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2014-01-24, 12:10 AM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
To obtain spellfire levels you have to ready an action to catch the spell and eat it. That alone makes it nigh useless unless you've got someone willing to dump spell levels into you out of combat, and a wizard in the party will probably laugh in your face at that. Then you go to use it and can deal 1d6 damage per spell level with a ranged touch attack... that also has a fixed DC reflex save... and half of it is fire damage. Or you can heal for 2hp per spell level. Jeebus bad.
Taking from the Spellfire Channeler PrC, you get more storage which is good, the ability to drain charged items which is kinda okay (if inefficient on anything but level 0 or 1 wands), possibly slightly better healing (1d4+1 vs 2), more blasting, ability to drain a permanent item for 24 hours to gain a fairly good benefit for it (1/2CL in levels), random flight and deflect arrows, and a moderately sized blast around the self and the actual interesting ability of a crown of spellfire. The last one would be awesome if it wasn't so expensive, came so late, and maybe scaled better.
However! Somewhere around these parts I believe someone did a remake of the PrC sorta. Hmm... yeah, Prodigal Explorer by Hyooz! That fixes most of my problems, and despite the source of Spellfire Warrior also does some work towards it, but doesn't fix it all.Never can find my towel...Forgot who did my avatar, sorry! >.<
So it goes.
GNU Terry Pratchett
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2014-01-24, 12:12 AM (ISO 8601)
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- Sep 2010
Re: Mythos Inspired Homebrew Discussion
ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.
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2014-01-24, 12:23 AM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
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2014-01-24, 09:25 AM (ISO 8601)
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- Feb 2012
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2014-01-24, 11:42 PM (ISO 8601)
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- Sep 2013
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2014-01-26, 02:40 PM (ISO 8601)
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- Jan 2007
Re: Mythos Inspired Homebrew Discussion
Bellator is coming along. Potentially in a post-able state soon. Would like someone to look at this Mythos and see if I'm missing some aspect of Mirror's Edge'ing (Prince of Persia'ing, Jackie Chan'ing, etc) about the place. I've got the wall running, the weapon dragging, the vaulting over chest-high walls, the hopping between walls, the jumping down on people, the running across narrow surfaces, an Aladdin reference; I think I got everything. I don't necessarily need advice on mechanics - I just wanna know if there's some awesome-but-mundane obstacle-traversing motion that I'm missing.
Spoiler
Peerless Parkour Athleticism
Prerequisite: -
You gain Roofwalker (Cityscape) and Leap of the Heavens (PHBII) as bonus feats.
Other than the granted bonus feats, the benefits of this Mythos only apply if you are not suffering from any amount of Armor Check Penalty.
You may use the greatest of your Strength, Dexterity, or Constitution modifiers when determining your ability bonus on Balance, Climb, Jump, Swim, and Tumble checks (for brevity, these will hence be referred to as 'Athletic Skills' or 'Athletic Checks'). While you move, you gather momentum and your concentration sharpens; each Athletic check you make in a round gains a +2 bonus for each previous Athletic check you've made in the same round. In addition, when you take a Run action, you need not move in a straight line, so long as each change in direction is the result of an Athletic check (for example, running to an alley wall, climbing the wall, jumping backward onto the opposite wall, climbing that wall, then jumping onto the roof).
If you begin your movement on a solid surface, you may spend part of your movement traversing vertical surfaces as if you were moving on the ground. Transferring from floor to wall or wall to floor costs no movement, but if you end your movement unsupported, you begin to fall as normal.
As an immediate action, while you are falling, you may make a melee attack against a nearby surface in the hopes of driving your weapon into it and stopping your fall. If you hit and are able to overcome its hardness and deal damage, your weapon is wedged into the surface; you continue to fall for half the distance that you had already fallen before making this attack - if you have not yet impacted a surface, the weapon has halted you entirely, and you are now dangling from it. If this was not enough to keep you from hitting something, the final falling damage you take is still halved.
Advanced
Death From Above: You gain Roof-Jumper as a bonus feat. You may use the Urban Acrobatics function of that feat in non-urban environments, substituting natural paraphernalia in place of the trappings of a city.
