2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 889 Get Real
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design
Register FAQ Members List Mark Forums Read End

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.

Reply
 
Thread Tools
Old 02-01-2012, 09:41 AM   Top  -  End  -  #121
dspeyer
Ogre in the Playground
 
 
Join Date: Mar 2008
Default Re: Request a Homebrew: Thread 2!

H749
Something like Archermage?
__________________
Looking for a monster?

Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)

All My Homebrew
dspeyer is offline   Reply With Quote
Old 02-01-2012, 10:42 PM   Top  -  End  -  #122
Funinyourgame
Pixie in the Playground
 
DwarfFighterGuy
 
Join Date: Oct 2011
Default Re: Request a Homebrew: Thread 2!

Thank you for your proposition, but they already give me something way enough for me, thank you anyway for your idea (wich I might take with the "Duskbow" because it looks awsome (make a force bow that shoot force arrow that cast a spell...*nerdgasm*))

Have a nice day everyone
__________________

Quickly! Give me some knee armor!!!

BTW here's my homebrews :
The Void Champion
The Breaker
Funinyourgame is offline   Reply With Quote
Old 02-02-2012, 02:35 PM   Top  -  End  -  #123
Hazzardevil
Troll in the Playground
 
 
Join Date: Dec 2010
Location: 
What's this planet again?
Gender: Male
Default Re: Request a Homebrew: Thread 2!

R750
I'd like something rather simple.
I'd like a LA 0 race that has some fluff on the far realms seeping into either an individual or bloodline.

Feel free to add anything extra you like, but I would like it to not be something bland like gain a feat or skill points.
__________________
My extended signature.
Thanks to the wonderful Ceika for my signature.
Quote:
Originally Posted by Chained Birds View Post
Just one of those guys vs girls things. Guys like giant, fighting robots that shoot lazerz out their eyes while girls like pretty jewelry that sparkle in the moonlight after having a romantic interlude with a charming gentleman.

Completely sexist, yes! Completely true, pretty much...
Quote:
Originally Posted by Man I wish was me
Quote:
Originally Posted by Bile Spouting Idiot of Youtube
Is this meant to be Comedy?
No, this is how we elect our leaders.
Hazzardevil is offline   Reply With Quote
Old 02-02-2012, 04:11 PM   Top  -  End  -  #124
Ralasha
Troll in the Playground
 
 
Join Date: Jan 2007
Location: 
The Enlightened Monarchy
Gender: Female
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Hazzardevil View Post
R750
I'd like something rather simple.
I'd like a LA 0 race that has some fluff on the far realms seeping into either an individual or bloodline.

Feel free to add anything extra you like, but I would like it to not be something bland like gain a feat or skill points.
You mean like... a Genasi, or other Plane Touched? Or... describe 'far realms' please. Do you mean Outer Planes, or... as a 'realm' is a kingdom, something more along the lines of... a subrace of human?

Do you have preferences for size, capabilities, outlook, appearance, abilities? I can make you an awesome LA 0 race of awesomely bland if you would like, gains a bunch of useless abilities and that's it. Like... the ability to cast any 0th level spells 3 times a day. This isn't a feat, or a skill.
__________________
We require additional gaming!

78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Spoiler

Avatar by PINfont.

My pets:
Spoiler

Last edited by Ralasha : 02-02-2012 at 04:14 PM.
Ralasha is offline   Reply With Quote
Old 02-02-2012, 05:24 PM   Top  -  End  -  #125
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
Location: 
Australia
Gender: Male
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Ralasha View Post
You mean like... a Genasi, or other Plane Touched? Or... describe 'far realms' please. Do you mean Outer Planes, or... as a 'realm' is a kingdom, something more along the lines of... a subrace of human?

Do you have preferences for size, capabilities, outlook, appearance, abilities? I can make you an awesome LA 0 race of awesomely bland if you would like, gains a bunch of useless abilities and that's it. Like... the ability to cast any 0th level spells 3 times a day. This isn't a feat, or a skill.
The Far realms is a plane outside of the Astral Plane its basically the orgin of madness and most aberrations. I think he wants a Plane touched style race.
__________________
My Homebrew (180+ and still counting)

Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
Previous Avatar
Spoiler
Milo v3 is offline   Reply With Quote
Old 02-02-2012, 05:29 PM   Top  -  End  -  #126
Hazzardevil
Troll in the Playground
 
 
Join Date: Dec 2010
Location: 
What's this planet again?
Gender: Male
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Milo v3 View Post
The Far realms is a plane outside of the Astral Plane its basically the orgin of madness and most aberrations. I think he wants a Plane touched style race.
zyea, something like planetouched, and I was referring to the far realms as in origin of madness, abberations and is deeply associated with
the clour purple.
I'm hoping for some racial abilities that don't come down to:
Gain X feat and bonus to Y skill and proficency in Z weapon.
__________________
My extended signature.
Thanks to the wonderful Ceika for my signature.
Quote:
Originally Posted by Chained Birds View Post
Just one of those guys vs girls things. Guys like giant, fighting robots that shoot lazerz out their eyes while girls like pretty jewelry that sparkle in the moonlight after having a romantic interlude with a charming gentleman.

