-
Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
Hipho
R855
For 3.5 I would like a creature that is basically a rooster bred for increased size and strength to replace riding dogs as the primary mount of gnomes. If possible I would like two variants, one that can fly and one that cannot, and I would like prices for both of them.
H 855
This is one I had already made but am tweaking it for your purposes
Dire Fighting Rooster
Medium Animal (Dire)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 30 ft., fly 15 ft. (clumsy)
Armor Class: 15 (+2 natural armor, +3 Dex), Touch 13, Flat-footed 12
BAB/Grapple: +2/+1
Attack: Claw with spur +5 melee (1d4-1 plus 1d4)
Full Attack: 2 Claws with spurs +5 melee (1d4-1 plus 1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +4, Ref + 6, Will +5
Abilities: Str 8, Dex 17, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +5, Spot +6
Feats: Weapon Finesse, Flyby Attack
Environment: Temperate Land
Organization: Domestic
Challenge Rating: 2
Treasure: None
Alignment: Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: —
Dire fighting roosters are carefully bred and maintained by gnomes. They are valued for their feathers and for their ferocity in battle.
Dire fighting roosters can be ridden into battle and can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Dire fighting roosters are not great fliers but can carry a rider and fight while flying as long as the rider is using a specially made saddle made for this purpose. The saddle is an exotic military saddle and costs 60 gp. Dire fighting roosters cannot wear barding while they fly.
Combat
Dire Fighting Chickens are fitted with metal spurs which cause an additional 1d4 points of damage (this is included in the stat block).
The advanced 6-HD rooster is too big-breasted and heavy to fly. It has the Run feat instead of Flyby attack and Endurance. It also has a Strength of 12 instead of 8.
A standard dire fighter rooster costs 300 gp. and the eggs sell for 50 gp a piece. The advanced 6-HD rooster costs 400 gp and the eggs cost 100 gp a piece.
A dire fighting rooster can carry up to 26 lbs. as a light load, 27-53 lbs. as a medium load, and 54-80 lbs. as a heavy load. A standard dire fighting rooster cannot fly if it carries more than a medium load.
The advanced 6 HD rooster can carry up to 43 lbs. as a light load, 44-86 lbs. as a medium load, and 87-130 lbs. as a heavy load.
Debby
-
Re: Request a Homebrew: Thread 2!
C855
YAY! Thankyou Debby. :D Though I might lower the price a bit and make it so only the 6HD one can actually fly. Just because they're pretty much replacing riding dogs in my world.
-
Re: Request a Homebrew: Thread 2!
R856 I hate to seem greedy, but damn if I'm not stuck on this. Can someone help me out with a Psionic adaptation of the Blood Magus?
-
Re: Request a Homebrew: Thread 2!
C. 856
Xaotiq1, please number your request as R. 856.
Which book has a blood magus in it?
Debby
Sorry about the numbers being wrong.
-
Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
Debihuman
C. 586
Xaotiq1, please number your request as R. 586.
Which book has a blood magus in it?
Debby
Whoopsie! Blood Magus is in Complete Arcane.
-
Re: Request a Homebrew: Thread 2!
C. 856 (not 586 as I am apparently seeing numbers wrong today)
A psionic blood magus would just substitute psionic level for spellcasting level, change Su abilities to Psi abilities, and so forth. There's not much to change from what I can see. However, I am not that familiar with psionics so I might be missing something relevant.
If you have PH2, there is a feat under Erudite that allows you to Convert Spell to Power (see here: http://www.wizards.com/default.asp?x=dnd/psm/20070629a)
Debby
-
Re: Request a Homebrew: Thread 2!
R 857
Hello, this is going to be a big one, methinks. Can someone more talented than me make a base (preferably) class that focuses on offensive throwing runes (or glyphs; anything vaguely arcane-sounding and written).
The idea is that they write or carve runes on a handy stone, javelin or even a bit of paper and hurl the object at the enemy. The rune written would apply a status effect (like dazzled, nauseated, etc) that might vary with the material the rune is written on (i.e something like a shorter duration but harder save DC for something written on a weapon, etc). The class might also have some Truenamingwriting abilities as well, preferably in a less sucky fashion than normal Truenaming. Maybe bonuses with thrown weapons too? I am aware this is a big ask, and I have no rewards for those who take up this task save my eternal gratitude, but it would really be great if someone good homebrewed this. It doesn't have to be Gramaire level complexity, just workable.
