th, and a cool capstone at 20th.


Id like them to be level appropriate as well. So no like 1/day 2nd level spell at 14th level for example

C1161 still looking for this.

dspeyer
2015-10-18, 02:49 PM
H1167

Bloodwarlock

Some warlocks dig deep into their past, and find the beings that first granted them powers. They attach to them, and take on a more martial form.

Prerequisites:
Eldritch Blast +3d6
At least one Eldritch Essence Invocation
Eldritch Glaive Invocation
Powers must originate with either demons, devils or eladrin. Must know which it is, match its alignment, and speak its language.




LevelBABFortRefWillSpecialInvocationsEldritch Blast
10222Eldritch armor+0+0d6
21333DR 5/cold iron, Essense Specialization+1+1d6
32333Lesser patron form, Telepathy+1+1d6
43444Eldritch haft strike, Weaponlike glaive+1+2d6
53444Partial energy resistance, Increased Invocations+2+2d6
64555DR 10/cold iron, Summon Ally+2+3d6
75555Aligned Blast+2+3d6
86666Greater patron form+3+4d6
96666Full energy resistance+3+4d6
107777Increased Invocations+4+5d6

Hit die: d8
Skills: 4+int
Class Skills: Concentration, Knowledge(any), Listen, Search, Spellcraft, Spot, Use Magic Device
Additional Class Skills if demon-originated: Bluff, Disguise, Hide, Move Silently
Additional Class Skills if devil-originated: Climb, Diplomacy, Intimidate
Additional Class Skills if eladrin-originated: Craft (any), Diplomacy, Heal, Sense Motive


Eldritch armor: You can use some of your eldritch energies as armor. Each point used grants a +1 armor bonus to AC but decreases your blast damage by 1 die (to a minimum of 1). Also, so long as you have eldritch armor active, anyone who attacks you in melee (whether they hit or not) suffers the effects of one eldritch essence invocation you know. Changing the armor (either points or essence) is a standard action.

Essense Specialization: When you learn eldritch essence invocations, you learn them one level higher than you normally can (if you can normally learn dark invocations, this has no effect).

Lesser patron form: Once a day you can assume a form resembling your patrons. You gain a generally abyssal/infernal/celestial appearance, Natural Armor +2, and Fast Healing 5. This state lasts for up to 2 minutes.

Telepathy: Always active

Eldritch haft strike: You can use an eldritch glaive to attack creatures adjacent to you (or otherwise too close to attack with a reach weapon normally). When you do this, the damage is halved. This ability qualifies you as "threatening" these squares, for AoOs, flanking and similar abilities.

Weaponlike glaive: Your Eldritch Glaive is treated as a manufactured weapon when this is beneficial to you. For example, you can add your strength bonus to damage and use power attack.

Partial energy resistance: Gain resistances based on your patron:
Demon: 10 to electricity; 5 to acid, cold and fire; all effects of poison are halved
Devil: 10 to fire; 5 to acid and cold; all effects of poison are halved
Eladrin: 10 to acid and cold; 5 to electricity and fire; +2 on saves against poison


Increased Invocations: The level of invocations you can learn increases by one

Summon Ally: Once per day, you can summon a Babau (http://www.d20srd.org/srd/monsters/demon.htm#babau), Kyton (http://www.d20srd.org/srd/monsters/devil.htm#chainDevilKyton) or Bralani (http://www.d20srd.org/srd/monsters/bralani.htm) (as matches your patron). The creature remains for 10 minutes, and serves you as best it can.

Aligned Blast: When using eldritch blast (including as a glaive) against creatures that oppose your alignment on one axis, use d8s instead of d6s. If they oppose on both axes, or on one axis and it's a subtype, use d10s. If they oppose on both axes and it's a subtype, use d12s. (If your patrons are demons, this would be fighting a Brass Dragon, Gold Dragon or Eladrin, and Archon respectively.)

Greater patron form: When you invoke a patron form, the resulting natural armor is +4 and fast healing is 10. In addition, you may take on the exact appearance of any devil, demon or angel* (as appropriate) with no more hit dice than you. This grants you the creature's Strength, Dexterity, Constitution, Natural Weapons, and Movement Modes.

* Angel instead of Eladrin so that you can play it with SRD

Full energy resistance:Gain resistances based on your patron:
Demon: Immunity to electricity and poison; 10 to acid, cold and fire
Devil: Immunity to fire and poison; 10 to acid and cold
Eladrin: Immunity to acid and cold; 10 to electricity and fire; +4 on saves against poison

enderlord99
2015-11-05, 07:23 PM
R1168

I have the approximate fluff for a monster/NPC, but very little idea how to represent it.

He was a very intelligent troll. Not just smart by troll standards, he was a genius according to anyone he met, including more than a few human wizards. He was also paranoid: he knew that, someday, adventurers from a distant land would hear about a troll living near the nearby town, not knowing that the troll was not at all Evil (note: make this guy Lawful Neutral, please) and would hunt him down. They would hunt him, with fire and acid, and would misinterpret the townsfolk's requests not to attack him as merely warnings that he was powerful. They would continue to hunt him, with fire and acid, and would not stop until he was dead.

To prevent this, he replaced his own bones with an inactive robot, and wired it up so that, should he die, the robot would flee, and, once it was away from the misguided heroes, use a special technique he had learned (and taught the robot) that would allow him to return to life around that robot, good as new. He also had a trigger set up that, should the robot stop functioning, would animate it as if it were a statue, and flee further until it could repair the robot, which would then revive the troll.

EDIT: 3.5, I suppose.

Jormengand
2015-11-06, 02:32 PM
C1168 We'll need to know what edition we're talking, here.

jseah
2015-11-11, 12:13 PM
R1169 (not for a game)

I'm trying to think of a nice name for a 'unit of magic'. Where unit refers to the thing we call centimeters, seconds and joules. Simply calling it mp or mana is kinda boring...

Jormengand
2015-11-11, 12:28 PM
H1169: What about the name of the first person in the setting to measure magic, or someone who was famous for magic? Or you could measure it in joules, if it's magical energy. Or even volts, if it's like magical potential difference (There is more magical potential over here than the ambient amount of magical potential?) Or magical field strength in teslas? It depends what aspect of magic you're trying to measure.

Zaydos
2015-11-11, 12:32 PM
C1169:

Terry Pratchett went with Thaums which I always liked. Exalted goes with motes (of essence) and I think has a smaller more quantum scale value (which might be thaums).

Xaotiq1
2015-11-11, 01:13 PM
H1167

Bloodwarlock

Some warlocks dig deep into their past, and find the beings that first granted them powers. They attach to them, and take on a more martial form.

Prerequisites:
Eldritch Blast +3d6
At least one Eldritch Essence Invocation
Eldritch Glaive Invocation
Powers must originate with either demons, devils or eladrin. Must know which it is, match its alignment, and speak its language.




LevelBABFortRefWillSpecialInvocationsEldritch Blast
10222Eldritch armor+0+0d6
21333DR 5/cold iron, Essense Specialization+1+1d6
32333Lesser patron form, Telepathy+1+1d6
43444Eldritch haft strike, Weaponlike glaive+1+2d6
53444Partial energy resistance, Increased Invocations+2+2d6
64555DR 10/cold iron, Summon Ally+2+3d6
75555Aligned Blast+2+3d6
86666Greater patron form+3+4d6
96666Full energy resistance+3+4d6
107777Increased Invocations+4+5d6

Hit die: d8
Skills: 4+int
Class Skills: Concentration, Knowledge(any), Listen, Search, Spellcraft, Spot, Use Magic Device
Additional Class Skills if demon-originated: Bluff, Disguise, Hide, Move Silently
Additional Class Skills if devil-originated: Climb, Diplomacy, Intimidate
Additional Class Skills if eladrin-originated: Craft (any), Diplomacy, Heal, Sense Motive


Eldritch armor: You can use some of your eldritch energies as armor. Each point used grants a +1 armor bonus to AC but decreases your blast damage by 1 die (to a minimum of 1). Also, so long as you have eldritch armor active, anyone who attacks you in melee (whether they hit or not) suffers the effects of one eldritch essence invocation you know. Changing the armor (either points or essence) is a standard action.

Essense Specialization: When you learn eldritch essence invocations, you learn them one level higher than you normally can (if you can normally learn dark invocations, this has no effect).

Lesser patron form: Once a day you can assume a form resembling your patrons. You gain a generally abyssal/infernal/celestial appearance, Natural Armor +2, and Fast Healing 5. This state lasts for up to 2 minutes.

Telepathy: Always active

Eldritch haft strike: You can use an eldritch glaive to attack creatures adjacent to you (or otherwise too close to attack with a reach weapon normally). When you do this, the damage is halved. This ability qualifies you as "threatening" these squares, for AoOs, flanking and similar abilities.

Weaponlike glaive: Your Eldritch Glaive is treated as a manufactured weapon when this is beneficial to you. For example, you can add your strength bonus to damage and use power attack.

Partial energy resistance: Gain resistances based on your patron:
Demon: 10 to electricity; 5 to acid, cold and fire; all effects of poison are halved
Devil: 10 to fire; 5 to acid and cold; all effects of poison are halved
Eladrin: 10 to acid and cold; 5 to electricity and fire; +2 on saves against poison


Increased Invocations: The level of invocations you can learn increases by one

Summon Ally: Once per day, you can summon a Babau (http://www.d20srd.org/srd/monsters/demon.htm#babau), Kyton (http://www.d20srd.org/srd/monsters/devil.htm#chainDevilKyton) or Bralani (http://www.d20srd.org/srd/monsters/bralani.htm) (as matches your patron). The creature remains for 10 minutes, and serves you as best it can.

Aligned Blast: When using eldritch blast (including as a glaive) against creatures that oppose your alignment on one axis, use d8s instead of d6s. If they oppose on both axes, or on one axis and it's a subtype, use d10s. If they oppose on both axes and it's a subtype, use d12s. (If your patrons are demons, this would be fighting a Brass Dragon, Gold Dragon or Eladrin, and Archon respectively.)

Greater patron form: When you invoke a patron form, the resulting natural armor is +4 and fast healing is 10. In addition, you may take on the exact appearance of any devil, demon or angel* (as appropriate) with no more hit dice than you. This grants you the creature's Strength, Dexterity, Constitution, Natural Weapons, and Movement Modes.

* Angel instead of Eladrin so that you can play it with SRD

Full energy resistance:Gain resistances based on your patron:
Demon: Immunity to electricity and poison; 10 to acid, cold and fire
Devil: Immunity to fire and poison; 10 to acid and cold
Eladrin: Immunity to acid and cold; 10 to electricity and fire; +4 on saves against poison


Thank you! This looks excellent.

ngilop
2015-11-24, 12:13 PM
R1170

Hey guys and girls,
I am trying to create a cavalier specialization for my 3rd fighter fix (http://www.giantitp.com/forums/showthread.php?424466-My-Third-Fighter-fix-trying-something-new) while coming up with relevant class abilities are somewhat difficult, my biggest issue right now is giving a mount progression.

