Um... are you guys sure you've got the number right? Mine is 650 and its a unicorn request...
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Oh, crap, did I number mine wrong? I just went back and found the last request entry I had seen and put that as the number. Sorry 'bout that; I'll go and change mine then. So, I'm 651, Maho-Tsukai's is 652, and Xzoltar's is 653?
H. 652
This is something along the same lines which can be applied to anyone, not just a vampire. It's basically an Incarnum PrC that turns people into vampires. As an added benefit, this means you can present the NPC at several different levels of advancement if he's a recurring villain.
The Sanguine Souldrinker
I think you'd be 654 actually. All I've had on mine is a comment though.
edit: er well ya you might be 651 since yours was before... bah little sleep makes brain work funny.
editedit: I don't know, a few requests have been made between yours going up so not sure if everyone else should change their numbers or if you should just go to the end since their done in no particular order as far as I can tell.
Okay, I bumped mine to 654. I think that should make everything hunky-dory.
Let's see what I've got:
Specialist Archivist
Like wizards, archivists can specialize in a particular school at the cost of two other schools (though divination is not special for archivists). Unlike wizards, they do not get extra spells-per-day for this. Instead, they gain special abilities related to the school according to this table:
Abjuration Cast all abjurations at 5 above your caster level Conjuration Choose one: All creatures you call or summon are telepathically bonded to you allowing you to use their senses and give precise instruction regardless of language OR you may prepare spells with the healing descriptor over already-prepared spells by studying your prayerbook for a full round per spell Divination Your divination spells never fail or backlash by chance (though they are effected by interference or saves normally). Enchantment You can peer into any living creature's soul, discovering its most fundamental desires and what acts are in accordance with or contrary to its nature. Anything which blocks the detect alignment spells also blocks this ability. Evocation Whenever you deal damage to an enemy, regardless of how, you deal an extra 25% Illusion Anyone attempting to penetrate your illusions with a divination spell (e.g. true seeing) must exceed your caster level check or silently fail. Necromancy Rebuke undead like a evil cleric of your archivist level (regardless of your own alignment) Transmutation You may cast spells with range:personal as range:touch using a slot two higher than normal. This is not metamagic and cannot be reduced.
Some of these are kind of meh, but I don't think more time is going to help.
*facepalms* Regarding my request R650 I just realized I didn't specify which system I was hoping for it to be in, which would be DnD 3.5.
R655?
I would like a replacemet for that overpowered monstrousity class feature from Ruby Knight Windicter, specifically that one that lets you convert turn undead to a swift action. I would like something a bit more evil or necromancy themed really, although I would still like it to consume turn attempts.
R 651
I'm looking for a monster, homebrew, official, 3rd party whatever. The monster is some kind of stationary abberation that spawns small worm/leech monsters. The Monster should be huge or bigger, have little offensive capibility, but perhaps a few defense options aside from spawning. The monster should be CR 3-6.
Alternatively, if anyone has a small vermin, HD2 or less to use for the worms, and I can stat up the mother. Is there an official dire worm or dire leech? I found the Dire Maggot in Lords of Madness, its a bit bigger and stronger than what I'm looking for. The spawn should be less than cr 1 so I can spawn alot of them.
The monster will be faced by 3 pcs, all lvl 4. 2 wizards and a Chaos Monk, in general they're pretty strong.
R 657 and 658
I'm looking for two homebrews.
The first is for a base class based around the idea of "Learning through Consumption". Basically, I'd like to play a class that starts off as something of a bard/rogue that uses Shadow Magic to absorb knowledge/power/skills/spells etc. from defeating opponents (maybe through application of a specific technique) and then either keeps those abilities or converts them into something else that improves the class. For example, maybe by killing a powerful druid character, it gains a watered-down version of the Wild Shape power (maybe it gains a nature ability or a single transformation from a weaker druid kill) or gains a Psionic power from killing a Psion (maybe something better from killing an Illithid). Basically, the stronger the foe, the better the gain. If possible, also recommend a race/build options, but if that is hoping for too much, then don't worry about it.
The second homebrew is for a class for a character I'd like to model after Jarlaxle Baenre from R.A. Salvatore's Forgotten Realms novels. Go nuts with this one and have fun.
R.659
I'm requesting a new race for 3.5.
