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  1. - Top - End - #61
    Barbarian in the Playground
     
    shadowxknight's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    Vampire:
    All stats of Vampires are identical as stated on page 250 of the Monster Manual. Instead of Medium Undead, Vampires are now Medium Outsider(Evil) native to the Shadow of the Playground.

    Vampire Spawn:
    All stats of Vampire Spawns are identical as stated on page 253 of the Monster Manual. Instead of Medium Undead, Vampire Spawns are now Medium Outsider(Evil) native to the Shadow of the Playground.

  2. - Top - End - #62
    Barbarian in the Playground
     
    shadowxknight's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    Shadow Dragons:
    All stats of Shadow Dragons are identical as stated on page 43 of Monsters of Faerun, except the following.
    New Abilities
    When Shadow Dragons reach the age category of Young Adult, they gain the ability to use alternate form at will.


    Ritual of Adulthood:
    Before a young adult Shadow Dragons can gain the abilities of Adult and older dragons, they must pass the Ritual of Adulthood.
    In the Ritual a young adult must take an alternate form and befriend a target mortal. The Shadow Dragon must not have its identity discovered for ten days. After the disguise stands for 10 days the Shadow Dragon must slay the befriended mortal in the name of Dirije. Although not a required part of the Ritual, most Shadow Dragons chooses to frame the murder on another mortal.
    Upon the completion of the Ritual, the Adult Shadow Dragons gain the following abilities:

    Plane Shift twice a week. However this shift is limited between the Playground and Shadow of the Playground.
    Mark of Dirije: Shadow Dragons are favored by Dirije. Any mortal who dares to slay one becomes Marked. Upon the death of a dragon a bounty with a portrait likeness of the slayer will be posted in every Guild Safehouse and every Church of Dirije. The bounty will always be 1.2x the current highest bounty available, to attract the eye of experienced assassins.

    After the completion of the Ritual of Adulthood, a Shadow Dragon can continue to gain the special abilities according to the chart on page 43 of Monsters of Faerun.
    The Ritual can be attempted once a year, up to three times. Those who fail it three times are considered failures by the rest of the Shadow Dragons, and are forever banned from entering the Shadow of the Playground.
    Those that fail the Ritual can still progress to the next age category, but they do not gain any special abilities and cannot cast spells as a racial ability.

  3. - Top - End - #63
    Ogre in the Playground
     
    Vadin's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    The Labyrinth
    It stands alone on an island in the Grin, ready and waiting for all who would enter. It challenges them to their very limits, only allowing back out those who have proven themselves greater than when they entered.

    When a group enters, the Labyrinth watches them. It observes every detail, takes note of every movement, and records every unnoticed mannerism. It assesses adventurers' strengths and responds accordingly, changing itself to build them a realm where their skills will be tested and their successes earned. The Labyrinth does not always construct dungeons for the challengers. Occasionally it will place them in forests, caves, underwater, or even in Centia, the middle of the Labyrinth, home to many of the sentient races who dwell within its thinking walls. Sometimes, of course, beings from the Centia challenge the Labyrinth themselves, fighting desperately for a way out and onto the material plane.

    The Labyrinth Traits
    • Normal Gravity
    • Flowing Time: Every day spent in the Labyrinth is an hour on the Material Plane except in Centia, where time passes at the same rate as on the Material Plane
    • Infinite Size
    • Sentient: The Labyrinth can think, and will create enemies and challenges it feels of appropriate difficulty for the adventurers it is considering. It can also change the traits of any portions of itself at any time it feels it is appropriate. This, and its infinite size, makes laying seige to the Labyrinth a near impossible proposition at best.
    • Neutrally Aligned
    • Normal Magic
    • Coterminous with the Material Plane at the point of entry in the Grin
    Avatar by Linguini


  4. - Top - End - #64
    Ettin in the Playground
     
    Draken's Avatar

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    Dread Hierarch

    The most favored priests of Eul, the Dread Hierarchs combine divine magic and the art of meldshaping, and lord over the living dead with the dark blessing of the Consuming Shadow.

    Entry Requirements
    Deity: Eul
    Meldshaping: Ability to shape three soulmelds, including at least one necrocarnum soulmeld.
    Spellcasting: Ability to cast 2nd-level divine spells.
    Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 9
    ranks.
    Feats: Necrocarnum Acolyte
    Domains: Incarnum.
    Special: Must be able to Rebuke Undead. Also, must have the Tomb-tainted Soul feat or be a Deadborn character.

    Dread Hierarch
    Hit Dice: d6
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells|Soulmelds

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Speak with the Dead, Soulrender Smite 1/day, Rebuke Undead|+1 level of existing divine spellcasting class|+1 existing meldshaping class

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Favored of the Deadfather|+1 level of existing divine spellcasting class|+1 existing meldshaping class

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Damage Reduction 2/Silver, Necrocarnum Might|+1 level of existing divine spellcasting class|+1 existing meldshaping class

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Soulrender Smite 2/day, Bonus Feat|+1 level of existing divine spellcasting class|+1 existing meldshaping class

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Marble Flesh|+1 level of existing divine spellcasting class|+1 existing meldshaping class

    6th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Damage Reduction 4/Silver, Necrocarnum Might|+1 level of existing divine spellcasting class|+1 existing meldshaping class

    7th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Soulrender Smite 3/day, Bonus Feat|+1 level of existing divine spellcasting class|+1 existing meldshaping class

    8th|
    +4
    |
    +6
    |
    +2
    |
    +6
    |Death's Dominion, Timeless Body|+1 level of existing divine spellcasting class|+1 existing meldshaping class

    9th|
    +4
    |
    +6
    |
    +3
    |
    +6
    |Damage Reduction 5/Silver, Necrocarnum Might|+1 level of existing divine spellcasting class|+1 existing meldshaping class

    10th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |Soulrender Smite 4/day, Marble Flesh|+1 level of existing divine spellcasting class|+1 existing meldshaping class[/table]
    Class Skills (2 + Int modifier per level): Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft

    Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

    Meldshaping: At each dread hierarch level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the dread hierarch level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a dread hierarch, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

    Spellcasting: At each dread hierarch level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If you had
    more than one divine spellcasting class before becoming a dread hierarch, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    Rebuke Undead: You may add half your dread hierarch level to your levels in any class to determine the power of your rebuke undead.

    Speak with the Dead (Sp): A dread hierarch can use Speak with the Dead as a spell-like ability a number of time per day equal to half his levels in this prestige class (minimum one). The caster level for this ability is equal to his character level.

    Soulrender Smite (Su): Once per day, a dread hierarch may attempt a soulrender smite with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll, and if the attack hits, along with the normal damage the target is affected by the Rend Essentia spell, with a caster level equal to the dread hierarch's highest divine caster. Unlike with the spell, essentia gained with this ability lasts for a number of minutes equal to the dread hierarch's level, also unlike the spell, this ability allows no save and no spell resistance.
    At 4th level, and at every three levels thereafter, you can use soulrender smite one additional time per day. Soulrender Smite attempts/day attained from multiple sources stack.

    Favored of the Deadfather (Ex): At second level, Eul protects his servants against the light of life that burns the dead. The dread hierarch gains a +4 bonus on saves against positive energy effects and against spells that damage or destroy the undead.

    Marble Flesh (Ex): At 5° level the dread hierarch's body grows as tough as fossilized bone. Your natural armor increases by +1, and any critical hit or sneak attack that hits you has a 25% chance to be negated, so that damage is roled normally. At 10° level, your natural armor increases by another +1 and your chance to negate critical hits and sneak attacks increases to 50%.
    Any ability that allows the attacker to deliver critical hits or sneak attacks to undead also bypasses this ability.

    Necrocarnum Might (Ex): Necrocarnum is the dominion of the dread hierarch, and his skill with these terrible soulmelds increases.
    At 3° level his essentia capacity for necrocarnum soulmelds increases by 1. He can also bind his necrocarnum soulmelds to his least chakras (crow, feet, hands).
    At 6° level the dread hierarch gains the ability to bind his necrocarnum soulmelds to his lesser chakras (arms, brow, shoulders). Additionally, the dread hierarch gains a number of bonus hit points equal to two times the number of necrocarnum soulmelds he has bound to his chakras.
    At 9° level the dread hierarch may bind necrocarnum soulmelds to his heart chakra. Additionally, his the essentia capacity of his necrocarnum soulmelds increases by 1 again.
    If the dread hierarch already possesses the ability to bind soulmelds to his chakras when he gains these abilities, he can still bind them as normal.

    Bonus Feat: At 4° level the dread hierarch gains a bonus feat. This can be any Divine, Incarnum or Corpsecrafter feat.

    Death's Dominion (Ex): At 8° level, the dread hierarch's ability to control undead increases. He adds his charisma modifier to the number of controled undead HD by means of Rebuke Undead and Animate Dead. This bonus can never be greater than half of his level in this prestige class.
    Additionally, the dread hierarch adds Command Undead to his spell list, if he doesn't already have it.

    Timeless Body (Ex): Beginning at 8th level, you no longer age. See the druid class feature of the same name on page 37 of the Player’s Handbook. Unlike the druid, you also wont die of old age.
    Last edited by Draken; 2008-08-26 at 01:55 PM.
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  5. - Top - End - #65
    Barbarian in the Playground
     
    shadowxknight's Avatar

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    Shadow Domain
    Granted Power: Gains the ability to Shadow Jump 20ft and Hide in Plain Sight once a day

    Shadow Domain Spells:
    1. Blur: The subject’s outline appears blurred, shifting and wavering.
    2. Darkness: This spell causes an object to radiate shadowy illumination out to a 20-foot radius.
    3. Shadow Conjuration: You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces.
    4. Invisibility, Greater: This spell functions like invisibility, except that it doesn’t end if the subject attacks.
    5. Shadow Canopy: Dome of shadow is impenetrable to vision and dark inside.
    6. Shadow Walk: Step into shadow to travel rapidly.
    7. Power Word- Blind: You utter a single word of power that causes one creature of your choice to become blinded.
    8. Shadow Evocation, Greater: Like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower.
    9. Summon Shadow Dragons: Summons 1d4 Adult Shadow Dragons to do the caster's bidding.