Sure-Handed Athlete Practice: All skill points that you've spent in Athletic skills are immediately refunded. Each skill point you spend on an Athletic skill provides the normal skill rank for that skill, and also one rank in two other, different, Athletic skills. With the refunded skill points, you must immediately spend as many as you can on Athletic skills; if you still have some amount of points left over, and cannot spend them due to level limitations, they become free skill points that you may spend as you please the next time you level up.
One Jump Ahead Of The Hitmen: When you take a Charge or Withdraw action, you need not move in a straight line, so long as each change in direction is the result of an Athletic check.5e D&D Mythos Classes
General Rules
Swordbearer Class
Cynosure Class
Mechanikos Class
Adversary Class
Discussion Thread
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2014-01-26, 03:29 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
The only thing I can think it might be missing is that "running up the wall, jumping off, then ending up behind your enemy" move. Or does that belong somewhere else?
It also makes me think that the Tagati should have some kind of movement Mythos, other than flying on a broom of course. Hm...Last edited by Primal Fury; 2014-01-26 at 03:42 PM.
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2014-01-26, 03:52 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
Well, off the top of my head, there's impromptu 'boarding (first 30 seconds) and rail grinding (Form 0:10 pretty much onwards).
And then there's also the Indiana Jones/Catwoman-style "swing from a whip" technique.Last edited by VoodooPaladin; 2014-01-26 at 03:53 PM.
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2014-01-26, 05:07 PM (ISO 8601)
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- certainly not kansas
Re: Mythos Inspired Homebrew Discussion
stuff like pole vaulting and rope swinging would be pretty cool (basically, using items in the environment to help). also the ability to attack enemies on the run (for example, the kick to the face at 0:56.) if you want really crazy (though a bit situationally specific) you could have the bellator use enemies as aids for the free running. stuff like using a mook's head as a springboard, or tackling someone off a roof then using them as a cushion to break your fall.
edit: also, a way to boost your max speed, if you reach a high enough bonus, could be really useful.right, no mechanical stuff.Last edited by commander panda; 2014-01-26 at 11:57 PM.
avatardonebymememememememememeeeeeeeeeee
Julian, it's a hungry world
They're gonna eat you alive son, yeah
Oh Julian, when their fangs sink in
I'll stitch you but then I gotta throw you back in
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2014-01-27, 09:35 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
Okay then... I think this mythos is in a very-nearly finished state. What do you guys think of it?
SpoilerBoiling Corpse-Cauldron Catalyst:
Prerequisites: 4 ranks in Craft (Alchemy)
The gods made so many mistakes when crafting their mortal children; orcs are stupid, elves are frail, and humans aren't particularly good at anything. But in one facet of their construction, the gods outdid themselves: the liquids. Mortal bodies are filled with so many biles and secretions, making them playgrounds for any alchemist with the stomach to set the process in motion. Your blood, your black, foul, putrid blood, bestowed upon you by your Hag Mothers is all you need to tap into the secrets of these pitiful sacks of meat.
You gain the disturbing ability to turn dead bodies into complete alchemy labs by pouring a few drops of your blood in the corpses mouth. What follows, few have the stomach for; the corpse spasms, almost as if it means to rise up once again. The body bloats and swells, its stomach finally bursting with a sickening pop. The slurry within makes the perfect catalyst for any alchemical mixture imaginable, allowing the creation of poisons with Craft (Alchemy) at no penalty, and providing a bonus on all Craft (Alchemy) rolls equal to half your class level.
As one might expect, the corpse's toughness in life is directly proportional to its alchemical usefulness in death; the liquids inside are worth a number of gold pieces in raw materials equal to (Constitution Score x 5).
In addition, you gain Grenadier and Mad Alchemist as bonus feats, using your Intelligence modifier as the bonus on attack and damage rolls on the former.
Advanced
Double, Double: The sludge in your corpse-cauldrons is particularly thick, yielding far more product than usual. You produce twice as much when creating alchemical mixtures and mythos with the [Alchemy] keyword. No witch worth her salt would ever waste ingredients, as even the leftovers can prove useful in a pinch. While there is no formal name for these leftovers, many have taken to calling it Swamp Hag's Surprise. There are a number of doses of this concoction left over equal to the bodies Constitution modifier. Its effects are determined using percentile dice. It can be used in two different was: as a thrown grenade weapon, or as a potion.
