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    Default Wats' Wonderful Homebrews [3.5] [New Magic Hat]

    This is my homebrew thread for all the stuff I've made, but haven't posted yet. I'm posting this for anyone to use and comment on.

    I would enjoy and PEACHing that anyone can do on any of the stuff I post here. I have some idea of balance, but I'm not perfect.

    If you have any ideas and/or request, just post or PM them to me and I'll take a look at them.

    I will post each new thing I create in a new post as well as archiving it in the library post below.

    Enjoy!

    Archiving Note: I'm currently in the process of finding and posting all my homebrew stuff. I have a temporary organized list right now. Later I'll make it more specific and alphabitize them all. Now, I've hit the limit on the amount of stuff you can put in a post, so I'm going to have to use this post as well for archives. After that, well... I'm not sure.

    Eberron Firearms
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    Flavor/Fluff
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    Invention of Guns: The invention of the Artificer's Bolt-Action Rifle (and futher creations) is credited to Zyash, a Gnome Artificer working with Varth d'Cannith, a House Cannith Artificer. During the last decade of the Last War, Zyash wanted a better crossbow and set out to design one and through a random idea when he was repairing a broken crossbow did he get the idea. Zyash designed a prototype to which both he and Varth refined into the basic bolt-action rifle. The basic design was a crossbow that used magic to fire the bolts instead of mechianics, which allowed it to fire harder and more relably. They removed the arms and lengthened the barrel. Varth showed this to the rest of House Cannith and they immeditately took to it and started producing and selling them for the war.

    Use of them during the Last War: The rifle was an instant hit among those troops who could afford them and sorta became a status emblem for higher ranking officers. Soldiers who used them loved it. They loved the increased power but relatively short reload time and overall easy to use weapon. Also since it used crossbow bolts it could be used in any division with crossbows. The weapon was usually given to protect more valuable people and property. Although the gun was superior to the crossbow, the crossbow was still the standard because it was really cheap.

    The invention of Spellguns: Zyash and Varth, the creators of the Artificers's Bolt-Action rifle continued to tinker and innovate with the rifes. They had created a mundane one that simply was a modified crossbow. They wanted something truly magical. They set to work and completely remade the rifle. They started with a new frame and decided they wanted to fire bolts of magical energy, or at least small sling bullets. First the idea of the ammunition and powering the gun was the first major problem. How would they load the gun and fire magical bullets? Having a constant source of ammunition was going to be a heavy task and would require some powerful magic, maybe even an elemental. Then one day, when working on some wands for a buyer, it hit them, wands. They immediately set to work creating a modified wand turning it into a more rectanglular clip charged with raw energy. They loaded the gun and tweaked it and fired it. A blast of magic energy shot out and blew a hole through the table. They had just created the first Spellgun. They immedately set to creating the Spellpistol and Spellrifle, modifing it each time and immproving upon the last. Once the first of each were created, they presented their new weapons to House Cannith. They were hailed as geniuses. House Cannith started to produce the Spell Guns and ammunition and began to sell them at the last few years of the war.

    Use of Spellguns during the Last War:


    Basic Rifles
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    Artificer's Bolt-Action Rifle

    Price: 1,000gp
    Body Slot: -- (held)
    Caster Level: 3rd
    Aura: Faint; (DC 17) Transmutation
    Activation: Standard (manipulation)
    Weight: 3 lbs.

    This interesting weapon looks like a crossbow without the arms and a long barrel. It has a few runes along the barrel and on the trigger.

    This is a weapon that is an alternative to the crossbow. It uses bolts and fires them as a heavy crossbow (1d10 Damage 19-20/x2 Crit), but only takes a move action to reload which provokes AoO's. The gun can use magic bolts and/or can be enchanted like any other weapon; treat as a crossbow. Weapon is considered masterwork (+1 Attack) and is two-handed but can be fired with one hand at a -2 Attack penalty. Need to be proficient with a crossbow to use, and the non-proficency penalty is -2 instead of -4. All feats that apply to a crossbow, applies to the rifle.

    Prereqs: Craft Wonderous Item, Launch Bolt (SpC 130)
    Cost to Create: 500gp, 40 XP, 1 Day

    Artificer's Semi-Auto Rifle

    Price: 1,600gp
    Body Slot: -- (held)
    Caster Level: 4th
    Aura: Faint; (DC 17) Transmutation
    Activation: Standard (manipulation)
    Weight: 4 lbs.

    This looks like the bolt-action rifle but it has a clip of bolts and a small lever to reload very fast.

    This functions like a bolt-action rifle (see above) except this has a clip of bolts. The rifle holds one clip at a time which holds 8 bolts. Reloading the gun with a clip is a free action that doesn't provoke AoO's. Replacing the clip is a standard action that provokes AoO's. Weapon is considered Masterwork (+1 Attack) and is two-handed but can be fired with one hand at a -2 Attack penalty. Need to be proficient with a crossbow to use, and the non-proficency penalty is -2 instead of -4. All feats that apply to a crossbow, applies to the rifle.

    Prereqs: Craft Wonderous Item, Launch Bolt (SpC 130)
    Cost to Create: 800gp, 64 XP, 2 Days

    Artificer's Bolt-Action Pistol

    Price: 1,400gp
    Body Slot: -- (held)
    Caster Level: 3rd
    Aura: Faint; (DC 17) Transmutation
    Activation: Standard (manipulation)
    Weight: 1 lbs.

    This interesting weapon looks like a hand crossbow without the arms and a long barrel. It has a few runes along the barrel and on the trigger.

    This is a weapon that is an alternative to the hand crossbow. It uses bolts and fires them as a small light crossbow (1d6 Damage 19-20/x2 Crit), but only takes a move action to reload which provokes AoO's. The gun can use magic bolts and/or can be enchanted like any other weapon; treat as a crossbow. Weapon is considered masterwork (+1 Attack) and is one-handed. Need to be proficient with a hand crossbow to use, and the non-proficency penalty is -2 instead of -4. All feats that apply to a crossbow, applies to the rifle.

    Prereqs: Craft Wonderous Item, Launch Bolt (SpC 130)
    Cost to Create: 700gp, 55 XP, 1 Day

    Artificer's Grenade Launcher

    Price: 750gp
    Body Slot: -- (held)
    Caster Level: 3th
    Aura: Faint; (DC 17) Transmutation
    Activation: Standard (manipulation)
    Weight: 2 lbs.

    This also looks like the rifle although it has a wider barrel for fitting bigger things such as alchemist fire.

    This weapon allows you to fire fine-sized splash weapons much futher than you could throw them. As a standard action you can fire the projectile up to 110ft. It's a move action to reload, which provokes AoO's. You can fire things such as Alchemist Fire, Frost, Spark, Acid, Thunderstones, Holy water etc. Need to be proficient in the crossbow to use. Any feats related to splash-weapons apply.

    Prereqs: Craft Wonderous Item, Launch Item (SpC 130)
    Cost to Create: 375gp, 30 XP, 1 Day

    Gun Attachments

    Bayonet
    Price: 20gp
    Weight: 1 lb.

    This blade attaches to the front of the gun and allows you to use it in melee. This can be attached to the Rifles but not the Pistol. Treat as a Short Spear when attacking.

    Laser Sight Inspired by Rekko
    Price: 200gp
    Weight: --

    This small tube attaches to the top of your gun and when activated it makes a small red dot appear exactly where you are aiming, allowing you to be more accurate. This gives you a +1 bonus to attack rolls. However, the red dot can be seen and makes it harder for you to target someone without knowing. A Spot check DC 25 is required to see the red dot on you. Once aware of the dot, a Spot check DC 20 is required to see it the fallowing rounds to know if you are still targeted. If the check is successful, you aren't considered flat-footed.

    Barrelscope Inspired by Rekko
    Price: 50gp
    Weight: 1/2 lb.

    This tube has a couple of lenses in it that allows for viewing further but still with deadly accuracy. While looking through the barrelscope you take penalties for range increments as if it was one range increment shorter. Also, you are Flat-Footed while looking through the barrelscope.


    Magic Basic Rifles
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    Zyash's Rifle

    Price: 34,000
    Body Slot: -- (held)
    Caster Level: 9th
    Aura: Moderate; (DC 20) Transmutation
    Activation: See Text
    Weight: 2 lbs.

    This finely crafted rifle was the first one made and appears slightly translucent with his signature on the handle

    This functions as a Small +1 Quick Loading Force Bolt-Action Rifle. Also, 1/day you can fire an overload shot from the rifle that is much more forceful; the shot has +2d10 Force damage. After the overload shot is fired, the rifle needs to cool down. It takes 1 round to cool down during which it can't be used.

    Lore: Zyash created the first bolt-action rifle because he wanted to be better in combat so he created a better weapon. Once he created the weapon he kept adding on to it eventually creating his custom rifle.

    Prereqs: Craft Magical Arms & Armor, Quick Loading (+1 Bonus), Force (+2 Bonus)
    Cost to Create: 17,000gp, 1360 XP, 34 Days

    Skull Sniper

    Price: 22,000gp
    Body Slot: -- (Held)
    Caster Level: 12th
    Aura: Moderate; (DC 19) Conjuration & Transmutation
    Activation: Standard (manipulation)
    Weight: 2 lbs.

    This black bolt-action rifle has the symbol of a skull and crossbones on the barrel as well has the holy symbol of the Sovereign Host (Eberron) on the moonstone encrusted handle. It glows a silvery light whenever undead approach.

    The Skull Sniper functions as a +1 Undead Fiercebane Bolt-action Rifle. In addition, 1/day you can fire a holy burst shot that explodes and deals holy damage in a burst. Once the shot hits an Undead, it deals normal damage and then explodes dealing 2d6+3 Damage in a 15ft Burst to all Undead (and only undead) within the area except the one that was shot; the shot explodes regardless of whether it hit or not.

