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  1. - Top - End - #931
    Firbolg in the Playground
     
    unseenmage's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by GreaserFish View Post
    C. 960

    The ones closest to the Warforged are actually the clockwork miners. They are all relatively autonomous, but they are just machines. The miners are the ones that aren't built just for the sake of doing either heavy lifting or combat, though it's still a bit of a stretch.

    For the electrical attack, damage type is pretty obvious, and it makes a little sense to me to make it a ranged touch attack that can hit multiple targets. The things are generally used to fight either other large clockwork robots or groups of six musketeers. As chain lightning, perhaps? It's not exactly a so many types per day type thing, more like once every few minutes.
    C960

    I suggest the either the Clockwork Armor or the Clockwork Golem from PF as a base for it's clockwork weakness. Or even as a base for the whole run of them.

    I too bought this game secondhand, and it was a fun playthrough. I'm definitely interested in seeing how these brew up.

  2. - Top - End - #932
    Ogre in the Playground
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    Default Re: Request a Homebrew: Thread 2!

    R961

    I need a magic item that acts like the Neuralyzer from Men in Black.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  3. - Top - End - #933
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    Default Re: Request a Homebrew: Thread 2!

    R962: I would like a variant of the Elemental Savant PrC from Complete Arcane that actually focuses on the element itself (Air, Earth, Water) rather than its loosely-associated energy type. Actually, I pretty much just want the Earth one. Can anyone help me out, please?
    Awesome avatar courtesy of Dorian Soth.

    Optional rules I'm working on (please contact me if you have ideas for developing them!):
    Generic Prestige Classes; Summon Monster Variant; Advanced Dodges and Dex Bonuses; Incantations to Raise the Dead

  4. - Top - End - #934
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by qwertyu63 View Post
    R961

    I need a magic item that acts like the Neuralyzer from Men in Black.
    C961: I think a Wand of Modify Memory (core spell, wand costs 30,000 gp brand new) fits the bill pretty well.
    Last edited by Blackjackg; 2013-09-18 at 09:50 AM.
    Awesome avatar courtesy of Dorian Soth.

    Optional rules I'm working on (please contact me if you have ideas for developing them!):
    Generic Prestige Classes; Summon Monster Variant; Advanced Dodges and Dex Bonuses; Incantations to Raise the Dead

  5. - Top - End - #935
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Blackjackg View Post
    C961: I think a Wand of Modify Memory (core spell, wand costs 30,000 gp brand new) fits the bill pretty well.
    C961: I'll have to edit it some (as I don't want all of the features of the spell), but that works. Thank you.
    Last edited by qwertyu63; 2013-09-18 at 10:06 AM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  6. - Top - End - #936
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    Default Re: Request a Homebrew: Thread 2!

    R962
    Quote Originally Posted by Reality Glitch View Post
    I would like to request my Drakin race for homebrewing. I'd like it for as many systems as possible, for my group hasn't decided on one yet, so any number of people may take up this offer. (I suggest announcing which system your homebrewing this for so there's no overlap.)

    If you'd rather not read the entire linked page, Drakin are a warrior-race of Utopically-incined psychic-Dragon-Plants.
    Reposting because I forgot the number.
    Last edited by Reality Glitch; 2013-09-18 at 01:45 PM.

  7. - Top - End - #937
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    Default Re: Request a Homebrew: Thread 2!

    C 962 and 1/2

    Half plant Dragon 3.5. with some fiddly bits. Might take a while.

    Your number is off.

    Debby
    Last edited by Debihuman; 2013-09-22 at 11:31 AM.
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  8. - Top - End - #938
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by qwertyu63 View Post
    C961: I'll have to edit it some (as I don't want all of the features of the spell), but that works. Thank you.
    C961:Increase the duration of the memories it can modify/erase (and remember it DOES create a state where new memories can be suggested), to make up for the lost features. For one thing the block of memories effected always ends at the moment the wand is used, unless they changed that in the third movie or something.
    Last edited by DracoDei; 2013-09-19 at 05:43 PM.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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  9. - Top - End - #939
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    Default Re: Request a Homebrew: Thread 2!