Thanking you in advance, a hopeless but idea rich playgrounder.
-
Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
Silverbit
R 857
Hello, this is going to be a big one, methinks. Can someone more talented than me make a base (preferably) class that focuses on offensive throwing runes (or glyphs; anything vaguely arcane-sounding and written).
The idea is that they write or carve runes on a handy stone, javelin or even a bit of paper and hurl the object at the enemy. The rune written would apply a status effect (like dazzled, nauseated, etc) that might vary with the material the rune is written on (i.e something like a shorter duration but harder save DC for something written on a weapon, etc).
Hm. Sounds like a variation on the concept of ofuda, little prayers written on pieces of paper by Japanese exorcists and the like. In a bunch of anime you see demon-hunter types throwing these around and having them magically guided to their targets.
-
Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
willpell
Hm. Sounds like a variation on the concept of ofuda, little prayers written on pieces of paper by Japanese exorcists and the like. In a bunch of anime you see demon-hunter types throwing these around and having them magically guided to their targets.
Interesting idea, and maybe that could be part of the class. Never heard of the, myself, but cool. I was thinking more of runes in the nordic tradition, but your idea works as well too.
-
Re: Request a Homebrew: Thread 2!
R 858
I would like to request 3 powerful artifact level magic items, this may be hard but I am gutsy enough to request it anyway.
I would like one large sword cabable of killing many evil beings in one stroke, based off of this sword here
I would like a healing sword capable of healing many people in one stroke based off of this sword
and my final sword is an evil sword that is able to bond with its wearer, corrupting them and giving them demonic powers, like this one
Yes these are all from inuyasha...and im so sorry I made such a large request but if you actually can stat these up for me I will be eternally grateful and give you credit for being aweome in my signature
-
Re: Request a Homebrew: Thread 2!
R.859
How long... how long have I wanted this? A feat that would let me sextuple-wield katanas just as Date Masamune does in Sengoku Basara! But alas, I am but a newbie to the homebrewing scene!
I'd make it myself, but I've not been able to find any sort of "academy." I've actually been lurking these boards for a while, but...
-
Re: Request a Homebrew: Thread 2!
C859
The SRD already has the multiweapon fighting feat tree. Now all you need are six arms. Thri-keen with girrilian's blessing?
-
Re: Request a Homebrew: Thread 2!
R860
My campaign setting runs on a substance called Mana, which, in addition to being the source of magic, is plentiful, edible and healthy. This puts all societies in a sort of post-scarcity mold.
I, however, plan on having the PCs discover something which I am, in my notes, calling "Deep Mana", but will likely have whatever name the PCs attach to it, themselves. Deep Mana is in my notes as being highly poisonous as opposed to healthy, and I wish to implement a sort of "Deep Mana Shakes" disease into the setting. Initial effects should be mild, and the end result is, of course, death.
I am running this setting in a Fourth Edition D&D Campaign, and the PCs are currently mid-Heroic tier.
So: the request is thus:
Make me a disease, please!
-
Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
inuyasha
R 858
I would like to request 3 powerful artifact level magic items, this may be hard but I am gutsy enough to request it anyway.
I would like one large sword cabable of killing many evil beings in one stroke, based off of this sword
here
I would like a healing sword capable of healing many people in one stroke based off of
this sword
and my final sword is an evil sword that is able to bond with its wearer, corrupting them and giving them demonic powers, like
this one
Yes these are all from inuyasha...and im so sorry I made such a large request but if you actually can stat these up for me I will be eternally grateful and give you credit for being aweome in my signature
hopeful repost for some customer service :smallfrown:
-
Re: Request a Homebrew: Thread 2!
H858
I've only seen an episode or two, so this is mostly just based on what you posted. They should probably be intelligent items too.
Tessaiga: Functions as a +5 Greatsword that ignores Armor, Shield and Natural Armor bonuses. As a standard action, the wielder can fire a burst of energy from the blade. The wielder makes an attack roll against every creature within a 60' cone that deals damage equal to 4d6+2*the wielder's Str score. Any objects within the area automatically take the same damage.
Tenseiga: Functions as a +5 Longsword. If anyone other than an evil outsider is struck by this blade, they take no damage. Instead, the sword channels positive energy to heal a number of hit points equal to the damage that would otherwise be dealt (this still damages undead). Three times per day, the wielder can cast Mass Heal as a spell-like ability, caster level 20th. Once per year the wielder can cast True Resurrection on each creature within 30', caster level 20th.
