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  1. - Top - End - #1201
    Troll in the Playground
     
    PirateGirl

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    Default Re: Request a Homebrew: Thread 2!

    C 1018

    Quartz bear is missing the spell meld into stone in its creation line and cost is far too cheap. See times for other figurines as well. 24 hours costs 17,000 gp and then you have to add the cost for the second spell.

    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

  2. - Top - End - #1202
    Ogre in the Playground
     
    Just to Browse's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    C 1018

    Quote Originally Posted by Debihuman View Post
    Quartz bear is missing the spell meld into stone in its creation line
    I shall add the spell, good thoughts.

    Quote Originally Posted by Debihuman View Post
    and cost is far too cheap. See times for other figurines as well. 24 hours costs 17,000 gp and then you have to add the cost for the second spell.
    That's because the items are horrifically overpriced. From a design standpoint, a tightly-selected CR 4 should be basically all your level 6 WBL, not all your level 8 WBL. The last place I want to follow WotC precedence is in utility item design.

    Quote Originally Posted by Sugarbear007 View Post
    The spell description says it can be dismissed or dispelled. The duration is in hours. Is there any way we can have it last for only moments? Like once you jump through that's it. It snaps shut. That would make someone think twice about bypassing a wall unless they knew they could get back out in some other manner. I was thinking it should be a "oh crap" button.
    That sounds great. I will edit the post accordingly.
    Last edited by Just to Browse; 2014-03-03 at 01:47 AM.
    All work I do is CC-BY-SA. Copy it wherever you want as long as you credit me.

  3. - Top - End - #1203
    Dwarf in the Playground
     
    TrueJordan's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by afroakuma View Post
    Good work takes time (not to mention, life was not friendly for free time in the past while). I hope this satisfies:

    H 1012 (Spoilered for size)

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    The Revoker

    Nature is a powerful and unpredictable force, generous and bountiful but capricious and easily provoked. Many are those who serve the lifegiving aspect of nature - druids and rangers, shamans and even clerics of nature deities. All are in tune with the force of life and growth, reaping the bounty that nature offers and working in concert with its living servants of this realm and the worlds beyond.

    The darker side of nature is feared and shunned by most; its destructive powers of disaster, disease and starvation are seen as things to avoid and deny. Too many seek out manmade or magical solutions to stave off nature's grasp when the time comes to pay for the harvest, when disease comes to cull the herd and disaster appears to reclaim nature's realm. It is the role of druids to fight those who would befoul nature; for those who deny it, who flee from it, there is the revoker.

    Revokers are loners by nature, who travel with others only in support of their alien goals. Fearsome and unsettling, these silent harbingers of nature's wrath walk the earth, bringing about the winter and the fallow year. Their tread is the marching drum of death, their mere presence a bell tolling the end of life for those who can hear it. Where the revoker goes, death and disaster follow, as he guides nature's wrath into realms where it has been carefully walled out and kept at bay.

    Revokers take up with adventuring parties surprisingly often, considering their natures. Though they shun most social contact and prefer to abandon all relationships, revokers find it helpful to associate with the living if only to help anchor their priorities and keep them from falling into the path of a meaningless destroyer. Revokers also benefit from having allies who can guide them on a path to new areas in need of the revoker's touch and aid them in breaching and eliminating difficult targets who are experienced at challenging nature and repudiating its grasp time and time again.

    Revokers are cold and relentless as a general rule, but not necessarily evil. No revoker is neutral good, however; a good-aligned revoker must have a cause or purpose to associate with in order to maintain objectivity and clarify his purpose for good aims. Evil revokers are far more common; only the very worst of these, however, let the desire to destroy and kill overtake their sense of duty, dark as it may be.

    The Revoker
    {table=head]Level|BAB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Companion in silence, nature sense, trespass|3|1

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Withering step|4|2|-

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Revoke 1/day|4|2|1|-

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Afflicting aura 5 ft.|5|3|2|-|-

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Lifesense 15 ft.|5|3|2|1|-|-

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Ally in silence, revoke 2/day|5|3|3|2|-|-|-

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Improved revoke|6|4|3|2|1|-|-|-

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Afflicting aura 10 ft., bleak reward|6|4|3|3|2|-|-|-|-|-

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Revoke 3/day|6|4|4|3|2|1|-|-|-|-

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Culling ray, lifesense 30 ft.|6|4|4|3|3|2|-|-|-|-

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |Grim visage|6|5|4|4|3|2|1|-|-|-

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Afflicting aura 15 ft., revoke 4/day|6|5|4|4|3|3|2|-|-|-

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Greater revoke|6|5|5|4|4|3|2|1|-|-

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |Freedom of movement|6|5|5|4|4|3|3|2|-|-

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Lifesense 45 ft., revoke 5/day|6|5|5|5|4|4|3|2|1|-

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Afflicting aura 20 ft.|6|5|5|5|4|4|3|3|2|-

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Bringer of disaster|6|5|5|5|5|4|4|3|2|1

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Revoke 6/day|6|5|5|5|5|4|4|3|3|2

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Reaper|6|5|5|5|5|5|4|4|3|3

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Afflicting aura 25 ft., lifesense 60 ft.|6|5|5|5|5|5|4|4|4|4[/table]

    Class Skills
    The revoker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skill Points at 1st Level: (2 + Int modifier) x4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapon and Armor Proficiency

    As druid.

    Spells

    As druid. Revokers do not spontaneously cast any spells.

    Oath of Silence

    To maintain their impartiality and distance from life, revokers are encouraged to cease communicating with anyone except their companion in silence, to the best of their ability. A revoker is expected to speak at most 2d20 words per day, plus twice his class level. Speech in Aquan, Auran, Ignan or Terran directed towards his companion in silence does not count against this total. A revoker determines his limit each day and is aware of it ahead of time; going past the limit results in the immediate loss of a random slot from his highest-level spell slots remaining until he has rested; going more than ten words over the limit results in a loss of spellcasting privileges for the remainder of the day. If the revoker is subjected to a compulsion effect, any speech uttered during the effect's duration does not count provided it is not elective. Speech during a charm effect does count against the total.

