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Gorbash Kazdar
2008-02-18, 03:43 PM
This thread was suggested by Goats_o_Mjolnir, so direct thanks his way!

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

Below are some guidelines for this thread.

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

The Homebrew Should Be Fairly Small in Scope: Requests should be for homebrew that could be easily contained in one post - asking for a whole new base class or magic system would be a bit too much for this thread. The concept here is really for DMs to request something they expect to use in short order and don't have the time to develop themselves.

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

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

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

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

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

Let the Homebrewing begin!

Gorbash Kazdar
2008-02-18, 04:10 PM
To get things started, let me toss up a request of my own. I've been banging my head against this for a while, and haven't been able to come up with anything I like.

R.1
I'm looking for an alternate class ability to replace trap sense for the barbarian. I find the ability kind of weak in general, and the barbarian in question is an NPC and I'd like to have something interesting that would actually get used. It should be something that scales up at more or less the same rate, and shouldn't be too powerful. The character is a stereoptypical half-orc barbarian using a big sword; he's also a mercenary.

Danu
2008-02-18, 07:03 PM
H.1

I'm looking for an alternate class ability to replace trap sense for the barbarian. I find the ability kind of weak in general, and the barbarian in question is an NPC and I'd like to have something interesting that would actually get used.

The first thing that occurred to me was the trapkiller alternate class feature in Dungeonscape (page 8). It'd grant you trapfinding, but that still doesn't seem to fit your character. But upon examining the rogue's Penetrating Strike on page 13, I came up with a different idea.

Shatterstrike
You are capable to bringing such incredible force to bear with your critical hits, that you can pierce the innate immunity of those who normally ignore such damage. Your shatterstrike rends the metal of constructs, sends the protoplasmic material of oozes flying, and discorporates undead with a single mighty swing.
Level: 3rd.
Replaces: If you select this alternative class feature, you do not gain trap sense.
Benefit: Any time you strike a creature immune to critical hits, you have a 25% chance of ignoring their innate immunity and dealing your extra damage as normal. You roll this percentile after you receive a critical threat, but before you attempt the critical confirmation roll. At 9th level this ability improves, granting you a 50% chance to ignore a creature's immunity to critical hits. At 15th level it improves for the final time, granting a 75% chance to ignore a creature's immunity to critical hits.

FlyMolo
2008-02-18, 07:50 PM
R.2
I need a CR 2 or 3 monster. Flying a must. My players are going to be fighting this beastie on the edge of the atmosphere, while trying to grab onto a cube of Walls of Force filled with vacuum to use as a balloon. So, Flying a Must. I'd hope to get a small flock of them, about a CR 4 total, maybe 5.

These things are in the employ of Asmodeus, so Fiendish influences are great. (Devilish?) I was considering just taking Red Caps and applying templates to them, but they didn't have the right flavor, the right abilities, or the right CR (they were too powerful. C'est la vie). I need a small swarm (4?) to be about appropriate for a 9 member party of ECL 2 characters. Yeah, 9 members. I'm a first time DM too. Not smart.

Gorbash Kazdar
2008-02-19, 09:20 AM
C.1
I really like it. At first I thought the percentages might be a bit high, but then I remembered that you actually have to threaten a critical first, and you can still miss the confirmation. It fits the flavor of the barbarian very well, too. Thanks!

Vaynor
2008-02-20, 02:58 AM
R.3

"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."

Jeez, way to describe almost EXACTLY what I was going to ask for. All of that, but also include fiery influences to it's abilities, Large at the least. Kind of hulkish. Like a big damaging melee user with good spell resistances and a lot of interesting special abilities.

Oh yah, CR 14-16.

Necromimesis
2008-02-20, 02:07 PM
H.3

Jeez, way to describe almost EXACTLY what I was going to ask for. All of that, but also include fiery influences to it's abilities, Large at the least. Kind of hulkish. Like a big damaging melee user with good spell resistances and a lot of interesting special abilities.

Oh yah, CR 14-16.

I think I can do this one for you...I got a great idea looking through a list of Egyptian Gods, and think it will work quite well.

EDIT: Here you go. Tell me what you think.


THE FIST OF ATEN

Long ago, a cult of worshipers decided to ignore the old sun gods. Their patron, a god known as Aten, used their belief to push back the ancient gods and usurp their power. Yet it did not last long, for the ancient ones brooded and planned until their power again grew, and together they threw Aten from the heavens and split his essence apart.

But gods are almost impossible to kill, and so Aten walks the world in pieces, each a part of the dying sun god. These pieces have a mind and will of their own...these are the Fists of Aten.

A Fist of Aten appears as a frighteningly tall, dessicated human with the head of a hawk. It's skin is blackened and charred, and it constantly smolders as if some dying fire burned inside it. It's eyes are glowing coals, and its crackles and snaps when it walks, as if it's flaky, charred skin were breaking and burning.


Fist of Aten
Size/Type: Large Outsider (Extraplanar, Fire)
Hit Dice: 22d8+110 (209 hp)
Initiative: +4
Speed: 40ft
Armor Class: 28, touch 9, flat-footed 28 (-1 size, +19 natural)
Base Attack/Grapple: +22/+35
Attack: Slam +31 melee (2d8+13; 19-20/x2)
Full Attack: 2 Slams +31 melee (2d8+13; 19-20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Solar Radiance, Smolder, Dying Sun
Special Qualities: SR 29, DR 10/Cold Iron, Solar Immunity, Scorned by the Gods
Saves: Fort +17, Ref +13, Will +17
Abilities: Str 28, Dex 10, Con 19, Int 10, Wis 18, Cha 18
Skills: 200 skill points, assign as you see fit (I may get around to this later...)
Feats: Power Attack, Cleave, Awesome Blow, Great Cleave, Weapon Focus (Slam), Improved Critical (Slam), Improved Initiative, Improved Toughness
Enviroment: Desert
Organization: Solitary
Challange Rating: ~15 (I'm not the best judge, but it seems about right)
Treasure: Normal
Alignment: Any Evil
Advancement: Hit Dice
Level Adjustment: —

Scorned by the Gods: After Aten’s fall, the gods erased all memory of him from the heavens. As a result, his children walk the world unnoticed by all that is divine, and are treated as having unbeatable spell resistance against any and all divine spells.
Solar Immunity: Although their god is long dead, the Fists of Aten still connect to sun. They are immune to any effect that would blind or dazzle them through the use of light.
Solar Radiance: The light that once graced these creatures is gone, but the right spark may just ignite it. If a Fist of Aten is struck by a spell or object that would deal fire damage, its desiccated body erupts in a burst of otherworldly light. Everything within 60ft of the Fist takes 10d6 points of fire damage (Reflex save DC 25 for ½, Con based), and its fists deal an additional +2d6 points of fire damage for the next hour. Additionally, during that hour, any non-natural weapon that strikes the Fist must make a Fortitude check (DC 25, Con based) or melt instantly into useless slag, dealing no damage.
Smolder: The Fist of Aten’s body now smolders gently with the remnants of a once mighty blaze. Any creature grappling the Fist takes 4d6 points of fire damage a round.
Dying Sun: As a final tribute to their fallen lord, the Fists of Aten can, for a short time, extinguish the sun itself. 3/day, as a full round action, a Fist of Aten may cause the sun to darken to a hideous, blackened shade of red. Anyone who sees the change must make a DC 25 Will save (Charisma based) or be panicked for 4d6 rounds. A successful save reduces the effect to shaken. This has the additional effect of granting the Fist of Aten the sun’s light, and activates it’s Solar Radiance power as if it had taken fire damage. This ability has a radius of 1 mile; outside of the range, the sun still appears perfectly normal.

Mal666
2008-02-21, 04:02 AM
C.1

I really like it. At first I thought the percentages might be a bit high, but then I remembered that you actually have to threaten a critical first, and you can still miss the confirmation. It fits the flavor of the barbarian very well, too. Thanks!

with an ooze, it would be more of a "splash Strike" hehe

Caracol
2008-02-21, 01:08 PM
H.2

I need a CR 2 or 3 monster. Flying a must. My players are going to be fighting this beastie on the edge of the atmosphere, while trying to grab onto a cube of Walls of Force filled with vacuum to use as a balloon. So, Flying a Must. I'd hope to get a small flock of them, about a CR 4 total, maybe 5.

These things are in the employ of Asmodeus, so Fiendish influences are great. (Devilish?) I was considering just taking Red Caps and applying templates to them, but they didn't have the right flavor, the right abilities, or the right CR (they were too powerful. C'est la vie). I need a small swarm (4?) to be about appropriate for a 9 member party of ECL 2 characters. Yeah, 9 members. I'm a first time DM too. Not smart.

Here's one for you, hope it fits.


Yergil


http://fc05.deviantart.com/fs7/i/2005/162/a/8/eyes_of_envy_by_Wen_M.jpg
original art by Wen - M (http://wen-m.deviantart.com/)

Diminutive Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 3d8+0 (13 hp)
Initiative: +7
Speed: fly 40ft. (good)
Armor Class: 18 (+3 Dex, +4 size, +1 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/-10
Attack: Claw +6 melee (1d2 -1/x2) or bite (1d3 -1/x2)
Full Attack: 2 claws +6 melee (1d2-1/x2) or bite (1d3 -1/x2)
Space/Reach: 1 ft./0 ft.
Special Attacks: Chilling Glance, Weakening Glance, Summon Devil
Special Qualities: Darkvision 60 ft., Eyes behind your back, Immunity to fire and poison, Resistance to acid 10 and cold 10, See in darkness, Spell-like abilities, Telepathy 100 ft.
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 8, Dex 16, Con 10, Int 12, Wis 14, Cha 16
Skills*: Escape Artist +9, Hide +19, Intimidate +7, Knowledge (any) +6, Listen +10, Move Silenty +8, Search +14, Sense Motive +7, Sleigh of Hands +8, Spot +18, Use Rope +8
Feats: Alertness, Improved Initiative
Enviroment: Any
Organization: Solitary, Group (2-5), Swarm (6-12)
Challange Rating: 3
Treasure: Normal
Alignment: Always Lawful Evil
Advancement: 4-8 HD (Diminutive), 9-12 HD (Tiny)
Level Adjustment: —

A small figure flies around you. You don't understand how it can see, but suddenly from its horrible wings red reptile-like eyes open wide.

Yergils are small devils with numerous eyes on the surface of their eyes. They are pesterous little beasts at Asmodeus's employ, used by the devil lord for minor tasks and issues. They usually guard sites of interests for Asmodeus, and rush on their opponent regardless their size. They look like really small humanoids, with pale or dark skin, and with no eyes on their faces. Their wings, however, are capable of gaze attacks.

COMBAT
Yergils are often found in groups, and if alone they try to summon more Yergils. They are noot good fighters, but their strength is in numbers and in their gaze attacks, which they use to weaken their opponentz, trying to scare them. They attack phisically only if forced.

Chilling Glance (Su): Once per round, a Yergil can make a gaze attack at a single opponent at a range of 20 ft. Any creature that falls the saving throw is slowed, as if he's subjected by the slow spell effects (Will negates, DC 14, the DC is Cha based)
Eyed Wings (Ex): The wings of a Yergil have eyes on their surface, and these eyes are capable make them do gaze attacks and see all their sorroundings. Because of this, a Yergil cannot be caught flat-footed by any opponent that does not have magical concealment.
Spell like abilities (Su): fear 1/day, DC 13, Cha based.
Summon Demon (Sp): Once per day a Yergil can attempt to summon 1d4 Yergils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.
Weakening Glance (Su): Once per round, a Yergil can make a gaze attack at a single opponent at a range of 20 ft. Any creature that falls the saving throw start to feel fear, as if he's subjected by the bane spell effects (Will negates, DC 14, the DC is Cha based)
Skills: The eyed wings of an Yergil give them a racial bonus of +8 to their Spot and Search checks.

Vaynor
2008-02-21, 06:31 PM
C.3

THE FIST OF ATEN

Sweet thanks. :D

Goats_o_Mjolnir
2008-02-21, 10:21 PM
Wow, awesome, I cant believe its actually up, big ups for hearing my suggestion Gorbash.

I have a request as well:

R.4
I want to give a villian a signature weapon, so I had this idea of a bladed yo-yo esque weapon. Similar to a normal yo-yo, but I drew inspiration from Rygar and God of War in that the yo-yo can be used up close and at range. Any relevant feats would be great as well :)
thanks

Paragon Badger
2008-02-21, 10:50 PM
H.4

Wow, awesome, I cant believe its actually up, big ups for hearing my suggestion Gorbash.

I have a request as well:

I want to give a villian a signature weapon, so I had this idea of a bladed yo-yo esque weapon. Similar to a normal yo-yo, but I drew inspiration from Rygar and God of War in that the yo-yo can be used up close and at range. Any relevant feats would be great as well :)
thanks


~~~
1d8 Slashing (20/x2)
One-handed Reach Weapon
Weight: 6 lb.

You can use the Weapon Finesse feat to apply your Dexterity modifier (instead of your Strength modifier) to attack rolls with a ~~~ sized for you, even though it isn’t a light weapon.

Because a ~~~ can wrap around an enemy’s leg or other limb, you can make trip attacks with a it. You cannot drop the ~~~ to avoid being tripped in return.

A ~~~ is usually wrapped around an arm. Anyone equipped with a ~~~ in this fashion gets a +10 bonus to resist being disarmed.

Unlike most other weapons with reach, you can use a ~~~ against adjacent foes.

Vaguely based on the Divine Instrument, Rosary (http://www.giantitp.com/forums/showthread.php?p=3953939#post3953939), which is based off of the rosaries from Okami. [shameless plug]Check it out.[/shameless plug] :smallbiggrin:

Proven_Paradox
2008-02-21, 11:43 PM
H.4

Wow, awesome, I cant believe its actually up, big ups for hearing my suggestion Gorbash.

I have a request as well:

I want to give a villian a signature weapon, so I had this idea of a bladed yo-yo esque weapon. Similar to a normal yo-yo, but I drew inspiration from Rygar and God of War in that the yo-yo can be used up close and at range. Any relevant feats would be great as well :)
thanks

I recommend a large spiked shield here. The shied part has bashing and whatever defensive abilities you like. The spikes have throwing and returning. If you want more range on it, take the Far Shot feat. Improved Shield Bash is a must. If you want to make it more like Rygar's shield, nix the spikes and give the edges a serrated blade, and make it slashing instead of piercing. That's the only bit of homebrew that's required. Your BBEG is now very powerful in both ranged and melee, and probably has good AC. Attach a chain to it from his wrist and you've got a really big serrated yoyo.

If you want something small and more yo-yo like, you can get a small shield instead, though you lose both damage and AC that way.

Caracol
2008-02-23, 12:25 PM
H.4

Wow, awesome, I cant believe its actually up, big ups for hearing my suggestion Gorbash.

I have a request as well:

I want to give a villian a signature weapon, so I had this idea of a bladed yo-yo esque weapon. Similar to a normal yo-yo, but I drew inspiration from Rygar and God of War in that the yo-yo can be used up close and at range. Any relevant feats would be great as well :)
thanks

I made a Hooked Chain weapon. Here's the post. (http://www.giantitp.com/forums/showpost.php?p=3942270&postcount=22)With slight modification, I think is the stuff you are looking for. Also, the new feats and builds for the style can be good for you villain.

Dristin
2008-02-23, 11:29 PM
R.5
My friends and I are getting ready to start a new portion of an existing campaign. It involves high level characters but most of the pcs will be in a background role. One of the epic pcs currently controls a large army and we are getting ready to start some war style campaign. We want the pcs to only be commanders and not part of the attacking force until absolutely necessary or during the final battle. However we do not want to leave the battles up entirely to the DM to just tell us what happens and would like tactics to play a major part. We would like it to be set up like a normal encounter and would like a system for determining which side of an army will win a battle. I am asking for someone to develop that system for us. We currently have heroes of battle so some of the regiments and siege type engines are already laid out. We need a system that will let us determine what happens when two opposing squads/battalions meet. Please be specific and design it so that all factors such as morale and better equipment play a role.

Paragon Badger
2008-02-23, 11:54 PM
C.5

My friends and I are getting ready to start a new portion of an existing campaign. It involves high level characters but most of the pcs will be in a background role. One of the epic pcs currently controls a large army and we are getting ready to start some war style campaign. We want the pcs to only be commanders and not part of the attacking force until absolutely necessary or during the final battle. However we do not want to leave the battles up entirely to the DM to just tell us what happens and would like tactics to play a major part. We would like it to be set up like a normal encounter and would like a system for determining which side of an army will win a battle. I am asking for someone to develop that system for us. We currently have heroes of battle so some of the regiments and siege type engines are already laid out. We need a system that will let us determine what happens when two opposing squads/battalions meet. Please be specific and design it so that all factors such as morale and better equipment play a role.

If you want it to be accurate... Well, trust me...You don't want it to be accurate. Accuracy involves including Terrain, Intelligence, Supplies, Training, Morale, Numbers, Leadership, Strategy, Mobility, Armor, and conditions such as fatigue. At the same time. :-P

Such an endeavor would take an entire thread, not one post.

Just ask your DM to come up with a bunch of scenarios, with the DM assigning an ammount of victory points to both sides in each foreseeable response.

For example:

GM: The worg batallion is flanking the elves, That's your army, Bob. what do you do?
Bob: I move north, into the hills.
GM: A stalemate, neither side inflicts many casualties on one another. The worg's don't pursue. You gain 1d6 victory points. The Worg unit gains 1d4 victory points.

kite11355
2008-02-24, 01:57 AM
R.6
I'm trying to make a monster based off of the chamaira ant in Hunter X Hunter. If you don't know what they are, well basically they are ants that eat prey and recive some treats of the prey (in strength and appearance) but still look insect like. Can you please be precise in the mechanics of the gaining of treats of the prey.

TacoClone
2008-02-24, 02:03 AM
R.7
Alright, I've been thinking about this for a while, but I'm not sure how to go about it, so I'm going to leave it up to one of you guys. I want a low CR/LA template that will turn creatures into aberrations. I'm thinking it'd give them tentacles or something. I'm thinking of making it available to add to a PC's class if they want it.

My campaign is based on magics in the world that run awry, so I want something that resembles that by changing creatures in close proximity to "wild magic" into aberrations, as they'd be altered and unnatural because of it.

I know I'm not being entirely specific, but that's just because I'm not sure how to make this in the first place. However, if any of you guys can make/find something in this vein, I'd be very grateful.

So, to recap, a template that makes its base creature an aberration, it should have a low to no change to CR/LA, and resemble a perverse effect caused by something like magic radiation. Also, possible tentacles.

Thanks in advance guys.

Szilard
2008-02-24, 12:01 PM
C.5

My friends and I are getting ready to start a new portion of an existing campaign. It involves high level characters but most of the pcs will be in a background role. One of the epic pcs currently controls a large army and we are getting ready to start some war style campaign. We want the pcs to only be commanders and not part of the attacking force until absolutely necessary or during the final battle. However we do not want to leave the battles up entirely to the DM to just tell us what happens and would like tactics to play a major part. We would like it to be set up like a normal encounter and would like a system for determining which side of an army will win a battle. I am asking for someone to develop that system for us. We currently have heroes of battle so some of the regiments and siege type engines are already laid out. We need a system that will let us determine what happens when two opposing squads/battalions meet. Please be specific and design it so that all factors such as morale and better equipment play a role.

Play chess, come up with a system based on the game.

Gorbash Kazdar
2008-02-24, 11:58 PM
H.7
How about...

ARCANOMUTANT
Arcanomutant is an acquired or inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature). An arcanomutant uses all the base creature’s statistics and special abilities except as noted here.

Size and Type
The creature’s type changes to aberration.

Attack
An arcanomutant with a stinger can make one stinger attack in addition to any other attacks the base creature could normally make. This attack is always a secondary natural attack and takes a -5 penalty to the attack roll and adds ½ Strength bonus on damage rolls. Arcanomutants with stingers and fighting without weapons typically use a preferred natural weapon to attack instead of the stinger, unless it does not have any other natural attacks. Arcanomutants that fight with weapons use the weapon attack instead.

An arcanomutant with tentacles can make two tentacle attacks in addition to any other attacks the base creature could normally make. An arcanomutant with tentacles and fighting without weapons use a tentacle when making an attack action, unless it has another natural attack it prefers. Arcanomutants that fight with weapons use the weapon attack instead.

Full Attack
An arcanomutant with a stinger uses it when making a full attack, in addition to any other natural or weapon attacks the base creature has.

An arcanomutant with tentacles and fighting without weapons uses both tentacles in a full attack action, plus any other natural attacks the base creature has. If armed with a weapon, it uses its weapon as its primary attack and its tentacles as secondary natural attacks (-5 penalty to the attack rolls, adds ½ Strength bonus on damage rolls).

Damage
An arcanomutant with a stinger or tentacles (see below) deals damage as shown in the table below; damage is piercing for a stinger and bludgeoning for a tentacle. An arcanomutant with a stinger also adds its poison (see below).

{table=head]Size |Stinger/Tentacle Damage |Reach
Fine |1 |0 ft.
Diminutive |1 |0 ft.
Tiny |1d2 |0 ft.
Small |1d3 |5 ft.
Medium |1d4 |5 ft.
Large |1d6 |10 ft.
Huge |1d8 |15 ft.
Gargantuan |2d6 |20 ft.
Colossal |3d6 |30 ft.[/table]
Special qualities
Darkvision out to 60 feet.
+2 to saves against poisons and diseases. This stacks with any other bonuses to these saves the base creature already has.
Additionally, an arcanomutant gains one of the following traits (roll 1d6 to determine randomly). All of these abilities are considered Extraordinary.
Amorphous anatomy: The creature’s body becomes somewhat amorphous, with the functions of some internal organs being spread out through the body, making it harder for them to be severely damaged. The creature has a 10% chance to be immune to a critical hit, sneak attack, or similar ability based on precision damage.
Antennae: Two, or sometimes four, antennae grow from above the creature’s eyes, granting it additional senses. The appearance of the antennae usually resembles those of a moth, but other styles are common as well. The creature gains blindsight out to 5ft.
Chitinous skin: The creature grows a partial exoskeleton, usually of insect-like chitin, grainting a +2 bonus to natural armor.
Compound eyes: The creature’s eyes become like those of an insect. This grants a +2 bonus to Search and Spot checks and low-light vision. Additionally, the creature gains a +2 bonus to saves against gaze attacks.
Extra eyes: The creature grows additional eyes, usually on its head, but occasionally on other body parts as well. Attackers that flank the creature do not gain any bonus to their attack rolls against it, thought it is still considered flanked for other purposes. Additionally, the creature gains a +2 bonus to Spot checks, but takes a -2 penalty to saves against gaze attacks.
Stinger: The creature grows a tail that ends in a poisonous stinger. The stinger usually resembles that of a scorpion, but this varies greatly from creature to creature. The stinger can be used to make piercing attacks (see above), and to deliver a paralyzing poison. It deals initial and secondary damage of paralysis. The DC is 11 plus the creatures Constitution modifier. An arcanomutant produces enough poison to deliver one poisonous sting per day.
Tentacles: The creature grows two long, flexible tentacles. The location of these tentacles varies from arcanomutant to arcanomutant, as does color and general appearance, though most are squid-like. These tentacles can be used to pick up or hold objects, but not to wield weapons or hold the creature up (and thus do not aid in climbing, grappling, or similar actions). They can also be used to make bludgeoning attacks (see above).

Challenge Rating
3HD or less, as base creature +1; greater than 3HD, as base creature.

Level Adjustment
+1

[hr]
For PCs, or even to advance monsters, maybe including some feats to increase the power of the above abilities. For example, extra uses of the poison for the stinger, strong tentacles that grant a bonus to climb or grapple or similar checks, improved antennae that have a wider radius of blindsight, and so forth.

You might also want to try the half-farspawn and psuedonatural creature templates from Lords of Madness for more "advanced" mutants. The half-farspawn template in particular adds two tentacle attacks to the base creature, and both templates allows it to turn into a writing mass of tentacles 1/day. Psuedonatural creatures of 3HD or less have no CR adjustment, and from 4-11HD add +1 CR. It's not suitable for PCs, though. The half-farspawn template adds a number of other special abilities as well, so it adds a lot of LA (+4), but the CR increase is only +1 for 4HD or less, and +2 for 5-10HD. The template I have above started with the half-farspawn template for concept.

TacoClone
2008-02-25, 12:12 AM
C.7
Thanks a lot Gorbash. I was thinking about making a list of things to be chosen from for the template, and those'll work nicely.

Also, if it's not very much trouble. Is there any idea of some sort of penalty that could be added that would even out the LA? I'm pretty sure it would make sense to give a 'mutant' a -2 Cha, but I'm not sure if a Cha penalty is enough to outweigh the abilities.

Then again, the bonuses aren't that great, so I think that might do.

It would make sense for them to take a penalty for a disguise check to appear like their original race, but I'm not sure how much that would be. It'd be larger than -2, I'd think. I was thinking -10, but that might be a bit much.

However, could the combined penalties out way the LA?

Finally, though, I want to thank you for your hard work, even if you don't feel like putting in your two coppers about what I just said. You've done a fine job and I can't wait to put this in my campaign world.

EDIT: Yeah, I just say that I'm suppose to letter and number the posts. Just as I went back to put it in this post, you'd already done it. You're quick, you are.

Gorbash Kazdar
2008-02-25, 12:23 AM
C.7

Thanks a lot Gorbash. I was thinking about making a list of things to be chosen from for the template, and those'll work nicely.

Also, if it's not very much trouble. Is there any idea of some sort of penalty that could be added that would even out the LA? I'm pretty sure it would make sense to give a 'mutant' a -2 Cha, but I'm not sure if a Cha penalty is enough to outweigh the abilities.

Then again, the bonuses aren't that great, so I think that might do.

It would make sense for them to take a penalty for a disguise check to appear like their original race, but I'm not sure how much that would be. It'd be larger than -2, I'd think. I was thinking -10, but that might be a bit much.

However, could the combined penalties out way the LA?
The difficulty with balancing it down to an LA +0 actually comes primarily from the creature type, surprisingly enough. A -2 Cha penalty, and perhaps an additional penalty to Disguise (-5 seems reasonable) and/or other social skills (that would be lower, say -2) as people tend to fear arcanomutants would fit, and would probably even out the other template advantages. However, when the type change comes into effect, that becomes a big advantage for PCs. Any time a PC is of a type other than humanoid, they gain an inherent advantage as many spells (eg. hold person) and spell-like abilities no longer affect them. Still, you can probably get around this as well.


Finally, though, I want to thank you for your hard work, even if you don't feel like putting in your two coppers about what I just said. You've done a fine job and I can't wait to put this in my campaign world.
Happy to help! I was initially just going to refer to the half-farspawn template, but then I saw it did a bunch of extraneous things (and actually makes the base creature an outsider), so I decided to tweak it. :smallwink:


EDIT: Yeah, I just say that I'm suppose to letter and number the posts. Just as I went back to put it in this post, you'd already done it. You're quick, you are.
I actually just added that rule a few minutes ago, and added it to all the posts so far to keep things codified going forward. I didn't think it would be needed, but I was already getting confused trying to keep up with the thread myself!

Gorbash Kazdar
2008-02-25, 12:31 AM
C.5 and C.6
I want to address these two quickly:

R.5
My friends and I are getting ready to start a new portion of an existing campaign. It involves high level characters but most of the pcs will be in a background role. One of the epic pcs currently controls a large army and we are getting ready to start some war style campaign. We want the pcs to only be commanders and not part of the attacking force until absolutely necessary or during the final battle. However we do not want to leave the battles up entirely to the DM to just tell us what happens and would like tactics to play a major part. We would like it to be set up like a normal encounter and would like a system for determining which side of an army will win a battle. I am asking for someone to develop that system for us. We currently have heroes of battle so some of the regiments and siege type engines are already laid out. We need a system that will let us determine what happens when two opposing squads/battalions meet. Please be specific and design it so that all factors such as morale and better equipment play a role.
This one definitely is too big for this thread. As mentioned in the rules, this thread is really for fairly small things - a template, a monster, a skill, a feat, etc. Something like this request requires building an entire new ruleset. As mentioned before, this really should be moved out to its own thread. We'll be happy to help out on it in that context, though!


R.6
I'm trying to make a monster based off of the chamaira ant in Hunter X Hunter. If you don't know what they are, well basically they are ants that eat prey and recive some treats of the prey (in strength and appearance) but still look insect like. Can you please be precise in the mechanics of the gaining of treats of the prey.
A request like this could use some more detail; not everyone is necessarily familiar with Hunter X Hunter, and without that familiarity, the information here is a little scanty to start building with. For example, how big are the chimera ants? Are they intelligent? In the manga, how does their ability to take on traits of their victims manifest? If you're requesting stats for something that exists in another media (anime, film, TV, book, video game, comic, what have you), a good idea would to link images or relevant web resources (eg. a Wikipedia page). Also, it's a good idea to give a CR range for monsters as that can make a big difference in how a designer would approach a particular problem.

TacoClone
2008-02-25, 12:32 AM
C.7


The difficulty with balancing it down to an LA +0 actually comes primarily from the creature type, surprisingly enough. A -2 Cha penalty, and perhaps an additional penalty to Disguise (-5 seems reasonable) and/or other social skills (that would be lower, say -2) as people tend to fear arcanomutants would fit, and would probably even out the other template advantages. However, when the type change comes into effect, that becomes a big advantage for PCs. Any time a PC is of a type other than humanoid, they gain an inherent advantage as many spells (eg. hold person) and spell-like abilities no longer affect them. Still, you can probably get around this as well.

Hm, would it be reasonable to make it so that the "creature is still effected by spells as it's base class", no Cha penalty, but still the -5 to disguise and -2 to social skills (but a +2 to Intimidate).

I may be over complicating this in my attempt to make it a +0 LA. I just doubt any of my PCs would ever play it if it did have an LA.

Gorbash Kazdar
2008-02-25, 12:39 AM
C.7

Hm, would it be reasonable to make it so that the "creature is still effected by spells as it's base class", no Cha penalty, but still the -5 to disguise and -2 to social skills (but a +2 to Intimidate).

I may be over complicating this in my attempt to make it a +0 LA. I just doubt any of my PCs would ever play it if it did have an LA.
Hm... maybe do the following when humanoids (or just PCs) take the template:

Type
If the base creature is humanoid, it retains this type - and any relevant subtypes - but is also considered to be an aberration for all effects dependent on creature type.

Now this is actually a disadvantage - a creature with two types, especially if one is humanoid, is vulnerable to a wider range of effects and spells. With this, its very close to LA +0. I would drop in the Cha penalty personally.

As for the feat idea mentioned above, a feat to get a new arcanomutant trait would be good as well, I think.

TacoClone
2008-02-25, 12:50 AM
C.7


Hm... maybe do the following when humanoids (or just PCs) take the template:

Type
If the base creature is humanoid, it retains this type - and any relevant subtypes - but is also considered to be an aberration for all effects dependent on creature type.

Now this is actually a disadvantage - a creature with two types, especially if one is humanoid, is vulnerable to a wider range of effects and spells. With this, its very close to LA +0.

That wording confuses me. Is it basically saying that all things that effect humanoids still effect it, but also things that effect aberrations? Like, if a ranger had two favored enemies, one for humans and one for aberrations, a Human Arcanomutant would be effected by both favored enemies?


I would drop in the Cha penalty personally.

Do you mean also dropping the skill check penalties?


As for the feat idea mentioned above, a feat to get a new arcanomutant trait would be good as well, I think.

I agree, that's a good idea. I had actually begun to formulate plans for feat 'trees' (ie, base feats and then feats with prereqs) as well as at least one possible prestige class.

Man, I'm excited about this new template, but I'll have to remake it in four months. :smallsigh:

You win some, you lose some.

Gorbash Kazdar
2008-02-25, 01:25 AM
C.7

That wording confuses me. Is it basically saying that all things that effect humanoids still effect it, but also things that effect aberrations? Like, if a ranger had two favored enemies, one for humans and one for aberrations, a Human Arcanomutant would be effected by both favored enemies?
I'm not sure if it would trigger two separate favored enemy bonuses, actually... Perhaps make it so its a Humanoid with subtype of Aberration? That way anything that affects humanoids affects them, but they're no longer elves, goblins, orcs, etc. so it doesn't trigger a favored enemy or bane effect twice - just as an aberration. On the other hand, anything that says it affects aberrations will still also affect it.

Do you mean also dropping the skill check penalties?
My fault, should have been clearer. I meant to keep the -2 Cha penalty, and maybe a penalty to disguise, but no other inherent penalties.

TacoClone
2008-02-25, 01:38 AM
C.7

That should do it for me. I'm completely satisfied. :smallbiggrin:

You don't mind if I repost this template in the forums later when I come up with a set of feats and possibly a PrC, do you? I'll give credit for the initial creation of course.

And, thanks again for the help.

Lady Tialait
2008-02-25, 01:47 AM
R.8

I have a specialist Diviner, he has some of the Unearthed Arcana variants, but I'm looking for a feat that will allow for something a little different. Something like the luck feats, and Action points, but not quite.

Basically he's so tied to his magic that he in battle has a small chance of activating his divination abilities. and getting random visions. but still I'm not really sure how best to make this without unbalancing the game. If this doesn't need to be home brewed then point me somewhere, but i'm looking for 1 maybe two feats. allowing him some 'fate demanded it' kinda effect. for his diviner.

TacoClone
2008-02-25, 01:54 AM
C.8


I have a specialist Diviner, he has some of the Unearthed Arcana variants, but I'm looking for a feat that will allow for something a little different. Something like the luck feats, and Action points, but not quite.

Basically he's so tied to his magic that he in battle has a small chance of activating his divination abilities. and getting random visions. but still I'm not really sure how best to make this without unbalancing the game. If this doesn't need to be home brewed then point me somewhere, but i'm looking for 1 maybe two feats. allowing him some 'fate demanded it' kinda effect. for his diviner.

You mean, like seeing visions that would allow you to performing better in combat? Like, getting an AC bonus or a bonus to attack because of some divination magic? (basically, he sees it before it happens and can thus react better to it)

I'm pretty sure there's something out there similar to this, but I don't remember where. If no one's found it or create something for you by tomorrow, I'll see what I can do. However, I'm off for the night, sorry I couldn't be of more help.

Lady Tialait
2008-02-25, 01:56 AM
C.8




You mean, like seeing visions that would allow you to performing better in combat? Like, getting an AC bonus or a bonus to attack because of some divination magic? (basically, he sees it before it happens and can thus react better to it)

I'm pretty sure there's something out there similar to this, but I don't remember where. If no one's found it or create something for you by tomorrow, I'll see what I can do. However, I'm off for the night, sorry I couldn't be of more help.


Yeah, basically, oh, and goodnight.

Yeril
2008-02-25, 03:13 AM
R.9

Somthing ive looked for all over in the WotC's books and never found, so I'll request a homebrew. :smallsmile:

I'd like to request a Dragon. A rather traditional dragon, large size, scales, horns, huge wings and firey breath, but no smarter than a horse and no magical abilities. The kind of dragon that could easily become say, a set of powerful trained mounts or animals for a small community.

I was thinking about CR 3-4, but implimenting Large size, Dragon HD, along with flight and a breath weapon might make this hard so the general idea is keep it low, while keeping the dragon useable as a expensive mount for Lowish level NPC's.

Proven_Paradox
2008-02-25, 03:29 AM
C.9

How set are you on that breath weapon? Perhaps if it were made into something like a fire bolt--a ranged touch attack that only affects one target--that could be doable. I might try something like that this weekend if no one else jumps in; I doubt I'll have time for it this week.

Tola
2008-02-25, 04:03 AM
R.10

This is an odd one, an I'm not sure if it's even allowed. It'd be something I'd do myself, if I knew how the hell to create it.

I'm after a homebrew Dragon. But a very specific type.

I'm after the player-controlled Dragons from the Panzer Dragoon series of games.

They do not have a true breath weapon(Though they do shoot fom the mouth)-rather, they have a set of homing laser attacks of very high strength that are nigh-undodgeable(Though they ARE dodgeable, and in some cases, deflectable). You may target a single target multiple times, or a number of targets. Minimum number of 'locks' is four, maximum ever seen is 12. Accuracy on this is extreme-they can hit pin-point parts of a large target, shoot single soldiers, shoot small targets....the damage is fairly high, also. It should be noted that this weapon is their ONLY one-they have no claws, bites, etc. Not that they NEED any other...

They are also very tough creatures in offence and defence, despite their size(They're fairly thin....3 squares of length, 1 of width, roughly)-A single one is capable of devastating entire empires, massive fleets of ships...

Even a basic idea would be helpful, and then it can adjusted to fit, perhaps...

Am I asking to much to research? Should I go into more detail?

TacoClone
2008-02-25, 06:36 AM
C.8

Again, I'll help find something later today if no one's helped you yet. Unfortunately, I am a senior, so I have school today, but I'll be on here around 2:30 and ready to help.

C.9

I'll make this dragon when I return this afternoon. It shouldn't be that hard, I just have to go fandangle a few creatures together (not that hard). However, if someone really wants to do it, feel free to. I'm not the best by far and don't mind if someone else would rather create this instead of me.

I'm just trying to help with the sudden surge of requests.

Yeril
2008-02-25, 12:20 PM
C.9

A ranged touch attack is fine. :smallsmile:

Ethrael
2008-02-25, 01:17 PM
R.6
I'm trying to make a monster based off of the chamaira ant in Hunter X Hunter. If you don't know what they are, well basically they are ants that eat prey and recive some treats of the prey (in strength and appearance) but still look insect like. Can you please be precise in the mechanics of the gaining of treats of the prey.

C.10
I'm thinking of a way to make the mechanics of this work, and I've got it basically, but I'll need to fluff it up a lot before I post, that'll be about a day or so.

R. 11
Also, I'm not sure where this should go, but I'd like some help making up the goddess for my next campaign. I've got some ideas so far, but I really need sum help with the ideas of the religion and its history:

Basically, in my world there are three countries worshipping earth, fire and water individually. However, they all worship the same goddess who represent all three of those elements. I'm gonna keep her name as The Goddess (her real name's way too long) but the main problem I have is how to make her a neutral goddess. I don't want her to be Good or Evil, but all of her followers are Good or Evil (PC's: Evil).
I could incorporate her having been on the earth a while ago, but apart from that I've got no ideas. If there's something you don't understand but you'd like to help, feel free to PM me.

William Garrett
2008-02-25, 05:41 PM
r12.
I am so glad that there is a thread like this now. I know this may be outside the guidelines, but my group is running a new campaign based slightly off of our old one. I am playing a cleric who took his inspiration from my other character who was a barbarian/cleric/warpriest
My barbarian gave the new character the name of panda, and said that someday he would understand. I need some help developing either a way to make this name true, or perhaps a new version of cleric class that could take something from the panda name. thanks

TacoClone
2008-02-25, 10:24 PM
H.9


A ranged touch attack is fine. :smallsmile:

Alright, this should work.

Wild Drake CR 4
Usually N Large Dragon
Init +3; Senses darkvision 60ft., low-light vision, SKILLS
Languages None
__________________________________________

AC 18, touch 12, flat-footed 15
(-1 size, +3 dexterity, +6 natural)
hp 44 (4 HD)
Fort +6, Ref +6, Will +6
__________________________________________

Speed 40 ft. (8 spaces), fly 80 ft. (average)
Melee bite +9 (1d8+5) and 2 claws +9 each (1d6+5)
Space 10 ft.; Reach 10 ft.
Base Atk +4, Grap +9
Special Actions Spit Fire
__________________________________________

Abilities Str 20, Dex 14, Con 14, Int 3, Wis 12, Cha 10
Feats Ability Focus (Spit Fire), Multiattack
Skills Listen +8, Spot +8
Advancement 5-8 HD (Large); 9-12 HD (Huge)
__________________________________________

Spit Fire (Su) A Wild Drake can shoot a fireball from its mouth as a standard action. The fireball is a +6 touch attack that deals 2d6. A creature hit by the attack must make a DC 16 Reflex save or catch fire.

Alright, that should work. If something's off, just let me know. Also, anyone, feel free to check this baby and see if it really is a CR 4. I think it fits that, but I'm not entirely confident in my ability to judge CRs.

Also, feel free to call it whatever you want. As for making them mounts, I've never really read the little things that some monsters have for 'training' them, nor am I sure it this would even need that. If it does then I can throw it up pretty fast by using my MM to figure out what it needs.

TacoClone
2008-02-25, 10:52 PM
H.8

Defense of the Fates
Your divination offers your future insight that could save your neck.
