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  1. - Top - End - #1
    Bugbear in the Playground
     
    inuyasha's Avatar

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    Default Im bored...anybody want homebrew made?

    I was wondering if anyone in the playground wanted some homebrew made...heres what im good at :)

    Good:
    Races
    Classes
    Monsters
    Templates
    Bloodlines
    Spells

    Bad:
    Feats (I can make them, just might need some help )

    Cant do:
    Maneuvers
    Incarnum stuff


    And if you request a monster, please state whether I have permition to add it to my super project Im making instead of posting it here
    Last edited by inuyasha; 2013-06-04 at 10:50 PM.
    Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
    Jester of The Rudisplorkers Guild!!

    My cool avatar by Kymme
    My homebrew

    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

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    The photo got removed, but I'm a silver trophy winner of Pathfinder Grab Bag XII: of Dungeons and Dragons

  2. - Top - End - #2
    Orc in the Playground
     
    Lohj's Avatar

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    Default Re: Im bored...anybody want homebrew made?

    Was looking for a thread like this. Mind if I help out?
    I am an Oxymoron. Calm, cheery, deadly, furious.


  3. - Top - End - #3
    Ogre in the Playground
     
    ShadowFireLance's Avatar

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    Default Re: Im bored...anybody want homebrew made?

    A Twist on the normal stuff, How about a Corrupted Paladin Template?
    Anything else up to you about that, It just seems like a cool idea.

    That, or a Tyraind or a Space Marine class...
    "All things must end, and you will be among the first."
    I love Ceika <3

    Quote Originally Posted by Kymme View Post
    You've got good reasoning, though the Akastarepti is never the best example.

    Extended Sig

  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: Im bored...anybody want homebrew made?

    Here's some stuff (all monsters) that would be great for those who like a good ol' nostalgic feel! Credit to the original creators!

    Easter Bunny: A criminal mastermind, the Easter Bunny and a few close, personal friends (body guards) easily "convince" other organizations to transfer their power and area over to them. Ruling with an iron fist, he ain't no push-over! With the help of an egg and candy oriented spellcaster, he's able to produce in mass quantity massive amounts of weaponry.

    Santa Claus: A medium sized frost giant with "random gifts" to give to those who displease him, all of which are toy/child related. Sleigh with eight dire reindeer, nine if you want one with a lit up nose. All of which are carnivorous and feast on the flesh of children.

    Abominable snowman (Frosty): A monstrous looking golem made entirely of snow, all it does is destroy. Only attacking on cold, dark nights to prevent melting, he hides in caves during the day. His weapon of choice is a frost enchanted club made entirely out of ice.

    Tooth fairy: Small or tiny sized winged creature with a fascination (and appetite) for teeth. Tooth decay, dental tools, and SUGAR FREE CANDY?! What isn't there to fear!!

    Scarecrow: A living construct made out of straw, worn clothing, and a jack-o-lantern for a head. Scythe or sickle for a weapon, ability to summon a large swarm of ravens or crows. Using his sharp blade, he aims for the head - He's searching for the most knowledgeable brain he can. - Credit to FallingSnow (She wanted a playable race, I wanted EVIL!)

    Tinman: Often mistaken for a rust covered golem or statue. This construct wields an ax composed of the same material as himself, making it appear as though it's attached to him. Attached? BAH! This is a deception technique that its creator came up with! The axe is able to be thrown incredulous distances, often into the backs of somebody trying to escape.

    Cowardly Lion: This lion appears to be quite cowardly, but this is a deceptive trick to make those fool enough to believe it come closer and poke fun at it. When somebody or something gets close, it bites at their throat in a way very similar to how a vampire goes for blood - but it instead devours souls!

    Dorthy and Toto:

    Dream Demon (sandman, not Freddy!): Uses sleep magics on you and attacks you using your greatest fears. Unable to wake up/survive unless you - and the rest of the people in your party - brave through their fears and defeat him!

    Leprechaun: A tiny or small impish humanoid, he lures you in with the promises of gold only to stab you. Bite attacks, shillelagh, and hot gold. My wallet's afraid!

    Cuddly Death (Gremlins): They make great friends and companions, but here are the rules: Don't put them in bright light, don't get them wet, and most importantly: don't feed them after midnight! These little monstrosities will stop at nothing to destroy, DESTROY, DESTROY!!

    Winged Simians: "I'll get you my pretty, and your little dog too!" These are a more favored animal companion to diabolical witches because of how mischievous and cunning they are. Able to keep up with their masters in the air and on land, they can often be found in groups so they can more easily outnumber their enemies.

    Living Puppet (Pinocchio): Made by a well known puppeteer, this sinister construct used its own nose to kill its master! Lying in mass quantities causes its nose to grow, he has - since creation - filed his fingers down to jagged tips so that he may rip off the flesh of living beings so that he may wear it and become a "real boy." Upon acquiring flesh from the living, (Graft: Human?) he may live as a child in an orphanage or as a homeless child, killing those who adopt or try to help him.

    Little Red Wolf (Red Riding Hood): Appearing as a regular human child, this werewolf isn't one to be messed with! Luring in her victims with promises of delicious treats made fresh by her grandmother, she beats the unsuspecting with kitchenware! To those who are truly a threat, she transforms into her hybrid form, raking at them with her claws and eats them upon death.

    Insane Hatsmith (Madhatter): Having gone mad from an alchemical treatment meant to keep hats dry and safe in wet weather, this hat making gnome has gone MAD!! It's time for tea, and his rabbit's running late - and currently his hat! Here's to hoping you have a very merry un-birthday! Often times, he'll beat you away, but when he's in a particularly nutty mood, he'll attempt to kill you so that he may use your flesh in his next creation!

