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  1. - Top - End - #541
    Dwarf in the Playground
     
    SwashbucklerGuy

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by togapika View Post
    R 876
    Requesting a prestige class based around rings, with the ability to wear lots of magic rings.
    Sorry about the cruddy name, but let's give this a try:

    BANDED MASTER

    Prerequisites:
    Appraise (8 ranks)
    Knowledge: Arcana (8 ranks)
    Extra Rings Feat (ECS, 53)
    Base Will Save: +7

    BAB: As Bard
    Saves: Bad: Fort & Ref, Good: Will
    Alignment: Any

    Class Skills:
    The Bnaded Master's class skills (and the associated ability scores for each) are: Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Inimidate (Cha),
    Knowledge: Arcana (Int), Knowledge: Local (Int), Knowledge: Nobility/Royalty (Int), Profession (Any),
    Use Magic Device (Cha)

    Weapons & Armor: Gains no new proficiency.

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+0|+0|+0|+2|Knuckleduster, More Extra Rings
    2|+1|+1|+1|+3|Bind Rings, Efficient Rings
    3|+2|+1|+1|+3|Call Ring, Copy Ring
    4|+3|+1|+1|+4|Improved Ring Binding, Strong Rings
    5|+3|+2|+2|+4|Master Ring, Scrying Rings[/table]

    Knuckleduster (Ex): As long as you wear at least 1 magic ring, you gain the benefits of the Improved Unarmed Strike and Superior Unarmed Strike feats.
    Your unarmed attacks overcome DRx/Magic and DRx/alignment based on your own alignment(Law vs Chaos, Good vs Evil, etc.).
    Those of neutral alignment can choose any two to oppose.
    At 3rd level, your unarmed attacks overcome all damage reduction and hardness.

    More Extra Rings (Ex): You may wear and benefit from 2 additional magic rings, plus another for each class level (Max=8).

    Bind Rings (Su): A 2nd level class can bind magic rings to any of their least or lesser chakras (MoI, 50, 110-111), though the ring stays on their hand. THey are able to bind 2 rings in this fashion at 2nd level. At each additional class level, they may bind an additional ring. All rings must be bound to a different chakra.
    Bound rings grant the bonuses/effects as if the class had invested essentia equal to 1/2 their Banded Master level in each one.

    Efficient Rings (Su): Any rings you wear that have per day abilities have the number of uses doubled.

    Call Ring (Su): Any magic ring that you have worn within the last 24 hours (up to the max number of rings you can wear & benefit from)may be called to your hand as a swift action. This ability functions as long as the ring is on the same plane as yourself and is within 100 miles of your location.

    Copy Ring (Su): You may infuse any non-magical ring with the power of a ring you wear. This enchantment lasts for 1 hour per class level.

    Improved Ring Binding (Su): The powers of any ring bound to one of your chakras becomes supernatural abilities.

    Strong Rings (Su): The save DC of any power of rings you wear is increased by your class level.

    Master Ring (Su): You may combine up to four of your magic rings into a single ring and still benefit from all of them as if they were only one. Your Master Ring takes up 2 of the rings you can normally wear and benefit from.

    Scrying Rings (Sp): You can use scrying as the spell at will using any magic ring that you've worn for at least 24 hours (up to the max number of rings you can wear & benefit from).

    You can wear 6 and benefit from 10 magic rings at a time.
    Last edited by Xaotiq1; 2013-03-08 at 12:22 PM.
    "Bender knows love, and love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"- Bender Bending Rodriguez

  2. - Top - End - #542
    Dwarf in the Playground
     
    SwashbucklerGuy

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    Default Re: Request a Homebrew: Thread 2!

    Okay, I can't find the number on this request as the post seems to have disappeared, but Wardonis, if you're out there:

    Orb Dancer
    Game Rule Information
    Abilities: Int>Dex>Con>Str/Wis/Cha.
    Alignment: Any chaotic.
    Hit Die: d8
    Starting Gold: 4d4x10gp
    Starting Age: As Bard

    Class Table
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Orbs|Orb Damage

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Ocular Orb (360° vision), Orbs, Orbital Flurry|
    3
    |
    1d4

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Battle Fortitude (+1)|
    3
    |
    1d4

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Orbital Clarity (Ref Saves)|
    3
    |
    1d6

    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Enhanced Orbs (+1), Evasion|
    4
    |
    1d6

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    ||
    4
    |
    1d6

    6th|
    +6/+1
    |
    +2
    |
    +5
    |
    +5
    |Orb Combo (2), Orbital Ardor (Critical Confirmation)|
    4
    |
    1d8

    7th|
    +7/+2
    |
    +2
    |
    +5
    |
    +5
    |Persistent Orb (1)|
    4
    |
    1d8

    8th|
    +8/+3
    |
    +2
    |
    +6
    |
    +6
    |Enhanced Orbs (+2)|
    5
    |
    1d8

    9th|
    +9/+4
    |
    +3
    |
    +6
    |
    +6
    |Orbital Cunning (Damage)|
    5
    |
    1d10

    10th|
    +10/+5
    |
    +3
    |
    +7
    |
    +7
    |Ocular Orb (Blindsense)|
    5
    |
    1d10

    11th|
    +11/+6/+1
    |
    +3
    |
    +7
    |
    +7
    |Battle Fortitude (+2), Improved Evasion|
    5
    |
    1d10

    12th|
    +12/+7/+2
    |
    +4
    |
    +8
    |
    +8
    |Enhanced Orbs (+3), Orb Combo (4)|
    6
    |
    2d6

    13th|
    +13/+8/+3
    |
    +4
    |
    +8
    |
    +8
    |Orbital Skill (Opposed Checks)|
    6
    |
    2d6