So'unga: Functions as a +5 Keen Vicious Scimitar. Upon being wielded, the sword attaches to its wielder as though by a locked gauntlet, and the wielder must make a Will save (DC 26) or become Chaotic Evil. The wielder can cast Maw of Chaos at will (DC 26), caster level 20th. Once per week, the wielder can cast Gate (travel version only), caster level 20th, to open a path to a chaotic evil-aligned plane. If this ability is used on the Prime Material plane, the portal is permanent, and living creatures that pass within 20 ft. of the portal must make a Will save (DC 26) or be sucked in. Creatures sucked in this way cannot return via the same portal.
R861
I need a custom LA+0 race for a solo campaign. Basically a person who was created as an adult by a wizard, ready to adventure. Since it's a solo campaign, a stronger-than normal race (like Whispergnome/Elan) is ok. It would be great if it had interesting custom abilities, and since it was created by magic, anything to do with magic is good. The character in question will also be a wizard.
-
Re: Request a Homebrew: Thread 2!
R862
I would like a sentient, magical arachnid race to serve as a patron race for the Drow in my game world. CR 6-9, with abilities that suggest they're better at manipulating things from behind the scenes than directly.
-
Re: Request a Homebrew: Thread 2!
H862
Web Sitter
{TABLE]Size/Type:|Large Outsider (chaotic,extraplanar,evil)
Hit Dice:|10d8+60 (100 hp)
Initiative:|+6
Speed:|40 ft (8 squares), climb 20ft
Armor Class:|24 (-1 size,+2 dex, +13 natural), touch 11, flat-footed 22
Base Attack/Grapple:|+10/+19
Attack:|bite +14 melee (1d8+5 plus poison) or web +11 ranged
Full Attack:|bite +14 melee (1d8+5 plus poison) and 8 claws +9 melee (1d3+2) or web +11 ranged
Space/Reach:|10ft/5ft
Special Attacks:|poison, web
Special Qualities:|spell-like abilities, telepathy, tweak fate, webwalk
Saves:|Fort +13, Ref +9, Will +8
Abilities:| Str 20, Dex 14, Con 22, Int 12, Wis 13, Cha 17
Skills:|Bluff +16, Climb +13, Diplomacy +16, Forgery +14, Gather Information +16, Intimidate +16, Knowledge +14, Listen +14, Sense Motive +14, Spot +14
Feats:|improved initiative, power attack, combat expertise, quicken spell-like ability(charm person)
Environment:|a chaotic evil plane
Organization:|solitary
Challenge Rating:|9
Advancement:|by class level
Level Adjustment:|3
[/TABLE]
poison
Injury, Fortitude DC 20, initial damage 1d6 Con, secondary damage 1d6 Con. Web sitter venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.
web
A web sitter can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Huge size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 20 Escape Artist check or burst the web with a DC 20 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).
spell-like abilities
At will: detect magic, charm person. 3/day: suggestion, charm monster, dominate person, scrying, plane shift (self only). All abilities use RHD as caster level and charisma for saves.
telepathy
A web sitter can comminicate telepathically with any creature that is capable of using language.
tweak fate
Once a day, a web sitter can tug at the web of fate, arranging an otherwise unlikely co-incidence. The tugs are very subtle, and cannot affect a decision that the decider cares about. For example, if two people are in a city they don't know and both want a drink, the web sitter could cause them to randomly choose the same tavern. But if one of them had a preference for mead and the other for beer, the web sitter could only arrange this using a tavern that offered both beverages.
webwalk
A web sitter never gets stuck in webs, regardless of their source.
Skills
A web sitter has a +8 racial bonus on Climb checks. It can take 10 on climb checks even when rushed or threatened.
-
Re: Request a Homebrew: Thread 2!
H861
Mageborn
Created by a wizard and grown in a lab, Mageborn are engineered beings sent off in the world. They are created as full grown adults. Mageborn are often created to complete a task or quest, or to fight in future wars. The magic required is powerful and costly, so mageborn are uncommon but far from unknown. While initially they are as green as any other starting adventurer, a great deal is often expected of them to justify this cost. Most mageborn become wizards, but some become sorcerers or warriors with magical powers.