Completely sexist, yes! Completely true, pretty much...
Quote:
Originally Posted by Man I wish was me
Quote:
Originally Posted by Bile Spouting Idiot of Youtube
Is this meant to be Comedy?
No, this is how we elect our leaders.
Hazzardevil is offline   Reply With Quote
Old 02-02-2012, 05:35 PM   Top  -  End  -  #127
Ralasha
Troll in the Playground
 
 
Join Date: Jan 2007
Location: 
The Enlightened Monarchy
Gender: Female
Default Re: Request a Homebrew: Thread 2!

So... he wants... a cthulu planetouched... yeah... not an easy one to do.

I can do it though, if anyone else would like to, I'll step back and off.

For starters... I would give it a 25% crit immunity (Like light fortification).
A -2 Charisma (Horrid Appearance).

A -2 Constitution (incorrect anatomy).

A simple gaze attack causing the recipient to be shaken while in its presence. with a dc of... say... 14+charisma mod.

Perhaps an additional limb, or eye... I usually run this kind of thing as a customizable race with different variable physical characteristics, since no two should ever be exactly alike.

So... roll 1d6...
1: Additional Eye: (roll 1d2) Dark and Lowlight Vision, or eye beam (Roll against beholder eye based attacks).
2: Additional Limbs: roll 1d3, 1 is legs (Always in pairs), 2 is arms(Roll 1d2), 3 is combination of the two (Roll 1d4).
3: Additional sense: roll 1d6, tremor 30, blindsense 20, blindsight 10.
4: Maladjusted Vocals: sonic attack dealing 1d4 sonic, fort 14+Charisma or deaf for 1d3 rounds.
5: Eye Stalks: roll 1d4 for number of eye stalks, each stalk deals 1d3 damage of one of the following: fire, cold, lightning.
6: Natural Weapons: roll 1d4: tentacle, claws, bite, or slam.

You get the jist.
__________________
We require additional gaming!

78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Spoiler

Avatar by PINfont.

My pets:
Spoiler
Ralasha is offline   Reply With Quote
Old 02-02-2012, 11:13 PM   Top  -  End  -  #128
dspeyer
Ogre in the Playground
 
 
Join Date: Mar 2008
Default Re: Request a Homebrew: Thread 2!

H744

Nytingulfur

Nytingulfurs are the incarnation of exploiting others' compassion. Their physical shape (when not using their change shape ability) is like large wolves, except for solid red eyes which glow faintly and bat-like wings which can fold so closely to their body as to be nearly invisible.

They fight only as a last resort, preferring to use magic and trickery to gain advantages from any they meet. Their favorite game is to find a pair of existing friends, then impersonate each to eachother and ask for expensive favors until the friendship is over.

If forced to fight, they favor hit-and-run tactics, counting on their fast healing to give them a long term advantage. If there is more than one present, they all pick a single target to focus on and only attack others if convenient or the first is effectively disabled. They first target anyone who can heal, and then whoever looks frailest.

Size/Type: Large Outsider (Evil)
Hit Dice: 6d8+24 (51 hp)
Initiative: +3
Speed: 50 ft; fly 30 ft (good)
Armor Class: 18 (-1 size, +2 Dex, +1 Dodge +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Bite +11 melee (1d8+9 plus 1d4 wisdom)
Full Attack: Bite +11 melee (1d8+9 plus 1d4 wisdom)
Space/Reach: 10 ft./5 ft.
Special Attacks: spell-like abilities, improved trip
Special Qualities: Mindsight to 60ft, Disguise Mind, Immunity to Poison, Fire and Electricity, DR 10/magic, SR 16, Change Shape, Fast Healing 5
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 22, Dex 15, Con 18, Int 15, Wis 12, Cha 17
Skills: Bluff: +12, Disguise: +12 (+22 when using change shape), Forgery: +11, Hide: +7 (+11 in forests), Intimidate: +12, Knowledge(local): +11, Listen: +14 (includes +4 racial), Move Silently: +11, Spot: +10, Survival: +10 (+14 following tracks)
Feats: Dodge*, Mobility, Spring Attack
Organization: Solitary, pair, or pack (3-5)
Challenge Rating: 9
Treasure: none
Alignment: always lawful evil
Advancement: by class level
Level Adjustment: +7

* A Nytingulfur's mental senses allow them to always apply the dodge feat to whichever enemy is attacking at a given moment.

spell-like abilities: at will: detect thoughts (dc 15), tongues 3/day: charm monster (dc 17), suggestion (dc 16), major image (dc 16), entice gift (dc 15). Caster level 9th. Save dcs are cha-based

trip A Nytingulfur that hits with a bite attack can attempt to trip the opponent (+10 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.

Disguise Mind When detect good/evil/law/chaos, detect thoughts, or discern lies are used on a Nytingulfur, the result is whatever the Nytingulfur wishes it to be. The caster is not aware that the spell has failed. Note that this, combined with the detect thoughts sla means that any two Nytingulfurs can effectively communicate telepathically.

Change Shape A Nytingulfur can take on the shape of whomever the person its dealing with most trusts, or a generic form of any humanoid race.
__________________
Looking for a monster?

Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)

All My Homebrew

Last edited by dspeyer : 02-02-2012 at 11:47 PM.
dspeyer is offline   Reply With Quote
Old 02-02-2012, 11:49 PM   Top  -  End  -  #129
Xefas
Troll in the Playground
 
 
Join Date: Jan 2007
Gender: Male
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Hazzardevil View Post
R750
I'd like something rather simple.
I'd like a LA 0 race that has some fluff on the far realms seeping into either an individual or bloodline.

