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  1. - Top - End - #1
    Pixie in the Playground
     
    RedWizardGuy

    Join Date
    Nov 2011

    Default 3.5 Homebrew Campaign: Our Classes

    Me and a group of friends had the bright idea to do a campaign where every class was made by the players, pending the approval of the other players. We're going with a system where anyone who wants to DM that night can, and we're running it so the characters gain a level after every session to rapidly assess the power level of the classes. I'll be posting our classes up here looking for feedback.

    Wild Chainer
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    There are those who learn their spells through careful study. There are those who have inborn talent for spellcasting. And then, there are those who just have a talent for disrupting the magic they see around them, causing intricate and unexpected patterns to form. This third group is the Wild Chainers. Having little understanding of spells but much understanding of magic as a whole. Somewhere in between a field of study and a natural talent, Wild Chaining is all about giving themselves over to the magic they see as a very real thing around them, a stream of colors that roils and seethes. Not only can they see it, they can splash it into strange, unexpected patterns.

    Adventures
    A Wild Chainer lives to see new patterns, and adventuring gives them the chance to use their often dangerous craft away from the eyes of the law. Whether good or evil, Wild Chainers all seem to delight in the wake of their craft, although good chainers take care to exercise it not around innocents (adventuring partners nonwithstanding).

    Characteristics

    Wild Chainers have a number of effects they can cause to reliably happen by exercising basic control over the stream of magic that are very quickly found by trial and error. Every Wild Chainer can produce this limited set of effects known as first order chains. As the stream becomes more and more disrupted, they have a chance of causing second order and third order chains. Of course, working this quickly can also cause the entirely unexpected to happen: a Wild Surge. A Wild Chainer always knows and can perform their Chains as long as they have Chain Points remaining, and only need a good night's rest to restore their Chain Points.

    Alignment
    Given the disruptive nature of a Wild Chainer, they cannot be lawful. A Wild Chainer that becomes lawful retains all class features but can no longer advance in levels of Wild Chainer. A lawful creature could not open themselves to this kind of wild magic.

    Religion
    Religious Wild Chainers are rare, although not unheard of. Most of them tend not to worship any deity at all.

    Background
    Generally Wild Chainers have one of two paths: either they began to see magic and learned to manipulate it on their own by some coincidence of nature, or they actually decided to pursue magical studies in some more disciplined field (such as wizards) but found the arcane theories too detached.

    Races
    It should not be surprising that Wild Chainers are common among Humans and Gnomes. Wild Chaining is less common among Half-elves and Elves, oddly enough, as their view of magic is closer to "created" rather than "disrupted". It is especially rare among Dwarves, as even one Wild Chainer can bring down a Dwarven mountainhome. Fear the Dwarven Wild Chainer.

    Other Classes
    Wild Chainers occasionally have levels of Wizard, having started their lives in the more disciplined field. They are very rarely Clerics but seem to be more at home as a Favored Soul. Sorcerer and Druid Wild Chainers are almost unheard of, given the different paths the Sorcerer and Wild Chainer takes, and the disruption a Wild Chainer causes with nature. Barbarians and Bards make natural Wild Chainers due to their similar philosophies.

    Role
    A Wild Chainers Chains are almost all destructive effects, making them an effective damage dealer. On top of this, a lucky Wild surge can do nearly anything a party needs. An unlucky one can bring a Wild Chainers ruin, however.

    Game Rule Information

    Wild Chainers have the following game statistics.
    Abilities: Charisma is the most important stat for a Wild Chainer, determining how powerful their Chains are. Constitution is important for additional hit points (surviving wild surges), Dexterity is important for ranged touch attacks (surviving wild surges), and Intelligence is important for extra skill points (will I survive this wild surge?).
    Alignment: Any non-lawful.
    Hit Die: d6.


    Class Skills
    The Wild Chainer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge Any (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Points per Level
    2 + Int modifier.

