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2017-02-06, 01:16 AM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
Well that's rather insulting.
Nevertheless, your Warforged Warden is the first case that actually makes the Warforged race interesting in my eyes.
That said, I would suggest one change to the Warforged Warden - I would give it a special ability every 2 levels rather than 3, granting it a total of 3 abilities per category, thus making it feel more complete. Other than that, an excellent work.Princess Celestia's Homebrew Corner
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2017-02-06, 02:44 AM (ISO 8601)
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- Apr 2010
Re: Princess Celestia's Homebrew Corner
1. I said "gives an impression". It wasn't meant as insult. IIRC, I was one of the first to congratulate your work with the Bard.
2. Preliminary fluff explains the designer's vision of why the class exists, what it stands for and how to role it (as opposed to being just a bag of statistics that lets RPGers kill monsters virtually). That's one of the added values of homebrewing over PC games.
Btw, consider incorporating the Rat Warden into the Warforged Warden. You have plenty of posting characters available for that.
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2017-02-06, 03:43 AM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
I've been wanting to do that for a while, but time conspires against me. And with so many classes, it would be a rather significant undertaking.
When I first made the class, I picked a specific number of options. One animal for each combination of ability score preferences. One flying animal. And four aquatic animals. It seemed a good number. Later, I decided that I wanted to add rat, but it would be awkwardly out of place if I folded it into the main class, so I made it a variant.Princess Celestia's Homebrew Corner
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2017-02-06, 07:59 AM (ISO 8601)
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- May 2013
Re: Princess Celestia's Homebrew Corner
Well, you could always make the variant more different and focused on "creepy/evil" animals like rats, bats, the scary nightmare fish and so on. For a focus, disease and poison, along with maybe Sneak Attack or Skirmishing, to boost damage as special abilities/warforged plating options/class features, getting a bit of stealth and mobility stuff as other special ability/warforged plating options/class features.
Basically, make it the "assassin/scout" type Warforged Warden, rather than just the "rat" type. It's not like AFC names are always indicative of the actual function of the class.
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2017-02-06, 08:33 AM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
Princess Celestia's Homebrew Corner
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2017-02-06, 08:46 AM (ISO 8601)
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- May 2013
Re: Princess Celestia's Homebrew Corner
Eh, you can always whip up the nasties yourself.
Edit: You also only need two or three of them, at most, and they can share a bunch of things regarding mobility. One for scouting/sneaking focus, one for poisoning focus, maybe one to split the scouting and sneaking focus out from.Last edited by Morphic tide; 2017-02-06 at 08:53 AM.
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2017-02-06, 09:01 AM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
Princess Celestia's Homebrew Corner
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2017-02-06, 09:32 AM (ISO 8601)
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- May 2013
Re: Princess Celestia's Homebrew Corner
One can always use altered versions of existing statblocks.
A more dexterous, less strong/tough Octopus with a bigger Hide and Disguise bonus can be a Mimic Octopus for a sneak attacker/scout, as an example. One can also get away with (Ex) Alter Self, because Mimic Octopuses can alter their shape, color and, to a limited extent, their size to the point that even humans can't tell the difference. They even mimic behaviors.
Not sure about aquatic poisons, unless there's a jellyfish statline of some sort to work with(jellyfish should be mindless given the whole "no actual action, only reflexes/instincts/metabolism" thing and octopuses should have higher intelligence. So what if it puts them into Magical Beast territory, they are color changing shapeshifters who fake being other species! Including ones entirely absent from their natural environment, so they learn to copy behaviors of things!). Same for a dedicated scout without sneaking, other than looking up particularly fast sharks or sharks with pack hunting/hit and run tactics then comparing to Great White Sharks.
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2017-02-06, 09:57 AM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
I've modified the Warforged Warden's table so it now gets nine special abilities rather than six. I've also begun on modifying the variant (now called the Vile Warden). I still need to update the special abilities section, however. You can become an angler fish, a bat, a rat, a scorpion, or a spider. I also need to make a stat block for the Dire Angler Fish.
Last edited by Celestia; 2017-02-06 at 09:58 AM.
