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  1. - Top - End - #1
    Halfling 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
    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%



    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.
    Last edited by shatterspike1; 2015-01-30 at 02:18 PM. Reason: Fixed table format

  2. - Top - End - #2
    Halfling 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
    Spoiler
    Show

    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
    Spoiler
    Show

    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
    Halfling in the Playground
     
    RedWizardGuy

    Join Date
    Nov 2011

    Default Re: 3.5 Homebrew Campaign: Our Classes

    Wild Surge Tables

    Level 1 Surges
    Spoiler
    Show

    Roll Result
    01% Chainer is hit by nonchainable Acidic Jet, chainer level 3.
    02% Chainer is hit by nonchainable Electric Impulse, chainer level 3.
    03% Chainer is hit by nonchainable Fire Bolt, chainer level 3.
    04% Chainer is hit by nonchainable Frost Bolt, chainer level 3.
    05% Chainer is hit by nonchainable Sonic Thrash, chainer level 3.
    06% Chainer is hit by nonchainable Force Missile, chainer level 3.
    07% Chainer speaks backwards for 1d6 minutes. Others may make intelligence check to understand his speech.
    08% Chainer's hair catches fire, takes 1d6 fire damage. If bald, scalp is a bit scorched.
    09% Chainer gets hit by stream of vegetables, takes 2d6 bludgeoning damage.
    10% Chainer accidentally creates a Jorick, is hostile to all involved.
    11% Chainer is slapped by invisible hand; takes 1d3 nonlethal damage.
    12% Chainer is hit by single magic missile from nowhere.
    13% One of Chainer's ears falls off; regrows in 1d3 days.
    14% One of Chainer's eyes falls out, regrows in 1d3 days.
    15% Chainer grows 1d2 vestigal fingers on random hand, falls off in 1d3 days.
    16% Chainer grows 1d2 vestigal toes on random foot, falls off in 1d3 days.
    17% Whenever Chainer speaks, he fires flower petals out of his mouth. Goes away after 1 day.
    18% Chainer drips snot out of nose uncontrollably for 1d6 hours.
    19% Chainer grows impressive full beard of 3d4 inches.
    20% Chainer grows nose hair by 2d6 inches.
    21% Chainer grows ear hair by 2d6 inches.
    22% Chainer, instead of using a chain, throws a pudding cup.
    23% Same as 22%, but Chainer cannot be convinced that Chain was not successful.
    24% Chainer, instead of using a chain, summons an amazingly delicious sandwich to his tastes.
    25% Same as 24% but sandwich contains fecal material. Really ruins a good sandwich.
    26% Chainer begins disco dancing! Does not interfere with his combat ability. Continues for 1d6 minutes.
    27% Chainer's hair and eye color switch permanently.
    28% Chainer grows extra tongue on chest. Fully functional, but falls off after 1d3 days.
    29% Chainer grows nose on kneecap. Fully functional, but falls off after 1d3 days.
    30% Chainer begins emitting mist in a 30 foot radius out of his nose for 1 minute. Acts as an obscuring mist spell.
    31% Chainer grows razor blade on his tongue that deals 1d6 damage to anyone other than the chainer it makes contact with. Fortunately disappears after 24 hours.
    32% Wood Rope appears, extending the length of the distance between target and chainer.
    33% Silk Rope appears, extending the length of the distance between target and chainer.
    34% Steel Chain appears, extending the length of the distance between target and chainer.
    35% Chainer has 30 butterflies in stomach, he burps up one once a day.
    36% Chainer's hair grows for 1d3 minutes to be 30 feet long. Is a tripping hazard.
    37% Chainer or target permanently become blue, green, or purple (50% chance of either).
    38% Chainer or target permanently become red, orange, or yellow (50% chance of either)
    39% Chainer summons an animated unicorn statue of tiny size. It is indifferent.
    40% Chainer accidentally creates a Jorick, indifferent to all involved.
    41% Chainer and target both become fascinated by the moon and unable to take any other actions for 1d6 rounds. If there is no moon out, it only takes a round for them to realize that.
    42% Chainer summons a hamster. He believes it is a giant minature space hamster and cannot be convinced otherwise.
    43% Everyone in a 50 foot radius cannot hear anyone else talk other that themselves for 1d6 minutes.
    44% Chainer's fingernails grow 5 feet every round for 1d6 rounds.
    45% Target's fingernails grow 5 feet every round for 1d6 rounds.
    46% Chainer's face is stuck in a slasher smile 1d2 days.