    Table: The Wild Chainer
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    Table: The Wild Chainer
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Chain Points|Wild Chain %

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Level 1 Chains, Wild Surge, Magic Sight, Wild Boosting|
    3
    |
    5%

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Will to Fight|
    5
    |
    7%

    3rd|
    +1
    |
    +1
    |
    +3
    |
    +3
    |Mutation|
    7
    |
    10%

    4th|
    +2
    |
    +1
    |
    +4
    |
    +4
    | |
    9
    |
    12%

    5th|
    +2
    |
    +1
    |
    +4
    |
    +4
    |Level 2 Chains|
    18
    |
    14%

    6th|
    +3
    |
    +2
    |
    +5
    |
    +5
    | |
    24
    |
    16%

    7th|
    +3
    |
    +2
    |
    +5
    |
    +5
    |Overchaining|
    30
    |
    18%

    8th|
    +4
    |
    +2
    |
    +6
    |
    +6
    | |
    36
    |
    20%

    9th|
    +4
    |
    +3
    |
    +6
    |
    +6
    |Level 3 Chains|
    51
    |
    22%

    10th|
    +5
    |
    +3
    |
    +7
    |
    +7
    |Surge Chaining|
    61
    |
    24%

    11th|
    +5
    |
    +3
    |
    +7
    |
    +7
    |Mutation|
    71
    |
    26%

    12th|
    +6/+1
    |
    +4
    |
    +8
    |
    +8
    | |
    81
    |
    28%

    13th|
    +6/+1
    |
    +4
    |
    +8
    |
    +8
    |Level 4 Chains|
    102
    |
    30%

    14th|
    +7/+2
    |
    +4
    |
    +9
    |
    +9
    |Improved Wild Boosting|
    116
    |
    32%

    15th|
    +7/+2
    |
    +5
    |
    +9
    |
    +9
    | |
    130
    |
    34%

    16th|
    +8/+3
    |
    +5
    |
    +10
    |
    +10
    | |
    144
    |
    36%

    17th|
    +8/+3
    |
    +5
    |
    +10
    |
    +10
    |Level 5 Chains|
    171
    |
    38%

    18th|
    +9/+4
    |
    +6
    |
    +11
    |
    +11
    | |
    189
    |
    40%

    19th|
    +9/+4
    |
    +6
    |
    +11
    |
    +11
    |Mutation|
    207
    |
    43%

    20th|
    +10/+5
    |
    +6
    |
    +12
    |
    +12
    |Unstoppable Chain|
    225
    |
    45%
    [/table]



    Class Features
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    All of the following are features of the Wild Chainer.

    Weapon and Armor Proficiency
    Wild Chainers are proficient with all simple weapons and one martial weapon of their choice, and with light armor.

    Chains (Su)
    A Wild Chainer can use Chains as standard action, which are drawn from the Chain list.

    A Wild Chainer expends a certain number of Chain Points for using a Chain, as described below. If a Wild Chainer does not have enough Chain Points to pay the cost of a Chain, he may not use that Chain. His Chain Points are restored to their maximum value at the end of an extended rest.

    1st Level: 1
    2nd Level: 3
    3rd Level: 5
    4th Level: 7
    5th Level: 9
    6th Level: 11
    7th Level: 13

    A Wild Chainer recieves bonus chain points for a high charisma as described on the bonus spell points table in Unearthed Arcana.

    A Wild Chainer has access to every Chain on the Chain list of the levels he can Chain. He never needs to prepare a Chain.

    The Save DC for any Chain is equal to 10 + (2*chain level) + Cha modifier.

    Wild Surge (Su)
    A Wild Chainer may, instead of Chaining, cause a Wild Surge to occur for the same cost and up to the same level as the Chain he was attempting. Additionally, any time a Wild Chainer fails a concentration check when attempting to chain, he instead has a Wild Surge.

    Wild Chain %
    Every time a Wild Chainer Chains a First or Second Order Chain, he must roll percentile dice. If he rolls under or equal to his class level, he has an uncontrollable Wild Surge, based on the level of the Chain he was attempting. If he rolls under or equal his Wild Chain % but above his class level, he may perform a Second Order Chain, or a Third Order Chain if the chain he was rolling on was a Second Order Chain. If he chooses to perform one of these chains, he must roll again. A Third Order Chain cannot chain again, the percentile is only rolled to check for Wild Surges. If the Wild Chainer rolls above his Wild Chain %, nothing happens and he doubles his Wild Chain % and Wild Surge chance. He continues to double until either a Wild Surge or Second/Third Order Chain occurs, at which point the values reset to their base.