  6. - Top - End - #66
    Ettin in the Playground
     
    Draken's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    Yo.

    Some love for the undead of the world.

    Undead Paragons

    All beings in existance have paragons of their kind, creatures that embody the strongest aspects of their kind. Even the undead.

    Specially the undead.

    Undead Paragon (Corporeal)
    Hit Dice: d12
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |+1 Natural Armor, Unholy Celerity

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Ability Focus, Unholy Might

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Unholy Resilience, +1 Natural Armor[/table]
    Class Skills (4 + Int modifier per level): All skills in the base undead entry are class skills for that individual.

    Special: Only intelligent, corporeal undead can enter this class. Mindless undead, incorporeal undead and living beings cannot. Deadborn may not take this class either.

    Weapon and Armor Proficiencies: The undead paragon gains no weapon or armor proficiencies.

    Unholy Celerity (Ex): At first level, the undead paragon's base speed modes increase by 10 feet. The undead paragon's dexterity also increases by +1.

    Unholy Might (Ex): At second level, the undead paragon's natural attacks increase in power. The damage dice of his primary natural attack increases by one step. The paragon's strenght also increases by +1.

    Unholy Resilience (Ex) At third level, the undead paragon may use his charisma modifier where a iving being would use its constitution. This includes bonus hit points, fortitude saves, and constitution-dependant class features, like barbarian rage*. The paragon's charisma also increases by +1.

    *An undead barbarian with this ability also adds the constitution bonus from rage to his charisma instead.

    Natural Armor: At 1° and again 3° level, the undead paragon's natural armor increases by 1 point.

    Ability Focus: At second level the undead paragon gains Ability Focus as a bonus feat.

    -----

    Undead Paragon (Incorporeal)
    Hit Dice: d12
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Deflection +1, Unholy Celerity

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Ability Focus, Unnatural Presence, Charisma +1

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Deflection +1, Spectral Grasp, Charisma +1[/table]
    Class Skills (4 + Int modifier per level): All skills in the base undead entry are class skills for that individual.

    Special: Only intelligent, incorporeal undead can enter this class. Mindless undead, corporeal undead and living beings cannot. Deadborn may not take this class either.

    Weapon and Armor Proficiencies: The undead paragon gains no weapon or armor proficiencies.

    Unholy Celerity (Ex): At first level, the incorporeal undead paragon's base speed modes increase by 10 feet. The undead paragon's dexterity also increases by +1.

    Unnatural Aura(Su): At second level the incorporeal undead paragon gains unnatural presence. Wild or domesticated animals can feel this presence up to a distance of 30 ft. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
    If the creature already owns this ability, the effects extend to living creatures of other kinds as well. But creatures that are not animals are allowed a will save to negate the effect (DC 10 + 1/2 HD + Charisma Modifier)

    Spectral Grasp (Su): At third level, the incorporeal undead paragon gains the ability to hold material objects and creatures as if he too were corporeal.

    Deflection: At 1° and again 3° level, the incorporeal undead paragon's deflection armor increases by 1 point.

    Ability Focus: At second level the undead paragon gains Ability Focus as a bonus feat.
    Last edited by Draken; 2008-09-10 at 04:41 PM.
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  7. - Top - End - #67
    Barbarian in the Playground
     
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    Spriggan
    Tiny Plant (Extraplanar, Good, Iophyte)
    HD HD (Average HP)
    Speed 20 ft. (4 squares); Fly 40ft(8 squares)
    Init: INITIATIVE
    AC X; touch X; flat-footed X
    (AC DETAILS)
    BAB +X; Grp +X
    Attack Standard attack +X
    (damage, critical range/critical multiplier + additional damage)
    Full-Attack Full attack +X/+X/+X (damage, critical range/critical multiplier +additional damage)
    Space X ft.; Reach X ft.
    Special Attacks
    Special Qualities
    Saves Fort +X Ref +X Will +X
    Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
    Skills
    Feats
    Environment
    Organization Name (Number appearing)
    Challenge Rating X
    Treasure X gold; X gems; X art; X magical items
    Alignment
    Advancement by TYPE; Favored Class
    Level Adjustment +X

  8. - Top - End - #68
    Barbarian in the Playground
     
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    Default Re: Lords of Creation:Homebrew Section

    To be updated at a later date

    Likuva
    Inhabitting much of the continent of Xiua, Likuva are bestial creatures famous for their mobility and mastery of terrain. They can use their bodies to do anything from gliding from a cliff to burrowing through the earth.

    Personality:
    Appearance:
    http://img397.imageshack.us/img397/162/newracert8.jpg

    Religion: M

    Lands:

    Likuva Racial Traits:
    • Medium Monstrous Humanoid
    • Base Land Speed: 40ft
    • Burrow Speed: 20ft
    • Swim Speed: 30ft
    • Climb Speed: 30ft
    • Hold Breath
    • Sprint
    • Endurance
    • Bestial Nature
    • Scent
    • Languages:


    Feats
    Last edited by Faithless; 2008-08-28 at 11:29 AM.

  9. - Top - End - #69
    Firbolg in the Playground
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    Forest of Swaying Grass


    These lands, based in the lowlands of Xiua, appear as giant forests of lush green grass, reaching at their highest, miles into the air. While on the surface, this large mass appears much like a forest, but something deeper runs through the fronds and roots of the Forest of Swaying Grass. It is alive. But not like a single tree is alive, the Forest has its own will, allowing those it decides are safe into its folds, while weaving itself into a thick defensive wall to bar entry to its recess’s. Populated by the Ushuru, the Forest of Swaying Grass is a peaceful and multi-tiered world all to its self. Set into four layers, the Forest boasts a wide variety of life adapted to the odd ecosystem found in the various layers. Fire is anathema in the Swaying grass, instead the inhabitants use glowing mushrooms and other plant life found in the depths of the lower reaches of the Swaying Grass. Any creature can attempt to mold the grass into simple structures, such as bridges, small huts, and even moving stairs. The powerful Ushuru Melders even offer their services to outsiders for a price. An uninitiated in the Molding process suffers a -5 to all rolls made to lull the Grass into a workable state. A molder must first make a diplomacy check(DC 25) then a concentration check everyone 10 minutes to keep the Grass from molding back into its base shape(DC 20+1 per 10 minutes).

    The High Reach: The High Reach is the top of the Swaying Grass. Flying birds fly above the lower blades of grass, swooping down and feasting on the rich insect life that abounds above this region. While few Ushuru gather in this region, small huts molded from the blades can still be found, more for scouting and viewing the far reaches of Xiua without worry of harm.

    The Vualted Expanse: The Vualted expanse is where the majority of the Ushuru live, cradled in the bosom of the Swaying Grass, large mass’s of earth from below are used for building foundations for large, sprawling cities that stretch into every direction. Much of the Ushuru architecture takes their molding powers into consideration, no natural or pre-existing forms of mobility are ever present, allowing bridges and stairs to form and un-form between windows, doors, and rooftops as the molder desires.

    The Lower Halls: The Lower Halls appear as high ceilinged passageways of grass. The Lower Halls hold the grand histories of the Ushuru, written upon the dried leaves of the forest. Many of the Molders are based here, keeping their lore hidden in the deepest reachs of the Lower Halls. But the Lower Halls hold more then the secrets of the Ushuru. It hold the Mother Bulb. The Mother bulb itself is in fact a giant castle like structure, still living and pulsing with the life of the entire Swaying Grass.

    Bulbs Garden: The Bulb garden is almost another world unto itself. Deep below the Swaying grass is a swampy, muddy and foul air rich with decay and natural gas’s.

    The Bulbs Garden is set into three distinct stages, the Stretched Dark, the regions where the smallest of the bulbs grow, allowing a twilit between the Swaying Grass proper into the Bulbs Garden. This region is highly policed by the Ushuru, keeping the more violent creatures of the lower reaches from gaining entrance to the less easily defended forest. A dense layer of fog and mist hangs around the Stretched Dark, growing thicker as one descends deeper.

    Flooded Earth Plains:
    The Flooded Earth Plains are large tracts of muddy, sticky earth pushed up into the larger bulbs root system over their years of growth. These land mass’s release large amounts of decaying matter into the air, mingling with the thick fog to create powerful and ever present precipitation that leads to the very survival of the entire Swaying Grass. Creatures of the night prowl this layer, making it the most dangerous region for the Ushuru in a strictly hunting sense.