Prerequisite: Concentration 8 ranks, ability to cast divination spells.
Benefit: Once per day you can activate your Defense of the Fates as a swift action. Upon a successful concentration check, you gain a bonus to your AC equal to your intelligence modifier. This lasts for one round per every four caster levels.
Every time you take this feat you can use it an additional time per day.

Will of the Fates
Your divinations brings you such insight that you can avoid even death.
Prerequisite: Defense of the Fates
Benefit: Once per day you can add your intelligence modifier to any one roll with a successful concentration check.
Every time you take this feat you can use it an additional time per day.

I'm not sure how balanced those are, so I encourage anyone to offer their opinions.

Lady Tialait
2008-02-26, 01:43 AM
C. 8

Thanks, that is cool. I'm adding that to my world book thingy. after printing it out. *hug* it's just about right too.

Tola
2008-02-26, 05:31 AM
I'm thinking of a way to make the mechanics of this work, and I've got it basically, but I'll need to fluff it up a lot before I post, that'll be about a day or so.

C.10

I'm grateful. However, looking up info on Panzer Dragoon is highly recommended-the thing's appeared in four different ways in four different games, though the basic idea of the 'laser attack' has usually remained the same, as has the general size of the thing. One even had 'magic' of a sort.

Should I give detail?

Proven_Paradox
2008-02-26, 05:50 AM
C12

I'm not sure what you're requesting here... Something to make a cleric more bear-like? More barbarian-like? If you're looking for something between these, there's a Bear Warrior PrC in Complete Warrior (I think) that might have what you're looking for, though it would be pretty terrible for a cleric... You could perhaps get an item that would let you turn into a panda, or something like that.

Ethrael
2008-02-26, 03:15 PM
C.10
Finally finished it, here it is:

Chimera Ant
Size/Type: Medium Vermin (Shapechanger)
Hit Dice: 2d8+2 (11 hp)
Initiative: 0
Speed: 50 ft, climb 20 ft.
Armor Class: 17, touch 10, flat-footed 17 (+7 natural)
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (2d4+3)
Full Attack: Bite +3 melee (2d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, Acid sting, Devour
Special Qualities: Scent, Vermin traits, Mutated Reproduction
Saves: Fort +4, Ref 0, Will +1
Abilities: Str 14, Dex 10, Con 13, Int —, Wis 13, Cha 11
Skills: Climb + 10
Feats: Track
Environment: Temperate plains
Organization: Solitary or gang (2-4)
Challenge Rating: CR 3
Treasure: None
Alignment: Usually neutral
Advancement: 3–4 HD (Medium); 5–6 HD (Large) Favored Class: Fighter
Level Adjustment: +1

Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Devour (Ex): When the Chimera ant has its foe pinned, it may take 1d6 rounds to fully devour its foe. It must make grapple checks for each of those rounds and cannot make any other actions. At the end of these rounds, its foe is automatically reduced to -10 hp.

Mutated Reproduction (Su): When impregnated, a Chimera ant may give some of the characteristics of a creature it has devoured to its offspring. The chimera can give either the whole of the creature’s characteristics to its offspring or only a part of them. It can only give the characteristics of a creature it has devoured up to 2 months ago.
When giving all the characteristics to its offspring, the young take all physical stats (str/dex/con) of that creature, any special qualities or attacks, any natural attacks and its size. It also strongly resembles that creature, except it still has a distinct ant-like appearance with bug-eyes, insect-like skin etc. If the devoured creature can speak, the young gain the ability to speak but not any languages, they can only learn normally and naturally.
If the young only get part of the characteristics of a creature (i.e. the hands of a praying mantis) it only gets any attacks or special qualities which are entirely based off that body part. They gain no stat or size bonuses nor any other special qualities which involve other body parts.

Skills: *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.

If you have any problems, please feel free to contact me to fix them :smallbiggrin:.

kite11355
2008-02-26, 06:18 PM
Thanks, the Chimera ant design is great.

Staven
2008-02-26, 08:16 PM
R.13

Hi. I'm playing a Dwarven Grayguard whose backstory involves his childhood exile from a kingdom that is rightfully his. Anyhow, his father, a Duergar, seduced his mother, a Hill Dwarf Princess, and used this to gain the throne. Anyway, he was the product of said trickery. It means that he's a half Duergar, and there's no race for that yet. I want it to lack a level adjustment, sort of like a half elf-it's assumed that the base race, so to speak, is a regular PHB dwarf.

I also need to come up with his signature weapon, which should be of excellent quality. I won't implement this immediately, but it should reflect his personality (Think of a combination of Durkon, Gimli, The Bride and the Lyrics of Every Rage Against the Machine song). Tell me what you think about both.

William Garrett
2008-02-26, 08:59 PM
C12

I'm not sure what you're requesting here... Something to make a cleric more bear-like? More barbarian-like? If you're looking for something between these, there's a Bear Warrior PrC in Complete Warrior (I think) that might have what you're looking for, though it would be pretty terrible for a cleric... You could perhaps get an item that would let you turn into a panda, or something like that.


I was actually thinking somewhere along the lines of a Shaman type cleric with a bear (ish) totem animal. I don't know, maybe I just need to take this character a different direction. The people in my group all drew for names and went from there to create backstory

TacoClone
2008-02-26, 09:09 PM
C. 11


Also, I'm not sure where this should go, but I'd like some help making up the goddess for my next campaign. I've got some ideas so far, but I really need sum help with the ideas of the religion and its history:

Basically, in my world there are three countries worshipping earth, fire and water individually. However, they all worship the same goddess who represent all three of those elements. I'm gonna keep her name as The Goddess (her real name's way too long) but the main problem I have is how to make her a neutral goddess. I don't want her to be Good or Evil, but all of her followers are Good or Evil (PC's: Evil).
I could incorporate her having been on the earth a while ago, but apart from that I've got no ideas. If there's something you don't understand but you'd like to help, feel free to PM me.

I will start some work on this one, plus I didn't want people to forget about it.

I'll see what I can do, but I dunno if anything's going to get done tonight.

C.12


I am so glad that there is a thread like this now. I know this may be outside the guidelines, but my group is running a new campaign based slightly off of our old one. I am playing a cleric who took his inspiration from my other character who was a barbarian/cleric/warpriest
My barbarian gave the new character the name of panda, and said that someday he would understand. I need some help developing either a way to make this name true, or perhaps a new version of cleric class that could take something from the panda name. thanks
__________________________________________

...I was actually thinking somewhere along the lines of a Shaman type cleric with a bear (ish) totem animal. I don't know, maybe I just need to take this character a different direction. The people in my group all drew for names and went from there to create backstory

Are you asking for a variant cleric class or what? Maybe some feats that would allow you to exchange undead turning for something more "shamanistic"?

On the other hand...why don't you just play a druid or something...?

William Garrett
2008-02-26, 09:27 PM
lol good point, i'll look more into it

TacoClone
2008-02-26, 10:52 PM
H.13.1


Hi. I'm playing a Dwarven Grayguard whose backstory involves his childhood exile from a kingdom that is rightfully his. Anyhow, his father, a Duergar, seduced his mother, a Hill Dwarf Princess, and used this to gain the throne. Anyway, he was the product of said trickery. It means that he's a half Duergar, and there's no race for that yet. I want it to lack a level adjustment, sort of like a half elf-it's assumed that the base race, so to speak, is a regular PHB dwarf.

Though you really could just use a normal dwarf, I'll throw this up cuz you asked.

Half-Duergar Dwarf
The mix of hill dwarves and the feared duergar.
Half-Duergar Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.


-4 Charisma instead of -2; Though they are not of the Duergar breed entirely, they hold outcast status in both societies.
+2 racial bonus on saves against spells and spell-like abilities
Spell-Like Abilities: 1/day -- bull's strength as a wizard of the Half-Duergar's character level.
Light Sensitivity: Half-Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
+2 racial bonus to Move Silently checks.
+1 racial bonus on Listen and Spot checks.


I gave them bull's strength to be like the little bit of magic in their blood, as they used to get enlarge person, so I figured bull's strength was in the same vein of power.

Also, invest in some sungoggles (or whatever they're called). They're in one of the Eberron books, and I think they'd make your guy look pretty BA.

C.13.2


I also need to come up with his signature weapon, which should be of excellent quality. I won't implement this immediately, but it should reflect his personality (Think of a combination of Durkon, Gimli, The Bride and the Lyrics of Every Rage Against the Machine song). Tell me what you think about both.

Um, do you want like a completely new weapon, or just a really cool magic ability (or both)? Also, any idea what type of weapon you want, I don't think I can help with it if I'm not given at least an idea, mostly because I can't ever decide on one thing or the other.

C.11

I'm not sure how to go about this. I mean, it's easy to make deities, and to have "the Goddess" be three different deities, it'd be easy to just design three different versions and say that they're a version of the same. It'd be easy to have her be neutral, as she's just a goddess of a specific element (in each place). You have anything more to go on?

Ethrael
2008-02-27, 01:15 AM
C.11

I'm not sure how to go about this. I mean, it's easy to make deities, and to have "the Goddess" be three different deities, it'd be easy to just design three different versions and say that they're a version of the same. It'd be easy to have her be neutral, as she's just a goddess of a specific element (in each place). You have anything more to go on?

Thanks for taking this on btw. The main problem I have is that I don't want her to have a neutral personality, but to be perceived as Good or Evil by different people so they can follow her in their own way. So she's not in the middle, but at both extremes. I'm not sure if that's possible, in which case I could just make her neutral with a few sketchy parts o her background which people could perceive as Good/Evil. :smallconfused:

Ethrael
2008-02-27, 01:37 AM
13.2

Ooh, I have one, I've got an idea. Use tacoclone's if you want, but I'd just like to put this up in case anyone's interested.

I got this idea from watching a clip of a fight scene in Troy. It's not perfect, but I had such a strong idea of it I felt I just had to put it up. :smallsmile:

The Hammerthorn

Exotic Two-handed

{table=head]Name|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type

Hammerthorn|20gp|1d8|1d10|x3|-|12 lb|Piercing/Bludgeoning[/table]

Hammerthorn: The Hammerthorn is a normal hammer, only it has a far longer handle and a spike on one side of the hammer. To wield it, the user holds the handle and swings it, much like a normal hammer except resulting in much more momentum and therefore damage. The Hammerthorn can do piercing damage as well as bludgeoning damage, and the user chooses which side he swings at people. If the user, except it they’re dwarven, has strength below 13, they do damage of a Hammerthorn of one size smaller. Dwarfs are proficient with a Hammerthorn.

Staven
2008-02-27, 07:31 AM
Thanks to Ethrael and Tacoclone for the race and weapon. I'll pitch the ideas to my DM. It'll probably fly with him. I like the bull's strength idea. Let's hope he goes for it, because it's pretty cool.

TacoClone
2008-02-27, 09:47 AM
C.11


Thanks for taking this on btw. The main problem I have is that I don't want her to have a neutral personality, but to be perceived as Good or Evil by different people so they can follow her in their own way. So she's not in the middle, but at both extremes. I'm not sure if that's possible, in which case I could just make her neutral with a few sketchy parts o her background which people could perceive as Good/Evil. :smallconfused:

Hm...well, do you want the good and evil things about her to be true? And, I might have misunderstood, is she worshiped as a different goddess by each country, thought of as only fire by one, as only water by the other, and as only earth by the last?

I think I need a motive for her. Have you thought of how you want her to act? You want her to be neutral, but perceived as both good and evil by different people. If she's a helpful goddess, perhaps she's come down and helped both good and evil people when they were in trouble.

I'm really not sure what to do yet...

Ethrael
2008-02-27, 11:59 AM
@^ Yes, she's thought of as a fire goddess by one country, water goddess by another etc.


I think I need a motive for her. Have you thought of how you want her to act? You want her to be neutral, but perceived as both good and evil by different people. If she's a helpful goddess, perhaps she's come down and helped both good and evil people when they were in trouble.


I think that's all I need really, I just needed some inspiration to get me going, I was really stuck.

Thanks for the tips. :smallbiggrin:

Lizardfolk Lich
2008-02-27, 06:28 PM
R.14

Beer and Wine Elementals. It's a joke in my game that a dwarf wizard would summon a beer elemental and an elf a wine elemental, purely because they love the liquid so much. Can someone stat them please?

drawingfreak
2008-02-27, 07:55 PM
R. 15

I need a Santa based demon or devil to be the BEBG for an 8 member party, all level 5. It is a humor based D&D 3.5 game, so feel free to make it funny and weird. I kinda need this by Friday afternoon EST. ^_^;

Normally, I would do this on my own, but I have a LOT of school work. Sadness.

Coplantor
2008-02-27, 10:17 PM
R.16

Hi, i dont know if anyone has one of this but, i'm looking for a half-orc half-elf because i'm creating a setting in wich this two races live in the wilderness and they interact a lot so i thought it would be intresting to see what you get when you combine them. I would do it myself but i usually end up creating overpowered races.:smallbiggrin:

TacoClone
2008-02-27, 10:35 PM
C.14


Beer and Wine Elementals. It's a joke in my game that a dwarf wizard would summon a beer elemental and an elf a wine elemental, purely because they love the liquid so much. Can someone stat them please?

I'm not sure how to make these, considering they'd have close to the same abilities and I don't have an Arms and Equipment guide (which is the only place I know of that has rules for getting drunk). If someone were to point me in the direction of rules or something similar I should be able to make these relatively fast.

C. 15


I need a Santa based demon or devil to be the BEBG for an 8 member party, all level 5. It is a humor based D&D 3.5 game, so feel free to make it funny and weird. I kinda need this by Friday afternoon EST. ^_^;

Normally, I would do this on my own, but I have a LOT of school work. Sadness.

Um, I'll start working on this, though I'm not sure how I'm going to go about it. I'll take a look at all the demons and devils around a 7-8 CR and go from there. You alright with a CR 8 Santy Claus?

H.16


Hi, i dont know if anyone has one of this but, i'm looking for a half-orc half-elf because i'm creating a setting in wich this two races live in the wilderness and they interact a lot so i thought it would be intresting to see what you get when you combine them. I would do it myself but i usually end up creating overpowered races.:smallbiggrin:

Yeah...I really don't know what to do other than just combine half-elves and half-orcs. They don't really have that many different abilities and traits that can be mixed into a half-orc-elf...

Half-elves don't have any stat bonuses and minuses and half-orcs only have stat bonuses and minuses (for the most part), so I'd say just put them both together, except the -2 Charisma and the diplomacy bonuses cancel out.

Half-Orc-Elf

+2 Strength, -2 Intelligence
Base land speed of 30ft
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Darkvision out to 60 feet
+1 racial bonus on Listen, Search, and Spot checks.
Elven Blood
Orc Blood
Automatic Languages: Common, Elf, Orc
Favored Class: Ranger


That should work...

Kellus
2008-02-27, 11:09 PM
H.16

Using an excellent modular race ruleset here (http://www.giantitp.com/forums/showthread.php?t=51535), a orc-elf would have one of the two following stats:

• +2 Strength, -2 Charisma, -2 Constitution
• +1 natural armor bonus
• Meditates for 4 hours in lieu of sleep.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An orc-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

or

• +2 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom
• Elven Weapon Proficiency: Orc-elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An orc-elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Darkvision out to 60 feet
• Light Sensitivity: Orc-elves are dazzled in bright sunlight or similar effects

TacoClone
2008-02-27, 11:57 PM
C.16


Using an excellent modular race ruleset here (http://www.giantitp.com/forums/showthread.php?t=51535), a orc-elf would have one of the two following stats:

• +2 Strength, -2 Charisma, -2 Constitution
• +1 natural armor bonus
• Meditates for 4 hours in lieu of sleep.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An orc-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

or

• +2 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom
• Elven Weapon Proficiency: Orc-elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An orc-elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• +2 Strength, -2 Intelligence, -2 Wisdom
• Darkvision out to 60 feet
• Light Sensitivity: Orc-elves are dazzled in bright sunlight or similar effects

Er...so why does it have +4 str, +2 dex, -4 int, -4 wis?

Really, I don't like the way these are put together. I mean, it might be 'half', but even half-elves and half-orcs don't get the meditation or light-sensitivity, so why would a different version of a half-breed have them?

EDIT: Just saw that it was a copy error, thus, I retract that statement.

However, I still don't agree with that guy's half-race chart...

Kellus
2008-02-28, 12:12 AM
C.16

Extra ability adjustments for the second set was a copy error, fixed now.

Normal half-elves do trance, what with the whole immunity to sleep thing. As for the light sensitivity... because the human half cancels it out? I have no clue, but with an orc as a parent it seems a reasonable result in an offspring. Frankly, I think an orc-human cross using these same rules provides a much better result than the normal rules, but that's neither here nor there, and certainly not pertinent to this thread. In any case, it's two more choices for Coplanter to look at.

TacoClone
2008-02-28, 12:14 AM
C.16


Extra ability adjustments for the second set was a copy error, fixed now.

Normal half-elves do trance, what with the whole immunity to sleep thing. As for the light sensitivity... because the human half cancels it out? I have no clue, but with an orc as a parent it seems a reasonable result in an offspring. Frankly, I think an orc-human cross using these same rules provides a much better result than the normal rules, but that's neither here nor there, and certainly not pertinent to this thread. In any case, it's two more choices for Coplanter to look at.

I'm fine with that.

Moving on.

C.15

Anyone got ideas for abilities for a Santa devil? I'm thinking he throws burning coals, explosive gifts, and uses a big whip (gotta keep the workers and the reindeer in order). Thoughts?

Ethrael
2008-02-28, 01:38 AM
R.14

Beer and Wine Elementals. It's a joke in my game that a dwarf wizard would summon a beer elemental and an elf a wine elemental, purely because they love the liquid so much. Can someone stat them please?

Isn't that almost the same as a Water elemental? I could just copy it with a few minor adjustments.

TacoClone
2008-02-28, 06:27 AM
C.14



Isn't that almost the same as a Water elemental? I could just copy it with a few minor adjustments.

That's what I was thinking...but I couldn't think of anyway to make them different from each other. Statistically, I'm not sure if there'd be much of a difference between wine and beer elementals...

togapika
2008-02-28, 12:00 PM
R.17 I need a sun themed weapon with powers for a character based around hunting the darkness.
ALA
"There are things that go bump in the night, I am one of the things that bumps back"

Ethrael
2008-02-28, 12:07 PM
That's what I was thinking...but I couldn't think of anyway to make them different from each other. Statistically, I'm not sure if there'd be much of a difference between wine and beer elementals...

I was thinking something different along the lines of the Special Attacks, perhaps instead of vortex, posh drunkeness party fervour or something. But the mechanics would be hard to make it as powerful as a vortex.

@^ Have you thought of the Brilliant Energy quality? Here's a quote from SRD about it.


Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.

Strong transmutation; CL 16th; Craft Magic Arms and Armor, gaseous form, continual flame; Price +4 bonus.

Ethrael
2008-02-28, 02:36 PM
I've got the Santa devil, I hope it's all right. please feel free to make changes according to what you think.

Santau Devil
Santau
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 9d8+45 (85 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: 23 (+5 Dex, +8 natural) touch 15, flat-footed 18
Base Attack/Grapple: +9/+14
Attack: Longsword +14 melee (1d8+5/19–20) or ribbon (whip)(entangle)(1d3+5) +1 icy burst composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/x3 plus 1d6 fire)
Full Attack: Longsword +14/+9 melee (1d8+5/19–20) or +1 icy burst composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/x3 plus 1d6 fire) or ribbon +14 ranged (entangle)
Space/Reach: 5 ft./5 ft.
Special Attacks: Entangle, present bomb, spell-like abilities, summon devil
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to ice and poison, resistance to acid 10 and fire 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing
Saves: Fort +11, Ref +17, Will +10
Abilities: Str 21, Dex 11, Con 21, Int 17, Wis 18, Cha 22
Skills: Concentration +17, Diplomacy +10, Escape Artist +17, Hide +17, Knowledge (any two)+14, Listen +17, Move Silently +17, Search +14, Sense Motive +17, Spot +17, Survival +4 (+6 following tracks), Use Ribbon +5 (+7 with bindings)
Feats: Dodge, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 8
Treasure: Double
Alignment: Always lawful evil
Advancement: 10–18 HD (Medium)
Level Adjustment: +7

A Santau looks like a very podgy human, with white hair and a beard.

Combat

Santau prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.
A Santau’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Entangle (Ex): Each Santau carries a stout ribbon some 50 feet long that entangles opponents of any size as an animate ribbon spell (caster level 16th). A Santau can hurl its ribbon 30 feet with no range penalty. Typically, a Santau entangles a foe, lifts it into the air, and drops it from a great height.

Present bombs (Ex): As a standard action, Santau can throw small packets of compressed magical energy which explode when the Santau wishes it. They explode in 1 ft radiuses which deal 1d8 damage. The people hit by the explosions must make a fortitude (DC 20) save in otherwise they must roll a d6 for the following consequences: 1-2: knocked prone; 3-4: temporarily dazed and temporarily deafened (1d6 rounds) or 5-6: Shaken.

Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based.
At will - greater teleport (self plus 50 pounds of objects only), disguise self, charm monster (DC 19), minor image (DC 17), unholy blight (DC 19).

Summon Devil (Sp): Once per day a Santau can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

True Seeing (Su): Santau continuously use true seeing, as the spell (caster level 14th).

BisectedBrioche
2008-02-28, 02:47 PM
Some thoughts on Beer and Wine elementals;


Perhaps they could be a form of negative energy water elemental (the effects of alcohol can be atributed to the negative energy) or possibly just a subclass of water elemental (maybe a wizard founded a brewery on the plane of water?).
Seeing as wine is typically considered a more "sophisticated" drink maybe beer elementals could be stronger and more hardy (a higher damage resistance?) and the wine faster but weaker (lower str and DR, higher dex?)

TacoClone
2008-02-28, 04:40 PM
H.14

Beer Elemental
Medium Elemental
(Water, Elemental)
HD: 4d8+8 (26)
Init: -1
Speed: 30 ft. (4 squares), swim 80 ft.
AC: 18 (-1 Dex, +9 natural)
BAB: +3 Grapple: +8
Atk: Slam +8 (1d8+7 plus intoxication)
Full Atk: Slam +8 (1d8+7 plus intoxication)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alcohol mastery, drench, intoxicate
Special Qualities: Darkvision 60 ft., elemental traits, alcoholic beverage
Saves: Fort +3, Ref +7, Will +1
Abilities Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Cleave, Power Attack
Environment: Magic breweries
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)

Alcohol Mastery (Ex): A beer elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching alcohol. If an opponent is airborne or on dry ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the stat block)
Drench: The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (level equals elemental HD)
Intoxication: Any creature hit by a beer elemental's slam attack must succeed a DC 15 Fortitude save or suffer temporary fortitude damage as described in the Arms and equipment guide. The DC is Constitution based.

Wine Elemental
Medium Elemental
(Water, Elemental)
HD: 4d8+8 (26)
Init: +7
Speed: 30 ft. (4 squares), swim 80 ft.
AC: 18 (+5 Dex, +3 natural)
BAB: +3 Grapple: +4
Atk: Slam +8 (1d8+1 plus intoxication)
Full Atk: Slam +8 (1d8+1 plus intoxication)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alcohol mastery, drench, intoxicate
Special Qualities: Darkvision 60 ft., elemental traits, alcoholic beverage
Saves: Fort +3, Ref +7, Will +1
Abilities Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse
Environment: Magic breweries
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)

Alcohol Mastery (Ex): A wine elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching alcohol. If an opponent is airborne or on dry ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the stat block)
Drench: The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin fi these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (level equals elemental HD)
Intoxication: Any creature hit by a wine elemental's slam attack must succeed a DC 14 Fortitude save or suffer temporary fortitude damage as described in the Arms and equipment guide. The DC is Constitution based.

Alright, I hope that works, though I'm not exactly sure about the DCs, I mean CRs, because of the intoxication ability.

Coplantor
2008-02-28, 04:55 PM
Half-Orc-Elf
+2 Strength, -2 Intelligence
Base land speed of 30ft
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Darkvision out to 60 feet
+1 racial bonus on Listen, Search, and Spot checks.
Elven Blood
Orc Blood
Automatic Languages: Common, Elf, Orc
Favored Class: Ranger


C.16
I think I'll take this one. TacoClone, if you want you can give a name to the race.

R.18

For the same campaign of the Orc-Elves, I'm trying to create a variant for the sorceror, 4 variants actually, one sorceror for each element (water, fire, etc...). I'm gonna take care of the spell list but i want them to have different abilities besides the spells they can or cant cast, like the air sorceror being faster or stealthier and the earth one being more tough or something.

zerombr
2008-02-28, 05:06 PM
R.19

I'm working on a mounted combat character with Cavalry Charger, I was thinking it'd be interesting to have a feat that allowed you to use your full attack action as the mount is moving, not just at the end (Pounce Style). In essence the idea would almost be a series of Ride By attacks, though probably with AoOs against you. *notes that the char is planned to be a Wild Plain Outrider, and thus has Mounted Pounce*

C.19
Side question, I have about four or five weapons to suggest to my GM to lend him a hand, should I ask for thoughts on all of them in one post, or separate?

Lizardfolk Lich
2008-02-28, 05:09 PM
C.14

Thanks, I was thinking of making it the same as water but I didn't want them to be the exact same thing. I'm not very creative so I decided to ask here, I think they turned out good, so thanks.:smallsmile:

TacoClone
2008-02-28, 07:09 PM
H.19


I'm working on a mounted combat character with Cavalry Charger, I was thinking it'd be interesting to have a feat that allowed you to use your full attack action as the mount is moving, not just at the end (Pounce Style). In essence the idea would almost be a series of Ride By attacks, though probably with AoOs against you. *notes that the char is planned to be a Wild Plain Outrider, and thus has Mounted Pounce*

Improved Ride-By Attack
You slice and dice on the move
Prerequisites: Mounted Combat, Ride-By Attack, +10 BAB
Benefit: As a full round action, you can move up to your mount's full speed and attack along the way. During your movement, you may attack as many times as you could normally in a full-round action taken to attack, however, you can spread out your attacks throughout your movement. You attacks work normally, with the only difference being that you can move and attack at the same time. To perform this maneuver, you must most in a straight line and not through difficult terrain.

You guys can feel free to comment on this feat, I'm not sure about it (and the wording is probably horrible, I'm not thinking very straight).


Side question, I have about four or five weapons to suggest to my GM to lend him a hand, should I ask for thoughts on all of them in one post, or separate?

You should put them all in one post in a new thread in the homebrew forum. This thread is for requests only.

TacoClone
2008-02-28, 07:39 PM
C.18


For the same campaign of the Orc-Elves, I'm trying to create a variant for the sorceror, 4 variants actually, one sorceror for each element (water, fire, etc...). I'm gonna take care of the spell list but i want them to have different abilities besides the spells they can or cant cast, like the air sorceror being faster or stealthier and the earth one being more tough or something.

Hm, have you seen the shugenja class? It's in complete arcane (and oriental adventures). You could just take that class and reflavor it, as it focuses on the four elements.

Ethrael
2008-02-29, 01:15 AM
Hm, have you seen the shugenja class? It's in complete arcane (and oriental adventures). You could just take that class and reflavor it, as it focuses on the four elements.

Yeh, there are quite a few element-based classes. There's the shugenja (complete divine), Wu Jen (Complete Arcane) plus I've done some prestige classes, based on elements. The most spellcasty one would be the Chlorian Mage but I'm still making a third, the Hydrochordian, for my campaign. The links are in my sig.

drawingfreak
2008-02-29, 09:40 AM
C. 15
Thanks for the help. My doomed players will be pleased.

TacoClone
2008-02-29, 04:17 PM
C.18


Yeh, there are quite a few element-based classes. There's the shugenja (complete divine), Wu Jen (Complete Arcane) plus I've done some prestige classes, based on elements. The most spellcasty one would be the Chlorian Mage but I'm still making a third, the Hydrochordian, for my campaign. The links are in my sig.


My bad.

But, yeah, take a look at those and if you're not satisfied, well I guess we can cook something up.

Coplantor
2008-02-29, 04:49 PM
C.18

Ok, I'll check them up. By the way TacoClone, you still owe me a name for the orc-elf. This thread is really useful by the way.

TacoClone
2008-02-29, 06:26 PM
H.16

Hm, they shall be called Felver, who are also known as the Savagekin.

That sound alright?

Coplantor
2008-02-29, 08:44 PM
C.16

OK so felver it is, is much better than "orf" or "elc".

zerombr
2008-03-01, 12:50 AM
C.19


H.19



Improved Ride-By Attack
You slice and dice on the move
Prerequisites: Mounted Combat, Ride-By Attack, +10 BAB
Benefit: As a full round action, you can move up to your mount's full speed and attack along the way. During your movement, you may attack as many times as you could normally in a full-round action taken to attack, however, you can spread out your attacks throughout your movement. You attacks work normally, with the only difference being that you can move and attack at the same time. To perform this maneuver, you must most in a straight line and not through difficult terrain.