    47% Chainer sees in fish vision for 1d2 days; takes a -1 penalty to attack rolls and spot based perception.
    48% Chainer's nose falls off, regrows after 1d3 days. Bestows -2 penalty to Diplomacy and Bluff.
    49% Chainer randomly loses 1d6 fingernails, taking 1d6 nonlethal.
    50% Chainer reverses gender permanently.
    51% Water comes out of the Chainer's mouth for 1d4 rounds, making it impossible for him to speak.
    52% Chainer has incredible burning sensation in ears, forcing him to make concentration check to
    53% Chainer's eyewear shatters if he has any. Otherwise, his eyesight is covered with cracks.
    54% Chainer shouts when he speaks for 1d6 minutes.
    55% Chainer loses sense of taste until he notices ten times (The hell?)
    56% Chainer's footsteps make a loud "THWACK" sound, giving a -20 penalty to moving silently based stealth for 1 day.
    57% Chainer's body glows radiantly, giving a -20 penalty to hide based stealth for 1 day. Illuminates as a torch.
    58% Chainer cannot see anything but static beyond 30 feet for 1d6 rounds.
    59% Chainer loses 20% of his hair.
    60% Chainer's face has a look of perpetual surprise for 1d2 days.
    61% Chainer has a severe case of deja vu for 1d6 rounds.
    62% Chainer hallucinates hostile lawn gnomes for 1d2 days.
    63% Target is hit by a stream of vegetables for 2d6 bludgeoning damage.
    64% Chainer and target disappear from universe for 1 round.
    65% Chainer opens a tiny size portal to the abyss, summoning a single hostile Quasit
    66% Chainer opens a tiny size portal to hell, summoning a single hostile Imp.
    67% Chainer summons a disemobdied flying mouth with a 1d4 bite attack and a +0 to hit, and 10 hit points. The mouth is an ally, but constantly spouts annoying catchphrases. It disappears after 1 day.
    68% Chainer summons magical boots that give +20 feet of movement speed, but has a 10% chance every move action to trip the wearer. These boots disappear after 1 day.
    69% Chainer skin cracks and harders, giving a -2 to Diplomacy and Bluff checks but a +1 to Natural Armor
    70% Chainer emits pheremones that grant a +4 to Diplomacy and Bluff, but also causes everyone to hit on him in an uncomfortable manner.
    71% Chainer summons 50 gems of varying type scattered in a 30 foot area. They are worth 1 GP each.
    72% Target is hit by nonchainable Acidic Jet, chainer level 3.
    73% Target is hit by nonchainable Electric Impulse, chainer level 3.
    74% Target is hit by nonchainable Fire Bolt, chainer level 3
    75% Target is hit by nonchainable Frost Bolt, chainer level 3.
    76% Target is hit by nonchainable Sonic Thrash, chainer level 3.
    77% Target is hit by nonchainable Force Missile, chainer level 3.
    78% Chainer and Target both focus their attention entirely on each other, and may only target their opposite for the remainder of this combat or until one of them drops.
    79% Chainer is Charmed by the next creature he sees (roll randomly) for 5 minutes.
    80% Target is Charmed by the next creature he sees (roll randomly) for 5 minutes.
    81% Chainer summons 1d20 indifferent midget clowns. They disappear in 1d6 rounds, have an AC of 10, no saves and 5 HP.
    82% Chainer accidentally summons a tiny anvil which smacks his head for 1d6 bludgeoning.
    83% Chainer accidentally summons a tiny anvil which hits the target in the head for 1d6 bludgeoning.
    84% Chainer sprays a stream of vegetables in a cone, dealing 2d6 bludgeoning.
    85% Chainer's wild surge appears to do nothing. Exactly 13 hours later, a fork flies and hits him in the head for 1 piercing.
    86% Chainer's wild surge appears to do nothing. Exactly 13 hours later, a spoon flies and hits him in the head for no damage.
    87% Chainer's words appear in three dimensions in front of him as he says them for 3d6 rounds.
    88% Chainer gets a wedgie.
    89% Chainer's pants and shirt switch colors. No save.
    90% Chainer accidentally creates a helpful Jorick.
    91% Chainer summons a can of spinach, which explodes and deals 1 slashing damage in 20 foot radius.
    92% Chainer's wild surge appears to do nothing. Exactly 5 hours later, he finds a diving helmet worth 5 GP.
    93% Chainer gains 1 point of Strength for 1 day
    94% Chainer gains 1 point of Dexterity for 1 day
    95% Chainer gains 1 point of Constitution for 1 day
    96% Chainer gains 1 point of Intelligence for 1 day
    97% Chainer gains 1 point of Wisdom for 1 day
    98% Chainer gains 1 point of Charisma for 1 day
    99% Chainer summons a bottle of newly distilled Everblue. Cheers!
    (1)00% Roll twice and combine.