    Eversmiling Cat (Cheshire Cat): (more wording)

    Three Little Pigs: Who's afraid of the Big Bad Wolf? Not These three! As three anthropomorphic dire boars with a knack for building, their fortress of is made of three separate areas: a magically imbued straw maze that shifts every so often. A stick house village, filled with wickermen ready to defend their creators. And at the center of this huge fortress is the elaborate tower, eternally guarded by a group of dire wolves.

    Jack Frost: Having died of hypothermia while playing on a frozen pond with his friends, he envies the living and their warmth. When somebody comes near his frozen pool, he bursts out of the water and sprints towards the warmth gleefully.

    Green Curmudgeon (Grinch): Bah-humbug! He hates all that is happy, bright and playful, this hairy green humanoid will stop at nothing to take away all that makes the world happy, going from town to town taking away the laughter and cheer using a magical container made by himself.

    Stuffed Mauler (Whinnie the Pooh): Appearing as a large, stuffed yellow grizzly bear and a red shirt, this beast needs only to be stuffed. Eating whatever he can maul, he's stuffed mostly by the slow, the weak, and the fat.

    Murderous Heart (Cupid): Using his love inducing arrows, he causes two people to fall so deeply in love with each other that they'll kill each other or themselves so that they can be together forever - Upon death, Loving Hunger is brought the corpses so that she may feast on their still loving hearts.

    Loving Hunger (Queen of Hearts): "Off with their heads, it'll make access to their hearts all the easier!" Using her Murderous Heart minion(s), she is fed. With their help, her never fading hunger for love filled hearts is satisfied temporarily.

    Hansel and Gretel: (more wording)

    Snow White and Seven Dwarves: Dopey, the mastermind of the dwarves, has cast countless charm spells upon Snow White. Using her as a food source, she draws in men and women using only charm and kindness. She brings whomever wants her to a predesignated area - the location gets moved around regularly to avoid suspicion - where all of the dwarves lie in wait, ready to pounce at their next meal.

    Goldie Locks: Three dire bear pets.(more wording)

    (More ideas to come, and re-naming!)
    Last edited by gurgleflep; 2013-06-05 at 11:15 PM.

  5. - Top - End - #5
    Dwarf in the Playground
     
    Oryan77's Avatar

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    Default Re: Im bored...anybody want homebrew made?

    I'm looking for 3.5e conversions of these spells (originally appeared in 2e Planescape's Tales of the Infinite Staircase). Any help would be appreciated. Thanks.

    Wormwork (similar to Soften Earth and Stone?)
    Spoiler
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    Wormwork

    3rd level Wizard Spell
    (Conjuration/Summoning)
    Range: 100 yds
    Components: V, S, M
    Duration: Special
    Casting Time: 3
    Area of Effect: 1 10' cube/3 lvls.
    Saving Throw: None

    By means of this spell the caster can summon a horde of magical, voracious worms underground. These worms weaken earth and stone, causing cave-ins, stone walls to collapse, and so forth.

    In 3d10 rounds, stone in the affected area is permanently reduced to the consistency of packed earth, and packed earth or natural soil is rendered to the stae of loose, tilled earth (it takes 6d10 rounds for stone to be rendered to tilled soil). Upon completion of their work, the worms disperse, joining the natural ecology as best as they can. They pose no direct threat to any other life, eating nothing more than earth and rock.

    The area of effect is not vast, but certainly enough to get through a stone wall or to collapse a small cave. The material component of this spell is a living worm.


    Wormtongue
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    Wormtongue

    5th level Wizard Spell
    (Alteration)
    Range: 50 yds
    Components: V, S
    Duration: 1 rd./level
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: Neg.

    This offensive spell functions much like a curse, transforming the recipient's tongue into a long worm with a vicious mouth at its end. The affected victim cannot speak while his tongue is so transformed. Immediately upon transformation, the worm pushes itself out of the victim's mouth and begins attacking him. The worm has a THACO of 8, and inflicts 1d4 points of damage per bite. The worm has the recipient's Armor Class and 12 hit points; the recipient of the spell suffers all damage inflicted upon the wormtongue. If the worm is slain by violence, the victim loses the ability to speak for 3d4 days. If the wormtongue is dispelled or the damage inflicted upon it is magical, the long-term loss of speech does not occur.


    Summon Worms (similar to Permanencied Grease?)
    Spoiler
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    Summon Worms

    2nd level Priest Spell
    (Conjuration/Summoning)
    Range: 30 yds
    Components: V, S, M
    Duration: Permanent
    Casting Time: 5
    Area of Effect: 10' square
    Saving Throw: Special

    Upon casting this spell, the priest calls forth a number of normal worms that come up from the earth below and cover an area 10 feet square. The worms remain until they die and desiccate in the sun (if outside), starve, or someone burns/washes/sweeps them away.

    Aside from just being repulsive, the worm-covered ground becomes very slippery. Anyone entering the area or in the area of effect when the spell is cast must attempt a saving throw vs. spell. Those who make successful saving throws manage to keep to their feet, but any time another move is made in the area, another saving throw is required. Failure results in a fall, and a successful saving throw (which can be attempted but once a round) is required to stand up again.

    The worms do not move appreciably, nor do they obey the caster in any way. The material component for the spell is a small handful of fresh soil.


    Curse of the Worms (similar to Slay Living?)
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    Curse of the Worms

    5th level Priest Spell
    (Conjuration/Summoning)
    Range: 30 yds. +1 yd./level
    Components: V, S, M
    Duration: Special
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: Special

    A horrid variation of slay living (the reverse of raise dead), this spell summons a number of worms into the body of a victim, which then begins to squirm out of every orifice. The victim must make a successful saving throw vs. death magic or die from multiple hemorrhages and suffocation in 1d4 rounds. The worms continue to issue forth during this time and for 1d6 rounds afterward. The victim cannot use spells, magic items, or mental abilities while the worms erupt, but can move, speak, and attack normally. The worms are real in every sense and remain even after the victim is dead. A remove curse or dispel evil spell or successful dispel magic spell cast before the victim dies ends the effect and saves the victim's life, but the victim still suffers damage as noted below.

