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  1. - Top - End - #121
    Dwarf in the Playground
     
    DaBull's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    Build-A-Lizard(!)
    Scylgris creation template...
    Props Vadin for putting down the core idea for this.


    Step 1: Choose Size Class
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    Small
    +2 to Search, Spot, and Listen
    Speed 20'
    Natural Attacks: Claws (1d3 x 2) Bite (1d4)
    Medium
    Bonus Feat
    Speed 30'
    Natural Attacks: Claws (1d4 x 2) Bite (1d6)
    Large
    +1 Natural Armor Bonus
    Speed 40'
    Natural Attacks: Claws (1d6 x 2) Bite (1d8)


    Step 2: Choose Ability Modifiers
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    +2 to 2 Ability Scores, -2 to 2 Ability Scores
    The Same Ability May Not Be Selected Twice


    Step 3: Choose Features
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    Pick One:
    Skill Bonus
    +2 Bonus to Two Skills
    Speed Increase
    +10' to Base Land Speed
    Natural Weapon Damage Increase
    Increase Natural Weapon Damages By One Die Type
    Natural Armor Increase
    Increase Natural Armor Bonus +2


    Feat Tiers
    Feat Tiers are special racial feats which can be taken later to further increase the specific abilities that a character has. These feats have a specific level requirement at each level (thus "tiers").

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    2nd Tier - Require at least 5 HD(1 Above Normal Feature)

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    Improved Skill Bonus
    Requires Skills Bonus Feature
    Grants an additional +2 to each skill chosen for increase at creation of the character.

    Improved Speed
    Requires Speed Increase Feature
    Grants an additional +10' to Base Land Speed. If character has the Barbarian class skill, Base Land Speed increase for this feat is replaced by a +1 Dodge Bonus to AC as long as the character is wearing light or no armor.
    Swimming Enhancement
    Requires Speed Increase Feature
    Allows the character to move his or her entire Base Land Speed while swimming as a full-round action. As a normal move action, he or she may take half Base Land Speed.
    Wings
    Requires Speed Increase Feature
    Allows the character flight with a speed increment of 10'/10'.

    Improved Damage
    Requires Natural Weapon Damage Increase Feature
    Increases Natural Attack damages by one die type.
    Improved Lethality
    Requires Natural Weapon Damage Increase Feature
    Increases the critical threat range and critical modifier of natural weapons by one each.

    Improved Resilience
    Requires Natural Armor Increase Feature
    +1 DR


    3rd Tier - Require at least 10 HD

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    Clever
    Requires Skill Focus in one of chosen skills, Improved Skill Bonus
    You may use half your level in place of skill ranks for all skills.
    Masterful Skill
    Requires Improved Skill Bonus
    Bonus to skills from ability modifiers is multiplied by 1.5

    Swift
    Requires Run, Improved Speed
    Character gains Spell-Like Abilities Jump and Expeditious Retreat with a combined uses per day equal to the character's Dexterity modifier and a CL equal to the character's HD
    Masterful Speed
    Requires Improved Speed
    Gain half your Dexterity bonus as a Dodge Bonus to AC which stacks with the possible Improved Speed bonus and the character's normal Dexterity bonus to AC


    There shhhall be ssseveral othersss in the third-tier featsss, but I mussst sssleep for thisss moment...

    Also, Prestige Class descriptors in the oven!
    Last edited by DaBull; 2008-10-26 at 10:15 PM.
    You will be confused.

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    Lords of Creation:
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    Currently In: LoC 5: New Beginning(s)
    Previous Participation: LoCitP (Albatrix) and LoC:CoA (Sulmur)

    DR/WS: 3/0
    Mights: 2 all
    AP:3
    Domains: Dimensions
    Divine Actions:
    Created the Second Dimension
    Created the Material Plane within the Second Dimension

  2. - Top - End - #122
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    Default Re: Lords of Creation:Homebrew Section

    Warpriest of Grimys Prestige Class

    Requirements
    • Potential to deal at least ten points of lethal damage with a single, non-critical unarmed attack
    • Heal 5 Ranks, Knowledge (Religion) 10 Ranks
    • Must worship Albatrix