    Companion in Silence (Ex) A revoker begins play with a companion of sorts, a Small elemental which accompanies the revoker and may assist with certain tasks. This elemental will not enter combat on the revoker's behalf, rarely chooses to speak to the revoker directly, must be instructed in its own language (Aquan, Auran, Ignan or Terran) and can elect to depart from the revoker's presence for a short time (at most 1-3 days). A water elemental companion is capable of traveling away from the body of water in which it was first conjured, but must find a suitable water source or vessel in which to rest for at least 1 hour each day (a water elemental that cannot rest in this fashion is treated as though fatigued and sickened until rest can be obtained).

    At 6th level, the revoker's commitment and sense of purpose have persuaded the elemental companion to ally with him. The elemental gains benefits as though it were an animal companion of a druid of the revoker's class level (minus the link and bonus tricks that an animal companion would receive), changing in size in accord with its extra hit dice. An elemental companion can change between its true size and Small size as a standard action. Once the companion has allied with the revoker, it will join combats on his behalf and communicate more freely with the revoker in its native language.

    Nature Sense (Ex) As druid.

    Trespass (Su) A revoker is a walking beacon of terror for the creatures of the natural world, a thing that should not be striding through the wilderness and leaving a wake of devastation. Animals, magical beasts and plants of Int 2 or less will not voluntarily come within 30 ft. of a revoker. Those with Int 3 or greater will automatically be treated as hostile toward the revoker. Any animal or magical beast entering within 30 ft. of a revoker must make a Will save (DC 10 + 1/2 revoker's class level + Revoker's Charisma modifier) or become shaken for as long as they are inside the radius and for 1d4 rounds thereafter. Magical beasts get a +4 bonus on this save. An animal or magical beast which saves against this effect is immune to the trespass ability of that particular revoker for 24 hours.

    Withering Step (Su) Starting at 2nd level, a revoker may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, as the undergrowth wilts away from his passing. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. Anyone attempting to track a revoker through an area of thick greenery or undergrowth receives a +4 bonus on the check due to the withered path he leaves behind. This bonus increases to +8 if the revoker is 10th level or higher.

    Revoke (Su) The revoker's signature ability is accessed at 3rd level. Revokers are sent forth not only to spread disease and unleash disaster, but also to reap excess life force to balance nature's scales and spread the appropriate amount of death. Doing so reduces the resource demand of life in the area and reallocates energy to nature's more benevolent servants to employ in mending and defending; for this reason, revokers are often known to druids as "fallowmen," wreaking destruction so that new life may grow in its wake.

    The revoker must make a touch attack to revoke life energies. If successful, he deals 1d8 damage + 1 point per class level (maximum +5) and attempts to rip out its life force. This effect is equivalent to the death knell spell cast as a cleric of the revoker's class level, except that it offers a Fortitude save instead of a Will save and ignores spell resistance. A creature with a fractional hit die affords that same fraction of the effect's duration. This ability may be used once per day, with additional uses as the revoker gains levels.

    At 7th level, the base damage of revoke increases to 2d8 + 1/level (max +10). At 13th level, it increases to 3d8 + 1/level (max +15). At 19th level, it increases to 4d8 + 1/level (no maximum). The damage dealt by the revoke ability is not negative energy damage and cannot be used to heal the undead. Caster level and ability increases from this effect do not stack.

    Affliction Aura (Su) Beginning at 4th level, the revoker's mere presence goes beyond unsettling and starts to exert a palpable chill on the life force of those around him. Living creatures within 5 ft. of the revoker must make a Will save (DC 10 + 1/2 revoker's character level + revoker's Charisma modifier) or become sickened for as long as they are within the radius and for 1d4+1 rounds thereafter. This radius increases as the revoker progresses in level. This is not a mind-affecting ability.

    Lifesense (Su) The revoker learns to sense lifeforce in his environment, becoming more sensitive as he progresses in his mission of desolation. A 5th level revoker notices and locates living creatures within 15 feet, just as if he possessed the blindsight ability. He also senses the strength of their life force automatically, as if he had cast deathwatch. The radius of this sense increases as the revoker grows in level.

    Bleak Reward (Ex) At 8th level, the revoker has earned a special reward from nature for his service. The servant who quells and extinguishes so much life has his own lifeline protected. The revoker is immune to death effects and energy drain.

    Culling Ray (Su) As of 10th level, the revoker can choose to sacrifice frequency for versatility when revoking. By expending an additional revoke use when revoking, the revoker can turn the touch attack into a ray, making a ranged touch attack at a range of 25 ft. + 5 ft/2 levels. If successful, the ray acts just like a normal revoke attempt.

    Grim Visage (Ex) By 11th level, the revoker's life force is so masked and muted that he is as one of the living dead. The revoker heals from negative energy and is damaged by positive energy as though he were undead, though as he is still alive he takes only half the damage an undead creature would. The revoker is also treated as though permanently warded with hide from undead (save DC 10 + 1/2 revoker's class level + revoker's Charisma modifier).

    Freedom of Movement (Su) Between nature's protection and his own antithetical existence, a 14th level revoker cannot be grappled, entangled or otherwise confined, as though he were protected by a permanent freedom of movement effect.

    Bringer of Disaster (Su) A 17th level revoker is a master of invoking nature's devastation. His disaster spells have their areas of effect increased by 50% as though they were modified by the Widen Spell feat. If the revoker also modifies a disaster spell with Widen Spell, the effect is additive, not multiplicative.

    Reaper (Su) At 19th level, a revoker has gained the power to go for quality over quantity when revoking life. By expending an additional use of revoke during a revoke attempt, the revoker can increase the damage dealt to 10 per revoker level. A successful Fortitude save (DC 10 + 1/2 revoker's class level + revoker's Charisma modifier) halves this damage and leaves the target alive with at least 1 hit point remaining.