    H962

    Elemental Savant

    Prerequisites:
    • Knowledge(the planes): 8 ranks
    • Personal devotion to one of the four elements
    • Able to cast two different spells with that subtype, at least one of 3rd level
    • Fluency in the associated language


    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1|0|0|0|2|Domain Spontaneity|
    2|1|0|0|3|Save Bonus +1; Evasion/FortMettle|+1 of existing class
    3|2|1|1|3|Darkvision 60; Turn/Rebuke|+1 of existing class
    4|3|1|1|4|Elemental Immunities; Caster Level +1/-1|+1 of existing class
    5|3|1|1|4|Elemental Substitution|+1 of existing class
    6|4|2|2|5|Summoning Spontaneity|
    7|5|2|2|5|Save Bonus +2; Improved Evasion/Improved FortMettle|+1 of existing class
    8|6|2|2|6|Elemental Admixture|+1 of existing class
    9|6|3|3|6|Caster Level +4/-2|+1 of existing class
    10|7|3|3|7|Free Elemental Admixture; Ambiguous Nature|+1 of existing class[/table]
    Hit die: d8
    Skills: 2+int
    Class Skills: Concentration, Knowledge(arcana), , Knowledge(nature), , Knowledge(religion), , Knowledge(the planes), Spellcraft

    Domain Spontaneity(su): Sacrifice any uncast spell or spell slot to cast the element domain spell of that (or lower) level.

    Save Bonus(ex): Gain a +1 untyped bonus to reflex saves if air or fire, fort saves if earth or water. This bonus increases to +2 at 7th level.

    Evasion/FortMettle(ex): When you succeed on a save of your bonus type with a "half" effect, take no effect.

    Darkvision 60(su): Gain it.

    Turn/Rebuke(su): You can rebuke creatures of your element, or turn those of the opposite element, as if your cleric level were twice your class level. If you already have this ability, gain no new uses per day, but your levels stack for determining the creatures you can turn/rebuke.

    Elemental Immunities(su): Immunity to poison, sleep effects, paralysis, and stunning.

    Caster Level +1/-1(su): Your caster level is +1 for spells of your element, -1 for spells of the opposite element.

    Elemental Substitution: Gain the elemental substitution feat for the energy associated with your element

    {table=head]element|energy
    air|electricity
    earth|acid
    fire|fire
    water|cold[/table]

    If you already have this feat, gain any other for which you qualify.

    Summoning Spontaneity(su): You may sacrifice an unused spell or spellslot of 3rd level or higher to summon an elemental of your element, 1d3 elementals of one level lower, or 1d4+1 of two levels lower:

    {table=head]lvl|Creature
    3|Small Elemental
    4|Small Mephit
    5|Medium Elemental
    6|Large Elemental
    7|Huge Elemental
    8|Greater Elemental
    9|Elder Elemental or Elemental Swarm[/table]

    For mephits, you may summon one of your type or an intermediate which includes your type. For example, if you are an earth savant, you can summon an earth, ooze, magma or dust mephit.

    Improved Evasion/Improved FortMettle(ex): Take only half damage on failed saves of your bonus type.

    Elemental Admixture: Gain this feat for free. If you already have it, gain any for which you qualify.

    Free Elemental Admixture(ex): When you apply the Elemental Admixture feat, it does not require a higher-level spell slot.

    Ambiguous Nature(su): You are treated as either your original creature type or an elemental of your element, whichever is more beneficial. For example, you are not subject to critical hits or flanking unless you want to be, and do not need to eat, sleep or breathe (though, if you are an arcane caster, you still need 8 hours of rest to prepare spells).

  10. - Top - End - #940
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    Default Re: Request a Homebrew: Thread 2!

    C962: Looks great, thank you!
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    Optional rules I'm working on (please contact me if you have ideas for developing them!):
    Generic Prestige Classes; Summon Monster Variant; Advanced Dodges and Dex Bonuses; Incantations to Raise the Dead

  11. - Top - End - #941
    Pixie in the Playground
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    Default Re: Request a Homebrew: Thread 2!

    R. 963

    I'm looking for a Pathfinder appropriate 10 level (could be 15 if someone gets carried away) prestige class that grants initiator levels for maneuvers/stances as well as a fair number of spellcaster levels. I'm looking for a martial steampunk meets magic sorta thing where as the character in question progresses he is able to use his magic and fighting techniques to complement each other while also harnessing steampunk technology. The world is entering an era of steam while magic is still fairly heavily used. The character made by the player is NE so something that treads that line alignment-wise is all good. What other info in particular would help?
    Last edited by Vorata; 2013-09-19 at 08:22 PM.