    The Warpriest
    {TABLE]Level|Base Attack|Fort|Ref|Will|Special|Unarmed Damage|Armor Check Penalty Reduction
    1|+1|+1|+1|+1|Divine Destiny|+d4|as normal
    2|+2|+1|+1|+1|Bonus Feat, Leadership|+d4|-1
    3|+3|+2|+2|+2|Soulbind(1)|+d6|-1
    4|+4|+2|+2|+2|Bonus Feat, Lay on Hands|+d6|-2
    5|+5|+3|+3|+3|Soulbind(2)|+d8|-2
    6|+6|+3|+3|+3||+d8|-3
    7|+7|+4|+4|+4|Soulbind(3)|+d10|-3
    8|+8|+4|+4|+4|Soul Transferrence|+d10|-4
    9|+9|+5|+5|+5|Soulbind(4)|+d12|-4
    10|+10|+5|+5|+5|Mastered Destiny|+d12|-5[/TABLE]

    Features
    • 2 + Int Mod Skill Points/Level
    • Class Skills: Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Diplomacy (CHA), Heal (WIS), Jump (STR), Knowledge (religion) (INT), Listen (WIS), Profession (WIS), Sense Motive (WIS), Spot (WIS), Swim (STR), and Tumble (DEX)
    • Hit Die d10
    • Divine Destiny At 1st Level, a Warpriest of Grimys recieves a goal related to or in the interests or values of either Albatrix or Scalykind as a whole. In the transcendant contact with the divine that begins the training of a Warpriest, Albatrix guides certain memories and ideas to enter a Warpriest's head that will help he or she to achieve their set goal. This goal should be something large, such as find an aritfact hidden somewhere in the entire world, or defeat an infamous lich who has reached almost mythic standing. The Warpriest gains a +2 Foresight bonus to all checks directly related to achieving that goal. This goal can be decided by the player or the GM at the GM's discretion, and can also optionally be kept secret from the player, though hints should be provided when the bonus is triggered.
    • Unarmed Damage Warpriests learn to use their unarmed attacks with deadly force, dealing blows with the force of warhammers that can rend even stone or steel. The unarmed damage bonuses marked in The Warpriest table are rolled in addition to any other damage that a character would normally deal with an unarmed attack, and the bonus stacks with feat-derived or monk unarmed damage increases.
    • Armor Check Penalty Reduction Warpriests are trained extensively in the use of heavy armor, largely negating the effects of all but the heaviest armor. Warpriests, starting at 2nd Level, reduce the Armor Check Penalty for he armor they are wearing by one. This increases by one at 4th, 6th, 8th, and 10th level.
    • Leadership Warpriests gain the Leadership feat free at 2nd level.
    • Lay on Hands At 4th Level, Warpriests gain the ability Lay on Hands as Paladins, except Lay on Hands cannot be used to damage undead.
    • Soulbind Warpriests are trained to assist the accumulation of lost spirits of the Scylgris to Grimys. Beginning at 3rd Level, Warpriests may take into themselves a willing spirit. This may obtained from a ghost or from the body of a person at the instant of their death on a successful Constitution check DC 5+(spiritHD/2) The Warpriest gains bonus to one skill which the spirit has ranks in equal to the number of skill ranks of the spirit in that skill divided by two (rounded down), up to a +4 bonus. At 5th Level, the number of spirits that may be held increases to 2. At 7th it increases to 3, and at 9th it increases to 4. These spirits may be released at will, and may not be held against their will.
    • Soul Transference At 8th Level, Warpriests gain the ability to transfer Soulbound spirits from one body to another. The Warpriest must be either giving or recieving the spirit, but may recieve from another who does not have the Soul Transference ability. Doing this requires a successful Constitution check DC 7+(spiritHD/2). Additionally, spirits may be sent into a dead body, which is not undead and does not otherwise hold any sort of spirit already, on a check of the same difficulty, and will take possession of that body. But, if that body was damaged in some way, the body will re-enter life in the same condition, and with the same health as it had just before it died the first time, and must be healed immediately or it will expire again.
    • Mastered Destiny Warpriests eventually reach a point of transcendence, at which they fully realize their Divine Destiny and fully attune themselves to it. At 10th Level, a Warpriest, in addition to the Foresight bonus to all checks related to their Divine Destiny, now count as having the spell Foresight cast on them at all times when they are directly pursuing their Divine Destiny.


    Edit: Better?
    Sorry about the construction... I accidentally hit the post button...
    Last edited by DaBull; 2008-10-27 at 04:14 PM.
    You will be confused.