    14th|
    +14/+9/+4
    |
    +4
    |
    +9
    |
    +9
    |Persistent Orb (3)|
    6
    |
    2d6

    15th|
    +15/+10/+5
    |
    +5
    |
    +9
    |
    +9
    ||
    6
    |
    2d8

    16th|
    +16/+11/+6/+1
    |
    +5
    |
    +10
    |
    +10
    |Enhanced Orbs (+4)|
    7
    |
    2d8

    17th|
    +17/+12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Orbital Mastery (AoO's)|
    7
    |
    2d8

    18th|
    +18/+13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |Orb Combo (6)|
    7
    |
    2d10

    19th|
    +19/+14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |Ocular Orbs (Blindsight)|
    7
    |
    2d10

    20th|
    +20/+15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Battle Fortitude (+3), Enhanced Orbs (+5)|
    8
    |
    2d10
    [/table]

    Class Skills
    The class skills (and key ability for each skill) for the Orb Dancer are: Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana), Knowledge (Nature), Knowledge (The Planes), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
    Skill Points per level: 4+ Int modifier (x4 at 1st level)

    Class Features

    All of the following are class features of the Orb Dancer:

    Weapon and Armor Proficiency: Orb dancers are proficient with all simple, melee weapons, including those that can be thrown. They are also proficient with 5 martial weapons of their choice. Orb dancers are proficient with light armor. Orb dancers are not proficient with shields of any kind.

    Ocular Orbs (Su): As long as they have one orb manifested (see below), the orb dancer gains the benefit of ubiquitous vision; meaning they see in a 360° sphere. Opponents are denied their flanking bonus, and rogues are denied their ability to sneak attack them for being flanked (they may sneak attack if they are also denied your Dex modifier to AC). Orb dancers gain a +4 to Search and Spot checks. Conversely, you take a -4 to saves versus gaze attacks.
    At 10th level, the orb dancer gains the benefits of Blindsense out to 30’ as their orbs sweep the area. At 19th level, the orb dancer’s Blindsense increases to 60’; and they gain Blindsight out to 30’.

    Orbs (Su): Orb dancers are called such as they are able to manifest orbs of various energy types that they use to combat foes and solve other problems. An orb is roughly 5” in diameter and once manifested, floats near the orb dancer, occupying their square.Manifesting an orb is a free action. An orb dancer can only manifest a number of orbs per round per Table: Orb Dancer.
    Each orb has an energy type and a suite of abilities the orb dancer may use (see Table: Orbs & Orb Powers. The action to use each power is listed in its description. Unless otherwise stated, orb powers are supernatural (Su) abilities. An orb dancer may summon as many orbs of any energy type up to their maximum.
    An orb dissipates after being used, so the orb dancer can use one power per orb per round.
    An orb can be destroyed. An orb has 10 hit points and a hardness of 10. If an orb is attacked with an energy type that directly opposes it, the orb dissipates immediately. Expended or destroyed orbs cannot be manifested until the orb dancer’s next turn. The orb does not ignore armor or shield bonuses, despite being made of energy, because the force that keeps the orb from dissipating makes it semisolid. Orbs are treated as magic for the purpose of overcoming damage reduction.

    Orbital Flurry (Su): As a full round action, an orb dancer can make a number of additional attacks equal to the number of orbs they have manifest. These attacks are made at the orb dancer’s highest base attack bonus. All attacks made during the orb dancer’s turn take a -2 penalty. At 5th level, the penalty drops to -1; and disappears at 9th level. Also at 9th level, the orb dancer can make an orbital flurry as part of a move or standard action, but only once per round.

    Battle Fortitude (Ex):A t 2nd level, a orb dancer gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A orb dancer loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

    Orbital Clarity (Ex): A orb dancer can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your orb dancer level) on your Reflex saves.

    Enhanced Orbs (Sp): The orb dancer’s orbs gain an enhancement bonus to attack and damage rolls for every 4 hit dice the orb dancer has.

    Evasion (Ex): As Monk

    Orb Combo (Su): Starting at 5th level, orb dancers can use multiple orbs with an orb power. At 10th, 15th, and 20th levels, the orb dancer can add another of their manifested orbs as part of the combo.

    Orbital Ardor (Ex): Starting at 6th level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

    Persistent Orb (Su): A orb dancer of 7th level has better control of the primal energy they weild. When they use an orb to acitvate a power or of an orb would be destroyed, they can make a DC25 Will save to keep it from dissipating. An orb dancer may attempt this once per round at 7th level and 3 times per round at 14th level.

    Orbital Cunning (Ex): Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 9th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.

    Improved Evasion (Ex): As Monk

    Orbital Skill (Ex): You anticipate your enemies’ ploys and tactics. At 13th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy’s bull rush, disarm, feint, overrun, sunder, or trip attempt.

    Orbital Mastery (Ex): You notice the most subtle openings and cues offered by your opponents. At 17th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make an attack of opportunity.