  12. - Top - End - #942
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    Default Re: Request a Homebrew: Thread 2!

    C963

    There's already a bunch of martial/arcane dual-progressions: Artmage, Ebon Phoenix Mage, Shrouded Ambusher, Soulfire Invoker (bard), Spirit Lord: Spellmaster, Blood Sage

    If none of these will do, can you explain what you want from the class in a little more detail?

  13. - Top - End - #943
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    PirateGirl

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Reality Glitch View Post
    R962Reposting because I forgot the number.
    C 962 and 1/2.

    There is another 962 so for simplicity I'll refer to this as 962 and 1/2

    Drakin biology functions on basic plant principles: photosynthesis, effective immortality do to unending grown, pollen for external fertilization; but outer appearances and physiology are draconic: Scaly skin (scale-leafs to more accurate), carnivorous diet (they're not rooted in place, so they can't feed off the soil), wings for powered fight separate from there arms and legs, breath-weapon(s); and they posses unique traits as well: Tele/psychokinetic perception through the use of psychic emitters in place of eyes and ears (the "feel" waves of light and sound the same way we feel ocean and pressure waves, but can do so at great distances) the patch of scale-leaves over which has chameleon properties for emotional expression and mimicking animal eyes, telepathic communication coupled w/ no vocal organ has lead to no spoken language being developed by drakin, there psionic talents can even influence their breath-weapons.
    This is not really enough to create a creature. Size would be helpful. What do you want? I can make a dragon with some plant traits or should it be a plant with dragon traits?

    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

  14. - Top - End - #944
    Pixie in the Playground
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    Default Re: Request a Homebrew: Thread 2!

    R. 964

    So I was thinking of running a low-magic setting, at least as far as the party is concerned, so while potions would be available, generic healing might not. Having run a game with this group where magic wasn't denied and half the party rolled ranger (yeeeeep) I'm wondering if there's an easy heal mechanic I can incorporate that isn't overpowered? I was thinking either buffing the heal skill (to actually, y'know, heal) or maybe after combat restoring 1*HD+conmod.

    This would be either a supernatural or extraordinary ability that I would give the party so they didn't have to rest a week after each encounter, or blow all their money on potions, so go nuts. If it buffs the heal skill (it can be a feat!) it would need a daily limit that may or may not scale somehow, and an easily conveyed DC to heal ratio (My first thought was DC is their missing hp and they heal the amount OVER that the heal check gets, but that's either op, a waste, or pointless to even try...)

    Thoughts?
    Last edited by robolewa; 2013-09-22 at 07:59 PM. Reason: Clarification

  15. - Top - End - #945
    Pixie in the Playground
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    Default Re: Request a Homebrew: Thread 2!

    C.963

    Apologies about the lack of detail, player had only given so much information prior to the request. What I'm looking for is something that instead of focusing on say stealth or blood magic, though those are fantastic classes, is more of a focus on steampunk technology, specifically the characters weapons and armor. Where as the blood sage uses both her blood and that of her enemies, this character will be using a sword/crossbow that he "steampunked" up to use alongside his magic. He doesnt have a particular preference for ranged or melee, he enjoys both, he more or less wants to be able "to combine his magic and steampunk knowledge into something more that the sum of its parts" to quote him. I'd like it to have something along the lines of being able to maybe "charge" his weapons/armor with magic to give them a temporary bonus or possibly something similar? He wants to have the ability, if he can, to go between focusing on a single target to multiple enemies by manipulating his steamed-up weapons (The setting is more or less a war campaign in every meaning of those words. Group is a squad in a fairly large army fending off invading forces. The time period is late 1700's-mid 1800's with steam technology as the big focus. One city is dedicated to nothing but the progress of this technology and is far ahead of the other cities inside the collective city states that are a part of the alliance that the army fights for if any of that detail helps.) Sorry if there isnt enough/the right information. I'm not so good at homebrewing classes, hence the request, so I might be missing obvious details that I need to be providing and if I am just let me know.
    Last edited by Vorata; 2013-09-22 at 11:26 PM.

  16. - Top - End - #946
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by dspeyer View Post
    C959

    The Occult Adversary PrC blends ToB and binding. I don't know if it's good.
    C959
    Sorry I missed your comment, since it was the last one of the page I just saw it! I'll read the class now.

  17. - Top - End - #947
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    Default Re: Request a Homebrew: Thread 2!