Princess Celestia's Homebrew Corner
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2017-02-06, 10:14 AM (ISO 8601)
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- May 2013
Re: Princess Celestia's Homebrew Corner
Good selection, IMHO. I mean, I'd like to see a poison or sneak focused aquatic form, particularly a Mimic Octopus, but Angler Fish has nice opportunities for the rarely-used niche of forcing enemies closer to you, which opens a whole new set of combat dynamics. Granted, stacking it with the complications of aquatic combat makes things weirder tactically, but it actually reduces the frustration of three dimensional combat by giving you a way to force the enemy into range of your stabby/smashy things.
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2017-02-06, 10:26 AM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
I made a few more modifications to the Vile Warden to make it a bit more Roguey.
Princess Celestia's Homebrew Corner
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2017-02-06, 10:43 AM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
Thank ye for listening, I rather dislike stuff that wastes space and has far more fluff to it than crunch. It's why so many of the feats I homebrew have repurchase options that could easily be feats of their own. Well, that and me being horrible at naming and disliking the whole Lesser, Normal, Greater thing that pops up so much. Like, my favorite feat in 3.5, bar none, is Psionic Talent. It's the one feat that scales based on how many times you get it in a way that is not just getting the same number again and again.
It's also a meaningful one that can have serious impact on how you play with some characters, like some PsyWar builds that want to maximize the usefulness of Psionic Body(although Psionic sidegrades to normal combat feats are much more helpful). 5 PP for two feats doesn't look good, yes, but the idea is amazing. And you get 9 PP for three, 14 PP for four and so on, making it great for those silly high-epic games(like, level 50+ ones, where all game balance has been long shattered) where everyone has run out of non-endlessly-repeating feats worth getting.
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2017-02-06, 11:01 AM (ISO 8601)
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- Apr 2010
Re: Princess Celestia's Homebrew Corner
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2017-02-06, 11:20 AM (ISO 8601)
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- Dec 2016
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Re: Princess Celestia's Homebrew Corner
Princess Celestia's Homebrew Corner
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2017-02-06, 11:37 AM (ISO 8601)
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- Apr 2010
Re: Princess Celestia's Homebrew Corner
Removing the Width constraint will make the table look like this . . .
Level BAB Saves Special 1 +1 +2/+2/+0 Spirit Animal Transformation, Warforged Body 2 +2 +3/+3/+0 Animal Senses, Track 3 +3 +3/+3/+1 Animal Empathy, Speak With Animals 4 +4 +4/+4/+1 Spirit Animal Special Ability (Lesser) 5 +5 +4/+4/+1 Warforged Armor Enhancement (Lesser), Bonus Feat 6 +6 +5/+5/+2 Spirit Animal Special Ability (Lesser) Spirit Animal Ability Scores (+8, +4, +2) 7 +7 +5/+5/+2 Spirit Animal Companion 8 +8 +6/+6/+2 Spirit Animal Special Ability (Lesser) 9 +9 +6/+6/+3 Evasion 10 +10 +7/+7/+3 Spirit Animal Special Ability (Moderate), Bonus Feat 11 +11 +7/+7/+3 Spirit Animal Ability Scores (+12, +6, +2), Nature's Fury 12 +12 +8/+8/+4 Spirit Animal Special Ability (Moderate) 13 +13 +8/+8/+4 Esoteric Mind 14 +14 +9/+9/+4 Spirit Animal Special Ability (Moderate) 15 +15 +9/+9/+5 Warforged Armor Enhancement (Greater), Bonus Feat 16 +16 +10/+10/+5 Spirit Animal Special Ability (Greater), Spirit Animal Ability Scores (+16, +8, +4) 17 +17 +10/+10/+5 Nature's Wrath 18 +18 +11/+11/+6 Spirit Animal Special Ability (Greater), Master of Beasts 19 +19 +11/+11/+6 Scion of Nature 20 +20 +12/+12/+6 Spirit Animal Special Ability (Greater), Bonus Feat
Makes it easier to assess what the class gets by any level [X].