    Those who successfully make saving throws still suffer 2d8 points of damage from hemorrhaging and choking, and a small number of worms briefly issue forth from the victim's body.

    The material component is a pinch of dust taken from a desiccated worm.

  6. - Top - End - #6
    Ogre in the Playground
     
    LordErebus12's Avatar

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    Default Re: Im bored...anybody want homebrew made?

    some sort of Intelligent Undead creature.
    Avatar by Gurgleflep

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    Belladonis Campaign Setting 3.5
    Casting as a Skill

    Learn from your mistakes, 3.5...
    Fill in those dead levels...

    Abrothia's Vision
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    Welcome to the World Serpent Inn!
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    - - - IC - - - OOC - - -


    Extended Signature (90% complete)

  7. - Top - End - #7
    Orc in the Playground
     
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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by LordErebus12 View Post
    some sort of Intelligent Undead creature.
    I want to do this one, if OP doesn't mind.
    I am an Oxymoron. Calm, cheery, deadly, furious.


  8. - Top - End - #8
    Orc in the Playground
     
    Lohj's Avatar

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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by Oryan77 View Post
    I'm looking for 3.5e conversions of these spells (originally appeared in 2e Planescape's Tales of the Infinite Staircase). Any help would be appreciated. Thanks.

    Wormwork (similar to Soften Earth and Stone?)
    Spoiler
    Show
    Wormwork

    3rd level Wizard Spell
    (Conjuration/Summoning)
    Range: 100 yds
    Components: V, S, M
    Duration: Special
    Casting Time: 3
    Area of Effect: 1 10' cube/3 lvls.
    Saving Throw: None

    By means of this spell the caster can summon a horde of magical, voracious worms underground. These worms weaken earth and stone, causing cave-ins, stone walls to collapse, and so forth.

    In 3d10 rounds, stone in the affected area is permanently reduced to the consistency of packed earth, and packed earth or natural soil is rendered to the stae of loose, tilled earth (it takes 6d10 rounds for stone to be rendered to tilled soil). Upon completion of their work, the worms disperse, joining the natural ecology as best as they can. They pose no direct threat to any other life, eating nothing more than earth and rock.

    The area of effect is not vast, but certainly enough to get through a stone wall or to collapse a small cave. The material component of this spell is a living worm.


    Wormtongue
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    Wormtongue

    5th level Wizard Spell
    (Alteration)
    Range: 50 yds
    Components: V, S
    Duration: 1 rd./level
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: Neg.

    This offensive spell functions much like a curse, transforming the recipient's tongue into a long worm with a vicious mouth at its end. The affected victim cannot speak while his tongue is so transformed. Immediately upon transformation, the worm pushes itself out of the victim's mouth and begins attacking him. The worm has a THACO of 8, and inflicts 1d4 points of damage per bite. The worm has the recipient's Armor Class and 12 hit points; the recipient of the spell suffers all damage inflicted upon the wormtongue. If the worm is slain by violence, the victim loses the ability to speak for 3d4 days. If the wormtongue is dispelled or the damage inflicted upon it is magical, the long-term loss of speech does not occur.


    Summon Worms (similar to Permanencied Grease?)
    Spoiler
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    Summon Worms

    2nd level Priest Spell
    (Conjuration/Summoning)
    Range: 30 yds
    Components: V, S, M
    Duration: Permanent
    Casting Time: 5
    Area of Effect: 10' square
    Saving Throw: Special

    Upon casting this spell, the priest calls forth a number of normal worms that come up from the earth below and cover an area 10 feet square. The worms remain until they die and desiccate in the sun (if outside), starve, or someone burns/washes/sweeps them away.

    Aside from just being repulsive, the worm-covered ground becomes very slippery. Anyone entering the area or in the area of effect when the spell is cast must attempt a saving throw vs. spell. Those who make successful saving throws manage to keep to their feet, but any time another move is made in the area, another saving throw is required. Failure results in a fall, and a successful saving throw (which can be attempted but once a round) is required to stand up again.

    The worms do not move appreciably, nor do they obey the caster in any way. The material component for the spell is a small handful of fresh soil.


    Curse of the Worms (similar to Slay Living?)
    Spoiler
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    Curse of the Worms

    5th level Priest Spell
    (Conjuration/Summoning)
    Range: 30 yds. +1 yd./level
    Components: V, S, M
    Duration: Special
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: Special

    A horrid variation of slay living (the reverse of raise dead), this spell summons a number of worms into the body of a victim, which then begins to squirm out of every orifice. The victim must make a successful saving throw vs. death magic or die from multiple hemorrhages and suffocation in 1d4 rounds. The worms continue to issue forth during this time and for 1d6 rounds afterward. The victim cannot use spells, magic items, or mental abilities while the worms erupt, but can move, speak, and attack normally. The worms are real in every sense and remain even after the victim is dead. A remove curse or dispel evil spell or successful dispel magic spell cast before the victim dies ends the effect and saves the victim's life, but the victim still suffers damage as noted below.

    Those who successfully make saving throws still suffer 2d8 points of damage from hemorrhaging and choking, and a small number of worms briefly issue forth from the victim's body.

    The material component is a pinch of dust taken from a desiccated worm.
    I apologize to OP, but I am going to do this one.

    Wormwork
    Spoiler
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    Wormwork

    3rd level Wizard/Sorcerer Spell, 3rd Level Druid Spell
    (Conjuration/Summoning)
    Range: Close (25 ft +5ft/ lvls)
    Components: V, S, M
    Duration: Special
    Casting Time: One round
    Area of Effect: 10'/3 lvl cubic space, or 20' sq. planar space
    Saving Throw: None

    By means of this spell the caster can summon a horde of magical, voracious worms underground. These worms weaken earth and stone, causing cave-ins, stone walls to collapse, and so forth.