The fluff behind the race is that they are suits of armor that have literally come to life due to the emotions of the previous owners.
A major thing about them is they have to be metal armor, They get an AC bonus = to that armors normal ac bonus, and they have to be enchantable like normal armor.
Mind you they aren't possessed by the previous owner they are just alive due to their emotions or will power.
I would prefer LA 0 but +1 or 2 is acceptable and kind of encouraged if you want to make it more powerful.
C 651 for neilthrun You should check out the leech swarm over at WotC's archives. However, I'm reposting for your behalf in spoiler below. It has 2 HD.
Spoiler
Leech Swarm
Diminutive Vermin (Aquatic, Swarm)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 5 ft. (1 square), swim 5 ft.
Armor Class: 14 (+4 size), touch 14, flat-footed 14
Base Attack/Grapple: +1/--
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Special Attacks: Anesthetic, blood drain, disease, distraction, lingering leeches
Special Qualities: Darkvision 60 ft., hide in plain sight, immune to weapon damage, salt vulnerability, swarm traits, vermin traits
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 1, Dex 10, Con 12, Int --, Wis 10, Cha 2
Skills: Hide +12*{0 ranks, +12 size}, Move Silently +2*, Swim +10
Feats: --
Environment: Temperate or tropical marshes or freshwater
Organization: Solitary, infestation (2-5 swarms), or epidemic (6-15 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: --
A squelching mass of tiny black slug-like horrors engulfs everything it touches, quivering and slithering over every exposed surface.
Leech swarms typically lie quiescent in stagnant pools, waiting for prey to come to them. While they are capable of surviving out of water, they will rarely stray more than 5 feet from the water's edge (though some leeches will cling to creatures after they leave the water).
Combat
A leech swarm will move slowly toward any creatures in the water and attach to them, using their anesthetic to remain unnoticed so that they may drain as much blood as they desire before dropping off and returning, engorged with blood, to the water.
Anesthetic (Ex): Unlike other swarms, a leech swarm is not distracting to creatures within it (until they notice the leeches; see below), and in fact often goes unnoticed until it is too late. The victim of a leech swarm's attack must make a DC 15 Survival check to notice the swarm's attack, and a DC 15 Search check will reveal the leeches crawling into and under a person's garments or armor and attached to their skin. This Search check is made with a +1 bonus per point of Constitution drained by the leech swarm, as the leeches become engorged with blood and easier to find.
Blood Drain (Ex): In any round in which it begins its turn with a living creature in its space, a leech swarm will drain blood, dealing 1d3 points of Constitution damage. Once the swarm has inflicted 4 or more points of Constitution damage to that target, the leeches detach and become quiescent again until they have digested their feast (requiring one hour). This has no effect on blood drained from other creatures; a leech swarm may drain blood equal to 6 points of Constitution from each creature within its space. Creatures leaving the swarm after the leeches have dropped off must still contend with lingering leeches.
Creatures with a natural armor bonus of +5 or better are immune to the blood drain attack of a leech swarm and are not subject to lingering leeches, but still suffer normal damage and a risk of disease from contact with a leech swarm.
Disease (Ex): Red ache -- swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Note that unlike other swarms, a leech swarm's distraction ability comes into play only after the leeches have been noticed. While the anesthetic effect remains in place, creatures are not distracted by a leech swarm.
Hide in Plain Sight (Ex): A submerged leech swarm can hide anytime it is submerged in murky or weedy water, even while being observed.
Lingering Leeches (Ex): If a leech swarm has successfully drained blood from a creature, many of the leeches from the swarm will remain attached even after the creature has left the swarm behind. These leeches will continue to inflict 1 point of damage and drain blood for 1 point of Constitution each round for 1d4 rounds after the creature leaves the swarm. This blood drain does not count against the swarm's maximum drain. The anesthetic ability described above also applies to noticing and finding these lingering leeches. The lingering leeches can be attacked as a leech swarm, and any attack that inflicts even 1 hit point of damage will cause them to drop off (though this does not count against the hit points of the leech swarm from which they came).
Salt Vulnerability (Ex): A leech swarm suffers damage from contact with salt. A pound of salt is as effective against a leech swarm as a flask of alchemist's fire. A handful of salt tossed upon a leech swarm inflicts 1d3 points of damage. The leech swarm or one or more of its victims must be at least partially out of the water to be attacked with salt; salt is ineffective against a leech swarm if it is completely submerged.