I like the stipulations of the straight line and terrain, beats any possible encircling attacks, last thing we need is a mounted dervish.

Does anyone think that the ability to make a full attack action after your mount moves (hereafter referred to as Mounted Pounce) should be a prereq?




You should put them all in one post in a new thread in the homebrew forum. This thread is for requests only.
Actually I meant, the basic concept, ie: the request for each one, not the actual stats

TacoClone
2008-03-01, 09:44 AM
C.19


Actually I meant, the basic concept, ie: the request for each one, not the actual stats

You can put 'em in one post on here. They'll probably get made just one at a time, but you can label them like R.20.1, R.20.2, R.20.3, etc.

They'll all get done within a day or two I'm pretty sure.

Lizardfolk Lich
2008-03-01, 08:03 PM
R.20

I humbly request stats on Deep Ones, Shoggoths, and Spawn of Cthulhu. Pretty please?:smalltongue:

Caracol
2008-03-03, 05:11 AM
I have a proposition to make. Can we convert this thread into a subforum? That would be way less complicated (the letter-number method is confusing, in my opinion), because everyone would have his own thread, and you won't have to check continuously to responses to see if someone is taking your request or not.
Just a suggestion, anyway: I will still check the thread and give an hand, when possible.

TacoClone
2008-03-03, 04:45 PM
C.20


I humbly request stats on Deep Ones, Shoggoths, and Spawn of Cthulhu. Pretty please?:smalltongue:

I don't know enough about these things, so I'm hoping someone else picks this one up.

FlyMolo
2008-03-05, 09:01 PM
C. 20

My limited lovecraftian reading leads me to believe that Shoggoths would be really hard to do right. The Old Ones are the space-faring 5-tentacled squid, right? (Wow, it sounds so silly put that way...) If so, I might be able to write something up, but an adapted hydra might work too.

Lord Tataraus
2008-03-06, 04:32 PM
C. 20

My friend is the biggest Lovecraft fan I've ever seen, he is currently playing a cleric of Madness and something else who is called Munchcraft and carries around the necronomicon as his holy symbol. Unfortunately, he is a very poor homebrewer, but I bet he can tell me everything I need to know to make the old ones for you, I'll see what I can do.

Pelfaid
2008-03-09, 04:05 PM
R. 21

Not the most awe inspiring request but I have a plan. :smallbiggrin:
Can someone create a bunny rabbit for me. Just ye olde rabbit nothing special except maybe make it CR 1 or 2.

Caracol
2008-03-09, 07:18 PM
R. 21

Not the most awe inspiring request but I have a plan.
Can someone create a bunny rabbit for me. Just ye olde rabbit nothing special except maybe make it CR 1 or 2.

H.21

There you are.


Bunny

Tiny Animal
HD: 1d8-3(2 hp)
Initiative: +2
Speed: 40 ft. (6 squares)
AC: 14 (+2 Dex, +2 size)
BAB/Grapple: +0/-11
Atk: Bite -3 (1d4-3/x2)
Full Atk: Bite -3 (1d4-3/x2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks:-
Special Qualities: Low-light vision
Saves: Fort -3, Ref +2, Will +4
Abilities Str 5, Dex 14, Con 5, Int 1, Wis 14, Cha 3
Skills: Hide+6, Jump+7, Listen +4, Spot +4
Feats: Alertness
Environment: Any
Organization: Solitary or group (2-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2+ HD (Tiny)

Just a cute bunny.

Skills: Bunnies have a racial bonus of +10 to their Jump checks. They can choose to take 10 to their Jump Check in every circumstance.


Hope it's alright, but....

I'm sorry, I can't resist.


Monty Python's Killer Bunny


See Movie (http://youtube.com/watch?v=cCI18qAoKq4)

Tiny Magical Beast
HD: 10d10-10 (45 hp)
Init: +
Speed: fly(perfect) 60 ft. (9 squares)
AC: 23 (+10 Dex, +2 size, + 1 natural)
BAB/Grapple: +10/+2
Atk: Bite +20 (1d4/x2), always vorpal
Full Atk: Bite +20 (1d4/x2), always vorpal
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Vorpal Bite
Special Qualities: Darkvision 60 ft., Immunity to magic
Saves: Fort +2, Ref +19, Will +11
Abilities Str 10, Dex 30, Con 8, Int 2, Wis 18, Cha 16
Skills: Hide+10, Intimidate+8, Jump+20, Listen +10, Spot +10
Feats: Alertness, Lighting Reflexes, Weapon Focus (Bite), Weapon Finesse (Bite)
Environment: Any
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Chaotic Evil
Advancement: -

Just a cute bunny ?

Immunity to Magic (Su): A Killer Bunny is immune to every spell or spell like ability that allows spell resistance.
Vorpal Bite (Ex): Every time a Killer Bunny bites he beheads his victim, as if he's using a Vorpal weapon taking 20 to the attack roll.

Skills: A Killer Bunny has a racial bonus of +20 to their Jump checks. He can choose to take 20 to his Jump Check in every circumstance.

TheThan
2008-03-09, 11:29 PM
R 22:

I need some variant class features for the ranger. Specifically ones to replace Weapon Style, Half Spell Casting and Favored Enemy. Since those three are pretty lame.
I’ve been working on some myself but I can’t quite get something I like.

Stormthorn
2008-03-11, 10:57 PM
R. 23?

I need a PrC based upon the concept of achieving immortality without going undead. Note, the class doesnt have to actualy make you immortal. Its about trying to get closer to that goal. Probably a spellcasting class with high hitpoints and good fort saves. Horrible attack bonus. The abilities givin as the character advances would extend lifespan and improve resistance to death, possibly at the expense of the mind and body itself, should negating factors be needed for balance.

Im looking to use this to brew up a group of villains.

DracoDei
2008-03-11, 11:08 PM
C. 23
You might try having him create one of these, befriend it, and then let it 'eat' him and then PapyrCraft him: http://www.giantitp.com/forums/showthread.php?t=50196 Not actually something that involves leveling up, but does involve some research, item creation, roleplaying, and has some definite down sides.

Lord Iames Osari
2008-03-12, 12:00 AM
R 22:

I need some variant class features for the ranger. Specifically ones to replace Weapon Style, Half Spell Casting and Favored Enemy. Since those three are pretty lame.
I’ve been working on some myself but I can’t quite get something I like.I'd be willing to take a shot, but I need something a little more detailed as to what you're wanting this ranger to do.

Magnor Criol
2008-03-12, 02:36 AM
R 22:

I need some variant class features for the ranger. Specifically ones to replace Weapon Style, Half Spell Casting and Favored Enemy. Since those three are pretty lame.
I’ve been working on some myself but I can’t quite get something I like.

As Lord Osari said, some more specifics would be nice - what're you aiming to do with this variant ranger?

But for some food for thought, check out Fax Celestis' Class Feature Equivalencies (http://www.giantitp.com/forums/showthread.php?t=58667) thread; he went through and came up with a pretty nifty table listing off all sorts of class features and the various swaps that WotC gives for them, extrapolating thus what's roughly equivalent.

Using this, you could perhaps find something your looking for, or at the least it could give you more of a balance-o-meter for judging what you'd like to replace things with.

Lord Tataraus
2008-03-12, 10:30 AM
H. 23

Intriguing, I'll give it a shot.

Here is the start of it, I doubt it is completely balanced, but is this the direction you'd like to go in? If so, I'll keep working, if not, I'll start over.

Seeker of Immortality
Prerequisites:
Skills: Knowledge (Arcana) 10 ranks, Concentration 10 ranks
Spells: Must be able to cast 3rd level transmutation spells
Special: You must be instructed by a mentor or have access to the Forbidden Tome of Mortality.

Alignment: Any
Hit Die: 1d10

Class Skills:
Concentration (Con), Craft (any) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special |
Spellcasting

1st|+0|+2|+0|+0|Stretch Life (25%)|
-

2nd|+1|+3|+0|+0|Cost of Body|
-

3rd|+1|+3|+1|+1|Cost of Mind|
+1 level of existing spellcasting

4th|+2|+4|+1|+1|Resist Death's Pull|
-

5th|+2|+4|+1|+1|Stretch Life (50%), Cost of Body|
-

6th|+3|+5|+2|+2|Cost of Mind|
+1 level of existing spellcasting

7th|+3|+5|+2|+2|Defy the Soul's Call|
-

8th|+4|+6|+2|+2|Cost of Body|
-

9th|+4|+6|+3|+3|Cost of Mind, Stretch Life (100%)|
+1 level of existing spellcasting

10th|+5|+7|+3|+3|Aberrant Body, Timeless Mind, Cost of Body, Cost of Mind, Perpetual Price|
-

[/table]

Class Features
Weapon and Armor Proficiencies: A seeker of immortality does not gain any new weapon or armor proficiencies.

Stretch Life (Su): As a seeker of immortality begins his quest for immortality, he starts taking small steps closer to his goal. A seeker of immortality stretches his normal life span far beyond what is natural. Each age category and the seeker's maximum age is increased by 25% at 1st level, 50% at 5th level and by 100% at 9th level.

Cost of Body (Su): As a seeker begins to stretch his life, the effects of his magic strain his body more and more. A seeker of immortality permanently loses 1 point of constitution at 2nd level and then again at 6th, 9th, and 10th level. If the seeker drops to 0 constitution for any reason, his body could not take the punishment required and turns to dust immediately.

Cost of Mind (Su): As a seeker of immortality stretches his life even more, the magic takes it's toll on his sanity. A seeker of immortality takes a cumulative permanent -2 penalty to all charisma- and wisdom-based checks at 3rd, 6th, 9th, and 10th level. Additionally, due to the increasing insanity and outright rejection of natural order, if the seeker dies and is attempted to be raised the caster must make a caster level check DC30 + the seeker's character level or the resurrection fails and the seeker cannot be brought back to life by any means for 2d6 weeks when another attempt may be made.

Resist Death's Pull (Su): A seeker of immortality learns the first secret to truly cheating death. Starting at 4th level the seeker who would be dropped to below -9 hit points may make a concentration check DC15 + the number of hit points below 0. If the check succeeds, the seeker is returned to 0 hit points and stable but remains unconscious for 1d4 minutes and no effect short of a wish or miracle spell will wake him. However, to all who observe him, the seeker appears to be dead. Only a DC20 + the seeker's caster level heal check can see through the illusion. A seeker of immortality must recharge this ability by spending 2 hours in meditation or 8 hours of spell before it can be used again.

Defy the Soul's Call (Su): A seeker of immortality is nearer to his ultimate goal than he ever dared to dream. Starting at 7th level the seeker of immortality learns to resist the urge to leave his mortal shell. Upon death, the seeker may make a caster level check with a DC equal to his age to revive himself, going to 0 hit points and stable though he remains in unconsciousness for a number of minutes equal to his age. He seems to be dead just as the Resist Death's Pull ability. A seeker may choose to permanently give up a spell slot to gain a bonus equal to 10 times the spell slot's level to his caster level check. The seeker of immortality must meditate for 2 hours or sleep for 8 hours before using this ability again.

Aberrant Body (Su): At 10th level the seeker of immortality has achieved his ultimate goal. The seeker no longer ages or suffers the effects of aging penalties, though he gains the bonuses. Additionally, the seeker of immortality's type changes to Aberration.

Timeless Mind (Su): A seeker of immortality keeps growing mentally, even after his body has stopped. Every equivalently life time, the seeker gains all aging bonuses again. Thus a seeker of immortality who has lived the equivalent of 3 life times gains a total of +9 to intelligence, wisdom, and charisma in aging bonuses.

Perpetual Price (Su): Even though the seeker of immortality has reached his goal, he becomes increasingly detached from reality and the world itself. Each time the seeker gains an aging bonus to his intelligence, wisdom, and charisma he also gains a permanent -2 penalty to all charisma- and wisdom-based skill checks and a -2 penalty to will saves verse illusions and a +2 bonus on saves against fear.

What do you think?

Edit: C. 20
I'm really sorry Lizardfolk, I haven't had time to talk to my friend yet, but I'm going on spring break next week and I'll see him then and hopefully whip something up next week. I hope that's ok.

DrizztFan24
2008-03-12, 12:35 PM
Can I request someone make a warrow race and a thornwalker class? The warrow are similar in height to halflings, but in physical appearance tend to be similar to elves, older warrows seem more like "well-rounded" wise-men at the local tavern.

The young warrow are all trained in archery, they had very little if any training with melee weapons. No warrow is released from training to serve in the "National Guard" of the warrow nation (known as Thornwalkers.) without being able to hit a target at nearly any distance for a "One shot one kill idea." They believe a poorly aimed arrow might as well have been thrown away. In the books (The Iron Tower trilogy by Dennis L. McKiernan) the trainees are able to release six arrows at a target before the first one strikes the target (fired one after another, not shot two at a time or such). They also have gem-like eyes with no visible pupil that are able to see further than the elves in darkness. The warrow are often mistaken for human children until the eyes are seen.

I have close to no clue as to how I would go about making the race. The class I was thinking something similar to the ranger's archery progression, but the warrow don't take pets or have access to magic thorugh their training.

Would a few more cool archery feats help balance the class against something like a fighter that chose to specialize in archery? Also the warrow are not able to use longbows, they are only 3-1/2 feet tall.

Lord Tataraus
2008-03-12, 01:25 PM
Can I request someone make a warrow race and a thornwalker class? The warrow are similar in height to halflings, but in physical appearance tend to be similar to elves, older warrows seem more like "well-rounded" wise-men at the local tavern.

The young warrow are all trained in archery, they had very little if any training with melee weapons. No warrow is released from training to serve in the "National Guard" of the warrow nation (known as Thornwalkers.) without being able to hit a target at nearly any distance for a "One shot one kill idea." They believe a poorly aimed arrow might as well have been thrown away. In the books (The Iron Tower trilogy by Dennis L. McKiernan) the trainees are able to release six arrows at a target before the first one strikes the target (fired one after another, not shot two at a time or such). They also have gem-like eyes with no visible pupil that are able to see further than the elves in darkness. The warrow are often mistaken for human children until the eyes are seen.

I have close to no clue as to how I would go about making the race. The class I was thinking something similar to the ranger's archery progression, but the warrow don't take pets or have access to magic thorugh their training.

Would a few more cool archery feats help balance the class against something like a fighter that chose to specialize in archery? Also the warrow are not able to use longbows, they are only 3-1/2 feet tall.

I don't really know warrows, but I'll give my best shot based on what you've said.

So, let's see if I have this right:
Technically modified halflings
very proficient with bows
militant
see in the dark better than elves (low-light vision)

Is that all?

H. 24
Warrow

Small Humanoid
+2 Dex, -2 Str
Archery training: +2 racial bonus on all attacks with straight bows.
Superior low-light vision: Warrows can see 4 times as far as normal humanoids in dim light.
Natural acrobatics: +4 racial bonus to all Climb and Tumble checks. Additionally, a warrow may use his dexterity modifier instead of his strength modifier for Climb, Jump, and Swim checks.


Could use a few more minor bonuses like the halfling's bonus vs fear or some other skills.

As for a Archery base class, you could take a look at my Hawk-Eye Sniper (http://www.giantitp.com/forums/showpost.php?p=3509777&postcount=3) for the Martial Artist project and use that as a framework. Keep in mind that this class is more on par with ToB classes and is an augmentation to the Martial Artist framework (http://www.giantitp.com/forums/showthread.php?t=63272).

DrizztFan24
2008-03-12, 01:34 PM
I don't really know warrows, but I'll give my best shot based on what you've said.

So, let's see if I have this right:
Technically modified halflings
very proficient with bows
militant
see in the dark better than elves (low-light vision)

Is that all?

H. 24
Warrow

Small Humanoid
+2 Dex, -2 Str
Archery training: +2 racial bonus on all attacks with straight bows.
Superior low-light vision: Warrows can see 4 times as far as normal humanoids in dim light.
Natural acrobatics: +4 racial bonus to all Climb and Tumble checks. Additionally, a warrow may use his dexterity modifier instead of his strength modifier for Climb, Jump, and Swim checks.


Could use a few more minor bonuses like the halfling's bonus vs fear or some other skills.

As for a Archery base class, you could take a look at my Hawk-Eye Sniper (http://www.giantitp.com/forums/showpost.php?p=3509777&postcount=3) for the Martial Artist project and use that as a framework. Keep in mind that this class is more on par with ToB classes and is an augmentation to the Martial Artist framework (http://www.giantitp.com/forums/showthread.php?t=63272).

They are not wholly militant but have an army system set up similar to the Isreali system (i believe you serve 2 years when you turn 19 or something to the effect) for the males. The warrow also have incredible dark-vision and can see through magical darknesses. Because they are able to see so far in the magical darkness created the warrow were assigned to each company to act as scouts vs the baddies.

I was thinking along these lines, I just took bits and pieces from halfling and elf templates.

Warrow stats:
+2 DEX and -2 STR
+2 racial bonus move silently, hide, and tumble checks
+2 racial bonus with attack and damage rolls using straight bows
Low light vision and sees up to 2 miles in non-magical darkness, non black and white
Can see 120 ft when looking through magical darkness
Favored class: thornwalker/ranger

anything else taht should be changed/reconsidered?

TheThan
2008-03-12, 02:16 PM
I'd be willing to take a shot, but I need something a little more detailed as to what you're wanting this ranger to do.

One of the players in my dnd game has a Druid/Ranger ECL 3 (2 levels in druid and 1 level in ranger).

I sat down and talked with him after our last gaming session. And he’s expressed interest in staying with his masterwork great axe (or any magical great axes that come along). Which means he has no interest in the archery or two weapon fighting abilities his ranger levels will give him, so those are going to waste. He’s also the main melee character (or tank if you will), by having near max hp due to some nice rolls and decent AC.

In addition we discussed other aspects of his class. As you progress in ranger, your favored enemy goes from being moderately useful to being an out right waste as you fight more and more bizarre monsters. Unless I cater to just the ranger by throwing him up against a lot of his favored enemies (advancing them and throwing class levels on ‘em). But fighting the same things over and over gets boring. On top of that with his multiclassing he’s going to get half the advancement he would get if he was a full ranger.

It’s the same thing with his spell casting. It’s already weak as a full ranger. Yet he’s multiclassing so it’s going to be so weak there’s no real point in having it.

What I was looking at is replacing the half casting with some spell like abilities, akin to the duskblade (aka 0 level spells). Only make them natury. For the favored enemy I was looking at maybe skirmish. Though I’m not sure if giving it the same progression as favored enemy is worth it. as for the combat style I really don’t have a clue.

On top of that I want to homebrew an improved version of the ranger. I’ve got some of the initial plans in the works. But what I wanted to do is drop the above and replace it with better abilities for use in a homebrewed campaign setting I’m working on.

Lord Tataraus
2008-03-12, 02:20 PM
Warrow stats:
+2 DEX and -2 STR
+2 racial bonus move silently, hide, and tumble checks
+2 racial bonus with attack and damage rolls using straight bows
Low light vision and sees up to 2 miles in non-magical darkness, non black and white
Can see 120 ft when looking through magical darkness
Favored class: thornwalker/ranger

anything else taht should be changed/reconsidered?

Hm...while it's not really an LA+1, its definitely above a +0. The extreme darkvision is a lot. There is only one instance of an ability to see through magical darkness that I know of and that's a shadowcaster 11th level ability and its only 60ft. I would say 30ft see through natural darkness and 240ft normal darkvision. 240ft is the highest it should go, but superior low-light would help too. Also, the +2 damage with bows is a little unconventional, just an attack bonus is fine. So with those revisions, we're looking at:

Warrow
Small Humanoid
+2 Dex, -2 Str
Archery training: +2 racial bonus on all attacks with straight bows.
Superior low-light vision: Warrows can see 4 times as far as normal humanoids in dim light.
+2 racial bonus to all Move Silently, Hide, and Tumble checks.
Darkvision 240ft. Additionally, a warrow can see 30ft through magical darkness.
Favored class: Thornwalker

Yeah, that looks a lot better. So, comments on a modified Hawk-Eye Sniper for the thornwalker.

DrizztFan24
2008-03-12, 02:39 PM
Yeah, that looks a lot better. So, comments on a modified Hawk-Eye Sniper for the thornwalker.

I think a modified one would definately work. I have never dealt with psionics, ki points, ToB, or much else with points (even point-buy) so I would probably end up throwing some of the abilities out, or modifying them to ignore the ki point use. I was also looking into a modified rapid shot that progresses with levels.

Lord Iames Osari
2008-03-12, 03:24 PM
One of the players in my dnd game has a Druid/Ranger ECL 3 (2 levels in druid and 1 level in ranger).

I sat down and talked with him after our last gaming session. And he’s expressed interest in staying with his masterwork great axe (or any magical great axes that come along). Which means he has no interest in the archery or two weapon fighting abilities his ranger levels will give him, so those are going to waste. He’s also the main melee character (or tank if you will), by having near max hp due to some nice rolls and decent AC.

In addition we discussed other aspects of his class. As you progress in ranger, your favored enemy goes from being moderately useful to being an out right waste as you fight more and more bizarre monsters. Unless I cater to just the ranger by throwing him up against a lot of his favored enemies (advancing them and throwing class levels on ‘em). But fighting the same things over and over gets boring. On top of that with his multiclassing he’s going to get half the advancement he would get if he was a full ranger.

It’s the same thing with his spell casting. It’s already weak as a full ranger. Yet he’s multiclassing so it’s going to be so weak there’s no real point in having it.

What I was looking at is replacing the half casting with some spell like abilities, akin to the duskblade (aka 0 level spells). Only make them natury. For the favored enemy I was looking at maybe skirmish. Though I’m not sure if giving it the same progression as favored enemy is worth it. as for the combat style I really don’t have a clue.

On top of that I want to homebrew an improved version of the ranger. I’ve got some of the initial plans in the works. But what I wanted to do is drop the above and replace it with better abilities for use in a homebrewed campaign setting I’m working on.

Hmmm. Rather than scrap the combat style progression entirely, why not just adapt it to fit the way the character fights?

Combat Style: Power Attack
Improved Combat Style: Leap Attack
Combat Style Mastery Pounce ability.

As for getting rid of the spells, Complete Warrior has some suggestions on that subject that you might want to take a look at.

I like the idea of replacing the Favored Enemy with skirmish, but make each level of skirmish increase both the damage bonus and the AC bonus, otherwise it won't be worth it.

KazilDarkeye
2008-03-12, 05:04 PM
R.24

Hi all. In my campaign the party are checking out an increase in activity in Yuan-Ti Forest (yes it's the Yuan-Ti, but that's another stroy), and the 6 "BBEG"s (in italics because they're not the real threat) are organizing an army to take over the human lands.

One of the "BBEG"s (known as the Serpentine Six) is a wizard (I haven't come up with a name yet) is well known as a powerful upper-class Yuan-Ti, but he has a secret: he's a pureblood.
One of the requirements to be a member of the Serpentine Six is that you have to be an abomination (or if you have a letter of recommendation [which he can forge fairly easily], then a halfblood), and the "BBEG"s inner sanctum has a toned-down antimagic field that supresses illusions.

So here's my request: he has created an item that, when worn, permanently fuses his legs into a tail. What I want is some kind of boot/shoe e.t.c that does this, but also has some vaguely serpentine special abilties (I've already decided it allows him to cast poison a few times per day).

Can anyone help me out?

dman11235
2008-03-12, 05:49 PM
R. 25: I'm looking for some new domains. I've never been really good with the magic/psionics/etc creation, I mostly stick around classes/PrCs. These domains would be for a new PrC I made, but was disappointed to find out that they didn't exist already. The domains are: Chastity, Diligence, Humility, Kindness, Patience, Temperance. I already have Charity. Yes, these would be the seven holy virtues, to mirror the seven deadly sins, which have domains in the SpC. Anyone who can make a domain will receive my eternal gratitude.

Lord Tataraus
2008-03-12, 05:59 PM
R. 25: I'm looking for some new domains. I've never been really good with the magic/psionics/etc creation, I mostly stick around classes/PrCs. These domains would be for a new PrC I made, but was disappointed to find out that they didn't exist already. The domains are: Chastity, Diligence, Humility, Kindness, Patience, Temperance. I already have Charity. Yes, these would be the seven holy virtues, to mirror the seven deadly sins, which have domains in the SpC. Anyone who can make a domain will receive my eternal gratitude.

Dragon Magazine #355, page 25-30 has Charity, Chasity, Generosity, Humility, Patience, Temperance, and Zeal.

dman11235
2008-03-12, 07:06 PM
I don't have Dragon Magazine, so I didn't think to look there. Well, thank you.

TheThan
2008-03-12, 07:18 PM
Hmmm. Rather than scrap the combat style progression entirely, why not just adapt it to fit the way the character fights?

Combat Style: Power Attack
Improved Combat Style: Leap Attack
Combat Style Mastery Pounce ability.

As for getting rid of the spells, Complete Warrior has some suggestions on that subject that you might want to take a look at.

I like the idea of replacing the Favored Enemy with skirmish, but make each level of skirmish increase both the damage bonus and the AC bonus, otherwise it won't be worth it.

I looked in PHBII but i didn't really like what it offered (loose animal companion or distracting attack). The player in question really likes animal companions so that would really displease him. It also doesn't really solve the problems the ranger class has. I thought i had looked at complete warrior when i started this. but i must not have cause i don't remember looking at it. Oh well... live and learn.
I think what you're offering will work nicely. I was going to just copy and paste the skirmish progression from the scout's page. but that wasn't working to my liking, naturally I didn't think to increase both damage and ac bonus.

Lord Iames Osari
2008-03-12, 09:03 PM
Glad I could help.

DarkShard
2008-03-13, 12:02 AM
I've got one. Can someone make an Order of the Stick campaign setting? Preferably Rich? I mean like with all the exclusive monsters, such as Guard Monsters, new gods, such as Thor, and of course new spells.

Ethrael
2008-03-13, 01:53 AM
As said before, this thread is for requests which can be posted in one post. This (^)would take far too long a time to post and if you need help with it, post it on the actually forum and I'm sure all of us would be glad to contribute to it.

Ethrael
2008-03-13, 01:54 AM
R.24

Hi all. In my campaign the party are checking out an increase in activity in Yuan-Ti Forest (yes it's the Yuan-Ti, but that's another stroy), and the 6 "BBEG"s (in italics because they're not the real threat) are organizing an army to take over the human lands.

One of the "BBEG"s (known as the Serpentine Six) is a wizard (I haven't come up with a name yet) is well known as a powerful upper-class Yuan-Ti, but he has a secret: he's a pureblood.
One of the requirements to be a member of the Serpentine Six is that you have to be an abomination (or if you have a letter of recommendation [which he can forge fairly easily], then a halfblood), and the "BBEG"s inner sanctum has a toned-down antimagic field that supresses illusions.

So here's my request: he has created an item that, when worn, permanently fuses his legs into a tail. What I want is some kind of boot/shoe e.t.c that does this, but also has some vaguely serpentine special abilties (I've already decided it allows him to cast poison a few times per day).

Can anyone help me out?

I'm interested in this one, however i'm a little busy and it might take a while to do but I'll give it a shot :smallsmile:

DrizztFan24
2008-03-13, 08:45 AM
The new Warrow and Thornwalker classes have been posted in the regular forum, figured it might be better to tweak and change it there than inside the "request" thread.

KazilDarkeye
2008-03-13, 02:13 PM
Just a few more specifics to R. 24:

I decided the wizard is a transmuter (so he specialises in the whole "alter your body REALLY" thing), and one of his barred schools is Illusion (that way the rest of the Serpentine Six are even more confident that he's really a halfblood - he cannot channel magic energy in the way that illusions need so when they see him it's a case of "oh look, he can't fool us with illusion spells, so he MUST be a real halfblood).

I also decided that for quick escapes, e.t.c rather than being permanent it has a command word. Should have made that clearer.

Thanks in advance

Ethrael
2008-03-13, 02:52 PM
C. 24

One quick question: do you want it to grow him a tail, or fuse his legs together so he can only slither around.

KazilDarkeye
2008-03-13, 04:16 PM
As per the yuan-ti halfblood varients in the MM he legs would fuse together into a tail. This costs him some of his land speed, but gives him a stronger constrict attack compared with the halfbloods that have a tail and 2 legs.

No legs. One tail. Slither around.

Lizardfolk Lich
2008-03-13, 04:33 PM
C.20

Relax, take your time, I want it to be the best it can be.

lillobaggins
2008-03-13, 08:42 PM
R:26

I am going to DM a game soon and I need a tweaking to the normal combat system. Most of my players don't love the lengthy rounds with 4 attacks per character, so I would like to keep the maximum number of attacks to 2 / round (3 attacks at most), but how can I do this without destroying the fighter?

I need something simple, like do double damage instead of getting an extra attack, but if I follow that road, fighters can inflict a lot of damage (as usual) but this time all together (which is very bad with cleave or great cleave).

Ethrael
2008-03-14, 08:43 AM
Ok, I've done a rough idea of the tail thing. My first time of making an item so I'm not sure about the statistics like minor/medium/major item and CL but here it is anyway.

Belt of Serpentine Tails
It is a belt make of a serpent’s scaly skin, with a slight reddish tinge to it, the buckle is a skull with a reptilian tongue flickering out. When it is worn you feel as if your legs are drawn together, longing to be one. When you look down, your legs have transformed into a long serpentine tail and the belt has disappeared.

The belt fuses together two of the user’s legs to make them into a serpentine tail. The wearer can move around at a speed of a viper of their size (Medium=20 feet). The command word for dispelling this for 1d10 minutes is Ethrael. :smallbiggrin:

Moderate transmutation CL 10, Craft Wodrous Item, creator must be arcane, 25,000 gp, Weight 2lb.

KazilDarkeye
2008-03-14, 06:04 PM
Thanks, that looks pretty good. I'll make it so you can take the belt off while using the command word, though it would probably have more "s"s like Essraess. Cheers.

StoryKeeper
2008-03-15, 04:01 PM
R.27

I'd like to request either a class or prestige class for an upcoming character of mine. I'd like the class to be mostly melee oriented, but with some fire-based abilities as well (be it spells, special abilities, or whatever.) If it helps, the character is a Yuan-ti pureblood that grew up fighting in an arena.