    In 3d8 rounds, stone in the affected area is permanently reduced to the consistency of packed earth, and packed earth or natural soil is rendered to the stae of loose, tilled earth (it takes 6d8 rounds for stone to be rendered to tilled soil). Upon completion of their work, the worms disperse, joining the natural ecology as best as they can. They pose no direct threat to any other life, eating nothing more than earth and rock.

    The area of effect is not vast, but certainly enough to get through a stone wall or to collapse a small cave. The material component of this spell is a living worm.


    Wormtongue
    Spoiler
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    Wormtongue

    5th level Wizard/Sorcerer Spell, 6th level Bard spell
    (Alteration)
    Range: Medium (50 ft + 10 ft/lvl
    Components: V, S
    Duration: 1 rd./level
    Casting Time: Standard Action
    Target: 1 creature
    Saving Throw: Neg.

    This offensive spell functions much like a curse, transforming the recipient's tongue into a long worm with a vicious mouth at its end. The affected victim cannot speak while his tongue is so transformed. Immediately upon transformation, the worm pushes itself out of the victim's mouth and begins attacking him. The worm has a BAB of +6, and inflicts 1d4 points of damage per bite. The worm has the recipient's Armor Class and 12 hit points; the recipient of the spell suffers all damage inflicted upon the wormtongue. If the worm is slain by violence, the victim loses the ability to speak for 3d4 days. No matter how this spell is removed, the loss of speech is never permanent.


    Summon Worms (similar to Permanencied Grease?)
    Spoiler
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    Summon Worms

    2nd level Wizard/Sorcerer Spell, 2nd Level Cleric Spell
    (Conjuration/Summoning)
    Range: Medium (50 ft + 10ft/lvl)
    Components: V, S, M
    Duration: Permanent
    Casting Time: One Round
    Area of Effect: 10' square
    Saving Throw: Special

    Upon casting this spell, the priest calls forth a number of normal worms that come up from the earth below and cover an area 10 feet square. The worms remain until they die and desiccate in the sun (if outside) after 5 minutes, starve, or someone burns/washes/sweeps them away.

    Aside from just being repulsive, the worm-covered ground becomes very slippery. Anyone entering the area or in the area of effect when the spell is cast must attempt a Reflex saving throw (DC 16). Those who make successful saving throws manage to keep to their feet, but additional natural movements require another save. Failure results in a fall, and a successful saving throw (one per round) is required to stand up again.

    The worms do not move appreciably, nor do they obey the caster in any way. The material component for the spell is a small handful of fresh soil.


    Curse of the Worms (similar to Slay Living?)
    Spoiler
    Show
    Curse of the Worms

    5th level Wizard/Sorcerer Spell, 5th Level Cleric/Druid Spell
    (Conjuration/Summoning)
    Range: Close (25ft + 5ft/lvl
    Components: V, S, M
    Duration: Special
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: Special

    A horrid variation of slay living (the reverse of raise dead), this spell summons a number of worms into the body of a victim, which then begins to squirm out of every orifice. The victim must make a successful Fortitude saving throw or die from multiple hemorrhages and suffocation in 1d4 rounds. The worms continue to issue forth during this time and for 1d6 rounds afterward. The victim cannot use spells, magic items, or mental abilities while the worms erupt, but can move, speak, and attack normally. The worms are real in every sense and remain even after the victim is dead. A remove curse or dispel evil spell or successful dispel magic spell cast before the victim dies ends the effect and saves the victim's life, but the victim still suffers damage as noted below.

    Those who successfully make saving throws still suffer 2d8 points of damage from hemorrhaging and choking, and a small number of worms briefly issue forth from the victim's body.

    The material component is a pinch of dust taken from a desiccated worm.
    [/QUOTE]
    I am an Oxymoron. Calm, cheery, deadly, furious.


  9. - Top - End - #9
    Dwarf in the Playground
     
    Oryan77's Avatar

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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by Lohj View Post
    I apologize to OP, but I am going to do this one.
    Wow, that was fast. Thanks a lot!

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

    Original source for the following spells = Planes of Law boxset: Acheron pg 23

    Lysander's Bladestorm
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    Lysander's Bladestorm

    7th level Wizard Spell
    (Conjuration/Summoning)
    Range: 10 yards/level
    Components: V, S
    Duration: 1 round/level
    Casting Time: 7
    Area of Effect: 10 yard radius/level
    Saving Throw: 1/2

    When cast on any layer of Acheron, the bladestorm spell summons 1d6 shards of the razor-ice of Ocanthus. Each shard strikes with a THACO of 11 and does 1d8 points of damage per level of the caster, plus severing the target's head on a roll of 20. The victim who makes a saving throw versus spell takes only half damage, but there's no protection against beheading other than a protection from normal missiles spell or a brooch of shielding, both of which deflect shards directed at their owner. The shards strike once per round until they hit a target and then shatter, leaving only bits of murky water behind.


    Lysander's Kaleidoscope
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    Lysander's Kaleidoscope

    3rd level Wizard Spell
    (Alteration)
    Range: 20 yds
    Components: V, S, M
    Duration: 1 turn/level
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: Neg.

    This spell transforms the target's eyes into bulbous, prism-like compound ones, like those of insects or rust dragons. Anywhere but on Ocanthus, this fractures the target's vision into a thousand overlapping images and prismatic light, causing dizziness and nausea. The target suffers a -4 to all melee attack rolls, cannot make missile or long-range spell attacks, and loses 5 points of Dexterity for the duration of the spell. Cure blindness spells have no effect, since the target can still see, though poorly. Dispel Magic works normally, though a system shock roll is required for the transformation to avoid bleeding from the eyes. If the system shock roll fails, the victim suffers 1-10 points of damage and suffers permanent blindness, curable only through a cure blindness or regeneration spell.