Feel free to add anything extra you like, but I would like it to not be something bland like gain a feat or skill points.
H750

Allochthon
Mortals have such limited concepts of space, time, and causality. They are born, they move forward through time, they take actions which lead to effects, they sire offspring to continue their genetic legacy, and they die. Such curiosity that they might all function in such a way! It is not so for Zakain'hhai, whose existence human language strains to conform, although one might refer to it as a 'creature' from the Far Realms. It is, by mortal perspective, yet to be - it has birthed its children into a vast lineage backward through what the denizens of the planes perceive as time, so that they may one day unbirth themselves into their eventual ancestor.

For much of the history of the Prime, Allochthons, the children of Zakain'hhai, will be of mostly human blood. They come into existence in the elderly years of their life, grow younger as time passes, and eventually unbirth themselves into nothingness. Once all the Allochthons of a generation have been unbirthed, their parents, consisting of a number of mortals and Allochthons, will come into being. Eventually, as the bloodline thickens, it will lead to the direct scions of the Old One himself. And then, as the world comes to its end, Zakain'hhai will be born into the world from his children.

But that is a long way off yet (perhaps), and for now the Allochthons are merely thought to be humans with a certain otherworldly presence and odd way of thinking.

Size: Medium
Type: Outsider (Native)
Speed: 30ft
+2 Intelligence, +2 Charisma, -4 Wisdom - Allochthons have minds that reach far beyond what lies before them. This can leave them somewhat lacking in common sense and situational awareness, but allows them to grasp new concepts readily. While their unnatural mien may be a little off-putting, it is nonetheless captivating and, potentially, terrifying.

Unnatural Aging (Ex) - Allochthons age differently than other mortals. They come into existence when their children cease to be, at the Venerable age category. Once ~35 years have passed, they progress into the Old category, until they reach ~53 years of age, and become Middle Aged. At 70, they have no ability score modifiers based upon age, right up until they become children (unfit for adventuring) and are unborn.

Alien Mind (Ex) - Allochthons simply have different wiring than what power drawn from this multiverse is used to working with. They gain a +2 bonus on all Will saves against fear, emotion based, or mind-affecting spells and abilities. In addition, all those whose magic touches the Allochthons mind (any spell that forces the Allochthon to make a Will save) brush against a deeper madness than any being of the planes is equipped to handle. Assuming the caster is not from the Far Realms themselves, they must make a Will save (DC 10 + 1/2 character level + greater of Intelligence or Charisma modifier) or be shaken. If, for some reason, they cannot be shaken, or their fear cannot be upgraded any additional steps (they are at 'panicked' already), then they instead take (greater of Intelligence or Charisma modifier) points of damage as their body is eroded by the otherworldly touch.

Mad Genius (Ex) - Allochthons gain a pool of bonus points that refresh after every period of sufficient rest, but no more often than every 24 hours, which may hold a number of points equal to their character level. By taking a swift action to think about the current situation, they may draw up to (greater of Intelligence or Charisma modifier) points from this pool, distributing these as +1 bonuses (which stack) on any rolls they choose until the beginning of their next turn (even though it is unrolled, they may also choose to boost Armor Class). However, every roll that gains a bonus from the Allochthon's Mad Genius ability is touched by their madness. They move and act in completely ludicrous or incomprehensible ways. A bonus on an Intimidate check might involve the Allochthon referencing people and events that they have no memory of, nor could have possibly witnessed. A bonus on a Knowledge (Arcana) check could dredge up knowledge the Allochthon has never learned. A bonus on an attack roll could mean swinging randomly at a point of space that one's foe simply happened to leap toward after the swing had begun.

Favored Class - Warlock, Factotum

Last edited by Xefas : 02-02-2012 at 11:57 PM.
Xefas is offline   Reply With Quote
Old 02-03-2012, 05:02 PM   Top  -  End  -  #130
Qwertystop
Troll in the Playground
 
 
Join Date: Mar 2010
Gender: Male
Default Re: Request a Homebrew: Thread 2!

R750:
A creature similar to the "Darkings" in Tamora Pierce's Tortall books. There's enough about them that it's tricky to describe, but the basic idea is a solid blob that's kind of like a living shadow, but in 3D and not attached to anything.
__________________

Avatars:
Spoiler
Qwertystop is offline   Reply With Quote
Old 02-07-2012, 11:03 PM   Top  -  End  -  #131
Metahuman1
Ogre in the Playground
 
SamuraiGirl
 
Join Date: Mar 2011
Default Re: Request a Homebrew: Thread 2!

R 707: I need a Homebrew Dragon progression for a mount/companion for a player in my group. Said Dragon should be good aligned, Big, or able to tweak it easy to make it big, and easy enough to insert into an on going game for the DM. And should progress on par with a fairly optimized Melee build that isn't focused on mounted combat, but might want to shift gears to that style once in awhile, and may change build course to encourage it.

Thanks. =)
__________________
Swordmaster in the playground.
Metahuman1 is offline   Reply With Quote
Old 02-07-2012, 11:33 PM   Top  -  End  -  #132
ericgrau
Firbolg in the Playground
 
Join Date: Aug 2007
Gender: Male
Default Re: Request a Homebrew: Thread 2!