    Magic Sight (Su)
    A Wild Chainer has the ability to see the true form of magic flowing all around him, but little ability to understand the subtleties. A Wild Chainer can immediately perceive any magical object, area, creature, or effect he could see, and recognize it as magical. To recognize anything more, he'd need to make a Spellcraft Check (DC 15 + Spell/Effect Level) to recognize whether the effect would be harmful, helpful, or more complex than that. Illusions tend to have trouble fooling this ability, although it isn't impossible.

    Wild Boosting
    A Wild Chainer may temporarily increase his Wild Surge chance by 1% to increase his Wild Chain % by 1%. This ability may be used as a free action.

    Will to Fight (Ex)
    At 2nd level, a Wild Chainer gains the ability to use his Charisma modifier in place of Dexterity on ranged touch attacks.

    Mutations (Ex)

    At 3rd, 11th, and 19th level, a Wild Chainer's exposure to so much strange magic begins to change him physically. You may choose a mutation from this list for him to take.

    Acid Blood: A Wild Chainer's blood turns an unnatural green shade as it becomes acidic. The Wild Chainer gains Acid Resistance 10, as well as dealing 2d6 acid damage per round for 5 rounds to whatever his blood gets on, unless it is washed off.

    Adrenal Pumps: The Wild Chainer's adrenal gland gains the ability to dump a large amount of adrenaline all at once. Once per day, the Wild Chainer may gain a +4 bonus to Strength and Constitution and +30 ft. to his movement speed for five rounds, but be fatigued for double that afterwards.

    Amphibious: The Wild Chainer's skin takes on a smooth appearance as he gains webbing in the fingers and toes as well as gills. He gains the ability to breathe underwater and a 40 ft. swim speed.

    Boiling Blood: A Wild Chainer's blood boils as it becomes extremely hot, but this somehow seems not to affect the Wild Chainer. He gains Fire Resistance 10, as well as dealing 2d6 fire damage per round for 5 rounds to whatever his blood gets on, unless it is washed off.

    Carapace: A Wild Chainer's skin takes on a glossy sheen and becomes hard. He gains Natural Armor +2.

    Chaos Inversion: The more you drain them, the more powerful they are. Whenever a Wild Chainer takes ability damage or drain, he gains a bonus to rolls based on the related stat equal to the amount of damage or drain. Likewise, any non-permanent ability increases he gains give a penalty of the same amount. This ability may be turned on or off as a free action.

    A Wild Chainer may only take this mutation at level 11 or above.

    Crushing Blows: A Wild Chainer's limbs become ridged and hard as rocks. His unarmed strike is upgraded to a 1d8.

    Mind Warp: A Wild Chainer's mind become fluid and seems to dodge around external intrusions. The Wild Chainer gains an extraordinary Mind Blank effect permanently.

    A Wild Chainer may only take this mutation at level 19 and above.

    Polymorphism: A Wild Chainer can morph themselves around transformative effects. Any time a Wild Chainer would be transformed in any regard other than size, he gains the effects of a Shapechange spell with caster level equal to his Chainer level.

    A Wild Chainer may only take this mutation at level 19 and above.

    Wings: A Wild Chainer grow wings. These give him a 40 ft. fly speed with good manuverability.

    A Wild Chainer may only take this mutation at level 11 and above.

    Overchaining
    If a Wild Chainer does not have enough Chain Points, he may use his remaining hit points as a substitute. When he does this, he take an additional 1d6 damage on top of this. Damage reduction does not reduce either of these.

    Surge Chaining

    At level 10, a Wild Chainer gains the ability to improvise and save Wild Surges. Whenever a Wild Chainer Wild Surges, he may roll his Wild Chain % to cause a Second-Order Surge of a level equal to or below that of the Wild Surge. If he fails, nothing happens. If he gets another Wild Surge, he may not use this ability on that Wild Surge.

    Improved Wild Boosting
    At level 14, a Wild Chainer gains the ability to temporarily increase his Wild Surge chance by 2% to increase his Wild Chain % by 3%. This ability may be used as a free action.

    This ability replaces Wild Boosting.

    Unstoppable Chain

    At level 20, a Wild Chainer's ability to disrupt magic becomes so incredible he may chain and wild surge inside of anti-magic fields and through other anti-magic effects.


