Alternate Class Features: Militant Spellcaster - Sorcerer and Wizards lose one spell per spell level/day and their familiar, but gain full BAB and proficiency with Martial Weapons. Spellcasting Lifedrinker - Lose some Lifewell capacity to advance spellcasting. Unarmored Duskblade - Lose your ability to freely cast in Light and Medium armor for abilities similar to a Monk. Undead Soul Eater - Allows Undead to become Soul Eaters, and changes some of the abilities to work better with Undead. Unevasive - Lose Evasion and/or Improved Evasion for a bonus feat. Wand Wizard - Lose a familiar or similar class feature to be able to enchant your spell's to hit roll, DCs and damage/healing rolls. Despite the name, not limited to Wizards. Whiteguard - The antithesis to the antithesis of the paladin.
Adaptive Weapon - Reassign the special abilities of a class-granted weapon. Advanced Spiked Chain Proficiency - A feat that lets you drop the reach of a Spiked Chain to turn it into a double weapon. Bundle of Terror - For the purpose of intimidating, you are considered to be the same size of a creature if doing so is beneficial to you. Deathless Energy Drain Immunity - Redeemed Undead (see below) regain their immunity to Energy Drain. Expendable Familiar - Face no penalty from a killed Familiar, and summon a new one the next day while preparing your spells. Incognito Undead - As an undead, you gain two abilities: one that makes you appear to be alive, and another that can completely supresses your undead type. Increased Monk AC - Your effective Monk level is doubled to determine your bonus to AC, up to level 20. Independant Mage of the Arcane Order - You don't have to pay respect to the Arcane Order to access their Spellpool. Also counts as a feat to enter the Mage of the Arcane Order. Necessary Evil - While being good you can continue to advance in a class that requires you to be evil. In addition, if the class has abilities that are lost due to being good, you keep them. Painful Energy Charge - Using the revised energy charge rules, you can give living creatures negative levels with an energy charge attack. Persistant Shapechange Attack - If your natural weapon deals more damage before shapechanging, you retain your original natural weapon in place of the new (or nonexisting) natural attack. Reloading Finesse - You are able to reload small ranged weapons even while holding something in both hands. Sharp Teeth - Gain a Bite natural weapon that deals 1d6 damage (if medium). Shoulder Riding - Stay on a creature larger than you with no penalty to either of you, gain soft cover, and if anybody strikes you they provoke an attack of opportunity on the creature you're riding on. Spell-Like Imbuing - An Arcane Archer can Imbue Spell-Like abilities through their arrows. Jump* - you gain a Jump Speed equal to your land speed.
*Note: this material was originally created by the (now banned) D&DWiki user Parakee, and was adopted by The Dire Reverend.
AC Scouter - "Vegeta, what does his scouter say about his armor level?" "It's over 20!" Battle Sai - A one-handed Sai as opposed to light-handed. Chained Weapon Template - Attach a chain to a weapon, giving it reach. Costs and Exotic Weapon Proficiency though. Cloak of Vampiric Protection - At the cost of sparkling (and becoming dazed, but that's nothing compared to the first penalty), Vampires do not melt in the sun. Hair Dryer - Invented by Dawn Plushies, the "Hair Dryer" gently blows warm air out of its opening. It was originally intended to quickly dry wet Plushies, however other races found it useful for drying their hair after bathing. Infinate Ammunition - Never have to keep track of how much ammunition you have left! Long Fall Boots - "We told this Test Subject to just go ahead and try to land on her head. Heh heh! She can't do it!" Orb of Power Amplification - An artifact that allows a regular character turn into a Gestalt Character, or Tristalt if they are already Gestalt. Wizard's Wand - The tool of a Wand Wizard (see below).
Enhancements: Contracting - Treat a weapon as one hand size lighter (One-Handed, Light) only when it is beneficial to you. Stacks with itself. Disguised Weapon - This weapon looks like an ordinary household object when not in use. Expanding - Treat a weapon as one hand size larger (One-Handed, Two-Handed) only when it is beneficial to you. Stacks with itself. Merciful Crystal - A weapon crystal that can convert all damage the weapon deals into nonlethal damage.