    Orbs and Orb Powers
    Spoiler
    Show
    {table=head]Type|Color|Movement Mode

    Air|
    Gray
    |
    Flight

    Acid|
    Green
    |
    Burrow

    Cold|
    Blue
    |
    Swim

    Earth|
    Brown
    |
    Burrow

    Electricity|
    Yellow
    |
    Teleport

    Fire|
    Red
    |
    Flight

    Force|
    Clear
    |
    Flight

    Light|
    White
    |
    Teleport

    Metal|
    Silver
    |
    Climb

    Positive Energy|
    Gold
    |
    +15' bonus to all speeds

    Negative Energy|
    Purple
    |
    +15' bonus to all speeds

    Shadow|
    Black
    |
    Teleport

    Sonic|
    Pink
    |
    Flight

    Water|
    Indigo
    |
    Swim

    Wood|
    Tan
    |
    Climb
    [/table]

    Attack (Area),5th level
    You may use your orb to deliver an attack as a burst, cone, line, or sphere as a standard action or part of a full-attack action; after which your orb dissipates until your next turn.. The area of the attack is 15’ plus another 5’ for every 3 hit dice you possess. Targets are allowed a reflex save and take half damage if successful.
    Attack (Melee), 1st Level
    You make a melee attack against a single foe. If your attack hits, your orb dissipates until your next turn. You may shape your orb into any weapon you are proficient with. Melee attacks with an orb may target opponents up to 10' away, use the orb dancer's Dex modifier to affect attack rolls and have a critical threat range of 18-20x2. Shaping an orb into a reach weapon increases this to 15'.
    Attack (Ranged), 3rd Level
    Your orb unleashes a beam of energy (or a bolt or missile of some kind). If your attack hits, your orb dissipates until your next turn.This power is a ranged touch attack with a range increment of 50'. Using an orb this way provokes attacks of opportunity whether doing a standard or full-attack action.
    Defense (Deflect), 12th Level
    The orb you choose springs to your defense. It creates a temporary shield against an incoming attack. You gain a deflection bonus equal to ½ your orb dancer level against one attack. This power is activated as a swift or immediate action. If the attack deals damage that counters the orb’s energy type, this power is negated.
    Defense (Resist), 18th Level
    Resist gives the orb dancer energy immunity to the energy of the orb type used; or in the case of air, earth, force, metal, water, and wood, Fast Healing 5. This lasts until the end of the orb dancer’s turn. Using this power is a swift or immediate action.
    Defense (Retort)
    Whenever you are the subject of a melee attack, you may use this power to deal your orb damage in response to that attack. If you are able to attack an area with your orb, or if you can gestalt your orbs, you may do so. You may counter one attack for each orb you have up to a maximum of your Dex modifier. Using this power removes your ability to make attacks of opportunity until the end of your next turn. This power is activated as a free action.
    Movement, 7th Level
    As a standard action, an orb dancer may command one of your orbs to grant you a movement mode not normally possessed by you. The movement type is based on the energy/element type of the orb you are using.
    Burrow and climb speeds are equal to 1/2 your land speed. Swim and flight (average maneuverability) speeds are equal to your land speed. Teleport is 20'

    Orb Combos
    Spoiler
    Show
    Orb Gestalt
    You meld your orbs into a swirling mass and attack with all at once. When you use any Attack power, you can meld any number of your manifested orbs gaining the following per orb added to the first: +1 damage dice, +1 enhancement bonus, and +1 to the save DC if using the Area power.
    Orbital Maneuver
    Your orbs allow you to bull rush, disarm, grapple, or trip opponents without leaving your square. You may initiate any of these combat maneuvers within 50' of your space.
    Each orb you add to the combo past the first two add a +2 to any opposed checks needed to execute them. Your orbs do not provoke attacks of opportunity when performing any of these actions.
    Orbital Shield
    As a move action, you cause your orbs to coalesce into a multi-hued armor. You gain a bonus equal to your Enhanced Orbs bonus +1/additional orb after the first. The number of orbs you use determines the effect the armor has on your movement and agiliy. 2 orbs makes light armor (Max Dex +5, ACP -2, normal move), 3-4 makes medium armor (Max Dex +3, ACP-4, -10 (-5 for small) move, and 5 makes heavy armor (Max Dex +0, ACP-6, move same as medium, but cannot run)
    This orb combo can be maintained as a free action for a number of rounds equal to the orb dancers Int modifier.
    "Bender knows love, and love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"- Bender Bending Rodriguez

  3. - Top - End - #543
    Orc in the Playground
     
    AkazilliaDeNaro's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    R 877

    Okay lets see if I can get this right
    I want/need to know how to add the ghost brute template to a cheetah. It shouldn't be that complicated but, it is! I'm particularly stuck on its attacks sooo yeah... that's all I need/want.
    Last edited by AkazilliaDeNaro; 2013-03-12 at 11:26 PM.
    avatar by me!
    If you are going to shorten my name go with "Akaz" instead of "Aka" its less confusing.
    Also I may End up Capatalizing the BEginning of words, or mispelleing them interly.
    Think nothing of it, I just REALLY suck at typing.(Those examples were on purpose, though.)
    My Homebrews
    Homebrew Table Tutorial

  4. - Top - End - #544
    Halfling in the Playground
     
    BlackDragon

    Join Date
    Aug 2010

    Default Re: Request a Homebrew: Thread 2!

    R878:

    I'd like to see if we can come up with a CR 5-10-ish Phoenix creature based on J.K. Rowling's Fawkes the Phoenix. I'm guessing, based on the books, that some of its qualities should be: it is small, red, has golden tail feathers, glows slightly, is warm/hot--but seemingly not burning hot--to the touch, has healing capabilities (regenerate and heal), resurrects itself, is immune to petrification, can carry many times its weight (at least by its tail while flying), can sing to inspire courage and ease despair, has some teleportation abilities, and is highly intelligent. I think it would be cool to see this and would appreciate some help getting it started. (I know that MMII has already created a phoenix, but they seem so different than the Fawkes type Phoenix.)