Well I guess progression is not the term I am looking for, but in short I mean what mounts you can get at certain levels and what effective penalty to your level stronger mounts should get, this is what I have so far, I realize that I do not have any flying mounts so far, but my initial thinking is make them equal to a land based mount +1, so like a hippogriff would be a -3 since to me flying is that much of a game changer.
Id like some help in rounding out this list, and lettingme know if my numbers are decent so far?
Light Warhorse | -
Heavy Warhorse | -
Warpony | -
Riding Dog | -
Monitor Lizard | -
Dire Weasel | -
Mule | -
Dire Badger/Wolverine | -
Bison | -2
Bear, black | -2
Boar | -2
Dire Boar | -3
Lion | -3
Tiger | -4
Rhinoceros | -6
Bear, brown | -6
Dire Lion | -6
Dire Boar | -6
Dire Wolf | -6
Dire Lion | -9
Elephant | -12
Dire Bear | -12
Dire Tiger | -15

Jormengand
2015-11-28, 04:30 AM
C1170 Try comparing the Druid's animal companion.

JonathonWilder
2015-12-12, 12:41 PM
R1171
A Cleric archetype that is more specialized on domains and less on combat, in many ways akin to the specialty priests of 2nd Edition AD&D, perhaps by having access to a much smaller base list of spells and having casting mostly made up of domain spells.

Jormengand
2015-12-12, 03:01 PM
C1171 Gonna need an edition on this.

JonathonWilder
2015-12-12, 04:04 PM
C1171 Gonna need an edition on this.
R1171
I apologize for forgetting that detail, it would be for Pathfinder.

Edit: Though given how I was asking for a 'Cleric archetype', this should perhaps have been strongly implied.

Debihuman
2015-12-13, 09:55 AM
C 1168

So essentially this is a standard troll with metal bones (which would corrode if acid were used on it). Here's my suggestion. This troll should be a troll wizard with a lot more Intelligence than your usual troll so he can cast contingency that sets into motion the resurrection should he die.

This is a troll with access to a LOT of money (making metal bones shouldn't be cheap) and exchanging them with its own bones should be a long and rather painful process). Basically, you are looking at a troll with 11 levels of wizard and Intelligence 16. This is a CR 16 creature.

Debby

Debihuman
2015-12-13, 10:15 AM
C 1161 still looking for this.
Sorry that I have absolutely nothing for you. When I think of a witch doctor I think of shrunken heads and love potions. Spellcasters don't need extra goodies, they have enough oomph from casting spells. I'd say it's complete as is.

Next request will be R 1172 (in case people were confused).

FYI please read first post in this thread as R tags are for initial requests and everything else is either C or H. It makes it a lot easier to follow the threads when multiple are active.

Debby

WMO?
2015-12-14, 03:06 AM
R1172

Making a request for a 5th Edition feat. I need help making sure it is balanced to the other feats, and coming up with a good name. Here is the basic idea:

[Feat Name]
When you take the Disengage action, you may use your Bonus Action to make a melee weapon attack with a finesse weapon you are wielding.

Prince Zahn
2015-12-17, 11:40 AM
R1173
A monster for my Pathfinder game, it is essentially a moving stone statue comparable thematically to a gargoyle, but in a shark's form, it will need a swim speed as such, no flying. it would be nice if it could catch a target with it's jaws as part of a bite, but it's not a deal breaker. The ideal CR would be approximately 5 or 6. If you someone could write a piece on advancement for future tweaking that would be gravy but optional.

Prince Zahn
2015-12-17, 11:41 AM
C1172
How about the name "Craven"? :smalltongue:

unseenmage
2015-12-17, 12:09 PM
R1173
A monster for my Pathfinder game, it is essentially a moving stone statue comparable thematically to a gargoyle, but in a shark's form, it will need a swim speed as such, no flying. it would be nice if it could catch a target with it's jaws as part of a bite, but it's not a deal breaker. The ideal CR would be approximately 5 or 6. If you someone could write a piece on advancement for future tweaking that would be gravy but optional.

C173
I've been toying with templates a lot in PF lately so my apologies if this isn't exactly what you were after.

The Constructed Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/constructed-creatures-cr-1) applied to a shark could be used to make a golem-like shark. Similarly this Clockwork template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/clockwork-creature-template-cr-1-tohc) would do the same just remove the word clockwork from the text and you're fine.

If you're actually looking for a shark-gargoyle hybrid the Amalgam Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/amalgam-creature-cr-special) is actually pretty fair and balanced if used correctly. The Amalgam would have a CR appropriate to its abilities and the higher of the two creature's HD.

In a game I ran once I had the players in a flooding room when a shark dropped from the ceiling. Turns out it wasn't a shark but an elaborate trap wherein a Bear Trap had been modified and attached to the front of a floating, shark-shaped buoy which in turn had a mechanized paddle attached to the back. The net effect was a shark-like chomping trap which killed two NPCs before the players could disarm the thing.
Your request reminded me of that scene so I thought I'd mention it as the trap rules for PF (http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps) would allow you to design and build whatever shark-thing you'd need for a given situation, so long as that situation required a trap.

dspeyer
2015-12-19, 04:52 AM
H1173

This is 3.5. Hope that's close enough.

Sharkgoyle

Size/Type:Large Aberration (earth)
Hit Dice:7d8+28 (62 hp)
Initiative:6
Speed:5 ft (1 squares), swim 60ft
Armor Class:15 (-1 size,+2 dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple:+5/+15
Attack:bite +10 melee (2d6+6)
Full Attack:bite +10 melee (2d6+6) and tail slap +5 melee (1d8+3)
Space/Reach:10ft/5ft
Special Attacks:improved grab
Special Qualities:damage reduction 5/-, freeze, scent
Saves:Fort +6, Ref +4, Will +7
Abilities: Str 23, Dex 14, Con 18, Int 6, Wis 14, Cha 7
Skills:Listen +9, Spot +9, Swim +14
Feats:alertness, improved initiative, toughness
Environment:any
Organization:solitary
Challenge Rating:5
Treasure:standard
Alignment:usually neutral
Advancement:
Level Adjustment:-


Improved Grab
Free grapple with successful bite attack

Freeze
As gargoyle

Scent
In water, to 120 ft

Skills
A Sharkgoyle has a +8 racial bonus on Swim checks. It can take 10 on swim checks even when rushed or threatened.

Note: Sharkgoyles take water through their gills for the scent ability, but as living stone, they do not need to breathe.

Debihuman
2015-12-19, 09:44 AM
H. 1173

This is for Pathfinder and has the higher CR that you are looking for.

Gargoyle, Sharkacinth CR 5
CE Large Magical Beast (aquatic)
XP 1,600
Init +5; Senses darkvision 60 ft.; low-light vision, keen scent, Perception +5

DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 57 (6d10+24)
Fort +9, Ref +6, Will +0
DR 10/magic

OFFENSE
Swim 60 ft.
Melee Bite +11 (2d6+6) (grab), tail slap + 11 (1d8+6)

STATISTICS
Str 23, Dex 12, Con 18, Int 6, Wis 11, Cha 7
Base Atk +6; CMB +13 (+17 grapple); CMD 14
Feats Improved Initiative, Skill Focus (swim), Swim-By Attack
Skills Swim +12, Perception +5, Stealth +9 (+15 in stony areas); Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Aquan
SQ freeze

ECOLOGY
Environment any aquatic
Organization solitary, pair, or shiver (3–12)
Treasure standard

SPECIAL ABILITIES
Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.


I'm not as good with Pathfinder as I am with 3.5 so you should double check this stat block. You can advance this by HD and by size. At 12 HD it could be Huge. Also, here is a link to Swim-By Attack feat: http://www.d20pfsrd.com/feats/3rd-party-feats/frog-god-games/monster-feats---3pp---frog-god-games/swim-by-attack Dspeyer had a good idea of adding a tail slap so I amended this to add that too even though sharks don't have a tail slap.
Debby

Prince Zahn
2015-12-19, 10:18 AM
H1173

This is 3.5. Hope that's close enough.

Sharkgoyle

Size/Type:Large Aberration (earth)
Hit Dice:7d8+28 (62 hp)
Initiative:6
Speed:5 ft (1 squares), swim 60ft
Armor Class:15 (-1 size,+2 dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple:+5/+15
Attack:bite +10 melee (2d6+6)
Full Attack:bite +10 melee (2d6+6) and tail slap +5 melee (1d8+3)
Space/Reach:10ft/5ft
Special Attacks:improved grab
Special Qualities:damage reduction 5/-, freeze, scent
Saves:Fort +6, Ref +4, Will +7
Abilities: Str 23, Dex 14, Con 18, Int 6, Wis 14, Cha 7
Skills:Listen +9, Spot +9, Swim +14
Feats:alertness, improved initiative, toughness
Environment:any
Organization:solitary
Challenge Rating:5
Treasure:standard
Alignment:usually neutral
Advancement:
Level Adjustment:-


Improved Grab
Free grapple with successful bite attack

Freeze
As gargoyle

Scent
In water, to 120 ft

Skills
A Sharkgoyle has a +8 racial bonus on Swim checks. It can take 10 on swim checks even when rushed or threatened.

Note: Sharkgoyles take water through their gills for the scent ability, but as living stone, they do not need to breathe.


H. 1173

This is for Pathfinder and has the higher CR that you are looking for.

Gargoyle, Sharkacinth CR 5
CE Large Magical Beast (aquatic)
XP 1,600
Init +5; Senses darkvision 60 ft.; low-light vision, keen scent, Perception +5

DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 57 (6d10+24)
Fort +9, Ref +6, Will +0
DR 10/magic

OFFENSE
Swim 60 ft.
Melee Bite +11 (2d6+6) (grab), tail slap + 11 melee (1d8+6)

STATISTICS
Str 23, Dex 12, Con 18, Int 6, Wis 11, Cha 7
Base Atk +6; CMB +13 (+17 grapple); CMD 14
Feats Improved Initiative, Skill Focus (swim), Swim-By Attack
Skills Swim +12, Perception +5, Stealth +9 (+15 in stony areas); Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Aquan
SQ freeze

ECOLOGY
Environment any aquatic
Organization solitary, pair, or shiver (3–12)
Treasure standard

SPECIAL ABILITIES
Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.


I'm not as good with Pathfinder as I am with 3.5 so you should double check this stat block. You can advance this by HD and by size. At 12 HD it could be Huge. Also, here is a link to Swim-By Attack feat: http://www.d20pfsrd.com/feats/3rd-party-feats/frog-god-games/monster-feats---3pp---frog-god-games/swim-by-attack Dspeyer had a good idea of adding a tail slap so I amended this to add that too even though sharks don't have a tail slap.
Debby
C.1173

These are gorgeous! Thank you guys! The 3.5 version is very much a welcome bonus, I can certainly see myself using it for both games now. :smallbiggrin:

Dr TPK
2015-12-21, 11:01 AM
R1174


D&D 3.5 edition

I'd like to have a prestige class for this deity:
A demigod (male) of absolute successes and great mistakes; fumbles and criticals. Chaotic Neutral. Domains: Chaos, Luck and Destruction.
It's a recently ascended deity, so nothing much can be told about him. I'd like to have a 5-level or 10-level prestige class for divine classes (must worship that deity) that would concentrate on failing and succeeding. Nothing too powerful, something that could stand among the Core PrCs. Keep it simple, please, it's for simple people. The requirements could be loose or strict.