    Lore: Rykar, a good friend of Zyash that adventured with him, asked Zyash to create him a bolt-action rifle that could easily kill undead and could do a last ditch shot like his could. Zyash created the Skull Sniper which he gave to Rykar and the gun and Rykar became a legend as an Undead killer.

    Prereqs: Craft Magic Arms & Armor, Summon Monster I, Light of Mercuria (Spell Compendium)
    Cost to Create: 11,000gp, 880XP, 22 Days


    Spellguns
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    Spell Pistol

    Price: 2,000gp
    Body Slot: -- (held)
    Caster Level: 5th
    Aura: Faint; (DC 17) Transmutation & Conjuration
    Activation: Standard (manipulation)
    Weight: 2 lbs.

    This interesting weapon looks like a metal hand crossbow without the arms and a metal barrel. It has a few runes along the barrel and on the trigger.

    This weapon is an alternative to the hand crossbow and fires magic bullets from a wand-like clip. This weapon does 1d6 Damage; 20/x2 Crit; 100ft Range and is a Masterwork Light weapon which requires a Ranged Touch Attack. It takes a standard action to reload, which provokes AoO's, for a proficient user; the Rapid Reload feat reduces this to a move action. Each clip holds 10 charges or shots and when it is empty, the clip becomes useless.

    Prereqs: Craft Wonderous Item, Launch Bolt (SpC 130)
    Cost to Create: 1000gp, 80 XP, 2 Days

    Spell Gun

    Price: 3,000gp
    Body Slot: -- (held)
    Caster Level: 5th
    Aura: Faint; (DC 18) Transmutation & Conjuration
    Activation: Standard (manipulation)
    Weight: 3 lbs.

    This interesting weapon looks like a somewhat larger metal hand crossbow without the arms and a metal medium sized barrel. It has a few runes along the barrel and on the trigger.

    This weapon is an alternative to the crossbow and fires magic bullets from a wand-like clip. This weapon does 1d8 Damage; 20/x2 Crit; 110ft Range and is a Masterwork One-Handed weapon which requires a Ranged Touch Attack. It takes a full-round action to reload, which provokes AoO's, for a proficient user; the Rapid Reload feat reduces this to a standard action. Each clip holds 10 charges or shots and when it is empty, the clip becomes useless.

    Prereqs: Craft Wonderous Item, Launch Bolt (SpC 130)
    Cost to Create: 1,500gp, 120 XP, 3 Days

    Spell Rifle

    Price: 4,000gp
    Body Slot: -- (held)
    Caster Level: 5th
    Aura: Faint; (DC 18) Transmutation & Conjuration
    Activation: Standard (manipulation)
    Weight: 5 lbs.

    This interesting weapon looks like a metal crossbow without the arms and a metal long barrel. It has a few runes along the barrel and on the trigger.

    This weapon is an alternative to the crossbow and fires magic bullets from a wand-like clip. This weapon does 1d10 Damage; 20/x2 Crit; 120ft Range and is a Masterwork Two-Handed weapon which requires a Ranged Touch Attack. It takes a full-round action to reload, which provokes AoO's, for a proficient user; the Rapid Reload feat reduces this to a standard action. Each clip holds 10 charges or shots and when it is empty, the clip becomes useless.

    Prereqs: Craft Wonderous Item, Launch Bolt (SpC 130)
    Cost to Create: 2,000gp, 160 XP, 4 Days

    Ammunition Clips

    Note: Ammo Clips are really simple and easy to craft. You can craft up to 3 ammo clips in one day as long as you have the componets.

    Standard Ammo Clip
    Price: 10gp
    Caster Level: 3rd
    Weight: 1/2 lb.

    These are the long black clips that are loaded into Spellguns. Each one contains 10 charges or shots and 1 clip fits all.

    Prereqs: Craft Wondrous Item, Inflict Light Wounds
    Cost to Create: 5gp, 1 XP, 1 Day

    Bullet Clip
    Price: 5gp
    Caster Level: 3rd
    Weight: 1/2 lb.

    These are the long black clips that are loaded into Spellguns. This one instead of containing spell charges, it contains mini sling bullets. These bullets do normal damage for a gun but do Piercing damage and require a normal ranged attack.

    Prereqs: Craft Wondrous Item, Launch Bolt
    Cost to Create: 3gp, 1 XP, 1 Day

    Elemental Clip
    Price: 15gp
    Caster Level: 3rd
    Weight: 1/2 lb.

    These are the long black clips that are loaded into Spellguns. Each one contains 10 charges or shots and 1 clip fits all. These clips also do damage of a certain element, which can be either Fire, Cold, Acid, or Electricity Damage.

    Prereqs: Craft Wondrous Item, Spell of Relative Element (i.e. Burning Hands for Fire, etc.)
    Cost to Create: 8gp, 1 XP, 1 Day

    Leathal Clip
    Price: 15gp
    Caster Level: 3rd
    Weight: 1/2 lb.

    These are the long black clips that are loaded into Spellguns. Each one contains 10 charges or shots and 1 clip fits all. These clips have more piercing capabilities and increase the critical multiplier by one (to x3).

    Prereqs: Craft Wondrous Item, Inflict Light Wounds
    Cost to Create: 8gp, 1 XP, 1 Day

    Holy/Dark Clip
    Price: 15gp
    Caster Level: 3rd
    Weight: 1/2 lb.

    These are the long black clips that are loaded into Spellguns. Each one contains 10 charges or shots and 1 clip fits all. These clips are either blessed by holyness or darkness. Holy shots do double damage to undead and heal living creatures equal to the damage of the gun. Dark shots heal undead and do normal damage to living creatures.

    Prereqs: Craft Wondrous Item, Inflict Light Wounds, Bless or Doom
    Cost to Create: 8gp, 1 XP, 1 Day

    Piercing Clip
    Price: 15gp
    Caster Level: 3rd
    Weight: 1/2 lb.

    These are the long black clips that are loaded into Spellguns. Each one contains 10 charges or shots and 1 clip fits all. These clip shots are much more accurate and acute and increase the critical threat to 19-20.

    Prereqs: Craft Wondrous Item, Inflict Light Wounds
    Cost to Create: 8gp, 1 XP, 1 Day


    Related Gun Feats
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    General Feat [Spellguns Proficiency]
    Requirements: Base attack bonus +3, or Use Magic Device 5 ranks
    Benefit: You gain proficiency with spellguns.
    Normal: When you aren't proficient with spellgun you suffer -4 on attack rolls.
    Special: Fighters and Wizards can get this feat as a bonus feat.

    Spellgun Feat [Overchannel Shot]
    Prerequisites: Profiency Spellguns, Use Magic Device 6 ranks
    Benefit: This allows you to overchannel your shots and use multiple charges to deal more damage. You may use up to 3 charges to deal extra damage. Each extra charge deals an extra shot of damage (e.x. 3 charge overchannel on a Spellgun would do 3d8 damage). After the ability is used the gun needs a 1 round cool down in which it can't be used.

    Spellgun Feat [Action Hero Shot]
    Prerequisites: Profiency Spellguns, Action Boost
    Benefit: By spending one of your action points you may fire an action shot from your Spellgun. An action shot uses 1 action point and deals an extra 1d8 of damage and doesn't use a charge from your ammo clip.

    General Feat [Gun Warrior]
    Prerequisites: Profiency Guns or Spellguns, BAB +5
    Benefit: You have trained yourself to use your guns in melee more effectivally. Increase the Bayonet damage die by one. You may also make melee attacks with the gun itself. The attack deals 1d4+Str Bludgeoning Damage or 1d6+Str for a two handed gun. Note this works with all guns and bayonets.

    Spellgun Feat [Eldritch Ammunition]
    Prerequisites: Profiency Spellguns, Able to cast 1st level spells, Spellcraft 5 Ranks
    Benefit: You have trained to be able to use your own arcane/divine spell power into your spell guns. You can spend a prepared spell or spell slot to either enhance the damage of the current ammunition or fire it as raw energy. Each spell you sacrifice deals +1d4 damage per spell level. You can only sacrifice one spell at a time and is a standard action to fire.

    Last edited by watsyurname529; 2009-10-19 at 04:19 PM.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    [Reserved for the Homebrews]

    Equipment [Weapons, Armor, Magic Items, etc.]
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    Wondrous Magic Items
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    Flaming Caltrops
    Price: 500gp
    Caster Level: 3rd
    Aura: Moderate; (DC 20) Evocation
    Activation: Standard
    Weight: 2 lb.

    This leather bag has several sharp points and feels warm to the touch.

    Flaming caltrops function as normal ones, except that when they are stepped on they burst into flame dealing 1d4 Fire Damage (in addition to normal damage and penalties). Flaming Caltrops function 3/Day after which they function like normal ones and regain their uses every day at dawn.

    Prereqs: Craft Wonderous Item, Burning Hands
    Cost to Create: 250gp, 20XP, 1 day

    Gloves of Kobold Theivery
    Price: 2,250gp
    Body Slot: Hands
    Caster Level: 3rd
    Aura: Faint; (DC 16) Transmutation
    Activation: --
    Weight: --

    These brownish-green leather gloves have impressions of scales on them as well as small runes inscribed apon each fingertip.

    Gloves of Kobold Theivery give a +2 Bonus to Craft (Trapsmithing), Disable Device, Sleight of Hand, and Open Lock checks. To use the gloves you must have at least 1 rank in a skill to obtain its bonus (i.e. you get the bonus to the skills you have ranks in whether that be all or some) OR be a Kobold.

    Prereqs: Craft Wonderous Item, 2 Ranks in Craft(Trapsmithing), Disable Device, Sleight of Hand, and Open Lock; OR creator must be a Kobold
    Cost to Create: 1,125gp, 90 XP, 2 Days

    Stealth Cloak
    Price: 5,000gp
    Body Slot: Shoulders
    Caster Level: 3rd
    Aura: Moderate; (DC 19) transmutation
    Activation: -- and Standard (Command)
    Weight: 1 lb.

