PDA

View Full Version : Contest 3.X Ancillary Contest V - Beyond the Sky



Zaydos
2015-07-20, 12:06 PM
Beyond the Sky

Welcome one and all to the fifth Ancillary Contest. Having class isn't everything, and sometimes it's cool to make the smaller pieces of brew that can really expand a character. So here we are a contest for those smaller pieces of a character which can really make a character your own: Feats, spells, invocations, vestiges, soulmelds, maneuvers and more.

This contests theme is Outer Space. Spells to allow survival in vacuum, feats for Spelljamming adventurers, a little green vestige, alien races, a zero-g martial discipline, the possibilities are limited by your imaginations and nothing little else, let's see what you can show us.


Rules


You will be creating a piece of homebrew intended for PC use which is not a Base Class or a Prestige Class. This could be one of many things, feats, spells, invocations, vestiges, soulmelds, maneuvers, or something else.
Your entry must be complete. Incomplete entries will be disqualified.
You are allowed one entry per contest. An entry can include multiple feats, spells, invocations, etc, or even a combination of spells, feats, and so forth but must be connected in some way and one cohesive unit. This could just be a bunch of feats about the contest's theme (mechanically cohesive), or a selection of spells, feats, and vestiges representing the secret arts of a certain sect (fluff cohesion), or so forth.
Your entry must be new and not posted anywhere previously. All entries must be posted in this thread and no where else until after the contest is finished.
Plagiarism is a no no. The point is to stretch your creativity, and the only prize is knowing people like your stuff, so really it'd be rather pointless to do.
Format templates for various things will be posted below. These will be included primarily for your ease and to help ensure you remember to include relevant parts of the spell entry, etc.


This contest will run through August 25th 23:59 Eastern Standard Time at which point a Voting Thread will be posted and voting will run for a time to still be determined.

Chat thread. (http://www.giantitp.com/forums/showthread.php?399650-3-X-Ancillary-Contest-Chat-Thread)

Zaydos
2015-07-20, 12:07 PM
Templates

Feats:

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.


Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.


Invocations:
While I prefer a variation of the spell format with Grade thrown in the official format is

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (donít forget range and duration).

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (donít forget range and duration).

Vestige:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.

Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.


Mysteries:

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Utterances:

Name
Lexicon: Whether itís Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Name
Lexicon: Whether itís Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Psionic Powers
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Soulmelds
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

Jormengand
2015-07-23, 03:38 PM
Starstrikes
http://orig14.deviantart.net/2e0b/f/2007/097/8/9/sunstar__orbital_strike_by_admiraltigerclaw.png
Sunstar orbital strike by admiraltigerclaw
Okay, so maybe they're not that impressive.

Starstrikes are supernatural abilities that can be performed by anyone after certain criteria are met - they do not require feats, skill ranks, or anything else to be spent to unlock them. After a certain number of specific actions are completed on the same target, without skipping any full turns between two actions, the starstrike can simply be added on to the effect. These are listed as the starstrike's criteria. Then, the starstrike's effect may be performed on top of the last part of the effect as part of the same action, using the same difficulty class. For example, examining the starstrike Meteor Hammer:

Meteor Hammer
Criteria: Perform a successful trip + hit the prone opponent with a bludgeoning weapon before they get up.
Effect: You crush the target down with the weight of your attack. They are set on fire, and are stuck in the square they're in until they take a standard action to free themselves (they then need a move action to stand up).

One sees that the starstrike is performed by tripping someone and then hitting them in the same round or the next with a bludgeoning attack, the result of which is that they are crushed and it's harder to get up. Examine now the starstrike Solar Flare:

Solar Flare
Criteria: Light + Daylight
Effect: Enemies caught in the Daylight must take a reflex save or be blinded for 1 round and dazzled for 1 round/level.

The Solar Flare requires that Light and Daylight be cast on the same object within a round of each other. It uses Daylight's save DC, even though Daylight allows no save.

It is possible to perform a starstrike co-operatively. If you do so, however, the entire starstrike is treated as being used by the last contributor, even if there's someone else who'd be better to use it.

(Okay, I'll actually write these all up later).

Name
Criteria:
Effect:


Martial Starstrikes

These starstrikes are usually performed by warriors, but can be performed by anyone who meets the prerequisites.

Cometstrike
Criteria: Charge an opponent, swap the attack on the opponent for a bull rush, and knock them into another creature or an immovable object.
Effect: If you knock the creature into another creature, both take damage, and if you knock the creature into an immovable object, the creature takes damage. The damage dealt is that of a slam attack for a creature of your size.

Meteor Hammer
Criteria: Perform a successful trip + hit the prone opponent with a bludgeoning weapon before they get up.
Effect: You crush the target down with the weight of your attack. They are set on fire, and are stuck in the square they're in until they take a standard action to free themselves (they then need a move action to stand up).


Spell Starstrikes

These starstrikes are performed with spells. That said, a spell-like ability, psionic power, or psi-like ability, or even some kind of supernatural, extraordinary, or other type of ability, might be able to meet the criteria if it emulates the spell's effect. For example, the utterance Anger the Sleeping Earth could be used in place of an Earthquake spell.

Solar Flare
Criteria: Light + Daylight
Effect: Enemies caught in the Daylight must take a reflex save or be blinded for 1 round and dazzled for 1 round/level.


Psychic Starstrikes

These starstrikes are usually performed with psychic powers, but can be performed with abilities mimicking powers much like a spell starstrike can be performed with abilities that mimic spells.


Specialist Starstrikes

These starstrikes tend to require special abilities gained from class abilities or from feats.

Name Stunning Stars
Criteria: Use a Stunning fist attack to stun a creature successfully, then trip them.
Effect: The creature is stunned for another round.