C 707
What levels does it need to be viable at? Red and gold dragons are already available big for characters of level 17-18, but obviously that's a bit high. Yet the same dragon is CR 7, so maybe if we limit its equipment and ability scores below a normal cohort it could be fair for a level 9 or so character.
__________________
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles: Part 1, 2

Last edited by ericgrau : 02-07-2012 at 11:35 PM.
ericgrau is offline   Reply With Quote
Old 02-08-2012, 03:07 AM   Top  -  End  -  #133
lefuthezombie
Pixie in the Playground
 
Join Date: Feb 2012
Default Re: Request a Homebrew: Thread 2!

H1.I want a cannibal mage prestige class so I can kill and eat any one or thing that cast spells or has spell like ability’s and by doing this learn them my self.I think its important to get a bight attack and the ability to digest odd things like undead flesh, and descent save so I can actually live to kill the other guy.may sacrifice advancement in previous spell progression for class features.
lefuthezombie is offline   Reply With Quote
Old 02-08-2012, 09:12 AM   Top  -  End  -  #134
Metahuman1
Ogre in the Playground
 
SamuraiGirl
 
Join Date: Mar 2011
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by ericgrau View Post
C 707
What levels does it need to be viable at? Red and gold dragons are already available big for characters of level 17-18, but obviously that's a bit high. Yet the same dragon is CR 7, so maybe if we limit its equipment and ability scores below a normal cohort it could be fair for a level 9 or so character.
Right now the party is sixth lvl, reasonably-to-highly optimized depending on class. (New Player had lots of help with doing a "Hulk Smash" style Barbarian/Warblade. Right now were expecting her to dip Exotic weapons master next level after I showed her the trick for Double str to damage, and the Dm gave just about everyone weapons focus cause he thinks it's a flavor feat. Player is still debating options beyond that point, though a dip of cleric for Mobility and Unarmed Swordsage for having a couple of emergency counters always ready and the flavor of being really big and throwing stuff around have been considered.) Player's base size is Large, and I (Party Wizard and playing at a more passive optimization level so that the DM actually has a chance to challenge the party.) have been buffing her up to Hugh for Combat were situation allows.


So, yeah, she's a fairly new player, and has become very taken with the idea of a dragon mount since she LOVES Dragons to begin with. So were trying to find something worth while to give her to cater too that.
__________________
Swordmaster in the playground.
Metahuman1 is offline   Reply With Quote
Old 02-08-2012, 01:37 PM   Top  -  End  -  #135
ericgrau
Firbolg in the Playground
 
Join Date: Aug 2007
Gender: Male
Default Re: Request a Homebrew: Thread 2!

H 707

Dragon Rider
Prerequisites: Character level 12th, Mounted Combat, Ride 1 rank, must make peaceful contact with a dragon.

Benefit: This feat lets the character attract a dragon willing to bear her as a rider. The character bears no penalties for riding an unusual mount, though she requires a saddle as normal. To determine the maximum CR of the dragon, use the leadership feat rules and subtract 1 from the cohort level, so that the absolute limit is 3 below the character's level. As the dragon gains experience (see leadership rules) she may advance in age, time allowing, or by character levels. Sorcerer levels stack with a dragon's existing caster levels, if any. The dragon has feats appropriate for her HD. The dragon must be large size or larger to bear a medium rider, or medium size or larger to bear a small rider.

Unlike a leadership cohort the dragon is equipped from standard treasure for its CR rather than character wealth. The remaining 2/3 of her triple standard treasure is in coins, gems or similar and kept somewhere safe in a horde; she will not part with it. Unlike a leadership cohort she does not have higher than normal ability scores either. The dragon cannot benefit from barding. Your DM might allow certain magic items to fit on its body, whether from the dragon's own wealth or lent by the riding character. The dragon will demand a half share of party treasure and use 2/3 of this treasure to increase her horde.

Special: A fighter may select Dragon Rider as one of her fighter bonus feats.

Other Notes:
  • See Mounted Combat rules, Ride rules and flight rules.
  • The ride by attack feat is might be good when flying. The dragon could instead provoke an attack of opportunity in melee and circle around to make a second attack, given a 10' deep x 20' wide area behind the target. Or the dragon might take the hover feat to make things a lot easier. Or the dragon might take fly by attack if the rider takes ride by attack. I'd strongly suggest hover given the places that adventurers go.
  • Riding the dragon on the ground though is a lot less complicated. Move up and attack as normal. Whether flying or on the ground, it's a DC 10 ride check for the mount to also attack at the same time.
  • In a higher power gaming group or to throw the new player a bone, a prerequisite of character level 9th and max CR = leadership cohort level (instead of level - 1) might be ok. You might let the new player fix her ability scores if she dumped charisma.
__________________
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles: Part 1, 2

Last edited by ericgrau : 02-08-2012 at 03:10 PM.
ericgrau is offline   Reply With Quote
Old 02-08-2012, 01:44 PM   Top  -  End  -  #136
Metahuman1
Ogre in the Playground
 
SamuraiGirl
 
Join Date: Mar 2011
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by ericgrau View Post
H 707

Dragon Rider
Prerequisites: Character level 12th, Mounted Combat, Ride 1 rank, must make peaceful contact with a dragon.