Skills: A leech swarm has a +2 bonus on Move Silently checks. A leech swarm has a +4 bonus on Hide and Move Silently checks in water.
A leech swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks.
A leech swarm has a +10 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Debby
r.660 can i request a psycopomp sorcerer bloodline for pathfinder please and thank you
C/H 663 While I don´t have LoM, and the WotC online excerpt I found lists only the Fleshwarper table but not the actual class features (I mean...seriously? What a derp.:smallsigh:) I actually can´t homebrew anything for you, but I think this might be quite helpful to you.
Sorry if it turns out to be no help at all.:smallredface:
H 659
How does this look?
Soul Shell
Spoiler
When a warrior fights in battle for a long time, his armor, the shell that protects him from the vicious blows of his enemies, is sometimes said the be as much a part of him as his very soul. Sometimes, when the warrior moves on, he leaves a bit of his soul behind.
• -2 Charisma - Existing as part of and as a tool of another for so long, rather than coming into being as an entity of their own, subdues the personalities of Soul Shells.
• Medium size.
• 30 foot base land speed - Soul Shells of medium or heavier armor may still be slowed, however.
• Construct type with the Living Construct and Incarnum subtypes - Soul Shells gain life through their previous wearers' souls infusing them over time.
• Armor Body: Soul Shells are suits of armor infused with life. Each Soul Shell is made from a suit of armor, combined with the various accoutrements often worn with them (such as the padding beneath most metal armors, greaves, gauntlets, and so forth). A Soul Shell can be any normal, non-magical, masterwork suit of armor that is normally made of metal. Soul Shells of armor that does not cover the entire body include padded, leather, or chainmail leggings, boots, gloves, and helmets sufficient to create a humanoid form. They are always considered to be wearing the armor that is their body. A Soul Shell's body can be enhanced and improved as normal for masterwork armor. Soul Shells are not automatically proficient with their bodies, but they only suffer half the normal non-proficiency penalties (rounded down) if they aren't. The weight of a Soul Shell's armor body does not count towards its encumbrance.
• Hardness: While they are living beings, and thus more easily harmed, Soul Shells still maintain some of the resilience of objects. Soul Shells have hardness 1, which reduces the damage they suffer from all sources by 1 point.
• Past Impressions: Some of a Soul Shell's previous user wears off on them, influencing their abilities. A Soul Shell gains one of the following, chosen at 1st level:
Warrior: A Soul Shell previously used by warriors gains a bonus feat from the Fighter feat list, and treats Fighter as a favored class.• Favored Class: See Past Impressions.
Arcanist: A Soul Shell previously used by arcane spellcasters has its body's Arcane Spell Failure reduced by 10% (minimum 0), and treats Duskblade as a favored class.
Faithful: A Soul Shell previously used by divine spellcasters gains the granted power of a single domain chosen at 1st level, and treats Cleric as a favored class. It gains the benefits as a Cleric of half its character level (minimum 1), or of its effective Cleric level, whichever is greater. The Soul Shell gains no other benefits of the domain.
Sneak: A Soul Shell previously used by stealthy and skillful wearers has its body's Armor Check Penalty reduced by 3 (to a minimum of -0), and its Max Dex Bonus increased by 2, and treats Ranger as a favored class.
Psionic: A Soul Shell previously used by manifesters gains Hidden Talent as a bonus feat, and treats Psychic Warrior as a favored class.
Soulbound: A Soul Shell previously used by Binders gains its choice of Bind Vestige or any feat that requires Soul Binding as a bonus feat, and treats Binder as a favored class.
Incarnate: A Soul Shell previously used by meldshapers gains a single Incarnum feat as a bonus feat, and treats Soulborn as a favored class. Additionally, the Soul Shell's body does not interfere with its ability to bind soulmelds to its Soul chakra, should it have access to it.
Sublime: A Soul Shell previously used by a student of the Sublime Way gains Martial Study as a bonus feat, gains a +2 bonus to its initiator level (to a maximum of its character level), and treats Crusader as a favored class.
