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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 11-16-2011, 01:39 AM   Top  -  End  -  #61
Wiwaxia
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Default Re: Request a Homebrew: Thread 2!

R723

I'd like to see the 3.5 Druid spell Awaken as a 4e ritual, please.
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Old 11-18-2011, 01:38 PM   Top  -  End  -  #62
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Post Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by dethkruzer View Post
R719

I'd like to request a monster, essentially a big demonic goat, Size should preferably be huge, and the ability to perform powerful charge attacks is a must. What exactly makes it so demonic is not that important, maybe supernatural/(a breath weapon, or something like that.

Preferably should be able to present a challenge to a party of three or four characters of ECL 17-19.

Also, I'd hope to have the monster by friday the 18th.

Thanks.
I hope I can still help you:
H719
Goat demon
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This is the first time I´ve made a quite so powerful monster, so PEACH please. I´m mostly afraid of those SLAs because I was just basically pulling spells that looked good at random from the Blackguard´s list and then added some Cleric ones for good measure Also, just Pounce might not be good or special enough by itself.
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Old 11-18-2011, 03:10 PM   Top  -  End  -  #63
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Default Re: Request a Homebrew: Thread 2!

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-Snip-
Gah... gah... gah... I think I'm in love.

But yes, I really like this, I'd probably hug you if I could. Thank you.

ps. Could someone give me my lower jaw back if they stumble upon it.
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Old 11-18-2011, 09:32 PM   Top  -  End  -  #64
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Default Re: Request a Homebrew: Thread 2!

[quote=ScIaDrd;12206555]H710


711
Here you go, I had a lot of fun of with this one. But I kinda slacked on the CR here, so it needs a PEACH, please.
Ovial slime
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C: 711

Sorry for the extremely late reply.

Anywho... the slime is, in a word, awesome :D Thank you very, very much.

I'll give it a playtest and see what happens.

Last edited by The Second : 11-18-2011 at 09:38 PM.
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Old 11-19-2011, 06:41 PM   Top  -  End  -  #65
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Default Re: Request a Homebrew: Thread 2!

R724

D&D 3.5

An LA+0 race of agile bird people. Medium sized, crow and raven like, and lacking the actual ability to fly. Maybe give them the ability to shapechange into a bird (or rather, a bird person from a bird) like hengeyokai.

I'm making a campaign world called Nevermore and don't have all the requisite material to homebrew everything myself, so I'll be visiting this thread often.
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Old 11-20-2011, 12:35 AM   Top  -  End  -  #66
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Default Re: Request a Homebrew: Thread 2!

H724: Soooo... A kenku? Swap out the mimicry and great ally abilities for a crow/raven alternate form, and I think it's exactly what you asked for.
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Old 11-20-2011, 01:21 AM   Top  -  End  -  #67
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Default Re: Request a Homebrew: Thread 2!

I suppose that works. Thanks!

R725 and R726

D&D 3.5

Since I utterly suck at coming up with new classes, I need some help with these two. And there might be more, later.
First, I need a new spellcaster base class that uses arcane magic. The Arcanist. In the world I'm going to use them in, Arcanists are descendants of lesser gods and immortals that bred with mortal spellcasters. While they lack the spellcasting power of the Wizard (Actually a separate race in this world) or the Sorcerer, they become closer to their ancestors as they gain experience and undergo duress, until finally they become unto minor deities themselves. At that point, when they die they actually become protege gods to whatever god fits their aspect.
Basically, at the beginning, the player chooses one or two elements or aspects, like fire, water, war, knowledge, love, etc. and can learn and cast spells as a wizard, though not as many a day or as high level as soon. As they level up, they gain powers and spell like abilities pertaining to the two aspects they chose. Once they're fully leveled, they should be on par with wizards of the same level, though in different ways.

That covers 725, I think. Now onto 726.

I need a class that can rage and use their voice to manipulate the world. Like a cross between a barbarian and dovahkiin. Pretty simple, right?
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Old 11-20-2011, 08:47 AM   Top  -  End  -  #68
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Default Re: Request a Homebrew: Thread 2!

c 719

The above mentioned Goat Demon needs severe editing as it contains numerous errors. HD didn't include bonus hp from con so hp is also wrong, speed is too slow for a huge creature, Huge size penalty modifier missing from AC and attack, creatures get iterative attacks from manufactured weapons, BAB is just +15 (BAB is never iterative). Hoof is not a slam attack and natural weapons when mixed with manufactured weapons are always secondary. It gets 126 skill ranks (max of 18 in any one skill) and then you add ability modifiers and synergy bonuses. Saves are +9 and then you add the appropriate ability modifiers. It has a Hide penalty due to size and Dex so that should be listed even if it has no ranks in that skill.

