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  1. - Top - End - #331
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    dspeyer's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    H808

    Hydra-Blooded

    Hydra-blooded creatures contain a bit of a Hydra's essence. This happens not through natural reproduction but through arcane means best left uncontemplated. Any living creature with an head can have a hydra-blooded version.

    Type
    If the base creature is an animal, change to magical beast. Otherwise leave unmodified.

    Decapitation
    If a Hydra-blooded creature's head is removed, two heads immediately regrow from the neck. 30 points of fire or acid damage delivered along with the decapitation will prevent this for extra heads, but not for the original (or originals, if the base creature had multiple heads). After one day, all extra heads wither and drop off, returning the creature to its normal number. Each extra head grants a stacking +2 racial bonus to spot and listen checks, and has any bite, spit, gaze or breath attacks of the original head.

    Challenge Rating
    +2 for creatures with breath or gaze weapons, +1 for those without

    Level Adjustment
    +4 (because PCs will repeatedly decapitate themselves)

  2. - Top - End - #332
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    C 808
    Vorpal + hydra blooded = lol.

    Why wouldn't an NPC or monster repeatedly decapitate himself too? What's the limit on the number of heads?

    A limit of double heads would help. Then "Each of a hydra blooded’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads (or the same as the creature's hp if 1 headed)". Then have the regeneration work otherwise like a hydra's. Plus grant extra bite attacks to creatures that have a bite attack. A foe might also have a vorpal weapon to prepare himself for the PCs.

    This would also reduce the +CR and LA a great deal, maybe to 1 and 1, or 2 CR and 3 LA IMO for any kind of major head weapon if the hydra-blooded gets to use it twice or more per round. If not then it's not as special.
    Last edited by ericgrau; 2012-09-15 at 04:13 PM.
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  3. - Top - End - #333
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    Default Re: Request a Homebrew: Thread 2!

    Looking for a modification to Monk of the Four winds aspect master ability. Trying to have something that ties more into the four elements of the world (earth, wind, water, fire) rather than taking on the aspect of an animal. Obviously without being just absurdly too powerful. If anyone can help it would be greatly appreciated.

  4. - Top - End - #334
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    Default Re: Request a Homebrew: Thread 2!

    R810

    I would like someone to help me stat up a honey badger to let my players deal with. It would be very entertaining, but I really don't know where to start for once. If it's not a challenge to a 4th level party, I might make it Dire, but I can probably make that change myself.
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  5. - Top - End - #335
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    Default Re: Request a Homebrew: Thread 2!

    C810

    There's already a badger and dire badger in the SRD. Just give it immunity to fear

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    Quote Originally Posted by dspeyer View Post
    C810

    There's already a badger and dire badger in the SRD. Just give it immunity to fear
    C810

    Honey Badger is more closely related to the weasel than the badger. Also, it seems like it should have at least a little DR. And Honey Badger'd be fun to have specific like.
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  7. - Top - End - #337
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    Quote Originally Posted by Jallorn View Post
    Honey Badger is more closely related to the weasel than the badger. Also, it seems like it should have at least a little DR. And Honey Badger'd be fun to have specific like.
    C810: Fortunately for you, the SRD also has stats for weasels and dire weasels. Mix. Match. Have fun.

    I can understand feeling a little anxious about the process of adjusting stats, though, so if you really don't want to do it yourself, I can probably whip something up.
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  8. - Top - End - #338
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    R 811

    Kyuss (Wikipedia link) has always been one of my favorite gods. However there isn't much support for PC's who want to associate with him rather than oppose him which made me sad . Then I came across a post on the Paizo boards which had the awesome idea of turning him into a vestige . I unfortunately am not gifted in homebrewing but then I saw this thread . I'm not too sure what powers he should give ( something worm/undead related obviously).
    Last edited by 123456789blaaa; 2012-09-30 at 08:27 PM.

  9. - Top - End - #339

    Default Re: Request a Homebrew: Thread 2!

    R. 812

    Base or Prestige Class. (Homebrewer's Choice)
    Ground based Fighter like Class, that gains Extraordinary Abilities when grounded. Leaving the ground for any reason causes Character to lose the abilities until 1 Round per HD after returning to the ground. (Or whatever Homebrewer decides is reasonable, as long as it scales)
    Walls and ceilings count as Ground as long as they're somehow attached to the ground and not just floating in the air.
    Tremorsense is absolutely required. Must be able to move at Base Land Speed without losing the majority of the benefits.