• Level Adjustment: +0
As a result of the Living Construct subtype, Soul Shells also have the following traits:
• Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
• Unlike other constructs, a living construct does not have low-light vision or darkvision.
• Unlike other constructs, a living construct is not immune to mind-influencing effects.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
• A living construct cannot heal damage naturally.
• Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
• Unlike other constructs, a living construct can use the run action.
• Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
• A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
• Can be raised or resurrected.
• Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
• Does not need to sleep, but must rest for 8 hours before preparing spells.
Soul Shells weigh roughly 100 lb. plus twice the weight of the armor they are made from. They have no maximum age.
Feats
Spoiler
Special Material Body [Racial]
Prerequisites: Soul Shell
Benefits: Choose a single material from the following list. Your body is considered to be made from that material instead of its normal material. You may choose one of the following materials: adamantine, cold iron, darkwood, dragonhide, mithral, or wildwood (RotW). At the DM's discretion, other materials may be available.
Special: This feat can only be taken at 1st level during character creation.
Exquisite Construction [Racial]
Prerequisites: Soul Shell
Benefits: Choose a single armor template from those provided in DMG2. Your body is considered to have been made with that template. At the DM's discretion, other templates may be available.
Special: This feat can only be taken at 1st level during character creation.
R 661?
One can have specialist wizards, what with picking one school to focus in and two to drop, but sorcerers have none of it.
I want a Specialist Sorcerer (variant, so you're not making a base class), just a generic way of gaining a benefit from specializing in one school (stuff like extra spells known & /day in that school, but reduced spells/day? Or something?).
It should be compatible with the replaced familiar feature from UA, at least, although the other two I don't mind, yet*.
*R 662?
As a follow up to the last one, for each school, make a variant that replaces something the Specialized Sorcerer gets for specializing that the Wizard doesn't.
Actually, I notice that there's a wizard one that replaces bonus spells/day from specialization, and the sorcerer will likely get those too. But the wizard specialists generally get to "lose" prepared spells to spontaneously cast some, which is something that is pointless on the sorcerer. So make the sorcerer's equivalent ability.
H. 661/662?
Not really clear on what you want differently between those two requests, but if you want a decent and clever specialist sorcerer I direct you to ChumpLump's marveled sorcerer.
for some reason i seem to ignored no matter what i request so heres a new one that i hope someone will actually make
R.663 a tiefling/assimir like race for the psycopomps type outsiders from the pathfinder carrion crown adventure path. parts 5 and 6 list two each
i would still like someone to do R.660 though
R 664 3.5e
I would like a variant on the Clay Golem (MM1). While standing on a natural source of clay, I want it to throw lumps of clay that stick to PCs, doing minor damage but adding to their encumbrance (say, 10 lbs?) unless removed. One round later the lump slides down to a leg joint and solidifies into a golem hand grappling to immobilize that limb. To keep the Clay Golem as a CR 10, what DCs and mechanics should this attack have, and what standard Clay Golem abilities should be scaled down? The golem-ness is not as necessary as the clay-ness, but it is a creature set there to guard a source of magical clay.
C 661
Thanks!
I had the sneaking suspicion someone had already done that.
C 662
So both a Specialist Evoker and Marveled Evoker can give up their familiar to gain a bonus on spells of an energy type, as per Energy Affinity. But only a specialist evoker can take energy substitution or Overcome Resistance. So for each school, I need a similar variant that Marvels can take, but not Specialists.
Edit: spellcheck.
R 665. i request a mook monster, to be a flyig eye the fires beams at enemies.
CR planned: 2
R 666. i would like to have the guardien of hell from Doom 3.
:smallsigh: 666, there goes my favorite number.
R:667
I want some more Tags.
Namely: Baleful Polymorph, Animate Dead, Create Undead, and Raise Dead. Summoning tags would be great as well, thanks.
Otherwise there are already a good selection..
R: 668
Wedgie spell, or curse effect.
Wedgie, Super Wedgie, Atomic Wedgie.
H 657
Off the top of my head you might be able to adapt the connoisseur into something like you're looking for by giving it some shadow flavour and replace some things with a shadowcasting progression. Actually, I'll see what I can do later tonight, since I like the idea.
Calling dibs on this, if I may. Shoulbe be to done today evenig or tomorrow.