    On Ocanthus, the strange oily black eyes allow the target to see and avoid each and every razor shard nearby. Otherwise, vision is normal.


    Original source for the following spells = Planes of Chaos boxset: Liber Benevolentiae pg 31

    Value
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    Value

    2nd level Wizard Spell
    (Divination)
    Range: 0
    Components: V, S
    Duration: 1 round/level
    Casting Time: 2
    Area of Effect: 1 item/level
    Saving Throw: None

    Similar to the identify spell, this spell appraises the monetary value of a nonmagical item, with the chance of an accurate appraisal equal to 15% per level of the caster. The maximum chance for success is 90%; a percentile dice roll of 91-95 gives no result, and a result of 96-00 gives a false value (higher or lower, to be determined by the DM).
    The spell not only determines the value of the item as a whole, not just its component parts. A copy of "The Lady of Pain's Daily Journal" (if such a tome existed) would, with a successful casting, be determined to be incredibly valuable despite it being made up of the same basic materials as any other book in the Cage.
    Also, the spell can determine the potential worth of raw materials, though only with a 10% chance of success per level. For example, the potential value of an uncut gem - cut and mounted properly - is revealed with a successful die roll. Note that the spell does not reveal the best method to bring out the material's potential, just the best possible value of the item if it is so treated. A caster with a nonweapon proficiency related to the material subject to the spell can add a +5% bonus to the spell's chance for success. If a 5th-level caster were casting the value spell on the uncut gem, his chance of success normally would be 50%. If the caster had the gemcutting nonweapon proficiency, his chance of success would increase to 55%. Note that only one such bonus can apply to any one material.


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

    Conduit Pierce
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    Conduit Pierce

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

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

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

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

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

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


    Detect Illithid
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    Detect Illithid

    1st level Wizard Spell
    (Divination)
    Range: 0
    Components: V, S, M
    Duration: 2 turns/level
    Casting Time: 1
    Area of Effect: 100' radius
    Saving Throw: None

    This uniquely githyanki spell alerts the caster to the presence of illithids within 100 feet of his person. The exact number of mind flayers and their positions are known to him if they are within the radius.
    This spell was developed to aid illithid-hunting githyanki as they navigate the underground tunnels where the mind flayers make their lairs. Although its area of effect is small, its duration makes it a worthwhile spell. However, this spell is blocked by one foot of solid stone, one yard of wood or loose earth, or one inch of solid metal. The material component is a bit of illithid flesh or bone.


    Out of Time's Grip
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    Out of Time's Grip

    4th level Wizard Spell
    (Alteration)
    Range: Touch
    Components: V, S
    Duration: 1 hour/level
    Casting Time: 4
    Area of Effect: 1 creature
    Saving Throw: None

    Time does not actually pass on the Astral Plane, but it catches up with an individual once she leaves. This spell was created by the githyanki to enable them to leave the Astral for short periods without feeling the effects of the time that they’ve cheated. For the duration of the spell, the recipient can operate freely on any plane without worrying about retroactive aging for the time she spent on the Astral. If she stays off the Astral longer than the duration, time immediately catches up with her and she instantly ages all the time that she spent on the Astral, as normal. A successful casting of dispel magic will cause the spell’s effect to stop.


    Probe Spellshadow
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    Probe Spellshadow

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

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


    The Clutches of Time
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    The Clutches of Time

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

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


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

    Corporeality, Greater
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    Corporeality, Greater

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

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


    Demiplane Decay
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    Demiplane Decay

    9th level Wizard Spell
    (Alteration)
    Range: Special
    Components: V, S, M
    Duration: Permanent
    Casting Time: Special
    Area of Effect: Special
    Saving Throw: Negates

    If a demiplane is young and small enough, and the caster is powerful enough, demiplane decay has a chance to reverse a demiplane’s growth, sending the demiplane into a slow but eventually cataclysmic decay. Large and established demiplanes (such as the Demiplane of Dread) are completely
    immune to this spell. However, the caster has a chance to affect a demiplane of an age equal to or less than his level in years. Thus, an 18th-level wizard has a chance to affect a demiplane 18 years old or younger; this mage would waste his time casting this spell on any demiplane older than this.
    In order to affect a demiplane, the caster must use this spell while physically in the area in question. The actual casting takes only 1 round, but the caster must spend some time in preparation beforehand. Initially, the caster must spend 12 full hours on the targeted demiplane, contemplating
    the demiplane and mentally encompassing its breadth, nature, and specific qualities. If interrupted during this meditation, the caster must begin the contemplation anew. If any of the demiplane’s natives know the caster’s intent, they will likely try and interrupt the caster (with violence) during this time.
    If the caster has the luxury of completing her contemplation, she can cast demiplane decay anytime during the 12 hours following the meditation. If any more time passes, the caster must contemplate anew. Once a caster casts this spell, the demiplane makes a saving throw vs. spell as a wizard of a level equal to its age; thus, an 18-year-old demiplane saves as an 18th-level wizard. In addition, the demiplane suffers a - 1 penalty for every year of difference between its age and the caster’s level. For example, a 20-year-old demiplane doesn’t suffer a penalty to its saving throw when
    resisting demiplane decay cast by a 20th-level wizard. It does, however, suffer a -3 penalty against the same spell cast by a 23rd-level wizard. If the demiplane saves, the spell simply fails.
    If demiplane decay is effective, a shudder passes through the entire demiplane, sending ominous zigzag crack through permanent structures and causing anyone standing (if gravity exists in this particular demiplane) to make a saving throw vs. paralyzation or fall to the ground. The demiplane then begins to evaporate from the edges in a radius of 1 foot per day, as its essence bleeds into the surrounding ethereal vapor. The environment within a decaying demiplane becomes dark and charged with terrible storms, complete with high winds, hail, and terrible displays of lightning. As the edges crumble away, residents and structures that can’t make the leap to the Border or the Deep on their own melt into the surrounding ethereal mists.
    Mobile natives and stranded visitors can delay the inevitable for some time by moving to the “center” of the demiplane, but eventually the decay eats its way into the final heart of the aborted plane until all finally boils away into a fading memory.
    The material components for demiplane decay include any artifact worth 1.000 gp or more from an extinct race, civilization, or plane (possibly even a demiplane upon which this spell was successfully used in the past!).