    Next post is Chains.

  2. - Top - End - #2
    Pixie in the Playground
     
    RedWizardGuy

    Join Date
    Nov 2011

    Default Re: 3.5 Homebrew Campaign: Our Classes

    Chains
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    Level 1 Chains: Acidic Jet, Electric Impulse, Fire Bolt, Force Missile, Frost Bolt, Sonic Thrash
    Level 2 Chains: Acid Coating, Fire Splash, Flash Frost, Lightning Bounce, Scream, Water Bubble
    Level 3 Chains: Chain Roulette, Crystal Rain, Doubling, Necromantic Chaos, Sanomantic Chaos, Sonic Dissolution, Trisphere
    Level 4 Chains: Crush, Eruption of Life, Magic Bomb, Reversal, Universal Hole
    Level 5 Chains: Acid Disruption, Greater Chain Roulette, Electricity Disruption, Erasure, Fire Disruption, Frost Disruption, Pentasphere, Time Crunch, Tripling

    Acid Coating
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    Level 2 Chain
    Range: Medium
    Area: 30 ft. Acid Spread on ground
    Duration: Instant
    Saving Throw: Reflex for Half first, Half second
    Spell Resistance: Yes

    As the stream of magic is disrupted, Acid Coats the ground and creatures in the area. This deals 1d6 acid damage per chainer level to creatures hit by or standing on the acid.

    Second Order: The acid lingers, continuing to deal its damage per round to creatures standing the affected area or covered in acid for 1 round per 2 chainer levels.

    Third Order: The damage dealt is multiplied by 1.5.
    Acid Disruption
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    Level 5 Chain
    Range: Medium
    Target: One creature within range
    Duration: Instant
    Saving Throw: None
    Spell Resistance: No

    Magic displaces reality as one creature you target becomes covered in acid. This creature takes 2d10 acid damage per chainer level.

    Second Order: The acid lingers on the creature, continuing to deal its damage each round. The acid lasts for 1 round per chainer level.

    Third Order: The damage is doubled, then maximized.
    Acidic Jet
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    Level 1 Chain
    Range: Medium
    Target: One Creature within range
    Duration: Instant
    Saving Throw: None
    Spell Resistance: Yes

    As you dip your hand into the stream of magic, a jet of acid sprays a target. Make a touch attack roll. If you succeed, the acid hits, dealing 1d6 acid damage per chainer level.

    Second Order: The acid lingers on the creature, continuing to deal its damage each round. The acid lasts for 1 round per two chainer levels.

    Third Order: The damage dealt is multiplied by 1.5.
    Chain Roulette
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    Level 3 Chain

    Throwing caution to the wind, you splash the magic stream erratically. Multiply your wild surge chance by 1.5 for this chain.

    Roll a 1d6 twice on this table. You use the chains indicated. Both are chainable.

    Crush
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    Level 4 Chain
    Range: Medium
    Target: One creature in Range
    Duration: Instant
    Saving Throw: Fortitude Half
    Spell Resistance: Yes

    As you use this chain, roll a d20. Target creature takes 10 damage per chainer level. If the roll on the d20 is a 19 or a 20, double this damage.

    Second Order: Increase the range to 17-20.

    Third Order: The target is stunned for a round.
    Crystal Rain
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    Level 3 Chain
    Range: Medium
    Area: 40 ft. radius cylinder, 80 ft. height
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes

    The sky (or ceiling, whatever) opens up as crystalized magic rains down. You gain 1 Force Missile per 3 chainer levels per round of this effect, to target anyone within the cylinder as you please. Doubling and Tripling cannot affect this. The Force Missiles are not chainable.

    Second Order: Gain 1 Force Missile per 2 chainer levels instead.

    Third Order: Gain 1 Force Missile per chainer level instead.
    Doubling
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    Level 3 Chain

    Double the damage of the current chain. You may only use this as a second or third order chain. You may not use Doubling or Tripling for the rest of this chain.
    Erasure
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    Level 5 Chain
    Range: Short
    Target: One creature in range
    Duration: Instant
    Saving Throw: None
    Spell Resistance: Yes

    Target creature begins to dissolve into its component parts. This creature takes 10 damage per chainer level.