I've done a couple of homebrews, but I'm still an amateur, and I'm having a little trouble finding exactly what I'm looking for in this class. I kind of like some of the flavor (if not mechanics) of the shugenja, but a simple fighter/shugenja just didn't blend the themes I was looking for together well.

Thanks in advance to anyone who can help me.

Reltzik
2008-03-15, 06:29 PM
H.27

Just FYI, asking for an entire class is a bit much for this thread. However...

What follows is a fire-based tank. I think it might be a touch overpowered. Tell me if it's what you're looking for.

Champion of Flames
Hit Die: d10
Skill points: (2 + int) *4 at 1st, + (2+int) each level thereafter.
Class Skills: Climb, Concentration, Craft, Intimidate, Jump, Profession,
Proficieint with all simple and martial weapons, all armor, and all shields except tower shields.

{table=head]Level | BAB | Fort | Ref | Will | Special
1 | +1 | +2 | +0 | +0 | Capricious Flames, Blade of Flames, Control Flame, Command Fire
2 | +2 | +3 | +0 | +0 | Fire Resistance 5, Overwhelming fire
3 | +3 | +3 | +1 | +1 | -
4 | +4 | +4 | +1 | +1 | Blade of Flames +1d6, Minions of Fire
5 | +5 | +4 | +1 | +1 | -
6 | +6/+1 | +5 | +2 | +2 | Heat Immunity, Fire Resistance 10
7 | +7/+2 | +5 | +2 | +2 | -
8 | +8/+3 | +6 | +2 | +2 | Fire Wreath 1d8, Blade of Flames +2d6
9 | +9/+4 | +6 | +3 | +3 | -
10 | +10/+5 | +7 | +3 | +3 | Wild Shape 1/day, Medium Elemental, Fire Resistance 15
11 | +11/+6/+1 | +7 | +3 | +3 | -
12 | +12/+7/+2 | +8 | +4 | +4 | Fire Wreath 2d8(5ft), Blade of Flames +3d6
13 | +13/+8/+3 | +8 | +4 | +4 | -
14 | +14/+9/+4 | +9 | +4 | +4 | Wild Shape 2/day, Large Elemental, Fire Resistance 20
15 | +15/+10/+5 | +9 | +5 | +5 | -
16 | +16/+11/+6/+1 | +10 | +5 | +5 | Fire wreath 3d8(10 ft), Blade of flames +4d6
17 | +17/+12/+7/+2 | +10 | +5 | +5 | -
18 | +18/+13/+8/+3 | +11 | +6 | +6 | Wild Shape 3/day, Huge elemental, fire immunity
19 | +19/+14/+9/+4 | +11 | +6 | +6 | -
20 | +20/+15/+10/+5 | +12 | +6 | +6 | Fire wreath 4d8 (15 ft), blade of flames +5d6[/table]

[Edit: Whee! Figured out how to do tables! Thanks Ethrael!]

Capricious Flames (ex): A Champion of Fire and her equipment never take damage from her own Blade of Flames or Fire Wreath abilities (see below).

Blade of Flames (su): As a free action a Champion of Fire may transform a weapon or piece of ammunition she wields into fire. How she fights with it remains unchanged, but it now deals fire damage instead of slashing, piercing, or bludgeoning damage. This effect lasts for as long as she hold the weapon in question and, if thrown or fired, until that attack is completed. (Thus, a thrown dagger affected by this ability is extinguished only once it deals damage or misses, not the instant it leaves her hand.) At 4th level and every 4 levels beyond that, add an additional 1d6 points of fire damage to any attack made with a blade of flames.

Fire Resistance (ex): A Champion of Flames gains Fire Resistance 5 at 2nd level, and this increases to 10, 15, and 20 at 6th, 10th, and 14th levels, respectively. If she has a familiar, animal companion, celestial mount, or similar class feature, that creature also gains that resistance while within 5 ft of her.

Overwhelming Fire (su): As a Champion of Flames gains in power, her fires are powerful enough to damage even beings of pure flame. Subtract 1/2 of her Champion of Fire levels from any creature's fire resistance when dealing with her Blade of Flames or Fire Wreath abilities. If a creature is immune to fire, it is instead treated as having Fire Resistance of 25 before this penalty is applied.

Control Flame (sp): The Champion of Fire gains the Control Flame psionic power, which she manifests at her full Champion of Flames level. A Champion of Fire gains power points equal to her Champion of Fire level, which may only be used for this power. The DC of this power is charisma-based.

Command Flame (su): A champion of Fire may rebuke creatures with the fire subtype exactly as if she were a cleric of the same level with the fire domain. She needs no holy symbol or divine focus for this.

Minions of Fire (su): Starting at 4th level, a Champion of Flames may cast spells from the Summon Monster category. She may cast Summon Monster I a number of times equal to her Champion of Flames level, or she may cast a higher level version, with Summon Monster II counting against her daily uses as two castings of Summon Monster I, Summon Monster III counting as three castings, and so forth. She may never cast a version numbered higher than half her level, and she may only summon creatures with the Fire type.

Heat Immunity (ex): The Champion of flames ignores all environmental hazards pertaining to severe or extreme heat. Anyone which the Champion of Flames chooses to designate are also immune for as long as she wishes, provided they remain within 30 ft of her.

Fire Wreath (su): Starting at 8th level, a Champion of Flames may as a full round action (which provokes an attack of opportunity) wreathe herself in fire. This ability lasts until she chooses to dismiss it. Any creature or object occupying the same square as her for any reason (including grapple attacks, overruns, tiny creatures, or so forth) takes 1d8 fire damage, with a reflex save for half. This damage applies when the creature is first affected, and every turn it begins in the wreathe's area of effect Every 4 levels thereafter, the damage from this wreath increases by +1d8. However, a Champion of Flame may, as a free action, have the wreath deal fewer dice of damage than it could. She must decide this at the beginning of her turn, before damage is applied. For every die of damage, the wreath extends out 5ft, though it causes one less die of damage for every 5 ft from the Champion of Fire. (So a 3-die fire wreath does 3d8 fire damage in the Champion of Fire's square, 2d8 fire in adjascent squares, and 1d8 fire 10ft away).

Wild Shape (su): Starting at 10th level, a Champion of Fire may transform into a fire elemental of medium size or smaller, just as the Druid's wild shape ability. Every 4 levels beyond 10th, she gains another transformation per day and can transform into an elemental one size class larger. Any weapon affected by Blade of Flames does not transform with her, but remains for her to be wielded and grows or shrinks to a size appropriate to her new size class until one of the two effects ends. While a fire elemental, a Champion of Fire retains her Fire Wreath and Blade of Flames abilities, but cannot use Command Flame, Control Flame, or Minions of Fire unless she takes the Wild Spell feat.

Fire Immunity (ex): At 18th level, a Champion of Fire gains immunity to fire. If she has a familiar, animal companion, celestial mount, or similar class feature, that creature also gains fire immunity while within 5 ft of her.

StoryKeeper
2008-03-15, 09:07 PM
First of all, sorry for not signifying this as a response and not a request; i'm not sure what symbol to use to show that.

Reltzik: Thank you! This is exactly the kind of thing I'm looking for. I apologize if this is the inappropriate place to request a class. Feel free to pm or put up links if more space needs to be conserved.

The class looks pretty well balanced to me (though I'm certainly no expert.) I will, of course, need to run it by my DM, but I think he'll allow it unless I missed some game-ruining unbalanced loophole (is that how you spell it.)

Thank you again, and again, my apologies if my request was in the wrong place or otherwise incorrectly formatted.

The Boyce
2008-03-16, 02:51 PM
R 28

So here's a monster request: From the Beastmaster movie those bird people. You know the ones who are really just a plot device to save the town at the end. The ones who can eat a man in like 10-20 seconds. Yeah how do you think those would work?

Templar_ZoRcH
2008-03-16, 03:11 PM
R.29

I'm playing a half orge warlock in a campaign and part of his backround is that his father was an ogre mage, and it got me to thinking why isn't there a half-ogre mage race?(if there is one I have yet to find it). Could someone write up a half orge mage race, preferably with a level ajustment of +3 or less?

Caracol
2008-03-16, 03:15 PM
R.29

I'm playing a half orge warlock in a campaign and part of his backround is that his father was an ogre mage, and it got me to thinking why isn't there a half-ogre mage race?(if there is one I have yet to find it). Could someone write up a half orge mage race, preferably with a level ajustment of +3 or less?

Dibs on this. Just give me some time.

Ethrael
2008-03-16, 04:51 PM
R 28

So here's a monster request: From the Beastmaster movie those bird people. You know the ones who are really just a plot device to save the town at the end. The ones who can eat a man in like 10-20 seconds. Yeah how do you think those would work?

I'm interested in this one, but I haven't seen the Beastmaster movie. if you could describe the elements you want in them by post or PM I'll probably be able to wip somethin up.

Caracol
2008-03-16, 06:59 PM
H.29

Here's your race, I hope you like it. I didn't do the fluff because I tought you could make a description that fits better for you character by yourself.

HALF OGRE MAGI

Half Ogre Magi characters have the following racial traits.
- +4 Str, -2 Dex, +2 Con, +2 Int, +2 Wis, +4 Cha.
- Large Size.
- Space/Reach: 10 ft./10ft.
- Base speed is 15 ft.
- Darkvision 30 ft.
- Natural Armor bonus of +4.
- Giant blood: half ogre magi are considered giants for what regards special abilities and effects.
- Spell like abilities: 1 time a day: alter self, blur, ice storm, a number of times a day equal to the character level: levitate; DC is Cha based, caster level equal to character level.
- Spell resistance 11 + character level.
- Automatic Languages: Giant, Common. Bonus Languages: Draconic, Goblin, Infernal, Orcish.
- Favored Class: Sorceror.
- Level Adjustment: +3.

XiaoTie
2008-03-16, 07:55 PM
R. 30

I'm DMing a campaign for a few friends where they are to face drows (you know, real drows, bad drows) somewhere further on the road. Well, we all know they worship Lolth, so I am going to be setting quite a few spiders encounters commanded by a drow or two (again, somewhere later), and before that I'll be setting your average monstrous spider encounter.

To complete the encounters with spiders I would like to have an intelligent spider to command the normal monstrous ones. And this is my request: an intelligent monstrous spider up to CR 3 (to be used on a single fight) or maybe CR 2 (to be used with some smaller monstrous spider).

I think that is pretty much it, but if it is of any use I was picturing it somewhere in between Shelob and the spiders on Mirkwood from Lord of the Rings/The Hobbit. Thanks in advance :elan:

asphen fox
2008-03-17, 06:00 AM
Ok... I've heard that the Shadowcaster class in ToM needs a fix and I'm really interested in playing it. I've tried to fix it but all I get are headaches. Can anybody fix it for me?

L'Aent'fon
2008-03-17, 11:07 AM
H: 26


R:26

I am going to DM a game soon and I need a tweaking to the normal combat system. Most of my players don't love the lengthy rounds ....

The following House Rule is intended to speed up combat by removing one of the more time-consuming factors: the rolling a bunch of dice over and over again to determine the result of each of the multiple attacks made by a single combatant.

Limited Roll Combat a.k.a. One Roll To Rule Them All.

"One Roll To Hit"

Characters who receive multiple attacks per melee make one (1) roll "to hit" per melee round. That "to hit" roll is used for all attacks made that melee, with the appropriate attack bonuses applied to the single die-roll. Multiple attacks are distributed as the character's controller (the player for PCs, the GM for NPCs) wishes. This one "roll" is modified as appropriate for each of the individual attacks.

IE: A fighter with a BAB of +6/+1, 16 STR (+3 Bonus), a normal longsword, and the feat Cleave has several foes adjacent to her and wishes to make her attacks for the melee. She chooses one foe and rolls an attack.

The die rolls a 12 -- resulting in a to hit roll of 21 (12 Roll + 6 BAB + 3 STR) -- if this hits the creature targeted, the creature take appropriate damage.

The fighter may then choose a second target for her second attack that melee, this time her "to hit" roll is only a 16 (12 Roll +1 BAB +3 STR) -- if this hits the creature targeted, the creature takes appropriate damage.

If one of the creatures struck sustains enough damage to drop it (thus allowing a cleave attempt) the fighter may choose an appropriate target and apply their "to hit" roll of 12 (modified as appropriate: +9 for a 21 "to hit" if it was her first attack that dropped a foe, +4 for a 16 "to hit" if it was her second attack that dropped a foe.)

"One Roll For Damage"

For further limitations on the number of dice rolled, and to further speed up combat, characters who receive multiple attacks per melee with an individual weapon make one (1) damage roll. That damage roll is used for all attacks made with that weapon that melee.

Double weapons which inflict the same die-type of damage (1d6/1d6) are treated as a single weapon for the purposes of this ruling. Double weapons which inflict different die-types of damage (1d8/1d6) are treated as two separate weapons for the purpose of this ruling.

IE: In the example above, our fighter with the normal longsword (1d8) and no weapon specialization is attacking her foes. Assuming her first "to hit" roll of 21 (12 Roll +6 BAB + 3 STR) struck its target, she would then roll 1d8 (+3 STR) to determine damage inflicted on that foe.

The die rolls a 6 (+3 STR) for 9 points of damage. The creature she is fighting doesn't have 9 HPs left and drops.

She makes an immediate cleave attack also with a "to hit" roll of 21 (12 Roll +6 BAB +3 STR) -- which also strikes true ... and which will also inflict 9 (6 Roll +3 STR) points of damage to the foe struck.

She then chooses a third target (perhaps the creature she struck with her cleave -- if it is still standing -- or perhaps a different creature entirely) for her second attack. Assuming this attack's "to hit" roll of 16 (12 Roll +1 BAB +3 STR) hits, this attack would also do 9 Damage (6 Roll +3 STR) to its target.

One Roll To Rule Them All vrs The Critical Hit

If a critical threat occurs as the melee's "to hit" roll for someone who receives multiple attacks in a melee, all attacks that melee are treated as critical threats. However each critical threat will require a separate roll to confirm.

IE: A fighter with a BAB of +6/+1, 16 STR (+3 Bonus), a normal longsword, and the feat Cleave has several foes adjacent to her and wishes to make her attacks for the melee. She chooses one foe and rolls an attack.

The die rolls a 20 -- resulting in a to hit roll of 29 (20 Roll + 6 BAB + 3 STR) more than enough to hit, and of course, a critical threat with her longsword.

The figher then makes a roll to confirm the critical: the dice are kind and she rolls a 15 (+6 BAB +3 STR) for a 24 -- confirming the critical. She rolls the appropriate (doubled) damage.

The fighter may then choose a second target for her second attack that melee, this time her "to hit" roll is only a 24 (20 Roll +1 BAB +3 STR) -- but it is still a critical threat. This second time, the roll to confirm is not as kind -- a 3 -- which, even with the +6 BAB and the +3 STR isn't quite enough to confirm the critical. This foe takes normal damage.

If one of these creatures struck sustains enough damage to drop it (thus allowing a cleave attempt) the fighter may choose an appropriate target and apply their "to hit" roll of 20 (modified as appropriate: +9 for a 29 "to hit" if it was her first attack that dropped a foe, +4 for a 24 "to hit" if it was her second attack that dropped a foe.) In each of these cases -- a confirmation for the critical threat needs to be rolled. If the critical is confirmed, the extra damage is inflicted; if it is not, then normal damage is inflicted.

** Edited for Typos and Formatting **

Saint Nil
2008-03-17, 07:21 PM
R.31

Hey, I was hoping I could get a prestige class for a divine/arcane spell caster. The main focus would be more spells and better class ablities than the mystic theurge. An apprciated class feature would to add my cleric and wizard spellcasting levels togther to get caster level for all my spells. Thanks for the help. You don't need to name it unless you want too, because I already have a plausible name, the mystic saint. Perferably d6 hit die. Hope this is specific enough. Thanks!

Hoorex
2008-03-17, 07:25 PM
R. 32

Hey, all, I was wondering if one of you fine people could build me the stereotype strong guy as a class. You know, one of the bad ass dudes with undersized heads, and over-sized limbs? Basically they're so strong that they don't really need discipline and technique, because just by flailing their arms, they're deadly!

The Boyce
2008-03-17, 07:36 PM
R 28.5

My memories not entirely clear but I know they were a tribe of humanoids who could fly. I think they had hands but I'm not sure as I think they either long flaps hanging from their arms, or wings instead of arms. Either way they had no feathers and had blueish skin. They were shown to eat people by wrapping their flaps/wings around the human. Then the human began to spin and was reduced to goo in short order.

Lord Tataraus
2008-03-17, 09:15 PM
Ok... I've heard that the Shadowcaster class in ToM needs a fix and I'm really interested in playing it. I've tried to fix it but all I get are headaches. Can anybody fix it for me?

I've fooled around with a number of fixes but this is the one I use and like the best:

BAB becomes Average (as rogue)
Every #/day ability becomes #/encounter
The Shadowcaster can take a full-round action that provokes attacks of opportunity to recover all spent mysteries.

Simple and elegant. I haven't run into any power issues since the number of mysteries is quite low. Though I do use some of the Project Shadow mysteries and feats and some homebrewed mysteries of my own to give more options.

C. 32
So a juggernaut-esque bruiser? I'm guessing something with built in Str increases and unarmed damage? I might take this on if I have time...

Goats_o_Mjolnir
2008-03-17, 09:33 PM
R33

For the record though it says on the first page not too request big things like class builds

Anywho

I would like to request a wonderous item that is assentially a toychest, but inside are toys that have special properties ex. a top that causes whirlwinds, a rocking horse that doubled as a small mount. Be creative and go crazy, no rush :smallbiggrin:

Lord Tataraus
2008-03-17, 09:57 PM
H. 20
After discussing the Deep Ones with my friend, it seems, and he supported, that they are best as a template. So, I give you the Deep Ones creature template:

Deep Ones
A Deep One is a humanoid who has been born through the mating of an existing Deep One. Deep Ones is a template that can be applied to any humanoid creature of medium or small size hereafter referred to as the base creature.

Size and Type: The size of the base creature is unchanged but its type changes to Aberration with the Aquatic subtype.
Speed: The Deep One retains the normal land speed of the base creature, but loses all other forms of movement. The Deep One gains a swim speed equal to 1 1/2 times its base land speed, minimum 30ft.
Armor Class: The natural armor of the base creature increases by 1
Natural Weapons: The base creature loses any bite attacks, but gains two claw attacks that deal 1d6 damage (1d4 for a small creature).
Special Qualities: The Deep One retains all special qualities of the base creature and gains the following:
Darkvision 60ft
Superior Low-light Vision
Slippery Skin (Ex): The slippery skin of the Deep Ones allows them to squeeze out of tight spots, lterally. A Deep One gains a +8 bonus to Escape Artist and grapple checks to avoid or escape a grapple.
Amphibious (Ex): Deep Ones are amphibious and thus can breathe equally well in water and in air.
Disturbing Appearance (Ex): The disturbing appearance of a Deep One causes others to shrink from it. Anytime a creature attacks a Deep One he must succeed in a DC10 + 1/2 hit dice will save or take a -4 penalty on all attacks against any Deep Ones for the next 24 hours; this is a fear effect. Once a creature succeeds the will save he is immune to this effect for 24 hours.
Ability Scores: +4 Dex, +2 Con, -4 Cha
Skills: A Deep One has a +8 racial bonus to Swim checks and may always take 10 on swim checks even when rushed or threatened. The Deep Ones large, unblinking eyes grant them a +4 bonus to Spot and Search checks. The Deep Ones powerful, frog-like legs allow for greater jumping ability, granting a +8 racial bonus to jump checks.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +1

I am working on Shoggoths. As for the Spawn of Cthulhu, what sort of CR are you looking for? The are almost epic the way I'm thinking of them...

Ethrael
2008-03-18, 01:47 AM
R 28.5

My memories not entirely clear but I know they were a tribe of humanoids who could fly. I think they had hands but I'm not sure as I think they either long flaps hanging from their arms, or wings instead of arms. Either way they had no feathers and had blueish skin. They were shown to eat people by wrapping their flaps/wings around the human. Then the human began to spin and was reduced to goo in short order.

I'll start working on this one, however it might take a while, but I'll try my best. :smallbiggrin:


R33

For the record though it says on the first page not too request big things like class builds

Anywho

I would like to request a wonderous item that is assentially a toychest, but inside are toys that have special properties ex. a top that causes whirlwinds, a rocking horse that doubled as a small mount. Be creative and go crazy, no rush

I'll take this one on too. About how many toy-magic items do you want?

DracoDei
2008-03-18, 02:38 AM
C.30
So throw the effect of AWAKEN on some monsterous spiders whether or not they would be valid targets normally, throw on some class levels, and you are good to go crunch-wise... or am I missing something?

Lizardfolk Lich
2008-03-19, 07:48 PM
[QUOTE=Lord Tataraus;4071277
I am working on Shoggoths. As for the Spawn of Cthulhu, what sort of CR are you looking for? The are almost epic the way I'm thinking of them...[/QUOTE]

Well, during the weeks after I requested this I did an incredibly small amount of research. It turns out I didn't want Spawn of Cthulhu, I wanted Beloved of Cthulhu. I recently played Call of Cthulhu: Dark Corners of the Earth and that had them in it. I don't know what a Spawn of Cthulhu really is, but a Beloved of Cthulhu (hereby B.o.C.) is essentially a Deep One that has a Cthulhu-ish head, and is much stronger and barbaric than the average Deep One. I know this personally after I shot it over 50 times with my pistol...:smallredface:

I'll begin my research on the S.o.C and see if I can get back to you. I feel so stupid now.:smallannoyed:

Lizardfolk Lich
2008-03-19, 07:51 PM
I am working on Shoggoths. As for the Spawn of Cthulhu, what sort of CR are you looking for? The are almost epic the way I'm thinking of them...

Well, during the weeks after I requested this I did an incredibly small amount of research. It turns out I didn't want Spawn of Cthulhu, I wanted Beloved of Cthulhu. I recently played Call of Cthulhu: Dark Corners of the Earth and that had them in it. I don't know what a Spawn of Cthulhu really is, but a Beloved of Cthulhu (hereby B.o.C.) is essentially a Deep One that has a Cthulhu-ish head, and is much stronger and barbaric than the average Deep One. I know this personally after I shot it over 50 times with my pistol...:smallredface:

I'll begin my research on the S.o.C and see if I can get back to you. I feel so stupid now.:smallannoyed:

Goats_o_Mjolnir
2008-03-19, 09:09 PM
5 would be a good number if you can manage

V Junior
2008-03-20, 05:20 AM
R.34

Hi. I had an idea while discussing templates on MSN with Tempest_Fennac and Sweetrein.

Basically, it's a chicken with a hell of a lot of templates. Vampiric Dragonblood (Green) Lyrancophic (Werewolf) Tiefling Half-Celestial Chicken, to be exact. This is a very, very powerful chicken.

If someone could try to make it, that'd be great. I was thinking; crossbreed a green dragon and a fiendish chicken, crossbreed result with a celestial chicken, and then get a vampire and a werewolf to bite the poor thing.

vivi
2008-03-20, 08:16 PM
R.35

This may be a little much considering its a class, but here goes nothing

I need a ninja-like class with:
weak defensive magic at higher levels,
mostly of dex-based abilities,
specialization with bastard swords,
and be combat oriented.

think it can be done?

Kellus
2008-03-20, 11:28 PM
R.35

This may be a little much considering its a class, but here goes nothing

I need a ninja-like class with:
weak defensive magic at higher levels,
mostly of dex-based abilities,
specialization with bastard swords,
and be combat oriented.

think it can be done?

I'm on the case!

Kellus
2008-03-21, 12:24 AM
H. 35

The Bastard Ninja

Bastard ninjas are ninjas with bastard swords. Hence the name.

Requirements: To become a bastard ninja, a character must meet all of the following requirements:

Alignment: Any neutral
Base Attack Bonus: +3
Feat: Combat Reflexes, Exotic Weapon Proficiency (bastard sword)
Class Feature: Sudden strike +2d6

Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier.
Class Skills: As the ninja base class.

Table: The Bastard Ninja
{table="head"]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th

1st|+0|+2|+2|+2|Bastard stance, ki disciple|2|—|—|—

2nd|+1|+3|+3|+3|Sudden strike +1d6|3|1|—|—

3rd|+1|+3|+3|+3|Hand and a half|4|2|—|—

4th|+2|+4|+4|+4|Sudden strike +2d6|4|3|—|—

5th|+2|+4|+4|+4|Instant offence|4|3|1|—

6th|+3|+5|+5|+5|Sudden strike +3d6|4|4|2|—

7th|+3|+5|+5|+5|Blade’s blessing|4|4|3|—

8th|+4|+6|+6|+6|Sudden strike +4d6|4|4|3|1

9th|+4|+6|+6|+6|Robilar’s Gambit|4|4|4|2

10th|+5|+7|+7|+7|Ki warding, sudden strike +5d6|4|4|4|3

[/table]

All of the following are class features of the bastard ninja prestige class.

Weapon and Armour Proficiencies: The bastard ninja gains no additional proficiencies.

Spellcasting: A bastard ninja has the ability to cast a small number of divine spells, which are drawn from her class spell list. A bastard ninja must choose and prepare her spells in advance (see below).

To prepare or cast a spell, a bastard ninja must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bastard ninja’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a bastard ninja can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Bastard Ninja. In addition, she receives bonus spells per day if she has a high Wisdom score. The bastard ninja does not have access to any domain spells or granted powers, as a cleric does.

A bastard ninja prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A bastard ninja may prepare and cast any spell on the bastard ninja spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during his daily meditation.

A bastard ninja’s caster level is equal to her effective ninja level for the purposes of her ki power (see below).

Bastard Stance (Ex): As a swift action, a bastard ninja may enter into a special defensive stance. To use this ability, the bastard ninja must be wielding a bastard sword with one hand, be holding nothing in the other hand, and be wearing light or no armour.

Upon entering into this stance, the bastard ninja may add her Intelligence modifier to her AC and saving throws as she prepares to defend against threats.

This stance ends if the bastard ninja attacks normally; it does not end if she makes attacks of opportunity. If the bastard ninja attacks while in this stance, the target is denied its Dexterity modifier to AC for the first attack she makes.

A bastard ninja may only enter this stance at the beginning of an encounter. If she leaves the stance during the encounter, she may not reenter it that combat.

Ki Disciple (Su): A bastard ninja’s class levels stack with ninja levels to determine the size of the ninja’s ki pool.

Hand and a Half (Ex): Beginning at 3rd level, a bastard ninja may make use of her exotic weapon choice to confound her enemies. To use this ability, a bastard ninja must make at least two successful attacks of opportunity in the same round, at least one wielding her bastard sword two-handed and at least one other wielding the bastard sword one-handed. If both attacks are successful, the bastard ninja may add her class level as a dodge bonus to her AC until the end of her next turn.

Instant Offence (Ex): Beginning at 5th level, whenever a bastard ninja makes an attack of opportunity with a bastard sword wielded in only one hand, her target is denied their Dexterity modifier to AC against this attack.

Blade’s Blessing (Su): Beginning at 7th level, a bastard ninja may cast one of her class spells per round as a swift action so long as she is in her bastard stance by expending a daily use of her ki power.

Robilar’s Gambit: At 9th level, a bastard ninja receives Robilar’s Gambit (Player’s Handbook II 82) as a bonus feat.

Ki Warding (Su): Beginning at 10th level, an bastard ninja may expend a daily use of her ki power as an immediate action to add a +20 insight bonus to a saving throw or to her AC against a single attack. The bastard ninja must be in her bastard stance to use this ability.

Spell List

1st Level: endure elements, entropic shield, hide from undead, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sanctuary, and shield of faith.

2nd Level: darkness, resist energy, shield other, silence, status, and undetectable alignment.

3rd Level: deeper darkness, glyph of warding, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, magic vestment, protection from energy, water breathing, and wind wall.

4th Level: death ward, freedom of movement, repel vermin, and spell immunity.

Ethrael
2008-03-21, 04:40 AM
H. 33

I've finished the Toy Chest. It might not be very good as I'm not really practiced in making magic items. :smalleek:

The Toy Chest
Whirly Whirly Spinning Top
It is a surprisingly dully coloured spinning top. It only has some grey swirls on the top, possibly to give a dizzying effect when it spins. When you do spin it, the environment around you seems to ripple and you hear a whispering sound. The top starts to hover, spinning ever more violently, and you feel a strong wing emanating from it. The ripple you saw turns into a great distortion effect. There is now a strong whirlwind around you and the top.

When spun, this wooden top produces a whirlwind similar to the whirlwind spell. The top does not move of its own accord however, it simply hovers in the air. It can be however moved by a spell which can move objects telekinetically such as a mage hand or telekinesis spell. There is a circular safe zone in the middle, with a 7 ft radius. The whirlwind lasts for 1d8 rounds at which time the top starts to descend and slow. If the top is shattered or destroyed whilst in use, the whirlwind dissipates in 1d3 rounds. If the top is destroyed before use, it cannot be used again even if mended.

The Widing Horse
It looks like an average pretty toy rocking horse. When you rock on it, the wood seems to buckle and rise beneath you, and you hear the neigh of a horse in the distance. As it gets louder, the feet of the horse start to shift and wobble, as if they wish to be detached from the base. All of a sudden, there is a sudden cry and the horse leaps from its base and in mid-air morphs into a beautiful black stallion.

When rocked, this toy riding horse shape-shifts into a heavy warhorse. The horse obeys you as a normal domesticated horse. After 1d8 days, it shifts back into a rocking horse, ready for later use. If the wooden horse is destroyed, it cannot shape shift unless mended.

The Telekinetic Bouncy Ball
It is a plain yet pretty pink ball. It bounces normally the first five times you bounce it. However, when you throw it at the cluster of people after the five times, it explodes and turns to translucent pink ooze. The viscous liquid surrounds the people, still in the air, whilst expanding upwards and downwards. It manages also to get beneath their feet. When finished. The people are in a sphere of a translucent pink solid.

This normal-looking pink ball can turn into a telekinetic sphere like that of the spell. After being bounced hard five times within twenty seconds and thrown at the target(s), it spreads through the air and surrounds them in the sphere. If the target is the user, she throws upwards. It last 1 min/level and can lift as much as the telekinetic sphere spell. If the ball is somehow destroyed, it cannot become a sphere again, even if mended.

The Teleporting Book
As you open to a random page, on it you see a picture of the destination you have in mind. You begin to read the caption underneath and suddenly appear on the other side.

The book functions as a dimension door to a place already visited. The user must make a DC 15 Concentration check to envision in their mind their destination. The picture of the destination appears along with a caption of arcane words. The book then teleports the user to that place. The book requires somatic and vocal components to work. There is no range limit to where it can teleport you to, but it must be a place already visited. If the book is damaged in any way, including writing on a page, tearing a page out or cutting it, it cannot be used unless mended.