Jormengand
2015-12-21, 11:05 AM
C1174 As usual, we'll need an edition if we're gonna help here. I'd say it should be added to the OP, but J2B hasn't been online in a week.

Dr TPK
2015-12-21, 11:19 AM
C1174 As usual, we'll need an edition if we're gonna help here. I'd say it should be added to the OP, but J2B hasn't been online in a week.

C1174
Sorry about that! It's 3.5. I'll put it in the request. Sorry!

dspeyer
2015-12-21, 04:53 PM
C1174

Who should be taking this class? Casters? Scouts? Violent people? Everybody? (That last might be hard).

Dr TPK
2015-12-22, 02:12 AM
C1174

Who should be taking this class? Casters? Scouts? Violent people? Everybody? (That last might be hard).

Divine casters.

Just to Browse
2015-12-23, 01:30 AM
H1174: Fortune Breaker

BAB: Medium (as Cleric)
Good Saves: Will
Bad Saves: Fortitude & Reflex
Skill Points: 4 + Int per level
Skills: As the cleric

Prerequisites:

Able to cast divine spells. If they have access to clerical domains, they must have at least two of: Chaos, Luck, Destruction.
One of the following:

BAB +5
Ability to cast 3rd-level divine spells

Must revere <God Name Here> as their patron god.




Level
Special
Spellcasting


1
Fantastic strike (d4, d6), recognition

-


2
Fantastic strike (d8), chaos curation

-


3
Fantastic strike (d10, stun), trade spellcasting
+1 level of existing divine spellcasting class


4
Fantastic strike (d12), <god name>'s dissolution
+1 level of existing divine spellcasting class


5
Fantastic strike (d20), the greatest stories
+1 level of existing divine spellcasting class



Proficiencies: A fortune breaker does not gain proficiency with weapon or armor of any kind.

Recognition (Ex):

Fantastic Strike (Ex): The patron god of fortune breaker's gives them the power to devastate their foes.

JonathonWilder
2015-12-23, 09:00 AM
R1171
A Cleric archetype for Pathfinder that is more specialized on domains and less on combat, in many ways akin to the specialty priests of 2nd Edition AD&D, perhaps by having access to a much smaller base list of spells and having casting mostly made up of domain spells.
Still hoping someone might take this on.

ngilop
2015-12-23, 06:35 PM
R1161

Hey guys, I was just looking over my homebrewed classes for my campaign world and I discovered something. when looking at my Witch Doctor (http://www.giantitp.com/forums/showthread.php?244811-Witch-Doctor-please-critique) ( I have them all printed out :smallsmile:) I have ZERO abilities past level 10 :smallfrown:

I am in need of few thematically appropriate abilities. Im looking at maybe 13th, 16th, and a cool capstone at 20th.


Id like them to be level appropriate as well. So no like 1/day 2nd level spell at 14th level for example

C1161 still looking for this.

Sorry that I have absolutely nothing for you. When I think of a witch doctor I think of shrunken heads and love potions. Spellcasters don't need extra goodies, they have enough oomph from casting spells. I'd say it's complete as is.

Next request will be R 1172 (in case people were confused).

FYI please read first post in this thread as R tags are for initial requests and everything else is either C or H. It makes it a lot easier to follow the threads when multiple are active.

Debby

C1161 Its OK debi, I actually finished my Witch Doctor class :)


R1170

Hey guys and girls,
I am trying to create a cavalier specialization for my 3rd fighter fix (http://www.giantitp.com/forums/showthread.php?424466-My-Third-Fighter-fix-trying-something-new) while coming up with relevant class abilities are somewhat difficult, my biggest issue right now is giving a mount progression.

Well I guess progression is not the term I am looking for, but in short I mean what mounts you can get at certain levels and what effective penalty to your level stronger mounts should get, this is what I have so far, I realize that I do not have any flying mounts so far, but my initial thinking is make them equal to a land based mount +1, so like a hippogriff would be a -3 since to me flying is that much of a game changer.
Id like some help in rounding out this list, and lettingme know if my numbers are decent so far?
Light Warhorse | -
Heavy Warhorse | -
Warpony | -
Riding Dog | -
Monitor Lizard | -
Dire Weasel | -
Mule | -
Dire Badger/Wolverine | -
Bison | -2
Bear, black | -2
Boar | -2
Dire Boar | -3
Lion | -3
Tiger | -4
Rhinoceros | -6
Bear, brown | -6
Dire Lion | -6
Dire Boar | -6
Dire Wolf | -6
Dire Lion | -9
Elephant | -12
Dire Bear | -12
Dire Tiger | -15

C1170
Still looking for some advice on this.

khadgar567
2015-12-24, 03:14 AM
R1175
simple request for pathfinder can any one make tengu subrace for nyotengu from dead or alive( aka human bodyied tengu with human face)

The Vagabond
2015-12-24, 01:52 PM
Alright, my games will soon start having a sorta homebrew "Boon" system. I do, however, want to see if you all can provide a wider array of boons and maybe a more limited list of boons.


Default:
Gain bonus feats as a fighter. In addition, at level 1, 3, and every 4 levels thereafter, you may select a skill, and gain it’s skill unlock (As with the Rogues Edge class feature).

Gunslinging Swashbuckler:
Gain Grit as the Gunslinger. At level one, and every three levels after, select a gunslinger deed to be able to use. Gain a +3 bonus on Charisma checks when meeting others. At level 2, gain Skill Unlocks for Profession (Pirate). At level 5, gain Gun Training, as the Gunslinger class feature.

Initiator:
Gain Maneuvers, as listed here, from two disciples of your choice:

Spellcasting Experience:
Select a 9 or 6 level casting class. Gain the ability to prepare a small quantity of spells from your class, as listed below. If prepared, use the ability below. If spontaneous, select spells as a Medium would. At level 2, 8, and 14, gain a feat with caster levels as a prerequisite, or a Metamagic feat.




Level
Spells per Day


0th
1st
2nd
3rd
4th


1st
1






2nd
1






3rd
1






4th
1






5th
2
1





6th
2
1





7th
2
1





8th
2
1
1




9th
3
2
1




10th
3
2
1




11th
3
2
1
1



12th
3
2
2
1



13th
4
3
2
1



14th
4
3
2
1
1


15th
4
3
2
2
1


16th
4
3
3
2
1


17th
5
4
3
2
1


18th
5
4
3
2
2


19th
5
4
3
3
2


20th
5
4
4
3
3





Diviner:
Select a single 9 level class. Gain the ability to cast spells of the Divination school as if you were that class, using the spell per day progression of the magus. You prepare spells as if you were a member of that class. If spontaneous, you gain the spells per day and

Spherecaster:
Gain sphere talents at every even level. You are a low caster.

Noncombatant:
You become a Mid Caster in the Spheres of Power system. You may only select abilities from the Divination and Life spheres. Gain a new talent every time your caster level increases.

Spellcaster:
Gain a pool of Mana, equal to 3+Spellcasting Mod + 1/2 level. You may use this to cast spells you have prepared without spending spell slots, as with the Spell Recall class feature of the Magus.
At level 3, and every four levels thereafter, select any feat which has casting as a prerequisite (Craft Item feats, metamagic feats, Spell Focus, Ect). Gain that as a bonus feat.
The DC for your spells is changed to 1/2 your level plus your spellcasting mod.


And some examples for boons made for various characters.
Big and small, things that crawl

Small: Lvl 1, Gain a Rat familiar as the wizard ability with the following exception. If the familiar is killed a new can be called after spending 24 hours in grief.

Big:Lvl 1, Gain a dire rat animal companion as the druid ability. If the companion is killed a new can be called after spending 24 hours in grief.

Rat whisperer: Gain the Handle Animal skill unlock, and the Diplomacy skill unlock- But only applicable to rats or ratlike-beings subject to DM's approval. A wererat would be affected but a weasel would not.

Pack rat Every odd level, you may choose either gain an extra Rat familiar, or a bonus feat. The bonus feat can be a Teamwork feat that applies to both you and your rat companions, or a Familiar feat or a feat that the animal companion is eligible to take.

The scratching in the walls
At 5:th level the rat familiars and dire rat companions gain the ability to merge into a rat swarm when they are adjacent to each other, gaining the collective template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/collective-creature-cr-1-tohc) with one familiar acting as the imprinting rat. The resulting "creature" is treated as an animal companion with the abilities of the imprinting familiar in regards to tricks known, feats archetypes and similar abilities but is otherwise regarded as one single collective creature. The collective can wear magical items if the component rats have the appropriate feats or appendages for it but the collective is still limited to the standard number and item slots for one creature and the active items are chosen at the time of merging. Unused items are rendered inert until the collective brakes apart again.

If the collective is killed in this form the surviving members scatter and the collective reforms after a week has passed but the process can be accelerated to 24 hours by providing food or similar in bait to a value of 300 gp per master level. This offering is consumed in the process.

At will, the collective can scatter and the rats will regain their individuality and appear in the closest eligible space. Any damage taken by the collective is split evenly over the component creatures.

The piper calls

At 6th level: Gain the Attract Rats bardic performance (And the Bardic Performance class feature, with that as your only performance), as the Animal Speaker archetype (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/animal-speaker). Use Handle Animal in place of a Perform skill.


Kitsune's Guile: Gain the Kitsune's Guile class feature, as the Kitsune Trickster rogue archetype.
Nine Tailed Destined: Whenever you gain a bonus feat from your class features, you can select Magic Tail in place of that bonus feat.
Skill Unlock: Gain a Skill Unlock in any skill mentioned in the Kitsune's Guile list.
Rogue Talents: Gain the Rogue Talent class feature, but you cannot select any rogue talents that modify sneak attack, nor the Combat Trick or Feat rogue talents. Consider Magic Tail a rogue talent for this purpose.
Kitsune's Charm: Gain the Kitsune Charm class feature, as the class ability of the Kitsune Trickster.
Magic Tail: At level 5, and every six levels thereafter, gain Magic Tail as a bonus feat. If you have taken magic tail 8 times, then gain a skill unlock.
Alright, I'll have to do a bit more work, but I'll see if I can set it up. as it is, current idea is that you'll have an extra bardic performance at level one. You have a Music Binder, where you learn Bardic Performances from other characters, using a full round action to listen to their performance. You may, later, scribe that bardic performance down later, costing 10*Bard Level to write down. You use the origional's performer level for the Bardic Performance. To perform a performance you've transcribed, your ranks in the perform skill in question must equal the bard level of the Performance.

You may replace any bardic performance you have with a Bardic Performance from your music binder.
Every even level, you may select a Bardic Performance you have in your performance book. That performance scales with level.

At level 10, you can maintain two bardic performances at once.