    And the character who gave me this idea, is to be a Spear user btw. A whirlwind of death in melee, annoying pest at range and unbeatable on the ground, when his opponents are also grounded.

  10. - Top - End - #340
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    C812

    Extraordinary abilities? I can see how someone tapping earth magic would need contact with the earth itself, but why would someone using leverage care if he stood on rock or a zeppelin?

  11. - Top - End - #341

    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by dspeyer View Post
    C812

    Extraordinary abilities? I can see how someone tapping earth magic would need contact with the earth itself, but why would someone using leverage care if he stood on rock or a zeppelin?
    C. 812

    I just don't picture the Character as someone who really uses Magic and he really likes the feeling of the ground at his feet. So much so, that he would rather climb a wall than jump or fly over it and losing contact with a stable surface leaves him unable to use his abilities until he retunes his senses.
    Think of the class as a specialist in fighting without both feet leaving the floor.

    It's ultimately up to the homebrewer whether the abilities are Ex or Su.

    I'd call the zeppelin "ground" for the purpose of this character's abilities, though he'd probably lose the abilities for some time while getting used to the new vibrations under his feet. Any stable surface counts as "ground" for this, if they spend any time in the air between getting from one to another, temporary ability loss. For countering this class in battle, I'd reckon anything that grants flight causes a loss to the gained abilities and anything you can use to launch them into the air would also make them easier to kill.
    Last edited by Threadnaught; 2012-10-06 at 06:17 AM.

  12. - Top - End - #342
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    H 812

    Earth Champion

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    Requirements
    BAB: +5
    Skills: climb 1 rank, balance 3 ranks
    Feats: Blind fight and one of the following: Endurance, Great Fortitude or a similar feat or an earth related feat as approved by the DM.

    Table: The Earth Champion
    {table]Level|BAB|Fort Save|Ref Save|Will Save|Special
    1st|+0|+2|+0|+0|Special ability
    2nd|+1|+3|+0|+0|Special ability
    3rd|+2|+3|+1|+1|Special ability
    4th|+3|+4|+1|+1|Special ability
    5th|+3|+4|+1|+1|Special ability
    [/table]

    Hit Die: d10

    Class Skills: Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering), Knowledge (Geography) (Int), Knowledge (The Planes) (Int), Move Silently (Dex), Search (Int), Use Rope (Dex)
    Skill Points at Each Level: 2 + Int modifier

    Stable Surface
    Many of the Earth Champion's abilities require a stable surface. A stable surface is defined as a surface that requires more than 1000 pounds of force to move 1 inch. A soft surface such as a layer of mud may still be considered a stable surface as long as there is a stable surface underneath it to stand on. Jumping, flying, levitating, etc. count as leaving the surface. Climbing to an adjoining stable surface, even a wall or ceiling, does not count as leaving the stable surface. If the earth champion leaves a stable surface or moves from one stable surface to a non-adjoining stable surface she may not use abilities requiring a stable surface for 3 rounds. After this time she has reattuned herself to the surface. If an opponent leaves a stable surface and returns to it the earth champion does not need to reattune herself.

    Special Ability
    Every level an earth champion gains a special ability of her choice from among the following.

    Tremorsense (Ex): An earth champion gains tremorsense 30 feet when standing on a stable surface.

    Foot Pin (Ex): An earth champion with a melee or thrown piercing weapon who is standing on a stable surface and who scores a critical hit against an opponent standing on the same surface, or an adjoining stable surface, may choose to thrust her weapon through an opponent's limb that is adjacent to the surface. She may pin a foot to the ground or a hand to a wall, for example. The attack also deals critical hit damage as normal. The affected creature is unable to move from his square nor use the affected limb. He counts as entangled (-2 penalty to attack rolls, -4 dexterity, DC 15 + spell level concentration check to cast spells).

    Removing the weapon is a full round action and a DC 10 strength check for the earth champion or another creature, or a DC 15 strength check for the affected creature. The earth champion may let go of the weapon as a free action, or hold it and twist it so that each of her future attacks automatically hits and deals slashing damage (rather than piercing). Special bonuses to damage such as power attack, sneak attack or critical hits do not apply to these twist attacks, but strength bonuses and magical weapon properties apply normally. The earth champion is advised to carry a second weapon to leave her options open.