    Revoker Spell List

    0th Level
    detect magic, detect poison, flare, guidance, inflict minor wounds, know direction, mending, naturewatchSpC, read magic, resistance, touch of fatigue

    1st Level
    animate fireSpC, aura against flameSpC, bestow woundBoVD, breath of the jungleSpC, bane, cause fear, cloudburstSpC, deathwatch, delay diseaseSpC, detect animals or plants, detect snares and pits, endure elements, hide from animals, horrible tasteSpC, inflict light wounds, longstrider, low-light visionSpC, magic fang, obscuring mist, omen of perilSpC, pass without trace, produce flame, shillelagh, thunderheadSpC, wall of smokeSpC, winter's chillSpC

    2nd Level
    barkskin, blinding spittleSpC, circle of nauseaBoVD, countermoonSpC, creeping coldSpC, curse of ill fortuneSpC death armorSpC, death knell, decompositionSpC, delay poison, earthbindSpC, dessicating bubbleSpC, false life, flaming sphere, fog cloud, frost breathSpC, ghoul touch, gust of wind, healing stingSpC, inflict moderate wounds, living undeathSpC, malevolent miasmaSpC, mark of the outcastSpC, protection from positive energySpC, rebukeSpC, saltraySpC, sap strengthBoVD, scentSpC shatter, shroud of undeathSpC, silence, spinterboltSpC, summon swarm, warp wood, winter's embraceSpC, wracking touchSpC

    3rd Level
    antidragon auraSpC, bestow curse, call lightning*, capricious zephyrSpC*, contagion*, corona of coldSpC, crumbleSpC*, dehydrateSpC, diminish plants*, greater magic fang, hailstonesSpC*, heatstrokeSpC, hypothermiaSpC, ice axeSpC, infestation of maggotsSpC, inflict serious wounds, junglerazerSpC*, know vulnerabilitiesSpC, nauseating breathSpC, neutralize poison, nondetection, poison, quench, remove disease, sinkSpC, sleet storm*, slow, spark of lifeSpC, spike growth, starvationSpC, suppress breath weaponSpC, tremorSpC*, vampiric touch, weather eyeSpC, wind wall, wither limbBoVD, wood rotSpC

    4th Level
    antiplant shell, attune formSpC, blight*, consumptive fieldSpC, contagious touchSpC, control water*, crushing despair, death ward, delay deathSpC, dismissal, dispel magic, downdraftSpC, eye of the hurricaneSpC*, freedom of movement, greater creeping coldSpC, greater resistanceSpC, ice storm*, inflict critical wounds, languorSpC, miasma of entropySpC*, nature's balanceSpC, repel vermin, rushing watersSpC*, rusting grasp, skull watchSpC, spike stones, summon elementite swarmSpC, wind at backSpC, wrackSpC

    5th Level
    break enchantment, call lightning storm*, cold snapSpC, commune with nature, control winds*, earth reaverSpC*, echo skullSpC, firewardSpC, freezeSpC, graymantleSpC, ice flowersSpC*, infernoSpC, insect plague, jungle's raptureSpC, life wardSpC, mass contagionSpC, mass inflict light wounds, memory rotSpC, ray of deanimationSpC, rejectionSpC, revenanceSpC slay living, stoneskin, swamp strideSpC, transmute mud to rock*, transmute rock to mud*, vulnerabilitySpC, wall of fire, wall of sandSpC, wall of stone, waves of fatigue

    6th Level
    animate snowSpC, antilife shell, aura of terrorSpC, death throesSpC, drownSpC, eyebite, find the path, fire seeds, fleshshiverSpC, forbiddance, greater stone shapeSpC, hide the pathSpC, mass curse of ill fortuneSpC, mass inflict moderate wounds, miasmaSpC, move earth*, phantasmal disorientationSpC, poxBoVD, ray of entropySpC, repel wood, spellstaff, spider plagueSpC, stoneholdSpC, stone tell, summon greater elementalSpC, superior resistanceSpC, tidal surgeSpC*, withering palmSpC

    7th Level
    blood to waterSpC, changestaff, circle of death, control weather*, creeping doom, extract water elementalSpC, finger of death, fire storm*, flesh to stone, greater bestow curseSpC, greater consumptive fieldSpC, greater dispel magicSpC, harm, hide from dragonsSpC, mass inflict serious wounds, pestilenceBoVD*, slime waveSpC, storm of elemental furySpC*, storm towerSpC, sunbeam, swamp lungSpC, vision, waves of exhaustion, wind walk

    8th Level
    antipathy, avasculateSpC, banishment, deadfallSpC*, destruction, earthquake*, heat drainSpC*, maelstromSpC*, mass death wardSpC, mass inflict critical wounds, red tideSpC*, reverse gravity, steal lifeBoVD, stormrageSpC*, sunburst, veil of undeathSpC, whirlwind*, word of recall

    9th Level
    cast in stoneSpC, elemental swarm, energy drain, foresight, greater whirlwindSpC*, heart of stoneSpC, hindsightSpC, horrid wilting, mass drownSpC, storm of vengeance*, summon elemental monolithSpC, transmute rock to lavaSpC*, tsunamiSpC*

    Spells marked with a * are classified as disaster spells.

    BoVD: Book of Vile Darkness
    SpC: Spell Compendium

    Feats For Revokers

    Existential Terror
    Your ability to draw out the life force of others brings a terrible chill to the soul.
    Prerequisites Revoke class ability, Cha 13+, evil alignment
    Benefit A creature that survives being subjected to your revoke ability is shaken for 1d4+1 rounds (no save is allowed). A creature that was already shaken becomes frightened instead.

    Extinguishing Wave
    You cut down swaths of living creatures as you reap their life energies.
    Prerequisites Culling ray class ability, revoke class ability, Cha 15+
    Benefit You may spend an additional use of your revoke ability to turn your culling ray into a cone of the same length. All creatures caught in the cone are affected, though as normal neither caster level increases nor ability score increases stack, and the duration of any benefit you receive is the maximum individual duration you would have accrued, if any.
    Special You gain an additional daily use of your revoke ability.

    Extra Revocation
    You are charged with extinguishing life more frequently than normal.
    Prerequisites Revoke class ability, Cha 13+
    Benefit You gain an additional two uses of your revoke ability per day.

    Greater Spell Focus (disaster)
    Your disaster spells are more potent and harder to survive.
    Benefit Add +1 to the Difficulty Class for all saving throws against disaster spells you cast. This bonus stacks with the bonus from Spell Focus.

    Lingering Instinct
    The last awareness of the life you extinguish floods you with sudden alertness and alacrity.
    Prerequisites Revoke class ability
    Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Dexterity score instead.