Traits:- +2 intelligence, -2 strength, -4 wisdom. Mageborn are given enhanced intelligence but are weaker than normal. As new adults without a childhood and with overly focused pursuits, they have difficulty taking in the world around them.
- Size: Medium
- Speed: 30 ft.
- Protection Field: A mageborn has an invisible magical field of protection close to his skin which grants him 1 temporary hit point per hit die each morning. The temporary hitpoints last 24 hours or until expended.
- Supernatural Abilities (Su): A mageborn gains the following supernatural abilities based on his hit dice. The benefits are cumulative. The caster level for an ability is equal to the mageborn's hit dice and the save DC is based on his intelligence modifier.
{table]HD|Ability
1-2|Prestidigitation, at will.
3-4|Magic Aura, at will.
5-6|See Invisibility, continuous. Detects ethereal (including incorporeal) beings only, not other invisible creatures or objects.
7-8|Arcane Sight, continuous. As with the spell the mageborn's eyes glow blue all the time. The mageborn may concentrate (requiring a standard action each round) to suppress this ability. A DC 15 knowledge(local) check recognizes a mageborn from this or another well demonstrated ability, but this one is the most obvious. Mageborn have a reputation of being highly elite soldiers or adventurers. While this ability may for example detect an invisibility spell, it only tells the mageborn that there is an illusion spell in a certain square. It does not negate the 50% miss chance nor tell him the precise illusion being used.
9-10|Shadow Conjuration, at will. Unlike the spell using this ability requires concentration to maintain the effect, or the effect ends.
11-12|Permanency, at will. The mageborn must still pay any xp costs.
13-14|Guards and Wards, at will. The effect is permanent until the mageborn uses the ability to ward a new area, at which time the previous ward ends. The individual spells in the effect are spells not supernatural abilities, and they may be affected accordingly.
15-16|Limited wish, at will. The mageborn must pay double the normal xp cost. If the spell requires a material component the mageborn must provide it. While the limited wish is a supernatural ability, an imitated spell is treated like a spell. For example while this ability cannot be counterspelled, the spell effect may be dispelled.
17-18|Prismatic wall, at will. The mageborn must concentrate (spend a standard action each round) to maintain the wall. If any part of the wall is destroyed, that part is missing until the next day. Even if the mageborn ends the wall and creates a new one the missing parts are still missing.
19-20|Etherealness, at will. The effect does not expire on the mageborn until he dismisses it. On others it expires after 20 minutes or after he dismisses it for them. He may dismiss creatures individually provided that he is the one who brought them to the ethereal plane and provided that he is on the ethereal plane himself. Dismissing is a standard action. When a mageborn attempts to return to the material plane, he runs the risk of being too ingrained into the ethereal to return. For each minute he spent on the ethereal plane, he has a 1% chance of being permanently stuck on the ethereal plane. Further attempts will automatically fail, but he may return by other means such as a plane shift. At that point he may enter and leave the ethereal plane normally, until he gets stuck again. Regardless of the time spent in the ethereal, there is at minimum a 1% chance of getting stuck.
[/table]
A mageborn who spends more than 24 hours on the ethereal plane gains 1 permanent negative level per day spent, as his essence dissolves into the plane (DC 25 fortitude negates). This effect occurs regardless of the number of hit dice the mageborn has. These negative levels may be restored normally. - Favored Class: Wizard or Sorcerer
Other Comments: I thought I'd bring in some general purpose and lesser used spells with a theme of raw magic. They are primarily geared towards wizards but most other builds can benefit as well. Per the request this is a high LA 0, and less lenient DMs might want LA 1. I went with supernatural rather than spell like abilities to give it a more innate feel, rather than imitating spellcasting. So the abilities don't require concentration checks and can't be dispelled, but they are still subject to an anti-magic field.
-
Re: Request a Homebrew: Thread 2!
DsPeyer:
That is just about perfect. I forgot to specify that I wanted it for Pathfinder, but that should be easy to fix. The only other thing is I can't decide whether to leave it as an outsider or change it to an aberration.
-
Re: Request a Homebrew: Thread 2!
-
Re: Request a Homebrew: Thread 2!
R863
I just got an idea about a d20 modern roleplaying game I want to run in the GITP forums. After watching a couple gameplay videos of the Jurassic Park video game (the newer game that is), I'm inspired to want to run a dinosaur themed campaign.