What I'd like is for some more boon options, either that are flavorful for Wrath of the Runelords, or just is a fairly nice one.

dspeyer
2015-12-25, 01:28 AM
H1174b

Ambitious Mage

Prerequisites:
3rd level divine spells
8 ranks spellcraft
Has gotten badly hurt taking on too difficult a challenge


LevelBABFortRefWillSpecialCL ModifierSpellcasting
10022Ambitious Casting: Domainsd4-2-
21033Power Blastd6-3+1 levels of existing divine class
32133Ambitious Metamagic2x(d4-2)+1 levels of existing divine class
43144Power Enhance2x(d6-3)+1 levels of existing divine class
53144Ambitious Casting: General4x(d4-2)+1 levels of existing divine class

Hit die: d6
Skills: 2+int
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Caster Level Modification
Whenever you cast a spell, your caster level is modified as shown. Note the "x" means multiply, not roll multiple dice.

Ambitious Casting: Domains
You may attempt to cast a spell from the Chaos, Destruction or Luck domains without preparing it or expending a spell slot, by connecting your mind directly to your god and taking the spell full-formed. This requires a full-round action. Direct contact with a divine mind is dangerous. Make a will save based on the level of the spell. If you succeed, the spell goes forth normally. If you fail, you are stunned for one round and take 2 points of wisdom damage. This damage cannot be healed by magic, but all of it disappears after a night's sleep.

Spell LevelSave DC
016
117
218
319
420
522
624
726
828
930

This ability cannot be combined with Moment of Perfect Mind or similar effects.

Power Blast
When casting a spell that does damage, you may increase the damage by Xd4 where X may be any number from 1 to your caster level. Make a dc 15+X spellcraft check. If you fail, the spell fizzles (the slot and action are both wasted).

Ambitious Metamagic
You can apply metamagic feats to spells you have already prepared using the same mechanism as Ambitious Casting. This requires a full-round action, and cannot apply to Quicken Spell. Use the save DC for the spell level that would be required. If a ninth level spell slot would not suffice, you cannot use the feat. If you have the feat you are using, subtract 2 from the DC.

Power Enhance
When casting a spell that provides a numeric bonus, you may increase this by 50%. Make a DC 15 + spell level spellcraft check. If you fail, the spell fizzles.

Ambitious Casting: General
Like Ambitious Casting, but from the entire cleric list. Add 2 to the save DCs.

dspeyer
2015-12-25, 05:10 PM
C1170

I wrote a tool for working with this list (http://dspeyer.dyndns.org/1170.html).

It looks like the Dire Wolverine is overpowered. The Dire Boar is there twice: -6 looks better. Dire Wolf is suspiciously low CR, but it's stats look suitable for its placement, so leave that alone and blame WotC.

There's not a lot of high-level support for small characters. Deinonychus would fit pretty well at -3. Legendary Wolf would probably be -13 or -14. That still leaves a gap, but I haven't got anything to fill it with.

Megaraptor could go at -9 to match Deinonychus, and also to provide a fast high-level option.

Elephant seems a very limited option -- basically Goliath only, and even that's rules-questionable.

Nothing flies, but I assume that's deliberate. The Dire Wolverine can climb. Maybe throw in ordinary Wolverine (at 0) to give small characters a climbing option.

Those are just some disorganized thoughts.

ngilop
2015-12-25, 10:46 PM
C1170

I wrote a tool for working with this list (http://dspeyer.dyndns.org/1170.html).

It looks like the Dire Wolverine is overpowered. The Dire Boar is there twice: -6 looks better. Dire Wolf is suspiciously low CR, but it's stats look suitable for its placement, so leave that alone and blame WotC.

There's not a lot of high-level support for small characters. Deinonychus would fit pretty well at -3. Legendary Wolf would probably be -13 or -14. That still leaves a gap, but I haven't got anything to fill it with.

Megaraptor could go at -9 to match Deinonychus, and also to provide a fast high-level option.

Elephant seems a very limited option -- basically Goliath only, and even that's rules-questionable.

Nothing flies, but I assume that's deliberate. The Dire Wolverine can climb. Maybe throw in ordinary Wolverine (at 0) to give small characters a climbing option.

Those are just some disorganized thoughts.

C1170
It not a dire wolverine, but a regular one. I totally forgot to include a dire wolverine.

Yeah the thing I needed help with mostly is flying mounts, like I mentioned I am thinking a -3 designation for a hippogriff as it has very similar stats to a boar but has flying which I feel is a significant factor.

idk why I had dire boar twice.. unless that first one was supposed to be the dire wolverine.. come to think of it.. I do believe it was.

In regards to what I am looking for in mounts I mostly want to stick to animals and dire version thereof. I am perfectly fine with 'beasts' though to which I define beasts as magical beasts that are not magical, like a hippogriff, worg, Pegasus etc etc.

The Vagabond
2016-01-03, 09:19 PM
Adding a request number to my previous one, and a specific request:

R #1176


Alright, my games will soon start having a sorta homebrew "Boon" system. I do, however, want to see if you all can provide a wider array of boons and maybe a more limited list of boons.


Default:
Gain bonus feats as a fighter. In addition, at level 1, 3, and every 4 levels thereafter, you may select a skill, and gain it’s skill unlock (As with the Rogues Edge class feature).

Gunslinging Swashbuckler:
Gain Grit as the Gunslinger. At level one, and every three levels after, select a gunslinger deed to be able to use. Gain a +3 bonus on Charisma checks when meeting others. At level 2, gain Skill Unlocks for Profession (Pirate). At level 5, gain Gun Training, as the Gunslinger class feature.

Initiator:
Gain Maneuvers, as listed here, from two disciples of your choice:

Spellcasting Experience:
Select a 9 or 6 level casting class. Gain the ability to prepare a small quantity of spells from your class, as listed below. If prepared, use the ability below. If spontaneous, select spells as a Medium would. At level 2, 8, and 14, gain a feat with caster levels as a prerequisite, or a Metamagic feat.




Level
Spells per Day


0th
1st
2nd
3rd
4th


1st
1






2nd
1






3rd
1






4th
1






5th
2
1





6th
2
1





7th
2
1





8th
2
1
1




9th
3
2
1




10th
3
2
1




11th
3
2
1
1



12th
3
2
2
1



13th
4
3
2
1



14th
4
3
2
1
1


15th
4
3
2
2
1


16th
4
3
3
2
1


17th
5
4
3
2
1


18th
5
4
3
2
2


19th
5
4
3
3
2


20th
5
4
4
3
3





Diviner:
Select a single 9 level class. Gain the ability to cast spells of the Divination school as if you were that class, using the spell per day progression of the magus. You prepare spells as if you were a member of that class. If spontaneous, you gain the spells per day and

Spherecaster:
Gain sphere talents at every even level. You are a low caster.

Noncombatant:
You become a Mid Caster in the Spheres of Power system. You may only select abilities from the Divination and Life spheres. Gain a new talent every time your caster level increases.

Spellcaster:
Gain a pool of Mana, equal to 3+Spellcasting Mod + 1/2 level. You may use this to cast spells you have prepared without spending spell slots, as with the Spell Recall class feature of the Magus.
At level 3, and every four levels thereafter, select any feat which has casting as a prerequisite (Craft Item feats, metamagic feats, Spell Focus, Ect). Gain that as a bonus feat.
The DC for your spells is changed to 1/2 your level plus your spellcasting mod.


And some examples for boons made for various characters.
Big and small, things that crawl

Small: Lvl 1, Gain a Rat familiar as the wizard ability with the following exception. If the familiar is killed a new can be called after spending 24 hours in grief.

Big:Lvl 1, Gain a dire rat animal companion as the druid ability. If the companion is killed a new can be called after spending 24 hours in grief.

Rat whisperer: Gain the Handle Animal skill unlock, and the Diplomacy skill unlock- But only applicable to rats or ratlike-beings subject to DM's approval. A wererat would be affected but a weasel would not.

Pack rat Every odd level, you may choose either gain an extra Rat familiar, or a bonus feat. The bonus feat can be a Teamwork feat that applies to both you and your rat companions, or a Familiar feat or a feat that the animal companion is eligible to take.

The scratching in the walls
At 5:th level the rat familiars and dire rat companions gain the ability to merge into a rat swarm when they are adjacent to each other, gaining the collective template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/collective-creature-cr-1-tohc) with one familiar acting as the imprinting rat. The resulting "creature" is treated as an animal companion with the abilities of the imprinting familiar in regards to tricks known, feats archetypes and similar abilities but is otherwise regarded as one single collective creature. The collective can wear magical items if the component rats have the appropriate feats or appendages for it but the collective is still limited to the standard number and item slots for one creature and the active items are chosen at the time of merging. Unused items are rendered inert until the collective brakes apart again.

If the collective is killed in this form the surviving members scatter and the collective reforms after a week has passed but the process can be accelerated to 24 hours by providing food or similar in bait to a value of 300 gp per master level. This offering is consumed in the process.

At will, the collective can scatter and the rats will regain their individuality and appear in the closest eligible space. Any damage taken by the collective is split evenly over the component creatures.

The piper calls

At 6th level: Gain the Attract Rats bardic performance (And the Bardic Performance class feature, with that as your only performance), as the Animal Speaker archetype (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/animal-speaker). Use Handle Animal in place of a Perform skill.


Kitsune's Guile: Gain the Kitsune's Guile class feature, as the Kitsune Trickster rogue archetype.
Nine Tailed Destined: Whenever you gain a bonus feat from your class features, you can select Magic Tail in place of that bonus feat.
Skill Unlock: Gain a Skill Unlock in any skill mentioned in the Kitsune's Guile list.
Rogue Talents: Gain the Rogue Talent class feature, but you cannot select any rogue talents that modify sneak attack, nor the Combat Trick or Feat rogue talents. Consider Magic Tail a rogue talent for this purpose.
Kitsune's Charm: Gain the Kitsune Charm class feature, as the class ability of the Kitsune Trickster.
Magic Tail: At level 5, and every six levels thereafter, gain Magic Tail as a bonus feat. If you have taken magic tail 8 times, then gain a skill unlock.
Alright, I'll have to do a bit more work, but I'll see if I can set it up. as it is, current idea is that you'll have an extra bardic performance at level one. You have a Music Binder, where you learn Bardic Performances from other characters, using a full round action to listen to their performance. You may, later, scribe that bardic performance down later, costing 10*Bard Level to write down. You use the origional's performer level for the Bardic Performance. To perform a performance you've transcribed, your ranks in the perform skill in question must equal the bard level of the Performance.

You may replace any bardic performance you have with a Bardic Performance from your music binder.
Every even level, you may select a Bardic Performance you have in your performance book. That performance scales with level.

At level 10, you can maintain two bardic performances at once.

What I'd like is for some more boon options, either that are flavorful for Wrath of the Runelords, or just is a fairly nice one.

Now, for the more specific one:

I'd like for ones that make humans damn near unkillable, or at least far, FAR more durable. Making them invincible shouldn't be the goal, but keeping them from dying should be.

enderlord99
2016-01-09, 09:38 PM
R1177

I'd like a prestige class and/or template (whatever makes the most sense to you) called "Explorer Beyond Death" that causes anyone with it to be treated as both alive and dead (not undead, regular dead) at all times. Whenever they die, they keep all of their memories, and can choose to treat any plane or layer (within the cosmology they inhabit) as their afterlife, including demiplanes; they appear at a random spot on the chosen plane, demiplane, or planar layer, with the same statistics they had immediately before dying (but with fully restored hit points and all temporary conditions removed) and can leave via either planeshift (or similar magic, including simply walking through Gates and whatnot) or via someone casting Raise Dead (or, again, similar magic.) Both methods work equally well. When raised, they do not suffer the usual level loss. They also no longer age, and are immune to any effect which would prevent planar travel, as well as those that would prevent them from being "returned to life."