    Magnified Reaping
    You derive more enrichment than normal from the life force of others.
    Prerequisites Revoke class ability
    Benefit The +2 ability score bonus you receive from your revoke ability is increased to +4. The caster level increase remains unaffected.

    Nature's Avenger
    Your powers over the life force of others are amplified as you wield them.
    Prerequisites Revoke class ability
    Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Charisma score instead.

    Peaceful Release
    Your call to the life force of others is a siren song for the soul.
    Prerequisites Revoke class ability, Cha 13+, good alignment
    Benefit The DC to save against your revoke ability and associated effects is increased by 2.

    Savage Sage
    You find insight in the final moment of those you extinguish.
    Prerequisites Revoke class ability
    Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Wisdom score instead.

    Spell Focus (disaster)
    Your disaster spells are more potent and harder to survive.
    Benefit Add +1 to the Difficulty Class for all saving throws against disaster spells you cast.

    Stolen Vigor
    Lives you have extinguished feed into your own life force briefly.
    Prerequisites Revoke class ability
    Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Constitution score instead. You immediately gain the adjusted hit points associated with your increased Constitution score.

    Witness of Mortido
    Your mind is sharpened with the release of another's death urge.
    Prerequisites Revoke class ability
    Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Intelligence score instead.
    Wow, this is awesome thanks. I appreciate you spending so much time on it, and I'm so sorry about my impatience.

    Trees: The greatest weapon in 3.5
    Avatar by the amazingly talented and generous Smuchmuch

    Quote Originally Posted by Sam K View Post
    Sun Tzu never had tier problems. If he had to deal with D&D, the art of war would read "Full casters or GTFO".

  4. - Top - End - #1204
    Pixie in the Playground
     
    RedWizardGuy

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    Default Re: Request a Homebrew: Thread 2!

    C 1018

    I appreciate the help Just to Browse. I think it looks great. :P

  5. - Top - End - #1205
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    afroakuma's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by TrueJordan View Post
    Wow, this is awesome thanks.
    I hope it'll serve for a villain, at least.
    Need a place to hang? Like Discord? Don't mind dealing with a capricious demon lord? Then you're welcome to join our LGBTQ+ friendly, often silly, very geeky server to discuss food, music, video games, tabletop, and much more.

    Manual of the Planes 5th Edition: for all the things the official 5E Planescape didn't cover. Check it out.

  6. - Top - End - #1206
    Halfling in the Playground
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    Default Re: Request a Homebrew: Thread 2!

    Hey everyne! Got some great stuff here. Im wondering if anyone can design me a Half Platinum Dragon Template? Using the basic Half Dragon template as a base. Im in a high power high magic campaign that has half the world being homebrew. So Im looking for a slightly OP template I can take for fluff for my current half human half red dragon. Looking to add a few basic abilities like Fast Healing like a saint, a few interesting spell like abilities, and maybe Cha to AC or something? Just something to make my half dragon side more interesting when Im surrounded by demi gods, living sentient ancient spells, and Demon lords.

  7. - Top - End - #1207
    Dwarf in the Playground
     
    TrueJordan's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by afroakuma View Post
    I hope it'll serve for a villain, at least.
    Exactly the purpose for it. I feel bad that you made a whole class if he's just going to be an NPC, but I'm thinking about making a whole cult of them, or several, for the PCs to fight, along with some blighters, perhaps.

    Trees: The greatest weapon in 3.5
    Avatar by the amazingly talented and generous Smuchmuch

    Quote Originally Posted by Sam K View Post
    Sun Tzu never had tier problems. If he had to deal with D&D, the art of war would read "Full casters or GTFO".

  8. - Top - End - #1208
    Orc in the Playground
     
    Miss Disaster's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    R 1022

    Hi Homebrew Artisans!

    As a fan of Wiz/Sorc Divination spells ... I would love to acquire more offensive or attack spells that are of the Divination school. Currently, 3.5 only has a few of these. Vision of Punishment (CoV), Unluck (SpC) and, in a roundabout Intimidation kinda way, Insidious Insight (RoE).

    Preferably spells that range from 0th to 6th level (for my 12th level Diviner-Specialist Wizard).

    I would leave the game mechanic details to your expert knowledge. I've seen some OGL 3.5 divination attack spells in the past. But they rarely had a cohesive or reasonable structure. I'd assume that a divination attack spell could do bad things to a target like overwhelm or toy-with the senses, worsen a target's luck/fortune or possibly force the target to be faced with the sheer magnitude of their actions/destiny/afterlife. It's hard to imagine an offensive divination spell causing actual HP damage. I could see effects like Staggered, Confused, or Shaken being more applicable.

    Thank you for reading and considering my request! My Wizard Diviner would love to have her repertoire enhanced with one of your amazing homebrews. :-) Cheers!

  9. - Top - End - #1209
    Orc in the Playground
     
    spikeof2010's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    R1023 (Wow!)

    I'd like a CR5 Summon Monster, specifically avian based, more chicken like than anything, and please make it have some sort of enchantment spell.

    I prefer it not be a copy of the Cockatrice monster, if possible. Make it of Small Size, around the size of a halfling.
    Edit: I just now got the R number right
    Last edited by spikeof2010; 2014-03-07 at 04:48 PM.

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by spikeof2010 View Post
    R1 (Wow!)
    ...

    You are definitely not the first requester.

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by enderlord99 View Post
    ...

    You are definitely not the first requester.
    Augh, I just now got the Rnumber thing, I thought it was refering to the first request the user has made. Pardon me.

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    Default Re: Request a Homebrew: Thread 2!

    A1022 Reworking a bit.........

    Swirl of Probability
    Divination[Mind-Effecting]
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft/2 levels)
    Target: One Living Creature
    Duration: instantainious
    Saving Throw: Will Negates
    Spell Resistance: Yes
    For an instant, you overwhelm the targets mind with the many possibilities of every action.
    The target creature must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts for one round a level once gained.
    Last edited by jedipotter; 2014-03-09 at 08:39 AM.