I also favor bolding the dominant repetative feature(s). like this:
Level BAB Saves Special 1 +1 +2/+2/+0 Spirit Animal Transformation, Warforged Body 2 +2 +3/+3/+0 Animal Senses, Track 3 +3 +3/+3/+1 Animal Empathy, Speak With Animals 4 +4 +4/+4/+1 Spirit Animal Special Ability (Lesser) 5 +5 +4/+4/+1 Warforged Armor Enhancement (Lesser), Bonus Feat 6 +6 +5/+5/+2 Spirit Animal Special Ability (Lesser) Spirit Animal Ability Scores (+8, +4, +2) 7 +7 +5/+5/+2 Spirit Animal Companion 8 +8 +6/+6/+2 Spirit Animal Special Ability (Lesser) 9 +9 +6/+6/+3 Evasion 10 +10 +7/+7/+3 Spirit Animal Special Ability (Moderate), Bonus Feat 11 +11 +7/+7/+3 Spirit Animal Ability Scores (+12, +6, +2), Nature's Fury 12 +12 +8/+8/+4 Spirit Animal Special Ability (Moderate) 13 +13 +8/+8/+4 Esoteric Mind 14 +14 +9/+9/+4 Spirit Animal Special Ability (Moderate) 15 +15 +9/+9/+5 Warforged Armor Enhancement (Greater), Bonus Feat 16 +16 +10/+10/+5 Spirit Animal Special Ability (Greater), Spirit Animal Ability Scores (+16, +8, +4) 17 +17 +10/+10/+5 Nature's Wrath 18 +18 +11/+11/+6 Spirit Animal Special Ability (Greater), Master of Beasts 19 +19 +11/+11/+6 Scion of Nature 20 +20 +12/+12/+6 Spirit Animal Special Ability (Greater), Bonus Feat
It's not standard formatting, but it makes it even easier to figure the class' power-level at each level.
Btw, you should also state Spirit Animal Ability Scores at 1st level.Last edited by nonsi; 2017-02-06 at 11:45 AM.
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2017-02-06, 11:44 AM (ISO 8601)
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- Dec 2016
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Re: Princess Celestia's Homebrew Corner
Well, whenever I get around to adding that additional fluff info, I'll change the tables.
Princess Celestia's Homebrew Corner
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2017-02-06, 11:47 AM (ISO 8601)
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- Apr 2007
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- Boston, MA
Re: Princess Celestia's Homebrew Corner
My homebrew:
Spoiler
Completed:
ToB disciplines:
The Narrow Bridge
The Broken Blade
Prestige classess:
Disciple of Karsus -PrC for Karsites.
The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
Master of the Hidden Seal - Binder/Divine hybrid
Knight of the Grave- Necromancy using Gish
Worthwhile links:
Age of Warriors
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2017-02-06, 02:24 PM (ISO 8601)
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- Dec 2016
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Dire Angler Fish
The Dire Angler FishSize/Type: Medium Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: Swim 40 ft
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Lure
Special Qualities: Blindsense 40 ft, Low-light Vision
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 12, Int 2, Wis 12, Cha 16
Skills: Hide +9, Listen +3, Move Silently +4, Spot +8, Swim +9
Feats: Alertness, Weapon Focus (Bite)
Environment: Deep oceans
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-7 HD (Medium), 8+ HD (Large)
Level Adjustment: ---
A dire angler fish is much like a regular angler fish except bigger and more ferocious.
Combat
A dire angler fish tends to lie in ambush in the sand and mud at the ocean floor with only its bioluminescent illicium visible. When prey approaches, it suddenly attacks.
Lure (Ex): A dire angler fish lures unwary prey with its bioluminescent illicium. As a standard action that does not provoke attacks of opportunity, it can waggle it's illicium to attract nearby foes. Any creature that can see the dire angler fish's illicium must succeed on a Will save (DC15) or become fascinated for 1d4+1 rounds. Creatures so affected must move towards the dire angler fish until they are adjacent to it or they break the fascination. The illicium is visible for 200 feet but does not shed any light and does not impose a penalty on the dire anglers fish's Hide checks. The save DC is Charisma based and includes a +1 racial bonus. This is a mind-affecting effect.
Blindsense (Ex): A dire angler fish feels the vibrations in the water to pinpoint creatures within 40 feet. Opponents still have total concealment against the dire angler fish unless it can actually see them.
Skills: A dire angler fish has a +4 racial bonus on Hide checks. It also has a +4 racial bonus on Spot checks which is suppressed if its Blindsense is negated. A dire angler fish has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.Last edited by Celestia; 2017-02-06 at 02:31 PM.