Fast Jimmy
2016-01-10, 12:17 PM
C1176

What edition are you looking for?

EDIT: Also, it may make a lot more sense to break those into separate Request numbers. It's going be really confusing to comment on one piece of work and not get it confused with another.

Fast Jimmy
2016-01-10, 12:19 PM
C1177

What edition?

Fast Jimmy
2016-01-10, 05:13 PM
R1158

Hi, I like The School of Transmutation Wizard tradition in 5E D&D, but not Polymorph spells, which the Tradition kind of forces upon me when I reach 10th level. Could I ask for a variant 10th level feature for this wizard Tradition that does not involve Polymorph?

Thank you very much in advance!

H1158

I know this is late, but I wanted to give a stab at this. Since nearly all the other features of the School revolved around the Transmuter's Stone, I thought it would make sense to build out that aspect (and even include a backdoor into the original Polymorph feature).

Adept Transmuter
Starting at 10th Level, you can now add one of the below secondary effects when you create your Transmuter's Stone. You can assign the Stone's primary effects to any creature, but these effects can only benefit you and only if the stone is possessed by you:

• You can cast Polymorph without consuming a spell slot, even if the spell is not in your spellbook. You must complete a short or long rest before you can use this feature again.
• You can cast Stoneskin without consuming a spell slot, even if the spell is not in your spellbook. You must complete a short or long rest before you can use this feature again.
• You gain the ability of Waterbreathing
• You gain the ability to Hover at a move speed of 50 feet for a duration of one hour. You must complete a Long Rest before you can use this feature again.

Each time you cast a Transmutation spell of 3rd level or higher, you can change the secondary effect of your stone if it is on your person.



If you're still interested, let me know your thoughts.

enderlord99
2016-01-10, 05:22 PM
C1177

What edition?

3.5, please.

The Vagabond
2016-01-10, 06:56 PM
C1176
What edition are you looking for?
EDIT: Also, it may make a lot more sense to break those into separate Request numbers. It's going be really confusing to comment on one piece of work and not get it confused with another.
Pathfinder, my apologies- Thought the contents of them explained it.

As for the contents, for the most part, they're one and the same, only slightly more specialized. One calls for Boons based on Wrath of the Runelords or whatever other boons you can think of. I'm just adding to the previous whatever that boons that permit people to survive longer (If not necessarily remain useful).

As it is, I forgot to add a number to the previous one, so just folding the two together seemed like the right call at the time.

Hogsy
2016-01-26, 09:31 PM
I want a homebrew animal companion for a ranger in my (Pathfinder)campaign. His name is Mar and if you've played the Jak & Daxter games you probably know where I'm going with this. I'd like to see what kind of animal and what kind of stats a large daxter would have. He'd probably be in his Dark form if he wants to be useful though. Maybe specialising in grappling?

JNAProductions
2016-01-27, 12:36 PM
R1178-Can anyone make a Barbarian Primal Path that lets them wildshape into wolves (any animal is okay, but specifically wolves) for 5E? Thank you all very much!

Tesla_pasta
2016-01-28, 04:27 PM
R1178-Can anyone make a Barbarian Primal Path that lets them wildshape into wolves (any animal is okay, but specifically wolves) for 5E? Thank you all very much!

H1178

Path of the Moonstrider

Your rage taps into primal energy so potent it alters your form.

Wolf Form- at 3rd level, you gain the ability to assume the form of a wolf while raging. Whenever you rage, in addition to your normal rage effects, you may also choose to Wild Shape as the druid class feature, with the following changes:
- you may only assume the form of a wolf
- you revert to human form when your rage ends
- you cannot choose to revert to your natural form while raging.
if you revert to your natural form by dropping to 0 hp, you may continue to rage as normal, but you do not shift back into wolf form until the next time you enter a rage.


Improved Wolf Form - starting at 6th level, your wolf form gains additional strength. You gain +1 on attack rolls while in wolf form, and a additional Hp equal to twice your barbarian level

DireWolf Form - starting at 10th level, you may now assume the form of a Dire Wolf.
Additionally, your attack bonus increases to +2 and you may now add your constitution modifier to your AC while in wolf form (similar to the barbarian's unarmored AC ability).

Winter Wolf Form - starting at 14th level, you may now assume the form of a Winter Wolf.
Additionally, your attack bonus increases to +3 and you deliver a critical strike on a 19 or 20.
If you reach barbarian level 20, you also apply the strength and constitution bonus to your wolf form.


I'll add some comments to this later, but this should do fine.

JNAProductions
2016-01-28, 04:30 PM
H1178

Path of the Moonstrider

Your rage taps into primal energy so potent it alters your form.

Wolf Form- at 3rd level, you gain the ability to assume the form of a wolf while raging. Whenever you rage, in addition to your normal rage effects, you may also choose to Wild Shape as the druid class feature, with the following changes:
- you may only assume the form of a wolf
- you revert to human form when your rage ends
- you cannot choose to revert to your natural form while raging.
if you revert to your natural form by dropping to 0 hp, you may continue to rage as normal, but you do not shift back into wolf form until the next time you enter a rage.


Improved Wolf Form - starting at 6th level, your wolf form gains additional strength. You gain +1 on attack rolls while in wolf form, and a additional Hp equal to twice your barbarian level

DireWolf Form - starting at 10th level, you may now assume the form of a Dire Wolf.
Additionally, your attack bonus increases to +2 and you may now add your constitution modifier to your AC while in wolf form (similar to the barbarian's unarmored AC ability).

Winter Wolf Form - starting at 14th level, you may now assume the form of a Winter Wolf.
Additionally, your attack bonus increases to +3 and you deliver a critical strike on a 19 or 20.
If you reach barbarian level 20, you also apply the strength and constitution bonus to your wolf form.


I'll add some comments to this later, but this should do fine.

Thank you very much, this is fantastic!

Maquise
2016-03-10, 02:22 PM
R1179

Could I get a Pathfinder Barbarian archetype based on using a spear and shield?

ngilop
2016-03-15, 12:54 PM
R1180
Hey everybody!

I am creating a back port of sorts of the mythic rules from poathfinder to 3.5 D&D. I have hit a big wall of writer's block.

I created a few new mythic paths The Dark Avenger (think batman) and The Warden ( centered around hybrid caster) but other than the three mythic archetype abilities I find myself at a loss for what the rest of the mythic path powers should, or even could be. I know there will be some overlap with the Champion and the Trickster, for the Stalker, the one I am drawing a blank on but coming up with new one after the other 2 has wore my mind out.

Assassination gives the Stalker combo points he can eventually use to unleash devastating effects

Subtlety allows the Stalker super stealth basically the darkstalker feat+

and Surprise Strike as the Trickster power

I just need I guess like a half dozen or so ideas to get my brain kick started again. that was I can see a good baseline of a couple of abilities for each 'tier' of path abilities ( 1st, 3rd, 6th)

But any help at all is appreciated :)

Mjolnirbear
2016-03-16, 06:30 PM
R1181

Hey everyone

I'm playing 5th Edition and a player wants to worship Shar. I'm looking for a template to turn him into a Shade at some point depending on how he plays it. I've tried Searching but I can't seem to find anything! Hopefully someone can help me out!

I'd like it to be easy to tack on, require some sort of cost, and lean more towards thematic than powerful (I already give them plenty of power).

Thanks in advance!

Prince Zahn
2016-04-11, 02:26 AM
H1158

I know this is late, but I wanted to give a stab at this. Since nearly all the other features of the School revolved around the Transmuter's Stone, I thought it would make sense to build out that aspect (and even include a backdoor into the original Polymorph feature).

Adept Transmuter
Starting at 10th Level, you can now add one of the below secondary effects when you create your Transmuter's Stone. You can assign the Stone's primary effects to any creature, but these effects can only benefit you and only if the stone is possessed by you:

• You can cast Polymorph without consuming a spell slot, even if the spell is not in your spellbook. You must complete a short or long rest before you can use this feature again.
• You can cast Stoneskin without consuming a spell slot, even if the spell is not in your spellbook. You must complete a short or long rest before you can use this feature again.
• You gain the ability of Waterbreathing
• You gain the ability to Hover at a move speed of 50 feet for a duration of one hour. You must complete a Long Rest before you can use this feature again.

Each time you cast a Transmutation spell of 3rd level or higher, you can change the secondary effect of your stone if it is on your person.



If you're still interested, let me know your thoughts.
C. 1158

Oh, wow, somebody remembered :D
I do like this significantly more than the default, because I don't have to ever use polymorph if I don't want to. I'll speak with my DM about using this or a variation thereof, thank you very much!

Prince Zahn
2016-04-11, 02:34 AM
R. 1182
I have another request, it's a little bit bigger than before. I hope you guys can handle it.:smallsmile:

Anybody remember those Elemental Weirds in the 3.5e MM2? They are like Elemental prophets and stuff like that. Whereas in 5th edition the Elemental Weird is some sort of weak guardian.

I essentially need a 5e Stat block of a weird or two converted with the vein of 3.5 in mind. Fire and Earth are most important, air and water would be nice if you can make them. ideally, the new Weirds would have a CR between 9 and 11, but it's okay to stray higher, if needed. I really need something for a future storyline, in case I get to a point where my party wish to FIGHT Them.

341gerbig
2016-05-23, 03:52 PM
R1112

Hey!

Im looking for a spell to replicate something I seen on game of thrones
Im looking for a 3.5e spell.

Basically, a spell where you can sacrifice part of yourself to "birth" a shadow assasin to kill someone for you.
I picture the damage being very permanent, as you have to give up your life force to wield the shadow assassin.

Replicating the scene where Melisande birthed a shadow assassin to kill Renly Baratheon

Jormengand
2016-05-23, 04:10 PM
H1112

Shadowborn Assassin
Illusion (Phantasm)
Level: Sor/Wiz 5
Components: S
Casting Time: 1 minute
Range: See text
Effect: One shadowborn assassin
Duration: See text
Saving Throw: None
Spell Resistance: No

You create a creature known as a shadowborn assassin out of your own child. To cast the spell, you must be pregnant and in labour, and the spell consumes the child. In its place, the spell gives rise to a shadowborn assassin.

The shadowborn assassin turns invisible after its creation, although those who witness the casting will see it come to be. It then moves as fast as possible with its movement speed of 40 feet towards a target designated when you cast the spell. It can turn into a gaseous form (not as the spell) to pass through even the smallest gap, but its strength is only 2 so it can't push past most barriers.

When the shadowborn assassin (which is a medium creature) reaches its target, it turns visible and attacks with a bonus equal to your caster level. If it hits on a melee incorporeal touch attack, it deals 2d6 points of true damage. True damage cannot be prevented, mitigated or resisted in any way. The shadowborn assassin has an AC of 10+your caster level, but dies instantly when hit.