    Sucking Mire: The sucking mire is the base of all of the Swaying Grass. Illuminated by the glowing bulbs of the gigantic grass stalks, this region is the most inhospitable for all but the hardiest of creatures. The air is thick with a near poisonous miasma of decayed life forms and the ever present stench of growth. The earth is thick, much like quicksand, and populated by giant insects and serpents of unearthly length.
    Last edited by Innis Cabal; 2008-08-30 at 03:28 PM.
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  10. - Top - End - #70
    Barbarian in the Playground
     
    tsuuga's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    Kaern's Fey

    Razortooth Swarm
    Tiny Fey (Swarm)
    Hit Dice: 11d6+33 (71 hp)
    Initiative: +10
    Speed: 40 ft.(8 squares)
    Armor Class: 18(+2 size, +6 Dex, natural +0), touch 18, flat-footed 12
    Base Attack/Grapple: +4/-
    Attack: Swarm (3d6)
    Full Attack: Swarm (3d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Wounding
    Special Qualities: Half damage from slashing and piercing weapons, Damage Reduction 5/any steel or iron, low-light vision, swarm traits
    Saves: Fort +6, Ref +16, Will +9
    Abilities: Str 2, Dex 23, Con 16, Int 2, Wis 13, Cha 2
    Skills: Hide +19, Listen +8, Move Silently +11, Spot +7, Climb +8, Escape Artist +17
    Feats: Alertness, Improved Initiative, Lightning Reflexes, Stealthy
    Environment: Any land with warm climate
    Organization: Solitary, gang (2-4 swarms) or pride (5-8 swarms)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    A razortooth swarm is named for the most prominent feature of the fey that make it up - the sharp fangs that their lips cannot cover. An individual razortooth is a brown-skinned humanoid, about a foot tall and weighing two pounds. Unlike most humanoids, they are only of animal intelligence (Though this may be unclear to an observer; razortooths ape the actions of more intelligent humanoids and chirp at each other.) Razortooths are inquisitive and ravenous - a swarm may examine a target in relative peace, until they ascertain that it is edible.

    Combat:
    A razortooth swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 damage to any creature whose space it occupies at the end of its move.
    Distraction (Ex): Any living creature vulnerable to a razortooth swarm's damage that begins its turn with a swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells in the area of a swarm requires a DC 20 + spell level Concentration check. Using skills requiring patience or concentration in the area of a swarm requires a DC 20 Concentration check.
    Wounding (Ex): Any living creature damaged by a razortooth swarm continues to bleed, losing one hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of healing magic.

    Redcaps
    Redcaps are as they appear in the MM3. In summary, a redcap is a psychopath that dips its eponymous hat in the blood of its victims. They are small fey with powerful build and excellent advancement (A redcap gains +1 to its physical stats with every hit die, +1 to natural armor for every two, and its damage reduction increases as well.)

    Tuatha

    {table]|Tuatha[br]Medium Fey|Tuatha Noble[br]Medium Fey
    Hit Dice:|9d6|9d6+18 plus 3d6+6
    Initiative:|+7|+9
    Speed:|30 ft.(6 squares)|30 ft.(6 squares)
    Armor Class:|18(+3 Dex, +3 masterwork studded leather, +1 masterwork light steel shield), touch 13, flat-footed 15|21(+5 Dex, +1 natural, +3 +1 studded leather, +1 masterwork light steel shield), touch 15, flat-footed 16
    Base Attack/Grapple:|+11/+12
    Attack:|Shortspear +9 melee (1d6) or Shortspear +12 ranged(1d6)|Masterwork short sword +17 melee (1d6+1) or masterwork shortbow +17 ranged (1d6)
    Full Attack:|Shortspear +9/+4 melee (1d6) or Shortspear +12 ranged(1d6)|Masterwork short sword +17/+12/+7 melee (1d6+1) or masterwork shortbow +17/+12/+7 ranged (1d6)
    Space/Reach:|5 ft./5 ft.|5 ft./5 ft.
    Special Attacks:|Psionics, sneak attack +2d6|Psionics, sneak attack +4d6
    Special Qualities:|Low-light vision, DR 5/cold iron|Evasion, Low-light vision, DR 5/cold iron, trap sense +1, trapfinding, vulnerability to sonic
    Saves:|Fort +2, Ref+9, Will +10|Fort +5, Ref+14, Will +12
    Abilities:|Str 11, Dex 17, Con 10, Int 12, Wis 14, Cha 16|Str 13, Dex 20, Con 14, Int 12, Wis 16, Cha 16
    Skills:|Concentration +11, Diplomacy +5, Hide +10, Sense Motive +7, Speak Language (any four), Spot +10|Concentration +13, Diplomacy +5, Hide +15, Jump +3, Sense Motive +9, Speak Language (any five), Spot +13, Tumble +15
    Feats:|Ability Focus (command), Improved Initiative, Iron Will, Spell Focus (enchantment)|Ability Focus (command), Improved Initiative, Iron Will, Spell Focus (enchantment), Weapon Finesse
    Environment:|Any|Any
    Organization:|Solitary, pair, scouting party (3-6), or squad (8-12 plus one noble)|Solitary, pair, or squad (1 plus 8-12 tuatha)
    Challenge Rating:|4|7
    Treasure:|Standard|Standard plus +1 studded leather
    Alignment:|Usually neutral|Usually neutral
    Advancement:|By character class|By character class
    Level Adjustment:|+3|+3[/table]
    Last edited by tsuuga; 2008-08-31 at 11:47 PM.

  11. - Top - End - #71
    Firbolg in the Playground
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    Ushuru


    Ushuru are the tenders and “children” of the Swaying Grass. They are loved by all nature, owing to their deep bonds with life from the very moment of their creation. They are bastions of spirituality and faith, living their lives in worship of life and the joy found within it.

    Personality: Ushuru tend to take a wide approach at things. Very few things can rouse a Ushuru to swift action, and even fewer can truly anger them. This tends to make them appear lazy, or somewhat distant from the other races, though this is far from the truth. Ushuru tend to be inquisitive, though their life perspective often gets in the way of higher learning.

    Physical Description: Ushuru vary by height, ranging from short(5’) to staggeringly tall(7’). All Ushuru are thin, their skins baked by the constant sun that filters through the Swaying grass to a deep bronze, their hair bleached to a blonde white. Eye color varies little in Ushur population, the only mitigating factor is placement in the varied layers. Those born to the High Reach’s tend to have lighter colored eyes, varying between gray to sky blue. Those born to the Vaulted Expanse and the Lower Halls have uniformly green eyes, while those born at the lower reaches of the Lower Halls and the Stretched Dark tend to have brown to dark purple eyes. Older Usuhru begin to develop green tinges around their jaws, eyes, and finger tips, growing deeper as they progress in age.

    Relations: Ushuru have little contact with the world outside the Swaying grass, owing their largest source of information to the Likuva that often move through their homeland. What contact they do have with outside races comes in the form of their wandering adventurer’s, who often come home not only hero’s but as grand story tellers.

    Alignment: Ushuru can be of any alignment, though most of the evil or less social of them live in the Bulb Garden, away from the more kind hearted of their people.

    Ushuru Lands: The Ushuru hold the Swaying grass as their “Empire”.

    Religion: The Ushuru worship all the gods of growth and the world at large. Small temples to Evadize dot the Vualted Expanse, while the Lower Halls are home to vast multi-god church’s and temples.

    Language: The Ushuru speak their own tongue, a slow, almost sing song language. A particular note of the “Knot-Speak” as it is called is that it has at least fifty words for the word grass.


    Medium Humanoid
    +2 dexterity, -2 strength: While the Ushuru are limber and can easily move through even the harshest terrain, though the constant use of their bodies in the Swaying Grass have forced them to evolve to a certain landmass, causing them great problems while outside of their home.

    Movement: 30 feet, Climb 20

    At Home in the Grass: A Ushuru gains a +5 to concentration checks to bend the Swaying Grass and have no need to make the base diplomacy check or make checks to keep the grass molding back to its original state.

    Nature’s Chosen: Ushuru, despite being native to the Swaying Grass, can and do travel often in the world outside their precious lands. Ushuru gain a +4 on all heal, survival, and knowledge (nature) checks.

    Low Light Vision

    Languages: Sylvan, Knot-speak

    Favored Class: Druid
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  12. - Top - End - #72
    Firbolg in the Playground
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    Creature of the Swaying Grass

    Creatures of the Swaying Grass are modern day creatures, adapted to life in the Swaying grass. Either by evolution, or by the powers of the Molders, these creatures fill the role of normal hunting and prey animals found throughout the natural world.

    Creating a Creature of the Swaying Grass“Creature of Swaying Grass” is a template that can be added to any animal, vermin, magical beast, dragon. The creatures type changes to magical beast, and all statistics are unchanged unless where noted here.

    Hit Dice: All the creatures Hit Dice(current and future) change to d10’s

    Speed: Same as the base creature, plus a climb speed of 30

    AC: The Creature of Swaying Grass gains a +5 bonus to AC

    Attacks: Creatures of Swaying Grass gain no new attacks

    Damage: Damage done by Creatures of Swaying Grass remain unchanged

    Special Attacks: A Creature of Swaying Grass retains all special powers and abilities of the base creature

    Spells: Spells and spell like abilities of the base creature are retained

    Special Qualities: A Creature of Swaying Grass retains all special qualities of the base creature in addition to those listed below

    Born of the Swaying Grass: Through magical or evolutionary means, the base creatures has gained the power to mold the grass. Any creature with an intelligence score of 3 or more can mold the grass into shapes such as bridges or huts with little effort. Creatures with higher intelligence scores can create larger, more magnificent structures and shapes, and even counter the recent moldings of the Usuhuru.

    Slender Form: Creatures of the Swaying Grass gain evasion

    Immunities: Creatures of the Swaying Grass become immune to Acid.

    Breath of Flames Undone: All creatures of the fire type, or that posses fire magic, are changed at their very being. Creatures of the Fire type become Magical Beast(Acid), and all fire damage is replaced with acid.

    Saves: Creatures of the Swaying Grass gain a +6 to reflex saves

    Skills: Same as creature

    Feats: Same as creature

    Alignment: Same as base creature

    CR: +4
    Last edited by Innis Cabal; 2008-08-30 at 06:48 PM.
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  13. - Top - End - #73
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    Matar's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    Still working on it ._. Tell me what you think so far.