    Second Order: The damage increases to 15 per chainer level.

    Third Order: The target creature's current HP is halved before damage is dealt.
    Electric Impulse
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    Level 1 Chain
    Range: Long
    Target: One creature in range
    Duration: Instant
    Saving Throw: None
    Spell Resistance: Yes

    As you dip your hand into the stream of magic, a jolt of electricity shocks the target creature. Make a ranged touch attack roll against target creature. If it hits, you shock the creature for 1d6 electric damage per chainer levels.

    Second Order: The jolt shocks the creature enough to make it prone.

    Third Order: The jolt causes the creature to seize up, stunning it for 1 round.
    Eruption of Life
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    Level 4 Chain
    Range: Medium
    Area: 30 ft. sphere
    Duration: Instant
    Saving Throw: Will Negates
    Magic Resistance: Yes

    You manage to find a stream with a high concentration of positive energy and rupture it, causing all living creatures in the area to gain 1d4x5 temporary hit points, and all undead to take 1d4 negative levels (ignoring undead immunity to negative levels).

    Second Order: Add +2 to the die roll.

    Third Order: Saving throw changes to "Will Half".
    Fire Bolt
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    Level 1 Chain
    Range: Medium
    Target: One creature within range
    Duration: Instant
    Saving Throw: None
    Spell Resistance: Yes

    You dip your hand in the stream of magic, causing a bolt of fire to streak towards target creature. Make a ranged touch attack roll against the target creature. If it hits, the bolt of fire hits the target, dealing 1d6 fire damage per chainer level.

    Second Order: Deal an additional 1d6 fire damage per three chainer levels.

    Third Order: The bolt ignites all flammable materials on the creature, destroying them and deals the damage again next round.
    Fire Disruption
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    Level 5 Chain
    Range: Medium
    Target: One creature within range
    Duration: Instant
    Saving Throw: None
    Spell Resistance: No

    Magic displaces reality as one creature you target bursts aflame. This creature takes 2d10 fire damage per chainer level.

    Second Order: The target is set ablaze, continuing to deal damage each round. Lasts for 1 round per chainer level.

    Third Order: The damage is doubled, then maximized.
    Fire Splash
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    Level 2 Chain
    Range: Medium
    Area: 30 ft. radius sphere
    Duration: Instant
    Saving Throw: Reflex Half
    Spell Resistance: Yes

    Fire erupts from the center of the target area, dealing 1d6 fire damage per chainer level to all creatures in the area.

    Second Order: All flammable objects in the area ignite.

    Third Order: All creatures are pushed to the edge of the area.
    Flash Frost
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    Level 2 Chain
    Range: Medium
    Area: 30 ft. radius sphere
    Duration: Instant
    Saving Throw: Reflex Half first, Fortitude Negates second/third
    Spell Resistance: Yes

    A freezing blast flashes in the center of the target area, dealing 1d6 frost damage per chainer level to all creatures in the area.

    Second Order: All creatures in area are slowed for 1 round.

    Third Order: All creatures in area are entangled for 1 round.
    Force Missile
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    Level 1 Chain
    Range: Medium
    Target: One creature within range
    Duration: Instant
    Saving Throw: None
    Spell Resistance: Yes

    You dip your hand into the stream of magic, causing a missile of pure force to strike at a creature. Make a ranged touch attack roll. If it hits, deal that creature 1d6 force damage per chainer level.

    Second Order: Multiply the damage by 1.5.

    Third Order: Multiply the damage by 2 instead of 1.5.
    Frost Bolt
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    Level 1 Chain
    Range: Medium
    Target: One creature within range
    Duration: Instant
    Saving Throw: None
    Spell Resistance: Yes

    You dip your hand into the stream of magic, causing a blast of frost to fly at a creature. Make a ranged touch attack roll. If the attack hits, it deals 1d6 frost damage per chainer level.

    Second Order: The creature is slowed for 1 round.

    Third Order: The creature is entangled for 1 round.
    Frost Disruption
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    Level 5 Chain
    Range: Medium
    Target: One creature within range
    Duration: Instant
    Saving Throw: None
    Spell Resistance: No

    Magic displaces reality as target creature is frozen to the bone. Target creature takes 2d10 frost damage per chainer level.