    Level 2 Surges
    Spoiler
    Show

    Roll Result
    01% Chainer is scoured by cloud of pebbles, takes 1d6 bludgeoning
    02% Chainer is scoured by cloud of splinters, takes 1d6 piercing
    03% Chainer is sliced by cloud of blades, takes 1d6 slashing
    04% Unchainable Acid Coating centered on Chainer appears, chainer level 5
    05% Unchainable Fire Splash centered on Chainer appears, chainer level 5
    06% Unchainable Flash Frost centered on Chainer appears, chainer level 5
    07% Unchainable Lightning bounce designating all targets in area centered on Chainer appears, chainer level 5
    08% Unchainable Scream centered on Chainer erupts, chainer level 5
    09% Chainer is thrown 30 ft. into the air and falls, taking 3d6 falling damage.
    10% Jorick with one template of DMs choice and two HD advancement is accidentally created, hostile to everyone.
    11% Chainer must roll a d10 any time he attempts an action; if result is 1, he is stunned for 1 round. Goes away after 2d6 rounds.
    12% Chainer vomits uncontrollably for 1 round, unable to take any other action.
    13% Chainer is entangled by strands of magic for 1 round.
    14% Chainer accidentally grows plant within 5 feet into an assassin vine which then targets him for a grapple.
    15% Chainer becomes paper thin for one round and is treated as pinned and knocked down if there is wind as great as a gentle breeze in the area.
    16% Chainer's hair turns into grass. New hair that grows is normal hair again.
    17% Chainer's eyes turn to glass for 1d6 minutes, blinding him.
    18% Chainer's ears gush water for 1d6 minutes, deafening him.
    19% Chainer's hands morph into hooves for 1d6 minutes. He can still chain, but he cannot hold items.
    20% Chainer's feet morph into hooves for 1d6 minutes. He gains a trample attack based on his size.
    21% Chainer, instead of chaining, throws a cream pie at target or center of area. It hits.
    22% Same as 21%, but cream pie is actually acid. Deals 5d6 acid damage if it hits a living target.
    23% Chainer gains incredible insight! Gains a +20 insight bonus to the next knowledge check he makes.
    24% Chainer hits a creative mood! Gains a +20 insight bonus to the next craft check he makes.
    25% Chainer hits a creative mood! Gains a +20 insight bonus to the next performance check he makes.
    26% Chainer is entrancing! Gains a +20 bonus to the next diplomacy check he makes.
    27% Chainer accidentally throws object he is holding with dominant hand or object most recently held with that hand at target, hitting them for 1d6 bludgeoning.
    28% Chainer successfully uses chain, but teleports to center of chain area, or 5 feet in front of target. Cannot chain further.
    29% In 30 foot sphere around chainer, all creatures are affected as if by a Cure Serious Wounds spell cast by a 5th level caster (3d8+5).
    30% In 30 foot sphere around target or center of target area, all creatures are affected as if by a Cure Serious Wounds spell cast by a 5th level caster (3d8+5).
    31% Horse nearest to chainer permanently becomes Pegasus.
    32% Horse nearest to chainer permanently becomes Unicorn.
    33% Horse nearest to chainer permanently becomes Nightmare.
    34% For 5 minutes, everything in a half mile radius becomes absolutely silent.
    35% For 1 minute, everything in a quarter mile radius is placed in stasis.
    36% For 1d6 rounds, a downpour of rain so heavy that every creature within has total concealment and a 50% miss chance covers 100 feet radius centered on chainer. Works inside.
    37% Same as 36%, but with frogs, and grants total cover.
    38% Necromancy covers the area, raising all dead bodies within a 100 foot radius of chainer as either zombies or skeletons depending on the state of the body. Undead are hostile to all others. Lasts 1d4 rounds.
    39% All creatures are effected as with a displacement spell within 30 feet of chainer. Lasts 1d6 rounds.
    40% Jorick with one template of DMs choice and two HD advancement is accidentally created, indifferent to everyone.
    41% Chainer sneezes uncontrollably for 1d6 minutes. He sneezes 1d3 times a round.
    42% Same as 41%, but Chainer fires lasers from his nose every time he sneezes. If he's aiming, he can make a ranged touch attack to hit a target. These lasers deal 5d10 force damage. If lasers aren't aimed, they target random creature that isn't the chainer.
    43% Chainer explodes, spraying blood in 40 foot radius around him. He reforms 1 round later at the hit point total he was at before exploding.
    44% Chainer accidentally summons 1 lesser elemental of each type. They are hostile towards their opposites but indifferent to everyone else. They last 1d6 minutes.
    45% All creatures within 50 foot radius of chainer are hasted, as per the spell. Effect lasts 10 rounds.
    46% All creatures within 50 foot radius of chainer are slowed, as per the spell. Effect lasts 10 rounds.
    47% All dead flesh and bone within 100 feet of target or center of target area pools together and forms a flesh golem, hostile to all. If there is not enough material, this effect fizzles.