The Offensive Yo-yo
This little yellow yo-yo looks perfectly normal. But when you droop it and swing it outwards at your opponent, it glows with magical energy and suddenly explodes in their direction with six little missiles of that very energy.

The Yo-yo functions like a magic missile spell. When swung, it releases six magic missiles. They can be aimed in a 10 foot arc in front of the user, or simply targeted at one opponent. These magic missiles, however, deal 1d6+2 points of force damage. If the Yo-yo is broken or destroyed, it cannot be used again, even if mended.

Templar_ZoRcH
2008-03-21, 02:37 PM
H.29

Here's your race, I hope you like it. I didn't do the fluff because I tought you could make a description that fits better for you character by yourself.

HALF OGRE MAGI

Half Ogre Magi characters have the following racial traits.
- +4 Str, -2 Dex, +2 Con, +2 Int, +2 Wis, +4 Cha.
- Large Size.
- Space/Reach: 10 ft./10ft.
- Base speed is 15 ft.
- Darkvision 30 ft.
- Natural Armor bonus of +4.
- Giant blood: half ogre magi are considered giants for what regards special abilities and effects.
- Spell like abilities: 1 time a day: alter self, blur, ice storm, a number of times a day equal to the character level: levitate; DC is Cha based, caster level equal to character level.
- Spell resistance 11 + character level.
- Automatic Languages: Giant, Common. Bonus Languages: Draconic, Goblin, Infernal, Orcish.
- Favored Class: Sorceror.
- Level Adjustment: +3.

I thank you for your effort, but this seems a little unbalanced to me. Not even full blooded ogre mages get ice storm, just cone of cold, and a speed of 15 ft seems a little slow. The spell resistance is a little high as well. sorry I don't mean to tear you down but I'm not sure this will work. Again, thank you for the effort.

As it's written I would change the following:

Speed: 30 ft

Spell-like abilities: Trade ice storm for orb of cold,lesser and blur for swift invisibility. (complete arcane spells).

Spell resistance: 2+ HD

Templar_ZoRcH
2008-03-21, 02:51 PM
H.29

Here's your race, I hope you like it. I didn't do the fluff because I tought you could make a description that fits better for you character by yourself.

HALF OGRE MAGI

Half Ogre Magi characters have the following racial traits.
- +4 Str, -2 Dex, +2 Con, +2 Int, +2 Wis, +4 Cha.
- Large Size.
- Space/Reach: 10 ft./10ft.
- Base speed is 15 ft.
- Darkvision 30 ft.
- Natural Armor bonus of +4.
- Giant blood: half ogre magi are considered giants for what regards special abilities and effects.
- Spell like abilities: 1 time a day: alter self, blur, ice storm, a number of times a day equal to the character level: levitate; DC is Cha based, caster level equal to character level.
- Spell resistance 11 + character level.
- Automatic Languages: Giant, Common. Bonus Languages: Draconic, Goblin, Infernal, Orcish.
- Favored Class: Sorceror.
- Level Adjustment: +3.

I thank you for your effort, but this seems a little unbalanced to me. Not even full blooded ogre mages get ice storm, just cone of cold, and a speed of 15 ft seems a little slow. The spell resistance is a little high as well. sorry I don't mean to tear you down but I'm not sure this will work. Again, thank you for the effort.

As it's written I would change the following:

Speed: 30 ft

Spell-like abilities: Trade ice storm for orb of cold,lesser(complete arcane) and blur for swift invisibility(spell compendium).

Spell resistance: 2+ HD

Sstoopidtallkid
2008-03-22, 03:40 AM
R 36
I need a +1 or +0 LA version of a drow. It doesn't have to be new, I know there are probably a dozen versions on this board, but with search down, I can't find them. :smallannoyed: I'd prefer +0, but either is fine. The only restriction is that this is for a sorceress, so I can't afford a Cha penalty. Thanks.

Edit: This group is using the variant "Appearance" stat, a split-off of Charisma, originally proposed in the BoEF, if that matters.

Kellus
2008-03-22, 01:39 PM
H. 36

There's the Lesser Drow (http://www.wizards.com/default.asp?x=dnd/iw/20040215a&page=2) at LA +0, and the Drow racial class (http://www.wizards.com/default.asp?x=dnd/sp/20040213a) that you could only take 1 level in.

Saint Nil
2008-03-22, 05:43 PM
R.31

Hey, I was hoping I could get a prestige class for a divine/arcane spell caster. The main focus would be more spells and better class ablities than the mystic theurge. An apprciated class feature would to add my cleric and wizard spellcasting levels togther to get caster level for all my spells. Thanks for the help. You don't need to name it unless you want too, because I already have a plausible name, the mystic saint. Perferably d6 hit die. Hope this is specific enough. Thanks!
Sorry if I'm reposting too soon, just hoping someone would make this prestige class. Please? I'l bring you a cookie.

Adumbration
2008-03-24, 12:20 PM
R 37

I've already checked the "From the Playground Compedium" and some other sources, but haven't managed to find a merchant NPC base class. Could someone make one for me, or at least point to a one?

J Do Baggins
2008-03-25, 10:58 AM
i Need a good way to have my players fight a war with against another army... They have lots of mixed units ( not all dwarves or elves) Basically they are very powerful beings in this place and they have ammassed an army of followers, slaves, risen undead, and hired help. i don't need to know exactly what happens with every role of the dice but i would like a good way to give a general account ofr every role.... They have the army broken down into ranks like a group may consist of 1 lvl 10 fighter and 10 lvl 5 fighters then 100 lvl 1 , and then a dozen mages 5th lvl.... i don't really know how to go about getting a war going on as specifically as they want it to. They want to know how much general strength is left in a squad but doesn't have to know exactly how much health each member has and a general way to keep up with spells and morale... like if a giant runs through a squad and squishes 2 dozen men what affect will that have on them... ect. ya know what i mean... well lemme have some advice on how to handle this sort of situation not to complex but not cut and simple either

Thanks guys

FlyMolo
2008-03-25, 09:39 PM
R 39

I would like some cool homebrew rules for special grappling. Throwing and such. Being able to grab something tiny and throw it across the room, or a sufficiently unskilled human...

I'll give you a cookie. :smallbiggrin: A better one, too.

Ethrael
2008-03-26, 04:29 AM
H. 28

Sorry for the wait, but I finally finished the bird-men thingy. I haven't seen the film, so feel free to alter it according to what you've seen.

Vaern
Large Monstrous Humanoid
HD: 2d8+1(11)
Speed: 30 ft. (5 squares); Fly 40 ft. (Clumsy)
Init: +2
AC: 13 (+2 Dex, +2 natural, -1 Large) ; touch 11; flat-footed 11
BAB: +2; Grp: +3
Attack: Claw +2 (1d4, 19-20/x2)
Full-Attack: 2 Claws +2/-3 (1d4, 19-20/x2)
Space: 5 ft.; Reach 10 ft.
Special Attacks: Devour, Flyby Attack
Special Qualities: Darkvision 60 ft.
Saves Fort +3 Ref +1 Will +3
Abilities Str 11, Dex 14, Con 12, Int 9, Wis 10, Cha 8
Skills: Spot +3, Listen +3
Feats: Flyby Attack
Environment Temperate Plains
Organization Solitary, Pair (2) or Battle Troupe (19-20)
Challenge Rating 2
Treasure Standard gold; double gems; standard art; none magical items
Alignment: Usually Neutral evil
Advancement None; Favored Class
Level Adjustment +1

The Vaern are winged creatures, completely black all over, and almost always wear hooded black robes. Their faces are therefore hidden.

Vaern are usually 8 feet tall but as wide as a human. They have unusually long wings for their size and drag them along behind them.

Combat

Improved Grab (Ex): To use this ability, a Vaern must hit with its bite attack. A Vaern that wins the ensuing grapple check establishes a hold and can devour.

Devour (Ex): When the Vaern has its foe pinned, it may take 2 rounds to fully devour its foe. It must make grapple checks for each of those rounds and cannot make any other actions. At the end of these rounds, its foe is automatically reduced to -10 hp.

Flyby Attack: When flying, the Vaern can take a move action (including a dive) and another standard action at any point during the move. The Vaern cannot take a second move action during a round when it makes a flyby attack.

Blue_C.
2008-03-26, 06:29 PM
C. 37

R 37

I've already checked the "From the Playground Compedium" and some other sources, but haven't managed to find a merchant NPC base class. Could someone make one for me, or at least point to a one?

Really, the expert (http://www.d20srd.org/srd/npcClasses/expert.htm) or aristocrat (http://www.d20srd.org/srd/npcClasses/aristocrat.htm) NPC classes will probably do what you need for it. You could use the aristocrat for vendors of specialized, high value commodities such as weapons, armor, or gems, and the expert for more general merchandise. Absolutely common commodities, such as bread or ale, would be commoners (http://www.d20srd.org/srd/npcClasses/commoner.htm).

Is there something specific you have in mind that one of these can't fill?

Adumbration
2008-03-27, 12:41 AM
I was thinking along the lines of getting Identify, detect magic, stuff like that, as a spell-like abilities, with more specified skill-list and some bonus feats that would help them with the whole merchanting thing, maybe dual-wielding wands without many penalties, head-shotting enemies with coins, that sort of thing. :smallbiggrin:

Nethack/Adom, anyone?

I'd like a merchant for once that can hold out on his own against those pesky adventures, and get away with profit on both sides.

Hey, this could actually be a PC class... :smallwink:

Templar_ZoRcH
2008-03-27, 03:39 PM
R.38

Hey guys, got another one. Please help out I will take ANY suggestions on this. One of my players has been asking me if he can play a Dread Necromancer(Heros of Horror class) that changes into a vampire instead of a lich, and having the class gain more vampiric abilities. I cannot for the life of me figure out a balanced way to do this, I need help. Also, does anyone know of a thread that is active right now that I can take some hombrew ideas to get critiqued?

Magnor Criol
2008-03-27, 03:49 PM
C 38: Can't help you with the vampire request, I'm afraid - though, it occurs to me, you might check out Savage Species' savage progression stuff, I'm not sure if the vamp's covered in that, but if it is it may give you some ideas.

But as for the posting ideas bit, there's no specific thread to do that - generally, you create the thread yourself. That's the forum's main purpose, after all, to critique homebrewed stuff.

If you've got several small ideas, just group them all in one thread.

Blue_C.
2008-03-27, 10:29 PM
I was thinking along the lines of getting Identify, detect magic, stuff like that, as a spell-like abilities, with more specified skill-list and some bonus feats that would help them with the whole merchanting thing, maybe dual-wielding wands without many penalties, head-shotting enemies with coins, that sort of thing. :smallbiggrin:

Nethack/Adom, anyone?

I'd like a merchant for once that can hold out on his own against those pesky adventures, and get away with profit on both sides.

Hey, this could actually be a PC class... :smallwink:

C 37.

With the kind of abilities you're talking about, it would almost have to be a PC class. A weak one, maybe on the level of the fighter, but heads and shoulders above any other npc class. I've written several, point of fact, so I have a decent grasp at their power level.

I had a couple thoughts based on what you've said. First, this would probably be best as an Intelligence or Charisma based spontaneous half caster, a la the beguiler. The spell list would need to be REAL limited, so maybe four spell levels would be more appropriate, like the spelltheif. It'll depend on the other class abilities.

As for those, I was thinking something along the lines of bardic tricks, based off the profession skill. But instead of learning how to influence minds by singing at them, a merchant would learn to magically animate coins. One ability might cause a coins to cover the merchant, creating armor that has no encumbrance, another would launch a stream of coins at a target, etc.

It will take me a week or so to put something together. If someone else wants to pick this request up, I will not mind.

Adumbration
2008-03-28, 05:32 AM
Some more suggestions for abilities :smallsmile: :

-Maybe the ability to create golems? Small copper constructs at lower levels, gold golems at mid, platinum/diamond golems at high? Mobile, self-defending banks.

-Maybe an option of choosing - at some level - either the leadership feat to get a caravan going, if the merchant is mobile, or if he has a shop somewhere, the ability to animate it to guard itself?

-At very low levels, maybe the merchant could use coins as if they were shuriken?

I thought of using craft magic items too, but it might step on the toes of some other class.

vivi
2008-03-28, 10:22 AM
H. 35

The Bastard Ninja

Bastard ninjas are ninjas with bastard swords. Hence the name.

Requirements: To become a bastard ninja, a character must meet all of the following requirements:

Alignment: Any neutral
Base Attack Bonus: +3
Feat: Combat Reflexes, Exotic Weapon Proficiency (bastard sword)
Class Feature: Sudden strike +2d6

Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier.
Class Skills: As the ninja base class.

Table: The Bastard Ninja
{table="head"]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th

1st|+0|+2|+2|+2|Bastard stance, ki disciple|2|—|—|—

2nd|+1|+3|+3|+3|Sudden strike +1d6|3|1|—|—

3rd|+1|+3|+3|+3|Hand and a half|4|2|—|—

4th|+2|+4|+4|+4|Sudden strike +2d6|4|3|—|—

5th|+2|+4|+4|+4|Instant offence|4|3|1|—

6th|+3|+5|+5|+5|Sudden strike +3d6|4|4|2|—

7th|+3|+5|+5|+5|Blade’s blessing|4|4|3|—

8th|+4|+6|+6|+6|Sudden strike +4d6|4|4|3|1

9th|+4|+6|+6|+6|Robilar’s Gambit|4|4|4|2

10th|+5|+7|+7|+7|Ki warding, sudden strike +5d6|4|4|4|3

[/table]

All of the following are class features of the bastard ninja prestige class.

Weapon and Armour Proficiencies: The bastard ninja gains no additional proficiencies.

Spellcasting: A bastard ninja has the ability to cast a small number of divine spells, which are drawn from her class spell list. A bastard ninja must choose and prepare her spells in advance (see below).

To prepare or cast a spell, a bastard ninja must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bastard ninja’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a bastard ninja can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Bastard Ninja. In addition, she receives bonus spells per day if she has a high Wisdom score. The bastard ninja does not have access to any domain spells or granted powers, as a cleric does.

A bastard ninja prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A bastard ninja may prepare and cast any spell on the bastard ninja spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during his daily meditation.

A bastard ninja’s caster level is equal to her effective ninja level for the purposes of her ki power (see below).

Bastard Stance (Ex): As a swift action, a bastard ninja may enter into a special defensive stance. To use this ability, the bastard ninja must be wielding a bastard sword with one hand, be holding nothing in the other hand, and be wearing light or no armour.

Upon entering into this stance, the bastard ninja may add her Intelligence modifier to her AC and saving throws as she prepares to defend against threats.

This stance ends if the bastard ninja attacks normally; it does not end if she makes attacks of opportunity. If the bastard ninja attacks while in this stance, the target is denied its Dexterity modifier to AC for the first attack she makes.

A bastard ninja may only enter this stance at the beginning of an encounter. If she leaves the stance during the encounter, she may not reenter it that combat.

Ki Disciple (Su): A bastard ninja’s class levels stack with ninja levels to determine the size of the ninja’s ki pool.

Hand and a Half (Ex): Beginning at 3rd level, a bastard ninja may make use of her exotic weapon choice to confound her enemies. To use this ability, a bastard ninja must make at least two successful attacks of opportunity in the same round, at least one wielding her bastard sword two-handed and at least one other wielding the bastard sword one-handed. If both attacks are successful, the bastard ninja may add her class level as a dodge bonus to her AC until the end of her next turn.

Instant Offence (Ex): Beginning at 5th level, whenever a bastard ninja makes an attack of opportunity with a bastard sword wielded in only one hand, her target is denied their Dexterity modifier to AC against this attack.

Blade’s Blessing (Su): Beginning at 7th level, a bastard ninja may cast one of her class spells per round as a swift action so long as she is in her bastard stance by expending a daily use of her ki power.

Robilar’s Gambit: At 9th level, a bastard ninja receives Robilar’s Gambit (Player’s Handbook II 82) as a bonus feat.

Ki Warding (Su): Beginning at 10th level, an bastard ninja may expend a daily use of her ki power as an immediate action to add a +20 insight bonus to a saving throw or to her AC against a single attack. The bastard ninja must be in her bastard stance to use this ability.

Spell List

1st Level: endure elements, entropic shield, hide from undead, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sanctuary, and shield of faith.

2nd Level: darkness, resist energy, shield other, silence, status, and undetectable alignment.

3rd Level: deeper darkness, glyph of warding, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, magic vestment, protection from energy, water breathing, and wind wall.

4th Level: death ward, freedom of movement, repel vermin, and spell immunity.

OMG! Thank you!

Blue_C.
2008-03-29, 04:07 AM
Some more suggestions for abilities :smallsmile: :

-Maybe the ability to create golems? Small copper constructs at lower levels, gold golems at mid, platinum/diamond golems at high? Mobile, self-defending banks.

-Maybe an option of choosing - at some level - either the leadership feat to get a caravan going, if the merchant is mobile, or if he has a shop somewhere, the ability to animate it to guard itself?

-At very low levels, maybe the merchant could use coins as if they were shuriken?

I thought of using craft magic items too, but it might step on the toes of some other class.

... Do you have the Ebberon source book? Look up artificer.

Adumbration
2008-03-29, 04:57 AM
No, actually, I don't have. I've only heard that the Artificer focuses on crafting magic items, or something. Like the name says.

Ethrael
2008-03-30, 11:05 AM
R 39

I would like some cool homebrew rules for special grappling. Throwing and such. Being able to grab something tiny and throw it across the room, or a sufficiently unskilled human...

I'll give you a cookie. :smallbiggrin: A better one, too.
C. 39

I'll try and think something up on this.

Joe Rice
2008-03-31, 05:19 PM
R.40.

For my first request, I'll do something silly and simple. What about a half-nymph template, playable for NPCs and PCs.

Coplantor
2008-03-31, 07:43 PM
A.40

R.40.

For my first request, I'll do something silly and simple. What about a half-nymph template, playable for NPCs and PCs.

Have you checked the bloodlines of the Unearthed Arcana?

If not, well, If you want something simple then give a +2 bonus to charisma, the ability to speak with animals, an unhealthy atraction to forests, a caothic tendency and charm person once per day and the unearthly grace (adds cha bonus to saving throws and as a deflection bonus to AC)

C.40
I want to see what others come up with for this request because I'm also looking for a half nymph template.

Templar_ZoRcH
2008-03-31, 09:34 PM
A.40


Have you checked the bloodlines of the Unearthed Arcana?

If not, well, If you want something simple then give a +2 bonus to charisma, the ability to speak with animals, an unhealthy atraction to forests, a caothic tendency and charm person once per day and the unearthly grace (adds cha bonus to saving throws and as a deflection bonus to AC)

C.40
I want to see what others come up with for this request because I'm also looking for a half nymph template.

check out this site: http://www.crystalkeep.com/d20

they have an index of templates(including half-nypmh) as well as alot of other neat goodies.

Joe Rice
2008-03-31, 09:49 PM
check out this site: http://www.crystalkeep.com/d20

they have an index of templates(including half-nypmh) as well as alot of other neat goodies.

C40 Thanks! I'd seen that but was wondering what you guys could come up with. Not that anyone has to, or anything . . .but I WOULD be curious if you guys think that's balanced? I'm pretty new to homebrewing so I'm never quite sure about it.

Lord Tataraus
2008-04-01, 12:28 PM
Normally I'm making homebrews for others, but I think its time to turn the tables, so I have two requests:

R. 41
I would like a warlock variant, as complete as is needed that reflects a pact with a different type of outsider, possibly of lawful neutral alignment, or something good or other neutral, but no devil, demon, or fey pacts.

R. 42
I would like a magic item that is the ultimate towel. Yes, there is a reason this is the 42nd request, make as many Hitchhiker's Guide to the Galaxy references as possible. I should have some humor to it, but still be useful, fun, and interesting.

Thanks!

sigurd
2008-04-02, 03:03 PM
How big are the mouths on these creatures that they can devour so quickly?


Sigurd

Coplantor
2008-04-02, 04:57 PM
R.43

Hi, I'm needing a variant of the Flayerspawn Psychic PrC that requiers levels of arcane spellcasting classes instead of psionic classes. This means that I also need variants of the Ilithid heritage feats.

Vaynor
2008-04-02, 07:20 PM
Normally I'm making homebrews for others, but I think its time to turn the tables, so I have two requests:

R. 41
I would like a warlock variant, as complete as is needed that reflects a pact with a different type of outsider, possibly of lawful neutral alignment, or something good or other neutral, but no devil, demon, or fey pacts.

R. 42

I would like a magic item that is the ultimate towel. Yes, there is a reason this is the 42nd request, make as many Hitchhiker's Guide to the Galaxy references as possible. I should have some humor to it, but still be useful, fun, and interesting.

Thanks!

Hitchhiker's Towel

This incredible towel is a boon to adventurers of all sorts. The towel has many abilities, including sustenance (the user can eat stored nutrients from the corners of the towel providing enough food for a meal. These nutrients have a maximum 50 charges, costing 30gp to refill these charges (roll 2d10+30 when determining this)).

The towel can also be used as bedding, turning (at command) into a sleeping bag befitting the size of the owner. When used, all normal damage recovery (including non-lethal) is doubled for the duration of the time spent sleeping in the towel. The towel can also be wrapped around the owner and wards off heat and cold, as per the Endure Elements spell.

On command, the towel becomes stiff and hard, splaying itself out flatly. In this state, it may be used as a makeshift raft, supporting up to 300 pounds. If another towel is in use, it may be used to make a sail, allowing more choice in direction. If wetted, the towel may be twisted to the shape of a staff or a wip (both with a +2 enhancement bonus). The user is automatically proficient with this weapon. In addition, it deals an extra 1 damage to all fire creatures.

If wrapped around the head, all fume-like attacks that need to be breathed in are warded off. Also, though covering the eyes, the hitchhiker may still see, and is immune to all gaze effects as long as the towel remains wrapped around his face.

If waved above the head in semblance of a flag, all creatures currently occupying a vehicle within a reasonable distance from the hitchhiker are immediately aware of his/her presence and current position, and an urge to help. If any person responds to the call (in any fashion), and proceeds to the hitchhiker's location, the effect nullifies itself unless the person responding to said call leaves his route to the hitchhiker or is otherwise inhibited.

The towel, every 2d10 rounds, may produce an item the user is in need of (costing up to a maximum of 200gp, market price) which may be used for a short amount of time or until the user has completed his task with said item and is no longer in need of it for a while, at which point it may be placed back into the towel for future use.

When in possession of a Hitchhiker's Towel, the owner gains the subtype "Hoopy Frood," allowing the owner to know at any time where his towel is, and also gains a +2 bonus on diplomacy checks. The towel may also be used as a normal, non-magic towel, in the ordinary fashion.

I'm not sure how much it should cost, but if you want me to I can figure it out. Also, longer than expected. :smalleek:

Lord Tataraus
2008-04-02, 08:48 PM
Hitchhiker's Towel

This incredible towel is a boon to adventurers of all sorts. The towel has many abilities, including sustenance (the user can eat stored nutrients from the corners of the towel providing enough food for a meal. These nutrients have a maximum 50 charges, costing 30gp to refill these charges (roll 2d10+30 when determining this)).

The towel can also be used as bedding, turning (at command) into a sleeping bag befitting the size of the owner. When used, all normal damage recovery (including non-lethal) is doubled for the duration of the time spent sleeping in the towel. The towel can also be wrapped around the owner and wards off heat and cold, as per the Endure Elements spell.

On command, the towel becomes stiff and hard, splaying itself out flatly. In this state, it may be used as a makeshift raft, supporting up to 300 pounds. If another towel is in use, it may be used to make a sail, allowing more choice in direction. If wetted, the towel may be twisted to the shape of a staff or a wip (both with a +2 enhancement bonus). The user is automatically proficient with this weapon. In addition, it deals an extra 1 damage to all fire creatures.

If wrapped around the head, all fume-like attacks that need to be breathed in are warded off. Also, though covering the eyes, the hitchhiker may still see, and is immune to all gaze effects as long as the towel remains wrapped around his face.

If waved above the head in semblance of a flag, all creatures currently occupying a vehicle within a reasonable distance from the hitchhiker are immediately aware of his/her presence and current position, and an urge to help. If any person responds to the call (in any fashion), and proceeds to the hitchhiker's location, the effect nullifies itself unless the person responding to said call leaves his route to the hitchhiker or is otherwise inhibited.

The towel, every 2d10 rounds, may produce an item the user is in need of (costing up to a maximum of 200gp, market price) which may be used for a short amount of time or until the user has completed his task with said item and is no longer in need of it for a while, at which point it may be placed back into the towel for future use.

When in possession of a Hitchhiker's Towel, the owner gains the subtype "Hoopy Frood," allowing the owner to know at any time where his towel is, and also gains a +2 bonus on diplomacy checks. The towel may also be used as a normal, non-magic towel, in the ordinary fashion.

I'm not sure how much it should cost, but if you want me to I can figure it out. Also, longer than expected. :smalleek:

Freakin' sweet! You are most definitely a Hoopy Frood, thanks a lot! As for the cost...I'll guestimate 10,000gp

Ethrael
2008-04-03, 03:19 PM
Finished the Rules on Throwing. Tell me what you think...
There was also an article on throwing in Dragon Magazine issue #329 pg.97


Rules on Throwing

If within reach, the thrower may make an opposed grapple check to pick up the other object/person. The object/person must be at least one size smaller than the thrower and not exceed double the thrower’s carrying capacity. If the thrower tries to pick up a person/object that does not fill this criteria, the action is wasted.

The thrower may then choose to throw the object/person; it then counts as a Thrown Weapon and deals damage of a club of its size.

Vaynor
2008-04-03, 07:53 PM
Freakin' sweet! You are most definitely a Hoopy Frood, thanks a lot! As for the cost...I'll guestimate 10,000gp

No problem. :smallsmile:

Joe Rice
2008-04-04, 07:22 PM
R. 46 How about a five or ten level PrC for feytouched social skill characters linking them to a specific city? Or a kind of city feytouched paragon?

Coplantor
2008-04-04, 07:58 PM
R.43

Hi, I'm needing a variant of the Flayerspawn Psychic PrC that requiers levels of arcane spellcasting classes instead of psionic classes. This means that I also need variants of the Ilithid heritage feats.


R.43

R. 43 How about a five or ten level PrC for feytouched social skill characters linking them to a specific city? Or a kind of city feytouched paragon?

Hey, R.43 is mine, this post sounded angry but I actually have no problem with this other than the confusion it might generate.

Karma Guard
2008-04-04, 08:04 PM
R. 45

I'm working on it myself, but I'd like to see how someone else would handle it:

Team Fortress 2's Medigun for D20 Modern.

I have it so far as, pardon my rough wording:

Exotic two-handed Weapon(?), takes up the cloak FX items slot (because there's no backpack slot). You can't wear a backpack while wearing a Medigun.
Range 15', heals 1d8+2 HP per round. You don't need line-of-sight to your target, so long as the beam itself is not obstructed by a door or wall. The beam itself does not block spaces, and people can share spaces with the beam. The beam gives off light equal to a candle, and comes colored either red or blue.

You gain Fast Healing 2 while wearing one, and you can't heal yourself using your own Medigun. Changing healing targets is an attack action. You may overheal an ally, granting temporary HP equal to .5 the ally's maximum health. This temporary HP degrades over time, and goes down by 5 per round. Damage takes off this temporary HP first. For the purpose of building an ubercharge, HP healed over the maximum only counts for half. (For example, a character with a Medigun who sticks to a completely healed ally needs to heal 80 HP instead of 40.)

After you heal 40 HP to an ally using the Medigun, you have an ubercharge. Activating the ubercharge is a free action, and it grants DR 60/- to yourself and the person you're currently targeting with your healing (If you are not healing anyone, then only you are ubercharged). Once activated, the ubercharge lasts 3 rounds, and cannot be canceled or otherwise stored. If you put away the Medigun to, for example, draw another weapon before the ubercharge is spent, then the remaining rounds will be wasted. Once complete, then you can start building another ubercharge. While ubercharged, you and your target both shine the same color as your Medigun's beam, and shed light equal to a torch.

---

Math says that it takes a Medic 40 seconds at optimum speed to get an ubercharge. That's 6.6 rounds, or 7 for the sake of rounding. Healing an average 6 HP a round, that means after 7 rounds, you should have healed, on average, 42 HP, hence the 40 HP = Uber time thing. Ubers last 10 seconds, or 1.3 rounds, but in TF2 terms, it's long as the usual combat, and 3 felt like a good number. I know it should last longer than one round, though.

Modeling the actual invincibility is tricky, too. In the game, it's complete immunity. The only thing that can actually kill an uber'd pair is the Train in Well. Not fire, not rockets, not even an instant kill backstab. However, you can be knocked back, and that's, in fact, the way you deal with it in-game.

Uber juggling, and quick-switching your targets is part of the Medic class I'm almost done with, but I'm coming to you guys for more/better ideas for the actual gun. It needs to be exotic, I can tell you that much. I also kinda need the cost of this thing, because D20's wealth system is weird to me still. :V

Kellus
2008-04-04, 08:07 PM
R.43

Hi, I'm needing a variant of the Flayerspawn Psychic PrC that requiers levels of arcane spellcasting classes instead of psionic classes. This means that I also need variants of the Ilithid heritage feats.

C. 43

Technically, no you don't. The Illithid Blast feat works just as well for a spellcaster as it does for a manifester. Which is to say, not at all.

More to the point, why do you need such a thing? Mind flayers are inherently psionic. If you really want arcane versions of them, just make the psi-like abilities from the feats into spell-like abilities, require spellcasting levels instead of manifesting levels, advance spellcasting in the PrC instead of manifesting levels, and call it a day.

Ethrael
2008-04-05, 02:22 AM
R.34

Hi. I had an idea while discussing templates on MSN with Tempest_Fennac and Sweetrein.

Basically, it's a chicken with a hell of a lot of templates. Vampiric Dragonblood (Green) Lyrancophic (Werewolf) Tiefling Half-Celestial Chicken, to be exact. This is a very, very powerful chicken.