    C. 964

    So I had further thoughts I felt like sharing that may answer my own question, but definitely need shoring up. (Mostly, I'm not sure how best to word/implement the idea) Stuff in [] is either a needed clarification that I'm having trouble deciding, or me not having any idea what's balanced.

    It's probably going to be a feat, but I haven't decided yet:
    Healer's Gift (Su):
    Effect:
    I'm drawing a blank on how to word this properly, but here's my current idea:

    By taking 5 minutes after combat, the healer can make a heal check to heal a willing, allied creature. [I originally had it as wisdom modifier creatures healed but that seems broken. On the other hand, this seems like if two people are critically hurt, oh well. Maybe a "critically wounded" clause?]
    The DC is [I can't decide if it should be 5 or 10 here, or if adding HD is really necessary] 10 + HD + current health/(4 or 5, round down).
    If passed, the party member heals a dice, and an additional dice for every 5 past the DC the healer makes [I'm thinking 1d4 to start, up to 1d6 at 10 ranks in heal and 1d8 at 20 ranks, but I'm really not sure if that's balanced], up to the healer's wisdom modifier or the target's HD dice rolled, whichever is lower [I would like a cap, but the idea I wrote isn't something I have my heart set on]
    There is also a very clear clause that once attempted, it may not be attempted again until either a full day's rest or further combat occurs [It also specifically forbids hitting each other to game the thing]
    It also consumes at least one, but no more than three, uses of the healer's kit per person used on.

    Hope this helps.
    Last edited by robolewa; 2013-09-23 at 09:47 AM. Reason: forgot to bold something

  18. - Top - End - #948
    Pixie in the Playground
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    Default Re: Request a Homebrew: Thread 2!

    R. 965

    I would like someone to create a D and D 3.5 warforged healer with a creature rating of 3. Thanks in advance.
    Last edited by DM God; 2013-09-24 at 04:56 PM.

  19. - Top - End - #949
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    Default Re: Request a Homebrew: Thread 2!

    C 962.5

    Size and shape varies widely, but 6-8 feet humanoid is the most common and would be the only option I'd allow for PC's.

    More a Plant w/ Dragon traits if I had to say, but would also have some traint that counts it as a both when looking at types.
    Last edited by Reality Glitch; 2013-09-26 at 09:04 AM.

  20. - Top - End - #950
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    Just to Browse's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    C 964

    Your feat is kind of confusing, and IMO uses too many fiddly numbers (division should be used only as a last resort).

    Tell me what your goal is for this feat. It looks like you want to encourage party members to pick up out-of-combat party support abilities (e.g. out-of-combat healing) to effectively provide 1 healing surge per day for each member?

  21. - Top - End - #951
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    Default Re: Request a Homebrew: Thread 2!

    C 964

    More-so, I wanted something akin to the strain-injury HP system I have since found. The idea is that they (at least to start with) aren't in the kind of place where they can buy many potions or basically any wands unless they find them. (and I don't know if any of them would go for craft wand, either, not that they'd have the means to afford making one either)

    I do agree that was getting way more complicated than it deserved to be. But since I actually am interested in the idea, what about a feat that simply buffs the heal skill's critical wounds effect? i.e., what kind of requirements would be needed for a feat that makes it heal twice hit dice, or allows the same target to be healed twice per day? Should those be different feats? Should I require skill focus heal? Should I just wing it?

  22. - Top - End - #952
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    PirateGirl

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    Default Re: Request a Homebrew: Thread 2!

    C 962.5

    Quote Originally Posted by Reality Glitch View Post
    Size and shape varies widely, but 6-8 feet humanoid is the most common and would be the only option I'd allow for PCs.
    More a Plant w/ Dragon traits if I had to say, but would also have some traits that counts it as a both when looking at types.
    Ah, it wouldn't be humanoid at all if it is dragon/plant. Sounds like that isn't really what you want at all. You want a humanoid with both plant and dragon features rather than a dragon/plant hybrid. Sorry but I'm not interested in making PC races.

    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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  23. - Top - End - #953
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    Default Re: Request a Homebrew: Thread 2!

    C962.5
    Quote Originally Posted by Debihuman View Post
    Ah, it wouldn't be humanoid at all if it is dragon/plant. Sounds like that isn't really what you want at all. You want a humanoid with both plant and dragon features rather than a dragon/plant hybrid. Sorry but I'm not interested in making PC races.
    They're not the humanoid type, they just walk upright like humans (Elans are another example of this, as they are aberrations). I apologize for any confusion.