The effects when used as a thrown weapon are as follows:
{table=head]d% | Effect
1-20| Does nothing
21-40| Explodes, dealing 2d6 fire damage on a direct hit, and 1d4 fire damage as splash damage within 10 ft of the square struck
41-60| Release noxious fumes, sickening those within a 10 ft radius for (Intelligence modifier) rounds (Fort Save Negates)
61-80| Releases dazzling flash of light, blinding those within a 10 radius ft for (Intelligence modifier) rounds (Fort Save Negates)
81-100| Comes to life as an ooze, attacking the nearest creature for (Intelligence modifier) rounds*[/table]
The DC for all saves mentioned is (10 + 1/2 class level + Intelligence Modifier)
*:Use the statistics for the Gray Ooze. In addition, if the thrown potion makes a direct hit, the target must make a Reflex saving throw or automatically be grappled by the ooze. If the save succeeds, the target must take a 5ft step to an adjacent square.
The potion effects of Swamp Hag's Surprise are as follows:
{table=head]d% | Effect
1-20| Does nothing
21-40| Heals the imbiber for 2d6 hit points but sickens them
41-60| Drives the drinker into a barbarian's rage for (Intelligence modifier) rounds. They are fatigued afterwards
61-80| Grants Fire Resistance 10, but the target is infected with Red Ache. There is no incubation period; the Fortitude saves begin immediately
81-100| The drinker is freed from any charm or dominate effect, but contracts amnesia*[/table]
*:If your game does not have cut-and-dry rules for amnesia, there are some located here.
Toil and Trouble: With a hiss and a whispered curse, you exude a pale green mist that infects your foes with doubt and weakness. You gain a 15-foot cone breath attack, rendering anyone within it Shaken, and reducing their movement per round by 10 feet; this effect lasts for a number of rounds equal to your Charisma modifier. The targets get a Will saving throw to resist this effect, the DC of which is (10 + 1/2 class level + Charisma Modifier). If, while Shaken, the target fails their save against the Distracting Blast ability, they become Frightened. If they are already Frightened, they become Panicked. This attack can only be used once every 1d4 rounds.
Fire Burn: Your command of the dark power flowing through your veins has gifted you with the ability to set things ablaze with nothing but a hateful glare. You gain a gaze attack out to 60 feet that sets unattended objects on fire. With creatures, or items in the possession of creatures, you must roll a ranged touch attack with an attack bonus equal to your Charisma modifier; if the attack hits, the target immediately takes (1d6 + Charisma Modifier) damage and catches fire. Each round thereafter, the target must roll a Reflex save to put out the fire, or take 1d6 fire damage; if the target was covered in lantern oil or alchemist fire at the moment of attack, by way of Fiery Blaze, they instead take 2d6 fire damage for each round they fail to put out the fire. Even when the fire is put out, the creature smokes for a number of rounds equal to your Charisma modifier, blanketing an area 30 feet around them in a think smog that offers everyone within it 20% concealment. The ghostly embers continue to cling to the target, preventing them from benefiting from the concealment. This attack can only be used once every 1d4 rounds.
Cauldron Bubble: It is unbecoming of a witch to be ill-prepared, so has each step led to the mastery of priming your cauldrons. You gain a melee touch attack that boils the targets blood, driving them into a terrible rage. This touch requires both a Will and Fortitude saving throw, at DCs of (10 + 1/2 class level + Charisma Modifier). If the targets fails the Will save, then they are driven to a rage (as a barbarians rage), attacking the nearest creature other than the Tagati for the first round, than any other creature for the next (Charisma Modifier) rounds. If the target fails the Fortitude save, they take one Constitution damage, and another point of damage each round they fail their subsequent saving throws, for (Charisma Modifier) rounds, at which point the effect ends. Once the effects end, the target is Sickened for (Charisma Modifier) rounds; if they enter, or become adjacent to, a square of difficult terrain created by Tanglefoot Defense, they must make a Fortitude saving throw at DC (10 + 1/2 class level + Intelligence Modifier), or be nauseated for the remainder. If the target dies while their blood boils, their corpse bursts as though they were primed by Boiling Corpse-Cauldron Catalyst, and cuts all crafting times for items made with Craft (Alchemy) in half. If the target is suffering from the effects of Toil and Trouble, they take a -2 penalty to their Will save, while if the target is on fire or smoking as a result of Fire Burn, they take a -2 penalty to their Fortitude saves for as long as they retain either condition. This attack can only be used once every 1d4 rounds.