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    Lords of Creation:
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    Currently In: LoC 5: New Beginning(s)
    Previous Participation: LoCitP (Albatrix) and LoC:CoA (Sulmur)

    DR/WS: 3/0
    Mights: 2 all
    AP:3
    Domains: Dimensions
    Divine Actions:
    Created the Second Dimension
    Created the Material Plane within the Second Dimension

  3. - Top - End - #123
    Firbolg in the Playground
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    Default Re: Lords of Creation:Homebrew Section

    OK....lets not have such big text.
    My Current Works


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

  4. - Top - End - #124
    Ogre in the Playground
     
    Copacetic's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    Quote Originally Posted by Innis Cabal View Post
    OK....lets not have such big text.
    REALLY? OH DRAT!
    Not forgetting Yldenfrei and the wonderful avatar she made.

  5. - Top - End - #125
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    Default Re: Lords of Creation:Homebrew Section

    Vuleii
    Created by Ferru'Dar

    Ferru'Dar wished for civilization and thus he made the Vuleii to be his chosen advocates and preservers of civilization. By fusing the pure divine memorial energies of his flesh with the primordial essence of the planes he created the Heart of Ferru’Dar. The Heart of Ferru’Dar cascaded itself over The Flawless Peaks and the divinely-enriched ground of the Flawless Peaks breathed life into each shard. This gave birth to the Vuleii, their bodies made from the very planes and their memories born from those of ages past.

    Personality: A Vuleii’s personality vary depending on the lineage of divine memories that course through them. Generally they are very accepting and open minded people although they hold a reverence to civilization and laws in general, although not those that they perceive as corrupt laws. Generally a Vuleii never holds a great interest or reverence for nature and rarely ever chose to become a rangers or druids.

    Physical Description: Vuleii are tall and graceful humanoids and an average Vuleii stands from 6ft-7ft tall and one is never shorter than 5’8”. Every Vuleii has two differently colored eyes and one is generally a deep red while the other can be any color. Other than these aforementioned traits, each Vuleii varies based on the lineage of divine memories that run through them. Every Vuleii is born with their bodily traits for life, if a Vuleii is born with long, black hair and pale skin, they retain those for life. If a Vuleii comes out of the womb bald and with a goatee, they will remain bald for all their lives. Even if a Vuleii shaves off their beard or hair it will re-grow after they take an extended rest. Of course their hair grows relative to the age of the Vuleii but only if they have it and it will always grow back, as long as a Vuleii doesn’t die. A Vuleii can have any length of hair and of any color, even outrageous and unexpected ones, and their skin tone can range from borderline albino to a dark tan although an average Vuleii generally has a light tan. Just like all other physical features this skin tone never changes, not even after prolonged exposure to a desert sun.
    On the chest of every Vuleii is a circle of arcane runes with a flawless ruby peeking out of the the center. This ruby is the heart of the Vuleii and contains his inner fire and is their only internal organ.

    Relations: Vuleii generally get along extremely well with other races. Even if they are not devout followers of Ferru’Dar, they have been taught by their families to be accepting of other races for everyone has a niche in civilization.

    Alignment: Usually any kind of lawful or neutral. Evil or Good it matters not.

    Vuleiian Lands: Vu’Xiang is the capital of the Vuleiian Empire and their influence is ever spreading, bringing with it Civilization. A small number of “Fallen” Vuleii have assimilated with the Chosen of the Sand.

    Religion: All Vuleii are allowed to revere whatever gods they chose but regardless of their chosen deity, a Vuleii has been raised on the principles of Ferru’Dar and at the very least respects him, even if they do not pay their respects.

    Language: Vuleii speak archaic Vuleiian and common.

    Names: Vuleiian names are generally orientalized and if they have more than one syllable they generally have an apostrophe after the first syllable. Many names include the syllable “Vu” because in archaic Vuleiian it means “Flawless”.
    Rihn, Vu’Fahr, Xi’luo, Jiahn, Zhi’Fahn, Long’guo, Vu’Quan, Hi’Dahn.

    Adventurers: Vuleii generally take on frontline or striker roles. They either use their mobility and natural dexterity to strike hard and fast or stand at the frontlines and take the blows. Either way they generally are fighters.

    Vuleiin Racial Traits
    Vuleii possess the following traits

    • Medium size

    • +2 Dexterity, +2 Constitution, -2 Strength 
Vuleii are graceful and have bodies made from the planes but their muscles are light and weak.

    • Base Land speed: 40ft - A Vuleii’s Planar metabolism allows them to move with great haste.