    If the surface is hard then the weapon damage, ignoring precision damage including the extra critical hit damage, must exceed the surface's hardness to use this ability. The strength DC is not reduced on a less hard surface because the weapon plunges deeper into the surface. Creatures not subject to critical hits may still be affected by foot pin, provided that there is a reasonable limb to pin.

    Earth Mastery (Ex): An earth champion's mastery of fighting on the ground grants her a +1 to attack rolls when standing on a stable surface and attacking creatures on the same surface or an adjoining stable surface. She also gains a +4 to rolls to resist a bull rush or trip attempt while on a stable surface. This stacks with a dwarf's stability.

    Earth Senses (Ex): An earth champion's understanding of stone and earth lets her notice unusual construction in these materials more easily. She gains a +2 to search checks, knowledge (architecture and engineering) checks, knowledge (dungeoneering) checks and craft checks in these materials. She may locate traps in these materials as if she were a rogue. Finally she automatically makes search checks merely by passing within 10 feet of an unusual construction in these materials such as a trap or secret door. She and the construction must both be on a stable surface and they must be the same surface or adjoining surfaces to make the automatic search checks. The other abilities always apply regardless of the surfaces.

    Earth Travel (Ex): An earth champion gains a 10 foot bonus to her land movement speed and climb speed (only if she has a climb speed already). She is not affected by difficult terrain, spike stone spells and the like. She may move, charge and run normally on these surfaces. All of these abilities require a stable surface.

    Great Throw (Ex): An earth champion on a stable surface gains the far shot feat for any thrown weapon she uses, whether or not she has the prerequisites. The target need not be on a stable surface. Additionally, when on a stable surface, she may throw a weapon as part of a charge (normally only melee attacks may be made on a charge). Finally she may pick up any weapon on the same stable surface as her as a free action that does not provoke an attack of opportunity, rather than a move action that provokes.

    Stomp (Ex) : As a full round action an earth champion on stable ground may slam the ground. She makes a strength check. Other creatures on the same surface or an adjoining surface within a number of feet equal to the check result make an opposing strength check. For every 5 feet of distance the earth champion's check faces a -5 penalty, so there is a penalty even for adjacent foes. All creatures, including the earth champion, receive a +4 bonus per size category above medium (or -4 penalty per category below it). Dwarven stability, Earth Mastery, more than 2 legs or similar provides a +4 bonus to resist the check, but does not apply to the stomper's check. All creatures (friend and foe) who fail to beat the earth champion's check fall prone. Objects may also fall, such as books from a bookshelf, and some larger objects may topple or break if the earth champion's check (minus penalties) beats the normal strength DC. An exceptional strength check may likewise crack the ground and incur significant repair costs. But a single stomp does not normally alter the terrain enough to impair movement.

    Rock Climber (Ex): An earth champion on a stable surface gains a +5 bonus to climb checks. She may perform an accelerated climb (moving at half speed instead of 1/4 speed) at no penalty. Finally climbing does not cause her to be flat footed. Any surfaces climbed on must also be stable surfaces to use all these abilities.

    An earth champion with 10 or more hit dice (including class levels) on a stable surface gains a climb speed of 20 feet. If a surface becomes unstable she must make a climb check or fall. She may walk on walls, leaving both her hands free. Any surfaces climbed on must also be stable surfaces to use all these abilities. These are supernatural abilities rather than extraordinary abilities. She may not run or charge while climbing.

    An earth champion with 15 or more hit dice (including class levels) instead gains a climb speed of 30 feet. She may run or charge while climbing. These two abilities are supernatural abilities. She gets a +5 to use rope checks. Finally she may make a use rope check to affix a grappling hook and rope to an opponent with a -2 penalty per 10 feet (this may be doubled with far shot), a max range of 50 feet (this may be doubled with far shot), a DC equal to the opponent's AC and damage equal to 1d4 + her strength modifier. She must be on a stable surface and any surfaces climbed on must also be stable surfaces to use all these abilities.

    Once she hooks an opponent with a grappling hook she may climb the rope normally, assuming the opponent can carry her weight, but the rope is not usually considered a stable surface. It may make her lose many benefits including Rock Climber. After the climber lets go of the rope the hooked creature may remove the grappling hook easily with a move action. The DM may wish to allow the ability to hook opponents with a grappling hook for all players with or without Rock Climber.