    This long black cloak has dark silver runes sown upon the hood and seems to flicker and dance like a shadow.

    This cloak is a boon to those who need to stay hidden. The cloak grants a +2 competence bonus to Move Silently and Hide. In addition, 1/Day the wearer can cast Darkness, centered on himself, which lasts for 20 minutes. Also, 1/Day the wearer can cast Invisibility on himself which lasts for 2 minutes.

    Prereqs: Craft Wonderous Item, Darkness, Invisibility
    Cost to Create: 2,500gp, 200 XP, 5 Days

    Shoes of Speedy Sneaking
    Price: 4,000gp
    Body Slot: Feet
    Caster Level: 3rd
    Aura: Faint; (DC 17) transmutation
    Activation: --
    Weight: 1 lb.

    These black leather boots feel light and have a soft sole to them.

    These shoes are for the rogue who needs to stay hidden and move fast. They grant a +3 competence bonus to Move Silently all the while adding a +10ft enchantment bonus to land speed.

    Prereqs: Craft Wonderous Item, Longstrider
    Cost to Create: 2,000gp, 160 XP, 4 Days

    Compass of Detection
    Price: 2,000gp
    Body Slot: Held
    Caster Level: 1st
    Aura: Faint; (DC 16) divination
    Activation: Free (command)
    Weight: --

    This silver compass has various runes inscribed upon the needle and around the compass.

    This compass can detect evil/good/lawful/chaotic and magic and point in the right direction. 5/Day you can use the compass to cast Detect Magic (CL 1st) or Detect Good/Evil/Lawful/Chaotic (CL 1st). It regains it's uses at dawn.

    Prereqs: Craft Wonderous Item, Detect Magic, Detect Good/Evil/Lawful/Chaotic
    Cost to Create: 1,000gp, 80 XP, 2 Days

    Bag of Many Bullets
    Price: 800gp
    Body Slot: --
    Caster Level: 9th
    Aura: Faint; (DC 17) Conjuration
    Activation: Free (manipulation)
    Weight: 5 lb.

    This plain brown leather pouch feels as though it was full of sling bullets.

    This bag produces up to 25 Sling bullets per day. Accessing the bag is a Free action that doesn't provoke and AoO. The bullets are not magical and act like normal bullets.

    Prereqs: Craft Wonderous Item, Leomund's Secret Chest
    Cost to Create: 400gp, 32 XP, 1 Day

    Bag of Metal Bullets
    Price: 1,600gp
    Body Slot: --
    Caster Level: 9th
    Aura: Moderate; (DC 19) conjuration
    Activation: Free (manipulation)
    Weight: 2 lb.

    This brown leather pouch is tied with a string made of metal inscribed with a few magic runes.

    This pouch can produce Adamantine, Cold Iron, or Silver Sling Bullets. 3/Day you can reach into the pouch and pull out a bullet made of either Adamantine, Cold Iron, or Silver. Then the bag becomes inactive till the following day.

    Prereqs: Craft Wonderous Item, Leomund's Secret Chest
    Cost to Create: 800gp, 64XP, 2 Days

    Bag of Energy Bullets
    Price: 2,500gp
    Body Slot: --
    Caster Level: 9th
    Aura: Moderate; (DC 19) conjuration
    Activation: Free (manipulation)
    Weight: 3 lb.

    This brown leather bag is inscribed with a rune representing different types of energy.

    This bag produces sling bullets imbued with a specific element. 5/Day you can produce a bullet that does an extra 1d6 Damage of either Fire, Cold, Electricity, Acid, or Sonic in addition to its normal damage.

    Prereqs: Craft Wonderous Item, Leomund's Secret Chest, Acid Splash, Ray of Frost, Electric Jolt, Burning Hands
    Cost to Create: 1,250gp, 100 XP, 3 Days

    Warforged Screwdriver
    Price: 1,500gp
    Body Slot: -- (Held)
    Caster Level: 3th
    Aura: Faint; (DC 17) transmuation
    Activation: -- and Standard (Command)
    Weight: 1/2 lb.

    This interesting tool used to repair Warforged has a small moonstone on the bottom of the grip.

    While using the Warforged Screwdriver you gain a +2 competence bonus on checks made to repair Warforged. This is a continuous effect as long as you hold it. In addition, the screwdriver has 3 charges, which are renewed each day at dawn. Spending one or more charges allows you to channel magic energy and repair damage with a touch.

    1 Charge: Repairs 2d8 points of damage
    2 Charges: Repairs 3d8 points of damage
    3 Charges: Repairs 4d8 points of damage

    Prereqs: Craft Wonderous Item, Repair moderate damage
    Cost to Create: 750gp, 60 XP, 1 day

    Exploding Caltrops
    Price: 1,000 gp
    Body Slot: — (Held)
    Caster Level: 3rd
    Aura: Faint; (DC 17) Evocation
    Activation: Standard
    Weight: 2 lb.

    This brown leather bag has several sharp points and has a few runes incribed upon it.

    This bag allows you to produce Exploding Caltrops. Exploding Caltrops function as normal ones until stepped on in which they explode dealing 1d6+1 Damage and speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. After the explotion the caltrops are gone. You can produce Exploding Caltrops 3/Day, after which the bag becomes inactive until the following day.

    Prereqs: Craft Wondrous Item, Burning Hands, Caltrops (Spell Compendium)
    Cost to Create: 500gp, 40 XP, 1 Day

    Sticky Caltrops
    Price: 1,000 gp
    Body Slot: — (Held)
    Caster Level: 3rd
    Aura: Faint; (DC 17) Transmutation
    Activation: Standard
    Weight: 2 lb.

    This brown leather bag has several sharp points and has a few runes incribed upon it. Caltrops are pulled out of the bag, but they're not normal ones. They are greenish and have a slight sticky feeling to them.

    This bag allows you to produce Sticky Caltrops. Sticky Caltrops look like normal ones until stepped on. When stepped on, the caltrops pierce and deal 1 point of damage and then turn into a very sticky adhesive. The adhesive inflicts a -1 penalty to AC and Reflex saves due to the added difficulty of moving around for 5 rounds. The normal half-speed movement penalty still applies and lasts for only 12 hours (because the wound isn't as bad as normal caltrops), or until the creature is successfully treated with a DC 13 Heal check, or until it receives at least 1 point of magical healing. You can produce Sticky Caltrops 3/Day after which the bag becomes inactive till the following day at dawn.

    Prereqs: Craft Wondrous Item, Web, Caltrops (Spell Compendium)
    Cost to Create: 500gp, 40 XP, 1 Day

    Flash Coin
    Price: 130 gp
    Body Slot: — (Held)
    Caster Level: 1st
    Aura: Faint; (DC 17) Evocation
    Activation: Standard
    Weight: —

    These appear to be ordinary looking copper, silver, or gold coins.

    These ordinary coins when thrown produce a deafening bang and a blinding flash of light. These have a range increment of 10ft and are thrown at an enemy as a ranged touch attack. The target must make a DC 15 Fortitude save or be Blinded for 1 round and Dazzled for 1d4-1 rounds after that; a successful save negates the blindness and you are dazzled for half the time. The target must also make a seperate DC 15 Fortitude save or be Deafened for 1 round; a successful save negates the effect.

    You can opt to turn off the loud bang by turning the coin a quarter turn clockwise until it clicks, to turn it back on, simply turn it back. You may also throw one in each had at a -3 Attack Penalty but increasing the DC by +2. These coins are destroyed after use. Any coin can be made into a flash coin but coppers are usually used as they are the least valuable; also you can make up to 5 in one day.

    Prereqs: Craft Wondrous Item, Pyrotechnics
    Cost to Create: 65gp (plus value of coin), 5 XP, 1 Day

    Gloves of Cantrip Battle
    Price: 2,500 gp
    Body Slot: Hands
    Caster Level: 3rd
    Aura: Faint; (DC 17) Transmutation
    Activation: Standard
    Weight: 1 lb.

    These brown leather gloves each have a rune inscribed upon the palm.

    These gloves allow you to launch items from the palm of your hand. At will as a standard action you can with the right glove launch a crossbow bolt as the Launch Bolt spell (Attacks like a Lt. Crossbow; Bolt does 1d8 Damage, 19-20/x2 Crit). At will as a standard action you can launch a fine sized item as the Launch Item spell with the left glove. And with both hands you can create one 5ft x 5ft square of caltrops as the Caltrops spell which lasts for 3 rounds at will.

    Prereqs: Craft Wondrous Item, Launch Item, Launch Item, Caltrops (All spells see the Spell Compendium)
    Cost to Create: 1,250gp, 100 XP, 3 Days

    Necklace of the Chorus
    Price: 1,600 gp
    Body Slot: Neck
    Caster Level: 3rd
    Aura: Faint; (DC 17) Illusion
    Activation: — and Swift
    Weight: —

    This crystal necklace has a music note etched into the jewel and vibrates in harmony when you are playing music.

    This necklace harmonizes with your music making it sound better and even continue the song with out you even playing. The harmonizing of the necklace gives you a +2 on any Perform skill. Whenever you are using a bardic music effect that requires concentration, the necklace can continue the song perfectly for up to 10 rounds or until you end it as a swift action or start another bardic music effect; all 10 rounds need not be in a row. The 10 rounds are restored each day at dawn.

    Prereqs: Craft Wondrous Item, Ghost Sound
    Cost to Create: 800gp, 64 XP, 1 Day

    Potpourri Flute
    Price: 1,900 gp
    Body Slot: — (Held)
    Caster Level: 3rd
    Aura: Faint; (DC 17) Divination
    Activation: — and See Text
    Weight: 1 lb.