This feat lets the character attract a dragon willing to bear her as a rider. The character bears no penalties for riding an unusual mount, though she requires a saddle as normal. To determine the maximum CR of the dragon, use the leadership feat rules and subtract 1 from the cohort level, so that the absolute limit is 3 below the character's level. As the dragon gains experience (see leadership rules) she may advance in age, time allowing, or by character levels. Sorcerer levels stack with a dragon's existing caster levels, if any. The dragon has feats appropriate for her HD. The dragon must be large size or larger to bear a medium rider, or medium size or larger to bear a small rider.

Unlike a leadership cohort the dragon is equipped from standard treasure for its CR rather than character wealth. The remaining 2/3 of her triple standard treasure is in coins or gems and kept somewhere safe in a horde; she will not part with it. Unlike a leadership cohort she does not have higher than normal ability scores either. The dragon cannot benefit from barding. Your DM might allow certain magic items to fit on its body, whether from the dragon's own wealth or lent by the riding character. The dragon will demand a half share of party treasure and use 2/3 of this treasure to increase her horde.

Other Notes:
  • See Mounted Combat rules, Ride rules and flight rules.
  • The ride by attack feat is handy when flying, though not essential. The dragon could instead provoke an attack of opportunity in melee and circle around to make a second attack, given a 10' deep x 20' wide area behind the target.
  • Riding the dragon on the ground though is a lot less complicated. Move up and attack as normal. Whether flying or on the ground, it's a DC 10 ride check for the mount to also attack at the same time.
  • In a higher power gaming group or to throw the new player a bone, a prerequisite of character level 9th and max CR = leadership cohort level (instead of level - 1) might be ok. You might let the new player fix her ability scores if she dumped charisma.
The DM might want to tweak it a bit as suggested, but that's solid looking, thanks!

And no, she dumped Wis, followed by Int, then Dex and Cha tied at 16. (She had a-freaking-mazing rolls.)
__________________
Swordmaster in the playground.
Metahuman1 is offline   Reply With Quote
Old 02-08-2012, 11:28 PM   Top  -  End  -  #137
Gligarman2
Orc in the Playground
 
 
Join Date: Nov 2010
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by dspeyer View Post
H744

Nytingulfur

Nytingulfurs are the incarnation of exploiting others' compassion. Their physical shape (when not using their change shape ability) is like large wolves, except for solid red eyes which glow faintly and bat-like wings which can fold so closely to their body as to be nearly invisible.

They fight only as a last resort, preferring to use magic and trickery to gain advantages from any they meet. Their favorite game is to find a pair of existing friends, then impersonate each to eachother and ask for expensive favors until the friendship is over.

If forced to fight, they favor hit-and-run tactics, counting on their fast healing to give them a long term advantage. If there is more than one present, they all pick a single target to focus on and only attack others if convenient or the first is effectively disabled. They first target anyone who can heal, and then whoever looks frailest.

Size/Type: Large Outsider (Evil)
Hit Dice: 6d8+24 (51 hp)
Initiative: +3
Speed: 50 ft; fly 30 ft (good)
Armor Class: 18 (-1 size, +2 Dex, +1 Dodge +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Bite +11 melee (1d8+9 plus 1d4 wisdom)
Full Attack: Bite +11 melee (1d8+9 plus 1d4 wisdom)
Space/Reach: 10 ft./5 ft.
Special Attacks: spell-like abilities, improved trip
Special Qualities: Mindsight to 60ft, Disguise Mind, Immunity to Poison, Fire and Electricity, DR 10/magic, SR 16, Change Shape, Fast Healing 5
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 22, Dex 15, Con 18, Int 15, Wis 12, Cha 17
Skills: Bluff: +12, Disguise: +12 (+22 when using change shape), Forgery: +11, Hide: +7 (+11 in forests), Intimidate: +12, Knowledge(local): +11, Listen: +14 (includes +4 racial), Move Silently: +11, Spot: +10, Survival: +10 (+14 following tracks)
Feats: Dodge*, Mobility, Spring Attack
Organization: Solitary, pair, or pack (3-5)
Challenge Rating: 9
Treasure: none
Alignment: always lawful evil
Advancement: by class level
Level Adjustment: +7

* A Nytingulfur's mental senses allow them to always apply the dodge feat to whichever enemy is attacking at a given moment.

spell-like abilities: at will: detect thoughts (dc 15), tongues 3/day: charm monster (dc 17), suggestion (dc 16), major image (dc 16), entice gift (dc 15). Caster level 9th. Save dcs are cha-based

trip A Nytingulfur that hits with a bite attack can attempt to trip the opponent (+10 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.

Disguise Mind When detect good/evil/law/chaos, detect thoughts, or discern lies are used on a Nytingulfur, the result is whatever the Nytingulfur wishes it to be. The caster is not aware that the spell has failed. Note that this, combined with the detect thoughts sla means that any two Nytingulfurs can effectively communicate telepathically.

Change Shape A Nytingulfur can take on the shape of whomever the person its dealing with most trusts, or a generic form of any humanoid race.