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by jedipotter View Post
    A1022

    Swirl of Probability
    Divination
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft/2 levels)
    Target: One Living Creature
    Duration: 1 round/level
    Saving Throw: Will Negates
    Spell Resistance: Yes
    For an instant, you overwhelm the targets mind with the many possibilities of every action.
    When you cast this spell, your opponent is Dazed for 1 round by the effect racing through its mind. The following round, the opponent is Nauseated for 1 round per level you possess. A successful Will save cancels the daze effect and halves the duration of the Nausea (round down). Mindless creatures are immune to this effect.
    Wow. That's like daze monster (Sor/Wiz 2) + no-save nauseation at level 4 and up, without any descriptors to make most immunities work or any HD limit. That's a third- or fourth-level spell at the very least.
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by jedipotter View Post
    A1022 Reworking a bit.........

    Swirl of Probability
    Divination[Mind-Effecting]
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft/2 levels)
    Target: One Living Creature
    Duration: instantainious
    Saving Throw: Will Negates
    Spell Resistance: Yes
    For an instant, you overwhelm the targets mind with the many possibilities of every action.
    The target creature must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts for one round a level once gained.
    C 1022

    Hey, that's pretty nifty, Jedipotter! Thank you! I assume that "one round per level" shaken effect is referencing Caster Level, yes?

    The [Mind-Effecting] tag is probably appropriate for most Divination attack spells - since I don't see the Divination school having as potent of offensive potential as the others (so limiting mechanisms like the tag help accomplish that).
    Last edited by Miss Disaster; 2014-03-09 at 12:31 PM.

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    Default Re: Request a Homebrew: Thread 2!

    R. 1024

    Hi guys! I'm trying to tweak the class abilities of the Jade Phoenix Mage PrC from Tome of Battle for a Warlock. Most of the current class abilities revolve around sacrificing spell slots in exchange for various effects, but obviously a warlock can't sacrifice anything.

    Does anyone have any ideas for some alternate abilities in the same vein that would be of use to an invocation-based arcane caster like the Warlock?

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by spikeof2010 View Post

    I'd like a CR5 Summon Monster, specifically avian based, more chicken like than anything, and please make it have some sort of enchantment spell.

    I prefer it not be a copy of the Cockatrice monster, if possible. Make it of Small Size, around the size of a halfling.
    Edit: I just now got the R number right
    C. 1023

    I'm a big fan of chicken monsters. I have a few ideas but I'd like your input and preferences on these. Chickens are clumsy and slow fliers so these aren't making any quick getaways. Is that what you are looking for?

    Do you have a preference for location? Desert, Arctic, etc.

    Do you want the charming effect as charm person (affecting Humanoids only) or as charm monster (charms every creature except those that are exempt from mind-affecting effects).

    Do you want these to Intelligent? Can they speak?

    Should they be very colorful or drab?

    Any alignment preferences?

    Debby
    Last edited by Debihuman; 2014-03-11 at 10:43 AM.
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    Default Re: Request a Homebrew: Thread 2!

    C1020

    So probably not getting any ideas on this then I guess?

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    Default Re: Request a Homebrew: Thread 2!

    R1025

    Hi everyone! I've attempted my own homebrew, but I'm not having much luck. Everything I come up with seems too powerful. I posted a new thread about it and I didn't get much feedback. But that's probably because I'm still at the concept. I don't have any of the mechanics down at all.

    Quote Originally Posted by fishyfishyfishy View Post
    I have the need to create an arcane casting prestige class. The class must have abilities that are focused on creating sculptures and/or painting. I was looking at the sand shaper class for inspiration, it seems a good place to start. The player will be entering this class with an illusionist wizard who is all about bringing his art to life.
    Most of my posts are made on my mobile device. Please excuse any errors from auto correct.

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Debihuman View Post
    C. 1023

    I'm a big fan of chicken monsters. I have a few ideas but I'd like your input and preferences on these. Chickens are clumsy and slow fliers so these aren't making any quick getaways. Is that what you are looking for?

    Do you have a preference for location? Desert, Arctic, etc.

    Do you want the charming effect as charm person (affecting Humanoids only) or as charm monster (charms every creature except those that are exempt from mind-affecting effects).

    Do you want these to Intelligent? Can they speak?

    Should they be very colorful or drab?

    Any alignment preferences?

    Debby
    Charm Monster, please.
    and they are intelligent and most of the time they are never good or lawful.
    They should resemble the colors of a normal white chicken.

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    Default Re: Request a Homebrew: Thread 2!

    R1026

    Good afternoon, Homebrewers!

    Could I possibly get an arcane 5 level prestige class based on charming monsters into being able to craft stuff for them? Sort of like a labor master.

    Requirements are up to you, besides that it must not be chaotic.

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    Yesssss PrC requests. I need to warm up my brewing muscles for the PrC contest, so I'll tackle these.

    C 1026
    This doesn't need to be a PrC. You can hire experts and artificers with enough gold (or the use of charm and dominate spells). Find ones with your desired craft skills and hire/brainwash them.

    C 1025
    There are some major conceptual and mechanical problems that we need to tackle before I can start drafting anything here. What I need from you is your (or your player's) thoughts on how to deal with these:

    • P1: Flexibility is a Huge Dumpster: Any kind of animation magic comes with obnoxious flexibility. If you give someone free reign over all monsters ever made, you get stuff like the artificer or kailea the blue mage. In order to prevent abuse, there should be some way to limit the class's flexibility:
      • S1a: You could go the sandshaper route and only allow a certain list of creations. In this case, the magic painter would only be able to paint/summon certain creatures, which puts a hard limit on his flexibility
      • S1b: You could go the route of the summon spells, and just let your player pick from the SNA/SDA/SM/SU lists. It will be less work (and it'll probably be a bigger list), and your player will probably feel less gypped.
      • S1c: You could alternatively have the player learn certain creatures a la the questellan, eidetic wizard, or erudite. He memorizes monsters every time he gains a level, and can make those monsters and only those monsters. This feels more organic and takes work off your shoulders, but its also much easier to abuse and increases his chance of picking crappy monsters (like basilisks that accidentally kill the party while walking)
      • S1d: A fusion of S1a and S3a is also possible. Give him limited access to whatever he wants, and supplement that with a core list of paintable beasts.
    • P2: Summoning Comes in Many Forms: Summoning is a flavored version of proxy fighting, which comes in three mechanical niches. You (and your player) need to know which niche he is going to fill, because those three niches are balanced in totally different ways.
      • S2a (Cohorts): One type of proxy-fighting is just having a companion, like the PF Summoner's Eidolon, or the Druid's Animal Companion. It's a proxy-fighter that's almost an entire character in its own right. The Magic Painter would be only allowed to have 1 active paint monster at a time, but that monster would fight in every combat with level-appropriate stats and abilities.
      • S2b (Packs): Another type of proxy-fighting is controlling huge hordes of creatures. Necromancy is the most common example, but the magic painter can totally paint a swarm of rats or a hundred faceless soldiers. The Magic Painter would have some sort of metric that described how large and how strong his horde could be (like, you can have 100 level 1 warriors or 50 level 2 warriors). He'd get aura boosts to make the attacks level-appropriate, and defenses that prevent them from falling down to a single fireball.
      • S3b (Toolkit): This is the proxy-fighting most summoners use. You get lists of monsters that you can throw out. They're basically glass cannons, with hard immunities and level-appropriate attacks, but if they get smacked once or twice they're dead. This lets you mix up your attacks, and the flavor is best-suited to pulling paintings out of your backpack and throwing them on the ground like pokeballs.
    • P3: Free Items, Just Add Paint: Another big problem that crops up with "I paint it and its real" is the idea that the painter can make whatever h wants. He can paint catapults faster than most people can craft them, and he can paint forests faster than any plant will every grow. This leads to him being the master of utility, especially if you let him make things with magical or material value.
      • S3a: Put a gold and time limits on his creations. This turns his work into alchemy, where he spends time to transfer Xgp of paint into Xgp of materials. Rarer things are more likely to be painted, because the time required is fixed.
      • S3b: Require / consome the material during creation. The material component means he won't be making adamantine unless he's got a supply to burn. Complicated things are more likely to be painted, and the Magic Painter will be more likely to have a pack animal to carry his many pounds of material.
      • S3c: Make the items fake. Choose some material (like wood, ice, or sand) and make everything a colored version of that. Swords are silver wood. This is the least exciting of them all, but it guarantees that the player only makes mechanical things.
    Last edited by Just to Browse; 2014-03-15 at 05:16 PM.
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    Default Re: Request a Homebrew: Thread 2!

    C1026 -

    Just Change Thrallherd to = levels of Arcane Casting.
    Last edited by DrunkenMists; 2014-03-15 at 09:52 PM.

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Just to Browse View Post
    Yesssss PrC requests. I need to warm up my brewing muscles for the PrC contest, so I'll tackle these.

    C 1025
    There are some major conceptual and mechanical problems that we need to tackle before I can start drafting anything here. What I need from you is your (or your player's) thoughts on how to deal with these:
    Ok, I'll give my best insight. FYI I want this to be a 10 level prestige.

    Quote Originally Posted by Just to Browse View Post
    • P1: Flexibility is a Huge Dumpster: Any kind of animation magic comes with obnoxious flexibility. If you give someone free reign over all monsters ever made, you get stuff like the artificer or kailea the blue mage. In order to prevent abuse, there should be some way to limit the class's flexibility:
      • S1a: You could go the sandshaper route and only allow a certain list of creations. In this case, the magic painter would only be able to paint/summon certain creatures, which puts a hard limit on his flexibility
      • S1b: You could go the route of the summon spells, and just let your player pick from the SNA/SDA/SM/SU lists. It will be less work (and it'll probably be a bigger list), and your player will probably feel less gypped.
      • S1c: You could alternatively have the player learn certain creatures a la the questellan, eidetic wizard, or erudite. He memorizes monsters every time he gains a level, and can make those monsters and only those monsters. This feels more organic and takes work off your shoulders, but its also much easier to abuse and increases his chance of picking crappy monsters (like basilisks that accidentally kill the party while walking)
      • S1d: A fusion of S1a and S3a is also possible. Give him limited access to whatever he wants, and supplement that with a core list of paintable beasts.
    • P2: Summoning Comes in Many Forms: Summoning is a flavored version of proxy fighting, which comes in three mechanical niches. You (and your player) need to know which niche he is going to fill, because those three niches are balanced in totally different ways.
      • S2a (Cohorts): One type of proxy-fighting is just having a companion, like the PF Summoner's Eidolon, or the Druid's Animal Companion. It's a proxy-fighter that's almost an entire character in its own right. The Magic Painter would be only allowed to have 1 active paint monster at a time, but that monster would fight in every combat with level-appropriate stats and abilities.
      • S2b (Packs): Another type of proxy-fighting is controlling huge hordes of creatures. Necromancy is the most common example, but the magic painter can totally paint a swarm of rats or a hundred faceless soldiers. The Magic Painter would have some sort of metric that described how large and how strong his horde could be (like, you can have 100 level 1 warriors or 50 level 2 warriors). He'd get aura boosts to make the attacks level-appropriate, and defenses that prevent them from falling down to a single fireball.
      • S3b (Toolkit): This is the proxy-fighting most summoners use. You get lists of monsters that you can throw out. They're basically glass cannons, with hard immunities and level-appropriate attacks, but if they get smacked once or twice they're dead. This lets you mix up your attacks, and the flavor is best-suited to pulling paintings out of your backpack and throwing them on the ground like pokeballs.
    • P3: Free Items, Just Add Paint: Another big problem that crops up with "I paint it and its real" is the idea that the painter can make whatever h wants. He can paint catapults faster than most people can craft them, and he can paint forests faster than any plant will every grow. This leads to him being the master of utility, especially if you let him make things with magical or material value.
      • S3a: Put a gold and time limits on his creations. This turns his work into alchemy, where he spends time to transfer Xgp of paint into Xgp of materials. Rarer things are more likely to be painted, because the time required is fixed.
      • S3b: Require / consume the material during creation. The material component means he won't be making adamantine unless he's got a supply to burn. Complicated things are more likely to be painted, and the Magic Painter will be more likely to have a pack animal to carry his many pounds of material.
      • S3c: Make the items fake. Choose some material (like wood, ice, or sand) and make everything a colored version of that. Swords are silver wood. This is the least exciting of them all, but it guarantees that the player only makes mechanical things.
    This class would be in use in an Eberron campaign using the Gestalt rules from UA. I'm not too concerned about it being more flexible than the party Artificer. Part of the reason I proposed a custom PrC to the player is because I'm worried he won't be as flexible as some of the other PC's, even using a powerful base class like Wizard. The more this class allows him to use his imagination for solutions the better. That said, I want it to be something that is usable in a campaign that is not making use of Gestalt; and I want it to have limitations.