    • Inner Fire: The heart of any Vuleii is their inner fire, it supplies their life force and acts as all their internal organs at once. This inner fire is quite literally a divine fire and a Vuleii has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. This inner fire also means that a Vuleii can eat or drink any combustible to feed themselves and does not require water to survive and therefore do not sweat. Therefore any effect that involves dehydration or the use of a creatures bodily fluids does not effect a Vuleii. The inner fire also grants a Vuleii their Planar Metabolism

    • Planar Metabolism: The inner fire of a Vuleii gives them an unnaturally fast metabolism. This metabolism grants them several bonuses and disadvantages.
      Any poison that affects a Vuleii spreads through their body quickly and is dispelled equally as fast. A Vuleii takes a -2 penalty to any initial fortitude check against poisons and this initial check always occurs immediately. Additionally, the duration till a secondary check(if there is any) is made is cut in half however this check has a +2 bonus. Additionally the duration of any poison is cut in half.
      A vuleii eats A LOT however they can eat anything that is combustible: tree bark, shrubs, leather, a wooden weapon, all these can be eaten by a Vuleii(they still have taste buds though). They must eat either a full meal every 4 hours or a sufficient snack every 2 hours or become fatigued. Eating or drinking any extremely combustible material or liquid such as vodka, oil, or gunpowder acts as a meal/snack at +2 the hours, ex. a swig from a flagon of Vodka or a bottle of oil allows the Vuleii to go without eating for 4 hours and a meal of gunpowder and ale lets a Vuleii go for 6 hours without eating. If a Vuleii goes without nourishment for 8 hours they become exhausted. Eating a snack in this state will make a Vuleii fatigued and eating a meal will remove this status. If a Vuleii goes for 12 hours without eating they will begin dying from starvation. Before they start dying a Vuleii may take one action to eat whatever combustible material is within reach and become exhausted rather than dying. When in any hot environment such as a desert or volcanic islands any of the durations between eating are at an additional +2 hours. When in a cold environment these durations are at an additional -1 hours. Ex. A Vuleii that eats a meal in a desert does not need to eat for another 6 hours and if that meal was composed of highly combustible materials or liquids then they do not need to eat for another 8 hours.
      ((Table Coming Soon))
      If a Vuleii is played in a system that includes action points then a Vuleii starts with one extra action point however this action point and all other action points fade if the Vuleii becomes fatigued due to not eating.
      A Vuleii only needs 4 hours of rest to receive the same benefits of an extended rest.

    • Grace of War: All Vuleii consider any weapon with “Vuleiian” in the name as martial weapons rather than exotic.

    • A Vuleii gains a +2 bonus to any diplomacy check

    • Planar Body: As long as a Vuleii is not fatigued, exhuasted, or dying due to lack of eating the Vuleii has a +1 natural armor.

    • Favored Class: Fighter


    Subraces

    Ferruiin
    Yin'Darrian


    Edit: I was hoping to keep it at a Level Adjustment:0 by balancing the +2 dex with the cold vulnerability. It really doesn't fit their character to have any negatives to int, char, or wis. I would appreciate any suggestions on how to balance the Vuleii to a Level Adjustment:0
    Last edited by Fierywasabi231; 2008-10-27 at 08:23 PM.
    Seriously. Do it.

    Life is hard, life is harder when you're stupid
    Monkey Sword Fight!
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  6. - Top - End - #126
    Ogre in the Playground
     
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    Default Re: Lords of Creation:Homebrew Section

    Beastborn (Template)

    The monster had been infused with the essence of Labyrinth, or one of the monster's parents was a beastborn.

    Beastborn Statistics

    The beastborn template can be applied to any living creature except for a member of the beastborn race or a creature that already has the template applied to it.

    Size and Type: Size and Type are unchanged.

    Hit Dice: A beastborn creature gains no additional HD.

    Armor Class: No change

    Special Attacks: None

    Special Qualities:
    Darkvision: The creature gains darkvision at range equal to its normal vision and low-light vision out to twice that far.

    Magic Resistant: Beastborn gain a +1 bonus on saving throws vs. spells and spell-like abilities.

    Immunities: None

    Abilities:
    +2 Strength or Wisdom, +2 Constitution or Dexterity

    Skills:
    +2 to hide, move silently, and intimidate

    Alignment:
    No change

    LA:
    +1


    Beastborn Feats

    Heavy Weapons
    Prerequisite: Must be a beastborn
    Benefit: A beastborn can wield a two-handed melee weapon in one hand, and can treat a one-handed melee weapon as a light weapon
    Last edited by Vadin; 2008-10-30 at 09:33 PM.
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  7. - Top - End - #127
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    Default Re: Lords of Creation:Homebrew Section

    Hmm, not sure how a +6 to stats, the monkey grip feat sans the attack roll penalties, dark vision, and magic resistance can be justified by an LA:+1
    Just saying.
    Seriously. Do it.