    Island of Wonder

    "It was a place where we were free to do whatever we wanted. It was filled with wonder and greatness. The food that grew there was... incredible. We left to bring more to the Island, and yet... we could not find it." - Salmith Everworth

    The Island of Wonder is a place of beauty and amazement. It is a place where freedom rules all, and wonderment never ends. However, this gift does not come without a price. Those that stay too long and indulge in the impossible pleasure and wonderment slowly become insane.

    The insanity first shows itself with the persons inability to focus on anything. They find it increasing hard to maintain any sense of stability and begin to wander around mindlessly. It grows more severe as the months pass, and at it's worse they are unable to form even the most basic of words (As if under a constant confusion effect).

    There is no resisting this effect, anyone staying on the Island willingly and that are capable of semi-complex thought (An Intelligence, Charisma, and Wisdom score above 4) is victim to these effects, even if they are normally immune to Mind-Effecting effects.

    Travel to Island of Wonder: The Island of Wonder can only be reached by people who are ether seeking freedom, amazement, or adventure. They must have never traveled to the Island of Wonder before, and must belive that they will find it, even before setting off from shore.

    High Reach: In the center of the Island has an incredibly long spire. It is very steep, and extends far above the clouds. A flight of stairs circle around it, leading up to the very peak. The only way to reach the peak is to use the stairs, anyone trying to fly to reach the top, or using any other means (Such as teleporting and climbing) are unable to ever reach the top (Teleporting makes you stay in the same spot, you climb yet never seem to farther then where you started climbing).

    It takes exactly three days worth of walking the stairs (This does no include resting, and the speed of which you move does not matter) to reach the peak. Those that reach the peak must make a Fortitude save (DC 20) or be struck blind from what they see.

    If they succeed they are capable of seeing anywhere in the world with stunning detail (Failure means that they were struck blind before being able to comprehend what they were seeing). They are unable to see through things, and are effected by any magical illusions that effect the landscape (Though they may make a save, if the spell calls for one).

    The trip down to the base of the spire only takes four hours, no matter the speed of which they travel.

    Crystal Forest:

    Elemental Caverns

    Prismantic Beach:

    Mordayn Waters:

    Mad god Nexus:

  14. - Top - End - #74
    Firbolg in the Playground
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    Nightstorms
    Weather Hazard
    Effects: Nightstorms plunge a single area, up to 10 miles, in utter darkness. Darkvision functions at half range, and all illumination gutters and dies. All within a nightstorm functions as if under a silence spell which can not be dispelled or resisted.
    Last edited by Innis Cabal; 2008-09-02 at 10:37 PM.
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

  15. - Top - End - #75
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    Doppelganger
    Created by GwynChanRGwyll

    Gwyn chan 'r Gwyll was attempting at creating what he viewed as the perfect race, when the Dragon that the alien god Longlimb gave him as a gesture of trust flew overhead, and was drawn into the spell; how she escaped the castle of Trueholme was not known. As a result, the Doppelganger's were created.

    Personality: Doppelgangers are often bitter creatures, stubborn, curious, and secretive to the bone.

    Physical Description: Doppelgangers look like skinny humanoids, with their pale grey-blue flesh stretched thin over their bones and muscles, and their face elongated, with pearly white draconic eyes, though they can, of course, take almost any humanoid form.

    Relations: Doppelgangers, while not hostile to any other race, certainly are not friendly towards them, and murderous towards any follower of their creator.

    Alignment: Usually Neutral, sometimes Neutral-Evil, each Doppelganger is pretty much free to do their own actions, with only the

    Minotaur Lands: Doppelgangers have no land of their own, instead they are scattered throughout urban cities across the world, in almost every enclave.

    Religion: The Doppelgangers do not pray to any deity, but merely utter regular curses against their creator, and a brief thanks to their leader Marietta, for leading them so.

    Language: Doppelgangers speak Common, and the language of the city they live in.

    Names: Doppelgangers are named in the naming traditions of their host culture.

    Adventurers: Most Doppelgangers adventure to bring death upon their enemy, the worshipers of the Dark Light.

    * Medium size
    * ~- +4 Dexterity, +2 Intelligence, -2 Wisdom, -2 Strength
    * Base land speed: 30 ft.
    * Darkvision out to 30 ft.
    * Shapeshift: A Doppelganger can, as a full action, change it's form to that of any Humanoid creature. They lose their racial bonus to Dexterity, and their racial penalty to Strength, and gain any racial bonuses or penalties to Dexterity, Strength, or Constitution that the creature whose form they have has.
    * Favored Class: Rogue
    * LA:**+2
    Steampunk GwynSkull by DR. BATH

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    Quote Originally Posted by Wyntonian View Post
    What. Is. This. Madness.

  16. - Top - End - #76
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    Vadin's Avatar

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    Airship domain

    Domain Power - Your repair spells heal an additional amount of hp equal to half your cleric level rounded down. Additionally, they restore the runes used in airships as well as restoring the wood they were inscribed on.

    1 - Repair Light Damage
    2 - Repair Moderate Damage
    3 - Repair Serious Damage
    4 - Air Walk
    5 - Control Winds
    6 - Word of Recall
    7 - Control Weather
    8 - Prying Eyes, Greater
    9 - Raise From The Deep (restore destroyed airship to full health and original condition)
    Avatar by Linguini


  17. - Top - End - #77
    Firbolg in the Playground
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    Judgment Domain

    Domain Power: Once per day, you may claim judgment upon a single target. The target must make a will save(DC=to cleric level+max spell known in the Judgment Domain). If they fail the save they recive a -2 on all rolls and are staggered

    1-Dispel Ward
    2- Zone of Truth
    3- Awaken Sin
    4- Identify Transgressor
    5- Soul Shackles
    6- Zealot Pact
    7- Blashpemy/Dictum/Holy Word/Word of Chaos(Picked at character creation, must have suitable alignment)
    8- Symbol of Insanity
    9- Crushing Fist of Spite
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  18. - Top - End - #78
    Firbolg in the Playground
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    Rice Fields that Stretch Across the Horizon
    Outer Plane
    Infinite size
    Normal Gravity
    Normal Time
    Strongly Neutral Aligned
    Divinely Morphic
    Limited Magic:
    Teleportation and teleportation effects function normally on this plane. All other spells save for those cast by gods of Xiua’Hi’s DR or higher can cast on this plane


    The Rice Paddies
    Each Rice Paddy intersects a part of the multi-verse, acting like a two way portal to that location. It is possible for others to cross through into the paddies, finding themselves on the Plane of Rice Fields that Stretch Across the Horizon. Each paddy is ruled over by a shoku(coming in year 2), some who are less then kind about others using their pools.

    The Mount
    The mount is a giant looming mountain that sits in the very center of the Rice Fields that Stretch Across the Horizon. Set atop it’s massive single peak is the Life Oak, the very center of the very multi-verse. Here, its roots splay out into the innumerable portals, giving them their magical power. The Mount also holds a vast array of rice paddies, the most powerful of the Shoku ruling closer to Xiua’hi himself

    The Seat of the Heavens
    The Seat of the Heavens is the location Xiua’hi has chosen to place himself in his “retirement” from the world. He plays an endless seemingly mindless game with any Shoku, mortal, or god that visits.
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  19. - Top - End - #79
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    String's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    Air Elementals:
    As Core, but are native to The Void.

    Storm Elementals:

    As Core, but are native to The Void

    Mist Elementals:

    This creature appears to be a vaguely humanoid mass of fog that at first appears mundane, but upon a second glance moves with a definite intelligence.

    Mist Elementals are the most intelligent elementals created, and put this to good use. Their main strength is in their stealth, and the fact that by the time their opponent realizes it is in fact a living creature, the Mist Elemental is upon them. Mist Elementals speak both Aquan and Auran.

    -Combat-
    Air Mastery: Airborne Creatures take a -1 penalty to Attack and Damage rolls against a Mist Elemental.

    Fog Bank: A mist elemental can transform itself into a Fog Bank once every 5 minutes and remain in that form for up 1 round for every 2 HD it has. While in this form, an elemental can move along a surface at it's fly speed.
    The bank is up to 30ft thick, 15ft high and up to 60ft long, depending on the elementals size. The elemental controls the exact size, but it may not be smaller than the space the elemental takes up when not in Fog Bank form.
    The elemental's movement while in fog bank form does not provoke attacks of oppurtunity, even if the elemental enters a space occupied by another creature.
    A creature might be enveloped in the fog bank if it moves into a space it occupies, or if the elemental moves into or through the creature's space.
    Creatures of the elemental's size or smaller enveloped in the fog bank can be targetted with the elemental's slam attack or a grapple. The elemental can grapple as many creatures as are completely within the fog bank, but must use a standard action to initiate each grapple.
    An elemental's fog bank is very thick, giving creatures within it Total Cover to all other creatures farther than 5ft away, except the elemental. The elemental may choose who is effected by this.
    An elemental's fog bank form does not threaten the area around it or within it and cannot make slam attack on creatures not enveloped in it.