The assassin disappears when slain or when its target dies.

ngilop
2016-07-20, 01:17 PM
R1183 Hey guys, I am looking for a upgraded series of vow feats from the exalted deeds book, something more on par with this Vow of Poverty (http://www.giantitp.com/forums/showsinglepost.php?p=12433473&postcount=15) but as you are not giving up all magic items, not as fully powerful.. just something a bit better than the one the book gives you.

like how vow of obedience is basically s tad better but not really Iron Will. It should do more.

Afgncaap5
2016-07-20, 02:34 PM
R1184

For a 3.5 game I'm in need of a monster, deadly challenge, or monster within a deadly challenge that's meant to test the "worth" of the ECL 5 party in the valley stronghold of a clan of halfling ninjas (The Underbough Clan). There's been a recurring theme of chaotic elemental powers and a lot of custom elemental-inspired magic (particularly from a rival group, the Corumbra Clan of fire-powered assassins). It's suggested that the halflings might have a strong kinship or affinity for magic related to the wind, but so far they've only been using the standard out-of-the-box ninja techniques, so "wind theme" is a definite plus, but it doesn't have to be "wind magical."

(As a side request but a less urgent one, a recurring antagonist, The Falcon Queen, is a ranger with a number of custom archery abilities not related to her class. Has anyone made any lists of Tome of Battle-style archery maneuvers, stances, or boosts that might include things like a 20 foot radius hail of arrows that can strike a number of targets equal to BAB? If the players get through the challenge, I wouldn't mind a side benefit being the discovery of a statue of the Falcon Queen as a former guest, along with a martial script of one of her signature moves for the party ranger.)

Catullus
2016-09-25, 05:36 PM
R1112

Sorry, I did not notice this as a thread until after I posted a new thread, but I would like a archtype for bard which is modelled off of "dashing swordsman" from OotS (i.e. getting bonuses from puns.) Right now, I have thought about editing the flavor text of certian spells (eg Vicious Mockery is puns which physically hurt people, Tasha's Hideous Laughter makes people laugh at your puns.)

Edit: This is for version 5.0

Secret Wizard
2016-10-02, 02:56 PM
Yey requests! Any chance someone could cook up a 5E Fighter martial archetype for an investigator/constable?

Morphic tide
2016-11-23, 10:28 AM
First, two requests:

*assuming Afgncaap5 is not off number*
R1187
Pathfinder archetype for Summoner that's compatible with Synthisist which focuses on applying Mutations and temp hit dice/hit points in exchange for losing the Summon Monster things. Basically giving targets a mini-Synthesis buff instead of summoning monsters.

R1188
A Cantrip that is balanced as a counterpart for basic attacks. Something like 1d4 or 1d6 damage with +1 to damage and/or to-hit per caster level. Also, have it be a Ray, for those rare Wizards who grab Weapon Focus (Magic Ray).

Next: A set of suggestions for R1184, to help people with making it.

1. It's for a challenge by a group of ninjas of small size. Good senses and possibly grapple are ways to make it more of a threat to the ones issuing the challenge than the party, if you want mercy.

2. It's a challenge to a full party that's at ECL 5. It ought to be CR 6 or 7, because it's a challenge, not a normal encounter.

3. Another route is to have it be an ambush creature. Test the outsiders by making them face something that uses the tactics of the one issuing the challenge.

lynx502
2016-12-31, 02:54 PM
Just wanted to say thank you to the person who devised this thread, and to all who contributed to it.

Debihuman
2017-01-23, 02:46 AM
C/H 1188


A Cantrip that is balanced as a counterpart for basic attacks. Something like 1d4 or 1d6 damage with +1 to damage and/or to-hit per caster level. Also, have it be a Ray, for those rare Wizards who grab Weapon Focus (Magic Ray).

What version of the game is this for? 3.5 and Pathfinder have ray of frost that does 1d3 points of cold damage. Note that acid orb also causes 1d3 points of damage as a cantrip so that has precedence.Cantrips shouldn't cause more damage than that.

However, if you want alternative rays how about the following:

You can change the names to fit your campaign but the mechanics should be consistent for 0-level rays.

Ray of Sunshine
Evocation [Fire]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of white light projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of fire damage.

Ray of Storms
Evocation [electricity]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of lightning projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of electricity damage.

Debby

Morphic tide
2017-01-23, 07:32 AM
*snip*

The point is that Rays have high reliance on their nature as Touch Attacks to be able to hit anything. They run on the abysmal BAB of the caster for their to-hit. That's why I outlined the CL to to-hit on the suggestion.

Debihuman
2017-01-23, 12:57 PM
C 1188


The point is that Rays have high reliance on their nature as Touch Attacks to be able to hit anything. They run on the abysmal BAB of the caster for their to-hit. That's why I outlined the CL to to-hit on the suggestion.

It is an unbalanced suggestion. It is also unfair since thrown splash weapons also rely on standard ranged touch. If you want to revamp the attack, that's not making a new spell. There's not really a viable to reconcile what you want with the rules in place.

You can score critical hits on ranged touch attacks. To give you what you want would be more powerful than a first level spell.

daremetoidareyo
2017-03-04, 01:58 AM
R 1189
Human racial substitution levels for ranger. Dnd 3.5

Debatra
2017-03-04, 07:58 AM
C 1189 Are there specific class features you want variants/replacements for?

neriractor
2017-03-04, 02:21 PM
C 1189:

Human Ranger
Human rangers are adaptable mercenaries making a living of the "recovery" of important things, ancient texts, a fancy new leather or people, you name it, they get it, their versatility in combat and in the cities limits their contact with nature and their connection to its creatures.
Hit Dice: d8
Requirements:
To take a human ranger substitution level, a character must be
a human about to take her 1st, 4th, or 8th level of ranger.
Class Skills
a human ranger grants the same class skills as a standard ranger plus gather information, knowledge history and knowledge(local).

Skill Points at Each Level: 6 + Int modifier (or four times
this number as a beginning character).

Ranger


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+1

+2

+2

+0
favored marks 2, track
-----


4th

+4

+4

+4

+1
versatile hunter
see text


7th

+7/+2

+5

+5

+2
constant motion, eyes on the prize
same as ranger



Class Features
Favored Marks(Ex): a ranger who takes the 1st level racial substitution feature gets a pool of points that they can assign each day amongst the favored enemies found here (http://www.d20srd.org/srd/classes/ranger.htm), assigning a day´s favored marks takes and hour of undisturbed planning and study and the points remain assigned until the moment you reassign them. For each point of favored mark assigned to a creature type the ranger gains a cumulative +1 bonus on Bluff, hide, Listen, move silently, Sense Motive, Spot, Survival and gather information checks when using these skills against creatures of this type. Likewise, he gets a +1 bonus on weapon damage rolls against such creatures for each point assigned.

at every level the Ranger gains one extra point in the favored mark pool, favored mark counts as favored enemy for any feat, ability or prestige class that requires it.

This substitution feature replaces the standard ranger´s favored enemy and wild empathy class features.

Versatile hunter: a ranger who takes the 4th level racial substitution feature can add any first level bard, paladin, cleric or druid spell to their spell list, the spell chosen may be changed to any of the highest level of spells you can cast or lower whenever you can cast a new spell level. In addition The ranger gets an extra spell slot of each spell level she can cast, this slots are spontaneous, they need not be prepared at the start of the day and you can cast any spell you know of the appropiate level from it. A human ranger can choose any mental stat for the purposes of determining minimun casting stat, Save DC of the spells, and bonus spells for a high attribute.

This substitution feature replaces the standard ranger´s animal companion class feature.

Constant Motion(Ex):A ranger who takes the 7th level racial substitution feature can move and charge trough difficult terrain unimpeded and at her normal speed.

This substitution feature replaces the standard ranger´s woodland stride class feature.

Eyes on the prize(Ex): A ranger who takes the 7th level racial substitution feature reduces the penalties on spot checks for distance by half, and depending on the combat style she chose, reduces the penalty on two-weapon fighting by half (if the ranger chose two-weapon combat), or halves the penalty on a ranged weapon for each range increment to -1 each (if the ranger chose archery)


is this good enough? humans are kind of hard to do whitout just giving you bonus feats.

daremetoidareyo
2017-03-04, 06:21 PM
C 1189:

Human Ranger
Human rangers are adaptable mercenaries making a living of the "recovery" of important things, ancient texts, a fancy new leather or people, you name it, they get it, their versatility in combat and in the cities limits their contact with nature and their connection to its creatures.
Hit Dice: d8
Requirements:
To take a human ranger substitution level, a character must be
a human about to take her 1st, 4th, or 8th level of ranger.
Class Skills
a human ranger grants the same class skills as a standard ranger plus gather information, knowledge history and knowledge(local).

Skill Points at Each Level: 6 + Int modifi er (or four times
this number as a beginning character).

Ranger


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+1

+2

+2

+0
favored marks 2, track
-----


4th

+4

+4

+4

+1
versatile hunter
see text


7th

+7/+2

+5

+5

+2
constant motion, eyes on the prize
Casting



Class Features
Favored Marks(Ex): a ranger who takes the 1st level racial substitution feature gets a pool of points that they can assign each day amongst the favored enemies found here (http://www.d20srd.org/srd/classes/ranger.htm), assigning a day´s favored marks takes and hour of undisturbed planning and study and the points remain assigned until the moment you reassign them. For each point of favored mark assigned to a creature type the ranger gains a cumulative +1 bonus on Bluff, hide, Listen, move silently, Sense Motive, Spot, Survival and gather information checks when using these skills against creatures of this type. Likewise, he gets a +1 bonus on weapon damage rolls against such creatures for each point assigned.

at every level the Ranger gains one extra point in the favored mark pool, favored mark counts as favored enemy for any feat, ability or prestige class that requires it.

This substitution feature replaces the standard ranger´s favored enemy and wild empathy class features.

Versatile hunter: a ranger who takes the 4th level racial substitution feature can add any first level bard, paladin, cleric or druid spell to their spell list, the spell chosen may be changed to any of the highest level of spells you can cast or lower whenever you can cast a new spell level. In addition The ranger gets an extra spell slot of each spell level she can cast, this slots are spontaneous, they need not be prepared at the start of the day and you can cast any spell you know of the appropiate level from it. A human ranger can choose any mental stat for the purposes of determining minimun casting stat, Save DC of the spells, and bonus spells for a high attribute.

This substitution feature replaces the standard ranger´s animal companion class feature animal companion class feature.

Constant Motion(Ex):A ranger who takes the 7th level racial substitution feature can move and charge trough difficult terrain unimpeded and at her normal speed.

This substitution feature replaces the standard ranger´s woodland stride class feature.

Eyes on the prize(Ex): A ranger who takes the 7th level racial substitution feature reduces the penalties on spot checks for distance by half, and depending on the combat style she chose, reduces the penalty on two-weapon fighting by half (if the ranger chose two-weapon combat), or halves the penalty on a ranged weapon for each range increment to -1 for each range increment (if the ranger chose archery)


is this good enough? humans are kind of hard to do whitout just giving you bonus feats.