Name Supernova Counter
Criteria: Use Word of Stance Unyielding, Word of Reflexes Exalted, Word of Harm Avoided, or Word of Mystic Deflection, pass the truespeak check, and then respond by hitting the attacker with a successful Stunning Fist, Word of the Strike Unstoppable, or Word of the Fist Unraveling.
Effect: Your attack deals 10d6 points of fire damage and 5d6 points of force damage as your fist erupts in a blast of flame which is directed away from you and leaves you unharmed.

ShiningStarling
2015-07-25, 06:14 PM
Astramancy and Oblivimancy
Whether you see the moon or the stars, the dark of the void, the tail of the comet, or the place beyond it all, there's more to magic than you could ever know, and much can be learned out there.

-Allison Nightswing, a contemplative Oblivimancer

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Jurai
2015-07-25, 06:33 PM
Enveloping Atmospheric Expression
Lexicon: Evolving Mind
Level: 4th
Range: Short
Duration: One Hour per Class Level for normal.

Normal: You force the air around the target to stay close to them.
Creatures affected by this Utterance do not need to breathe, and gain immunity to any inhaled poison, any ability that requires the target to breathe to be affected by it, and the cold, empty void of outer space.
Reversed: With but a single word, your target gasps and sputters as the air is forced out of their lungs.
Creatures affected by this Utterance must make a Fortitude save or start drowning immediately. If they fail the last save and die, their heads explode as the external pressure is far less than their internal pressure.

Network
2015-08-25, 10:55 PM
Another last-minute entry, hoping people will appreciate it. Best of luck comrades!

For reference, a copy of the rules on radiation sickness can be found here (http://www.d20resources.com/future.d20.srd/environments/radiation.sickness.php), and a copy of the rules on vacuum environments can be found here (http://www.d20resources.com/future.d20.srd/environments/atmospheric.conditions.php).

Controlled Radiation
Lexicon: Crafted Tool
Level: 3
Range: 60 feet
Target: One object
Duration: 10 minutes

By twisting the laws of physics with a word, you force an item within range to release a different amount of radiation from what it normally should.

This formula changes by one step the radioactivity of the target item. The steps are, in order: non-radioactive material, lightly radioactive material, moderately radioactive material, highly radioactive material and severely radioactive material. The truenamer can increase or lower the radioactivity of the target item, at his discretion. You can alter the target item by more than one step by voluntarily increasing the DC of your Truespeak check. For every +10 increase on the DC, you can change the radioactivity of the target item by one additional step.

Radiation sources affected by this utterance affect all those that touch them for at least 1 round, but leave other creatures (including those adjacent to the item, but not touching it) unaffected. This formula is most effective when cast on the weapon or armor of an unsuspecting opponent, who has no way to detect the radiation. Exposure to multiple radiation sources does not stack.

Mystic Radiation
Lexicon: Perfected Map
Level: 1
Duration: 10 minutes

You bend the laws regulating the effects of radiation within the affected area, allowing it to affect creatures differently.

This formula alters the nature of radiation within the affected area, making it less damaging to the body but more deadly to the mind. Mystic radiation follows all the rules of normal radiation, except as follow.

Exposure to mystic radiation must be measured separately from exposure to normal radiation. A character that is on the corner of the utterance's effect (partially in and partially out of the area), or a character that is currently suffering from radiation sickness or mystic radiation sickness, treats both forms of radiation (or both forms of radiation sickness, as the case may be) separately.

Mystic radiation sickness causes Charisma damage instead of Constitution damage, and the ability damage is negated by a Will save instead of a Fortitude save. Therefore, unlike regular radiation, mystic radiation is likely to affect undead creatures (but not constructs, since constructs are immune to all ability damage). Specific immunity to radiation applies to both mystic and regular radiation.

Mystic radiation sickness can be cured in the same ways as normal radiation sickness.

Space Adaptation
Lexicon: Evolved Mind
Level: 3
Duration: 3 rounds
Saving Throw: None

Normal: You fool the universe into thinking that the target is adapted for outer space.

For the utterance's duration, the target is immune to radiation sickness (this does not cure the character of radiaction sickness or of Constitution damage caused by it, merely prevents the acquisition of radiation sickness or of additional ability damage from it).

In addition, when this utterance is active, the target character can hold his breath more easily. Time spent under the effect of this formula does not count toward the maximum amount of time that the character can hold his breath without making Constitution checks. Furthermore, no Constitution check is required to hold one's breath while under the effect of this utterance, and the DC of the Constitution check does not increase for that time, either. Since the character makes no Constitution check during this time, there is no risk of taking Constitution damage as a result of holding his breath in a vacuum.

A character that does not breath still gains immunity to radiation sickness, but is otherwise unaffected.

Reversed: You speak a word and, soon after, the target appears to suffer the effects of a radioactive vacuum.

For the utterance's duration, the target is considered to be in a severely irradiated area, no matter the actual degree of ambient radiation. Other creatures are unaffected. In addition, this reverse utterance has an additional effect depending on if the target breathes or not, and is currently holding his breath or not.

If the target does not need to breath, this utterance has no other effect. If the character is holding his breath and needs to make a Constitution check every round, the DC of the Constitution check increases by 5 for the reverse utterance's duration and each successful check deals 1 point of Constitution damage to the target (this does not stack with the effects of a vacuum). If the character is not holding his breath or hasn't yet started to make Constitution check, this reverse utterance forces the character to hold his breath until he needs to make Constitution checks or until the utterance expires.

Zaydos
2015-08-25, 11:16 PM
And with Networks last minute entry we have three and the thread is closed.

Voting is here (http://www.giantitp.com/forums/showthread.php?436827-3-X-Ancillary-Contest-V-Voting-Thread&p=19727564#post19727564)