    I like the idea of a psuedo-summoner for combat. Access to the Summon Monster and Summon Nature's Ally lists is fine. I definitely don't want them, or anything else he creates this way, to be a permanent object. I like the sound of S1b, S2b, S3a and S3b as solutions to this issue of free items/unlimited summons. I don't want him to be able to spam this ability to create a ton of incredibly deadly poisons or anything. A time limit that is dependent on a craft check perhaps?

    Also, THANK YOU for helping with this. I really was kind of lost on where to start and I don't have a whole lot of free time.
    Most of my posts are made on my mobile device. Please excuse any errors from auto correct.

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    Default Re: Request a Homebrew: Thread 2!

    R1021
    (repost)

    Sorry for reposting, could someone help me on my first homebrew?

    I'm at the concept stage, and I got the fluff done but I don't have much of the mechanics atm.

    The fluff:
    Spoiler
    Show
    The Tenno are the creations of an ancient and mystical civilization who have abandoned the Material Plane for the Ethereal Plane nearly ten millennia ago. The creatures from the ancient civilization refer to themselves as "Khen-Zai".

    At the very start, it was an accident. A virus, the "Technocyte Virus" as it was later called, was created as a bioweapon by the "Khen-Zai" and experiemented upon on other inhabitants of the Material Plane. The symptoms was a metallic crust that forms on the skin and the transformation was so painful that it leads to the eventual lost of sanity. However, a being whom race was lost in time, known only as "Ayden Tenno" was the only one that survived as he lacked the ability to perceive pain. Instead of going insane, Ayden developed various abilities such as exo-armor, peak physical attitubutes and various supernatual abilities. Ayden tried to take retribution against the "Khen-Kai" with his newfound powers, but he was no match against a whole civilization.

    Instead of ending his life, his captors performed more experiements on him, his blood and flesh used to create more mind-controlled foot soldiers like himself. Named "Tenno" in memory of Ayden, the Tenno were to be used for "cleansing of the Planes" once the experiements are complete. However, something happened before the completion and the "Khen-Zai" abaddoned the Material Plane for Ethereal Plane, forced to perserve their "subjects" in cryostasis until their return.

    Ten millennia have passed and the "Khen-Zai", aberrations known by scholars as Ethergaunts, have returned, and they view the current inhabitants of the Material Plane as vermin infesting their ancient homeworld, and seek to exterminate them. The Ethergaunts remembered the foot soldiers they have created millennias ago that was preserved in cryostasis and proceeded to wake them from their cryopods.

    Awakening from deep slumber by their creators, the Tenno discovered that they are now free-willed individuals, maybe the legacy of Ayden Tenno still runs in the Tenno's blood, maybe because the experiemtns wasn't complete, but the Tenno are now free to follow their hearts, provided that they escape from their hated creators. They bidded their time, acting as though the Ethergaunts still have power over them, and they constructed various "Tenno Weapons" with the advanced technological knowledge their creators have inputted into their minds before their departure.

    Although time spending in cryostasis for millennia has taken its toll, the memories of the Tenno have faded over time, however, their mastery of guns, blades, and their "Khen-Zai” created exo-armor “Warframe” has not, nor their hatred against the abberations that did unspeakable experiments on them. When the time was right, they slain all their self-proclamined masters' experiment facilities, and flee to the Material Plane. The Tenno are emerging into a world unfamiliar to them.


    Frankly, i have no idea where to start on the mechanics and work have been hectic lately.

    Any ideas and feedback is much appreciated.

    Quote Originally Posted by Mavakith View Post
    R1021

    I would like to have a mechanic for a base class..

    The class is actually an attempt to port "Warframe" over to D&D 3.5 and i've just started working on it..

    My idea for the class is similair to a binder, but the character grows a exo-amour on himself instead of binding vestiges. He uses swords, axes, hammers, and guns..

    However, one of the features of the class is a "Force-field / Shield" effect on the exo-armour which regenarates when not hit for a certain amount of time, which also serves as the ammunition for the class's guns.

    For example, on reloading his pistol 5 points are deducted from his "Shield", 10 for his rifle and 15/20 for his sniper rifle?

    If anyone's willing to give ideas or help on the class itself (mainly on the stats of the various "Frames") it will be greatly appreaciated..

    The class can be found here

    Thankyou very much in advance!
    Last edited by Mavakith; 2014-03-16 at 02:52 AM.
    Homebrew:
    [3.5] Warframe: Parkour Ninjas from the Ethereal Plane (WiP, PEACH)

    78% of DMs started their campaign in a Tavern. However, 90% of internet statistics are made up.

    This is how i start:
    Me: You're all in jail. Tell me why when I'm back from my cigarette.

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    R1028
    Could I get a 5 level PrC Melee class dedicated to doing AoE damage and generally buffing the party? I do not have ToB, so if you could, please exclude that.

    If you decide to give him spells, please only give him up to level 2 spells.

    Divine or Arcane are up to you.

    His fluff could be something related gaining the ability to push back hordes and keeping the party safe.

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    Default Re: Request a Homebrew: Thread 2!

    R1029
    looking for some help on a capstone for my ghostwalker revision

    I went with a anon/revenge-mancer theme, but have been drawing a black for a suitable capstone, but even 4 months later still cannot think of anything.
    Last edited by ngilop; 2014-03-20 at 07:23 PM.

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by spikeof2010 View Post
    R1028
    Could I get a 5 level PrC Melee class dedicated to doing AoE damage and generally buffing the party? I do not have ToB, so if you could, please exclude that.

    If you decide to give him spells, please only give him up to level 2 spells.

    Divine or Arcane are up to you.