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  8. - Top - End - #128
    Ettin in the Playground
     
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    Default Re: Lords of Creation:Homebrew Section

    It's too weak for +2 I am afraid. But it sure is too strong for +1.

    Bring the bonus to strenght or wisdow down to +2 as well, remove the heavy weapons part and give natural armor and improved speed maybe. Make the heavy weapons part a racial feat Vadin (Monkey Grip 2.0, beastborn only), make other racial feats as you see fit.
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    Homebrewing

  9. - Top - End - #129
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    Default Re: Lords of Creation:Homebrew Section

    Not a bad idea Draken. I think I'll do just that.
    Avatar by Linguini


  10. - Top - End - #130
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    Default Re: Lords of Creation:Homebrew Section

    Ah, much better.

    Anyway, here's the the Ferruiin:

    Ferruiin Vuleii
    Created by Ferru'Dar

    Diversity is key, no one being is flawless. Adhering to this principle, one of the fundamental beliefs of his dogma, Ferru’Dar created the Ferruiin and the Yin’Darrian to compensate for the Vuleii’s failings. Ferru’Dar infused the bodies of the Ferruiin with the strength of metal and their inner fire with the resolve of the earth. They were made them to compensate for the Vuleii’s naturally weak muscles with the strength of body and will.

    Personality: Ferruiin are blunt and to the point, they never beat around the bush and they are never afraid to express their emotions or comment on others emotions. They are loyal and reliable individuals and have a resolute will; if they say they will do something they will do it. They have a strong sense of community and camaraderie and would rather die than sell out a friend or leave an objective unfinished.

    Physical Description: Ferruiin look like other Vuleii except their skin tone is generally a light to dark tan and one of their eyes is a metallic color rather than a red. Infact that eye is made of whatever metal it’s color is rooted from. Their build is also much more muscular than a regular Vuleii and their hair is normally a dark color and is either short or bald. Like other Vuleii, these features never change their entire life even if they live in the desert for years or shave their head, the hair will just grow back to the same length the next day.
    On the chest of every Ferruiin is a circle of arcane runes with a flawless onyx or garnet peeking out of the the center. This stone is the heart of the Vuleii and contains his inner fire and is their only internal organ.

    Relations: Ferruiin get along well with other Vuleii and other races who align themselves with the earth, such as dwarves. However, their blunt attitudes can ruin unintentionally relationships with other people not of a like-mind.

    Alignment: Usually any kind of lawful or neutral. Evil or Good is irrelevant.

    Feruiin Lands:Same as the Vuleii, however Ferruiin normally reside in forges or mines. They have an affinity with the earth and metals and enjoy living near it.

    Religion: Same as a Vuleii although they also revere, or at least respect, Xiua’hi.

    Language: Ferruiin speak archaic Vuleiian and common.

    Names: Same as Vuleii although their names normally include the syllable “Di” because it means earth in archaic Vuleiian.

    Adventurers: Most Ferruiin either work in mines, quarries or forges. If not they are generally adventurers and almost always take on a frontline role, taking advantage of their strength and resilience and defending their allies.

    Ferruiin Racial Traits
    Ferruiin possess the following traits:

    • Medium size

    • +2 Strength, +4 Constitution, -4 Charisma, -2 Dexterity
Ferruiin possess the strength of the earth and the resilience of the earth and the planes but have blunt personalities and the agility of a boulder.

    • Base Land speed: 30ft although they can move at this speed even when wearing medium or heavy armor or carrying a medium or heavy load.

    • Inner Fire: The same as a Vuleii

    • Planar Metabolism: The same as a Vuleii however Ferruiin eat dirt, rocks, and other earthen objects rather than combustibles.

    • Vuleiian Heritage: A Ferruiin consider any weapon with “Vuleiian” in the name as martial weapons rather than exotic.

    • Imposing stature: A Ferruiin can use their constitution bonus rather than their charisma bonus for intimidation checks.

    • A Ferruiin suffers a -2 penalty to any diplomacy check.

    • Strength of body and mind: A Ferruiin gains a +2 bonus to any fortitude and will checks.