    Second Order: Target creature is entangled for one round per chainer level.

    Third Order: The damage is doubled, then maximized.
    Greater Chain Roulette
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    Level 5 Chain

    Works as Chain Roulette, except the d6 is rolled four times.
    Lightning Bounce
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    Level 2 Chain
    Range: Long
    Target: Any number of creatures within a 30 ft. radius of target point.
    Duration: Instant
    Saving Throw: Reflex Half first, Reflex Negates third
    Spell Resistance: Yes

    You throw a ball of bouncing lighting, striking all the creatures within the area you wish to. This ball deals 1d6 electricity damage per chainer level.

    Second Order: One creature is struck twice.

    Third Order: All creatures struck by the ball are knocked down. The creature targeted in the Second Order chain is stunned for 1 round as well, but needs make his saving throw only once.
    Magic Bomb
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    Level 4 Chain
    Range: Short
    Area: 10 ft. radius sphere
    Duration: Instant
    Saving Throw: None
    Spell Resistance: Yes

    You begin pumping your will into a section of the magic stream, until you force it to burst. You may pay any number of chain points extra into this chain. You deal 1d10 force damage per chainer level in the area, plus (1/4th the chain points paid this way * chainer level).

    Second Order: You may increase the area of effect up to a 40 ft. radius sphere.

    Third Order: If this kills or destroys all creatures in the area, regain the extra chain points spent.
    Necromantic Chaos
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    Level 3 Chain
    Range: Medium
    Target: One target creature within range
    Duration: Instant
    Saving Throw: Fortitude Negates
    Spell Resistance: Yes

    You break off a thread of negative energy and hurl it at the target creature. If you succeed a ranged touch attack, the creature takes 1d4 negative levels. Undead gain 1d4x5 temporary hit points.

    Second Order: Add +2 to the negative levels the creature takes. Undead gain 10 temporary hit points.

    Third Order: Saving Throw changes to "None".
    Pentasphere
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    Level 5 Chain
    Range: Medium
    Area: 50 ft. radius sphere
    Duration: Instant
    Saving Throw: Reflex Half
    Spell Resistance: Yes

    You wildly disrupt the stream of magic over an area, causing a large sphere of all five energy types to form and fly wildly over that area. This attack deals 5d6 damage per chainer level and the damage is considered 1/5th Fire, 1/5th Frost, 1/5th Acid, 1/5th Electricity, and 1/5th Sonic. Resistances reduce damage individually and immunities block the 1/5th of the corresponding damage.

    Pentasphere cannot be Doubled or Tripled.

    Second Order: The Pentasphere persists for one round, dealing its damage again next round.

    Third Order: The Pentasphere persists for two rounds, dealing its damage on both of those rounds.
    Reversal
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    Level 4 Chain
    Range: Medium
    Target: One creature within range
    Duration: Instant
    Saving Throw: Will partial, see below
    Spell Resistance: Yes

    You hook a thread of magic into a creature, displacing both of you through the ether. You switch places (you appear in the center of the area of a larger creature) and then the creature takes 2d6 damage per chainer level.

    A successful will save cancels the place switching effect and halves the damage.

    Second Order: Being ramped through pure magic has a negative effect on most creatures. The creature becomes fatigued as soon as the switch completes.

    Third Order: The thread of magic remains lodged in the creature. At any time during your next turn, you may switch places with the creature again, dealing the damage again.
    Sanomantic Chaos
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    Level 3 Chain
    Range: Medium
    Target: One creature within range
    Duration: Instant
    Saving Throw: Will negates
    Spell Resistance: Yes

    You break off a thread of positive energy and hurl it at the target creature. If you succeed a ranged touch attack, the creature gains 1d4x5 temporary hit points. If the creature is undead, it instead takes 1d4 negative levels, ignoring undead immunity to negative levels.

    Second Order: Add 10 to the temporary hit points. Undead creatures take an additional 2 negative levels.

    Third Order: Saving throw changes to "None".
    Scream
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    Level 2 Chain
    Range: Medium
    Area: 30 ft. radius sphere
    Duration: Instant
    Saving Throw: Fortitude half first, Will negates second, Fortitude negates third
    Spell Resistance: No

    You cause the scream of an unearthly creature to resound through an area, dealing 1d4 sonic damage per chainer level to all creatures within the area.