That's bloody awesome! Do you know of a way to defeat it that wouldn't seem out of place in a MLP game? Some way for good to dramatically triumph over evil? Some way to defeat this awesome creature of your awesomely twisted mind? Seriously! Let's see Fluttershy and Rarity deal with this!
Gligarman2 is offline   Reply With Quote
Old 02-18-2012, 09:27 AM   Top  -  End  -  #138
ScIaDrd
Dwarf in the Playground
 
Join Date: May 2009
Location: 
Brno,Czech Republic
Gender: Male
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Qwertystop View Post
R750:
A creature similar to the "Darkings" in Tamora Pierce's Tortall books. There's enough about them that it's tricky to describe, but the basic idea is a solid blob that's kind of like a living shadow, but in 3D and not attached to anything.
H570 Is this good?

Darking
Spoiler


Does it look any good? Is the undectablity abillity balanced?

Quote:
Originally Posted by lefuthezombie View Post
H1.I want a cannibal mage prestige class so I can kill and eat any one or thing that cast spells or has spell like ability’s and by doing this learn them my self.I think its important to get a bight attack and the ability to digest odd things like undead flesh, and descent save so I can actually live to kill the other guy.may sacrifice advancement in previous spell progression for class features.
H707.5
I have no idea what number you´re supposed to be, but I think you might like this. It is a quick and dirty soluton ( no offense intended) but it does what you want.

Quote:
Originally Posted by Ralasha View Post
R718
I would like to see a Nature based half-breed template similar to the Half-Celestial/Half-Fiend.
Rather than being an extra-planar's child, or the offspring of a dryad/nymph/etc.

Something akin to the legendary Celtic Green Man as a race or template with innate Nature based abilities.

I hope this is specific enough.
H718
I think this fits quite well, though it is more about a person overgrown with plants who has abilites tied to nature, rather than a being related to dryads and similar creatures.
__________________
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

I started mine in the Players´ house in a large elven city.
Boring, duh.
GENERATION 17: The first time you see this, copy it into your sig and add 1 to the generation. social experiment

My Paladin´s to-be motto:
Peace and love through superior firepower and divine righteousness.
If you approve, copy and paste this into your signature.

Last edited by ScIaDrd : 02-18-2012 at 01:00 PM.
ScIaDrd is offline   Reply With Quote
Old 02-18-2012, 12:45 PM   Top  -  End  -  #139
Qwertystop
Troll in the Playground
 
 
Join Date: Mar 2010
Gender: Male
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by ScIaDrd View Post
H570 Is this good?

Darking
Spoiler


Does it look any good? Is the undectablity abillity balanced?



H707.5
I have no idea what number you´re supposed to be, but I think you might like this. It is a quick and dirty soluton ( no offense intended) but it does what you want.



H718
I think this fits quite well, though it is more about a person overgrown with plants who has abilites tied to nature, rather than a being related to dryads and similar creatures.
Looks pretty good. I'm not sure how much of that is from the books, as I've only read one of the books they appear in (the 4th Wild Magic book). You put an "l" instead of an "i" in its name at the top of the spoiler, incidentally.
__________________

Avatars:
Spoiler
Qwertystop is offline   Reply With Quote
Old 02-18-2012, 03:55 PM   Top  -  End  -  #140
riccaru
Bugbear in the Playground
 
 
Join Date: Apr 2010
Location: 
Wouldn't you like to know
Gender: Male
Default Re: Request a Homebrew: Thread 2!

R751: A playable undead race with an LA of +0 to +2. I'd like to see it include possibly darkvision as well .
__________________
Sir Dan Avatar by Mrgone!
riccaru is offline   Reply With Quote
Old 03-07-2012, 11:30 AM   Top  -  End  -  #141
Maquise
Ogre in the Playground
 
 
Join Date: Dec 2009
Location: 
St. Louis
Gender: Male
Default Re: Request a Homebrew: Thread 2!

R752: I came up with the following idea, but have no idea how to implement it mechanics-wise.

Prenumbral Maw


The Prenumbral Maw, as it is called, is one of the most rare and unusual sights upon the Material Plane, and for those who know what it is, amongst the most dreaded.

It appears as a mobile swirling black vortex. While it fluctuates in size like the shore of the ocean, on average the vortex is about the size of a humanoid, though larger one have been reported. One account even describes a cluster of them coming together and combining to form a much greater Maw, though the veracity of this report is unknown. It is believed amongst the learned arcanists that the Prenumbral Maws as mortals see them are living planar rifts, leading to an extradimensional space. Whether they are individual entities or all part of the same, much larger being is unknown; if the statement of their ability to merge is true, it would suggest the latter.

When a Maw is close to a humanoid or other suitable target, large black tentacles emerge from it, grabbing the intended victim. The similarity of these tentacles to the one produced by the eponymous spell has lead some to believe the Maw was created originally by a disasterous incident involving a botched casting of Black Tentacles. Others believe the reverse is true: the spell Black Tentacles somehow invokes and harnesses the power behind the Maws. Regardless, once the Maw has grabbed a victim, it begins to forcefully drag it into its swirling center. As a victim is pulled in, they become hysterical, dropping everything and losing their senses, only able to struggle to claw their way out. Once the Maw has swallowed a victim, it collapses in on itself and disappears. Sometimes, the victim reappears at the same spot a short time later. They describe their experience like an unremembered nightmare; horrified beyond belief but unable to recall any details. Other times, the victim is simply never seen again.