    • Eye of Ferrus: A Ferruiin has an eye made of a magical metal called the Eye of Ferrus. It confers a +1 bonus to spot and search checks and the stonecunning ability, the same as the dwarven ability.

    • Planar Body: As long as a Ferruiin is not fatigued, exhuasted, or dying due to lack of eating the Vuleii has a +2 natural armor.

    • Favored Class: Fighter


    Subraces
    They are a subrace of the Vuleii. -.-

    I need some help balancing them, and all my races for that matter, like maybe some examples on appropriate disadvantages I could give them. LAs are really annoying. Thanks in advance.
    Seriously. Do it.

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  11. - Top - End - #131
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    Goblin

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    Default Re: Lords of Creation:Homebrew Section

    Behold! The Trade Domain, Reinvisioned


    The Trade domain arises from desire to conduct profitable business and earn a living through buying and selling goods for profit. As such, the domain spells in general work towards this aim.

    Domain power: +10 Competence bonus on Profession checks made to earn a living (but not checks to accomplish a specific task).
    Appraise becomes a class skill.

    Domain Spells
    1. Comprehend Languages - grants the ability to understand languages
    2. Suggestion - influence course of activity
    3. Tongues - power to speak and understand languages
    4. Glibness - speech becomes more fluent and believable
    5. Fabricate - convert material of one sort into a product of the same material
    6. Mass Suggestion - suggestion en masse
    7. Teleport object - like Gr. Teleport, on an object instead of caster
    8. Mind Blank - The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts.
    9. Discern Location - Reveals exact location of creature or object.

    Tell me what you think.
    Kira desu

  12. - Top - End - #132
    Firbolg in the Playground
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    Default Re: Lords of Creation:Homebrew Section

    Its actually...pretty weak....I prefer the old one honestly
    My Current Works


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

  13. - Top - End - #133
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    EvilClericGuy

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    Default Re: Lords of Creation:Homebrew Section

    Sandbending: Loc stile


    Sand Shield
    Base DC: 15
    As a move action, this technique creates several thin bands of sand that swirl and twist around the Sandbender, helping to deflect incoming attacks. The sand does not make it harder to see the Sandbender, but it grants her a +4 deflection bonus to her AC. Maintaining the Sand Shield for more than two rounds gives a -4 penalty to all Sandbending checks until the Sandbender ends the seed, increasing by -1 every two turns. If this penalty actually causes an Sandbender to fail a Sandbending check, she may choose to end the seed and remove the penalty at that time. A Sandbender can concentrate on maintaining this seed as a Swift action. Their must be at least a handful of sand within the Sandbender's bending range for this technique to be accomplished.

    Dust Devil

    Base DC: 20
    By manipulating the sand the Sandbender creates a whirlwind made entirely of sand and loose dirt. The Dust Devil is 5 feet in radius and 5 feet in height. 5 feet may be added to the height or width by adding +4 to the DC. Anytime a Dust Devil enters a creatures square, that creature takes 2d6 damage, Sandbender's base movement with good maneuverability and may move it as a swift action. The Swirl Sand’s base must always be touching the ground. The Sandbender must concentrate on a Dust Devil to keep it active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Dust Devil collapses into normal sand. Creatures within the Swirl Sand have concealment, while those on the other side have total concealment.The Dust Devil is also used to power the Sand Skids sailed by Sandbenders.

    Wall of Sand
    Base DC: 15

    The Sandbender causes a small wall of churning sand to shoot out of any large amount of sand within her bending range as a standard action. The wall is 1 inch thick, plus one more inch per every 2 points by which the Sandbending check exceeds the DC. The wall’s area is one five-foot square, but the Sandbender can add another such square by increasing the Sandbending DC by +4. Or, you may double the walls area by halving its thickness. The wall may be moved with another Sandbending check at the base DC. The Sandbender pushes the wall back 20 ft in a straight line, plus another 5 ft for every 4 points by which the Sandbending check exceeds the DC. The Sandbender must maintain Concentration to keep the churning wall of sand active. The Sandbender must make a Concentration check (DC 10+damage taken) whenever he takes damage from an attack. If the Sandbender is unable to maintain Concentration for any reason the Wall of Sand collapses into normal sand.The wall cannot be made so that it occupies the same space as a creature. No form of attack can be made to harm a Wall of Sand directly, but each 5ft section has 2 hit points per inch of thickness for determining whether an attack passes through it. It essentially absorbs damage, so attacks must deal more damage than the wall has hit points to have any effect on a target on the other side of the wall.
    Breaches in the wall close immediately after the attack that passes through. The sand blocks line of effect, and creatures on opposite sides have total concealment from one another. Moving through the wall requires a strength check (DC 10+ creators Sandbender levels). Those who fail must stop in the space from which they attempted to enter the wall. Any creature that attempts to pass through a Wall of Sand must also make a Reflex save (DC 15) or be blinded for 1d4+1 rounds. A creature passing through the roiling wall does not leave a usable breach for others. All flames are extinguished if carried through the wall.