    If anyone else wants to take this up, it's open. At this point building this as a PC race/morph for Eclipse Phase would be preferred.
    Last edited by Reality Glitch; 2013-10-03 at 07:02 PM.

  24. - Top - End - #954
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    Default Re: Request a Homebrew: Thread 2!

    C 964

    If you want to give players bonus HP defenses in a low-healing, low-resource setting, then I'll assume you don't want in-combat healing (so none of that standard-action-to-heal nonsense).

    I would recommend one of the following:
    1. Fast Healing at Rest: The Races of War barbarian does this. Allow for a rest time (perhaps 1 minute), then grant up to 1-5 allies small fast healing based on level/heal ranks.
      • Pros: HP and healing scale to level, so level-appropriateness isn't difficult to determine. There is no nova healing (like 0 -> full). Flavor is mutable.
      • Cons: It can take a while to heal people using fast healing. There are also 3 variables to track (allies, healing amount, healing time) and that's fiddly.
    2. Slowly Lay on Hands: The classic paladin ability, but with a charge-up time. You get a pool of hit points to distribute, but you can only do it when you're not getting stabbed.
      • Pros: It's easy to track 1 number (possible healing). It's single-target, so you only heal creatures you want to heal (for how much you want to heal them).
      • Cons: Not much way to dismiss the flavor of "glowing light heals you". Can end up with nova healing.
    3. Make a Heal Check: On a successful heal check (DC 15?), heal a small amount of HP, like HP = rank. Burn a heal kit use either way.
      • Pros: Players can play the resource game (some people find that fun). Healing is based on number of available kits, so you as the DM have control over how much healing a player gets. No one needs to spend a feat.
      • Cons: Nova healing is still possible, though it'll burn through more kit uses. Players will have to play the resource game (other people find that annoying).


    Either of the first two work well as feats. I'd say it depends on how you want your game to play. With (1), you can be interrupted mid-healing (allowing for surprise fights where the players are still healthy enough to keep fighting). With (2), you can slam certain players really hard and not worry about the party wasting a large percentage of healing resources. With (3), everyone will probably buy extra healing kits and talk about how many kits they have available when picking a fight.
    Last edited by Just to Browse; 2013-10-02 at 03:01 PM.

  25. - Top - End - #955
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    Default Re: Request a Homebrew: Thread 2!

    C964

    The first option sounds about like what strain/injury did, so that seems fine. I like these ideas, and I think I have what I am looking for now. Thanks!

  26. - Top - End - #956
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    Default Re: Request a Homebrew: Thread 2!

    R966

    I have need of a Chosen of Gond template based on the Chosen of Mystra pseudo template that the Simbul has in the Epic Level Handbook.

    The Techsmith class from faiths and Pantheons as well as the Creation, Metal, and Planning Domains could be useful inspiration.

    Mind, the character this is for already has all of those things so a template that just gives those things wouldn't be very useful.

    Any takers?
    Last edited by unseenmage; 2013-10-05 at 09:30 AM.

  27. - Top - End - #957
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    Default Re: Request a Homebrew: Thread 2!

    R967
    A base class for 3.5e or Advanced Class for d20 modern based on Ben Tennyson.
    Spoiler: Old Avatar by Aruius
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    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  28. - Top - End - #958
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    Default Re: Request a Homebrew: Thread 2!

    R.916

    Reposting this request in case anyone can fulfill it this time around.

    I would like some Animal Companion Starting Statistics for Pathfinder if anyone can do them.

    I'm wanting to simulate the Hippogriff Animal Companion that the Hippogriff Rider gets, but use these Magical Beasts:

    Griffon
    Pegasus
    Unicorn
    Sea Cat
    Worg
    Ethyk (stats located here: Ethyk 3.5
    Elven Hound (Races of the Wild pg 189)

    BTW, I don't need an entire archetype written up. I just need the animal (magical beast) starting stats.

  29. - Top - End - #959
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    Default Re: Request a Homebrew: Thread 2!

    R.917

    Reposting this request in case anyone can fulfill it this time around.