My deepest apologies for being so extremly late but here goes:
SpoilerLast guide bloodline
Those with sorcerer powers come from all walks of life, but you follow that last one.
Just as body is caried to it´s final rest and a a soul walka to it´s final destiny, you giude those dead who´had lost their way. The guides of spirits ,psychpomps are of your kind.
Nobody really knows how that happened but maybe your mother was touched by ghost or the experience of seeing a loved one die altered you so thoroughly even your blood carries the experience.
Since thwn ´re youre driven to destroy the undead wherever you find them and ensure that the souls of the dead pass on to the other side peceafuly.
Class sklil: Knowledge (Religion)
Bonus spells: Early judgment ( 3rd), Ghostbane dirge (5th), Symbol of healing (7th), Death ward (9th), Pillar of life (11th), undeath to death (13th), Repulsion (15th), Sunburst (17th), Astral projection (19th).
Bonus feats: Arcane strike, Abillity Focus (Soul´s rest), Combat casting, Great Fortitude, Ectoplasmic spell, Iron Will, Improved spirit sense Skill focus: Knowledge (Religion),
Bloodline arcana: You get a +1 to spell save DCs whenever targeting undead.
Bloodline powers: As your power grows, your connection to the psychopomps deepens, and you can draw upon it´s magic to protect peasants from the dead horrors.
Spirit sense (Su) At 1st level the sorcer can perceive, locate and tell apart living and undead creatures as with the blindsight abllity, just like a psychpomp can.
Spurnig void´s grasp (Ex) At 3rd level you gain cold resistence 5 and a +2 bonus to Fortitude saving throws against negative energy and death effects. At 9th level these bonuses improve to cold resistence 10 and a +4 bonus to saving throws.
Soul´s rest (Sp) At 9th level you can take a standard action to emit spirtual energy in a 20- foot burst centered on you (+5 ft per every two additional Sorcerer levels) that forces all incorporeal undead in the affected area to make a Will save against DC (10 + ½ Sorcerer level + caster´s Cha modifier) or be immediately transported into the Boneyard for judgement. You can use this power a number of times per day equal to 3+ (your Charisma modifier).
Walking with spirits (Su) At 15h level you can take a standard action to become ethereal amd insubstantial, along with your equpment as though using the spell ethereal jaunt for a number of rounds equal to half your Sorcerer level rounded up + (your Charisma modifier) per day. These rounds need not be consecutive and may be split between uses as desired.
Addtionaly, while using this power you gain a +2 bonus to any of the following skills when you´re interacting with ghosts or spirits.
The eligible skills are: Bluff, Diplomacy, Intimidate, and Sense motive.
Keeper of the treshold (Su) At 20th level you realize the full potential of your connection to the psychpomps. You gain resistence to electricity 10 and your cold resistence increases to 15. Addtitionaly, (Cha mod) times per day you can take a standard action to imbue the weapons in the hands of yourself and allies adjecent to you with a ghost touch effect. These affcted get a bonus equal to your (cha mod) to attack and wepon damage rolls against undead. Both of these effects last (Cha mod) rounds.
Improved spirit sense
Your natural insight into the supernatural world deepens.
Prerequisites: Spirit sense abillity.
Benefits: The range of your sprit sense abillty increases by 30 feet.
Special: You can select this feat multiple times. It´s effects stack.
I´m having this vague feeling it´s way too defensive/support oriented, and have a feeling the level 15 and 20 ablities might be owerpowered or simply off.( Maybe a +4 bonus on Walking with spirts there instead?) I´m sorta proud of the idea I had for the capstone there, though.
Also, those Cleric spells on an arcane list are giving me weird vibes.
But anyway it´s my first Pathfinder hombrew ever so please PEACH. It really needs it.
R 658 & R 659
R 658
Could someone do stats for a band of CR 5 monsters for pathfinder? They would have control over fire (Mental control) And they can take off/ reattach each other's body parts. basically, these guys
R659
Could someone also stat out level 20 nuckalavee?
I intend to use it as the endboss for a heavily Scottish influenced campaign I plan on running. (I will make a thread for it soon.)
R660
Could someone either homebrew or point me in the direction of a feat similar to Swift Hunter, but for monk/warlock mix? Preferably one that advances eldritch blast and unarmed damage at least, preferably with some other thing advanced.