    Dissipate
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    Dissipate

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

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


    Etherealness, Greater
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    Etherealness, Greater

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

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


    Etheralness, Lesser
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    Etheralness, Lesser

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

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


    Lob
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    Lob

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

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

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    Ogre in the Playground
     
    LordErebus12's Avatar

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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by gurgleflep View Post
    Tooth fairy: Small or tiny sized winged creature with a fascination (and appetite) for teeth. Tooth decay, dental tools, and SUGAR FREE CANDY?! What isn't there to fear!!

    Teeth Eaters
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    Learn from your mistakes, 3.5...
    Fill in those dead levels...

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    Bugbear in the Playground
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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by LordErebus12 View Post
    Dagnabbit, that ruins my fun! Still cool though
    Also, what movie's that from? I've seen it recently but can't recall the name.
    Last edited by gurgleflep; 2013-06-05 at 03:24 AM.

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    Troll in the Playground
     
    PirateGirl

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    Default Re: Im bored...anybody want homebrew made?

    Santa Claus:
    http://www.wizards.com/default.asp?x=dnd/dnd/20011222x

    Cheshire Cat
    http://www.wizards.com/default.asp?x...ools/20030401c

    Easter Bunny is in my sig.

    Most of the fairy tale creatures have been done already. I'll see if I can find links but you could just as easily Google them yourself.

    Here is the classical Oz OGL pdf that I helped create:

    http://grimgrin4488.webs.com/Classical_OZ_OGL[1].pdf

    Debby
    Last edited by Debihuman; 2013-06-05 at 09:04 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

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    Default Re: Im bored...anybody want homebrew made?

    Yes indeed, I need a monster. I'll PM you the details.
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

    Super boss Muscle Wizard avvie by Ceika.

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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by ShadowFireLance View Post
    That, or a Tyraind or a Space Marine class...
    Just use D40k for the marine and there's already 'nid homebrew.

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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by Lohj View Post
    Was looking for a thread like this. Mind if I help out?
    oh no i dont care! Help out all you want!
    Quote Originally Posted by ShadowFireLance View Post
    A Twist on the normal stuff, How about a Corrupted Paladin Template?
    Anything else up to you about that, It just seems like a cool idea.

    That, or a Tyraind or a Space Marine class...
    Im not familiar with WH40K but I could make a corrupted paladin template...hmmm
    Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
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    My homebrew

    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

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    Default Re: Im bored...anybody want homebrew made?

    I would like to see a class based around the four elements, fire, earth, air, water. I see this as a class that uses all of these without focusing and isn't limited to total uses per day as with spellcasting.

    Personally I see this as either a warlock variant with elemental invocations or a swordsage variant with 4 elemental disciplines but anything you come up with would be great. Perhaps both so that there is a "casting" and a "martial" option.

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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by Gorfnod View Post
    I would like to see a class based around the four elements, fire, earth, air, water. I see this as a class that uses all of these without focusing and isn't limited to total uses per day as with spellcasting.

    Personally I see this as either a warlock variant with elemental invocations or a swordsage variant with 4 elemental disciplines but anything you come up with would be great. Perhaps both so that there is a "casting" and a "martial" option.
    I already made it up.
    Check it out and see if this suits you.

    http://www.giantitp.com/forums/showthread.php?t=247950
    I am an Oxymoron. Calm, cheery, deadly, furious.


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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by Oryan77 View Post
    Wow, that was fast. Thanks a lot!

    Here are several more 2e Planescape spells that I would like to see converted to 3.5 rules if anyone wants to tackle these:
    I'll take these later today.
    I am an Oxymoron. Calm, cheery, deadly, furious.


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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by gurgleflep View Post
    Dagnabbit, that ruins my fun! Still cool though
    Also, what movie's that from? I've seen it recently but can't recall the name.
    guillermo del toro's "don't be afraid of the dark" (2011)
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    Bugbear in the Playground
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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by Debihuman View Post
    Santa Claus:
    http://www.wizards.com/default.asp?x=dnd/dnd/20011222x

    Cheshire Cat
    http://www.wizards.com/default.asp?x...ools/20030401c

    Easter Bunny is in my sig.

    Most of the fairy tale creatures have been done already. I'll see if I can find links but you could just as easily Google them yourself.

    Here is the classical Oz OGL pdf that I helped create:

    http://grimgrin4488.webs.com/Classical_OZ_OGL[1].pdf

    Debby
    While all of these are rather good and I appreciate the links, but it's not what I'm suggesting/asking for. All of these have their expected shenanigans and aren't evil, demented, sick, or twisted. What I'm wanting is a more evil, sinister, twisted version of that which we all recall so fondly from our child hood - I'm tired of the cutesy stuff.

    Quote Originally Posted by LordErebus12 View Post
    guillermo del toro's "don't be afraid of the dark" (2011)
    Thank you
    Last edited by gurgleflep; 2013-06-05 at 12:12 PM.