I believe the classes, occupations, weapons, and vehicles will fit in just fine.
However, I need help with the setting (a private island with facilities, labs, jungles, habitats, etc), obstacles (like electric fences for example), but most importantly, I really need help with the encounters (dinosaurs).
If you could help me put this campaign together, I would really appreciate it.
-
Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
Drakeburn
R863
I just got an idea about a d20 modern roleplaying game I want to run in the GITP forums. After watching a couple gameplay videos of the Jurassic Park video game (the newer game that is), I'm inspired to want to run a dinosaur themed campaign.
I believe the classes, occupations, weapons, and vehicles will fit in just fine.
However, I need help with the setting (a private island with facilities, labs, jungles, habitats, etc), obstacles (like electric fences for example), but most importantly, I really need help with the encounters (dinosaurs).
If you could help me put this campaign together, I would really appreciate it.
H.863
Dude, I want to play in that, Any Idea when?
Also, I have a good amount of Dinosaurs and stuff, Bookmarked, I could give you some links...
-
Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
Persychan
R 849
I'd like to request a creature (CR 18/20) that acts as a psychopomp (aka leads the spirits of the dead in the afterlife) with a feminine appearance and that is linked to the cold and undead, I also would like she has some kind of magic/supernatural/ect effect of sleep or hypnosis which also work on undead. Similar to an undead virago, but N/LN.
I repost my request hoping for more love this time ~♥
-
Re: Request a Homebrew: Thread 2!
H849
Angel of Death
"This man has spent a lifetime fighting darkness. There are forces that would want to take vengeance upon him while his soul is vulnerable, during the transition. But I will see him safely to the next world. The Prince of Darkness himself will not wrest him from me."
-- An Angel of Death describes her role (with apologies to Jim Butcher)
{TABLE]Size/Type:|Medium Outsider (law)
Hit Dice:|22d8+110 (198 hp)
Initiative:|+11
Speed:|50 ft (10 squares), fly 150ft(Good)
Armor Class:|43 (+7 dex, +15 natural, +11 deflection), touch 28, flat-footed 36
Base Attack/Grapple:|+22/+27
Attack:|dagger +29 melee (1d4+5 plus 3d6 con)
Full Attack:|daggers +27/27/22/22/17/12 melee (1d4+5 plus 3d6 con)
Space/Reach:|5ft/5ft
Special Attacks:|spell-like abilities, rest in peace
Special Qualities:|change shape,tongues,true seeing
Saves:|Fort +18, Ref +20, Will +20
Abilities:| Str 20, Dex 24, Con 20, Int 21, Wis 25, Cha 32
Skills:|Balance +32, Concentration +30, Diplomacy +36, Gather Information +36, Intimidate +36, Knowledge +30, Listen +32, Search +30, Sense Motive +32, Spot +32, Tumble +32
Feats:|improved initiative,weapon finesse,two-weapon fighting, improved two-weapon fighting, quicken spell-like ability (slay living), quicken spell-like ability (undeath to death), quicken spell-like ability (dismissal), quicken spell-like ability (cone of cold),
Organization:|solitary
Challenge Rating:|19
Level Adjustment:|--
[/TABLE]
spell-like abilities
At will: Death Ward, Slay Living, Raise Dead, Calm Emotions, Dictum, Fear, Greater Teleport, Undeath to Death, Dismissal, Cone of Cold, Greater Dispel Magic, Hallow 3/day: Wail of the Banshee, Banishment, Plane Shift, Disjunction, Polar Ray. For all, caster level is hit dice and saves are charisma-based.
rest in peace
As a standard action, an angel of death can lull all undead within 200 ft into a sleep-like state. A will save (dc 32) negates. The undead remain asleep until the angel of death leaves, though they can make new will saves every hour. An mindfull undead effected by this may choose to give up his undead status and go on to its rightful afterlife. For purposes of this decision, the creature ignores any alignment-change that was forced upon it by becoming undead.
change shape
An Angel of Death can take on the form of any living creature, though she is always female if the species has females, her skin/fur/scales/etc. are always as dark as the species gets, and her eyes are always solid black. She usually appears as the same species as the soul she is sent for.
tongues and true seeing
These are always active.
dagger
An Angel of Death's dagger is not a physical object, but a shard of pure concentrated death. It bypasses all damage reduction. If the angel loses control of the dagger, the dagger disintegrates and she can conjure a new one as a swift action.