Creatures, Races & Templates:
Awakened Avain - A flying bird who has become sentient. These stats can be used to make hawks, owls, ravens or any other small bird. Awakened Bat - A bat who has become sentient. Awakened Ferret a ferret who has become sentient. These stats can be used to make Ferrets or Weasels. Beeforged - A Beeforged is a warforged filled with bees. ...Yeah. That's it. Child - A child template that doesn't make him/her unplayable, unlike most other child templates to imitate "reality" in a fantasy game. Dire Reverend Vampire - A less powerful variation of the SRDs Vampire, with Racial Hit Die instead of Level Adjustment. Draconic Kobold - A less powerful version of Half-Dragon that is tailored towards Kobolds. Kitten of Endless Decanters - A kitten that can shoot empty decanters out of it's mouth to harm those who would threaten her nap. Redeemed Undead - An undead who becomes powered by Positive Energy as opposed to Negative Energy, thus becoming a Deathless. Slaymate - A Child (see above) that becomes undead, and gives a small bonus to necromancers around it. Technoplush - A Technoplush is an improved version of a Dawn Plushie, specialized in creating Technological Devices, and powered by electricity instead of fire. Unhallowed Minion - A LA +0 Intelligent Undead that explodes when it disobeys it's master.
Bonus: My (mostly) OotS-style imagery!
A lot of these images are not drawn with the same scale, forgive me.
Feel free to send a PM with a request for a character of your own!
Caleb the Vampire, Celeste the Slaymate, Clover the Human, Mathias the Human, Unnamed Warforged Scout, Unnamed Redcap
Captain Hideaki Kashikoi, Human Shinigami, Fumblefoot the Plush Shinigami, Shikai and Bankai
Caleb the Vampire Shinigami & Yuka the Shinigami
Tekti the Goblin Tinker, Death'Kel the Lich, Celeste the Slaymate (in cool armor stuff)
Races The Orc, my rewrite. The Zelda Races, such as the goron, zora, sheikah, gerudo, and kokiri. The Elf, my own personal take. Pretty overpowered to be honest. The Drow, although this rewrite really only got the LA down. Nothing unique here. The Voldur. I'm enormously proud of this, it's awesome, and it's a half-orc elf. Please take a look. The Sserikon, which is like yuan-ti without LA or RHD. The half-orc rewrite, my best received homebrew. The Kelgrym, a half-orc kobold. Sort of weird, but cool. The Half-elf redux that isn't nearly as cool as my half-orc The Demirci, which is definitely worth a look. Breeds an orc with another homebrew race.
The Hero, a very broad class to encompass the fantasy archetype of an awesome hero.
The Spartan, my first initiator class.
The Enkarni, a warrior that summons a powerful avatar.
The Focus Knight a maneuver based soulknife fix.
The Proteus <--Worth taking a look at.
The Chosen Warrior. It's inspired by Link, from the Legend of Zelda, so if that's your thing (or you want a more versatile, Tier 3 melee class who doesn't use maneuvers) you should definitely check this out.
The Zealot. Considering it's my first ever homebrew...not too bad I guess. Check it out if you'd like a slightly meaner Paladin.
The Eremite. Kind of cool wizard/monk hybrid. It needs work, but it's in the backwaters of my mind for now. Probably going to do a "fix."
The Ebon Knight. Very cool shadowy melee class. Needs a bit of an expansion.
One of millions of fighter fixes.
Last edited by Empedocles : 06-06-2012 at 10:15 AM.
The Templar: Paladin replace that gives them some crazy abilities. Paladin nonbrew: A greatest Hits album of paladin, taking some of the best Substitution class features and working them into a base class. Paladin: A paladin replacement that makes them into anti-spell knights
Current Projects: My current long term project is to develop a DnD high-fantasy rewrite. Project Objectives:
• Balance magic without making everyone a magic user.
• Make the world grittier than 3.5.
• Make the system PbP friendly (minimize opposed checks and other issues that require multiple posts to complete a turn) Current Status
I've goten the system skeleton put together, but filling in and balancing all the little details needs work. I'll eventually start posting threads for that purpose.
--[Mechanic] Limb-Loss. Ever notice home many methods there are to reattach or regenerate lost limbs? Ever notice how difficult it is to actually loose one? This rule set gives Heal Checks additional importance and allows regeneration to see use.
--[MiniGame rules] Ice Hockey Inspired by the upcoming Winer Olympics one fall, I tired to create a rule system.
--[Race] Non Generic Humans I was annoyed at how hard it is to find a LA0 race with a charisma bonus, and wished humans had unique defining characteristics. This race remake solved both issues.
Knight of the Raven is a prestige class from Expedition to Castle Ravenloft, dedicated to using divine magic to combat the undead. This adaptation instead uses maneuvers and stances to fight the undead scourge.
The skinwalker from Navajo legend is a wise man or wise woman who practices a twisted mockery of the Witchery Way. By skinning animals or humans and then wearing their pelts they can take their form. This prestige class aims to capture the feel of the Yee Naaldlooshii, which can transform itself into an ever widening number of creatures, and can eventually create patchwork skins, taking the best qualities from each pelt to become a horrible, powerful abomination.