Combatting the Maw is a most difficult task. As a living planar rift, it is almost impossible to destroy, though spells such as Dimensional Anchor cause it significant distress. It is only really vulnerable when it extends its tentacles; these can be wounded like any creature. If it is sifficiently hurt, it will close up without claiming a victim.
__________________
Quote:
Originally Posted by Stu42 View Post
I used to like called shots. Then I took an arrow to the knee.
Arvak Avatar by Dirtytabs
I can draw. Stop by; I take character requests!
Current Homebrew Project: Psychanuan

Last edited by Maquise : 03-07-2012 at 11:30 AM.
Maquise is offline   Reply With Quote
Old 03-08-2012, 03:13 AM   Top  -  End  -  #142
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
Location: 
Australia
Gender: Male
Default Re: Request a Homebrew: Thread 2!

C752: I'll give this a go, might take some time. Two questions before I start
Would you prefer it to be an aberration or an outsider?
And how powerful do you want it?
__________________
My Homebrew (180+ and still counting)

Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
Previous Avatar
Spoiler

Last edited by Milo v3 : 03-08-2012 at 04:06 AM.
Milo v3 is offline   Reply With Quote
Old 03-08-2012, 07:53 AM   Top  -  End  -  #143
Narciso Bizarro
Pixie in the Playground
 
Beholder
 
Join Date: Feb 2012
Default Re: Request a Homebrew: Thread 2!

R753

An adaptation of the Lorwyn kithkin of (Magic the gathering) to 3.5 small humanoid creatures, with a strong sense of community and the ability to convey their thoughts between them (thoughtweft)
Narciso Bizarro is offline   Reply With Quote
Old 03-08-2012, 11:10 AM   Top  -  End  -  #144
Maquise
Ogre in the Playground
 
 
Join Date: Dec 2009
Location: 
St. Louis
Gender: Male
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Milo v3 View Post
C752: I'll give this a go, might take some time. Two questions before I start
Would you prefer it to be an aberration or an outsider?
And how powerful do you want it?
To be honest, I don't exactly understand the difference b/w aberrations and outsiders, as they tend to get blurry at times, and I'm not sure where this would fall. So whichever would make the most sense to you.

As for power, I'm guessing the Medium should be about CR 10, and with the different sizes going up and down, respectively. If you could, having many different sizes, like Elementals, would be most excellent.
__________________
Quote:
Originally Posted by Stu42 View Post
I used to like called shots. Then I took an arrow to the knee.
Arvak Avatar by Dirtytabs
I can draw. Stop by; I take character requests!
Current Homebrew Project: Psychanuan
Maquise is offline   Reply With Quote
Old 03-14-2012, 02:08 PM   Top  -  End  -  #145
swethy
Pixie in the Playground
 
 
Join Date: Mar 2011
Default Re: Request a Homebrew: Thread 2!

R 754

I've been thinking about working on the Periodic Table elementals (titanium? chlorine?)

However, I just wanted a suggestion for one of the powers that a Large carbon elemental could use. Maybe it could somehow gain a bonus to attack or damage (or both) rolls if it were on fire (coal?) We're going to meet it in an abandoned mine.

My party is a stereotypical group of 4 with a ranger, wizard, fighter, cleric arrangement, if that helps.
Any difficulty level welcome.

Spoiler

Last edited by swethy : 03-14-2012 at 02:09 PM.
swethy is offline   Reply With Quote
Old 03-14-2012, 03:47 PM   Top  -  End  -  #146
Metahuman1
Ogre in the Playground
 
SamuraiGirl
 
Join Date: Mar 2011
Default Re: Request a Homebrew: Thread 2!

R 754

Ok, so now it's my turn to DM in my IRL game.

The last session the party defeated an intelligent giant spider in it's layer, and then decided they wanted to collect webbing and take it to an armor smith to see if he could harden and strengthen it into a super light armor material, arguing the massive strength of spider silk.

I caved but told them it wold take a fair amount of time just to get the silk ready to make into armor, which they very happily accepted. I've got until perhaps the end of this up coming session on Saturday to some up with stats for the material.


I am ok with it being something that would have been insanely valuable. I don't mind buffing a mostly T4-T3 party with one T1 (Cleric.) who has no idea how to use a T1 (Was the players first session last session. ) with one set of valuable items, I'll just be more stingy with the WLB after this for a bit.




Thanks!


Edit: Whoops! Typoed the request number, fixed now!
__________________
Swordmaster in the playground.

Last edited by Metahuman1 : 03-14-2012 at 03:48 PM.
Metahuman1 is offline   Reply With Quote
Old 03-14-2012, 05:16 PM   Top  -  End  -  #147
Qwertystop
Troll in the Playground
 
 
Join Date: Mar 2010
Gender: Male
Default Re: Request a Homebrew: Thread 2!

H 754

As a material...
give it lightness, like Mithril.

Give it... DR (small number)/magic
If you could make that overcome by fire instead of magic, that would be good, but officially that can't happen.

If you want it to be from the sticky kind of spiderweb, make it as follows:
If the wearer of this armor is attacked with a melee weapon (not natural weapons or unarmed strikes), and the attacker does not overcome the wearer's flat-footed AC, the attacker must make a Strength check that beats the armor's AC bonus, or be disarmed. If disarmed, the weapon sticks to the armor, and can be removed only with the same Strength check. Each failed Strength check that comes within 5 decreases the DC for future attempts to remove the same weapon by 1.
__________________

Avatars:
Spoiler
Qwertystop is offline   Reply With Quote
Old 03-14-2012, 07:51 PM   Top  -  End  -  #148
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
Location: 
Australia
Gender: Male
Default Re: Request a Homebrew: Thread 2!