    Second Order: All the creatures that hear the scream in the AOE are shaken.

    Third Order: All creatures that hear the scream in the AOE are deafened.
    Sonic Dissolution
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    Level 3 Chain
    Range: Medium
    Area: 30 ft. radius sphere
    Duration: Instant
    Saving Throw: Fortitude half first, Will negates third
    Spell Resistance: Yes

    You cause a sonic disruption in an area, but this disruption is mixed with the essence of acid. Creatures in the area begin to melt from the sound waves. This deals 2d6 damage to creatures in the area, 1/2 acid and 1/2 sonic. Creatures reduced below 0 hitpoints by this melt into a puddle.

    Second Order: The sound in the area persists, dealing its damage every round for 1 round per 2 chainer levels.

    Third Order: The sound becomes maddening. Creatures in area act as if confused for every round they remain in the area, making a seperate will save every round.
    Sonic Thrash
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    Level 1 Chain
    Range: Medium
    Target: One creature within range
    Duration: Instant
    Saving Throw: Fortitude Half first, Will Negates Second, Fortitude Negates third
    Spell Resistance: Yes

    You dip your hand into the stream of magic, causing a sound only the target creature can hear. This deals 1d4 sonic damage per chainer level to the creature, even if the creature cannot hear.

    Second Order: If the creature can hear, it is shaken by the sudden violent noise.

    Third Order: If the creature can hear, it is deafened.
    Time Crunch
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    Level 5 Chain
    Target: Self
    Duration: Instant

    This is used as a free action. You compress magic and time together, allowing you to get in action where neccessary.

    If you use this as the start of your chain, you gain an additional full action, but you lose your next round.

    If used as part of a chain, the chain is extended by three. This does not reset the order of the chain, so you can continue to use second and third order chains. You lose your next round.
    Tripling
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    Level 5 Chain

    Deal triple damage for the current chain. You may not use Doubling or Tripling again for this chain. Use only as a third order chain.
    Trisphere
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    Level 3 Chain
    Range: Medium
    Area: 30 ft. radius sphere
    Duration: Instant
    Saving Throw: Reflex Half
    Spell Resistance: Yes

    You cause a sphere of fire, ice, and lighting to erupt in the middle of combat. This sphere deals 3d4 damage, 1/3rd fire, 1/3rd cold, and 1/3rd electricity. Resistances and immunities apply separately.

    Second Order: The sphere persists, dealing its damage in the area every round for 1 round per chainer level.

    Third Order: The sphere causes spells that have the fire, cold, or electric subtype to deal 1.5x damage. Chains are not spells.
    Universal Hole
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    Level 4 Chain
    Range: Medium
    Area: 30 ft. radius sphere
    Duration: Instant
    Saving Throw: Fortitude Negates
    Spell Resistance: Yes

    You manage to find a stream with a high concentration of negative energy and rupture it, giving all living creatures 1d4 negative levels and all undead 1d4x5 temporary hit points.

    Second Order: Add +2 to the roll.

    Third Order: Saving throw changes to "Fortitude Half".
    Water Bubble
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    Level 2 Chain
    Range: Short
    Area: Line length of Range, beginning from you
    Duration: Instant
    Saving Throw: None
    Spell Resistance: No

    You rupture the magic stream, causing a sphere of water to rush in a line. This sphere pushes all creatures in the line back to the end of the line. This sphere extinguishes all non-magical flames it engulfs.

    Second Order: The sphere persists, lasting for 1 minute per chainer level.

    Third Order: The sphere captures all of the creatures it hits inside it, causing air-breathing creatures to drown. The sphere can be broken by a DC 11 + (1 per 2 chainer levels) strength check, which requires a move action.


  3. - Top - End - #3
    Pixie in the Playground
     
    RedWizardGuy

    Join Date
    Nov 2011

    Default Re: 3.5 Homebrew Campaign: Our Classes

    Wild Surge Tables

    Level 1 Surges


    Level 2 Surges
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    Level 3 Surges
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    -Reserved-


    Level 4 Surges
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    -Reserved-


    Level 5 Surges
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    -Reserved-


    Level 6 Surges
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    -Reserved-


    Level 7 Surges
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    -This space for rent-

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