    48% All stone within 100 feet of target or center of target area pools together and forms a stone golem, hostile to all. If there is not enough material, this effect fizzles.
    49% All iron (not steel) within 100 feet of target or center of target area pools together and forms an iron golem, hostile to all. If there is not enough material, this effect fizzles.
    50% Chainer reverses gender permanently.
    51% A whip of fire from the plane of fire flies across the distance between chainer and target, dealing 5d6 fire damage to both and all inbetween.
    52% A current of water from the plane of water flies across the distance between chainer and target, drenching both and all inbetween.
    53% A fissure of earth erupts from the plane of earth, dealing 3d6 bludgeoning damage to chainer, target, and all inbetween.
    54% A blast of wind from the plane of air blows across the distance from chainer and target, knocking down both and all inbetween.
    55% Chainer causes area of wild magic to erupt within 10 foot radius of himself. Wild magic zone acts as described in DMG and is permanent.
    56% Nauseating smell covers 100 foot radius, causing nausea in all who smell it.
    57% Area centered on chainer is affected as if by zone of sweet air.
    58% Chainer accidentally summons 1d4+1 lantern archons. They last for 1 day.
    59% Chainer accidentally summons 1d4+1 weasels. Weird.
    60% Chainer accidentally causes Sleet Storm, centered on him.
    61% All creatures currently involved in combat within 100 foot radius around chainer are affected with Wind Walk.
    62% Chainer is affected as with spell turning.
    63% As 62%, but only reflects 0th level spells.
    64% Target disappears for 1d8-1 (minimum 1) days
    65% Target is sent back in time 1d8-1 (minimum 1) days
    66% 50% of either slowing or hasting chainer.
    67% 50% of either slowing or hasting target.
    68% Chainer vomits 40 foot cone of cooked vegetables dealing 6d8 bludgeoning.
    69% Chainer grows 1d3 arms. They are fully functional, but fall off after 1d6 rounds.
    70% As 69%, but he gains two-weapon fighting and multiweapon for the duration
    71% Unchainable Acid Coating centered on target appears, chainer level 5
    72% Unchainable Fire Splash centered on target appears, chainer level 5
    73% Unchainable Flash Frost centered on target appears, chainer level 5
    74% Unchainable Lightning bounce designating all targets in area centered on Chainer appears, target level 5
    75% Unchainable Scream centered on target erupts, chainer level 5
    76% Squad of Ninja Assassins appear! Treat as Human Warriors with average array and 1 hit point, hostile to everything.
    77% Everyone in 100 foot radius becomes drunk! +2 to Con, -4 to Int and Wis.
    78% Nearest rodent to chainer explodes in 20 foot radius when pressure is applied, dealing 7d6 damage.
    79% Assassin hawk armed with dagger flies down and stabs random target within 30 foot radius for 1d6 damage!
    80% Chainer gains effects of polymorph for 1d10 minutes.
    81% Flame strike centered on Chainer goes off, as a 7th level druid.
    82% Flame strike centered on Target goes off, as a 7th level druid.
    83% Chainer is Poisoned, as per the Poison spell, DC 17 Fort negates.
    84% Target is Poisoned, as per the Poison spell, DC 17 Fort negates.
    85% Everyone in combat catches on fire! Until combat ends, everyone takes 1d6 fire damage a round.
    86% Everyone in combat is doused in oil! Why...
    87% Everyone in combat is doused in water! If they were on fire, they aren't anymore.
    88% Everyone in combat is doused in ticks! Combat pauses for 1d6 rounds for everyone to shake off the ticks. Gross.
    89% Everyone in combat is throne prone! Reflex save DC 17 negates.
    90% Jorick with one template of chainer's (DM Veto) choice and two HD advancement is accidentally created. It is helpful to chainer.
    91% Supercharged! Next Chain chainer performs automatically can chain up to third order successfully with no roll.
    92% Repel the Reaper's blade! If chainer would die within next 1d6 days, he is affected 1 round later as if a 20th level true resurrection. Effect expires after use.
    93% Chainer gains 2 points of Strength for 1d2 days.
    94% Chainer gains 2 points of Dexterity for 1d2 days.
    95% Chainer gains 2 points of Constitution for 1d2 days.
    96% Chainer gains 2 points of Intelligence for 1d2 days.
    97% Chainer gains 2 points of Wisdom for 1d2 days.
    98% Chainer gains 2 points of Charisma for 1d2 days.
    99% Chainer summons 10 year old bottle of Everblue. Well done!
    (1)00% Roll twice and combine.


    Level 3 Surges
    Spoiler
    Show
    -Reserved-


    Level 4 Surges
    Spoiler
    Show
    -Reserved-


    Level 5 Surges
    Spoiler
    Show
    -Reserved-


    Level 6 Surges
    Spoiler
    Show
    -Reserved-


    Level 7 Surges
    Spoiler
    Show
    -This space for rent-
    Last edited by shatterspike1; 2015-01-30 at 02:38 PM. Reason: Fixed table format

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