    Here's a start--let me know what you think:
    Spoiler
    Show
    Fawkes Phoenix
    Small Magical Beast (Fire)
    HD 6d10+6 (39 hp)
    Speed 10 ft. (2 squares); Fly 60 ft. (perfect) (12 squares)
    Init +5
    AC 21 (+1 size, +5 Dex, +5 deflection); touch 21; flat-footed 16
    BAB +6; Grp -4
    Attack Eye Strike +11 melee (1d1, 18-20/see text)
    Full-Attack Eye Strike +11/+6 (1d1, 18-20/see text)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Eye Strike (Ex)
    Special Qualities Immunity to fire and petrification, vulnerability to cold, restorative tears, self resurrection, aerial transport, phoenix song, spell-like abilities, darkvision.
    Saves Fort +6 Ref +10 Will +9
    Abilities Str 10, Dex 21, Con 12, Int 25, Wis 18, Cha 16
    Skills Concentration +9, Listen +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge Nobility and Royal) +9, Move Silently +9, Sense Motive +9, and Spot +9
    Feats Weapon Finesse (beak), Flyby Attack, Improved Flyby Attack
    Environment Mountains
    Organization Almost always solitary
    Challenge Rating 6
    Treasure None
    Alignment Any good
    Advancement by Small 6-8
    Level Adjustment None

    You see an attractive brilliantly red bird, about the size and shape of a peacock, with long golden tail feathers, a golden beak and talons, and coal-black eyes. The bird radiates heat and a dim light.

    Fawkes Phoenixes are rare and beautiful birds. They are a symbol of hope and good fortune for all who associate with them. They are extremely intelligent and because of their ability to resurrect themselves with full memory, they have extremely long lives and know a great deal about the world. They understand all languages, but tend not to speak (though they do use gestures to communicate non-verbally). When a Fawkes Phoenix dies, it always does so in a burst of flames and it will—until the natural end of its life—always rise from its ashes, even if they are disbursed.

    They are herbivorous creatures who, with one exception, are non-violent, pacifists. They will, to protect their allies, use their Eye Strike ability on huge or larger creatures, but only in the most dire of circumstances. They will readily sacrifice themselves to protect their allies and have an uncanny sense about when to intercept a death blow or spell.

    Individual Fawkes Phoenixes have been known to associate themselves with powerful spell-casters or royalty with whom they share objectives and to whom they can be fiercely loyal, but they are unwilling to serve as familiars. They mate only a few times during their long lives and, otherwise, only rarely associate with their own kind.

    Eye Strike (Ex)
    Although they are docile, peaceful creatures, when protecting an ally from creatures of Huge size or larger, they may make use eye strike, which, on a critical hit, will puncture the defending creature’s eye, causing permanent blindness therein.

    Restorative Tears(Su)
    The Fawkes Phoenix’s tears, which it can produce thrice per day, channel positive energy into a creature to wipe away and repair injury and afflictions as a 13th level caster. The tears immediately end any and all of the following adverse conditions affecting the target: ability damage, ability drain, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, negative levels, poisoned, severed body parts, sickened, and stunned. They also cure up to 13d10 hit points of damage. They do not restore levels or Constitution points lost due to death. These tears must be delivered directly from a Fawkes Phoenix; they cannot be bottled and used at another time or otherwise used to make palliative potions.

    Self-Resurrection (Su)
    Fawkes Phoenixes live thousands of years broken up into six-month cycles: life, death in ashes, rebirth from the ashes, and so on. At any point during the cycle, if a Fawkes Phoenix dies prematurely, it merely begins the cycle once again. Rebirth is essentially immediate and its infancy lasts about two hours, after which time it reaches full maturity.

    Aerial Transport (Su)
    The tail of the Fawkes Phoenix is warm to the touch and, when grasped, can effortlessly support a chain of up to six creatures during a flight for up to one hour per day.

    Phoenix Song (Su)
    When a Fawkes Phoenix sings, it removes confusion, exhaustion, fatigue, fear, fright, nausea, and panic from its allies who can hear it within 100 feet.

    Spell-like Abilities (Sp)
    2/day: Teleport


    I was contemplating doing something with their tail feathers and wands, but I haven't come up with anything that I liked.

    BPJ
    Last edited by backpackjack; 2013-03-19 at 10:19 PM.

  5. - Top - End - #545
    Titan in the Playground
     
    Yora's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    R879: How would you start making an alternative drider, that starts out as a normal race instead of mutated 6th level spellcasters?
    We are not standing on the shoulders of giants, but on very tall tower of other dwarves.

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  6. - Top - End - #546
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    Qwertystop's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    R880
    A variant fey that changes it's characteristics by it's environment.

    Where a dryad is a nature-spirit that is specifically for forests, and... Well, there must be something for ponds and streams and swamps and deserts but I can't think of it...

    Anyway, this would be similar to each when in is environment, but would change to go toa different one.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  7. - Top - End - #547
    Ogre in the Playground
     
    inuyasha's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Qwertystop View Post
    R880
    A variant fey that changes it's characteristics by it's environment.

    Where a dryad is a nature-spirit that is specifically for forests, and... Well, there must be something for ponds and streams and swamps and deserts but I can't think of it...

    Anyway, this would be similar to each when in is environment, but would change to go toa different one.
    C880

    Fiend Folio has one for the lakes and streams, and it also has one for your mountains and stuff on them, now I would suggest just taking the lake one for swamps, and maybe giving it acid immunity because its in a swamp, and we could switch anything dealing with cold on the mountain one, to fire to make it a volcano/lava one, im AFB right now but i think they have cold resistance or immunity, and if they dont, just give it to em and switch it to fire. So now you have forests (dryad), lakes/streams/probably ponds, mountains, swamps, volcanos, and their might be one for oceans in either FF or MM2, and if there isn't just maybe either re-skin the pond/lake/stream one to salt water with not very much stat changing. Or use the ocean spirit from OA (which is a player race, just toughen it up a bit if you want and bam)

    now if you were wanting something that can shapechange to adapt to its environment, hmmm...just say that it can change shape to any of the above things, and give it the shapechanger subtype

    was that any help or was I rambling? and if it was help, your welcome

    mah work here is done
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    Default Re: Request a Homebrew: Thread 2!