    Other Comments: Yes it's medium BAB but I thought the abilities were worth it. Otherwise it would be like giving a fighter a feat every single level. Flavorwise she sacrifices raw combat ability for more options. I did the class hierophant style to make it easily dippable to grab as many or as few abilities as you want, in whatever order you choose. I know earth travel is an ubercharger's dream, but I like to design and play under the assumption of a cheese free environment. Don't feel bad if you make a regular charger though.

    A very high level earth champion is advised to carry potions of spider climb or wear slippers of spider climb. I felt it was too much to provide such an ability at will at level 6 while a skill bonus to climb would have been too little. Even with accelerated climbing it's slow and would become a wasted ability later. Update 10/7/2012: The scaling abilities comment gave me an idea to solve the climb problem with Rock Climber, above. Stomping earth champions are advised to carry potions of enlarge person or at very high levels get it permanent somehow. And to get an especially high strength score.


    Last edited by ericgrau; 2012-10-07 at 08:29 PM. Reason: Rock Climber
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  13. - Top - End - #343

    Default Re: Request a Homebrew: Thread 2!

    C. 812

    Very nice, I like it.

    I am a little disappointed at the lack of scaling in the abilities, but there are a couple of things there that I wasn't expecting, which are excellent choices for the character. I would love to see this expanded.

    I'll have to try it out during next week's session, definitely with a Dwarf.

  14. - Top - End - #344
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    R. 813

    I've become interested in Incarnum for a specific faction in my campaign setting that carry two souls in their body. However, none of the classes in MoI work for them, since they aren't really alignment aligned, and are definitely not totemists. That being the case, I'd like an Incarnum base class that doesn't have anything to do with alignment, but does have to do with drawing upon your second soul for power, and could theoretically be applied to any lifestyle, urban or wilderness. Tier 3 is the optimal tier.
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  15. - Top - End - #345
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    R 814
    A martial-type ocean-dweller prestige class.
    It's quite easy to make seamages and ocean druids, but there's a comparative lack of material for non-casters. I've been busy doing some work on the Deepwarden and the Fist of the Forest to make them more acquatic, but I'd like to see what other people can come up with. Bonus points for unique class features and versatility instead of damage boosts.

  16. - Top - End - #346
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    Battle standard item and make it highly beneficial to Marshals (3.5) please
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  17. - Top - End - #347
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    H814

    Prerequisites:

    {table]||||||Man|euv|ers
    Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Known|Readied|Stances
    1st|1|2|0|0|Strike Freely|1|0|0
    2nd|2|3|0|0|Backwash|1|1|0
    3rd|3|3|1|1|Swim Speed|0|0|1
    4th|4|4|1|1|Dual Acquatic Stance|1|1|0
    5th|5|4|1|1|Act Freely|1|0|0
    6th|6|5|2|2|Sense Currents|0|1|1
    7th|7|5|2|2|Underwater Throw|1|0|0
    8th|8|6|2|2|Concussive Blast|1|1|0
    9th|9|6|3|3|See Clearly|0|0|1
    10th|10|7|3|3|Orca Pod Tactics|1|1|0[/table]
    Hit die: d10
    Class Skills: Listen, Martial Lore, Search, Spot, Swim, Survival and the key skills to any martial schools from which you know maneuvers
    Skills per level: 4+int
    Martial Schools: Falling Wave, Ocean Soul, and any which you already know a maneuver or stance from

    Strike Freely(ex): Take no penalty on attack or damage with slashing or bludgeoning weapons.

    Backwash(ex): When you pass within five feet of another swimming creature, or as a move action when you are within five feet, you may attempt to destabilize his swimming with the water movement in your wake. Make opposed swim checks. Take a -4 penalty on yours. For every size category you are smaller, take an additional -4, but a +4 for each you are larger. If your check is higher, he is flat-footed until the beginning of your next turn.

    Swim Speed(ex): Gain a swim speed equal to half your base speed. This grants a +8 bonus and the ability to take 10 when threatened.

    Dual Acquatic Stance(ex): You may assume two stances at once provided both are from Falling Wave or Ocean Soul.

    Act Freely(su): Your martial maneuvers are never inhibited by being in water. For example, desert wind produces fire normally and stone dragon treats swimming as touching ground.

    Sense Currents(ex): In turbulent water, you can intuit which currents are where. You can control when in your turn the current moves you.

    Underwater Throw(ex): You can use thrown weapons underwater. Their range increments are halved.