    Here are several 2e Planescape spells that I would like to see converted to 3.5 rules if anyone wants to tackle these:

    Original source for the following spells = Guide to the Astral Plane pg 60-62

    Conduit Pierce
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    [3rd edition has 3 spells that seem related to the 2e Conduit Pierce spell: Precipitate Breach in Planar Handbook pg 103, Spell Theft is a spell from Complete Scoundrel pg 104, and Channeled Lifetheft from Complete Mage pg 98.
    I'm wondering though, would it make sense to still write those spells into a Conduit Pierce spell rather than keeping them separate? Conduit Pierce specifically targets a planar conduit, and those spells by themselves would not technically allow a caster to target a conduit on their own.

    I'm thinking the Conduit Pierce spell just allows a caster to use one of those other 5th levels spells on a conduit as a swift action, which you would not otherwise be able to do (since you can't target a person within a conduit because they travel so fast within it).]


    Conduit Pierce

    5th level Wizard Spell
    (Alteration)
    Range: 30 yds. +1 yd./level
    Components: V, S, M
    Duration: Instantaneous
    Casting Time: 5
    Area of Effect: Special
    Saving Throw: Negates

    This spell is most easily used on the Astral, although it works on planar conduits as well. It was developed by the githyanki, but humans, tieflings, and other races eventually learned its secrets.
    The spell essentially breaks into the interdimensional connection of a conduit in order to reach an individual traveling through the conduit. The caster must be waiting by a conduit and able to see and touch it (a dangerous proposition, considering that conduits whip and writhe wildly). A detect invisibility spell is required to see a planar conduit, while astral conduits are plainly viewed in their plane. When the caster sees the tell-tale signs of a traveler using a conduit (it begins to thrum lightly as it flails even more wildly), an initiative roll is made. Only if the caster casting conduit pierce succeeds in winning the initiative can he affect the traveler using the conduit. Once the conduit is pierced, the caster can choose any one of the following effects.

    * Spell Theft: If the traveler is a wizard, the caster can steal any one of her spells. The spell is chosen by the caster, and he gains it as though he has memorized the spell himself, even if it would exceed his normal allotted number of spells. The caster must be of an appropriate level (and school, if specialized) to cast the spell, however. The traveler loses the spell as though she cast it and may not even realize what happened. A saving throw is allowed to see if the traveler can resist the effect of the spell, and an Intelligence check at a -3 penalty is required to ascertain what happened during transit.

    * Life Theft: This effect drains the traveler of 2d10 hit points and transfers them to the caster in a necromantic fashion. These hit points can be used only to heal the caster, replacing lost hit points. It is impossible for the caster to reach a hit point total higher than his maximum through the use of this spell. Again, the traveler gains a saving throw to resist the effect and an Intelligence check at a -3 penalty to correctly determine what happened.

    * Conduit Breach: This is the most dramatic use of the conduit pierce spell. The caster uses the spell to tear a temporary hole in the conduit, bringing the traveler to the point where the caster is rather than her original destination at the terminus of the conduit. Travelers failing their saving throws arrive slightly disoriented (-2 penalty to surprise), but completely capable of taking out their displeasure upon the caster. Casters attempting to make such a brazen abduction should be prepared. The breach in the conduit closes instantaneously, so there is no chance that the traveler can return. Travelers who make their saving throws arrive at the end of the conduit normally and can attempt an Intelligence check at a -3 penalty to recognize what almost happened to them.

    It is important to remember that the traveler cannot act while in a conduit. For the traveler, everything happens too quickly to respond. Even if she realizes what happened, it will not be until her journey is complete.
    Many regard this spell to be wholly evil in its application and refuse to use it. The material component is a knife made of silver, worth at least 100 gp, which the caster must use to physically pierce the conduit. When the knife strikes the surface of the conduit, the spell activates and consumes the knife.


    Probe Spellshadow
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    Probe Spellshadow

    3rd level Wizard Spell
    (Divination)
    Range: Special
    Components: V, S
    Duration: Special
    Casting Time: 3
    Area of Effect: Special
    Saving Throw: None