    H879

    This is slightly stronger than the MM drider, but probably still weak for a caster prestige class.

    Drider

    Many are transformed. Few embrace the transformation and learn to use their new power. They are driders. (The others are meat.)

    Prerequisites:
    • Ability to cast spells
    • Drow
    • Must have been "cursed" by Lolth with a monstrous spider form

    (The word "cursed" is in quotes because the form has many advantages, and while Lolth does it to people who "fail" her, she often sets up the failures herself, so she is probably acting more in manipulation than anger. Unless that's just what she wants us to think.)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1st|1|0|0|2|Abberation Type, Climb Speed, Bite. Con +2|
    2nd|2|0|0|3|Large Size. Str +4, dex +2|+1 level of existing class
    3rd|3|1|1|3|detect good / law / magic, con +2|
    4th|3|1|1|4|Natural Armor +6, wis +2|+1 level of existing class
    5th|4|1|1|4|levitate, clairaudience/clairvoyance, con +2|
    6th|5|2|2|5|Poison, cha +2|+1 level of existing class
    7th|6|2|2|5|dispel magic, suggestion , con +2|
    8th|6|2|2|6|Sun tolerance, wis +2|+1 level of existing class
    9th|7|3|3|6|Movement, int +2|+1 level of existing class
    10th|8|3|3|7|Spell Resistence 17, wis +2, cha +2|+1 level of existing class[/table]
    Hit die: d8
    Skills: 2+int
    Class Skills: Balance, Climb, Concentration, Hide, Jump, Knowledge(arcana), Knowledge(religion), Listen, Move Silently, Spellcraft, Spot


    Spell-like abilities: as shown on table, using cha for saves and class level as caster level.

    Abberation Type(ex): Lose the Humanoid type and gain Aberration. Remain drow.

    Climb Speed(ex): Gain a climb speed equal to half your base speed. This includes a +8 bonus on climb checks.

    Bite(ex): Primary natural weapon, does d3 piercing damage.

    Large Size(ex): Become large, with usual bonuses and penalties. Recalculate damage (bite becomes d4). Do not recalculate ability scores (those are handled seperately).

    Poison(ex): Inject poison with bite attack. Initial and secondary damage 1d6 Str. Fort dc 10 + 1/2 hd + con mod negates. Poison disintegrates 1 minute after being expressed.

    Sun tolerance(ex): Lose drow sun vulnerability.

    Movement(ex): +4 racial bonus on Hide and Move Silently

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    Default Re: Request a Homebrew: Thread 2!

    H 877

    Ghost Brute Template is from Dragon Magazine 300. You should always cite the source when asking for help. Because the template is 3.0, you need to update it to 3.5.

    As for its attacks, all you do is follow what the template tells you to do. A ghost brute retains all the attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures.

    An incorporeal cheetah on the Prime Material Plane can't use its bite and claws since they are incorporeal now. It uses it supernatural abilities. If its opponents are on the ethereal plane, the it can attack with its bite and claws.

    A ghost brute retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures.

    Ghost Brute Cheetah
    Medium Undead (Augmented Animal, Incorporeal)
    Hit Dice: 3d12 (19 hp)
    Initiative: +4
    Speed: Fly 30 ft. (perfect)
    Armor Class on Ethereal Plane: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
    Armor Class on Prime Material Plane 16 (+4 Dex, +0 natural, +2 deflection), touch 16, flat-footed 12
    Base Attack/Grapple: +2/+5
    Attack: Incorporeal bite +6 melee (1d6+3)
    Full Attack: Incorporeal bite +6 melee (1d6+3) and 2 incorporeal claws +1 melee (1d2+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks:Bloodcurdling howl, corrupting touch, trip
    Special Qualities: darkvision 60 ft., loom, low-light vision, scent, manifestation, rejuvenation, turn resistance +2, undead traits
    Saves: Fort +5, Ref +7, Will +2
    Abilities: Str 16, Dex 19, Con -, Int 2, Wis 12, Cha 14
    Skills: Hide +6, Listen +4, Move Silently +6, Spot +4
    Feats: Alertness, Weapon Finesse
    Environment: Any
    Organization: Solitary or with associated ghost
    Challenge Rating: 4
    Treasure: None
    Alignment: Often Neutral
    Advancement: 4-5 HD (Medium)
    Level Adjustment: —

    Note: A looming ghost brute cheetah can be either Large or Huge.
    If Large it gains +8 Str, -2 Dex, has +3 natural armor (still +0 on Material Plane), -1 to attack, its bite does 1d8+Str bonus damage and its claws do 1d3 + 1/2 Str bonus damage.

    If Huge it gains +8 more strength than it had when Large, has +4 natural armor (still +0 on Material Plane), has -2 to attacks, its bite does 2d6+ Str bonus damage and its claws do 1d4+ 1/2 Str bonus damage.

    Debby
    Last edited by Debihuman; 2013-03-28 at 08:24 AM.
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    Default Re: Request a Homebrew: Thread 2!

    R881
    I'd like to request a prestige class focused around the Necromancy school, but NOT Undead, if that's okay? I'd like the main focus to be on manipulating life energies, with a sub-focus on Cold spells.