A quadruped monster with arms should be able to take the feats mounted combat, ride-by attack, spirited charge, and trample without the need for meeting the prerequisites. See for example the Centaur entry in Races of Faerûn. I don't recommend giving them as racial feats, but it doesn't make sense for a creature to need to "ride itself." It certainly cannot fall off itself or need to steer itself. The prerequisite of Ride 1 is silly under these circumstances.

Improved natural armor is a wasted feat on this monster. Improved means you have to add to its initial natural armor and you didn't do that. Just assign it +11 NA and be done with it. It should have a replacement feat.

The plural of bonus is bonuses not bonii (in Latin the plural is "bona").

Here is the corrected creature in spoiler

Spoiler


Edit: Trample does hoof damage (normally slam) plus 1 and 1/2 Str bonus. The save should half the damage not negate it. I also corrected the damage on its attacks. Hoof uses full Str bonus and Gore is 1/2 Str bonus. There is no attack that uses double Str bonus. The melee attack size has a -2 size penalty (it is not he +8 size modifier used by Grapple).

C 711

The above ooze creature needs some editing. Mindless creatures don't get feats in addition to not getting skills. Giving it two bonus feats is probably not appropriate either.


C 725 and C726

I thought creating base classes was beyond the scope of this thread.

R 695 again. See page 1 second entry in this thread and my first post in this thread. Just thought I'd bump my request up. Thanks.


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Old 11-20-2011, 01:07 PM   Top  -  End  -  #69
TechnoScrabble
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Default Re: Request a Homebrew: Thread 2!

Is that so? I must have missed it. Apologies.
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Old 11-22-2011, 05:48 PM   Top  -  End  -  #70
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Default Re: Request a Homebrew: Thread 2!

R 727
I'm just starting up a new campaign, and was wondering if anyone would be able to homebrew up a Thrall of Kostchtchie Prestige Class. I would like it in a similar vein as the Thralls in the Book of Vile Darkness. I would prefer to have a 10 level PrC with relatively simple prerequisites. The abilities I'm looking for are an expansion on the Barbarian's abilities, along with some cold-themed traits like immunity to cold, maybe even the cold sub-type.

If anyone is able to do this, thanks a lot.
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Old 12-03-2011, 10:24 AM   Top  -  End  -  #71
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Default Re: Request a Homebrew: Thread 2!

R 728: What are ideas for puzzles? I tried searching this thread but nothing seemed to stick out has anyone every created some based on EL level or such. How does one begin the basis of a good puzzle? I have some real thinkers in my group.
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Old 12-04-2011, 01:00 AM   Top  -  End  -  #72
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Default Re: Request a Homebrew: Thread 2!

C 725
while a full class workup is a bit much; I can provide some useful seeds for building such a class;
The simplest way to build such a thing would be to use the cleric domain lists from 3.5 or pathfinder.
Have the arcanist pick 2 at start; and he gains the powers of the list; and the ability to 1/day spell-like use the spells from each domain that he's a high enough level to cast (ie each level's domain spell is a 1/day ability once they're high enough level to cast them); and they auto learn those spells in case they want to use their regular slots to cast them too.
If you use the domain lists from pathfinder, they have a few more extra powers per domain; those might fit your needs better than the 3.5 domain powers.
I'm sure you can work out a suitable spells/day progression yourself; just use some 0's so that they can use the domain spell-likes a level or two before they can cast spells of that level (barring int bonuses to spells/day pumping it up)

all other base numbers are easy to copy frmo existing casters.
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Old 12-08-2011, 10:51 PM   Top  -  End  -  #73
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Default Re: Request a Homebrew: Thread 2!

C 727 & 728 Per the first post, "The Homebrew Should Be Fairly Small in Scope" so that the answer should easily fit in one post. I believe a prestige class and a general question about puzzles requiring multiple answers are beyond the scope of this thread. Try starting a new thread in the homebrew section.
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Old 12-16-2011, 01:13 PM   Top  -  End  -  #74
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R 729: Very well on the first request. Perhaps this one is a bit smaller.

I'm looking for a possible explosive charged arrow, that explodes on impact. If anyone has seen Dukes of Hazzard, Bo and Luke Duke, used arrows with TNT strapped to it and slung them around with a bow.
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Old 12-17-2011, 12:59 AM   Top  -  End  -  #75
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Default Re: Request a Homebrew: Thread 2!