H752

Penumbra Maw
Medium Outsider (Native)
Hit Dice 10d8+40 (85)
Speed 5 ft. (1 squares)
Initiative: +4
Armor Class 16; touch +13; flat-footed +13 (+1 Deflection, +3 Natural)
Base Attack/Grapple +10/+16 (+5 Grapple Bonus)
Attack Slam +11 melee (1d8, 19-20/x2 + Maddening Touch)
Full-Attack 3 Slam Attacks +10/+5/-1 melee (1d8, 19-20/x2 + Maddening Touch)
Space 5 ft.; Reach 5* ft.
Special Attacks Draw Within, Improved Grab, Maddening Touch, Multi-Grapple
Special Qualities Rift Body, Tendrils
Saves Fort +8 10 Ref +9 Will +10
Abilities Str 12, Dex 14, Con 18, Int 6, Wis 16, Cha 9
Skills Hide +17, Listen +20, Spot +20, Survival +18
Feats: Alertness, Blind Fight, Combat Reflexes Improved InitiativeB, Improved Natural Armor
Environment Any
Organization Solitary
Challenge Rating 10
Treasure None
Alignment Always True Neutral
Advancement HD 11-15 (Medium), 16-20 (Large)

It appears as a mobile swirling black vortex. While it fluctuates in size like the shore of the ocean, on average the vortex is about the size of a humanoid, though larger one have been reported. It is believed amongst the learned arcanists that the Prenumbral Maws as mortals see them are living planar rifts, leading to an extradimensional space. Whether they are individual entities or all part of the same, much larger being is unknown.

Combat
When a Maw is close to a humanoid or other suitable target, large black tentacles emerge from it, grabbing the intended victim. Once the Maw has grabbed a victim, it begins to forcefully drag it into its swirling center.

Draw Within (Su): At the end of each turn if the Maw is currently grappling a creature, they must make a strength check (DC 16)or be moved 5ft closer to the possession of the Maw.

If this would cause the creature to enter the square of the Maw, the two must make opposing grapple checks. If the creature fails the check, they are pulled into the rift. After succeeding in its goal the Maw collapses upon itself, taking the creature with it.

The DM must then Roll d20. If a twenty is rolled the creature is lost forever (Excepting epic quests). If a number other than twenty is rolled the creature reappears in the exact spot the maw swallowed him a number of days later equal to the number rolled.

Improved Grab (Ex): If a Penumbral Maw hits with its Slam attack it deals normal and wisdom damage as above, and attempts a grapple as a free action without provoking an attack of oportunity. No initial touch attack is required.

Maddening Touch (Su): On a successful hit with its slam attack the target is also dealt 1d4-2 wisdom damage.
In addition at the end of a round any creature that is being grappled by the Maw must make a Will Save (DC 18) or be confused (as the spell).

Multi-Grapple (Ex): A Penumbral Maw can grapple one creature per tendril, instead of only one. Also it can only grapple if someone is within range of 5ft of the end of one of its tendrils.

Rift Body (Ex): A Penumbral Maw is practically indestructible and amazingly hard to locate while it is within its rift. If it is in its normal state it can hide without any concealment or cover, in addition to being immune to all forms of damage.
As a full round action a Maw can Manifest. While manifesting its ability to hide without cover or concealment is lost, and its Tendril ability automatically activates without needing to use a move action.

But as a side-effect of existing within the rift, if it is under the effect of dimensional anchor or dimensional lock spell it is immediately Panicked, no save.

Tendrils (Ex): By spending a move action or when it manifests the Penumbral Maw sends out three tendrils through the rift.
The creature may select three foot squares within 20ft. The Tendril counts as existing in each square and a 5ft wide line which connects it to the Maw, for the purposes of attacking the Maw.
The Maw on the other hand can only attack creatures within 5ft of the three squares selected.

If a tendril is attacked it deals damage to the Penumbral Maw, bypassing its regular immunity to damage.
__________________
My Homebrew (180+ and still counting)

Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
Previous Avatar
Spoiler

Last edited by Milo v3 : 03-16-2012 at 06:28 AM.
Milo v3 is offline   Reply With Quote
Old 03-16-2012, 06:42 AM   Top  -  End  -  #149
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
Location: 
Australia
Gender: Male
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by riccaru View Post
R751: A playable undead race with an LA of +0 to +2. I'd like to see it include possibly darkvision as well .
H751
Made this a few months ago.
__________________
My Homebrew (180+ and still counting)

Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
Previous Avatar
Spoiler

Last edited by Milo v3 : 03-16-2012 at 06:42 AM.
Milo v3 is offline   Reply With Quote
Old 03-16-2012, 03:19 PM   Top  -  End  -  #150
Ralasha
Troll in the Playground
 
 
Join Date: Jan 2007
Location: 
The Enlightened Monarchy
Gender: Female
Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Milo v3 View Post
Unfortunately: 'There is currently no text in this page. You can search for this page title in other pages, search the related logs, or edit this page.'
__________________
We require additional gaming!

78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Spoiler

Avatar by PINfont.

My pets:
Spoiler
Ralasha is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 04:32 AM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.