    His fluff could be something related gaining the ability to push back hordes and keeping the party safe.
    C1028: Sainted Guardsman:
    Sainted Guardsmen are those who have touched death to protect others. These warriors, in the darkness between death and the next life, are touched by saints and minor gods, and tasked to continue protecting others, should they choose to return to the world of the living.

    Prerequisites:
    Feats: Combat Reflexes
    Skills: Intimidate 8 (5 for Pathfinder)
    Special: Must have suffered a mortal or near-mortal wound (reduced to 1 HP/HD or less) to defend another.
    Alignment: Any good
    Class Features:
    Class Skills:
    • 3.5: Climb (Str), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
    • Pathfinder: Acrobatics (Dex), Climb (Str), Heal (Wis), Intimidate (Cha), Perception (Wis)Ride (Dex), Sense Motive (Wis), Spot (Wis)

    Full BAB, good Fort and Will, Poor Reflex
    Level Special 1st 2nd
    1 Guardian Stance 1 -
    2 Sweeping Strike 2 -
    3 Sainted Light, Fearful Presence 2 1
    4 Shield Others, Diving Leap 3 2
    5 Mettle, Indomitable Soul, Punishing Strike 4 3
    Spellcasting: Sainted Guardsmen prepare and cast (like a Cleric would) a highly limited number of divine spells, drawn from the Sainted Guardsman list (below). Instead of the normal casting time, Sainted Guardsman spells are always swift actions to cast. Your caster level for these spells is twice your class level, and maximum spell level, bonus spell slots, and save DCs based on Wisdom.
    Spoiler: Spell List
    Show

    1. Entropic Shield, Endure Elements, Mage Armor, Protection from Evil, Sanctuary, Shield
    2. Aid, Bear's Endurance, Cat's Grace, Delay Poison, Protection from Arrows, Resist Energy, Shield Other


    Guardian Stance (Ex): You can, as a swift action, enter the Guardian Stance, a stance which offers you impressive protective ability. While in this stance, you may make a number of extra attacks of opportunity equal to your class level, in addition to the extra attacks of opportunity offered by other sources (e.g. Combat Reflexes). Additionally, all movement through square you threaten provok attacks of opportunity, including 5-foot steps. The targets can still make Tumble/Acrobatics checks to avoid the effect.
    Sweeping Strike (Ex): When you make a full attack, instead of the normal attack, you can make a Sweeping Strike, allowing you to make an attack against a number of foes you can reach equal to your class level + the number of iterative attacks you can make in a full attack normally. Each attack is made at your full attack bonus-the number of targets. You may not attack a particular enemy multiple times with this ability in a single round.
    Sainted Light (Su): You can channel the light of the saints who called upon you to heal others. A number of times per day equal to your class level + your Wisdom Bonus, you may perform any of the following effects:
    • Heal damage on a single touched creature as per a cure wounds spell of up to your class level.
    • HReplicate the effects of the spell restoration on a touched creature.
    • Turn undead (channel energy for Pathfinder) as a cleric of your class level + 1/2 your levels in all other classes.
    • Remove any nonpermanent blinded, confused, dazed, dazzled, deafened, nauseated, paralyzed, sickened or stunned condition on a touched target by making a Will save with a DC equal to the save DC of the original effect + 5. If the original effect had no save, this can not be used to remove that effect.

    Fearful Presence (Ex): You are a frightful sight on the battlefield, daring others to harm your friends in your presence. You receive the Frightful Presence quality, with a save DC equal to 10 + twice your class level. Those who fail the save are rendered frightened for 1d3 rounds.
    Shield Others (Ex): You can protect others with your shield without obstructing them. All allies within your reach receive a deflection bonus to AC equal to your shield bonus to AC (be it from an actual shield or other sources that specifically denote their AC bonus as a shield bonus). If you take the total defense action, the AC bonus from it also applies to allies within your reach as well.
    Diving Leap (Ex): You can leap to rescue others as an immediate action, either tackling an enemies or leaping in front of an attack. To tackle a creature an knock them prone, make a trip attempt, using a Jump/Acrobatics check in place of the normal roll (CMB for Pathfinder). If you still ready an appropriate action, you can move while doing this instead of taking an immediate action, otherwise they must be within your reach. In order to intercept an attack, you must make a Jump/Acrobatics check vs. a DC equal to the attack roll of the attack - 10. If you succeed, you take the full brunt of the attack at its original roll, but any defenses you possess (higher AC, damage reduction, etc.) still apply against the attack.
    Mettle (Su): Your saintly patrons protect your from harm. Any effect that offers a Fortitude or Will save to suffer only partial effect is instead completely ignored if you make the save.
    Indomitable Soul (Ex): You do not waver, be it in the face of adversity or against mind-bending magics.. You are immune to fear effects and compulsion and charm effects.
    Punishing Strike (Ex): You refuse to allow enemies to harm others. Any attacks made from spaces you threaten against targets other than yourself provoke attacks of opportunity.
    Last edited by malonkey1; 2014-04-10 at 05:29 PM.
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    The Beastmaster: Master of Beasts! (Pathfinder homebrew class)

  28. - Top - End - #1228
    Orc in the Playground
     
    spikeof2010's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    C1028

    Wow! Thank you, just what I needed!

    R1030
    A magical item that lets you conjure up basic mundane materials. Limit may or may not be enforced.

    By mundane materials I mean wood, iron, gold.

    You can make the acquiring method the same for all or have seperate items for such items.

    Please include: Wood, Stone, Iron, Gold, Copper, Tin, Silver
    Anything else is up to you.
    Last edited by spikeof2010; 2014-03-20 at 10:21 PM.

  29. - Top - End - #1229
    Firbolg in the Playground
     
    unseenmage's Avatar

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    Default Re: Request a Homebrew: Thread 2!

    C1030

    This Core wondrous item looks like it should suit your needs:
    Marvelous Pigments
    Edit: Disregard, wrong link.
    Last edited by unseenmage; 2014-03-20 at 10:12 PM.

  30. - Top - End - #1230
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Request a Homebrew: Thread 2!

    R1029 clarification

    I guess i misled some.

    I am not lookiing for an item to give a character. im looking for a capstone ability for a re-worked presitise class called the Ghostwalker. and by capstone i mean a level 10 ability. but it needs to be suitable for something that a 16th level character would get.

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