H 727
I don't actually know anything about Thralls or Kostchtchie, but this inspired me:

Prerequisites: evil, rage, proficiency with warhammer

levelfortrefwillbabspecial
12001rage +1/day
23002cold be hand
33113rage +2 str
44114cold be heart
54115rage +1/day
65226cold be bone
75227rage +2 con
86228cold be sleep
96339rage +1/day
1073310in the black wind
HD: d12
Skills: 2+int
Class skills: Climb , Intimidate, Jump, Knowledge (religion), Survival, Swim


rage +1/day: rage once more than you already could

cold be hand: all your melee attacks to an additional 1d6 cold damage, and count as magic and evil for overcoming dr

rage +2 str: when you rage, increase your strength by 2 more than you already would

cold be heart: You may use abilities requiring concentration while raging. Also, you are incapable of genuine love or friendship, making you immune to charm effects.

cold be bone: immunity to cold

cold be sleep: Death begins to seep into your body. Like an undead, you are immune to poison and precision damage.

in the black wind: Gain a breath weapon: 15' cone of cold. Usable 3/hour. Does 5d6 damage. Reflex for half, dc 15+con mod.
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Old 12-20-2011, 02:48 AM   Top  -  End  -  #76
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Default Re: Request a Homebrew: Thread 2!

R 730: I would like a playable genie race as close to 0 LA as possible for Pathfinder

The main important thing would be that they are an actual genie, not descended from or some sort of half-breed.
An ability most likely at later levels somehow involving wishes would be awesome
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Old 12-20-2011, 03:45 AM   Top  -  End  -  #77
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Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by killem2 View Post
R 729: Very well on the first request. Perhaps this one is a bit smaller.

I'm looking for a possible explosive charged arrow, that explodes on impact. If anyone has seen Dukes of Hazzard, Bo and Luke Duke, used arrows with TNT strapped to it and slung them around with a bow.
@R729

One:
Take 1 arrow: check.
Take 1 alchemists fire: check.
Replace head of arrow with alchemists fire: Check.
Nock and loose arrow.

Two:
1: Take 1 Explosive rune,
2: tie to arrow
3: Nock and Loose
4: Trigger rune.

Three:
Take 1 fireball spell
Enchant 30 arrows
Fire arrows
Watch explosions.

Any of these help?
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Old 12-20-2011, 10:52 AM   Top  -  End  -  #78
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Quote:
Originally Posted by Ralasha View Post
@R729

One:
Take 1 arrow: check.
Take 1 alchemists fire: check.
Replace head of arrow with alchemists fire: Check.
Nock and loose arrow.

Two:
1: Take 1 Explosive rune,
2: tie to arrow
3: Nock and Loose
4: Trigger rune.

Three:
Take 1 fireball spell
Enchant 30 arrows
Fire arrows
Watch explosions.

Any of these help?
The, first one is possible. The second and third, since it isn't me firing I'm not sure I can be very helpful.

Thanks, I will run this by our ranger.
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Last edited by killem2 : 12-20-2011 at 10:53 AM.
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Old 12-20-2011, 06:28 PM   Top  -  End  -  #79
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Default Re: Request a Homebrew: Thread 2!

No problem, but as you can guess, I have a tendency to aggravate my DMs.

In this one campaign the bad guy was really obvious, and supposed to be the end boss, so I just killed him way to early... as in walk into tavern, old man appears, detect evil, kill old man.
No longer paladin, just used bebolith venom.

Another instance: all doors trapped, rogue dead, dig through wall.

Another instance: End fight, evil aligned titan,
Quicken transmute stone to mud.
Transmute mud to stone.
Use trapped titan for target practice.
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Old 12-21-2011, 12:56 AM   Top  -  End  -  #80
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Default Re: Request a Homebrew: Thread 2!

Ugh hate that trick. It makes sandstone. A titan can't break free from sandstone?

Anyway, C729 / H729-2
The standard pricing is 40 gp (2000/50 = 40) * effective-bonus * effective-bonus. So for +1 flaming (1d6 fire) it's 160 gp. For +1 flaming burst (1d6 fire, plus 2d8 more on a crit) it's 360 gp.