    This traditional wooden flute looks like it has seen much travel, has an exotic sound, and when played glows.

    This wooden flute is a Masterwork Flute that has traveled all over the world with various bards. This flute gives a +3 Bonus on Bardic Knowledge checks because through out the travel, the flute has picked up many interesting bits of information. Also, due to its exotic sound, the flute gives a +3 bonus to Preform (Wind Instrument) Checks when it is played. This flute when played gives off light equal to a Light spell and can be surpressed at will.

    Prereqs: Craft Wondrous Item, Light, Prestidigitation , Ghost Sound
    Cost to Create: 900gp (plus 100gp for Masterwork Flute), 72 XP, 2 Days
    Note: This can be done to any instument and they all cost 1,900gp

    Sniping Monocle
    Price: 5,000gp
    Body Slot: Eyes
    Caster Level: 6th
    Aura: Moderate; (DC 19) Transmutation
    Activiation: — and Full-Round
    Weight: —

    This glass monocle has a black rim with tiny runes incribed upon the metal.

    This monocle when worn over the eye it shows a small crosshair to aim more accurately with ranged weapons. When using the monocle and a ranged weapon, you gain a +2 to the Attack Roll. Also, you can make sneak attacks at 45ft instead of 30ft. In addition 2/Day you can make a Sniping Shot as a Full-Round action which is a precision based shot that deals an extra +1d8 Damage and the critical threat range is increased by one for the attack. If you use the monocle in melee you take a -4 Attack Penalty.

    Prereqs: Craft Wondrous Item, True Strike
    Cost to Create: 2,500gp, 200 XP, 5 Days

    Thieves' Glove of Tools
    Price: 3,500 gp
    Body Slot: Hands
    Caster Level: 4th
    Aura: Faint; (DC 17) Transmutation
    Activation: Free; —; Standard
    Weight: 1 lb.

    These black gloves have tools embedded on the top of them so that they extend at the flick of the wrist as well as various runes incribed upon the tools.

    These gloves have Masterwork Thieves' Tools embedded in them and as a free action you can extend or contract them. In addition to providing the +2 Bonus for masterwork, the gloves provide an additional +2 compantence on Sleight of Hand, Disable Device, Open Lock, and Use Magic Device. To gain the skill bonuses you must have at least 1 rank in the skill to gain the bonus of that skill. In addition 1/Day you may cast Knock (CL 3rd).

    Prereqs: Craft Wondrous Item, Knock
    Cost to Create: 1,700gp (plus 100gp for Masterwork Thieves' Tools), 136 XP, 4 Days

    Wizard's Spectacles
    Price: 4,000 gp
    Body Slot: Eyes
    Caster Level: 3rd
    Aura: Faint; (DC 18) Divination
    Activation: Standard and —
    Weight: —

    These gold rimmed crystal glasses have runes incribed upon them.

    These glasses are worn usually by more wealthy wizards and magic users. These glasses allow you to cast Read Magic and Detect Magic at will, and 1/Day you can cast Identify. Also, these glasses give a +2 Bonus to Spellcraft and Knowledge (Arcana) checks.

    Prereqs: Craft Wonderous Item, Detect Magic, Read Magic, Identify
    Cost to Create: 2,000, 160 XP, 4 Days

    The Hexblade's Eyepatch
    Price: 3,000gp
    Body Slot: Face
    Caster Level: 5th
    Aura: Faint; (DC 17) Necromancy
    Activation: -- and Free
    Weight: --

    This leather eyepatch is completely black and has a single rune inscribed upon it.

    Despite the name, weaing the eyepatch has no negative impact on your eyesight as it appears completely transparent to you. Wearing the eyepatch gives you a +3 enchantment bonus on Intimidate Checks. If you are a Hexblade it is particularly useful to you. As a free action you can increase the DC of one of your Hexblade's curse by 2. This ability functions 2/Day.

    Prereqs: Craft Wondrous Item, Cause Fear
    Cost to Create: 1,500gp, 120 XP, 3 Days

    Glove of Rays
    Price: 7,500gp
    Body Slot: Hands
    Caster Level: 5th
    Aura: Moderate; (DC 19) evocation
    Activation: Standard (command)
    Weight: 1/2 lb.

    This leather glove has metal capped finger tips each inscribed with a rune corresponding to 5 elements.

    This leather glove can 5/Day create a ray of any of the five elements it has inscribed upon it. Each ray deals 1d8 damage of the corresponding element type. You can choose any of the five following elements: Fire, Cold, Electricity, Acid, Sonic, Light, Force, Darkness; which can not be changed after creation.

    Prereqs: Craft Wonderous Item, Ray of each element you put in it (i.e. Ray of Flame for Fire, Ray of Ice for Cold, etc.)
    Cost to Create: 3,750gp, 300 XP, 8 Days


    Magic Weapons
    Spoiler
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    Razor of Gloom
    Magic Missile Bat
    Golden Harp Bow

    Skiprock Dagger
    Price: 6,802 gp
    Caster Level: 7th
    Aura: Moderate; (DC 19) transmutation
    Activation: Swift (Command)
    Weight: 1 lb.

    This dagger has a very smooth polished blade that sometimes ricochets when thrown.

    Crafted by Halfling weaponsmiths, this knife functions +1 Dagger. In addition, 3 per day, you can make the dagger ricochet from one enemy to another when thrown (second target must be within 5ft of first), then return to you. You make another Attack roll at highest BAB with a -2 penalty for the second target. If you miss the first target it continues to the next target regardless.

    Prereqs: Craft Magic Arms and Armor, Returning Weapon (RoW 175)
    Cost to Create: 3,250gp (plus 302 for Masterwork Dagger), 260 XP, 7 Days

    Magic Stone Sling
    Price: 4,300gp
    Body Slot: -- (held)
    Caster Level: 1st
    Aura: Moderate; (DC 19) Transmutation
    Activation: Swift (Command)
    Weight: --

    This sling glows slightly and has a few magic runes inscribed upon the pouch.

    This sling can produce magic stones. This sling functions as a +1 Sling. 3/Day you can produce one magic stone that does 1d6+1 damage as the Magic Stone spell.

    Prereqs: Craft Magic Arms and Armor, Magic Stone
    Cost to Create: 2,000gp (plus 300gp for Masterwork Sling), 170 XP, 4 Days

    Greased Blade
    Price: 8,315gp
    Body Slot: -- (held)
    Caster Level: 6th
    Aura: Moderate; (DC 18) conjuration
    Activation: See Text
    Weight: 2 lb.

    This short sword is greased and can be wielded with lightning speed, sometimes catching foes off guard.

    This sword functions as a +1 Short Sword with some interesting other properties. Due to the grease the blade can be drawn faster than normal, drawing the blade is a free action. 1/Day the wielder of the blade can cast Grease as the spell (CL 4th) as a standard action. Also, 1/Day you can make a Lightning Draw; in which you draw the blade and attack so fast that you catch the foe off guard, denying the foe its Dex to AC.

    Prereq: Craft Arms & Armor, Grease
    Cost to Create: 4,000gp (plus 315 for a Masterwork Shortsword), 320 XP, 8 Days

    Lightning Halberd
    Price: 20,310
    Body Slot: -- (Held)
    Caster Level: 5th
    Aura: Moderate; (DC 19) evocation
    Activation: Standard
    Weight: 12 lbs.

    This masterwork halberd has a blue tinged blade as well as a shappire crackling with electricity on the pommel.

    This Halberd fuctions as a +1 Shocking Halberd. In addition it has some more powers that can be used a certain number of times per day. 1/Day the halberd can fire a bolt of lightning as Lightning Bolt the spell (CL 5th). Also, 3/Day the halberd can cast Shocking Grasp (CL 5th).

    Prereqs: Craft Magic Arms & Armor, Lightning Bolt, Shocking Grasp
    Cost to Create: 10,000gp (plus 310 for masterwork halberd), 800 XP, 20 Days

    Dissonant Rapier
    Price: 5,500gp
    Body Slot: -- (held)
    Caster Level: 5th
    Aura: Faint; (DC 17) Evocation
    Activation: Standard
    Weight: 2 lbs.

    This finely crafted rapier has a music notes etched along the blade in a song. The notes start out clearly cut but get more jagged and misshapen the further along the blade.

    This rapier functions as a +1 Rapier with an additional power. Once per encounter, this rapier can produce a ear splitting chord that eminates from the blade in a 10ft burst. All creatures (within a 10ft radius) caught in the blast take 2d6 Sonic Damage and must make a DC 15 Fort save or be deafened for 1 round.

    Prereqs: Craft Magic Arms & Armor, Dissonant Chord
    Cost to Create: 2,750gp, 220 XP, 5 Days


    Magic Armor & Shields


    Classes [Base/PrC's]
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    Still Under Construction

    PrC's
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    The Sledgehammer

    Pinball Charger
    Spoiler
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    PINBALL CHARGER

    "Just wait 'till I get rollin'." - Smash, Warforged Pinball

    Your a crazy warrior who threw away weapons in favor of just slamming into your opponents with your armor. You tumble around hitting people and running them over. Some powerful pinball chargers can even hit two people in the same charge.

    BECOMING A PINBALL CHARGER
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    To qualify to become a Pinball Charger, a character must fulfill all the following criteria:
    Base Attack Bonus: +5
    Skills: Tumble 4 Ranks, Jump 6 Ranks
    Feats: Powerful Charge, Power Attack
    Proficiency: Must be proficient in Medium or Heavy Armor
    Special: Must be tought the pinball charge from another Pinball Charger


    Class Skills
    Pinball Charger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Tumble (Dex), Swim (Str)
    Skills Points at Each Level : 2 + Int Mod

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities                     Slam Damage
    1. +1    +2     +2     +0    Pinball Charge, Rolling Armor     1d6
    2. +2    +3     +3     +0    Steel Pinball +1, Heavy Ball      1d6
    3. +3    +3     +3     +1    Spin Ball, Roll Over              1d10
    4. +4    +4     +4     +1    Steel Pinball +2, Cannon Ball     1d10
    5. +5    +4     +4     +1    Bumper Hit                        2d6
    Weapon Proficiencies: The Pinball Charger gains proficiency in their slam but no new armor proficiencies.