I'm a little sketchy on the potion effects of Swamp Hag's Surprise... Should they allow for a saving throw? Or do the automatic effects make up for that?Last edited by Primal Fury; 2014-01-28 at 11:26 AM.
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2014-01-28, 10:30 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
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2014-01-29, 12:47 AM (ISO 8601)
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2014-01-29, 05:01 AM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
First Note: Mythic Dragon has a redux. 2nd Note: Akastarepti is done for, mostly because it's highly overlapping with Xefas's Mythic Marshal. (Also Mythic Dragon does a lot of it.) The Archansin is something I'm really failing on how to do properly, so it's on hold.
This one is more of a base class, but it'll include a PrC for Mythos, which is why I'm throwing it here.
Try to guess first, but if you can't, I'll add names in the Spoiler below.
Spoiler: Do you really wanna know?Spoiler: Are you sure?Spoiler: Really?
From Top left to bottom right;
Promthean; Jockey Race. (Aliens series).
Anubis; Ori. (Stargate)
Eldrazi; (Magic)
Forerunner. (Halo)
C'tan. (WH40k)
Reaper (Mass Effect)
The Celestials (Marvel Universe)
Xel'Naga (Starcraft)
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2014-01-29, 10:59 AM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
It happens; it's why I haven't gotten much done in regards to the Seneschal, is because it's hard to come up with a full base-class when the racial feat-mythos are easier to work with,.
This one is more of a base class, but it'll include a PrC for Mythos, which is why I'm throwing it here.
Spoiler
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2014-01-29, 11:55 AM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
Alright, the Mythic Sorcerer is chugging along smoothly, but there is one stumbling block. I'm giving them a mana pool to fuel their Reserve feats and Mythos, but I'm not sure of the size of the pool. How do I determine that? It's going to be getting a lot of use to be sure, but I don't want to give them too much.
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2014-01-29, 02:20 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
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2014-01-29, 03:13 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
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2014-01-29, 07:03 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
You got it wrong. It's not whether they are scientifically advanced or not. They aren't just advanced aliens. They are progenitor aliens, ones that created major species in their respective universe. All of them spawned at least one major specie (though the achievements of Anubis are pale compared to those of the others, most of them having spawned at least two. Yes, even the prometheans).
So I wonder how the ''create new species'' schtick can be turned into a full base class. Talking about Anubis, I know he dealt with the creation of a supersoldier race, but If I'm right I'd prefer to see him replaced with a more prolific progenitor race, such as the Ancients from the same show (which created the Jafa and the humans) or even the Dread Lords from Galactic Civilizations (which created most sapient races in the Milky Way, and could just as easily have killed them all if they didn't ally to fight back).
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2014-01-29, 07:19 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
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2014-01-29, 09:01 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
I can kinda see how that makes sense for the C'tan, but what races have the Eldrazi created?
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2014-01-29, 10:07 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
I thought about a combination of Mythos ripped off of the Xel'Naga story : give some way for the character to grant some of its Mythos to its creatures. Make a purity of form and a purity of essence Mythos (that the character can take), but explicitely prevent the character from granting both Mythos to the same creature. Then, make a shintai Mythos that allows the character to reincarnate as whichever entity it created that ended up with both Mythos anyway.
I read that the Eldrazi titans created the Eldrazi race. No mention of where they come from, but the three of them are still the progenitors of all the other Eldrazi.