    Concussive Blast(su): As a standard action, you can bang your gear together to create a 60 ft cone of deadly sound. All creatures within the cone take 4d12 sonic damage (fort save for half) and are stunned for one round (fort save negates). The save dc is 17 plus your strength modifier.

    See Clearly(ex): You can see your normal distances through clean (not murky) water.

    Orca Pod Tactics(ex): You fluently combine movement, violence and stealth. You can use a standard action strike in the middle of a swim action. When you do this, your foe must exceed your swim check with a spot check to see you until you are gone.

  18. - Top - End - #348
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    R 815

    I would like a "base class with a race built in (don't remember the official term)", preferably at the stronger end of tier-3, that fits the following fluff:

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    He was once human, or at least something like it. He was also a powerful arcane caster. But he gave it all up in a ritual, in which he purposely died (similarly to becoming a lich), and split his soul into a thousand pieces (or maybe even more.) The ritual's effects then took all magic he had in him, as well as much of the latent magic in the local aura, and fused it with the soul-bits into a new soul, before bringing him back to life in his original body. Because of this, he no longer has spells, but he still has the magic. In fact, that magic is now inherently part of him.

    Of course, more than just arcane magic was absorbed. There was also a large amount of essentia (from Magic of Incarnum), and there might have been (and probably were) energies drawn from other planes (astral, shadow, etc.), psionic energies, quintessence ("Thoon illithid stuff"), and many other things. (Most class features should be based on "unlocking" abilities coming from his "soul mix-in stuff".)
    Last edited by enderlord99; 2012-10-28 at 03:58 PM.
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  19. - Top - End - #349
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    C & H 811

    This was posted on the WotC forums a few years ago by Bill Lumberg (See here: Kyuss as Vestige

    I added the DC to the heal check as that was missing from the original and edited the text.


    Kyuss, the Wormgod

    Level: 5

    Binding DC: 22

    Special Requirement: Yes

    Legend: Kyuss Wikopedia

    Sign: The binder appears very thin, his face almost skeletal. If the binder enters an area where worms are present they tend to swarm at his feet.

    Influence: Kyuss requires binders to loot any graves or tombs they discover.

    Granted Abilities: Kyuss gives binders the powers that his least spawn possess.

    Aura of Fear:The binder radiates an effect equal to the wizard spell Fear. This extends two feet per effective binder level. Anyone who fails the save is Panicked. The binder must show Kyuss’ sign to use this power. Anyone who saves against this effect cannot be affected by it for 24 hours.

    Fast Healing: The binder gains fast healing1 + 1 per five binder levels. This does not heal damage caused by fire or blessed weapons.

    Wormfood: Once per five rounds the binder can conjure a sickly green worm. He can throw the worm as a ranged touch attack up to 10 feet away. If it strikes a living being, it will burrow into the victim’s skin on its next turn. The worm is a fine vermin with AC 10 and 1 hit point. It can be slain by normal damage or the touch of silver. The worm cannot penetrate the skin of anything with a natural AC bonus of +5 or higher.

    The worm takes 1d4+1rounds to reach the victim’s brain. It causes 1 point of damage each round it burrows. Remove Curse or Remove Disease can kill the worm. A successful Heal check (DC 15) removes the worm and kills it. Dispel Evil or Neutralize Poison delay the worm for 10d6 minutes.

    Once the worm reaches the brain, it deals 1d2 points of intelligence damage per round until it is killed or the victim’s intelligence reaches zero, at which point the victim dies. Small, Medium and Large creatures slain by the worm become Spawns of Kyuss in 1d6 +4 rounds; Tiny or smaller creatures putrefy, and Huge or larger creatures become normal zombies of the appropriate size.

    Only one being can be made into a Spawn of Kyuss at a time. Other beings slain this way become zombies. The binder controls the Spawn of Kyuss and zombies. These undead cruble to dust when the pact with Kyuss ends.

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  20. - Top - End - #350
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    Default Re: Request a Homebrew: Thread 2!

    R.816.

    Would like to request:

    A PrC class that Slowly gives the Dinosaur the benifits of the Awaken spell.


    Or a Dino-focused Vestige, Which ever is easy-er.
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  21. - Top - End - #351
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    Default Re: Request a Homebrew: Thread 2!

    R 817

    Hi there. I´m looking for a template for any creature type. I am working out a huge campaign about the different types of elements and as a german player it is a little bit difficult to get some of the 3.5 books. We use only the corebooks and the first and second Monster Manual. Therefore I want to be creative about the use of monsters I got.