    Slam (Ex): The Pinball Charger uses themself as a weapon, slamming in to their enemies, although they still need some steel to slam with. You gain a slam attack with damage equal to the chart that deals bludgeoning damage and threatens a critical on a 20/x2. The slam only works if you are wearing Medium or Heavy Armor. If armor spikes are used, the damage is increased by one die and it does Piercing & Bludgeoning damage.
    • Note: Anytime you use a feat or other ability that uses an Armor Spike attack, you may use your slam attack (and damage) instead; Ex. Blood Spiked Charger.


    Pinball Charge (Ex): The Pinball Charger's signature move, the pinball charge. By tumbling, jumping, and then slamming into your opponent is where it got its name. By making a DC 15 Tumble Check you can roll and try to slam into your opponent dealing your slam damage plus your strength mod. You still must make a normal attack to deal damage. Also, you gain a +4 to AC to all AoO's made against you while charging.

    Rolling Armor (Ex): The Pinball Charger practices in his armor and refines his technique to make the best of the armor. When making a pinball charge, you may ignore the movement penalty from Medium or Heavy Armor. Also, the Armor Check penalty for Tumble and Jump is reduced by half, rounded up.

    Steel Pinball (Ex): The Pinball Charger uses the armor to get the best cover from attacks. The AC bonus from all Medium and Heavy Armor is increased by +1. It is increased to +2 at 4th Level.

    Heavy Ball (Ex): The Pinball Charger uses the weight of his armor to cause the most damage. When making a pinball charge, you add 2x your strength mod to damage. Also, if you use power attack, the return is now 1:2 for BAB spent to Damage bonus.

    Spin Ball (Ex): The Pinball Charger can roll around and change the direction of his charge to hit any opponent. While making a Pinball Charge, you can attempt a DC 17 Tumble Check to make one direction change during a charge. You still must have a line of sight to your enemy to charge.

    Roll Over (Ex): The Pinball Charger can just run over people, leaving them in the dust. When making a Pinball Charge you are treated if having the Improved Overrun feat if you succeed on a DC 18 Tumble Check.

    Cannon Ball (Ex): The Pinball Charger can leap into the air and come crashing down on his enemies dealing massive damage. When making a Pinball Charge, a Pinball Charger must make a Jump check equal to the AC of his target. If the check succeeds, the Pinball Charger deals twice the damage. Extra dice from enchantments, etc. are not doubled.

    Bumper Hit (Ex): The Pinball Charger can hit one enemy, then bounce off and slam into another, both with rolling fury. A Pinball Charger may attack two opponets in the same Pinball charge, provided that they are no more than 15ft apart and you still have movement left. This requires a DC 20 Tumble check and the second attack suffers a -5 penalty.

    PLAYING A PINBALL CHARGER
    You are a charger. You are all about trying to do the most damage with one roll.
    Combat: First action: Charge. Second action: Charge. Repeat as needed.
    Advancement: Many Pinball Chargers go on to try to become better and more powerful warriors. Others go on to teach the Pinball Charge to inspiring young fighters.
    Resources: Pinball Chargers can get resources from anywhere.

    PINBALL CHARGERS IN THE WORLD
    "That warforged is crazy. He just ran and rolled right into the orc!"
    People view you as crazy, insane, or sucidal even. Others actually are interested by your bizarre fighting style.
    Daily Life: Your typical day is that like anyother warrior, although your training is vastly different.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: There are no real organization to Pinball Chargers, however Pinball Chargers are glad to help fellow Pinball Chargers on their quests and such.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    PINBALL CHARGERS IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.




    Creatures [Races, Monsters, Templates]
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    Still Under Construction

    Moogle
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    Moogles are clever folk who are able to handle any tool with ease. Their curiosity is only matched by their mischievousnesses. Moogles delight in surprising humans, and their jobs highlight their special talents. Their dexterity makes them the perfect candidates for jobs requiring delicate work.
    Physical Description: Moogles stand on two legs. Their body is covered with short white fur (though some Moogles have changed the color through Magic or other means) with small red bat-like wings, the also have an antenna with a Pom-Pom (or Bon-Bon) at the end of it. They also have bunny-like ears and whiskers. They are about 3-4ft tall and weigh around 35-40 lbs.
    Personality: Moogles are delightful creatures and friendly. They enjoy building and creating stuff as well as selling them. Moogles are natural merchants. They are very curious and sometimes mischievous creatures as well.
    Alignment: Moogles tend to be either Neutral or Good. Moogles usually have their own agenda (chaotic trait), but they do follow rules of their trade and strive to get things done by their due date (lawful trait). Moogles can be either Chaotic or Lawful. Nearly all Moolges (99.99%) are not evil, or will be.
    Language: Moogles speak a language called Moogle and it uses the common script. Almost all Moogles learn Common and sometimes Dwarven or Gnome for their books on crafting. The Moogle language consists of hand gestures, etc. as well as the word Kupo. All Moogles when speaking will say Kupo, usually at the end of sentences or as an exclamatory word.

    Moogle Racial Traits

    Small Fey
    Abilities: -2 Str, -2 Con, +2 Dex, +2 Int: Moogles are nimble and very smart but not as hardy as other races
    Small: As a small creature they gave +1 AC, +1 Attack Rolls and a +4 Hide, but they use smaller weapons and can only carry 3/4 of what a medium character could.
    Base Land Speed: 20ft
    Low Light Vision: Moogles can see twice as far as a human in low light
    Skills: +2 Racial bonus on Preform, Craft, and Appraise: Moogles are natural performers as well as master craftsmen.
    Saves: +1 on saves vs. Spells and Spell-like abilities
    Spell-like Abilities: 1/day - Dancing lights, Mage Hand, Prestidigitation CL 1st; Moogles have a knack for magic and mischief
    Tool Master: A moogle is so good with tools that it can use improvised tools at no penalty, and regular tools provide a +1 bonus, while Masterwork is still +2 bonus.
    Wings: The Moogle's wings are too weak to fly and don't serve much purpose except for decoration. A Moogle can train (a feat) to use his/her wings to a certain extent.
    Pom-Pom: The Pom-Pom (or Bon-Bon) gives no bonuses/penalties.
    Weapon Proficiency: Moogles treat a Mog Sword (and any another Mog weapon) as a Martial Weapon rather than Exotic.
    Automatic Languages: Common and Moogle. Bonus Languages: Elven, Dwarven, Gnome, Halfling, Draconic. Moogles learn the language of their customers.
    Favored Class: Bard, Wizard, or Artificer (PC chooses one at creation)


    Moogle Extras [Items, Feats, etc]
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    Strong Mog Wings
    Prereqs: Con 13, Moogle Wings
    Bonus: This allows a Moogle to glide with their wings. For every 10ft of descent they can glide 5ft. It also allows Moogle's to use a Feather Fall-like effect 1+Con mod/day and gives a +4 Bonus on Jump Checks.

    Black Mage*
    Prereqs: Int 13, Moogle
    Bonus: This allows the moogle to pick one of the following Spell-like abilities for 1/day: Fire, Blizzard, or Lightning. CL = Moogle Lvl and each has a range of (25ft +5/CL), is instantaneous, and has no save.
    Fire: Fire deals 1d8 Fire Damage every 4 Levels to one creature
    Blizzard: Blizzard deals 1d8 Cold Damage every 4 Levels to one creature
    Lightning: Lightning deals 1d8 Electricity Damage every 4 Levels to one creature

    White Mage*
    Prereqs: Wis 13, Moogle
    Bonus: This allows the moogle to pick one of the following Spell-Like abilities for 1/day: Cure, Shell, Protect. CL = Moogle Lvl.
    Cure: Cures 1d8 Damage every 4 levels to one creature
    Shell: Provides a +1 bonus on saves vs. Spells and Spell-like abilities for 1min, this increases +1 every 4 levels
    Protect: Provides +1 AC for 1min, this increases +1 every 4 levels

    *This feat can be taken multiple times, each time applying to a different spell

    Mog Sword
    Exotic Light Weapon
    Cost: 30gp
    Weight: 3 lbs
    Damage: 1d6 Slashing or Piercing
    Critical: 18-20/x2
    Range: 10ft
    Description: This is a finely crafted sword that is as deadly as it is elegant

    This sword has a very sharp edge and therefor has a greater critical threat range. It is also quite light and can be thrown a short distance. This is a Finessable Weapon.



    Undead Mods [Monsters & Templates]
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    Boneweapon Skeleton/Zombie
    Medium Undead
    HD 2d12+3 (16)6 squares); Can't Run
    Init: -1
    AC 11 (-1 Dex, +2 Natural) touch 9, flat-footed 11
    BAB +1; Grp +2
    Attack Bonespike +4 melee (1d8+2 Piercing) or Slam +3 melee (1d6+2)
    (damage, critical range/critical multiplier + additional damage)
    Full-Attack Bonespike +4 melee (1d8+2 Piercing) or Slam +3 melee (1d6+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks --
    Special Qualities Single Actions Only, DR 5/Slashing, Darkvision 60ft, Undead Traits
    Saves Fort +0 Ref -1 Will +3
    Abilities Str 14, Dex 8, Con --, Int --, Wis 10, Cha 1
    Skills --
    Feats Toughness, Weapon Focus (Bonespike)
    Environment Any
    Organization Any
    Challenge Rating 1?
    Treasure None
    Alignment Always NE or that of the controller
    Advancement None

    A gaunt, greyish, zombie stands before you with one of its arms whittled away in to a bony, bloody spike.