Deflection
An angel of death adds her charmisma modifier to her ac as a deflection bonus. This is already included in the stat block.
-
Re: Request a Homebrew: Thread 2!
R. 684
if i could ask for a shadow dragon monster class that can be followed up to 20th level, or a link to one that already exists
-
Re: Request a Homebrew: Thread 2!
H 684 864
{table=head]HD|Skills|BAB|Fort|Ref|Will|Special|Natural Armor|SR
1d12|(6+int)x4|1|2|2|2|Energy Drain Immunity, Tiny, Dragon Traits|1|-
1d12|-|1|2|2|2|Breath Weapon 1|2|-
2d12|6+int|2|3|3|3|Wings|3|-
2d12|-|2|3|3|3|Int +2, Cha +2|4|11
3d12|6+int|3|3|3|3|Con +2|5|11
3d12|-|3|3|3|3|Wis +2, Cha +2|6|11
4d12|6+int|4|4|4|4|Int +2, Wis +2, "Wyrmling"|7|12
5d12|6+int|5|4|4|4|Str +2, Cha +2|8|12
6d12|6+int|6|5|5|5|Int +2, Wis +2|9|12
7d12|6+int|7|5|5|5|Small, "Very Young", Shadow Blend|10|13
8d12|6+int|8|6|6|6||11|13
9d12|6+int|9|6|6|6||12|14
10d12|6+int|10|7|7|7|"Young"|13|15
10d12|-|10|7|7|7|Mirror Image 3/day, Sorceror Casting 1, Cha +2|13|15
11d12|6+int|11|7|7|7|Str +2, Con +2|14|16
12d12|6+int|12|8|8|8|Int +2, Wis +2|15|16
13d12|6+int|13|8|8|8|Medium, "Juvenile", Breath Weapon 2, poor maneuverability|16|17
13d12|-|13|8|8|8|Sorceror Casting 2, DR 5/magic|16|17
14d12|6+int|14|9|9|9|Str +2|17|18
15d12|6+int|15|9|9|9|Frightful Presence DC 22|18|19[/table]
Class Skills: Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Intimidate, Hide, Knowledge (any), Listen, Search, Sense Motive, Spot, Use Magic Device
Breath weapon dc is 10 + 1/2HD + cha mod (not con mod, the way most dragons are).
Remember to recalculate natural weapons at each new size.
I think this lines up with the draconomicon entry for the four playable ages.
-
Re: Request a Homebrew: Thread 2!
R: 685
Requesting a homebrew conversion from pathfinder wizard.
I want to make a Dwarf only base class to replace wizards (who cant cast arcane spells in my world) . Main casting method is inscribing runes either on their armor/shields/scrolls (to save effects for later touching the rune would activate the effect) . Applying runes to a Warhammer or arrowheads for Damaging/touch spells.
Whoever manages to do this for me will earn my eternal gratitude, and a spot forever in my signature.
-
Re: Request a Homebrew: Thread 2!
C 864
an added thing i would like, level adjustment for the higher ages of shadow dragon would be nice
-
Re: Request a Homebrew: Thread 2!
R. 865 866
This started as a joke but since I ended up making the character...
Could anybody homebrew me a deity? Specifically, it is a T-Rex God and that's about all I have. If it's too vague I could probably think of some things that I'd like.
-
Re: Request a Homebrew: Thread 2!
Quote:
Originally Posted by
TheInsaneWombat
R. 865 866
This started as a joke but since I ended up making the character...
Could anybody homebrew me a deity? Specifically, it is a T-Rex God and that's about all I have. If it's too vague I could probably think of some things that I'd like.
C 866
I got dis one >:D just gimme a little bit, not that long
Lacertarex
Greater deity
Symbol: A dinosaur eating a human
Home plane: the happy hunting ground (the wildlands, I like the 1e name better :smallsmile:)
Alignment: Chaotic neutral
Portfolio: kobolds, lizardfolk, destruction, strength, fighters, barbarians
Worshipers: lizardfolk, kobalds, some dragons, and definetly some barbarians
Clerical alignments: CN CG CE N
Domains: Strength, Scalykind (Deities&Demigods), Destruction, Nobility (Deities&Demigods)
Favored weapon: Greatsword
It probably sucks but let me know if it needs changes