    What the template should do:
    • It can be changed into every type of elemtal damage like fire, ice, sonic etc.
    • The increase of the CR is related to the hit dice of the base creature
    • The creature should gain bonus damage and defence against the chosen element
    • It gets a ranged attack (I am not shure if a touch attack is over the top) of the chosen element
    • The creature should gain disadvantages against the opposite element
    • Maybe spell like abilties dependig on the hit dice
    • Maybe change the type to elemental with the chosen subtype
    • The least important thing: A name which sounds awesome in every language with the possibility to be changed a little bit for every type



    If this template already exists I apologize for abusing this thread and I already apologize for my crappy english
    Last edited by Seltsamuel; 2012-10-29 at 03:03 PM.

  22. - Top - End - #352
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    Default Re: Request a Homebrew: Thread 2!

    H817

    Element-Touched

    Element-Touched is an inherited template that can be applied to any corporeal creature with an int score of at least 4.

    Element-Touched creatures usually have an elemental creature as a grandparent or great-grandparent. While the exact abilities vary by the type of the elemental, they have many aspects in common. Many of the more powerful abilities develop only as the creature matures.

    {table=head]element|energy|weakness|abilities
    Air|Lightning|Sonic|+4 dex, +2 int
    Earth|Sonic|Lightning|+4 str, -2 dex, +4 con
    Fire|Fire|Cold|+4 dex, +2 cha
    Water|Cold|Fire|+4 str, +2 dex[/table]

    {table=head]HD|Max SLA|{colsp=3}Breath|CR
    ||Line|Cone|Damage|
    1|1|10|5|1d4|+2
    2|1|20|10|1d6|+2
    3|2|20|10|1d6|+2
    4|2|30|15|1d8|+2
    5|3|30|15|2d4|+2
    6|3|30|15|1d10|+2
    7|4|40|20|2d6|+3
    8|4|50|25|2d8|+3
    9|5|50|25|3d6|+3
    10|5|60|30|2d10|+3
    11|6|60|30|2d12|+3
    12|6|60|30|3d10|+3
    13|7|70|35|3d12|+4
    14|7|70|35|4d10|+4
    15|8|70|35|4d12|+4
    16|8|80|40|5d12|+4
    17|9|80|40|6d12|+5
    18|9|90|45|7d12|+5
    19|9|100|50|8d12|+5
    20|9|110|55|10d12|+5[/table]

    Element-touched creatures have the following characteristics:
    • Ability scores modified (see first table)
    • Gain element subtype
    • Immunity to their energy type (see first table)
    • Vulnerability (take double damage) to the opposite energy (see first table)
    • Breath weapon of energy type (see first table) usable every 1d4 rounds as a line or cone (range and damage in second table). Reflex save for half damage, dc = 10 + half hit dice + con mod.
    • SLAs 1/day of the domain corresponding to their element, up to the max sla value for their hit dice (see second table)
    • CR by hit dice (see second table)
    • LA +3


    Note: the damages may look a little weird, but the expected values are as smooth an exponential curve as I could manage.

  23. - Top - End - #353
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    Default Re: Request a Homebrew: Thread 2!

    C 817

    Thanks. This looks good and will be used this weekend

  24. - Top - End - #354
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Nightgaun7 View Post
    R 814
    A martial-type ocean-dweller prestige class.
    It's quite easy to make seamages and ocean druids, but there's a comparative lack of material for non-casters. I've been busy doing some work on the Deepwarden and the Fist of the Forest to make them more acquatic, but I'd like to see what other people can come up with. Bonus points for unique class features and versatility instead of damage boosts.
    C 814. Have you looked at Broadsides' Harpooneer Prestige Class? It's all open content so I can repost it if you haven't seen it. If it wasn't to your liking maybe it could be tweaked.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  25. - Top - End - #355
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by ShadowFireLance View Post
    R.816.

    Would like to request:
    A PrC class that Slowly gives the Dinosaur the benifits of the Awaken spell.

    Or a Dino-focused Vestige, Which ever is easy-er.
    C. 816.

    Do you want a PrC class that allows you to become an awakened dinosaur or one that allows you to awaken dinosaurs? You really don't need a prestige class to awaken a dinosaur since all you do is cast the awaken spell on it.

    Also, do you need to find and tame your own dinosaur first as a prerequisite to this PrC? All you might need is a dinosaur egg.