    {table] Air Elemental sizes:|Small | Medium| Large| Huge| Greater| Elder
    Height| 4ft|8ft|16ft|32ft|36ft|40ft
    Weight| 1 lb.| 2 lbs.| 4 lbs. | 8 lbs. |10 lbs. |12 lbs.
    Fog Bank Height| 5ft| 5ft| 10ft| 10ft| 15ft| 15ft
    Fog Bank Length| 10ft| 29ft| 30ft| 40ft| 50ft| 60ft
    Fog Bank Thickness| 5ft| 10ft| 15ft| 20ft| 25ft| 30ft[/table]


    Last edited by String; 2008-09-07 at 10:32 AM.
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  20. - Top - End - #80
    Firbolg in the Playground
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    Va'Tari Darkguard

    The Va’Tari Darkguard are a special organization charged with the defense of the skies over the Va’Tari Empire. Created by Dalam as a precursor to her grand war with the Grin, the Darkguard fights under her will, and the will of the Infernal Prince of Dark Skies, loyal only to the Va’Tari. Their base of operations is a well kept secret, only to members of the actual Darkguard and Dalam, based on the shores of Xiua where the Dark Nest resides. The Darkguard is a structured and well disciplined organization, controlled by the High Warlock, and is attended by the seven Guard Princes.

    {table]Class Level|B.A.B|Fort Save|Ref Save|Will Save|Special|Spells Per Day
    1st|+0|+0|+0|+2|Energy Resistance 5, Armored Caster|+1 level of existing class
    2nd|+1|+0|+0|+3|Draconride|+1 level of existing class
    3rd|+1|+1|+1|+3|Energy Resistace 10|+1 level of existing class
    4th|+2|+1|+1|+4|Item Creation Feat|+1 level of existing class
    5th|+2|+1|+1|+4|Energy Resistance 15|+1 level of existing class
    6th|+3|+2|+2|+5|Mounted Caster|+1 level of existing class
    7th|+3|+2|+2|+5|Frightful Presence|+1 level of existing class
    8th|+4|+2|+2|+6|Inferanl Touch|+1 level of existing class
    9th|+4|+3|+3|+6|Gaze of Penitence|+1 level of existing class
    10th|+5|+3|+3|+7|Fly by Attack, Energy Resitance 20, One with Mount|+1 level of existing class[/table]

    Requirments
    To qualify to become a Va’tari Darkguard, a character must fufill the following criteria
    Alignment: Any Evil
    Base Save Bonus: Will save +5
    Skills: Craft(Alchemy) 5 ranks, Knowledge (arcane) 8, Knowledge (The planes) 5,
    Langauge: Draconic, Infernal
    Feats: Dark Speech, Spell Focus (Evocation)
    Spells: Must be able to cast an evocation spell
    Special: Must serve under a Darkguard as their squire

    Class Skills
    The class skills of a Va’Tari Darkguard are appraise, diplomacy, concentration, ride, spellcraft, and knowledge(any)

    CLASS FEATURES
    The following are class features for the Va’Tari Darkguard

    Weapon and Armor Proficiencies: A Va’Tari Darkguard does not gain any new weapon or armor proficiencies

    Spells Per Day/Spells known: At each level, a Va’Tari Darkguard gains spells as if he also gained a level in his previous spellcasting class. He does not gain bonus feats or special abilities of his previous class. A multi-classed spellcaster must choose which class receives the increase.
    Energy Resistance: Upon entering into the Va’Tari Darkguards, the individual gains his pick of energy resistance. He gains energy resistance 5 at 1st level, and increases to 10 at 3rd and 15 at 5th and 20 at 10th. Most choose Energy Resistance Fire

    Armored Caster: Once entering the Va’Tari Darkguard prestige class, all members are taught how to cast spells in both light and medium armor without incurring arcane spell failure.

    Dracoride: Beginning at 2nd level, when riding any sort of dragon a Va’Tari Darkguard can use his normal skill score even if he picked a nondraconic mount when he first picked the ride skill.

    Item Creation Feat: A Va’Tari Darkenguard receives a single free item creation feat at 4th level

    Mounted Caster: At 6th level, a Va’Tari Darkguard has become more at home on his mount, receiving a +10 concentration check when casting spells while mounted

    Frightful Presence: At 7th level, the very sight of the mighty Va’Tari Darkguard strikes fear in the hearts of those around him. The ability takes effect automatically when a Va’Tari Darkguard attacks or charges. Creatures within a radius of 40 feet are subject to the effect if they have fewer HD then the character.
    Creatures may resist with a successful will save (DC 10+1/3 class level +Charisma Modifier) Those that succeed on the save are immune to the characters frightful presence for a day. Those that fail whose HD is 4 or lower become panicked for 4d6 rounds while those with HD of 5 or higher become shaken for 4d6 rounds. Dragons are immune to this effect.

    Infernal Touch: At 8th level, a Va’Tari Darkguard may chose a single ranged touch spell, imbuing it with dark, infernal energies. Half the damage the spell deals becomes “infernal” damage and cannot be resisted.

    Gaze of Penitence: Beginning at 9th level, the gaze of the Va’Tari Darkguard is so foul and cruel that lesser men wither under it. A Va’Tari Darkguard may use this ability once per day plus his charisma bonus. Those that fall under this haze become paralyzed (Will save negates DC 10+1/2 character level+ Charisma Modifier). A Va’Tari Darkguard may use this ability on any within 40 feet, they need not have eye contact with him to use this ability

    Fly By Attack: Any Dragon ridden by the Va’Tari Darkguard is treated as having the feat Fly By Attack.

    One with Mount: At 10th level, a Va’Tari Darkguard no longer needs to make ride checks while on his chosen draconic mount. A Va’Tari Darkguard must choose his favored mount upon gaining 10th level.
    Last edited by Innis Cabal; 2008-09-07 at 04:50 PM.
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  21. - Top - End - #81
    Firbolg in the Playground
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    Va’Tari-The Nation of the God Queen

    General Overview

    The Nation of the Va’tari is one with a sorted and long history. Created at first by the Original God General Va’Tari of whom the nation is now named after, whose ideal was to forge a nation of Half Elves, away from the races of the gods and their power. While in part successful, the nation was one of roving military bands, with little to no focus. The army then fell into the hands of Va’Tari’s second in command, Isul, after the Original Generals untimely death at the hands of an elven attack party. Isul then led the mighty army into the mountains of Ramua, creating a vast and sprawling city state on the backs of slave labor. But this home was not to last, and the Va’Tari were once again displaced, placed upon a vast fleet created by the Zarier for the exact purpose of sending the civilians and the majority of the army to a new and safe location. It would be the Evad island chain that became the final resting place for this navy, the central island being created into the Palace of Justified Hate. The empire stretchs across the whole of the Evad island chain, and has expanded to take a small portion of the larger islands of the Dal’Cory.

    Architecture

    The architecture of the Va’Tari empire is rather unique, building up and out rather then out and up. Spires and tall networks of bridges are common, as are small low lying buildings built into the stoney ground of the islands themselves. Spires tend to be multi-tired with low slopping roofs that deflect and channel the varied rainstorms that plague the islands that make up their homes.

    House hold units of the Va’Tari are large sprawling affairs, holding many rooms, storage centers and cellars. While they are large and expansive, most of the household is used for the rearing of children, and holding food and weaponry.

    Buildings and residences tend to be simple, with little to no natural paint save for water proofing lacquer to brighten or otherwise create a visual appealing scene for on lookers. Even the palaces and residences of powerful and influential people run under these conditions, only slightly bigger and extensive to the common peoples homes.

    Religion

    Religion is a varied and strage phenomenon for the Va’Tari.

    Priesthood of Dalam
    The Priesthood of Dalam, at one point, was a sect of powerful Ur-priests in the employ of Isul. Since their Queens ascension, the priesthood has made a radical change to actual clerics and shamans in the worship of Dalam. Every island has a temple in her honor, the strongest of her priests serving as the right hands of every general of the Empire.

    Anscestor Worship
    The Va’Tari has a long and well earned respect for their dead, mentioning them at almost every meal, wedding, and special family event. Those killed in the line of duty are paid an honor one greater, holding shrines across many households, and even small individual islands.

    Devil Worship
    A new phenomenon, and on the raise in the sorcerous populous of the Va’Tari, is the worship and bargaining with the infernal forces. While all Va’Tari pray to Dalam, and serve her will, many use the power gained to further their God Queens aims in the world.

    General Populous and their Daily Activities

    While on the outside, the Va’Tari appear like cruel and evil people, their average every day lives and interactions vary little from more light hearted nations. The common people barter and trade with one another, the military is ever present and helpful to the plights and other problems of daily life. Trade is heavy in the empire, and very few households go wanting if their neighbors can help in even the most trying of times.

    Noted Locations

    Palace of Justified Hate: The Seat of the Va’Tari Empire, the Palace of Justified Hate is the most defended location of the entire Empire. The major city, which shares the same name, is the major center of trade, holding several large palace centers

    Scout Towers: The majority of the outer islands of the Empire are made up of tall, impassive towers that jut into the sky.

    The Underseting: While vastly unknown to the general public, the Undersetting is the setting of the powerful labs of the sorcerers of the Va’Tari Empire. Here strange and bizarre experiments are held on the prisoners of the Empire, most of varied races.

    Military Power
    The military might of the Va’Tari empire is an impressive and frightful sight. The Va’Tari boast a powerful and highly trained navy, boasting easily the best crafted ships that tred the waves of the world. Their army is well organized, well trained, and even the most basic of civilian is well versed in the use of weaponry.

    The Va’Tari military makes use of the powerful terrain of their homes, Defense spires holding dozens of large repeating crossbows and spell casting lofts to rain death from a far more strategic location then those attempting to invade.

    Spellcasting in and of itself severs a powerful use in the military, from basic long distance communication, to vile and often times sinister uses on the fields of combat.
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  22. - Top - End - #82
    Firbolg in the Playground
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    Fractured Delirium
    Disease


    The Fractured Delirum is a powerful, yet rare, disease that pervades almost every mineral, gem, and metal vein in the world of Playground. It manifiests when a prospector does not pay heed to the land, thanking it for its blessing and its gifts.