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    PirateGirl

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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by gurgleflep View Post
    While all of these are rather good and I appreciate the links, but it's not what I'm suggesting/asking for. All of these have their expected shenanigans and aren't evil, demented, sick, or twisted. What I'm wanting is a more evil, sinister, twisted version of that which we all recall so fondly from our child hood - I'm tired of the cutesy stuff.
    Just change alignments to evil.

    Most of the dark characters of Oz simply would have an evil alignment. The Nomes are already evil and the rest only need minor adjustments. Perhaps you just need an "Evil Twin" Template. EDIT: Wouldn't you know there's an Evil Twin Template in Book of Fiends by Green Ronin.

    For an Evil Easter Bunny -- http://www.commissionedcomic.com/?p=859

    Krampus (evil santa): http://dnd.tribe.net/photos/7df41494...4-8f22d6043eaa

    For evil leprechauns, use redcap (which are in MM 3) or you can use the wicked leprechauns here (see bottom of article) http://creaturecatalog.enworld.org/c...reatureID=1065

    Snowmare from Mystic Eye Games was a free evil Frosty but I cannot seem to locate it now.

    Grinch: http://www.giantitp.com/forums/showp...29&postcount=1

    Dungeonland was a 2e adventure from TSR and has been converted to 3e. It's an rtf file. There's also a pdf somewhere. Google Dungeonland d20 and you should be able to find it.

    For living puppet see Carrionette from Ravenloft (one of my favorite settings); it has all kinds of evil fairy tale references. It can be found in Denizens of Dread page 44.

    May I suggest Grimm d20 published by Fantasy Flight Games. Here is an updated 3.5 version of Rapunzel.

    Rapunzel
    Medium Undead
    Hit Dice: 4d12 (26 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
    Base Attack/Grapple: +3/+3
    Attack: Claw +5 melee (1d4+1)
    Full Attack: 2 claws +5 melee (1d4+1) and bite +0 melee (1d6 and poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, sneak attack +2d6
    Special Qualities: Darkvision 60 ft., hair
    Saves: Fort +5, Ref +4, Will +1
    Abilities: Str 12, Dex 16, Con —, Int 13, Wis 11, Cha 9
    Skills: Disguise +6 (+14 to appear human), Listen +8
    Feats: Combat Expertise, Improved Feint
    Environment: Rapunzel’s Tower
    Organization: Solitary (unique)
    Challenge Rating: 3

    "The long wispy golden hair ends at the crown of a desiccated husk of a girl, her body mummified and animated by the swarms of tiny spiders crawling in and out of her various orifices. Her dress, mostly moldered, hangs in ribbons from her skeletal frame. Completing the monstrous picture is the host of larger arachnids boiling out of her maw, dropping to the floor to be crushed by her shuffling steps." --from Grimm d20 pg. 45

    Combat

    Rapunzel waits for a fool to finishing climbing her tresses and to come through her window. When the would-be savior crosses the sill of her window, she embraces him in a caricature of a grateful maiden.

    Hair (Ex): Rapunzel’s hair is quite strong, capable of bearing 400 pounds of weight before breaking. A successful DC 10 Climb check must be made for each 10 feet of hair climbed to avoid falling to the ground. On a failed check, a creature falls and takes 1d6 points of damage for every 10 feet fallen to a maximum of 7d6 points of damage.

    Anyone attempting to fly to Rapunzel’s window is immediate entangled by the hair and takes 1d6 points of damage each round. A creature can break free by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check.

    Poison (Ex): If Rapunzel bites an opponent, the spiders in her mouth inject a stream of virulent poison (injury, DC 13, initial damage 1d6 Strength, secondary damage 1d6 Strength). The save DC is Constitution based and includes a +1 racial modifier.

    Sneak Attack: As rogue ability.

    Skills: Rapunzel’s body disguises the spiders inside, giving her a +8 racial bonus to Disguise checks made to disguise her true nature.

    Red Riding Hood would be a 1st level rogue werewolf, and she'd be more of an NPC than a straight up monster. If you've watched Once Upon A Time on ABC or the really awful film Red Riding Hood, you'll know what I mean.

    For Sandman use Pathfinder version and adjust: http://www.d20pfsrd.com/bestiary/mon...mental/sandman
    Last edited by Debihuman; 2013-07-03 at 07:16 AM. Reason: updated Rapunzel as I forgot Darkvision 60 ft.
    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.
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  22. - Top - End - #22
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    Oryan77's Avatar

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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by Lohj View Post
    I'll take these later today.
    You are a life saver. I really appreciate it. I've been working on adding many planar feats and spells to my 3.5 game and your timing on this couldn't be better. I've been adding this stuff to my house rules pdf file and these spells are the last of what I needed converted. Thanks man.
    Last edited by Oryan77; 2013-06-05 at 02:17 PM.

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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by Oryan77 View Post
    You are a life saver. I really appreciate it. I've been working on adding many planar feats and spells to my 3.5 game and your timing on this couldn't be better. I've been adding this stuff to my house rules pdf file and these spells are the last of what I needed converted. Thanks man.
    2 down.

    Lysander's Bladestorm

    7th level Wizard/Sorcerer Spell
    (Conjuration)
    Range: Medium (100ft + 10ft/lvl)
    Components: V, S
    Duration: 1 round/level
    Casting Time: One Round
    Area of Effect: 10 ft radius/level
    Saving Throw: for half damage

    This bladestorm spell, when cast in any layer of Acheron, summons 2d6 shards of the razor-ice of Ocanthus, each one selecting a single target within the range. Each shard may select one target, and each target may recieve more than one attack. The caster chooses the target for each shard. Make a raged touch attack against each a target with a +4 bonus to hit. Each shard does 1d8 points of damage per level of the caster. On a confirmed critical, the target's head is rent and the target is instantly slain. Only those creatures with identifiable anatomy (Humanoids, beasts, etc...) may be killed in such a way, and other beings who do not have a head or do not need one to survive are unaffected by the instant kill provided by this spell. They do, however, take normal damage.