If someone could try to make it, that'd be great. I was thinking; crossbreed a green dragon and a fiendish chicken, crossbreed result with a celestial chicken, and then get a vampire and a werewolf to bite the poor thing.

c. 34

I think this might be easier if you did this yourself, as the main part of it is choosing which abilities, traits, attacks whatever it eventually gets from each of its ancestors, that's kinda hard for a Homebrewer to work out if you don't tell them exactly what you're looking for in which case it isn't that fun for them... Instead, I could make you a chicken and you can add the traits you want...

drawingfreak
2008-04-06, 02:28 AM
R. 46

Any ideas for Steampunk fantasy races? That means something specific to the genre besides the usual elves, dwarves, humans.

What about classes?

Lord Tataraus
2008-04-06, 10:15 AM
R. 46

Any ideas for Steampunk fantasy races? That means something specific to the genre besides the usual elves, dwarves, humans.

What about classes?

I think you need to be more specific, steampunk usually has off the wall races you'd never suspect, there is no standard like in high fantasy. As for classes, you're probably better off with more generic classes like D20 modern unless you have setting specific classes like I did for my Thraan, City of Fear setting (though it had a lot more magic than most steampunk).

Goats_o_Mjolnir
2008-04-06, 02:26 PM
@Ethreal That toybox you Homebrewed for me went over great with my players, they still use it. :smallbiggrin:

R. 47
Can anyone make a template that would represent a humaniod that has the Midas touch?

Adumbration
2008-04-07, 12:35 PM
R. 48

Could someone make me a magical spell component pouch, that always gives and creates the right spell component required? It doesn't have any real mechanical influence, I think, but it would be good for fluffy roleplaying reasons. I find it highly doubtable that your average spell component pouch always contains all the required components, even though you have never actually acquired any of the stuff.

I want to fix that.

FlyMolo
2008-04-07, 05:17 PM
R. 48

Could someone make me a magical spell component pouch, that always gives and creates the right spell component required? It doesn't have any real mechanical influence, I think, but it would be good for fluffy roleplaying reasons. I find it highly doubtable that your average spell component pouch always contains all the required components, even though you have never actually acquired any of the stuff.

I want to fix that.

H.48

I had the exact same thought. Not polished, not pretty. But what you're looking for.

Schrödinger's Pouch.
This pouch is much larger on the inside than the outside. It does not interfere with Bags of Holding and the like, because the pouch does not contain an extradimensional space per se. More like a permanent, portable, Gate to the planar equivalent of the back of the dresser. It's conceivable that anything could be back there, so in essence, everything is. The bag runs according to some arcane balancing scheme(read: gp costs of things) which keeps it working.

The bag feels empty, and a user who does not know how it works makes a DC 10 int check. On a success, the user realizes that the bag is empty and much bigger than it appears. On a failure, the user feels the first thing that came to mind, or whatever they are looking at. This object is real and can be pulled out and used, but only mundane items and alchemical items can be created.

A user who understands how the bag works can reach into the bag at any time as a standard action to retrieve one mundane item of more than 5gp value. Items with 5gp value or less can be produced at will as a swift action, and don't provoke AoOs. Valuable item retrieval provokes AoOs, and if in a situation where you could not take 10, you must make a concentration or int check DC 10 to get the correct item. Failed checks mean you retrieve another of an object nearby(something you might focus on), instead of the item you wanted. The same restrictions on what can be pulled from the bag apply, as above.

The bag must periodically be refueled with items that are fed to the bag. Worth is according to gp value of the item fed to the bag. Note that an actual gold coin fed to the bag allows for 1gp worth of stuff, etcetera. If a large debt is run up by the user, the bag simply stops working until fed.

Rumors of a more advanced model capable of dealing in magic items and equipment abound.

Schrodinger's Pouch, 5000 gp, CL 5th, Conjuration.

Adumbration
2008-04-07, 11:32 PM
Thanks, FlyMolo, my DM just approved of this item. I'm going to use it. :smallsmile:

FlyMolo
2008-04-08, 06:58 PM
Thanks, FlyMolo, my DM just approved of this item. I'm going to use it. :smallsmile:

Oh really? Excellent! I contributed! :smallbiggrin:

My players call it the shopping bag.

Agrippa
2008-04-09, 01:39 AM
R. 49

I'd like four ranged martial disciplines, two supernatural and two mundane. The supernatual ones are to be called Shaded Crosshairs and Lightning Shot. The mudane ones should be called Steel Longbarrel and Hair Trigger. As you can guess, all four of theses involve firearms. Shaded Crosshairs is for supernatural snipers, Lightning Shot is self explanatory and for pistols, Steel Longbarrel is for rifles and shotguns and Hair Trigger is for dual-wielding pistols. Martial adepts can also use crossbows for Shaded Crosshairs and Hair Trigger maneuvers instead of firearms. Don't worry, I don't expect anyone to work on more than one discipline.

Lord Tataraus
2008-04-09, 12:04 PM
H. 49
Well, here is my beginning on Shaded Crosshairs though it might not be as supernatural as you like. This is only the rough description of the maneuvers (the names could change and balancing will determine the actual effects). Basically I need you to tell me if this is the right direction or if I should start over focuses more on one aspect or another. So, without further ado:

Shaded Crosshairs
Associated skill: Hide
1st
Hawk-eye Shot - Strike: +50% range increment on attack
Needle Bolt - Strike: +1/2 initiator levels damage on attack at least 30ft away
True Scope - Boost: +2 on attack rolls further than 1 range increment
Sniper's Stance - Stance: You may deal precision damage within 1 range increment away and gain +1/2 initiator levels bonus to hide checks

2nd
Flicker Shot - Strike: roll twice and choose which roll to use
Thunder Shot - Strike: target is deafened
Ripping Bullet - Boost: your attack deal 1 constitution damage
3rd
Thunderclap - Strike: target is stunned
Clear Sight - Boost: all concealment against your attacks are one step lower
Guerrilla's Stance - Stance: you may make a free hide check after an attack with 1/2 penalty

4th
Phasing Shot - Strike: Ignore 1 type of AC bonus (armor, shield, or deflection)
Blurred Step - Counter: make a hide check to again total concealment against an attack
5th
Flare Shot - Strike: target is dazed
Rending Bullet - Boost: your attacks deal 2 constitution damage
Eyes of the Eagle - Stance: ignore range increment penalties, you may apply precision damage within 2 range increments

6th
Perfect Aim - Strike: reduce all range increment penalties by 1 and increase range increment by +50%
Shadow Bullets - Boost: Create 2 +1 phasing ammunition of the appropriate type for your weapon
Shaded Step - Counter: make a hide check to negate an attack

7th
Vital Shot - Strike: attack deals +1d6/initiator level damage
Shaded Ambush - Boost: hide check grants sneak attack damage

8th
Wounding Shot - Strike: attack deals 2d4 constitution damage
Warp Shot - Strike: your attack ignores all cover and concealment and does not require line of effect
Chameleon's Step - Stance: you may make a free hide check after each attack with no penalty

9th
Perfect Shot - Strike: kill the target

Adumbration
2008-04-09, 12:08 PM
Oh really? Excellent! I contributed! :smallbiggrin:

My players call it the shopping bag.

That's funny, I named it "Portable Shop" into my character sheet items list. :smallbiggrin:

Here's the character, by the way: Gale Stormdancer. (http://www.thetangledweb.net/addon.php?addon=Profiler&page=view_char&cid=10955) I copied the item - with credits of course - to the notes section.

Agrippa
2008-04-09, 01:14 PM
H. 49
Well, here is my beginning on Shaded Crosshairs though it might not be as supernatural as you like. This is only the rough description of the maneuvers (the names could change and balancing will determine the actual effects). Basically I need you to tell me if this is the right direction or if I should start over focuses more on one aspect or another. So, without further ado:

Shaded Crosshairs
Associated skill: Hide
1st
Hawk-eye Shot - Strike: +50% range increment on attack
Needle Bolt - Strike: +1/2 initiator levels damage on attack at least 30ft away
True Scope - Boost: +2 on attack rolls further than 1 range increment
Sniper's Stance - Stance: You may deal precision damage within 1 range increment away and gain +1/2 initiator levels bonus to hide checks

2nd
Flicker Shot - Strike: roll twice and choose which roll to use
Thunder Shot - Strike: target is deafened
Ripping Bullet - Boost: your attack deal 1 constitution damage
3rd
Thunderclap - Strike: target is stunned
Clear Sight - Boost: all concealment against your attacks are one step lower
Guerrilla's Stance - Stance: you may make a free hide check after an attack with 1/2 penalty

4th
Phasing Shot - Strike: Ignore 1 type of AC bonus (armor, shield, or deflection)
Blurred Step - Counter: make a hide check to again total concealment against an attack
5th
Flare Shot - Strike: target is dazed
Rending Bullet - Boost: your attacks deal 2 constitution damage
Eyes of the Eagle - Stance: ignore range increment penalties, you may apply precision damage within 2 range increments

6th
Perfect Aim - Strike: reduce all range increment penalties by 1 and increase range increment by +50%
Shadow Bullets - Boost: Create 2 +1 phasing ammunition of the appropriate type for your weapon
Shaded Step - Counter: make a hide check to negate an attack

7th
Vital Shot - Strike: attack deals +1d6/initiator level damage
Shaded Ambush - Boost: hide check grants sneak attack damage

8th
Wounding Shot - Strike: attack deals 2d4 constitution damage
Warp Shot - Strike: your attack ignores all cover and concealment and does not require line of effect
Chameleon's Step - Stance: you may make a free hide check after each attack with no penalty

9th
Perfect Shot - Strike: kill the target

It doesn't seem bad at all. It's just that maneuvers need a little more fleshing out.

Voidhawk
2008-04-09, 03:01 PM
R. 50

Someones probably asked this already, but I was wondering if anyone had/could come up with rules for an Aperture Magic Hand-held Portal Device?

TheThan
2008-04-09, 09:49 PM
R:51

I find I need an ability that simulates infrared and ultraviolet vision. Blight sight is my natural choice, but its not quite what I want. Since you’re not blind, you just see in a different spectrum. So I’ve decided to make my own version. I need a quick critique of the below.

Infrared/ultraviolet vision


Infrared/ultraviolet vision allows visual contrast. A creature cannot read with it.
Infrared/ultraviolet vision is subject to gaze attacks
Blinding attacks do not penalize creatures using infrared/ultraviolet vision, though intense heat can.
Infrared/ultraviolet vision works underwater and in a vacuum.
Infrared/ultraviolet vision negates displacement and blur effects.


What do you think? if you can come up with something better, feel free to post it.

Half-blood
2008-04-09, 11:35 PM
R52: I request THE MOST BROKEN BASE CLASS EVER! Do whatever you wish. I'd just like to see it done:smallsmile: Name it whatever you like. And have Fun.

Danu
2008-04-12, 03:56 AM
C. 51
Than, by 'infrared' are you referring to thermal sight, or the grey-scale o night-vision cameras or goggles? If you mean thermal, I worked up a version of thermal sight for an aberration at one point:

Thermal Vision (Ex): A creature with thermal vision sees the heat produced or contained within the bodies of other creatures. This ability functions as blindsight with a range of 60 ft., except as noted below.
http://trebane.googlepages.com/indent.gifThermal vision is not based on sound, so it is not affected by deafening attacks and works even in a vacuum. Thermal vision is subject to invisibility, but not blur or displacement.
http://trebane.googlepages.com/indent.gifThermal vision automatically detects creatures with the fire subtype, even if that creature is hiding, invisible, or ethereal. A creature with thermal vision cannot normally detect creatures with the cold subtype. It naturally assumes that such creatures are merely objects capable of movement. The creature with thermal vision suffers a 50% miss chance whenever attempting to attack a creature with the cold subtype.

If you wish to modify this to suit your needs, please do so. I almost deserted the project because I found myself wondering what would happen if the creature came across an undead or construct... would it simply treat them as objects? Would it ignore them or wonder how objects were moving about?

Half-blood
2008-04-13, 12:53 AM
H 50. Rod of dimension Door.
Fluff:This Rod Has a Blue Gem, and an Orange Gem on both ends. Constantly Changing colors between them. As you give it a wave, An Orange Blob appears, another wave in the other direction, You see Two portals!

Effect. The rod of Dimension door, if waved at two different points. will create two Portals between each other. in game terms. You may see through the portal out the other portal. If you pass through one portal. You come out of the other portal. Portals do not work on Stone, or under water. If you use the Rod on a Creature, it will pass through. The portals may be 400 (+40/CL of maker) feet away from Each other
Cost 80,000 GP CL 13th Craft rod "Dimension Door"
That should be good.

SpartacusThe2nd
2008-04-17, 04:51 PM
R.53
I request a PrC, if I may.
It is for a knowledge seeker, peace making, pacifist character, with the Vow of Poverty feat.
I aim at increasing the knowledge of the character and keeping in mind that this character do not fight or spend money.
I also think it does not requier a 10 leveles PrC rather a 3 or 5 levels 1.

Thanks in advance, and I hope its not too much trouble. :smallannoyed:

The Rose Dragon
2008-04-17, 04:55 PM
R.54

OK, this may be a complicated one.

I need a Lightbender class. You know, like the classes in Avatar d20 rules, but with light and shadow. Base class, so I'd understand if you were to skip this one. But it would be awesome if you didn't.

They are also members of an ascetic order and serve as assassins for the Empire.

Eddie vinci
2008-04-18, 06:02 PM
R-55:
I was asking if anyone has made or is up to making a Necromancer bard class?

Agrippa
2008-04-19, 12:28 AM
H. 49
Well, here is my beginning on Shaded Crosshairs though it might not be as supernatural as you like. This is only the rough description of the maneuvers (the names could change and balancing will determine the actual effects). Basically I need you to tell me if this is the right direction or if I should start over focuses more on one aspect or another. So, without further ado:

Shaded Crosshairs
Associated skill: Hide
1st
Hawk-eye Shot - Strike: +50% range increment on attack
Needle Bolt - Strike: +1/2 initiator levels damage on attack at least 30ft away
True Scope - Boost: +2 on attack rolls further than 1 range increment
Sniper's Stance - Stance: You may deal precision damage within 1 range increment away and gain +1/2 initiator levels bonus to hide checks

2nd
Flicker Shot - Strike: roll twice and choose which roll to use
Thunder Shot - Strike: target is deafened
Ripping Bullet - Boost: your attack deal 1 constitution damage
3rd
Thunderclap - Strike: target is stunned
Clear Sight - Boost: all concealment against your attacks are one step lower
Guerrilla's Stance - Stance: you may make a free hide check after an attack with 1/2 penalty

4th
Phasing Shot - Strike: Ignore 1 type of AC bonus (armor, shield, or deflection)
Blurred Step - Counter: make a hide check to again total concealment against an attack
5th
Flare Shot - Strike: target is dazed
Rending Bullet - Boost: your attacks deal 2 constitution damage
Eyes of the Eagle - Stance: ignore range increment penalties, you may apply precision damage within 2 range increments

6th
Perfect Aim - Strike: reduce all range increment penalties by 1 and increase range increment by +50%
Shadow Bullets - Boost: Create 2 +1 phasing ammunition of the appropriate type for your weapon
Shaded Step - Counter: make a hide check to negate an attack

7th
Vital Shot - Strike: attack deals +1d6/initiator level damage
Shaded Ambush - Boost: hide check grants sneak attack damage

8th
Wounding Shot - Strike: attack deals 2d4 constitution damage
Warp Shot - Strike: your attack ignores all cover and concealment and does not require line of effect
Chameleon's Step - Stance: you may make a free hide check after each attack with no penalty

9th
Perfect Shot - Strike: kill the target

C. 49

Yes, it's a step in the right direction.

StoryKeeper
2008-04-19, 09:54 AM
R-55:
I was asking if anyone has made or is up to making a Necromancer bard class?

Have you considered the Dirge Singer from Libris Mortis? They have some ability to create and control undead, and can use their bardic abilities to buffer the undead as well as the living.

Jayngfet
2008-04-19, 09:23 PM
I need a cr1 or 2 celestial, descended from fiends, they need a good fly speed and need to be chaotic good, medium sized and not have too many spell like abilities or too powerful natural weapons, weak claws and bite would be cool and maybe cure and inflict minor wounds 1/day, anything else must be either weak or usable 1/day or 1/week

I also need a base class designed for gnomes and halflings designed for using magic spiders, the spider casts all but a few cantrips-second level transmutation spells, no divination as charisma based and acts as spell like abilities, the spider starts at minimum monstrous spider size and increases every five levels, maybe melding with master at 17-20th level gaining original masters AC plus half companion AC and losing all spell like abilities above low level, the spider must have higher than average strength, proficent with simple weapons and spears, light armor, d6 or d8 hit dice

sorry if this seems unreasonable, I'd do this myself but I've got a list of undead templates to make and am pressed for time with my worlds first session in less than a week and a busy schedule.

ikrase
2008-04-21, 07:04 PM
I'm looking for an alternate to the Ranger's animal companion, maybe more spells or just a good adventuring ability. Also, how about stats for a spell for shooting down aircraft in the modern world. I know this is a bit weird,

Jayngfet
2008-04-21, 08:01 PM
forget the celestial, I think I can manage that myself.

what about the spiders, I think thats R57?

firebrand426
2008-04-23, 08:35 PM
R 56 (I think it's 56, there were two unnumbered requests after 55)
I'm pretty new to D&D, so I wanted to have people who know what they're doing bring my ideas to life before I screw them up. I've got two things I want. One is a monster, an animated scarecrow, probably medium construct, that wields two sickles. I don't really care about the CR, but I was thinking, since it is a bag of straw, it would be light and fast.
The other thing is a detective-based prestige class. Stealthy and able to track stuff, with inherent bonuses to spot and listen checks.
Thanks!

adanedhel9
2008-04-23, 09:00 PM
Ooh, an animated scarecrow... that sounds fun. I'll take a swing at it.

As far as the detective prestige class... my first thought is to just use the Urban Ranger (http://www.d20srd.org/srd/variant/classes/variantcharacterclasses.htm).

firebrand426
2008-04-23, 09:11 PM
I didn't even think about looking at variant classes! The Urban Ranger is pretty much what I was thinking about.:smallbiggrin:

adanedhel9
2008-04-23, 10:48 PM
H 56

Just a first draft. Let me know what you think.


Straw Man
Medium Construct
Hit Dice: 10d10+20 (75 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 16 (+5 Dex, +1 shield), touch 15, flat-footed 10
Base Attack/Grapple: +7/+8
Attack: Sickle +12 melee (1d6+1 + disease)
Full Attack: 2 sickles +10 melee (1d6+1 + disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, haystorm
Special Qualities: Construct traits, darkvision 60 ft., damage reduction 10/slashing, immunity to cold, freeze, vulnerability to fire
Saves: Fort +3, Ref +8, Will +2
Abilities: Str 12, Dex 21, Con —, Int 5, Wis 8, Cha 12
Skills: Spot +12
Feats: Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Environment: Temperate plains
Organization: Solitary or bundle (2¬–4)
Challenge Rating: 7
Treasure: None
Alignment: Usually chaotic evil
Advancement: 11–15 HD (Medium); 16–25 HD (Large)
Level Adjustment: —

A human figure crafted of bundled straw and tattered cloth stands watch over the fields. In each outstretched arm, it grips a rust-worn sickle. Its painted mouth suddenly widens into a maniacal grin as it leaps down from its post.

Animating household objects carries with it inherent dangers. Farmers lured by the convenience of an enchanted scarecrow rarely recognize these dangers, and passing wizards rarely care. If not well managed, these scarecrows can go wild, developing into the sentient straw men.

Straw men, being constructs, have no worldly needs. Rather, the unstable magic that created them continues to drive their existence. Straw men become the cruel and self-appointed guardians of their fields, unmercifully attacking nearly any creature that dares trespass. Most straw men recognize their former masters and give them pass; unobservant farmers may not even realize the danger their fields pose to strangers.

Straw men understand Common. In the rare instances when they need to communicate, they use gestures instead of speech.

Combat
Straw men rely on their Freeze ability to enter combat with surprise on their side. Whenever possible, a straw man will use Haystorm on its first round to disrupt its targets.

Straw men rarely flee when defending their own field. When outside their fields, however, straw men flee at the first sign of danger.

Disease (Ex): Years of exposure have coated the straw man's sickles with rust, creating an ideal vector for lockjaw. Any creature struck by a straw man's sickles become infected with lockjaw (Fortitude DC 18, incubation period 1 day, damage 1d8 Dex).

Freeze (Ex): A straw man can hold its body perfectly still, making it completely indistinguishable from a mundane scarecrow.

Haystorm (Su): Once per day, as a standard action a straw man can emit an irritating cloud of pollen and grain. The cloud reduces any creature within 30 feet to a fit of sneezing and coughing, making all other actions impossible (Fortitude DC 16 negates). The fit lasts for 1d6 rounds. The save DC is Charisma-based.

firebrand426
2008-04-24, 06:36 AM
H 56

Just a first draft. Let me know what you think.


Straw Man
Medium Construct
Hit Dice: 10d10+20 (75 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 16 (+5 Dex, +1 shield), touch 15, flat-footed 10
Base Attack/Grapple: +7/+8
Attack: Sickle +12 melee (1d6+1 + disease)
Full Attack: 2 sickles +10 melee (1d6+1 + disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, haystorm
Special Qualities: Construct traits, darkvision 60 ft., damage reduction 10/slashing, immunity to cold, freeze, vulnerability to fire
Saves: Fort +3, Ref +8, Will +2
Abilities: Str 12, Dex 21, Con —, Int 5, Wis 8, Cha 12
Skills: Spot +12
Feats: Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Environment: Temperate plains
Organization: Solitary or bundle (2¬–4)
Challenge Rating: 7
Treasure: None
Alignment: Usually chaotic evil
Advancement: 11–15 HD (Medium); 16–25 HD (Large)
Level Adjustment: —

A human figure crafted of bundled straw and tattered cloth stands watch over the fields. In each outstretched arm, it grips a rust-worn sickle. Its painted mouth suddenly widens into a maniacal grin as it leaps down from its post.

Animating household objects carries with it inherent dangers. Farmers lured by the convenience of an enchanted scarecrow rarely recognize these dangers, and passing wizards rarely care. If not well managed, these scarecrows can go wild, developing into the sentient straw men.

Straw men, being constructs, have no worldly needs. Rather, the unstable magic that created them continues to drive their existence. Straw men become the cruel and self-appointed guardians of their fields, unmercifully attacking nearly any creature that dares trespass. Most straw men recognize their former masters and give them pass; unobservant farmers may not even realize the danger their fields pose to strangers.

Straw men understand Common. In the rare instances when they need to communicate, they use gestures instead of speech.

Combat
Straw men rely on their Freeze ability to enter combat with surprise on their side. Whenever possible, a straw man will use Haystorm on its first round to disrupt its targets.

Straw men rarely flee when defending their own field. When outside their fields, however, straw men flee at the first sign of danger.

Disease (Ex): Years of exposure have coated the straw man's sickles with rust, creating an ideal vector for lockjaw. Any creature struck by a straw man's sickles become infected with lockjaw (Fortitude DC 18, incubation period 1 day, damage 1d8 Dex).

Freeze (Ex): A straw man can hold its body perfectly still, making it completely indistinguishable from a mundane scarecrow.

Haystorm (Su): Once per day, as a standard action a straw man can emit an irritating cloud of pollen and grain. The cloud reduces any creature within 30 feet to a fit of sneezing and coughing, making all other actions impossible (Fortitude DC 16 negates). The fit lasts for 1d6 rounds. The save DC is Charisma-based.


I like it! It's a lot cooler than what I was thinking of using for it.

Gralamin
2008-04-26, 11:49 AM
R 57 (assuming 56 before was correct)
I'm in need of an epic archivist progression.

Jayngfet
2008-04-27, 01:42 AM
R 57 (assuming 56 before was correct)
I'm in need of an epic archivist progression.

no I'm 57 you're 58, and any takers on the spider charmer base class?

Jayngfet
2008-04-28, 08:05 PM
R57
I also need a base class designed for gnomes and halflings designed for using magic spiders, the spider casts all but a few cantrips-second level transmutation spells, no divination, as charisma based and acts as spell like abilities, the spider starts at minimum monstrous spider size and increases levels, maybe melding with master at 17-20th level gaining original masters AC plus half companion AC and losing all spell like abilities above low level, the spider must have higher than average strength, proficient with simple weapons and spears, light armor, d6 or d8 hit dice

bumped, I desperately need this and have no Idea on the first thing on classes.

Collyer-san
2008-04-28, 09:16 PM
R.59 (I think)

I'm Looking for a Demon-Type creature, around CR3 that i can use in a Small group. I'm also looking for a CR8 or 9 Boss type Demon, both for a Hellgate: London based campaign.

Bonus if something based of Hellgate:London is Achived.

Thank you in advance.

ikrase
2008-04-29, 06:34 PM
R60:
I need someone to stat out the Portal Gun from Portal by Valve as an item. The question is, can someone figure out the momentum and physics?

Forensicator
2008-04-29, 10:41 PM
R 61:

I'm looking for a powerful artifact weapon that is integrated into a suit of armor via assembly. Access to powerful magics and artificer's technology is acceptable. The story takes place in a world where a highly advanced society, technologically and magically speaking, was buried underground and remains scattered. This weapon has been sought after by the main villain for the entirety of the campaign, and will be host to the final climatic battle. However, it is discovered as 5-8 distinct pieces, each a formidable (albeit not quite so strong) weapon on their own. Lasers, plasma, and lightning are out due to their cliche nature. Living metal is the sort of feel that I'm looking for, as well as some beginning of a backstory as to why such an awesome weapon would be forgotten under the bowels of the earth.

(The party should begin finding parts of this around 5th level, and they will be approximately 20th level by the time the fight happens. There are 5 PC members in the party and 1 NPC)

Gralamin
2008-04-29, 11:22 PM
*beeps back in to check*


bumped, I desperately need this and have no Idea on the first thing on classes.

From the Rules at the start of 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.


R60:
I need someone to stat out the Portal Gun from Portal by Valve as an item. The question is, can someone figure out the momentum and physics?
I'm so tempted to do this, and pass it off as "Studying for my physics AP exam."

ikrase
2008-04-30, 06:30 PM
R60:
I need someone to stat out the Portal Gun from Portal by Valve as an item. The question is, can someone figure out the momentum and physics?


Maybe something about automatically succseeding on a jump check along with a highly complicated table of DC's. Who knows? Not me. That is why I need help.

DanielX
2008-05-01, 08:05 PM
I think this is the right place for this.

I haven't played DnD (yet), but am a regular on this site and have a character in the Town, who is planning on opening a 'rare items' shop soon. Given my only item-stat experience comes from playing NetHack, I have only a vague idea how to create statistics for items, and no idea how to price them (I could either vastly undercharge or overcharge...). Also, I don't know what items exist in-game (or in what source book, if they do), and other unique items that might be good to sell.

So, here are some items where I'd like to know if they would have any special properties, a good idea as to their price, and if they'd even 'work' right: :

Bag of Portal - this is intended to be a heavily modified "bag of holding", which functions as an interdimensional/interplanar portal through which creatures or items of large size or smaller may enter (i.e. humans, gnomes, spellbooks, but not dragons or school buses). You can take the bag itself through the portal by 'inverting' the bag through it. You can modify the bag's "settings" to send yourself through to a particular plane, or choose one at random (though that bears the usual risks of not being able to get back, being lost on a random hostile plane, etc.). My problem with this is - how much would it cost? And is allowing unlimited use "too powerful", thus it should only be able to be used a limited number of times per day or need 'recharging' after a certain number of uses?

Gunpowder cancellation wand / spell - a magic wand (or a wizard's spell) which makes any chemical containing saltpeter within, say, a 60 foot cone, unable to 'explode' (though it still might burn). Basically the way a magic user can laugh at a gunman, at least if the gunman is at short range. How much would the wand cost, and what would the range of its effects be?

Cap of Force Shield - basically any type of hat (baseball cap, helmet, tinfoil hat, whatever) that has an added property - a "force shield" that adds a huge to-hit penalty to any attacks that are launched against you while wearing the hat (say, -7 or so for ranged weapons and a smaller penalty for wielded weapons or bare-handed attacks), and a small bonus to AC. I would not be surprised if something similar . Again, I wouldn't know how to stat this out exactly or price it... or how to make a generic "force shield hat" property that can be added to any other hat or helm. My character wears one.

Magic Pants - just what it says. Basically something like Hulk pants or Fantastic 4 clothing. Effects are obvious - the pants (or underpants) stretch, shrink, or modify themselves to your form, plus they can be enchanted to have a slight (+1 or +2) AC bonus, and also pockets for trouser "pants". Otherwise normal pants. How much would they cost, though?

Tarrasque leather/scale/whatever armor - basically, a hideously expensive but extremely strong leather or scale armor. Should be +10 or more to AC and cost a fortune. Do Tarrasques even have scales or leather-able skin, though? If not, what would be a more appropriate creature?

Superb Robe - take a monk's or cleric's robe, and add whatever you can reasonably squeeze in to it. Lots of pockets, for one. Displacement, resistance to magical attacks, enchancement of ones' own magic, enchantment to +5, and whatever else you can think can reasonable placed on a robe that a midlevel character can afford. My character wears one of these...

Infinity Armor - provides a +100 or some other ridiculous boost to AC for the round it is 'cast' or used only, then disappears right afterwards... should be expensive and a sort of 'gag item'.

Rothe boots - joke item. Boots made out of cloth and vinyl intended to protect the feet of your rothe, cow, or similar beast. Probably +1 AC for the animal... but are there special rules for that sort of thing? I don't want it to be wearable by people with "people" feet. :smalltongue:

I have lots of other ideas for items to sell, but they aren't really DnD-sort of items (i.e. lightsabers) or are kind of outside the system (i.e. delicious waffles).