Now to metagame this a bit: These arrows suck except at high levels or except when saved for major foes like BBEGs; normally you get an even nicer bow first. So I'll discount them to balance for low level play, make them alchemical like you seem to want, and prevent (ab)use at high levels. I'll say 75 gp for +1d6 fire damage, and this may be multiplied by a crit. These alchemical arrows may not be enchanted; even when fired from a magic bow they don't deal extra magical damage. They also set fire to easily ignitable things like dry brush, tinder, curtains, etc., but not most other objects and creatures.
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Old 12-21-2011, 09:28 AM   Top  -  End  -  #81
Ralasha
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Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by ericgrau View Post
Ugh hate that trick. It makes sandstone. A titan can't break free from sandstone?
Could you break free if you were buried to your neck?
Quote:
Originally Posted by ericgrau View Post
Anyway, C729 / H729-2
The standard pricing is 40 gp (2000/50 = 40) * effective-bonus * effective-bonus. So for +1 flaming (1d6 fire) it's 160 gp. For +1 flaming burst (1d6 fire, plus 2d8 more on a crit) it's 360 gp.

Now to metagame this a bit: These arrows suck except at high levels or except when saved for major foes like BBEGs; normally you get an even nicer bow first. So I'll discount them to balance for low level play, make them alchemical like you seem to want, and prevent (ab)use at high levels. I'll say 75 gp for +1d6 fire damage, and this may be multiplied by a crit. These alchemical arrows may not be enchanted; even when fired from a magic bow they don't deal extra magical damage. They also set fire to easily ignitable things like dry brush, tinder, curtains, etc., but not most other objects and creatures.
One problem, he wants explosive, not burning. Difference. It's why I suggested explosive arrows... but for some reason he said no.
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Old 12-21-2011, 11:09 AM   Top  -  End  -  #82
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Quote:
Originally Posted by Ralasha View Post
but for some reason he said no.
Some reason? You make it sound like I said no, but didn't explain anything.

I thought I explained why, see, I'm a wizard, but the person shooting the arrows is a ranger. Sure, I could put a rune on the arrow, but then I would have to waste an action to watch when the arrow is about to hit, to make the rune go off. Not to mention I'm not even sure how you accurately portray something like that in terms of skill checks/ability rolls.

Explosive runes seems to be set off when read, I didn't think just calling out the key word would do it. Would it?

I thought a TNT equal or gunpowder usage was available in D&D. I just didn't see anything that put the two together.
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Old 12-21-2011, 01:04 PM   Top  -  End  -  #83
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Quote:
Originally Posted by Ralasha View Post
Could you break free if you were buried to your neck?
More accurate question, could you break free if buried up to your neck in peanut brittle?
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Old 12-21-2011, 01:58 PM   Top  -  End  -  #84
killem2
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I apologize, I just found some info in my old 3.0 DMG on dynamite.

Dynamite - 3d6 blast damage, 5ft radius, fire damage, dc 20, 1/2 damage. increment of 10ft, weight 1lb.


Not sure what happens if you were to strap that to an arrow though. I'd imagine the chance to hit would drop. -5? -10? Not sure.
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Old 12-21-2011, 03:12 PM   Top  -  End  -  #85
Ralasha
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Default Re: Request a Homebrew: Thread 2!

-4 penalty actually, improvised weapon.
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Old 12-21-2011, 06:36 PM   Top  -  End  -  #86
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Originally Posted by killem2 View Post
R 728: What are ideas for puzzles? I tried searching this thread but nothing seemed to stick out has anyone every created some based on EL level or such. How does one begin the basis of a good puzzle? I have some real thinkers in my group.
C 728: Hmm... that's a toughie, especially since I don't know where in a campaign it's going. I'd recommend looking at things that the puzzle episode of Teen Titans for ideas. (the one where Titans East had to face puzzles like Mas y Menos hitting buttons on opposite ends of a city) But yeah, long story short, take the players abilities and create puzzles that need them used creatively.
An example from my own campaigns is one time our paladin was chasing an elephant-riding kobold. He decided to stand up in his saddle, have his mount jump, and jump himself at the peak of the jump.

R 731: Can I get a Fey race with low LA (low being +0 or +1)? I'd also want a Half-Fey race (like half-elves)
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Old 12-21-2011, 09:10 PM   Top  -  End  -  #87
Acidic_Cakes
Dwarf in the Playground
 
 
Join Date: Nov 2011
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Gender: Male
Default Re: Request a Homebrew: Thread 2!

R 732: I would like if someone could make a trio of domains representing the three aspects of the Triforce in the Legend of Zelda games. So basically a Courage, a Wisdom and a Power domain.