    Lysander's Kaleidoscope

    3rd level Wizard/Sorcerer Spell
    (Alteration)
    Range: Touch
    Components: V, S, M
    Duration: 1 round/level
    Casting Time: Standard action
    Target: 1 creature
    Saving Throw: Neg.

    This spell transforms the target's eyes into bulbous, prism-like compound ones, like those of insects or rust dragons. Anywhere but on Ocanthus, this fractures the target's vision into a thousand overlapping images and prismatic light, which the target makes a save against. On he first failure, the target is shaken for the duration. On a second failure, the target is sickened for the duration instead. The target suffers a -4 to all melee attack rolls, a -8 to ranged attack rolls and spells that require line of sight, and takes a -5 penalty to all skills that require sight (appraise, jump, etc...) for the duration of the spell. Cure blindness spells have no effect, since the target can still see, though poorly. Dispel Magic works normally, though the target must make a fortitude save (DC 10 + caster's level), or recieve a system shock, bleeding from the eyes. If this save fails, the victim suffers 1d10 points of damage and suffers permanent blindness, curable only through a cure blindness or regeneration spell, a carefully worded Wish spell, or through Heal. If the first save is made, the target is unaffected by the spell. If the first save fails, but the second suceeds, the target takes the effects as normal.

    On Ocanthus, the strange oily black eyes allow the target to see and avoid each and every razor shard nearby. Otherwise, vision is normal.
    Last edited by Lohj; 2013-06-05 at 02:51 PM.
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    Default Re: Im bored...anybody want homebrew made?

    I could also use some Animal Companion Starting Statistics for Pathfinder if anyone wants to do them.

    I'm wanting to simulate the Hippogriff Animal Companion that the Hippogriff Rider gets here:
    http://www.d20pfsrd.com/classes/core...company-marine

    But I would like to make Starting Statistics for these Magical Beasts:

    Griffon
    Pegasus
    Unicorn
    Sea Cat
    Worg
    Ethyk (stats located here: Ethyk 3.5
    Elven Hound (Races of the Wild pg 189)
    Last edited by Oryan77; 2013-06-06 at 07:12 PM.

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    Default Re: Im bored...anybody want homebrew made?

    I request a vorpal rabbit :P
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    Default Re: Im bored...anybody want homebrew made?

    Ok, sorry for not replying, if you dont mind any monsters or templates being posted in my megaproject, please tell me :) I would love to add it to that
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    PirateGirl

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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by LordErebus12 View Post
    I request a vorpal rabbit :P
    Updated from here: http://www.graffe.com/forums/showthr...l=1#post845778

    Vorpal Rabbit
    Tiny Magical Beast
    Hit Dice: 1/4 d10 (2 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+4 Dex, +2 size), touch 16, flat-footed 12
    Base Attack/Grapple: +0/-12
    Attack: Bite +6 melee (1d6-4)
    Full Attack: Bite +6 melee (1d6-4)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Vorpal bite
    Special Qualities: Darkvision 60 ft., low-light vision, oversized jaws
    Saves: Fort +2, Ref +6, Will +0
    Abilities: Str 3, Dex 18, Con 11, Int 2, Wis 10, Cha 4
    Skills: Listen +7, Spot +7, Escape Artist +9, Jump + 4,
    Feats: Alertness, Weapon Finesse
    Environment: Mountains
    Organization: Solitary, pair or warren (7-16)
    Challenge Rating: 1
    Treasure: None
    Alignment: Usually neutral
    Advancement: --
    Level Adjustment: --

    The creature appears to be an ordinary white rabbit, although it is surrounded by bones and is flecked with the blood of a recently killed animal.

    The legendary vorpal bunny is a predator posing as prey. Its bright coloration and harmless demeanor are how this vicious pack predator attracts unwitting prey. Pity the wolf who chases a "helpless" vorpal bunny into a field full of rabbit holes, which then explode with vorpal bunnies who had laid in wait.

    Combat

    Oversized Jaws (Ex): A vorpal bunny's powerful jaws are specially hinged and can open wider than they might appear to be able to, and do damage comparable to the bite of a medium-sized creature.

    Vorpal Bite (Su): On a confirmed critical hit, a vorpal bunny rips the throat out of its prey, killing it instantly. Targets immune to critical hits are immune to this attack as well.

    If you want to advance them, you could give them a Rake attack as well.

    Debby
    Last edited by Debihuman; 2013-06-06 at 10:01 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Im bored...anybody want homebrew made?

    Could you take a look at my houserules link, then scroll down to player races, and take a look at my gnomes? You'll see what I'm going for, I just want them to have something tasty and not just a few bonuses here and there.
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    Default Re: Im bored...anybody want homebrew made?

    Quote Originally Posted by Debihuman View Post
    Updated from here: http://www.graffe.com/forums/showthr...l=1#post845778

    Vorpal bunny
    ........

    Debby
    *Happiness and Joy*

    Thanks Debby.
    Last edited by LordErebus12; 2013-06-05 at 07:08 PM.
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    Bugbear in the Playground
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    Default Re: Im bored...anybody want homebrew made?

    This one's a bit of an odd request, but I'm wanting a monster/mount: a velocadgertoise! It's a cross between a velociraptor, badger and tortoise. I'm wanting it to be ridden by a medium sized character.
    Basically, it's a hairy (not feathered) velociraptor with badger markings and arms (for burrowing) that's able to recede into it's tortoise shell when in danger. I can't imagine it'd be all that fast due to the shell weighing so much that the race would be weighed down.

    It's weird and highly impractical, but it'll add to the hilarity of any campaign I'm in that allows homebrew
    Last edited by gurgleflep; 2013-06-06 at 12:33 PM.

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