Princess Celestia's Homebrew Corner
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2017-02-08, 02:30 PM (ISO 8601)
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- Apr 2010
Re: Princess Celestia's Homebrew Corner
One more thing.
It seems to me like Resist Nature's Lure should precede Esoteric Mind. It seems like a natural midway step that would eventually lead to the latter (couldn't hurt with the class' low Will saves).
Regarding Esoteric Mind: The term "mind-affecting effects" is not specified. It should definitely grant immunity enchantment effects and possession, but I see no reason why it should grant any benefits vs. illusion effects.Last edited by nonsi; 2017-02-08 at 02:36 PM.
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2017-02-08, 02:52 PM (ISO 8601)
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2017-02-08, 05:56 PM (ISO 8601)
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Re: Princess Celestia's Homebrew Corner
Princess Celestia's Homebrew Corner
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2017-02-11, 10:12 AM (ISO 8601)
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- Dec 2016
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- Canterlot, Equestria
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Arcane Rager
The Arcane Rager
Prerequisites:
Base Attack Bonus: +3
Feats: Combat Casting
Spellcasting: 2nd level arcane spells
Special: Rage class feature
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Hit Die: d10
Class Skills (2 + Int)Level BAB Saves Special Spellcasting 1 +0 +2/+0/+2 Rage Casting (0th) +1 to existing spellcasting class 2 +1 +3/+0/+3 Rage Casting (1st) +1 to existing spellcasting class 3 +2 +3/+1/+3 Armored Casting (Light) +1 to existing spellcasting class 4 +3 +4/+1/+4 Rage Casting (2nd) +1 to existing spellcasting class 5 +3 +4/+1/+4 Rage 1/day +1 to existing spellcasting class 6 +4 +5/+2/+5 Rage Casting (3rd) +1 to existing spellcasting class 7 +5 +5/+2/+5 Spell Surge Rage 8 +6 +6/+2/+6 Rage Casting (4th) +1 to existing spellcasting class 9 +6 +6/+3/+6 Armored Casting (Medium) +1 to existing spellcasting class 10 +7 +7/+3/+7 Rage Casting (5th) +1 to existing spellcasting class 11 +8 +7/+3/+7 Rage 2/day +1 to existing spellcasting class 12 +9 +8/+4/+8 Rage Casting (6th) +1 to existing spellcasting class
Climb, Concentration, Craft, Intimidate, Jump, Knowledge (All), Listen, Profession, Ride, Search, Spellcraft, Spot
Weapon and Armor Proficiency: An Arcane Rager does not gain any proficiency in weapons or armor.
Rage Casting (Ex): An Arcane Rager has learned how to maintain enough sense while raging to cast spells. She still cannot use certain skills or any other action normally disallowed by raging. At first level, she can cast 0th Level Spells while raging. At every even level after, she can cast the next level of spells.
Armored Casting (Ex): At level three, an Arcane Rager learns how to simplify her somatic components enough to be able to use them in light armor without penalty. At level nine, she can also cast spells in medium armor without penalty.
Rage (Ex): At levels five and eleven, an Arcane Rager gains an additional daily use of Rage.
Spell Surge Rage (Sp): Upon reaching level seven, an Arcane Rager can channel her magic through her anger, increasing it's power. While raging, all spells she casts are treated if she were one level higher, and any spells that offer a save have their DC increased by 2.Princess Celestia's Homebrew Corner
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2017-02-11, 11:07 AM (ISO 8601)
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Re: Arcane Rager
For starters, since the Barbarian comes with light armor, Armored Casting (Light) should be a 1st level feature.
Also, what do you think of the following feat as prereq?
Controlled Rage
Requirements: Rage, Concentration 5
Benefit: You may perform any Int/Wis/Cha skill-based task that can be completed in a full-round action or less, and retreating while raging is now a viable option.Last edited by nonsi; 2017-02-11 at 11:08 AM.
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2017-02-11, 11:23 AM (ISO 8601)
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Re: Arcane Rager
I don't think so. You get it early enough, anyways.
Also, what do you think of the following feat as prereq?