    There are two uses of this spell, detection and dissection. Both deal with spellshadows, described on page 21 in the Guide to the Astral Plane in the chapter called “Spellwarp: Astral Magic.”
    The detection ability leads the caster, upon finishing the spell, to the location on the Astral Plane of a particular spellshadow known to the caster. For the spellshadow to be “known,” the caster must be aware of the original caster of the spell that created the shadow, or the exact place and
    time when such a spell was cast. The spell lasts until the caster arrives at the spot, although if he pauses for more than an hour while traveling to the location or if he stops more than ten hours away from the location, the probe
    spellshadow spell is ruined.
    Once at the site, the caster can use the proficiency read spellshadow to glean information from the shadow, or he can cast probe spellshadow again to dissect the shadow, giving him a chance to learn the spell (see the Intelligence table in the PHB for the percentage chance to learn the spell) and add it to his repertoire. This dissection gives the caster all
    the basics of the spell, but he must then meditate on these factors for a week per level of the spell before he can put them all together well enough to write the spell in his spell book. Obviously, only wizard spells (not including those from opposition schools or above the wizard‘s spell level) can be
    learned by the wizard, although any spell can be detected and read.
    In any event, a spellshadow fades ld4 hours after it has been disturbed - that is, probed or read in any way (even just detecting it will cause it to fade, although the shadow doesn’t fade until ld4 hours after the spell completely ends).
    Spellshadows were almost certainly discovered by the githyanki, who developed this spell. Nevertheless, the information has leaked out to a few bloods on the planes. Only one in a thousand spellcasters knows the dark of them, though, so the knowledge is very rare, and therefore, very valuable.


    The Clutches of Time
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    The Clutches of Time

    5th level Wizard Spell
    (Alteration)
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: Negates

    This spell is intended to be cast on the Astral, although it would affect an individual under the effects of the Out of Time’s Grip spell. Essentially, it summons just enough temporal energy from another plane to have time’s effects catch up with a recipient who has been “cheating” time by staying on the Astral Plane. For some, this spell will be a minor hindrance, but for those who’ve spent many years, decades or even centuries there, this spell can be instantly lethal.


    Original source for the following spells = Guide to the Etheral Plane pg 37-40

    Corporeality, Greater
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    Corporeality, Greater

    7th level Wizard Spell
    (Alteration)
    Range: Touch
    Components: V, S, M
    Duration: Special
    Casting Time: 7
    Area of Effect: Special
    Saving Throw: Negates

    Greater corporeality, forces an ethereal creature or object (of up to 150 pounds per level of the caster) out of the Ethereal if it fails its saving throw (with a -4 penalty) against this effect. Affected creatures simply “drop” onto the adjoining plane if the caster casts
    this spell upon the Border. If cast on an object in the Deep, the target is flung into a random area of the color curtain and dropped onto its adjoining plane. When greater corporeality is cast upon creatures that are normally ethereal - such as ghosts or thought eaters - they are unable to reenter the Ethereal for 1d4 turns and may incur additional penalties due to their temporary corporeal status, at the DM’s discretion.
    The material components for this spell include a vial of mist and a pinch of powdered quartz.


    Dissipate
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    Dissipate

    6th level Wizard Spell
    (Alteration)
    Range: 10 yards/level
    Components: V, S, M
    Duration: 1 round/2 levels
    Casting Time: 6
    Area of Effect: 1 target
    Saving Throw: Special

    This spell is only effective when cast upon the Ethereal Plane. When dissipate is cast upon a target, the victim’s body actually begins to boil away as if it were composed of ephemeral ether. For every round dissipate lasts (1 round for every 2 levels of the caster), the victim’s body loses coherency at a rate of 3d4 hit points per round. A victim reduced to 0 hit points permanently dissipates, merging completely with the surrounding mists-though a wish spell can reform the victim. Even if a target survives the effects of this spell, he loses 1d4 hit points permanently (restoration or wish can return these lost hit points). Victims who permanently lose more than 25% of their maximum hit points also lose a randomly rolled limb (assign ld4 to arms and legs), and they must make a system shock roll to survive the trauma.
    A target who makes his saving throw still loses 1d4 points of damage per round while the spell lasts, but he doesn’t incur any permanent hit point loss. If cast on an inanimate object, the target object must make an item saving throw (with a -2 penalty) against acid. Objects that are successful remain unharmed, but objects that fail lose 5% of their total mass for each round dissipate lasts. Items that lose more than 50% of their total mass are eroded beyond repair - though objects and structures may fare better at the DM’s discretion.
    The caster must concentrate to keep the spell active. If he suffers any damage or is interrupted in any way, the spell ends.
    The material components for this spell include a miniature teapot and a dash of sea salt.