    A Bone weapon zombie/skeleton is a zombie whose arms have been turned into leathal weapons. Commonly in the shape of a spear point, short sword, or club, these zombies hit harder than there normal counter parts and deal more damage. The bone weapon usually takes up the entire arm and the bone is whittled away into the weapon. The weapons are still crude versions but all the random nicks and spikes make them all the more deadly. These are some of the first mods a new necromancer adds to his undead.

    Creating a Boneweapon Zombie/Skeleton
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    Boneweapon Zombie/Skeleton is an acquired template that can be added to any zombie/skeleton. A Boneweapon Zombie/Skeleton has all the orginal traits and gains the following changes:

    Attacks: A Boneweapon Zombie/Skeleton has one of its arms sculpted into a bone weapon. The bone weapon is a natural weapon which is either a Bonespike (Piercing), Bonesword (Slashing), or Boneclub (Bludgeoning). The bone weapon deals damage depending on the weapon zombie's size. The boneweapon can not hold anything.
    {table=head]Size|Damage
    Fine|1d2
    Diminutive|1d3
    Tiny|1d4
    Small|1d6
    Medium|1d8
    Large|2d6
    Huge|2d8
    Gargantuan|4d6
    Colossal|4d8
    [/table]
    Abilites: A boneweapon zombie/skeleton's strength increases by +2; all other scores remain the same.
    Feats: A boneweapon zombie/skeleton gains Weapon Focus with its bone weapon as a bonus feat.


    Claw Zombie
    Medium Undead
    HD 2HD12+3 (16 HP)
    Speed 30ft. (6 squares; can't run)
    Init: -1
    AC 11 (-1 Dex, +2 Natural) touch 9, flat-footed 11
    (AC DETAILS)
    BAB +1; Grp +2
    Attack Claw +2 melee (1d4+1) or Slam +2 (1d6+1)
    (damage, critical range/critical multiplier + additional damage)
    Full-Attack Slam +2 (1d6+1) and 2 Claws -3 (1d4)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Full-Hit
    Special Qualities Single-actions only, DR 5/Slashing, Darkvision 60ft, Undeat Traits
    Saves Fort +0 Ref -1 Will +3
    Abilities Str 12, Dex 8, Con --, Int --, Wis 10, Cha 1
    Skills --
    Feats Toughness
    Environment Any
    Organization Any
    Challenge Rating 1/2
    Treasure None
    Alignment Always NE or that of controller
    Advancement None

    A zombified greyish figure stands before you with rotting flesh and two bony claws.

    Full-Hit (Ex): A Claw zombie may attack with both its claws and slam with a full-round action where it can not move, not even a 5ft step. This over-rides the single actions only ability.

    Another basic mod for a zombie, the claw zombie gains bony claws where its hands should be. The skin is cut away, the hand bones slightly enlarged, and then sharpened to add leathality. While still not all that dangerous, these zombies can latch on to you and claw and slam you at the same time, although usually missing the slam. What's dangerous about these zombies are the ones that are moded further and into much more deadly versions.

    Creating a Claw Zombie
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    Claw Zombie
    Claw zombie is an acquired template that can be added to any zombie. A Claw zombie has all the normal zombie traits and gains the following changes:
    Attacks: A Claw zombie has its hands exposed and sharpened into claws. These claws deal damage based on the zombie's size.
    {table=head]Size|Damage
    Fine| 1
    Diminutive| 1
    Tiny| 1d2
    Small| 1d3
    Medium| 1d4
    Large| 1d6
    Huge| 1d8
    Gargantuan| 2d6
    Colossal| 2d8
    [/table]
    Special Attacks: A Claw zombie gains the following ability:
    Full-Hit (Ex): A Claw zombie may attack with both its claws and slam with a full-round action where it can not move, not even a 5ft step. This over-rides the single actions only ability.

    Metal Claw Zombie
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    The metal claw zombie is one of the first but weakest mods to a claw zombie. A metalclaw zombie has its bone claws replaced with metal, usually with Iron, Silver, or Cold Iron. The metal claws add to the strength of the zombie, allowing it to do a slight bit more damage with its claws. The metal can be enchanted like normal weapons and sometimes allows for a nasty surprise when the zombie's claws are flaming.

    Creating a Metalclaw Zombie:
    Metalclaw zombie is an acquired template that can be added to the claw zombie. A metalclaw zombie has all the normal claw zombie traits and gains the following changes:
    Attacks: A Metalclaw zombie has its claws replaces with metal ones of the same size that are connected by fusing the claws to the bone stumps and arms. It deals normal claw damage but gains the traits of the metal it is made from. Treat as two manufactured light weapons that cost 25gp + price of metal to create.
    Abilities: A Metalclaw zombie's strength increases by +2; all other abilities remain the same.

    Razorclaw Zombie
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    The razorclaw zombie is a deadly mod of the claw zombie. Much more nimble than a standard zombie, they can move and attack at the same time but still can't run. The bone claws have been sharpened and filed into vicious weapons and the zombie is capable of drawing more blood with a critical strike. These zombies have increased strength and dexterity which only makes them even more of a threat. Lastly, if a razor claw zombie hits with both of its claws, it can rip and rend the flesh for even more damage.

    Creating a Razorclaw Zombie:
    Razorclaw zombie is an acquired template that can be added to the claw zombie. A razorclaw zombie has all the normal claw zombie traits and gains the following changes:
    Special Attacks: A razorclaw zombie gains the following special attack:
    Rend (Ex): A razorclaw zombie that hits with both its claw attacks deals extra damage equal to its claw attack plus twice its strength modifier.
    Special Qualities: A razorclaw zombie gains the following special qualities:
    Mobile (Ex): A razorclaw zombie can move and attack in the same round but still can not run.
    Abilities: A razorclaw zombie's strength increases by +2 and its dexterity increases by +2; all other abilities remain the same.
    Feats: A razorclaw zombie gains Improved Critical (Claw) as a bonus feat.


    Grenadier Zombie
    Medium Undead
    HD 2HD12+3 (16 Hp)
    Speed 30ft. (6 squares; can't run)
    Init: +1
    AC 14 (+1 Dex, +2 Natural, +1 Armor) touch 11, flat-footed 13
    BAB +1; Grp +2
    Attack Slam +2 melee (1d6+1) or Alchemist Fire (x4) +3 ranged
    Full-Attack Slam +2 melee (1d6+1) or Alchemist Fire (x4) +3
    Space 5 ft.; Reach 5 ft.
    Special Attacks --
    Special Qualities Single Actions Only, DR 5/Slashing, Darkvision 60ft., Undead Traits, Explosive
    Saves Fort +0 Ref +1 Will +3
    Abilities Str 12, Dex 12, Con --, Int --, Wis 10, Cha 1
    Skills --
    Feats Toughness, Grenadier (+1 Att/Dmg with splash weapons)
    Environment Any
    Organization Any
    Challenge Rating 1
    Treasure Remaining Ammo
    Alignment Always NE or that of the controller
    Advancement None

    A zombie wearing torn and battered leather armor strapped with various bottles hurls something at you.

    Explosive: The bottles in the harness are easy to break, especially when the zombie attacks or is attacked. If the zombie is hit with any physical damage, there is a 50% chance of one of the bottles breaking dealing 1d6 fire damage to the zombie and the attacker if in melee. If the zombie makes a successful hit, there is another 50% chance of a bottle breaking.

    Creating a Grenadie Zombie
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    Grenadier Zombie is an acquired template that can be added to any zombie. A Grenadier Zombie has all the normal zombie traits and gains the following changes:
    Armor Class: A Grenadier zombie wears a leather armor harness for its "grenades" which are usually Alchemist Fire, Frost, or Acid. The leather armor harness gives a +1 Armor bonus to AC.
    Special Qualities: A Grenadier zombie has the following ability:
    Explosive: The bottles in the harness are easy to break, especially when the zombie attacks or is attacked. If the zombie is hit with any physical damage, there is a 50% chance of one of the bottles breaking dealing the splash weapon damage to the zombie and the attacker if in melee. If the zombie makes a successful hit, there is another 50% chance of a bottle breaking.
    Abilities: A Grenadier zombie's Dexterity increases by +4; all other abilities remain the same.
    Feats: A Grenadier zombie gains the Grenadier feat (PHBII) as a bonus feat.

    Creating an Improved Grenadier Zombie
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    Improved Grenadier Zombie is an acquired template that can be added to any zombie. An Improved Grenadier Zombie has all the normal zombie traits and gains the following changes (does not stack with Grenadier template):
    Armor Class: An Improved Grenadier zombie wears a leather armor harness for its "grenades" which are usually Alchemist Fire, Frost, or Acid. The leather armor harness gives a +2 Armor bonus to AC.
    Special Qualities: An Improved Grenadier zombie has the following qualities:
    Explosive: The bottles in the harness are easy to break, especially when the zombie attacks or is attacked. If the zombie is hit with any physical damage, there is a 50% chance of one of the bottles breaking dealing the splash weapon damage to the attacker. If the zombie makes a successful hit, there is a 75% chance of a bottle breaking.
    Hurl (Ex): An Improved Grenadier zombie's arms are enhanced to throw the splash weapons further than normal with better accuracy. The range increment for all splash weapons increase by 5ft.
    Resistance: Fire 5, Cold 5
    Abilities: An Improved Grenadier zombie's Dexterity increases by +6; all other abilities remain the same.
    Feats: An Improved Grenadier zombie gains the Grenadier feat (PHBII) and Weapon Focus (Splash weapons) as bonus feats.