    Those who have contracted the Fractured Delirium first manifiest the symptoms as a high fever, losing 2 con over the course of a week of contraction. Then, the disease takes its hold.
    Creatures that are not quickly cured of the Delirium suffer hallucinations, dyhdration losing 1d6 points of damage a day unless kept warm and moist. Even while under these conditions, the disease slowly begins to turn the insides of the infected into mineral’s, slowly killing the target. If left untreated, a target dies within 4 weeks of contraction.

    A week after the death of a target, the creature raises as a Construct, with statistics identical to the deceased. While it lacks a con score, the target uses the con score of the dead creature for all rolls requiring benifical constitution scores. These creatures are called the Fractured, and all natural attacks have a high risk of spreading the disease(DC 25). Six weeks after the raising of a Fractured, they borrow deep into the ground, forming new mineral or metal deposts.
    My Current Works


    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

  23. - Top - End - #83
    Ettin in the Playground
     
    Draken's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    Baernoloth
    Large Outsider (Evil, Incarnum)
    HD: 40d8+480 (800 HP)
    Initiative: +14
    Speed: 50 ft. Fly 100 ft.
    Armor Class: 54 (-1 Size, +4 Dex, +21 Natural, +4 Deflection, +10 Insight)
    Base Attack/Grapple: +30/+44
    Attack: Claw +41 (2d6+10+1d6 vile); ranged touch: Vile Blast +41 (15d6+2)
    Full Attack: 2 Claws +41 (2d6+10 +1d6 vile); ranged touch: 2 Vile Blasts +41 (15d6+2)
    Space/Reach: 10 ft. /10 ft.
    Special Attacks: Fiendshaper, Fiendform, Spell-like Abilities, Plagued Breath Weapon, Fiendish Corruption, Vile Strike, Smog and Blight, Vile Blast, Summon Fiends.
    Special Qualities: Unholy Bastion, Wicked, Spell Resistance 50, Immunities, Resistance to cold, fire and electricity 10, Telepathy 100 ft, Damage Reduction 15/epic and good, Fast healing 30, Blindsight 60 ft, Soulmelds, Chakra Binds.
    Saves: Fort +41, Ref +39, Will +39 (against divine spells: Fort +59, Ref +57, Will +57)
    Abilities: Str 31, Dex 31, Con 35, Int 28, Wis 30, Cha 40
    Skills: Appraise +52, Balance +30, Bluff +58, Concentration +55, Diplomacy +58, Disguise +58, Hide 53, Intimidate +58, Knowledge (Arcane, The Planes, Religion) +52, Listen +53, Move Silently +53, Sense Motive +53, Spellcraft +52, Spot +43, Swim +33, Use Magic Device +58
    Feats: Apostate (B), Augment Summoning, Ability Focus (Plagued Breath Weapon, Smog and Blight), Combat Reflexes, Cleave, Dark Speech (B), Dark Whispers, Combat Expertise, Filth Outburst, Flyby Attack, Improved Initiative, Improved Flyby Attack, Improved Sunder, Power Attack, Supernatural Instincts.
    Environment: Bleak Badlands
    Organization: Solitary
    CR: 30
    Treasure: Triple Standard
    Alignment: Neutral Evil
    Advancement: 41+ HD (large); or By character Class
    Level Adjustment: -

    Before you is a cloud of heavy , dark green smog, reeking with the stench of evil, within the fog, the shape of a tall monstrosity is visible.

    Or.

    Before you is a tall, odious creature with the vague shape of a tall, gaunt and six winged humanoid, it’s arms end in hideous claws and it’s face sports a skeletal appearance and it’s wings are leathery with patches of feathers, blackened like dried blood. The creature seems to ooze acidic filth from many cracks in its skin, and its six eyes glow with an eerie blue fire.

    Baernoloths, and horrid fiends who create other fiends, they are disgusting monsters of filth and corruption, able to turn even the mightiest angel into a slithering creature of the lower planes.

    Combat

    Each Baernoloth has his own tactics, but all of them fight with their horrendous spell-like abilities, summoning lesser fiends to do their bidding when necessary.
    A baernoloth’s natural weapons, as well as any weapon it wields are considered epic and evil-aligned for the purposes of overcoming damage reduction. They automatically overcome the damage reduction of any evil outsider, and ignores the regeneration of such creatures. Baernoloths are proficient with all simple and martial weapons, light, medium and heavy armor and shields (except tower shields). Many chose to wear armor and some like to use weapons, two-handers in particular.

    Plagued Breath Weapon (Su): As a standard action, a baernoloth can belch forth a 60 foot long cone of infected bile. This attack deals 40d8 damage, half of this damage is acid damage and the other half is due to unholy power, not subject to elemental resistance. One fifth of this unholy damage is also vile damage. Reflex save DC 39, the save DC is based on Constitution.
    Any creatures inside the cone, even those who make their saves, are also subject to Fiendish Corruption.
    The baernoloth can use its breath weapon once every 1d4+1 rounds.

    Fiendish Corruption (Su): supernatural disease – breath weapon, Fort save (DC 37), incubation period instantaneous; damage 1d6 wis and cha. Unlike normal diseases, fiendish corruption requires the victim to make a successful saving throw each round or take another 1d6 temporary wisdom and charisma damage. The disease remains until the victim is target of a remove disease spell, or reduced to both charisma and wisdom 0, at which point it starts to change into a fiend of the baernoloth’s choice with up to 15 HD the metamorphosis takes 1d4+1 rounds. The newly created fiend retains none of its former abilities or memories.
    The metamorphosis can be stopped by a remove curse, remove disease, limited wish, wish or miracle spell, once it is complete, only a wish or miracle can revert the victim to her original form.

    Vile Strike (Su): All natural and manufactured weapons held by a baernoloth deal an extra 1d6 vile damage with each strike.

    Smog and Blight (Sp): As a free action, a baernoloth can start to generate a cloud of inky black smog, this works like the Acid Fog spell, centered on the baernoloth, additionally, all creatures inside the smog are subject to an effect similar to the Unholy Blight spell (caster level 40° for both effects), once each round. Unlike the spell, this effect is not subject to spell resistance. The smog doesn’t interfere with the baernoloth’s vision or line of sight. It is also difficult to dissipate with winds, like the solid fog spell. It is not flammable and cannot be created underwater.
    The smog and blight can be dispelled, but the baernoloth may restart the effect as free action on its next turn.

    Vile Blast (Su): The Vile Blast deals 15d6 damage and has a max range of 60 feet, with no increment. Half of its damage is acid and the other half is unnamed damage from unholy power. Additionally, half of this unnamed damage is also vile damage.

    Unholy Bastion (Su): A baernoloth constantly irradiates an Unholy Aura, Desecrate and Unhallow effect with a radius of 30 ft. centered on him. The baernoloth benefits from the Desecrate and Unhallow effects just like an undead creature do, including the turn resistance, when faced with a creature able to turn or rebuke outsiders. The baernoloth is considered an altar dedicated to an evil entity for the effects of Desecrate. Additionally, any creature entering the radius of the Unhallow spell is subject to the effects of Morality Undone. The Caster level for all these effects is equal to the Baernoloth’s HD. If the Baernoloth enters the area of a Hallow, Consecrate or Holy Aura effect, the matching effect of this ability is suppressed, as well as the suppressing effect, both return as soon as the baernoloth leaves the area. The bonuses from this ability are already counted in the stat block.

    Wicked (Ex): A baernoloth doesn’t have to pay a corruption cost when casting Corrupt spells and does not take ability damage when using Dark Speech powers. As a free action, a Baernoloth can apply any one (and only one for each use) of the following effects to any of his spells or spell-like abilities: Violate Spell, Corrupt Spell, Enervate Spell, Fell Drain, Fell Frighten, Fell Weaken or Fell Animate. This doesn’t change the spell’s level. All undead raised by a Baernoloth are created as if he had the following feats: Corpsecrafter, Bolster resistance, Deadly Chill, Destruction Retribution, Hardened Flesh and Nimble Bones.

    Spell-like abilities: At will – Absorb Mind, Absorb Strength, Acid Fog, Addiction, Animate Dead, Bestow Curse, Circle of Death, Command Undead, Consume Likeness, Create Flames, Create Greater Undead, Create Undead, Crushing Despair, Damning Darkness, Death Kneel, Deeper Darkness, Desecrate, Doom, Fireball, Love’s Pain, Morality Undone, Power Leech, Rapture of Rupture, Red Fester, Twinned Scorching Ray (total six bolts), Seething Eyebane, Stop Heart, Intensified Rend Essentia, Unholy Blight, Greater Teleport (personal plus equipment only), Summon Monster IX (Evil Only); 3/day – Befoul, Blasphemy, Despoil, Energy Drain, Planeshift, Unhallow, Utterdark; 1/day – Crushing Fist of Spite, Mindrape, Wail of the Banshee; 1/week – Apocalypse from the Sky, Rain of Acid (as Rain of Fire, epic spell). Caster Level 35. Save DC 25+ spell level. Save DC is charisma based.

    Fiendform (Sp): A baernoloth can alter his shape as a full round action. Using this ability, he may take on the form of any fiend. A fiend is any outsider with the evil subtype, fiendish creature or half-fiend. The baernoloth may use this ability to shift into templated forms. He gains none of the fiend’s supernatural or spell-like special attacks and qualities, retaining his own even if the assumed shape wouldn’t be able to use then. He receives any extraordinaire abilities, natural armor and natural attacks of the new form, but retains his own natural armor and claws if these are stronger (or if the assumed form lacks these). The baernoloth receives the new form’s strength, dexterity and constitution, and his stat block changes accordingly.
    The assumed form can be advanced, but it can never have more hit dice than the baernoloth’s natural shape. The baernoloth may not use the Pseudonatural (either) or paragon templates with this ability.
    The baernoloth may use this ability to mimic the Alter Self spell, but the hit die limit is the same as the baernoloth’s.