R 733: I would also appreciate if someone could make a playable, living construct version of a Flesh Golem. Basically a 0 LA Frankenstein's Monster.
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Old 12-22-2011, 12:25 AM   Top  -  End  -  #88
dspeyer
Ogre in the Playground
 
 
Join Date: Mar 2008
Default Re: Request a Homebrew: Thread 2!

H 732

Courage
You are immune to all supernatural fear effects.
1 Remove Fear
2 Heroism
3 Good Hope
4 Freedom of Movement
5 Heroism, Greater
6 Heroes’ Feast
7 Fear Immunity (caster level willing creatures become immune to all fear effects for 24 hours)
8 Heroism, Greater, Mass (like Heroism, Greater, but caster level creatures)
9 Reject Death (for caster level rounds, you cannot die except by your own will. At the end you take 6 points of constitution damage. The damage cannot be prevented.)

Wisdom
1/day, add you class level to your wisdom score for a single action.
1Comprehend Languages
2 Owl's Wisdom
3 Detect Thought
4 Discern Lies
5 Commune
6 Owl's Wisdom, Mass
7 Legend Lore
8 Hypercognition (as psionic power)
9 Contact Other Plane, Greater (like Contact Other Plane, but contacted creatures never lie to you and you may use a will save instead of an intelligence check to protect your mind)

Power
A number of times per day equal to half your class level rounded up, you may either add a +2 bonus to any die roll you make or inflict a -2 penalty to any die roll made against you. Declare the use of this power before the roll.
1 Command
2 Bull's Strength
3 Fear
4 Divine Power
5 Dominate Person
6 Symbol of Pain
7 Bite of the Werebear
8 Symbol of Death
9 Dominate Monster


Spells with descriptions in parenthesis I made up for this.
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Last edited by dspeyer : 12-22-2011 at 12:26 AM.
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Old 12-22-2011, 05:11 PM   Top  -  End  -  #89
Noxsis
Dwarf in the Playground
 
 
Join Date: Sep 2010
Location: 
Plane of Shadow
Gender: Male
Default Re: Request a Homebrew: Thread 2!

R734 can someone make a pathfinder version of a khayal form ToM including a noble version of it. Please and thank you.
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Old 12-23-2011, 01:47 PM   Top  -  End  -  #90
ericgrau
Firbolg in the Playground
 
Join Date: Aug 2007
Gender: Male
Default Re: Request a Homebrew: Thread 2!

H 733

Souled Flesh Golem
Unlike a regular flesh golem a souled flesh golem contains the willing or unwilling soul of a creature from the material plane rather than an earth elemental soul. It is genderless and created with the spell create souled flesh golem (below). Its type is monstrous humanoid.

A souled flesh golem gains +2 to strength and -2 dexterity. It has darkvision 60' and low light vision. It has a +2 to saving throws against mind affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects, and an additional +2 to all fortitude saves except those that also affect objects. It is, however, alive (aliiiive), and it eats, drinks, sleeps, thinks and breaths.

Spell Resistance
It has spell resistance equal to 5 + its hit dice. A magical attack that deals cold or fire damage slows him instead (as the slow spell), with no save nor SR. A magical attack that deals electricity damage instead removes the slow condition and heals 1 HP for every 3 damage it would deal, with no save or SR. It gains any excess as temporary HP which last for up to 1 minute. This temporary HP does not stack with other jolts nor other sources of temporary HP; instead use the highest of any sources. Positive energy healing such as cure spells have no effect on souled flesh golems, though inflict spells work normally (except for spell resistance and the save bonus vs. necromancy, see above). Nonmagical sources of energy damage deal damage normally, even electricity.


Create Souled Flesh Golem
Transmutation
Level: Sor/Wiz 6

This spell takes the soul of a deceased creature and places it into an amalgam of body parts. The creature's new race becomes a souled flesh golem. The creature must be imbued with a soul during stormy weather, or using another very large source of electricity. This spell may also be forcefully cast on a trapped soul, for example from a trap the soul spell. Otherwise this spell works as reincarnate, except as indicated.

Focus
An alchemist's lab.

Material Components
Laboratory supplies costing 1,000 gp. Body parts from at least 4 different corpses. The original creature may still be raised from the dead with the remainder of the body, though in the case of a raise dead spell body parts will be missing. Assembling the body requires a DC 13 craft (leatherworking) check or a DC 13 heal check.
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Last edited by ericgrau : 12-23-2011 at 05:45 PM.
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