    I'm currently playing an Oracle in a Pathfinder game who channels both Positive and Negative energy, so that's the main reason I'm asking for this - none of the class features I'll be getting seem to fit.

    Ideally, the requirements would be not entirely intensive, so here are some things I already have for a guide:

    Maxed-out Spellcraft, K:Religion, Planes and Arcana

    Channelling both Positive and Negative Energy (3d6 and 2d6 respectively)

    Fell Weaken and Rime Spell metamagic feats

    CL 5th (2nd level Divine spells)
    Last edited by HearTheRequiem; 2013-03-29 at 03:29 PM.

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    Default Re: Request a Homebrew: Thread 2!

    Spoiler
    Show
    Quote Originally Posted by Debihuman View Post
    H 877

    Ghost Brute Template is from Dragon Magazine 300. You should always cite the source when asking for help. Because the template is 3.0, you need to update it to 3.5.

    As for its attacks, all you do is follow what the template tells you to do. A ghost brute retains all the attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures.

    An incorporeal cheetah on the Prime Material Plane can't use its bite and claws since they are incorporeal now. It uses it supernatural abilities. If its opponents are on the ethereal plane, the it can attack with its bite and claws.

    A ghost brute retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures.

    Ghost Brute Cheetah
    Medium Undead (Augmented Animal, Incorporeal)
    Hit Dice: 3d12 (19 hp)
    Initiative: +4
    Speed: Fly 30 ft. (perfect)
    Armor Class on Ethereal Plane: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
    Armor Class on Prime Material Plane 16 (+4 Dex, +0 natural, +2 deflection), touch 16, flat-footed 12
    Base Attack/Grapple: +2/+5
    Attack: Incorporeal bite +6 melee (1d6+3)
    Full Attack: Incorporeal bite +6 melee (1d6+3) and 2 incorporeal claws +1 melee (1d2+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks:Bloodcurdling howl, corrupting touch, trip
    Special Qualities: darkvision 60 ft., loom, low-light vision, scent, manifestation, rejuvenation, turn resistance +2, undead traits
    Saves: Fort +5, Ref +7, Will +2
    Abilities: Str 16, Dex 19, Con -, Int 2, Wis 12, Cha 14
    Skills: Hide +6, Listen +4, Move Silently +6, Spot +4
    Feats: Alertness, Weapon Finesse
    Environment: Any
    Organization: Solitary or with associated ghost
    Challenge Rating: 4
    Treasure: None
    Alignment: Often Neutral
    Advancement: 4-5 HD (Medium)
    Level Adjustment: —

    Note: A looming ghost brute cheetah can be either Large or Huge.
    If Large it gains +8 Str, -2 Dex, has +3 natural armor (still +0 on Material Plane), -1 to attack, its bite does 1d8+Str bonus damage and its claws do 1d3 + 1/2 Str bonus damage.

    If Huge it gains +8 more strength than it had when Large, has +4 natural armor (still +0 on Material Plane), has -2 to attacks, its bite does 2d6+ Str bonus damage and its claws do 1d4+ 1/2 Str bonus damage.

    Debby

    well i had given up on trying to make this work so thanks again Debby for your
    much appreciated help
    Last edited by AkazilliaDeNaro; 2013-03-29 at 04:32 PM.
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    Default Re: Request a Homebrew: Thread 2!

    R 882
    I would like "The Crawling Spleen" which I believe is from the cartoon "Angry Beavers". Someone requested it to round out my Organ Undead, but I know nothing about that cartoon.

    I can modify it to work, but I need a starting point. This means you don't need to be familiar with my organ undead.

    Doesn't have to be undead if that doesn't fit the episode in question.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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    Default Re: Request a Homebrew: Thread 2!

    R 883

    I need a template for an Incarnum vampire.

    It should use souls it devour as fuel for its unholy powers kind of like the Incarnum zombie.

  14. - Top - End - #554
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Equilibria View Post
    R 883

    I need a template for an Incarnum vampire.

    It should use souls it devour as fuel for its unholy powers kind of like the Incarnum zombie.
    C883

    This request came up before: does this work of Kellus' function to your tastes?

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    H881

    The Lifedrinker
    One thing is certain: you will die. That is how my power is rooted.
    One thing I hope: I will take part. That is how my power grows.


    Prerequisites:
    • Able to cast 2nd level divine spells
    • Able to cast at least 4 different necromancy spells
    • Knowledge(religion): 8 ranks


    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1st|0|0|0|2|Eat Vitality|—
    2nd|1|0|0|3|Greater Infliction|+1 level of existing divine spellcasting class
    3rd|1|1|1|3|Eat Morale|+1 level of existing divine spellcasting class
    4th|2|1|1|4|Potent Necromancy|+1 level of existing divine spellcasting class
    5th|2|1|1|4|Eat Body|+1 level of existing divine spellcasting class
    6th|3|2|2|5|Necromantic Spells|—
    7th|3|2|2|5|Eat Mind|+1 level of existing divine spellcasting class
    8th|4|2|2|6|MetaNecromancy|+1 level of existing divine spellcasting class
    9th|4|3|3|6|Eat Soul|+1 level of existing divine spellcasting class
    10th|5|3|3|7|Spontaneous Necromancy|+1 level of existing divine spellcasting class[/table]
    Hit die: d6
    Class Skills: Concentration, Intimidate, Knowledge(religion), Spellcraft
    Skills: 2+int

    Eat Vitality(su): Whenever a lifedrinker inflicts hit point damage with a necromancy spell, he heals half the damage dealt. If this brings him above his normal total, he gains the rest as temporary hit points that last 1 minute. He cannot gain more temporary hit points than real ones in this manner.