Controlled Rage
Requirements: Rage, Concentration 5
Benefit: You may perform any Int/Wis/Cha skill-based task that can be completed in a full-round action or less, and retreating while raging is now a viable option.Princess Celestia's Homebrew Corner
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2017-02-11, 02:42 PM (ISO 8601)
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Re: Arcane Rager
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2017-02-11, 03:36 PM (ISO 8601)
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Re: Arcane Rager
Princess Celestia's Homebrew Corner
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2017-02-11, 04:39 PM (ISO 8601)
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- Apr 2010
Re: Arcane Rager
- Rage is still limited in #uses per day.
- You still become fatigued when Rage ends.
- You take a -2 level delay to your spell progression and CL.
- It costs another feat.
Given all the above, I'm fine with the character having full control over his mental faculties even while raging.
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2017-02-11, 04:57 PM (ISO 8601)
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Re: Arcane Rager
Princess Celestia's Homebrew Corner
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2017-02-20, 09:45 AM (ISO 8601)
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Mark of Geass
The Mark of Geass
Legends hold that there is a fantastic power known as Geass that has existed since time immemorial. It is said to be the manifestation of the collective unconscious of mortals. Some individuals, whether blessed or cursed, obtain this wondrous power, and each one of them inevitably changes the course of history.
Lesser Mark of Geass [General]:
Prerequisites: Character level 3rd, Intelligence 3
Choose one mind-affecting spell or power of 3rd level or lower. You can now use it as an at will supernatural ability. Your caster level/manifester level is your hit dice, and a power is automatically augmented up to this manifester level. The save DC is 10 + 1/4 the number of times it has been successfully used + Charisma modifier. It only works on creatures with an intelligence score of three or higher, and it only works once per individual creature. It does not work on constructs, plants, outsiders, or undead, even if they would normally be affected by mind-affecting effects. You can only possess one Mark of Geass feat.
Moderate Mark of Geass [General]:
Prerequisites: Character level 9th, Intelligence 3
Choose one mind-affecting spell or power of 6th level or lower. You can now use it as an at will supernatural ability. Your caster level/manifester level is your hit dice, and a power is automatically augmented up to this manifester level. The save DC is 10 + 1/4 the number of times it has been successfully used + Charisma modifier. It only works on creatures with an intelligence score of three or higher, and it only works once per individual creature. It does not work on constructs, plants, outsiders, or undead, even if they would normally be affected by mind-affecting effects. You can only possess one Mark of Geass feat.
Greater Mark of Geass [General]:
Prerequisites: Character level 15th, Intelligence 3
Choose one mind-affecting spell or power of 9th level or lower. You can now use it as an at will supernatural ability. Your caster level/manifester level is your hit dice, and a power is automatically augmented up to this manifester level. The save DC is 10 + 1/4 the number of times it has been successfully used + Charisma modifier. It only works on creatures with an intelligence score of three or higher, and it only works once per individual creature. It does not work on constructs, plants, outsiders, or undead, even if they would normally be affected by mind-affecting effects. You can only possess one Mark of Geass feat.
Advanced Geass [General]:
Prerequisites: Lesser Mark of Geass, Moderate Mark of Geass, or Greater Mark of Geass; Successfully used the Geass ability at least 20 times
Your Geass ability has become more powerful, and you may now use it on creatures multiple times.
Supreme Geass [General]:
Prerequisites: Lesser Mark of Geass, Moderate Mark of Geass, or Greater Mark of Geass; Advanced Geass; Successfully used the Geass ability at least 40 times
Your Geass ability has become strong enough to pierce even the most heavily of defended minds. You may now use it on creatures that are normally immune to mind-affecting effects, though such creatures receive a +4 bonus on the save (if any). You still may not use it on constructs, plants, outsiders, or undead, however.
Code Geass [General]:
Prerequisites: Lesser Mark of Geass, Moderate Mark of Geass, or Greater Mark of Geass; Advanced Geass; Supreme Geass; Successfully used the Geass ability at least 60 times
You have reached the final stage of Geass. You permanently lose your Geass ability. Instead, you gain several other permanent extraordinary abilities. You cease acquiring aging penalties and can no longer die of old age (you retain any such penalties already acquired, however). You become immune to all poisons and diseases. You become immune to death effects and mind-affecting effects. You further become immune to all Marks of Geass. Lastly, you gain Regeneration 5.Last edited by Celestia; 2017-02-21 at 09:59 AM.
Princess Celestia's Homebrew Corner
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2017-02-20, 11:01 AM (ISO 8601)
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