That's amazing!!! Stolen.

neriractor
2017-03-04, 07:26 PM
That's amazing!!! Stolen.

thank you. :smallredface:

I'm glad you liked it.

Secret Wizard
2017-05-16, 09:57 PM
Hi there! I have a request...

Since I've seen the Stone Sorcery specialization for Sorcerers in 5E, I've kept wishing there were some sort of martial class with AC similar to it (13 + CON mod), completely eliminating the necessity of DEX to make an unarmored/lightly-armored build.

Does anyone have any ideas for a class like this for a martial?

Morphic tide
2017-05-16, 10:45 PM
Hi there! I have a request...

Since I've seen the Stone Sorcery specialization for Sorcerers in 5E, I've kept wishing there were some sort of martial class with AC similar to it (13 + CON mod), completely eliminating the necessity of DEX to make an unarmored/lightly-armored build.

Does anyone have any ideas for a class like this for a martial?

Well, full classes are outside the scope of the thread. It could fit a Barbarian or Monk variant quite well, especially if you have certain abilities switch to being Con based instead of Dex or Wis based to improve or retain the base class's SAD.

Probably would work best as a heavy on tanking subclass for Barbarian or Paladin, to be honest, with abilities focused on making enemies stay put or forcing attacks.

Secret Wizard
2017-05-16, 10:49 PM
Well, full classes are outside the scope of the thread. It could fit a Barbarian or Monk variant quite well, especially if you have certain abilities switch to being Con based instead of Dex or Wis based to improve or retain the base class's SAD.

Probably would work best as a heavy on tanking subclass for Barbarian or Paladin, to be honest, with abilities focused on making enemies stay put or forcing attacks.

I'd like to subpoena the version of this post that talked about Sex-based classes.

Morphic tide
2017-05-16, 10:51 PM
I'd like to subpoena the version of this post that talked about Sex-based classes.
Typo. Was fixed before you posted. And finding sites willing to talk about sexual D&D classes is hard.

Debatra
2017-05-17, 06:57 AM
C 1190

Keeping in mind my lack of 5e experience, might I suggest some conversion of the Deepwarden prestige class from 3.5e?

Secret Wizard
2017-09-04, 04:11 PM
R 1191

What's a good class/subclass for a lithe and cunning mercenary type, keeping the STR focus for combat?

Jormengand
2017-09-04, 05:22 PM
R 1191

What's a good class/subclass for a lithe and cunning mercenary type, keeping the STR focus for combat?

Please specify edition.

Morphic tide
2017-09-04, 07:45 PM
Please specify edition.

To my understanding, it's probably a 5e request, given the subclass mentioning.

More importantly, this guy might not understand that this thread is for making new homebrew. I, personally, believe that the best thing to point to is Rogue for the class. A Strength based Rogue subclass would probably be the best thing to look at, but I'm not sure about how to make that work. Superiority Dice are easy, but I dislike the mechanic, mostly for being a subclass mechanic, rather than a base class mechanic.

Actually... Sneak Attack with non-Finesse weapons and a Fighting Style or Extra Attack would be worthwhile for a Rogue subclass. Something to boost durability, like adding Dex to AC twice with a cap, or the Superiority Dice I hate so much being usable for Attack and AC, would do well to have Rogue be more Strength based by reducing Dex needs and letting them go Strength based. An alternative to Extra Attack would be having Attack be a bonus action option, which causes obvious multiclassing power creep, but makes the character less mobile than otherwise.

I'd try typing it out, but I'm stuck tablet and phone posting because of extensive reshelving in the house leaving the computer blocked off(at least we don't have an entire wall covered in shelving for M:tG anymore). And it getting locked when I don't know the password because nobody bothered telling me it after I stopped being an annoying **** about being on the computer. And my brother's still in the habit of locking it when he gets off while it's school time, even though I've graduated from high school. Overall, things are a mess right now.

ngilop
2017-12-20, 05:46 PM
R1192

So.. I just spent the last 45+ minutes creating a Knight of The Crown (a prestige class).. only to get GiTPed and the auto restore feature not work when I had to log back in, instead of redoing it as I might be called into work anytime, I come to the playground to request assistance and hopefully one of you shall take up the torch to create the PrC :smallsmile:




The Order of the Crown is made up of people of different nationalities as well as races. The knights, while of course, ultimately loyal to Altua and her clergy, espouse the Divine right of rulers to rule, provided they of course rule with responsibility and well. They have an obligation to rule with the best interest of their subjects and put those in he forefront, even above their own personal wants and desires.

It has not been unheard of that a chapter of the order to kill a royal that was abusing their power and their people
in the last few generations, there has been a move away from a single King or Queen and instead to councils or local lords holding most of the power. The Order of the Crown grew in popularity to counter this sudden change.

The Monarchy is accepting of this as they tend to endorse anything that says "these guys have a divine right to rule" but also secretly worry that they might be next on the chopping block for not ruling justly.

The Knights never make a move without word coming from the Scion-the speaker for Altua, her highest ranking priest.



the requirements
BaB +6
Knowledge: Nobility 7 ranks
Alignment: Any good
Special: Must be a devout follower of Altua, and be admitted into her Knightly order the Order of the Crown

I remember some stuff about them, it was 10 levels long d10 HD, good Base attack, good fort and good will bad reflex
they gained a competence bonus to know: nobility at first level equal to class level. They get Mark of Justice 1/day at 8th level as a spell-like, and they get a smite ability against corrupt rulers, other than that, feel free to give them some neat-o abilities related to making sure ruler are just and fair

RegalKain
2018-02-06, 08:52 PM
Playing in Pathfinder,

This may be a bit of an odd request however, I currently have a character using the Blacksmith base class (Spheres of Might) and a Gestalt monster race up until level 5 (I am free to take another class at level 6) I've been googling and searching the forums for a solid Merchant Class (That is a class that's primarily Merchant in nature.) I already have combat more then handled for the power level of my group, hence why I don't mind sacrificing some of that power towards something for more flavor. Any amount of levels is fine, though I'd honestly be happier with a 3-5 level PRC class. I've been trying to come up with something on my own but as of late I'm drawing a blank when it comes to creating pretty much anything. So I suppose this is either a request for a 3-5 level PRC class, or if someone has something that would fit the bill let me know and I'll give it a look see. Thanks.

If it matters Pathfinder (With some homebrew) Modified Gestalt, 20 Point Buy characters current focus is front line/STR based thrower.

JudgeKludge
2018-04-18, 01:49 PM
R1194

I am playing 5th edition.

My players and I are all fairly well versed in "normal" monsters, so I want to surprise them/twist an expectation. We are playing ToA and my players are heading into the jungles of chult. My thought was, stupid as It may seem, I would like to have them fight some Pokemon as monsters in chult.

One of the first that comes to mind is the Kabutops the idea of them fighting an undead fossil/bug monster fits perfectly with the other things in chult.

I have a rough idea of how to stat it but would love some help.

My thoughts are very general. But basically a high AC, some kind of hover mechanic, two 1d6 claws. And some cribbed flurry of blows to replicate furry swipes.

Morphic tide
2018-04-18, 05:18 PM
Hmm... A Kabutops in 5e? The first thing to ask is what CR you want, because there's actually some specific lookup tables for that to give damage per round targets. I'm reminded of Paragon monsters, a homebrew "stub" for making boss fights work around the action economy without Legendary Actions and replicating the shenanigans from video game boss fight stages, owing to the fact that Kabutops is one of the Pokemon with the Weak Armor ability, which reduces its defense and increases its speed when hit with a physical attack.

Translating this into 5e, you have it improve its action economy at the cost of lowered durability, when it falls below some pre-defined amount of HP. For the sake of encounter math, the tradeoff would have the after-statblock be identical to the former-statblock in CR, with a shift from offense to defense. Either Bonus Action to Dash or Attack, or adding attacks and increasing movement speed. The former works better for a "bossy" enemy while the latter works better for a "mook" enemy.

JudgeKludge
2018-04-18, 07:17 PM
C1194


Hmm... A Kabutops in 5e? The first thing to ask is what CR you want,

CR is an Important question, but unfortunately all I can say is for right now my PC's are level 1. I'm fine with just about any CR, it just determines when I hit my PC's with them.



Kabutops is one of the Pokemon with the Weak Armor ability, which reduces its defense and increases its speed when hit with a physical attack.

How about something to the effect of "once the Kabutops is at half health..." And the rough effect would be a rage like state? Penalty to AC bonus to speed and he gets an extra attack. Do you think that could work?



The former works better for a "bossy" enemy while the latter works better for a "mook" enemy.

I was thinking about the necromancer who raised it as the boss. But for added poke-ness the necromancer could be the weak one and "the muscle" could be his minion.

ngilop
2018-09-28, 07:54 PM
R1195

Hey guys, I have a Pathfinder Fighter re-tool (http://www.giantitp.com/forums/showthread.php?568764-Pathfinder-Fighter-Re-Tool)and am in need of some non combat class abilities to round out the class. I am satisfied where it is combat wise, just need that 'I can do things outside of combat other than use skills' part worked on.

SunderedWorldDM
2018-10-09, 03:29 PM
C 1190

Keeping in mind my lack of 5e experience, might I suggest some conversion of the Deepwarden prestige class from 3.5e?

That looks like a Ranger archetype devoted to defending themself and allies, plus a little bit of stone/animal magic. I'll see what I can do. Either that, or a Ranger/Barbarian multiclass: Stone Warden and Trap Sense look like the Barbarian's Unarmored Defense and Danger Sense... Either way, here's a rough archetype. Everyone else critique me: I'm still getting used to homebrew!

Deepwarden
You are a dwarf who has chosen to live your life on the surface world. It wan't your first choice, and you might not be to happy about it, but this is your home now, and you will fight to protect your race, the wilds, and your allies through thick and thin.

3rd Level: Extra Spells
You add the following spells to your spell list:


3rd
Heroism, Sanctuary


5th
Animal Messenger, Warding Bond


9th
Sending, Tiny Hut


13th
Hallucinatory Terrain, Resilient Sphere


17th
Insect Plague, Wall of Stone




3rd Level: Defensive Posture
You can get into an advantageous position to avoid blows. On you turn, if you do not move, you can enter a Defensive Posture as a bonus action. You gain a +2 AC. While in your Defensive Posture, you have advantage on all saves to avoid being moved.
3rd Level: Swift Tracker
You can ignore the restriction/penalty on tracking at a Fast pace.

7th Level: Vigilance
You gain proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saves, choose either Intelligence or Charisma saves (your choice).

11th Level: Uncanny Dodge
When an attacker you can see hits you with an attack, you can use your reaction to half the damage that attack does against you.

15th Level: Encompassing Defense
You can easily hold of attackers trying to gain an advantage while flanking. While in your Defensive Posture, no creature can use an ability against you that requires having an ally also within melee range of you (i.e. Sneak Attack, Pack Tactics, flanking, ect).

Hope this fits your needs and is close enough to the original to satisfy you!