    Blackbomb Zombie/Skeleton
    Medium Undead
    HD 2d12+3 (16 HP)
    Speed 30ft. (6 squares)
    Init: -1
    AC 13 (-1 Dex, +4 Natural) touch 9, flat-footed 13
    BAB +1; Grp +2
    Attack Slam +2 melee (1d6+1)
    Full-Attack Slam +2 melee (1d6+1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Implode, Bonzi
    Special Qualities Single Actions Only, Darkvision 60ft, DR 5/Slashing, Undead Traits, Sprint
    Saves Fort +0 Ref -1 Will +3
    Abilities Str 12, Dex 8, Con --, Int --, Wis 10, Cha 1
    Skills --
    Feats Toughness
    Environment Any
    Organization Any
    Challenge Rating 1
    Treasure None
    Alignment Always NE or that of the controller
    Advancement None

    A zombie just charges right at you. Running at a speed unnatural for a zombie, it explodes in a burst of negative energy.

    Implode (Ex): A Blackbomb Zombie courses with stores of negative energy. This energy is released all at once when the zombie dies. The burst of energy deals 2d8+2 negative energy damage in a 10ft burst. A DC 12 Reflex save halves the damage.

    Bonzi (Ex): A Blackbomb Zombie charges and slams into you, detonating on impact. A Blackbomb Zombie can charge and explode at the end of the charge dealing slam damage plus Implode damage. The Zombie gains an additional +1 to the attack roll to hit.

    Sprint (Ex): A Blackbomb Zombie moves with unnatural speed for a zombie and can run. A Blackbomb Zombie can run and move up to double its speed during a charge. It can still only take one action per turn.

    Creating a Blackbomb Zombie/Skeleton
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    Blackbomb Zombie/Skeleton is an acquired template that can be added to any zombie. It takes an additional 25gp of Black Onyx to create a Blackbomb because the extra negative energy needs to be stored. A Blackbomb Zombie/Skeleton retains the orginal Undead traits and gains the following changes:
    Speed: A Blackbomb Zombie can now run.
    Armor Class: A Blackbomb Zombie/Skeleton's natural armor increases by +2.
    Special Attacks: A Blackbomb Zombie/Skeleton gains the following abilities:
    Implode (Ex): A Blackbomb Zombie/Skeleton flows with stores of negative energy. This energy is released all at once when the zombie/skeleton dies. The burst of energy deals HDd8+HD negative energy damage in a 10ft burst. A DC (10 + Zombie's HD) Reflex save halves the damage.
    Bonzi (Ex): A Blackbomb Zombie/Skeleton charges and slams into you, detonating on impact. A Blackbomb Zombie/Skeleton can charge and explode at the end of the charge dealing slam damage plus Implode damage. It gains an additional +1 to the attack roll to hit.
    Special Qualities: A Blackbomb Zombie gains the following ability:
    Sprint (Ex): A Blackbomb Zombie moves with unnatural speed for a zombie and can run. A Blackbomb Zombie can run and move up to double its speed during a charge.


    Last edited by watsyurname529; 2009-10-22 at 04:16 PM.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    I'll be peeking at it :D
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    Default Re: Wats' Wonderful Homebrews [3.5]

    For some reason the words "Flaming Caltrops" had me LOLing. I don't know exactly why, but I had to stop in my review process right then and there and type this.
    Best homebrew:
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    Default Re: Wats' Wonderful Homebrews [3.5]

    Well, I'm still going through it, but it looks like the Gloves of Kobold Thievery are underpriced - I made it 2,200gp by the table for estimating custom item prices. I'd reword the Flash Coins as 'they may be thrown at a target as a ranged touch attack, inflicting blindness for one round and dazzling the target for d4 rounds.' The current 'when thrown you must make a Fortitude Save' is problematic - at the moment it could be read to mean that this is some kind of uber-coin of awesome and affects everyone in the multiverse!

    Flaming and Exploding caltrops sound quite entertaining, although they may set a dangerous precedent - Vorpal caltrops anyone?

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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by lesser_minion View Post
    Well, I'm still going through it, but it looks like the Gloves of Kobold Thievery are underpriced - I made it 2,200gp by the table for estimating custom item prices. I'd reword the Flash Coins as 'they may be thrown at a target as a ranged touch attack, inflicting blindness for one round and dazzling the target for d4 rounds.' The current 'when thrown you must make a Fortitude Save' is problematic - at the moment it could be read to mean that this is some kind of uber-coin of awesome and affects everyone in the multiverse!

    Flaming and Exploding caltrops sound quite entertaining, although they may set a dangerous precedent - Vorpal caltrops anyone?
    I used the formula for skills in the DMG using Skill Bonus Squared x 100gp. So thats 4(2^2 x100) which equals 1,600gp. Also there's the requirement that you need ranks in the skills to get the bonuses which should reduce the price slightly.

    I'll make those edits to the Flash Coin. That will make it easier to understand. Thanks.

    I enjoyed creating the Flaming/Exploding caltrops. I'll probably be creating more interesting ones later.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by watsyurname529
    I used the formula for skills in the DMG using Skill Bonus Squared x 100gp. So thats 4(2^2 x100) which equals 1,600gp. Also there's the requirement that you need ranks in the skills to get the bonuses which should reduce the price slightly.
    That's right, but the guidelines also have (it's hidden away in a little box on the opposite page, I think) a rule that says that you add 50% to the price of each ability after the first on an item that takes up a body slot, because it's more valuable - that adds 600gp.

    With respect to the requirement to have a skill to gain a buff to it, I don't think I'd award a discount. Small skill buff items aren't a great choice for characters without the appropriate skills anyway. IIRC, the guideline for discounting items based on requirements was if the item was seriously dependent on the skill check - Crystal Balls were dependent on Scry (when it existed) when that guideline was written. The thing about discounts for items with requirements is broken in some senses anyway (getting a discount on your magic item whilst making it useless to anyone who steals it, for example)

    The Wizard's Glasses should cost an extra 4000gp+0xp to create for the material components used in casting identify 2/day. It also has the price increase for multiple-ability items which take up an item slot.
    Last edited by lesser_minion; 2009-01-29 at 08:19 PM.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    Interesting items. I haven't had a chance to really look them over though.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by lesser_minion View Post
    That's right, but the guidelines also have (it's hidden away in a little box on the opposite page, I think) a rule that says that you add 50% to the price of each ability after the first on an item that takes up a body slot, because it's more valuable - that adds 600gp.
    800, actually. Bringing the total up to 2400, not 2200.
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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by lesser_minion View Post
    That's right, but the guidelines also have (it's hidden away in a little box on the opposite page, I think) a rule that says that you add 50% to the price of each ability after the first on an item that takes up a body slot, because it's more valuable - that adds 600gp.

    With respect to the requirement to have a skill to gain a buff to it, I don't think I'd award a discount. Small skill buff items aren't a great choice for characters without the appropriate skills anyway. IIRC, the guideline for discounting items based on requirements was if the item was seriously dependent on the skill check - Crystal Balls were dependent on Scry (when it existed) when that guideline was written. The thing about discounts for items with requirements is broken in some senses anyway (getting a discount on your magic item whilst making it useless to anyone who steals it, for example)
    Ah. Well that explains it. I upped the price to 2,250gp. It's a little off mainly because of it's just small skill bonuses. I do see your points on the discounted price. Thank you for pointing that out.

    Also thanks for the edit critique on the Wizard's Spectacles. I'll add in the price for creation.

    Anyway, I posted some content in the Races/Monsters/Templates section. I posted my Moogle and started transferring my Undead Mods, begining with the Boneweapon Zombie/Skeleton.
    Last edited by watsyurname529; 2009-01-29 at 08:25 PM.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by Draz74 View Post
    800, actually. Bringing the total up to 2400, not 2200.
    Really? I read it as each additional ability you add to something. It seems a bit unreasonable to pay 12000gp to fuse two stat-buff items (at 4k each!)

    The Warforged screwdriver is quite entertaining, but it could be a bit overpowered (acquired at 4th level - 6d8hp healing is a lot). I'm not a Warforged expert though.

    The multi-ability pricing applies to a few more items as well.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by lesser_minion View Post
    Really? I read it as each additional ability you add to something. It seems a bit unreasonable to pay 12000gp to fuse two stat-buff items (at 4k each!)

    The Warforged screwdriver is quite entertaining, but it could be a bit overpowered (acquired at 4th level - 6d8hp healing is a lot). I'm not a Warforged expert though.

    The multi-ability pricing applies to a few more items as well.
    I'll check through the prices and edit them accordingly. The Warforged Screwdriver is based of the Healing Belt in the MIC which does the same thing but heals creatures and damages zombies. The Healing Belt costs only 750gp. So I upped the price a bit to make it probably a little more balanced, but still close. I'm glad you like it. My warforged sure like it, alot.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by lesser_minion View Post
    Really? I read it as each additional ability you add to something. It seems a bit unreasonable to pay 12000gp to fuse two stat-buff items (at 4k each!)
    I'm ... not understanding your thought process. How did I say a two-stat-buff item would be 12k? 1600 * 1.5 = 2400.

    An amulet that gave both +2 Constitution and +2 Wisdom would, indeed, cost less than 12k. It would cost 10k. (Although Wats is using Magic Item Compendium, which changed this rule ... so said amulet would only be 8k ...)

    Every ability of an item except its most expensive ability costs 1.5x what it would cost by itself.