    Fiendshaper (Su): As a standard action, a baernoloth can attempt to change any fiend in line of sight to a different form of his choice. This target fiend cannot have more hit dice than the baernoloth and the new form cannot have more hit dice than half the baernoloth’s own hit die or the fiend’s original hit dice, whichever is higher. The new form must also be a fiend, but it can be any form the baernoloth can think of. A fiend is any outsider with the evil subtype, fiendish creature or half-fiend. The changed creature loses all of its characteristics and gains those of the new form. In effect, it is as if the target fiend was always a creature of the new kind. No know mortal spell can revert this change and the creature’s mindset changes to match it’s new form.

    Summon Fiends (Sp): Three times a day, a baernoloth can summon half of his HD in fiends (evil outsiders, fiendish creatures and half-fiends). The summoned creatures need not be of the same kind and arrive in 1d10 rounds and remain for up to one hour, during this time the summoned fiends cannot use their own summoning ability, if any. This is ability is equivalent to a 10° level spell.

    Soulmelds: A baernoloth can shape soulmelds as a 20° level incarnate, but he has no essentia pool. To acquire essentia, the baernoloth must use its Rend Essentia spell-like ability, baernoloths are adept at draining power out of their enemies in this fashion, and the acquired essentia lasts for one hour, instead of one minute.

    Chakra Binds: A baernoloth can bind his items and soulmelds to any of these chakras: Brow, Hands, Feet, Shoulders, Arms, Crown, Throat, Heart or Soul. It can have up to five bound chakras at any given moment.

    Immunities (Ex): Baernoloths are immune to acid, poison and diseases. When subject to an effect that deals unholy, negative energy or vile damage the baernoloth instead heals hit points equal to one third of the damage that would be dealt. The baernoloth’s own ability to deal these kinds of damage cannot heal him, but he remains immune to the damage from such attacks.
    Last edited by Draken; 2008-09-08 at 04:23 PM.
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    Homebrewing

  24. - Top - End - #84
    Firbolg in the Playground
    Join Date
    Mar 2007

    Default Re: Lords of Creation:Homebrew Section

    Ahnentafal Al’v(High Bred Elf)

    The Ahnentafal Al’v are a subrace of the Playground elves, light where their brothers and sisters are dark, interested in the arcane and mystic arts where their sisters dwell on the powers of nature and night. Ahnentafal Al’v can be found

    Personality: The Ahnentafal Al’v are aloof and impassive to most worldy concerns. Their natural psionic and arcane energies have afforded them a far more self centric world view, which many view as rude, cold, and uncaring.

    Relations: The Ahnentafal Al’v still recall their elders stories of the other races found in the Sacred Glade. Years of arcane study, and power set up in the Xiuan forests have left them little impressed with the other races.

    Alignment: The callous and haughty nature of the Ahnentafal Al’v create a less then nurturing or caring people, the majority of the race either not caring for the battle of good and evil or law or chaos. Neutrality, more akin to apathy, is the most common alignment. In the conclaves of the mage acadamies

    Ahnentafal Al’v Lands: The Ahnentafal Al’v hold a section of the Xiuan forests as their home state. Their cities are set up in a conclave manner, ruled over by a powerful group of mind linked individuals called Caliphs. The Grand Rajh, the single most powerful individual of their country, rules from Atep’Quarshal.

    Religion: The Ahnentafal Al’v worship magic, and the regular elven “pantheon” though magic takes a far higher precedent in their “religious” pursuits

    Language: The Ahnentafal Al’v speak a thick and slow accent of elven. Many of the richer or more arcane minded Ahnentafal Al’v speak through telepathy

    Names:
    Male: Abir, Ahemd, Adiv, Diaab, Halil, Jaali, Mirza, Qadir, Razade
    Female: Adiliah, Afsana, Amira, Civia, Emel, Hilal, Maia, Nahid, Nese


    Ahnentafal Al’v function as standard elves found in the players handbook with the bellow modification. Ahnentafal Al’v lose the racial proficiency with all weapons granted for being an elf

    Medium Creature

    Base Movement Speed: 30 feet

    +2 intelligence, -2 constitution: The Ahnentafal Al’v were created from the wisest and most brilliant minds of the elven race

    Naturally Psionic: A High Bred Elf gain’ 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain the ability through gaining a psionic class

    Inner Mind: When the High Bred elves were created, their minds expanded in an instant, creating an almost duel, and sometimes conflicting second mind deep in their subconscious. These second “minds” often times act as guides or tutors to the High Bred Elf. For all intents and purposes this effect is akin to having gained the Psi-Crystal affinity feat except where noted.

    The second mind acts as a psi-crystal from the list found on page 23 of the EPH, granting the “host” the appropriate skill bonus. The second mind cannot leave their owners general area, but can manifest as a hazy double image of the “hosts” body with the expenditure of 1 power point. The “host” gains the alertness feat for free at first level as if he owned a psi-crystal. High Bred Elves who come into the possession of a psi-crystal must pick the same personality of their second mind, as the crystal itself becomes the container of the second mind. Psi-crystals so inhabited can still manifest a hazy image of the “host” at the cost of 1 power point.

    Favored Class: Illusionist(Wizard) or Telepath(Psion)
    My Current Works


    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

  25. - Top - End - #85
    Ogre in the Playground
     
    DruidGirl

    Join Date
    Aug 2007
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    In the Interwebz
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    Female

    Default Re: Lords of Creation:Homebrew Section

    Enigma's Blight
    Usually Psionic Contact with Enigma, or the Infected, or being in the Maze, Incubation, Instant, Will DC 16
    Primary 1D6 Wisdom Drain, If you fail 4 times, Insanity.


    -----------------------

    Cloak of the Phoenix
    This fiery cloak empowers it's wearer with power, but takes a flaming toll on them. Each round the wearer takes 10D6 fire damage. If the damage would kill the wearer they are reduced to a fine red dusk and cannot be resurrected except by True Resurrection, Wish or Miracle.
    In addition, the wearer receives Fast Healing 100 while wearing the cloak.
    If the user dies form any damage other the fire damage, they explode in a 20D6 100ft radius fireball. And the wearer is resurrected as if they had had a full day's rest, the cloak vanishes back to the middle of the Maze of Enigma.


    "I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”

  26. - Top - End - #86
    Firbolg in the Playground
    Join Date
    Mar 2007

    Default Re: Lords of Creation:Homebrew Section

    The Flow
    The Flow is a region of water, liquid earth, off the coast of Xiua, encompassing the entirrity of the Evad islands, and slightly beyond. While it is a new creation, it has deeply impacted the lives of the local Zarir and Va’Tari.

    Regions and make up of the The Flow

    The Flow is made up of silt, detritus and other biological matter from the surface of the ocean floor, mixed with the powerful divine blood of Xiua’hi. Its latent magic, and abrasive texture make it rather uncomfortable to swim through. Special skims are required to float atop the Over-Flow, making the region dangerous for those who are not native or well read on the region. To make the region even more dangerous, the very “earth” is suffused with magical radiation, causing it to be caustic and abrasive, dealing 1d4 points of damage per 6 turns submerged.

    The Over-Flow: The Over-Flow is less an actual region as it is the above ground surface of The Flow. Here, the land is suffused with powerful magics which allow crops and small forests to grow. The surface is rough, and has the appearance of sandy mud, holding the texture of a thick pudding. It is possible to walk across the Over Flow, but a balance check (DC 40) is required not to fall in and suffer the above penalties.

    The Pockets: The pockets of the Flow are large, cavernous expanses that are filled with air. The creatures that make up the Flow sometimes dwell here, but they are to unstable and short lived for habitation for long periods of time

    The Support of Arms: The lowest, and most magically infused region of The Flow is known as the Support of Arms. Here the very magic of The Flow’s creation runs deep, pooling into powerful nodular creations that pulse and gleam with latent earth magics. The Support of Arms is so named because of its drag and pull on the islands and coast of Xiua which manifiest as ghostly green and yellow giant arms
    My Current Works


    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

  27. - Top - End - #87
    Firbolg in the Playground
    Join Date
    Mar 2007

    Default Re: Lords of Creation:Homebrew Section

    Earth Skim: Wonderous Item

    The Earth Skims are a series of powerful metal and wood slates that are placed on the underside of boats to allow them to pass freely over the surface of the water. The creation of the Earth Skims are closely guarded by the Va’Tari and Zarier and only a few other powerful nations, such as the Grin, has access to it. Larger ships require larger, often times far more complex Earth Skim set ups to allow them to navigate the Flow.

    Cost: Small: 4,000 gp, medium: 15,000, Large: 40,000

    Creation: Craft Wonderous Item: Levitate, Bears Endurance
    My Current Works


    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

  28. - Top - End - #88
    Ogre in the Playground
    Join Date
    Apr 2006
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    Akron
    Gender
    Male

    Default Re: Lords of Creation:Homebrew Section

    (work in progress)

    Sovereign Alchemist


    "Quote." ~Quoter

    HD: d6

    Prerequisites:
    Any chaotic alignment
    Able to cast third level spells
    Craft (Alchemy) 8 ranks
    Special: Must have learned the craft from artisans in the Sunfire Hearth

    Skills:
    Class Skills: Concentration (Con), Craft (Int), Knowledge (arcana, planes, religion) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points: 2 + Int

    Class Abilities:
    Weapon and Armor Proficiencies: Sovereign Alchemists gain no additional weapon or armor proficiencies.