Man_Over_Game
2018-10-09, 05:29 PM
R1196
5th Edition DnD: In order of preference, I'm looking for a Barbarian subclass that:

Has tactical decisions to make in combat (similar to the Battle Master Fighter)
Is well designed (has its coolest feature at level 3 and NOT level 10)
Has a reason NOT to Rage at every second in every combat.


R1197
5th Edition DnD: An expanded list of balanced uses for the Medicine skill. By balanced, I mean that I want it to be considered as powerful as, say, Stealth, Perception, or Arcana.

SunderedWorldDM
2018-10-09, 05:39 PM
R1197
Well, here's some ideas:
-A Medicine check to determine approximately how many hit points an enemy is at, separate check to know approximate maximum
-Medicine checks to determine cause of death (more useful in some campaigns than others, but still useful)
-As an action, a DC 15 Medicine check to heal 1d4 Hit Points, and you cannot use this ability on the same target until they suffer another injury. Useful in lower levels, but not overpowered. Maybe a similar thing for HD is possible?
-One could make a Medicine check to make checks about the weaknesses, resistances, strengths and powers of a creature, as opposed to Nature or Arcana.

I think with even this list and these optional rules Medicine becomes a force to reckon with, especially becoming key during combat and while researching enemies. Maybe this wasn't that angle you had in mind, though?

Man_Over_Game
2018-10-09, 06:08 PM
R1197
Well, here's some ideas:
-A Medicine check to determine approximately how many hit points an enemy is at, separate check to know approximate maximum
-Medicine checks to determine cause of death (more useful in some campaigns than others, but still useful)
-As an action, a DC 15 Medicine check to heal 1d4 Hit Points, and you cannot use this ability on the same target until they suffer another injury. Useful in lower levels, but not overpowered. Maybe a similar thing for HD is possible?
-One could make a Medicine check to make checks about the weaknesses, resistances, strengths and powers of a creature, as opposed to Nature or Arcana.

I think with even this list and these optional rules Medicine becomes a force to reckon with, especially becoming key during combat and while researching enemies. Maybe this wasn't that angle you had in mind, though?

Those are fine, the problem is comparing the cost to the DC to the Reward.

Let's say I'm determining what information a player gets from a Medicine check. Skipping the part where it may or may not be an action, what's the DC? Does it scale with the enemy level? How much information do I divulge based off of what the player rolled? Do I just guess a random number if they guessed off? Do I tell them how sure they are? If I tell them they are sure, and they know the formula, does that mean they guessed the level of the target? Do I just include that in the information I provide? Or does the level of the target not matter? Just throwing some numbers out and hope it makes sense and is balanced compared to other features is something that can be done, but I'm looking for a bit stricter of an analysis. Something that has a somewhat fleshed out list of DCs-to-Rewards so that there's a little more of a frame of reference to use.

Because right now, if I made a DC 10-20 Medicine check, I can't help but append "-I guess" to any of my sentences.

SunderedWorldDM
2018-10-09, 09:47 PM
Those are fine, the problem is comparing the cost to the DC to the Reward.

Let's say I'm determining what information a player gets from a Medicine check. Skipping the part where it may or may not be an action, what's the DC? Does it scale with the enemy level? How much information do I divulge based off of what the player rolled? Do I just guess a random number if they guessed off? Do I tell them how sure they are? If I tell them they are sure, and they know the formula, does that mean they guessed the level of the target? Do I just include that in the information I provide? Or does the level of the target not matter? Just throwing some numbers out and hope it makes sense and is balanced compared to other features is something that can be done, but I'm looking for a bit stricter of an analysis. Something that has a somewhat fleshed out list of DCs-to-Rewards so that there's a little more of a frame of reference to use.

Because right now, if I made a DC 10-20 Medicine check, I can't help but append "-I guess" to any of my sentences.

I can understand those concerns. Let me try and add some more structure to this system.

Will you be using this as a player or as a DM, because if you're going to be playing it, I'll have to approach uncertainty differently (as you'll know when you're wrong by how much you rolled)...

Man_Over_Game
2018-10-10, 08:50 AM
I can understand those concerns. Let me try and add some more structure to this system.

Will you be using this as a player or as a DM, because if you're going to be playing it, I'll have to approach uncertainty differently (as you'll know when you're wrong by how much you rolled)...

As a DM, mostly. I can't say I wouldn't try to use it for inspiration for my current DM, though. He might like it enough to use it too. Thanks for your help on this.

SunderedWorldDM
2018-10-10, 09:13 AM
As a DM, mostly. I can't say I wouldn't try to use it for inspiration for my current DM, though. He might like it enough to use it too. Thanks for your help on this.

Of course! Give me a moment and I can get something together.

SunderedWorldDM
2018-10-10, 09:49 AM
R1197

Okay, here's a rough outline. Hasn't been playtested, but it looks balanced enough...

To determine HP…
Takes an action to appraise an enemy and how injures they look. Make a Medicine check, DC and information given based off of the tables below. You can make the check to determine a creature’s maximum HP or their current HP. You would have to take this action to know the HP of your allies as well, but appraising an ally is only a bonus action.

DC~ CR/Level
10~ 0-5
15~ 6-10
20~ 11-15
25~ 16-20
Impossible~ 21+

Level of success/failure~ Effect
Failure by 6 or more~ False information! Spew out a random number, the more they failed the more confidently you say it and the wronger it is.
Failure by 1-5~ No information given
Success by up to 5~ You know HP to 100s place
Success by 5 to 10~ You know HP to 10s place
Success by 11 or more~ You know the precise HP

Cause of Death…
Make a Medicine check to determine a creature’s cause of death. Handle as you would a Perception or Arcana check.

Healing…
As an action, using a Healer’s Kit or Herbalism Kit, you can make a DC 15 Medicine check to heal an ally 1d4 hit points or to stabilize them if they are dying. You cannot heal the same target again until they suffer more damage (to avoid spam-healing).

Determining weakness…
As an action, you can make a Medicine roll to determine a creature’s weaknesses and resistances. The DC of the check is the same as that of appraising HP (more powerful creatures are less common, and there’s not as much known about them). If you spend an hour or more on research, you have advantage on the check. On a success, you gain a bit of information, as determined by the chart below.

Level of success/failure~ Effect
Failure by 6 or more~ Spew complete misinformation. Fire elementals? Try using your Flame Tongue. They’re weak to heat.
Failure by 5-1~ You get no information.
Success by up to 5~ You can know one resistance, immunity, or vulnerability of the DM’s choice.
Success by 6-10~ You know 1d4+1 resistances, immunities, or vulnerabilities of the DM’s choice.
Success by 11+~ You know all of the creature’s resistances, immunities and vulnerabilities.

If you really wanted to keep uncertainty in level of success, you could try rolling in secret for the player so that they don't know if they botched or got really accurate. You seem like the type of DM who would do that already...

ngilop
2018-11-15, 03:30 PM
R1198

Hello again, I created a combined alternate class feature class archetype for wizard specializations (www.giantitp.com/forums/showthread.php?573788-Specialist-Wizard-alternate-class-features-Archetypes)

Right now I am at a loss for 2 specific ability/progressions


I have the necromancer getting an undead minion but I am unsure of how to dole out level adjustments for more advanced undead. I already know how the minions are going to progress ( bonus to attributes, extra HD, and special abilities) I am unsure of how to factor in getting more powerful undead at a later level.

The Undead I want to include (in addition to skeleton and zombie) are as follows: Ghoul, Shadow, Ghast, Mummy, Wight, Wraith


The 2nd issue I have is, I cannot think of a level appropriate 20th level ability for Transmuters.

Also, still looking for an idea or two for my R1195

Just to Browse
2019-06-14, 01:52 AM
H 1195

This is only, like, 7 months late. Here are a few ideas--

Mortal Persistence (Ex): No scorching sun nor freezing cold will stop the fighter on his journey. At level 3, a fighter suffers no harm from being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). His equipment is likewise protected.

Tough Enough (Ex): At level 7, a fighter gets a +6 on Fortitude saves against disease and poison, and does not suffer the secondary effects of disease or poison.

Always Alert (Ex): Distractions do not stop a trained fighter from noticing their surroundings. At level 13, fighters do not receive a penalty to Perception due to sleeping, background noise, or any effect that distracts them such as fascination or lullaby.

Planar Persistence (Ex): At level 19, a fighter can handle life just about anywhere without too much fuss. They ignore any damage or detrimental effects caused by planar elemental and energy traits, such as fire damage from fire-dominant planes and blindness from major positive-dominant planes. His equipment is likewise protected.

Man_Over_Game
2019-06-14, 05:36 PM
Hi there! I have a request...

Since I've seen the Stone Sorcery specialization for Sorcerers in 5E, I've kept wishing there were some sort of martial class with AC similar to it (13 + CON mod), completely eliminating the necessity of DEX to make an unarmored/lightly-armored build.

Does anyone have any ideas for a class like this for a martial?

A bit late in response, but one of my Prestige Options cover this. They're built around modifying certain stats for others, and then tacking on multiclassing restrictions to prevent these changes from being abused.

The one in question is being a Barbarian, using Strength in place of Dexterity from your Barbarian features. Or, basically, your Unarmored Defense is based on Strength + Constitution rather than Dexterity + Constitution.

The catch is, at least half of your levels have to be in Barbarian, you can only pick the Storm Herald subclass, and this does not effect armor calculations (so wearing armor will still be Armor + Dexterity).


----------------------

Also, still looking for that tactical Barbarian, if anyone's got it.

Miss Disaster
2019-06-23, 09:27 AM
R1199

Hello Homebrewers. For 3.5 or Pathfinder, I'd like to request a PrC for wizards that emphasize the customization, optimization & acquisition (of other class spell lists) of Wall spells. This would also include spells that create wall-like barriers of a sort.

Example: Wall of Smoke, Blockade, Wall of Stone, Coral Growth, Spiritwall, Wall of Incarnum, etc.

***

I tried to homebrew a 5-level PrC along these lines and it just lacked creative "oomph". Granted, walls really aren't super sexy. But for an engineering, sculptor or geometer-style wizard, it would be a really cool battlefield controller theme.

Thank you!

Just to Browse
2019-06-23, 02:18 PM
C 1199

I would love to try my hand at this. I think a 5-level PrC is a good fit for a wall-related arcane caster.

I would like to make a class called Arcane Engineer for this request. Some initial spitballing:

Include a curated list of wall spells, including things like blockade and wall of coral. Add all of these to the PC's list of spells known.
Grant extra spells in the PC's spellbook, all of which must be wall spells.
Improve wall spells with extra duration (possibly permanency) and larger effect sizes
The ability to bypass wall effects and grant your allies the same
(Tentative) Possibly some "favorite walls" from the wall spell list, so you can spontaneously convert prepared spells into a small list of wall spells that you favor.
(Tentative) The ability to build your own castles. Possibly mi a lyre of building effect or some kind of fortifications-only stone shape.
Some engineering-related feat / skill requirements, and flavorful class features


I'll chew on this idea for a bit and then put something together. If you like / dislike any of those bullet points, let me know.

Also, I don't think I've ever seen blockade before. I love the idea of a wooden cube that somehow weights 2000 pounds, yet floats on water.