    I have no idea how I'd make a Dinosaur Vestige though.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  26. - Top - End - #356
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    Default Re: Request a Homebrew: Thread 2!

    R818

    A more powerful and more draconic version of Kobolds for use as a PC race. In the setting I'm making Kobolds aren't predominately evil, but they are still slightly elitist. Their civilization is frugal and Spartan. They should still be small creatures, but they'd be high-end small, size-wise. They can still have strength or constitution penalties, just not as drastic as regular Kobolds.

  27. - Top - End - #357
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Debihuman View Post
    C. 816.

    Do you want a PrC class that allows you to become an awakened dinosaur or one that allows you to awaken dinosaurs? You really don't need a prestige class to awaken a dinosaur since all you do is cast the awaken spell on it.

    Also, do you need to find and tame your own dinosaur first as a prerequisite to this PrC? All you might need is a dinosaur egg.

    I have no idea how I'd make a Dinosaur Vestige though.

    Debby

    A PrC for a Player playing a Dinosaur, That slowly awakens it..I find that cool for some reason.

    Dinosaur Vestige:
    Something Like Azerdivexus..?
    Or Perhaps a Vestige that Uses One of the Orginal Dino-gods?
    Last edited by ShadowFireLance; 2012-10-30 at 01:58 PM.
    "All things must end, and you will be among the first."
    I love Ceika <3

    Quote Originally Posted by Kymme View Post
    You've got good reasoning, though the Akastarepti is never the best example.

    Extended Sig

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    Default Re: Request a Homebrew: Thread 2!

    C. 816. A normal dinosaur cannot take a even a basic class because it doesn't have a high enough Intelligence, Animals have Int 2 at the highest and a PC cannot have an Int less than 3.

    In order to play a dinosaur PC, you either need to already be a dinosaur that has been awakened or you are a normal PC class and need gain a Template that allows you to turn into a dinosaur. Prestige Classes don't cover this sort of thing usually.

    How did the PC become a dinosaur? If he starts play as an Animal you first need to awaken him (negating the idea that he becomes awakened over time). He's not a PC until awakened.

    If he's a PC who became a dinosaur (maybe a deity cursed him and no mortal can reverse the spell so he needs to be awakened) then I'd have to see how to get there first and then make a Prestige Class to fit that situation.

    Until you can clarify what you want, it's kinda hard to proceed.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  29. - Top - End - #359
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Debihuman View Post
    C. 816. A normal dinosaur cannot take a even a basic class because it doesn't have a high enough Intelligence, Animals have Int 2 at the highest and a PC cannot have an Int less than 3.

    In order to play a dinosaur PC, you either need to already be a dinosaur that has been awakened or you are a normal PC class and need gain a Template that allows you to turn into a dinosaur. Prestige Classes don't cover this sort of thing usually.

    How did the PC become a dinosaur? If he starts play as an Animal you first need to awaken him (negating the idea that he becomes awakened over time). He's not a PC until awakened.

    If he's a PC who became a dinosaur (maybe a deity cursed him and no mortal can reverse the spell so he needs to be awakened) then I'd have to see how to get there first and then make a Prestige Class to fit that situation.

    Until you can clarify what you want, it's kinda hard to proceed.

    Debby

    That depends, I use a lot of unique Stuff Like BroncoSaurus Rex...Anyways, On the PrC Thing, I now Realize how stupid The entire thing is, Thanks!
    I now Want that Vestige...
    "All things must end, and you will be among the first."
    I love Ceika <3

    Quote Originally Posted by Kymme View Post
    You've got good reasoning, though the Akastarepti is never the best example.

    Extended Sig

  30. - Top - End - #360
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    Default Re: Request a Homebrew: Thread 2!

    C 816I could, say, write up a 5-10 level monster base class called "dinosaur" that gets you dinosaur traits or something, and starts with you being awakened.

    EDIT: I can make you a vestige for a dinosaur, though. Do you want "generic T-Rex dinosaur: natural attacks, forehead plate or armor spikes, bite attack, looks like a bird" or do you want a special type of dinosaur, like "T-Rex: dinky arms, bites, huge" and "Triceratops: horns, head plate, charges a lot"?

    If you want a specific species/type/general swath of dinosaur, name it and I'll hammer something out. I don't write lore, though, so think of something cool.
    Last edited by Just to Browse; 2012-10-31 at 08:39 PM.

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