    Mystic Investment: A sovereign alchemist can designate one of his spellcasting slots to improve his craft for one week. A second level spell slot doubles his weekly Craft (Alchemy) check, a fourth level spell slot triples his weekly check, up to times five with an eighth level spell slot. While the slot is used this way, no spells can be cast through it. Once the decision is made at the beginning of the week, it cannot be undone until the check would be made.

    Sunfire Fortitude: Exposure to the perils of the Sunfire Hearth warps all who travel it; those who profess in it are even further affected. A sovereign alchemist no longer needs to eat at first level, sleep at second level, breath at third level, is immune to poison at fourth level, and gains immune to acid damage at fifth level.

    Master Alchemist: As a standard action, a sovereign alchemist can use identify, detect magic, and legend lore to identify the contents of a potion or alchemical substance.

    Improved Brewing: Advanced training lets sovereign alchemists create potions and oils for spells up to 4th level.

    Distillations:
    Distillations are special works of alchemy that can only be harnessed by Sovereign Alchemists.

    Sovereign Acid (Ex): Sovereign acid is a very destructive alchemical creation that can break down nearly anything worth destroying. As a standard action, he can splash the vile acid on a target within 20 feet with a successful ranged touch attack; if hit, the acid deals 1d4 acid damage per class level and overcomes two points of hardness per class level on objects.

    Frost Powder (Ex):

    Class Name
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    ||+1 spellcasting level

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    ||+1 spellcasting level

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    ||+1 spellcasting level

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    ||+1 spellcasting level

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    ||+1 spellcasting level

    6th|
    +3
    |
    +5
    |
    +2
    |
    +5
    ||+1 spellcasting level

    7th|
    +3
    |
    +5
    |
    +2
    |
    +5
    ||+1 spellcasting level

    8th|
    +4
    |
    +6
    |
    +2
    |
    +6
    ||+1 spellcasting level

    9th|
    +4
    |
    +6
    |
    +3
    |
    +6
    ||+1 spellcasting level

    10th|
    +5
    |
    +7
    |
    +3
    |
    +7
    ||+1 spellcasting level

    [/table]
    Last edited by Maerok; 2008-10-14 at 05:58 PM.

  29. - Top - End - #89
    Ogre in the Playground
    Join Date
    Apr 2006
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    Akron
    Gender
    Male

    Default Re: Lords of Creation:Homebrew Section

    (PM me if you have a way of making this concept work better)

    Manicborn

    "I know nothing. I am nothing. Nothing but a bad dream." ~Atrocity

    The manicborn are awakened passions that usually run amok in the Playground. Each embodies a specific principle or way of life and will either try to further that idea or simply try to live as best it can.

    Manicborn Statistics

    The manicborn template can be applied to any living, sentient creature.

    Size and Type: Size remains unchanged. Type becomes Outsider (Chaotic).

    Hit Dice: A manicborn creature has virtual hitdice; it cannot make any creature of greater HD into a host. All references to HD below refer to these virtual HD.

    Armor Class: Gains a +1 inherent bonus to AC and an additional +1 per 4 virtual HD.

    Bonus Feats: A manicborn has one bonus feat plus one more per 4 virtual levels; any prerequisites must be fulfilled within this group (to gain Diehard, it must have Endurance as well). The base creature has access to all these feats.

    Special Qualities:
    Symbiosis (Su): A manicborn has the ability to take over another creature's physical form for its own purposes (this works like magic jar, with the host as the receptacle). When its host is slain by another, the attacker must succeed on a DC 10 + virtual HD Will save or become a new host for the manicborn. If the save is successful or the attacker is beyond 30 feet, the manicborn dies as well. Barring unnatural circumstances, a host will age at one-tenth the normal rate and survive almost indefinitely. A manicborn can suspend or resume control of the host as a swift action.

    Telepathy (Su), with the host, at will

    Bend Form (Su): A manicborn shapes reality around its host to provide a more suitable look. A DC 20 Spot check or true seeing can identify the host or recognize a particular motif in the spirit's guise that it might share between each host, but for all intents and purposes this self image is actuality. It provides no mechanical advantage.

    Paraphernalia (Su): A manicborn is created with a specific repository of items that are important to it; these items occupy an extra-dimensional space and can be taken out as a move action. As it moves between hosts, this space is always available.

    Immunities:
    Immune to polymorph and mind-affecting effects.

    Abilities:
    Charisma +2, Wisdom -2

    Skills:
    +4 to any two skills relevant to the manicborn's ideology

    Alignment:
    Usually chaotic

    CR Adjustment:
    +2 (+1 per four virtual HD)

  30. - Top - End - #90
    Barbarian in the Playground
     
    String's Avatar

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    Awesome Avatar by Qwernt

    Default Re: Lords of Creation:Homebrew Section

    Stormking

    [spoiler]Hit Dice
    d8

    Requirements
    To become a Stormking, you must fulfill all the following criteria.
    Deity: Khakom
    Alignment: Nonlawful
    Skill: Knowledge (Nature) or Knowledge (Religion) 4 ranks
    Feats: Weapon Focus (caman, club or any mace)
    Spellcasting: Must be able to cast divine spells of 3rd level or above.
    Special: Must have been struck by lightning, either magical or mundane, and survived.

    Class skills
    The Stormking’s class skills (and the key ability for each skills) are: Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (Nature) (Int), Survival (Wis), and Swim (Str).

    Skill Points per Level
    2 + Int modifier

    {TABLE]Level| Base Attack Bonus | Fortitude | Reflex | Will | Special Abilities | Spellcasting
    1|+0| +2 | +2| +0|Storm Spell Power| -
    2|+1|+3|+3|+0|Shock Weapon, Resistance to Electricity 10| +1 level of existing divine casting class
    3|+2|+3|+3|+1|Storm Walk| + 1 level of existing divine casting class
    4|+3|+4|+4|+1|Eye of the Storm| +1 level " " " " "
    5|+3|+4|+4|+1| Thundering Weapon| +1 yadda yadda
    6|+4|+5|+5|+2| Resist Sonic 10| +1 yadda yadda
    7|+5|+5|+5|+2| Shocking Burst Weapon| +1
    8|+6/+1|+6|+6|+2|Eye of the Storm 30-foot Radius| +1
    9|+6/+1|+6|+6|+3|Stormrage 1/day| +1
    10|+7/+2|+7|+7|+3|Body of the Storm| - [/table]


    Class Features
    The following are the class features of the Stormking.

    Weapon and Armor Proficiency
    A Stormking gains no new armor or weapon proficiencies.

    Storm Spell Power
    You are truly skilled in the use of spells that wield the power of the stormy seas. Any spell you cast that has the air, electricity, sonic, or water descriptor is cast at +2 caster level.

    Shock Weapon
    Any melee bludgeoning weapon you use is treated as a shock weapon (dealing 1d6 extra points of electricity damage). This stacks with any other enhancements it may have, including shocking.

    Spellcasting
    At every Stormking level except 1st and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a stormking, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    Energy Resistance
    At 2nd level, you gain some resistance to the power of lightning, granting you Resistance to Electricity 10. At 6th level, you gain Resistance to Sonic 10

    Storm Walk
    Beginning at 3rd level, a stormking can walk, ride, or fly through storms (natural or magical) at his normal movement rate, completely unaffected by high winds, pounding precipitation or waves, objects driven by winds (which always seem to miss), great claps of thunder, natural bolts of lightning, or any other natural symptom of Khakom’s will.

    Eye of the Storm
    Even in a storm, the winds whipping around you seem to leave you unaffected. Beginning at 4th level, you ignore the penalties associated with Listen checks due to high winds and spot checks due to rain or precipitation. Actions that are impossible in high winds (such as using ranged attacks in winds above 50 mph) are still impossible. At 8th level, you gain the ability to share this protection with any number of allies within 30 feet. Granting (or removing) this benefit from any number of allies is a free action.

    Thundering Weapon
    At 5th level, any melee bludgeoning weapon you use is treated as a thundering weapon. This stacks with any other enchantments the weapon may have, including thundering, or the Shock Weapon or Shocking Burst Weapon class features.

    Storm Ride

    Shocking Burst Weapon
    At 7th level, any melee bludgeoning weapon you use is treated as a shocking burst weapon. This stacks with any other enchantments the weapon may have, including shocking burst, or the Shock Weapon and Thundering Weapon class features.

    Stormrage
    At 9th level, you may cast the spell Stormrage (Complete Divine pg. once per day as a spell-like ability.

    Body of the Storm
    At 10th level, your mastery of the power of the storm is complete, and you take on some semblance of a Storm Elemental. Your body takes on a dark, cloudy appearance, your form sometimes even becoming partial cloud, imposing a 20% miss chance on attacks made against you. Miss chance from any other source supercedes this. Your resistances increase to resistance to electricity 30 and resistance to sonic 30, respectively. You gain a fly speed of 60ft (perfect). This supercedes any lesser flight you have through other means. In addition, once per minute as a full-round action that provokes attacks of opportunity, you may emit a blast of thunder coupled with a bolt of lightning. The thunder deals sonic damage equal to 1d8/two levels of Stormking to all creatures within 60 feet of your position. A fortitude save (10+your Stormking level + your Constitution modifier) halves this damage. The lightning is a 120-foot line that deals electricity damage equal to 1d6/level of Stormking. A reflex save (10+your Stormking level + your Dexterity modifer) halves this damage.
    Last edited by String; 2008-10-08 at 08:48 PM.
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