    Greater Infliction(su): When a lifedrinker uses an inflict wounds spell (including spontaneously), he rolls d12s instead of d8s.

    Eat Morale(su): Whenever a lifedrinker inflicts morale damage with a necromancy spell, he gains a morale bonus to attacks, skill checks and saves for the next minute. The extend of the bonus is given on the following table:
    {table=head]Condition|{colsp=4}Number of Creatures Effected
    |1|2-4|5-24|25+
    Shaken or Fatigued|1|2|3|4
    Frightened or Exhausted|2|3|4|6
    Panicked or Asleep|3|4|6|8
    Cowering or Unconscious|4|6|8|10[/table]

    Potent Necromancy(su): A lifedrinkers receives a +2 bonus on save DCs and +4 on caster level checks to overcome spell resistance when using necromancy spells.

    Eat Body(su): Whenever a lifedrinker inflicts str, dex or con damage with a necromancy spell, he gains an equal profane bonus to the same ability for one minute.

    Necromantic Spells(su): A lifedrinker treats all necromancy spells as being in her class spell list, even those which are normally arcane only.

    Eat Mind(su): Whenever a lifedrinker inflicts int, wis or con damage with a necromancy spell, he gains an equal profane bonus to the same ability for one minute.

    MetaNecromancy(su): When applying metamagic to a necromancy spell, a lifedrinker pays one fewer increased level. This stacks with other metamagic reducers, but cannot decrease the cost below zero.

    Eat Soul(su): Whenever a lifedrinker inflicts negative levels with a necromancy spell, he gains an equal number of temporary levels for one minute. Temporary levels give +1 to bab, saves, skills and caster level and 1d10+con mod temporary hit points. They also count toward counts of "total hit dice". They do not effect spells per day.

    Spontaneous Necromancy(su): As a swift action, a lifedrinker may replace any prepared spell with a prepared necromancy spell of lower level. The replacement spell must be one he had cast within the past week.
    Last edited by dspeyer; 2013-04-03 at 12:47 AM.

  16. - Top - End - #556
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Qwertystop View Post
    R880
    A variant fey that changes it's characteristics by it's environment.

    Where a dryad is a nature-spirit that is specifically for forests, and... Well, there must be something for ponds and streams and swamps and deserts but I can't think of it...

    Anyway, this would be similar to each when in is environment, but would change to go to a different one.
    C880

    There is. It is a nereid. It is in Stormwrack. What environments specifically? And it would need a whole new set of special abilities to adapt to each one so I'm not sure making a single Fey that can adapt to so many environments wouldn't be horribly overpowered or Epic to say the least. What CR are you looking for?


    Debby
    Last edited by Debihuman; 2013-04-03 at 01:11 AM.
    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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    Default Re: Request a Homebrew: Thread 2!

    C883

    This request came up before: does this work of Kellus' function to your tastes?
    Yeah, this is pretty close to what I imagined.

    Thanks JTB

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    R884

    ok im looking for a crossbreed drow/dwarf for both dnd 3.5 and dnd 4e i have tryed making it myself but cant do it right as im still learning the newer rule sets as the last time i played was 10-15 years ago
    Last edited by eddiedrizzt; 2013-04-03 at 07:30 PM.

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    Default Re: Request a Homebrew: Thread 2!

    R885

    i am looking for a class at can wield three weapons like Roronoa Zoro from one piece . so i turn too you fine people with hope that someone can figure out how to make this work!
    Last edited by raxxar; 2013-04-08 at 07:14 AM.

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    Default Re: Request a Homebrew: Thread 2!

    R886

    I would like to request a psionic barbarian class for 3.5, or something as close to that as possible. Along side this, I would like a list of combat oriented psionic abilities. Please, and thank you.
    I know it's an odd combination, so I'm sorry if it's overly complicated.
    Last edited by gurgleflep; 2013-04-08 at 01:36 PM.

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    Default Re: Request a Homebrew: Thread 2!

    R887

    I'd like to see something inspired by the Evil Clouds/Fog/Mists from DF. I'm thinking of a sort of demon vapor which possesses people. Getting it out of someone without killing them would be extremely difficult, and impossible after a while as the mist eats its host's soul or something. A possessed creature (called a "thrall") would count as "Undead" for most purposes, except maybe both positive and negative energy heal it. When not possessing a creature, it would be hard to pick apart from regular mist, but still not too difficult to avoid if one is wary (and not cornered or held down). Killing a host body would weaken it, but destroying it permanently would require divine magic damage or a special ceremonial weapon of some sort.

    I don't care too much about which system it's for, (would prefer 3.5 though) mainly I just want to see it done.
    Last edited by Geordnet; 2013-04-08 at 12:08 AM.

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  22. - Top - End - #562
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by gurgleflep View Post
    R886 <-- I've numbered it such because the person who commented before me forgot to put his/her tidbit in. I've messaged them.

    I would like to request a psionic barbarian class for 3.5, or something as close to that as possible. Along side this, I would like a list of combat oriented psionic abilities. Please, and thank you.
    I know it's an odd combination, so I'm sorry if it's overly complicated.
    C886
    Have you seen the Psychic Warrior class? If you want better combat ability than that, though, you'll need to remove psionic ability, which means you won't have much left.
    Quote Originally Posted by raxxar View Post
    R885

    i am looking for a class at can wield three weapons like Roronoa Zoro from one piece . so i turn too you fine people with hope that someone can figure out how to make this work!
    C885

    You really don't need a class for that. Just a feat that recursively applies TWF penalties to a weapon wielded in a non-manipulating-limb way, and allows such weilding.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
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    Default Re: Request a Homebrew: Thread 2!