EDIt : Oh, and I forgot about that, but there is a progenitor race of the Forgotten Realms (yes, I'm talking about the infamous sarrukh here). You may find inspiration from some of the things they can do. As long as you explicitely don't allow the pun-pun trick or any similar infinite loop of power, it should be ok (changing the size of a creature is not terrible. Granting them new special attacks or qualities from a preexisting list isn't either. Looking at it directly should give you a good idea of what is good and what isn't).
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2014-01-29, 10:27 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
My main issue with the "Mythos Alien" is that, like the Mythos Dragon and the Mythos (for lack of a better term) Annihilator is that, even compared to other Mythos classes (who purposefully aim for Tier 2), they're hilariously overpowered and/or needlessly complex. That's my take on it, at least; I'll admit I'm not the best source of balance, since I'm relatively new compared to the rest of the homebrewers here.
Oh jeez, that sounds like a fun idea. SFL, might I suggest you turn your idea into 'The Mythos Sarrukh', fluff and re-skin them as simply an Outsider progenitor race, and make it a feat-race combo like Human/Kobold/Reth Dekala so that any other Mythos race could utilize it; a Teramach that grows wicked horns for goring, or a Kathados who can spawn flame-spewing wings, or an Olethrofex who can shoot bone-spikes as a ranged touch attack, and so forth.
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2014-01-29, 10:41 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
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2014-01-29, 11:09 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
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2014-01-30, 12:22 AM (ISO 8601)
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2014-01-30, 01:06 AM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
Alright, here are some basic rules for Witchfire for the Mythic Sorcerer. What do you guys think?
Spoiler: Witchfire Mechanics
You gain a ranged touch attack, with a bonus equal to (highest ability modifier) that deals (1d6 + highest ability modifier) damage. If the target takes damage, they must succeed on a saving throw or become engulfed in witchfire. Those so engulfed glow as though affected by the faerie fire spell. In addition, they take an extra 50% damage from fire-based effects. You gain a mana pool which you can use to make your witchfire stronger, at a rate of 1 point of mana per d6 of damage. You can only spend a maximum of (HD/2) mana on a single ability.
You can also absorb spells to replenish your mana pool. You absorb some of the energy from any spell you successfully save against. You can also absorb energy from spells that you fail your save against, but you get less. You can also drain magic from enchanted items, such as scrolls and weapons at a rate of (each spell level equals *x* and each +1 enhancement equals *x*). Spell completion (scrolls, staves, and wands) items drained this way are drained permanently, whereas weapons and armor regain their bonuses at a rate of one enhancement +1 per day.
Oh. And apparently Witchfire is a person. So there's that.
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2014-01-30, 01:40 AM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
I'd suggest also including gaining Mana off of spells that fail to penetraste SR, if any.
Never can find my towel...Forgot who did my avatar, sorry! >.<
So it goes.
GNU Terry Pratchett
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2014-01-30, 08:15 AM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
Yeah, I can do that. I still need a second Fantastic Mythos, so that might work, but then I'll need to think of something else for it to do; SR by itself really isn't very interesting.
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2014-01-30, 02:08 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
Network, Anubis didn't create the Ori. Anubis was just a scheming Goa'uld who convinced an Ascended being that he was worthy to gain the knowledge and power of the Ancients but he was kind of rejected making him kind of half-ascended. The Ori were Ascended beings but fundamentally disagreed what to do with the material beings in almost every aspect.
I don't mean to rain down on your idea but he isn't a Progenitor.Last edited by Amnoriath; 2014-01-30 at 02:09 PM.
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2014-01-30, 06:26 PM (ISO 8601)
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Re: Mythos Inspired Homebrew Discussion
First, you appear to have confused me with ShadowFireLance, since I did not mention the Ori even once in the thread (ShadowFireLance did, but the way he did implies he thought Anubis was an Ori), nor am I the creator of the banner. I admit confusing a poster with one another happens pretty often and I pretty much did the same mistake in regard to ShadowFireLance two or three posts before. Second, Anubis did take part in the creation of the Kull race (I know it was a failure, and this is exactly why I suggested replacing him with one that succeeded, but it happened nonetheless).
As for the rest, well, I already know, since I watched the show.