    Etherealness, Greater
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    Etherealness, Greater

    7th level Wizard Spell
    (Alteration)
    Range: Touch
    Components: V, S, M
    Duration: Special
    Casting Time: 7
    Area of Effect: Special
    Saving Throw: Negates

    Like lesser etherealness, the greater etherealness spell allows the caster and a specific amount of additional weight to enter the Border Ethereal. The spellcaster is able to transfer a maximum weight of 1,000 pounds, plus an additional 150 pounds for each level of experience above the 16th (a 20th level caster can transfer 1,600 pounds, including herself, onto the Border Ethereal). Unwilling travelers receive saving throws that negate the effect if successful. Casting this spell on the Astral Plane, any of the Outer Planes, or on any other plane not “surrounded” by the Border Ethereal causes it to fail.
    The caster and other travelers and/or objects transferred are subject to the standard conditions of the Border and Deep Ethereal. Creatures that accompany the caster are not bound to remain with her once they’ve transferred onto the Border.
    Unlike lesser etherealness, greater etherealness is permanent for each creature or object it transfers onto the Ethereal - until the caster or other travelers desire to leave, or until some other force outside a traveler’s control prematurely pulls her out of an ethereal state. At any time after transferring onto the Ethereal, a traveler using this spell simply concentrates to reenter a bordering plane. Once a traveler leaves the Ethereal, the spell ends; she must use another spell, item, or effect to enter the Waveless Sea.
    The material components for this spell include a vial of mist and a pinch of powdered quartz.


    Etheralness, Lesser
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    Etheralness, Lesser

    5th level Wizard Spell
    (Alteration)
    Range: Touch
    Components: V, S
    Duration: 3 turns/level
    Casting Time: 5
    Area of Effect: Special
    Saving Throw: Negates

    When this spell is cast, the caster and up to three other travelers (or up to 1,000 lbs., whichever is lowest) fade back into the area of the Border Ethereal surrounding the plane on which the spell was cast. Creatures unwilling to accompany the caster onto the Border receive a saving throw,
    negating the effect if successful. If the Border Ethereal doesn’t touch the plane upon which this spell is cast - like the Astral and any of the Outer Planes - lesser etherealness fails to function, and the wizard loses it from her memory.
    Once on the Ethereal Plane, the caster and any other travelers are subject to the conditions of the Ethereal Plane regardless of whether they travel into the Deep or remain upon the Border. Individuals who accompany the caster are not bound to remain with her once they’ve transferred onto the Border.
    When the duration expires (or etherealness lapses through other means), all travelers “drop” back onto the bordering plane in a location analogous to the distance they have traveled (if any) while upon the Border. If etherealness ends for travelers in the Deep, they are immediately flung onto a randomly rolled plane.


    Lob
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    Lob

    3rd level Wizard Spell
    (Alteration)
    Range: 30 yards + 10 yards/level
    Components: V, S, M
    Duration: Instantaneous
    Casting Time: 3
    Area of Effect: 10-foot radius
    Saving Throw: Special

    Lob is only effective if cast upon the Ethereal Plane. Upon casting lob, the caster releases a powerful wave of possibility that imparts terrific velocity to all objects within the area of effect. Both Border and Deep Ethereal targets are flung headlong into the limitless tracts of the Deep Ethereal and removed from known routes and planes. Affected creatures must spend an additional 1d100 days to reach a specified goal, while objects are likely lost forevermore, Even if a target makes his saving throw, the spell still flings him 3d100 feet in a random direction away from the spellcaster.
    This spell is ideal for removing enemies from an area of conflict, but some spellcasters have cast this spell upon themselves in order to explore portions of the Deep Ethereal never before plumbed. Most such explorers are never seen again.
    The material components of this spell include a sling and a pellet of solid ether.
    Last edited by Oryan77; 2013-10-06 at 01:17 AM.

  30. - Top - End - #960
    Ogre in the Playground
     
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    Jun 2013

    Default Re: Request a Homebrew: Thread 2!

    R968
    Quote Originally Posted by Reality Glitch View Post
    I would like to request my Drakin race for homebrewing. I'd like it for as many systems as possible, for my group hasn't decided on one yet, so any number of people may take up this offer. (I suggest announcing which system your homebrewing this for so there's no overlap.)

    If you'd rather not read the entire linked page, Drakin are a warrior-race of Utopically-incined psychic-Dragon-Plants.
    Reposting because it's been a bit.

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