    Control Sand
    Base DC: 10
    Area: Dust or sand in a volume of 10
    ft./level wide by 10 ft./level long
    by 2 ft./level deep
    Duration: Concentration
    Saving Throw: None; see text

    Depending on the version you choose, control sand raises or lowers fine particles of material, such as dust or sand. For either version, the Sandbender can reduce one horizontal dimension by half and double

    the other horizontal dimension.
    Lower Sand: This effect causes sand to reduce its depth by as much as 2 feet per caster level, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression whose sides are up to 10 feet long per caster level. In extremely large and deep sand piles, such as a sand dune, the spell creates a pit that sweeps creatures downward (without dealing damage), putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
    Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.

    Flaywind Blast

    Base DC: 25
    The Earth Bender can cause a fistful of sand to spray with enough force to strip flesh from bone and scour surfaces in a 20ft cone shaped burst. Any one within the area takes 1d8 points of damage per 2 Sandbender levels (Maximum 10d8) with a Reflex save for Half damage (DC 16+ Wisdom Modifier). Do not divide damage from Flaywind Blast by four when applying it to objects.

    Wave of Sand

    (Base DC: 15)

    Breaker: The wave created by this seed travels in a straight line from within the sandbender’s bending range as a standard action, and can move 10 ft per level of the sandbender. The wave initiates a bull rush against any creatures in its path, counting as a Large creature (with a 10-foot face) with a Strength score equal to the bender’s Wisdom score+2 for the purposes of resolving bull rush attempts. The sandbender may increase the wave’s size to Huge (Giving an additional +4 size bonus and a 15-foot face) by adding +10 to the DC. A sandbender may try to turn the wave 45 degrees two times during its motion, but because of the great mass of sand used; each requires another sandbending check at the same DC as the one to make the wave turn. Any creature pushed back more than 10 feet by the wave is also knocked prone. The sandbender may move with the wave at its crest, ending her movement wherever the wave moves.

    Transport: Rather than make a destructive force against her opponent, an sandbender may make a smaller wave to carry her quickly from one place to another as a standard action. This wave moves at 10 ft per sandbender level and can make four 45 degree turns during its motion without requiring additional sandbending checks.

    Earthen Whirlwind

    Base DC 10:

    As a move action you lift sand in a swirling, spiraling pattern with yourself at the top. This allows you to move straight up or down at a rate of up to 20 ft per round. An Earthen Whirlwind lasts as long as you concentrate (a swift action, up to a maximum number of rounds equal to your class level), and you can move up or down as you desire. Your maximum speed increase by 5 ft for every 5 by which your sandbending check exceeds the base DC

    Sand to glass/glass to sand
    Base DC: 15
    Change Phase: A sandbender can freeze or melt a 5-foot cube of sand as a standard action that provokes attacks of opportunity. Each additional 5-foot cube adds +4 to the Sandbending DC decreasing the bending time to a move action increases the DC by +5, and decreasing the bending time to a swift action adds +15 to the DC

    Dust
    Base DC: 5
    A sandbender can obscure vision and blinds her foes.
    • Dust cloud: A sanbender may make a hemisphere of dust anywhere within her bending range with a radius of 10 ft. The dust obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the dust in 4 rounds; a strong wind (21+ mph) disperses the dust in 1 round. This seed even functions underwater. Increasing the radius of the cloud adds +5 to the sandbending DC per 5-foot increase.
    • Blind: By aiming a spray of sand or dust at an opponent’s eyes, a sandbender can try to temporarily blind the creature. The sandbender makes a ranged touch attack against a target’s AC. If the attack is successful, the target creature is rendered blind until the end of its next round. The target creature can make a Reflex save to negate this effect. For every 5 points by which the sandbender's Sandbending check exceeds the DC, the Reflex save DC to negate the blindness increases by +1.