    R888

    Hey everybody. I really appreciate how you all take requests for homebrew systems. Here's my idea - I was wondering if it could work or not:

    Is there a game system that's centered around Politics, and well, not much else? I'd really like to participate in a political role play but I can't seem to find a whole lot around that fit what I'm looking for. The Total War games kind of do the trick, but I'm looking for one where politicians battle with words and give "speeches" within the same country - trying to become President or something like that.

    Since I live in the USA, I am most familiar with this country's political system, but I'd be happy to research other nations' politics as well. I would like an ample mix of fluff and crunch. The fluff would be giving speeches full of soaring rhetoric. The crunch would be approval ratings, budgeting, and elections. The country would not have to be the USA exactly - it could be a fictionalized version - but something along the lines of a representative republic.

    Thanks for all your help. Even the slightest feedback would be much appreciated.
    "Life is short and we do not have much time to gladden the hearts of those who travel with us. So be quick to love, and make haste to be kind."

  24. - Top - End - #564
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by gurgleflep View Post
    R886

    I would like to request a psionic barbarian class for 3.5, or something as close to that as possible.
    R886.1

    Use the psychic warrior chassis with a d10 hit die. Remove all non-psionic class features and replace them with the barbarian's class features (except the DR and fast movement).
    Along side this, I would like a list of combat oriented psionic abilities. Please, and thank you.
    I don't know what you mean by this. Do you want combat maneuvers that get boosted with psionics (this would make psionics a bit too good since a one-level or feat dip would give increase combat options) or do you mean you're looking more along the lines of eats like deep impact?
    Last edited by Just to Browse; 2013-04-08 at 07:16 PM.

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Just to Browse View Post
    R886.1Use the psychic warrior chassis with a d10 hit die. Remove all non-psionic class features and replace them with the barbarian's class features (except the DR and fast movement).

    I don't know what you mean by this. Do you want combat maneuvers that get boosted with psionics (this would make psionics a bit too good since a one-level or feat dip would give increase combat options) or do you mean you're looking more along the lines of eats like deep impact?
    C886.1 (sorry if I've numbered this wrong)
    I quite like the Psychic Warrior, it seems right up my alley.
    I also like your suggestion on the replacement.
    For the list bit, I was meaning what psionic abilities would he be able to use that are relevant to what he does.
    Last edited by gurgleflep; 2013-04-08 at 11:05 PM.

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    Default Re: Request a Homebrew: Thread 2!

    R889

    Hello.
    I just thought of a cool concept:
    A prestige class for warlocks that is basically an arcane ur-priest (ur-Mage)
    I would be very happy if someone made this class.
    Thanks in advance.
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  27. - Top - End - #567
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by gurgleflep View Post
    C886.1 (sorry if I've numbered this wrong)
    I quite like the Psychic Warrior, it seems right up my alley.
    I also like your suggestion on the replacement.
    For the list bit, I was meaning what psionic abilities would he be able to use that are relevant to what he does.
    C886.1
    Oops, no I was supposed to put a C in front of it too. Well as long as have context with each other.

    If you're looking for a list of psionic powers appropriate to a psychic barbarian (that's what I'd call it), give the 9th post in the psychic warrior's handbook a look. blue powers are usually the most fitting.

    In addition, I recommend considering when to buff. The psychic barbarian will be all about buffing and smacking things, but rage prevents you from using spells in combat, so make sure you cast your buffs before you rage.

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Malachi Lemont View Post
    R888

    Hey everybody. I really appreciate how you all take requests for homebrew systems. Here's my idea - I was wondering if it could work or not:

    Is there a game system that's centered around Politics, and well, not much else? I'd really like to participate in a political role play but I can't seem to find a whole lot around that fit what I'm looking for. The Total War games kind of do the trick, but I'm looking for one where politicians battle with words and give "speeches" within the same country - trying to become President or something like that.

    Since I live in the USA, I am most familiar with this country's political system, but I'd be happy to research other nations' politics as well. I would like an ample mix of fluff and crunch. The fluff would be giving speeches full of soaring rhetoric. The crunch would be approval ratings, budgeting, and elections. The country would not have to be the USA exactly - it could be a fictionalized version - but something along the lines of a representative republic.

    Thanks for all your help. Even the slightest feedback would be much appreciated.
    C888
    I may have missed something but I think this thread is for simpler brews than that. Something like that would be its own thread.

    Again, unless the rules have changed since the concept started.
    Last edited by DracoDei; 2013-04-09 at 03:18 PM.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
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    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  29. - Top - End - #569
    Orc in the Playground
     
    OldWizardGuy

    Join Date
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    smile Re: Request a Homebrew: Thread 2!

    C888

    Thanks. I agree that it might be quite a complicated homebrew. I'll start working on it myself and give it its own thread, then see what other people think.
    "Life is short and we do not have much time to gladden the hearts of those who travel with us. So be quick to love, and make haste to be kind."

  30. - Top - End - #570
    Ogre in the Playground
     
    Just to Browse's Avatar

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    Nov 2011

    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by super dark33 View Post
    R889

    Hello.
    I just thought of a cool concept:
    A prestige class for warlocks that is basically an arcane ur-priest (ur-Mage)
    I would be very happy if someone made this class.
    Thanks in advance.
    C889

    Ur-Priests are people who reject magic and use that rejection in order to cast evil atheist spells. The ur-mage equivalent would be someone who denies arcane magic and uses that denial to fuel arcane magic... which really doesn't speak to the idea of a warlock.

    Did you perhaps mean an arcane mage-killer?

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