Beyond that, do you have any ideas for rare, ridiculous, or "different" items that could be sold for varying sums of money?

Pulindar
2008-05-02, 02:23 PM
@ DanielX for a list of what magic items and the rules for creating and pricing them in D&D just check out the SRD (http://www.d20srd.org/) it has a base list of all the open license rules there.

egg_green
2008-05-03, 07:41 PM
R63
I'm starting up a Wizard character for a long-term campaign, and I'd like to get into spell research. I've become enamored with the "Channeled" spells from the Player's Handbook II, such as Channeled Pyroburst, and I'd like some new Channeled spells. My character is a universalist wizard, so any school is acceptable. Lower-level spells are preferred, since this campaign will be advancing fairly slowly. Something besides simple elemental substitution would be preferred.

Some ideas to get you started:

Something involving tactical movement, such as a quick (10-15ft) hop as a swift action, and going longer up to a dimension door effect as a full-round or 2 round action
Some kind of entangling effect, such as a tanglefoot bag-equivalent against one creature as a swift action up to an Evard's Black Tentacles-type effect for the longer casting times
A channeled light spell that starts out like light and works its way up to a [daylight]-type effect.
Some kind of debuff, perhaps like ray of enfeeblement

Cirigan
2008-05-04, 09:10 PM
R64

Im looking for a variant for the granted power of the travel domain, something that deals more with oceanic travel, (i know this seems really easy, but really stink at variation)

Cirigan
2008-05-05, 12:50 AM
R65

since im in the requesty mood, i've got one that i just thought up that made me very excited, and then i realized i had a perfect area where they'd fit my campaign, anyway

my request is for a sentient zombie(as odd as it sounds), something just slightly above the level of "braaaaaiiiiiinsssss"

the real thought process behind this was thinking of zombification as a disease, and well then it popped into my head that what happens if they regain they're intelligence
going off of the idea of zombification as a disease, they wouldn't be perticularly evil, nor particularly strong,

i'd be really cool if someone could come up with a race/template, but i would be plunty happy with a monster

The Necroswanso
2008-05-05, 01:02 AM
R:66

Been looking for a PrC based on the Samurai, however using 3.5 rules.
It can be based off of the 3.5 Samurai, or the ToB Smaurai by Mammon Azrael. (http://www.giantitp.com/forums/showthread.php?t=79512)
Preferably the latter.

What I'm Looking For: An Enlightened Bushi PrC. Much like an Ashigaru, or "spirit touched" Samurai.
If possible it should have small influences from both the Five Scrolls and Munenori's teachings working semi-synnergetically.

KazilDarkeye
2008-05-05, 01:35 AM
R65

my request is for a sentient zombie(as odd as it sounds), something just slightly above the level of "braaaaaiiiiiinsssss"

the real thought process behind this was thinking of zombification as a disease, and well then it popped into my head that what happens if they regain they're intelligence
going off of the idea of zombification as a disease, they wouldn't be perticularly evil, nor particularly strong,

i'd be really cool if someone could come up with a race/template, but i would be plunty happy with a monster

Try the Necropolitan template from Libris Mortis:

SPOT THE DIFFERENCE:

1)
BBEG: Charge my minions!
Zombie: Brains...

2)
BBEG: Charge my minions!
Necropolitan: Now now m'lord there's no need to shout. 'twill hurt your voice I'm sure.

The Necroswanso
2008-05-05, 02:07 AM
Try the Necropolitan template from Libris Mortis:

SPOT THE DIFFERENCE:

1)
BBEG: Charge my minions!
Zombie: Brains...

2)
BBEG: Charge my minions!
Necropolitan: Now now m'lord there's no need to shout. 'twill hurt your voice I'm sure.


It's true. Necropolitans could quite possibley replace most low CR undead, especially if you dislike slaying mindless creatures that soak up alot of damage.

The Necroswanso
2008-05-05, 02:10 AM
R.59 (I think)

I'm Looking for a Demon-Type creature, around CR3 that i can use in a Small group. I'm also looking for a CR8 or 9 Boss type Demon, both for a Hellgate: London based campaign.

Bonus if something based of Hellgate:London is Achived.

Thank you in advance.

A.59
Dragon magazine, March 2007, Issue #353.
Incubus, CR3.

((Sorry for the double post.))

tarkisflux
2008-05-05, 05:44 PM
R60:
I need someone to stat out the Portal Gun from Portal by Valve as an item. The question is, can someone figure out the momentum and physics?

The momentum and physics is a bit math crunchy, but it's not too bad. Since it's all built on momentum in = momentum out, a complicated table isn't really necessary either. If you don't mind some numbers and sacrificing a bit of over-the-top-fun for realism (you did ask for the physics after all), this is how I'd do it...

H.60:
Rod of Portals

This rod resembles a crossbow stock with a large bulbous end where the bow should be. It's shape makes clear that it is intended to be held in a similar way, and there are orange, blue, and black activation studs on the grip. Pressing either the blue or the orange activation stud fires a small ball of energy from the tip; this energy is the same color as the stud pressed. If this ball hits a flat surface, it opens up into an 5 foot tall, 3 foot wide oval of swirling energy, a 'portal'.

Firing a second portal of the same color causes the previous portal to vanish, but only if the ball opens into a portal when it hits something. If you fire an orange portal into an existing blue portal, the orange portal fizzles and the blue portal remains as it was. The effect is the same if the colors above are switched. If the black activation stud is triggered, all active portals immediately dissipate. If a Rod of Portals is ever brought into a dead magic zone or is subject to an anti-magic or dispelling effect, all active portals are immediately deactivated. Unlike in most cases, there is no save or caster level check for the rod.

If both the blue and the orange portals are active upon any flat surfaces within range, the portals open up onto each other, resembling a energy wreathed oval window looking out over the area where the other portal is located. Once both portals are open, you can step through one as easily as making any other movement, and you immediately exit from the other portal. Objects, people, energy, anything that can fit through the oval can be moved in this way, and no momentum or speed is lost.

It is this last property that allows the Rod of Portals to be used in a large variety of unique and interesting ways. For example, a portal could be placed on the floor, another on the wall, and by running into the portal on the wall you could exit the portal on the floor and continue moving upwards as if you had made a high jump. Or portals could be placed near opposite edges of a pit, and you could fall through one to rise up on the other side and reach a ledge. There are many possible uses for these aside from reaching high ledges that use this property, and some of the more common are presented below.

{These are all derived from actual physics, since that's what you said you wanted. Bring a calculator :smallamused:}


Note that any time 'down' changes direction as a result of travelling through a portal, you must make a DC 20 balance check to reorient yourself before you can take an action. All of the cases below require this check.

Portal on wall, portal on floor, running into portal on wall - You can take a run action to move through a portal on a wall, allowing your momentum to carry you upwards. You reach a height based on your run speed equal to (Run Speed)*(Run Speed)/2304. To that height, you can add additional reach equal to 2/3 of your physical height, and you can grab anything within reach. A melee touch attack roll is required to grab an object, and if it is massive enough for you to hold onto a DC 15 climb check is required to affix yourself to it.

{This ability isn't really useful unless you have a base rate better of 40 or better, cause that's about what it takes to beat easy or moderate high jump checks}

Portal on floor, portal on floor, falling through a portal from height - If you fall into a portal in this configuration, you rise from the other portal to the same height that you fell from. So if you fell 40 feet into the first portal, you'd rise 40 feet into the air out of the second portal. If the room you are rising in has a lower ceiling than the distance you need to rise, you take damage as if you had fallen the difference. For example, if you fell 50 feet into a portal, and exited in a room with a 20 foot ceiling, you would take damage for a 30 foot fall. This damage can be reduced as any other falling damage can be reduced, but only if you have successfully reoriented yourself. You can grab and hold objects while rising as above, but both the melee touch attack to grab and the climb check to hold are increased by 2 for each 10 feet between the object and the maximum height or your rise. For example, if you had fallen 60 feet into a portal, and you wanted to grab an object that was 35 feet in the air, you would suffer a -4 penalty to your touch attack and a -4 penalty to your climb check to hold fast.

{Tossed in the increasing penalties to grab something moving increasingly faster by you cause it seemed warranted.}

Portal on floor, portal high on wall, falling through portal on floor to be shot from portal high on wall - If you fall into a portal on the ground with this configuration, you will travel a distance equal to 2*sqrt(fall distance)*sqrt(height of exit on wall) in a parabolic arc from the portal on the wall. If you land at full speed, you take damage for the total fall distance from your original fall and the height of your exit portal. You must also make a balance check (DC = 20 + sqrt(fall distance)/20) to remain standing. If you did not succeed on your reorient check, you neither reduce your fall damage nor make the check to remain standing.

{Bring feather fall :-). This is probably the simplest case of the cannon ones, but those are workable too. If there's any desire for the case where the exit is at a 45 degree angle up I'll put it up, it's more math heavy though.}

Cirigan
2008-05-05, 06:25 PM
Try the Necropolitan template from Libris Mortis:

SPOT THE DIFFERENCE:

1)
BBEG: Charge my minions!
Zombie: Brains...

2)
BBEG: Charge my minions!
Necropolitan: Now now m'lord there's no need to shout. 'twill hurt your voice I'm sure.

i didn't think of those, mainly cause i started reading the fluff and thought it wasnt right, but now that i see the crunch i notice it works pretty well(last time i judge a monster by its fluff)

ikrase
2008-05-05, 08:07 PM
Thank you. Im guessing this is the Dimension DOor spell, ect. I can handle magic item creation. Many thanks for the math, translating physics to DnD is not easy. Im thinking I will change the balance checks to tumble checks though. Interesting.

<uses Craft Cube feat>

... and always remember,

El Pastel Es Una Mentira

tarkisflux
2008-05-05, 10:27 PM
Thank you. Im guessing this is the Dimension DOor spell, ect. I can handle magic item creation. Many thanks for the math, translating physics to DnD is not easy. Im thinking I will change the balance checks to tumble checks though. Interesting.

El Pastel Es Una Mentira

No worries, dnd breaks physics in interesting ways, and it's often fun to see what comes out of it.

Yeah, it's pretty much a stationary D-Door effect that has to have a flat surface to attach to, and using the actual D-Door range limit as the max range between the two portals would probably keep players from abusing it too much.

I picked balance over tumble because I didn't want to represent your ability to right yourself in air, which would be tumble, but to represent figuring out which way was up very, very quickly (since most of these things happen in a couple of seconds) so you could act appropriately. People with better balance seemed like they'd be better able to deal with instant direction changes, so balance seemed more fitting, but it's your game so use the one you like.

Anyway, glad that helped you out. Feel free to PM me if you need anymore cases :smallsmile:

Eleven
2008-05-07, 03:51 PM
R67

Can someone remake the Yuan Ti for me? I'd like them to be more sinister and more deformed. The race is going to be in my campaign world, but extremely isolated from the rest of the world. They are going to be mainly sorcerers and have a lot of civil wars and stuff like that.

Thanks.

drawingfreak
2008-05-10, 10:46 PM
R68

I would like to see a Swarm of Hobos. Not a large group of commoners that happen to have no home. I want the stats for an actual Swarm of Hobos.

Squash Monster
2008-05-11, 06:38 PM
There seem to be two R 61s. This is in response to the one by Forensicator.

H 61:

back story
During the ancient times, the city of Ethaea was one of the greatest centers for magical research in the world. An independent city-state situated in a centrally located region with vast natural resources just beneath it, Ethaea was a favorite target of raids by neighboring kingdoms. These raids were all doomed to failure, however, as the inhabitants of Ethaea had discovered something that none of her rivals could match.

Deep beneath Ethaea itself lied a rich vein of a bizarre metal found nowhere else in the world. It was highly reactive to infusion with magic, frequently becoming enchanted with complicated spells just from being present near their casting. Perhaps even more potent, it could be alloyed with nearly any other metal and acquire all its partners traits. Alloyed with steel, it was as strong as adamant; alloyed with adamant, it was stronger still.

The Ethaeans took all the useful metals they had access to and created a suit of armor with the corresponding alloy, each with one of their most potent weapons built into it. These armors were given to the city's guard. Near invulnerable, their small numbers were still enough to annihilate all those who attempted to invade their city.

While the armors were immune to almost everything their opponents could throw at them, the guard was not. After hundreds of crushing defeats, the kingdoms neighboring Ethaea banded together, not with military force, but with the force of wealth. Pooling their resources, they created a vast horde of treasure with which they bribed the Ethaean guard. All but the captain of the guard were corrupted in time, and on one fateful day they turned on their city.

Although the captain of the guard was armed with the greatest of the Ethaean armors, that created with the mercury alloy, he still had no chance against the combined force of the rest of the guard. Soon he was overwhelmed. Unable to break through his armor, his opponents threw him into the molten metal of a foundry.

This choice proved to be disastrous. The molten metal was lead, and as the captain's armor began to melt, the strange metal began to enter its lead alloyed form. There was no lead alloy armor, and for very good reason: the first tests with the material created a substance so heavy that it broke through the floor at the forge it was created at almost instantly. The captain's armor became catastrophically heavy: he sank through the forge, then through the ground below it.

The hole he created as he fell grew not only in depth, but also in width. The entire city of Ethaea was soon engulfed in a massive crater.

As he sunk into the bowels of the earth, the captain of the Ethaean guard was caught on a formation of rock as the avalanche of lead poured past him. While he lied unconscious, his armor reformed itself. When he finally awoke, he was the last of his civilization.

Vaguely aware of the reaction that caused the catastrophe, the last Ethaean walked away from the crater and into the caverns he had fallen into. He set off to tuck away each piece of his armor away in the farthest reaches of this cave complex, in hopes that it would never be used again.

(I recommend his corpse is found with the cannon)

artifact
While the last armor of Ethaea was only moderately more powerful than the other armors that were created with it, it was the only one that survived the catastrophe that destroyed Ethaea. If its 7 pieces can be reunited, the wielder of the armor will find that nothing that remains can stand up to its might.

Boots of Ethaea
The wearer of these boots gains a +10 bonus against trip and bullrush attempts, and acts as if under the effects of a Freedom Of Movement spell. For each additional piece of the Armor of Ethaea he is wearing, the bonus against trip and bullrush attempts increases by +5. If the wearer has at least 3 pieces of the Armor of Ethaea, he acts as if under the effects of an Air Walk spell. If the wearer has 6 pieces of the Armor of Ethaea, he acts as if under the effects of a Fly spell. If the wearer has the entire armor, he can pass through walls of up to 5' thickness.

Helmet of Ethaea
The wearer of this helmet gains a +4 bonus on saving throws against mind effecting spells and spell-like abilities, and gets a +4 bonus on all attack rolls. For each additional piece of the Armor of Ethaea he is wearing, these bonuses increase by +2. If the wearer has at least 3 pieces of the Armor of Ethaea, he is immune to scrying spells. If the wearer has at least 6 pieces of the Armor of Ethaea, he is immune to spells from the Enchantment school. If the wearer has the entire armor, he can cast True Strike on himself at will as a swift action.

Gauntlets of Ethaea
The wearer of these gauntlets gains a +8 bonus against disarm and sunder checks made against items he is holding, and does an additional 2d6 damage on melee attacks. For each additional piece of the Armor of Ethaea he is wearing, the bonus against disarm and sunder checks increase by +4 and the bonus damage increases by 1d6. If the wearer has at least 3 pieces of the Armor of Ethaea, he can bullrush opponents without following them. If the wearer has at least 6 pieces of the Armor of Ethaea, he may make a free bullrush attempt against all opponents he strikes. If the wearer has the complete Armor of Ethaea, his reach increases by 10'.

Breastplate of Ethaea
The wearer of this breastplate gains a +8 armor bonus to AC and a +2 deflection bonus to AC. For each additional piece of the Armor of Ethaea he is wearing, the deflection bonus increases by +2. If he has at least 3 pieces of the Armor of Ethaea, he gains fast healing 5. If he has at least 6 pieces of the Armor of Ethaea, the wearer instead gains regeneration 5 (nullified by lead weapons). If the wearer has the complete Armor of Ethaea, he gains damage reduction 5/-.

Shield of Ethaea
The wielder of this shield gains a +6 shield bonus. If the wielder of this shield has a weapon in his other hand, he counts as using that weapon in both hands (if it is a light weapon, treat it as a one-handed one). For each dditional piece of the Armor of Ethaea the wileder is wearing, the shield bonus increases by +1. If the wielder has at least 3 pieces of the Armor of Ethaea, he gains a bonus on all saves equal to the number of pieces he is wearing. If the wielder has at least 6 pieces of the Armor of Ethaea, he is immune to spells of 3rd level or lower. If the wielder has the entire Armor of Ethaea, he acts as if under the effects of the spell Spell Turning.

Cannon of Ethaea
The Cannon of Ethaea is an exotic light melee weapon. It can shoot a flexible spike out to strike an opponent. This acts as a both a reach weapon and a non-reach weapon (as a spiked chain) and can be used to trip or disarm with no threat of counter tripping. The cannon does 2d8 damage piercing damage and does 4x damage on a critical hit. Additionally, it can spew molten metal on an opponent once per day. When used in this manner, make a ranged touch attack with a range increment of 40ft and does 6d8 damage, dealing 2x damage on a critical. An opponent hit by this attack drops to the ground prone and is fixed to the spot until freed by a DC 40 grapple or escape artist check. For each additional piece of the Armor of Ethaea the wielder has, he can use the molten metal attack an additional time per day. If the wielder has at least 3 pieces of the Armor of Ethaea, he recharges a use of this attack once every 10 minutes. If the wielder has at least 6 pieces of the Armor of Ethaea, he recharges a use of this attack once every 5 rounds. If the wielder has the complete Armor of Ethaea, he can attack all opponents in a 40' cone by expending two charges of the molten metal attack.


If any part of the Armor of Ethaea is encased in molten lead, a massive crater will form around the area.

D&DCapone
2008-05-12, 08:09 PM
I am in dire need of hero makes for my evil campaign I am about to start. Lvl35 trio one of which is a lvl 25 Sorcerer lvl 10 Sarcastic Swordsman one is a lvl 25 Barbarian lvl 10 Horizon Walker and the last is a lvl 25 Rouge lvl 10 Shadow Dancer All Chaotic Good I can roll up the stats and stuff on my own I just need a gear set and a race for all of them I don't want a regular race and I am SICK of celestials I have considered a Centaur for the barb but thats as far as I got about them. any elemental preference in the gear. Sorry if it is a little over exact.

Hairb
2008-05-13, 09:23 PM
R70 Found what I was looking for elsewhere, thanks.The italised bit is a little tl;dr. Sorry.

My low magic, low technology campaign has 4 casting classes: the Witch (a slightly modifed Sorc), the Cabalist (the primary spell-slinger which is based off of the Tome of Magic Shadowcaster), the CArc Spiritshaman, and one other, probably the cleric or the archivist from Heroes of Horror.

Over most of the world magic is feared, hated and mistrusted: Witchs get burned, Cabalists are run out of town and their libraries burned and divine forces (spirits and local hero-deities) can be quite a fickle, and at times downright unpleasant lot, which need constant supplication and devotion.

Witchs are born with their abilities, and usually struggle to keep them secret. Cabalists derive their from study of the comatose gods, the Ancients. The latter two classes commune with divine forces.

I have, however, a fifth idea for magic in this world.

My idea is that any bloke can pick up a spell book, get a sack of material components, mouth off some gibberish and cast a spell. Sure, it will take a quest to find all those rare and expensive components, and yes, the one remaining copy of this spellbook belongs to a mad, possesive and somewhat undead wizard at the bottom of a keep full of traps, but this is all in a TU's work for an adventurer.

This sort of spellcasting is once-in-a-plot-arc stuff. "We need to free the heretic entombed beneath the earth." "We need to visit the Spirit King, in person, in his castle in the Cloud Islands." "I need some sort of wish granted."
This isn't a way for fighters to cast magic missile during the middle of combat. I see mainly Cabalists or very educated characters using this at or around the climax of a story arc.

What casting a spell in this manner requires is:
Literacy (Rarer than in regular D&D)
Material Components (Never free, often expensive, or difficult to procure)
One written copy of the spell in question (See above)
Time (5 minutes for maybe the simplest spells)
A spellcraft check
If necessary, a Concentration check


My question is: how high a DC check would be reasonable for lvl 9 spells like Wish, Miracle, Freedom/Imprisonment or True Resurrection, assuming standard modifiers for crappy weather, distraction etc? What about for lower lvl spells that are still pretty specific to once-a-quest situations, like Scrying et al.

blackout
2008-05-18, 08:27 AM
Ladies and gentlemen, I come to you with a dire request: A Dragon Disciple class geared more towards combat than spellcasting.

The story of this request is short, but amusing. I'm running my group through a typical fantasy campaign, but one guy wanted to play a White Dragon. I said no. So, he wanted to play a half-dragon and I still said no. So, I cut him a deal: Play a Kobold(explaining to him that Kobolds are descended from Dragons), and I'll grant him access to a homebrewed class that changes you into a full dragon later on. Sadly, he's playing a fighter, and as such, I need a dragon disciple class geared towards combatants rather than spellcasters. Lacking efficient homebrew balancing skills, I come to this humble board.

Homebrewers of the Playground, I beseech you, build me a balanced Dragon Warrior class!

D&DCapone
2008-05-18, 12:19 PM
Ladies and gentlemen, I come to you with a dire request: A Dragon Disciple class geared more towards combat than spellcasting.

The story of this request is short, but amusing. I'm running my group through a typical fantasy campaign, but one guy wanted to play a White Dragon. I said no. So, he wanted to play a half-dragon and I still said no. So, I cut him a deal: Play a Kobold(explaining to him that Kobolds are descended from Dragons), and I'll grant him access to a homebrewed class that changes you into a full dragon later on. Sadly, he's playing a fighter, and as such, I need a dragon disciple class geared towards combatants rather than spellcasters. Lacking efficient homebrew balancing skills, I come to this humble board.

Homebrewers of the Playground, I beseech you, build me a balanced Dragon Warrior class!

im pretty good at this kind of stuff do you want a 5 or 10 lvl and do you want it to go full dragon or just half dragon (or half dragon with limited transformation to a dragon body)

Soup of Kings
2008-05-18, 03:28 PM
R 72 (I think...):

Can I get a swarm of fire ants statted out? I'm having trouble finding exactly what I wanted.

lordofthe_wog
2008-05-18, 04:38 PM
R.73

Simple little bugger here. I want a rather sneaky fellow, preferably a magical beast or fey, that can cast Reduce Person on itself at will, or has an ability that works exactly the same. Around CR 5 or 6, but can go as low as 3 or as high as 8. Should be about Small size to begin with, and a burrow speed might work well (but if it starts sounding like it was made by an ADD kid with 8 different ideas in mind, cut out burrow).

adanedhel9
2008-05-18, 05:09 PM
Soup of Kings: as I said, this is right up my alley, and I'll take it.

lordofthe_wog: nothing's coming to mind at the moment, but I'll think about it. If you can narrow down what you're looking for somewhat, it'd be a great help. Is there a particular reason you want it to be able to reduce itself? That might give me a hook to get started.

lordofthe_wog
2008-05-18, 05:58 PM
lordofthe_wog: nothing's coming to mind at the moment, but I'll think about it. If you can narrow down what you're looking for somewhat, it'd be a great help. Is there a particular reason you want it to be able to reduce itself? That might give me a hook to get started.

Its kind of the thief of the "natural" world. Collects shiny objects and the like, created by a kleptomaniac wizard who was too clumsy to pick a pocket or break into a house. He creates the <insert name here> to crawl in a small hole, maybe a crack in a door, grab the +2 Ring of Protection from the noble's nightstand, and be back out. Then the wizard dies and you've got a bunch of self-shrinking klepto midgets running around.

adanedhel9
2008-05-19, 09:15 PM
H 72

Nothing fancy, but here you go:


Fire Ant Swarm
Fine Vermin (Swarm)
Hit Dice: 4d8-4 (14 hp)
Initiative: +0
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 23 (+8 size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +3/–10
Attack: Swarm (1d6 plus poison)
Full Attack: Swarm (1d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +3, Ref +7, Will +2
Abilities: Str 1, Dex 21, Con 8, Int —, Wis 10, Cha 2
Skills: Climb +13
Feats: —
Environment: Any warm or temperate
Organization: Solitary, tangle (2–4 swarms), or colony (7–12 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A sea of dancing copper silently erupts from the ground. Upon closer inspection, the flowing mass reveals itself to be a swarm of minute insects, surging with a coordinated attack.

When few in number, fire ants are no more than pests. Their stings do cause a burning sensation that lasts for several hours, though this is rarely dangerous. Yet when an entire colony attacks at once, even large animals need to take care.

Fire ants generally only attack when defending their nests, though they do occasionally seek prey in large enough groups to constitute a swarm.

Combat

A fire ant swarm seeks to surround and attack any living creature it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a fire ant swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 11, initial damage pain effect (see below) and secondary damage 1d3 Cha. The save DC is Constitution-based.

Any creature that fails its save on the pain effect takes a –2 penalty on attack rolls, skill checks, and ability checks. This condition persists for 1d6 hours or until a DC 10 Heal check is made on the victim.

Skills: A fire ant swarm has a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.



Its kind of the thief of the "natural" world. Collects shiny objects and the like, created by a kleptomaniac wizard who was too clumsy to pick a pocket or break into a house. He creates the <insert name here> to crawl in a small hole, maybe a crack in a door, grab the +2 Ring of Protection from the noble's nightstand, and be back out. Then the wizard dies and you've got a bunch of self-shrinking klepto midgets running around.

Hmmm... guess I'm still not feeling it. I'll try to keep it in mind, though.

Soup of Kings
2008-05-19, 09:46 PM
H 72

Nothing fancy, but here you go:


Fire Ant Swarm
Fine Vermin (Swarm)
Hit Dice: 4d8-4 (14 hp)
Initiative: +0
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 23 (+8 size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +3/–10
Attack: Swarm (1d6 plus poison)
Full Attack: Swarm (1d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +3, Ref +7, Will +2
Abilities: Str 1, Dex 21, Con 8, Int —, Wis 10, Cha 2
Skills: Climb +13
Feats: —
Environment: Any warm or temperate
Organization: Solitary, tangle (2–4 swarms), or colony (7–12 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A sea of dancing copper silently erupts from the ground. Upon closer inspection, the flowing mass reveals itself to be a swarm of minute insects, surging with a coordinated attack.

When few in number, fire ants are no more than pests. Their stings do cause a burning sensation that lasts for several hours, though this is rarely dangerous. Yet when an entire colony attacks at once, even large animals need to take care.

Fire ants generally only attack when defending their nests, though they do occasionally seek prey in large enough groups to constitute a swarm.

Combat

A fire ant swarm seeks to surround and attack any living creature it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a fire ant swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 11, initial damage pain effect (see below) and secondary damage 1d3 Cha. The save DC is Constitution-based.

Any creature that fails its save on the pain effect takes a –2 penalty on attack rolls, skill checks, and ability checks. This condition persists for 1d6 hours or until a DC 10 Heal check is made on the victim.

Skills: A fire ant swarm has a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.



Yay! Thank you!
...it occurs to me that that's 10,000 ants. O_o Scary.

azalinthegreat
2008-05-19, 09:54 PM
Hey, does anyone have any ideas for new abjuration spells? I was always dissapointed by the ones in the player's handbook.

jdavidw13
2008-05-20, 10:10 AM
R.74

I'm looking for a warlock PrC that's designed around summoning and controlling swarms. This class in an Acolyte of Baalzebub, and has been granted some power over the legions he controls. The acolyte is a pawn, and wreaks plague and pestilence (via the swarms) upon those Baalzebub has deemed in the mortal realm.

Thanks!

blackout
2008-05-20, 06:08 PM
im pretty good at this kind of stuff do you want a 5 or 10 lvl and do you want it to go full dragon or just half dragon (or half dragon with limited transformation to a dragon body)

Full dragon. To appease the player, it must be full dragon.

D&DCapone
2008-05-20, 08:53 PM
Full dragon. To appease the player, it must be full dragon.

ok i just finished my combat expert ill work it out 10 lvls right

Prometheus
2008-05-21, 04:54 PM
R.75
I need a more feral version of the standard Gnoll. I'm kind of playing off of the wolf-kinship, in that I imagine the Gnoll tackling its opponent and sinking its teeth into the neck while it pins it to the ground. This is the way a dog attacks, but I find the Improved Trip ability a little unsatisfactory for the purpose. Maybe a Grapple? Maybe charging bonuses? Maybe vicious bite attacks with extra effects?

This could be in the form of an alternate race or a mini-class. If it was a class, I'm certain I could extend it to other creatures in my world, but that is by no means a requirement. I'm not above taking something that already exists in another for and twisting the fluff, although my knowledge is limited. The end result should allow for a somewhere a CR of somewhere 2 to 6 (It doesn't have to represent the whole range, it just has to have a CR in there), although I already know that I will be adding HD, Barbarian levels, or "Feral Gnoll" levels to some of the Gnolls to make some of them stronger than others.