    Quote Originally Posted by watsyurname529 View Post
    I'll check through the prices and edit them accordingly. The Warforged Screwdriver is based of the Healing Belt in the MIC which does the same thing but heals creatures and damages zombies. The Healing Belt costs only 750gp. So I upped the price a bit to make it probably a little more balanced, but still close. I'm glad you like it. My warforged sure like it, alot.
    People have been known to call the Healing Belt overpowered. It's certainly not a game-breaker, and I use it; but it might be better priced at 1000 itself. Plus, it uses a body slot. Your screwdriver does not. The standard guideline for making a body-slot effect slotless is x2 cost. Of course, yours also doesn't have the marginal use of damaging undead. I think 1500 would be a fair compromise for the Screwdriver.
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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by Draz74
    Every ability of an item except its most expensive ability costs 1.5x what it would cost by itself.
    We seem to be in agreement there. There were four abilities, three of which went up 50%, and every ability was 400gp. That adds up to 2200gp, not 2400. The example fused stat-buff item was mainly there because I was worried that I'd end up paying ridiculous amounts of money for an item I usually give my characters for uniqueness reasons. (the main custom item I request is always that sort of thing)
    Last edited by lesser_minion; 2009-01-29 at 09:04 PM.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    I know the debate over the healing belt. I don't think it's that bad of an item. I've never had problems with it though. Anyway, I did not take into account the slot-less part of the Warforged Screwdriver. I shall edit the price accordingly.

    Thanks for the nitpicking help! I'm glad you like all the stuff and are willing to help.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    Here is my first custom item to be new on this thread! I'm having a slight difficulty determining price because I have nothing really to base it off of.

    Sticky Caltrops
    Price: 1,000 gp
    Body Slot: — (Held)
    Caster Level: 3rd
    Aura: Faint; (DC 17) Transmutation
    Activation: Standard
    Weight: 2 lb.

    This brown leather bag has several sharp points and has a few runes incribed upon it. Caltrops are pulled out of the bag, but they're not normal ones. They are greenish and have a slight sticky feeling to them.

    This bag allows you to produce Sticky Caltrops. Sticky Caltrops look like normal ones until stepped on. When stepped on, the caltrops pierce and deal 1 point of damage and then turn into a very sticky adhesive. The adhesive inflicts a -1 penalty to AC and Reflex saves due to the added difficulty of moving around for 5 rounds. The normal half-speed movement penalty still applies and lasts for only 12 hours (because the wound isn't as bad as normal caltrops), or until the creature is successfully treated with a DC 13 Heal check, or until it receives at least 1 point of magical healing. You can produce Sticky Caltrops 3/Day after which the bag becomes inactive till the following day at dawn.

    Prereqs: Craft Wondrous Item, Web, Caltrops (Spell Compendium)
    Cost to Create: 500gp, 40 XP, 1 Day
    Last edited by watsyurname529; 2009-01-31 at 03:58 PM.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    @lesser_minion: OK, I got confused. I was just going off of this:

    Quote Originally Posted by watsyurname529 View Post
    I used the formula for skills in the DMG using Skill Bonus Squared x 100gp. So thats 4(2^2 x100) which equals 1,600gp.
    I thought that's what you were multiplying by 1.5.
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    Default Re: Wats' Wonderful Homebrews [3.5]

    I'm also going to be doing quite a few quick, simple, easy access 3-5 Level PrC's for more customization of characters without complicated multiclassing and high levels. Here is my first idea, a 3 Level Blunt weapon specialist; Any thoughts?

    SLEDGEHAMMER

    "It's hammer time!"

    A Sledgehammer is a blunt weapon specialist. They are brutal fighters who favor warhammers and maces over blades and spears. They focus on dealing high damage and crushing their opponents with great strength. Some of their attacks leave enemies dazed and thrown back.

    Requirements
    To qualify to become a Sledgehammer, you must fulfill all the following criteria.
    Base Attack Bonus: +5
    Feats: Power Attack, Weapon Focus (Any melee Bludgeoning)

    Class Skills
    The Sledgehammer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Indimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str)
    Skills Points at Each Level : 2 + Int Mod

    Hit Dice: d10

    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Bludgeoning Specialist, Breakin' Things

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Hammer Time, Momentum

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Blunt Trama[/table]

    Weapon Proficiencies: A Sledgehammer gains no new proficiencies.

    Bludgeoning Specialist (Ex): A Sledgehammer starts by focusing on the use of blunt weapons, such as the warhammer or mace. A Sledgehammer gains Weapon Specialization with the weapon he has Weapon Focus with as a bonus feat.

    Breakin' Things (Ex): A Sledgehammer is an expert in breaking objects with their hammers and maces. A Sledgehammer ignores half the hardness of an object.

    Hammer Time (Ex): A Sledgehammer learns to use the mass and weight of blunt weapons to gain greater momentum and cause more damage. A Sledgehammer gains an additional +2 to Attack and Damage on a charge.

    Momentum (Ex): A Sledgehammer has tremendous momentum in their swings and become harder and harder to stop once they've started. For each successful hit, the Sledgehammer gains a +1 Attack/Damage. The bonus can not exceed your BAB. If you miss the bonus is lessened by 1; if you are hit or inflicted with any damage, the bonus is halved, rounded down (i.e. 1 becomes 0).

    Blunt Trama (Ex): A Sledgehammer studies and gains the use of several techniques to use in combat. A Sledgehammer may use one of the techs below once per encounter.
    Dazzled: Using Power Attack with at least a -3 penalty, you make an attack as a standard action against an enemy. If the attack hits, you deal normal damage plus the target is dazed for one round.
    Swinging Bullrush: Make a bullrush attempt against an enemy. If the bullrush attempt succeeds, you deal your base weapon damage in addition to pushing the target back as normal.
    Last edited by watsyurname529; 2009-10-12 at 10:35 PM.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    The Sledgehammer class is kind of hilarious. (In a good way!)
    Last edited by The Neoclassic; 2009-01-30 at 11:13 PM.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by Queenfange View Post
    The Sledgehammer class is kind of hilarious. (In a good way!)
    Thanks! I try for to make things unexpected. I'll be having more of these small PrC's on the way.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    As someone who heartily supports the use of maces, I approve of this PrC.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by Juhn View Post
    As someone who heartily supports the use of maces, I approve of this PrC.
    Thanks!

    Well I've added more of my Undead Mods and I've added my Eberron system of Firearms.

    Feel free to use and critique.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    I love the sticky caltrops idea, but for prerequisites for item creation you might consider a spell like web or stick instead of grease.

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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by PollyOliver View Post
    I love the sticky caltrops idea, but for prerequisites for item creation you might consider a spell like web or stick instead of grease.
    Ah. That's a better spell to use. Thanks! I couldn't think of (or find) anything like that so I put grease as a loose requirement.

    Added more Undead Mods!

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    Default Re: Wats' Wonderful Homebrews [3.5]

    I haven't had a chance to peek at them thoroughly but i may have to give your artificer guns some playtesting :D
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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by Bhu View Post
    I haven't had a chance to peek at them thoroughly but i may have to give your artificer guns some playtesting :D
    I've play tested them some and I find they're quite useful and balanced. They're just better, and more expensive, crossbows. It's the Spellguns and stuff I have yet to play test.

    Anyway, here's the first spell(s) to be homebrewed on this thread!

    Force Bolt, Lesser
    Evocation [Force]
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Medium (100ft + 10ft/CL)
    Effect: One Ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    After preforming a quick movement of your hand, a blast of force erupts from your outstretched palm.

    A bolt of force flies from your palm at a target. The bolt deals (1d4+1) per CL (Max 5d4+5) force damage. The attack requires a ranged touch attack roll to hit. Since it is a force effect, the spell can hit incorpreal creatures.

    Force Bolt
    Evocation [Force]
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Medium (100ft + 10ft/CL)
    Effect: One Ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    A more intricate gesture of your hand, a greater pluse of pure force flows out your outstretched arm.

    A greater bolt of force flies from your palm at a target. The bolt of force deals (1d6+1) per CL force damage (Max 10d6+10). The attack requires a ranged touch attack roll. Since it is a force effect, the spell can hit incorpreal creatures.

    Double Barrel Force
    Evocation [Force]
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Medium (100ft + 10ft/CL)
    Effect: Two Rays
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You preform a simple incantation with both of your arms, and a bolt of force comes screaming out of both palms.

    A bolt of force flies out both of your palms, hitting two targets, or the same one twice. The spell fires two bolts of force, each dealing (1d4+1) per CL of force damage (Max 5d4+5 each). You may fire a bolt at two different targets, or the same target. Both require a ranged touch attack roll. Since this is a force effect, this spell can hit incorpreal creatures.
    Last edited by watsyurname529; 2009-02-05 at 07:08 PM.

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    Default Re: Wats' Wonderful Homebrews [3.5] [Added Spells!]

    Whoo! The forums are back online! No comments on my spells? I would at least like one other opinion because I'm not too sure on the balance.

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    Default Re: Wats' Wonderful Homebrews [3.5] [Added Spells!]

    Lesser Force Bolt seems a bit weak for a 2nd level spell - once you hit relatively high levels, a magic missile (which is lower level as well) is much more useful. That leaves you with a few extra levels of dealing 10-25 points of damage, at a point when you have somewhat better uses for 2nd level spells and most of your party has better ways to deal damage.

    The Force Bolt is good - quite a bit of damage, which is unlikely to be resisted by the target.

    I don't really like Double Barreled Force - this has the problem of being the same level as Force Bolt, but less damaging and less likely to work - not a great trade, even for the added versatility of two bolts.

    Otherwise, interesting ideas - they could mesh fairly well with the Force Missile Mage character concept.
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    Default Re: Wats' Wonderful Homebrews [3.5]

    Quote Originally Posted by watsyurname529 View Post
    The bolt deals (1d4+1)/CL (Max 5d4+5)
    I'm assuming that you mean 1d4+1 per caster level, max 5d4+5. Remember that you could interpret it as 1d4+1 divided by caster level.

    The spells look fine to me.
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    Default Re: Wats' Wonderful Homebrews [3.5] [Added Spells!]

    Hmm... Yeah... I'm not sure on what to do for Force Bolt, Lesser to give it any more with out copying other spells. The Double Barrel Force I'll put down to third level and take out the penalty to attack.

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