    Compact
    Base DC: 15
    Spoiler

    • A place to stand: A sandbender may use this form to fuse any loose soil or sand into a much sturdier surface. A sandbender may create one 5-foot square, plus another for every 2 points by which the Sandbending check beats the DC. These squares must all be touching at least one other square and at least one must touch the Sandbender.
    • Soften earth: Earth’s abilities to hamper opponents are often just as valuable as those to directly attack or defend. By using this seed, wet earth becomes thick mud and dry earth becomes loose sand or dirt. The sandbender affects a 5-foot square within her bending range, plus another for every 2 points by which the Sandbending check beats the DC to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
    • Soften Landing: Similar to Soften Earth, this use of the seed allows a falling sandbender to soften the ground below her before she lands as an immediate action once per round, taking damage as if she had fallen half the actual distance.

    Armor

    Base DC: 15
    Spoiler
    The element of earth is known for substance and its powers of protection, and can be used as a solid barrier against harm.
    • Earthen Armor: By covering her entire body in a thick layer of lsand, a sandbender gains DR 5/piercing, and +2 bonus to AC (including touch AC) as a move action. For every 4 points by which the sandbender exceeds the base DC, the damage reduction increases by 1. Maintaining the earthen armor for more than two rounds gives a -4 penalty to all Sandbending checks until the sandbender ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes an sandbender to fail a Sandbending check, she may choose to end the seed and remove the penalty at that time. An sandbender can concentrate on maintaining this seed as a Swift action.

    Golem
    Base DC: 15
    Spoiler
    By molding a large chunk of sand into a vaguely human-shaped structure, a sandbender can create a powerful proxy to fight in her place.
    • Creation and control: As a full round action, an sandbender can create a golem that she can direct in combat. The golem is a Medium animated object composed of lose sand. The sandbender must direct its actions in combat by making an Sandbending check equal to the original sandbending DC as a full-round action, with the golem essentially mimicking the actions taken by the sandbender. If the sandbender does not concentrate on maintaining and directing the golem or fails the snadbending check to control it, the golem collapses unless made of glass (see below). The golem's attack rolls use the sandbender’s base attack bonus and are modified by the sandbender's Wisdom modifier instead of the golem's Strength modifier. An sandbender can control a golem she can't see, but the golem is considered blind. Additionally, the sandbender cannot see through the golem, and thus is limited to the vision range of her current location.
    • Attacks: Because the golem is essentially a reflection of its bender’s actions, it can use its slam attack at the same rate as the bender’s unarmed strikes, along with whatever extra modifiers gained therein (Weapon Focus, etc.).
    • Size: The sandbender can increase the size of the golem by adding 5 to the DC for every size increase desired, creating an animated object of the appropriate size. For example, increasing the DC to 35 allows the sandbender to create a Gargantuan golem.
    • Hardness: A sandbender with the Compact seed can increase the hardness of her golem by adding +2 to the sandbending DC for every 1 point of hardness she wishes to add.
    • Glass the golem can be made into glass with the sand to glass seed. It takes no penalties other than the standard for glass bending
    • Enhancement: An sandbender can increase the golem’s physical ability scores by adding 2 to the DC for every +1 to a single score. The sandbender cannot increase the golem’s ability scores by an amount greater than her Wisdom modifier. A sandbender with a Wisdom modifier of +5 could increase the golem’s Strength or Dexterity (or both with a high enough Sandbending check) scores by a maximum of 5, increasing the Sandbending DC by 10 in the process.

    Excavate
    Base DC: 20

    • Hole: This seed can make a hole approximately the shape of a 5-foot cube as a standard action, plus another such cube for every 4 points by which the Sandbending check beats the DC. The earth used in this seed is piled around the edges of the excavation, adding a loose wall of earth three feet high around the sides.
    • Tunnel: By digging directly into the earth, in which case she begins by making a hole (as above) and then making it deeper, or making it horizontal beneath the ground. The earth moved aside by this seed is compacted around the sides of the excavation, making a noticeable bulge in the ground if the tunnel is within 5 ft of the surface.

    Glass bending (template)
    Glass can be bent as a extension of sand bending. Anything that can be done with sand can be done with glass for a +5 DC.
    Last edited by kopout; 2008-11-13 at 05:07 PM.
    Quote Originally Posted by ToySoldierCPlus View Post
    Now you're attempting to model physics when arguing your case for armor made by a guy who explicitly tells the laws of physics to sit down and shut up whenever he starts tinkering stacking with regular armor. Stop that.
    Miny city!
    Industrial miny city!
    transportation!
    round one, fight!

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