When civilization encroaches on the forests, some druids and priests of holy groves use the power of animals to preserve the wood. Viridian Aspirants look to the trees. They gradually take on aspects of trees, eventually becoming a Greenman. (Yes, this is inspired by my avatar.)
Most know Bacchus as the god of wine and revelry. Few remember that he bestowed upon his followers a madness wherein they both saw the future and attacked the uninitiated in a blood frenzy. By imbibing sacred wine, Maenads enter an orgiastic frenzy, vastly increasing their spellcasting power.
Dwarves, as everyone knows, are the only race that knows the secret of creating magic items without casting spells. They guard this secret by restricting the travel of their artificers. This makes it difficult to provide versatile magic support to dwarven armies. Dwarven Wandwrights have limited training in creating magic items--they specialize in making and using wands--and so are less of a security risk, but they learn many new tricks to provide the magic that is essential to overcoming enemies of the dwarves.
Dryads make poor adventurers, what with their inability to leave their trees. Some make their homes in livewood trees, however, which remain alive after being felled. When a livewood tree with a bound dryad is cut down to make a cabinet, a spear, or a ship, its new owner often finds himself facing the wrath of an angry dryad that seeks to take back possession of her tree.
Some that succeed take up adventuring, enchanting their tree as a magic item: a fetish. These are the livewood daughters
There are many forms of forbidden power, but the greatest of them are pacts with devils and with vestiges. Twice-bound souls have signed their immortal souls away not just once, like many warlocks or binders, but many times. This provides them with great power, but comes at a cost. While their vestigial and diabolic patrons work together to empower them, once they die their soul is kept in chains so it cannot be stolen by the other powers that lay claim to it. Despite this, no few souls have made these faustian bargains and so wreaked havoc against their enemies.
Most artificers pride themselves on their ability to carefully craft works of beauty and power. Not the inspired inventor.
Inspired inventors build insane contraptions—widgets, gadgets, whirligigs, and gizmos—from cogs and wheels and whatever they have lying around their shops, and rely on flashes of inspiration to get their inventions to work. Their inventions aren't based on elegant theories of magic, either; they're mechanical, alchemical, or biological, and so fuction even when magic could not. And their inventions rarely have any subtlety to them: no graceful wands, but plenty of explosions, traps, and machines belching smoke and fire.
The three soulmelds that make up the raiment of the night—the dusk gloves, the twilight cloak, and the midnight vestments—draw upon the souls of deceased thieves, saboteurs, enchanters, ninjas, illusionists, spies, and even those mortals affected by the blood of Vecna, whose only connection to the world is the imprint their soul left on incarnum. They bestow the power to hide from enemies, to trick them, to blind them, and to craft spells that bypass their defenses and ensnare them in webs of shadow and deceit.
Anyone, with some knowledge and skill, can learn to shape one or two of the raiment's members, but to truly master them takes skill at deception and magic in addition to meldshaping. These rare meldshaper-mages are the nightwearers.
This was one of the coolest campaigns I've ever seen here.
Originally Posted by rot42
Originally Posted by Jeff the Green
Chronocharms, shapesand, and rings of evasion
Masterwork tools and Incense (Meditation)
Enveloping pits and Graft'd Feathered Wings
These are a few of my favorite things
Ioun Stones (the orange ones) and sentira armor
Aureon's Spellshard, a wand with a glamer
Some Raptor Arrows and Diamond Mind Rings
These are a few of my favorite things
Thaalud stone armor and Serpentstongue Arrow Compression dorjes when passageways narrow
Wintermoon Bows, endless flame on my bling
These are a few of my favorite things
When the worg bites
When the formian stings
When I'm feeling sad
I simply grab all of my favorite things
And then I make them hurt bad!
Pocketwatch of +5 Autohypnosis so I can hear the sound of Jeff the Green's music whenever I please. Failing that, I find Greatreach Bracers (MIC 108) to be far more fun than they really ought to be.
Have a holly jolly Christmas (or whatever you might celebrate this season), and please forgive the occasional late post while I cook and eat way too much food and drink more than I usually do.
Old avatars: Count Strahd von Zarovich by Matthias2207, Mirielle Greyhome by Akrim.elf, Rook by Kymme, and Adele Blancheart by Ceika.
Greenman by Bradakhan/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep
Last edited by Jeff the Green : 05-02-2013 at 05:48 AM.
Most of my useful contributions are fairly small, discrete modifications or additions. That's not to say I don't dream big sometimes, but I rarely finish my larger ideas.
For the most part, I 'brew for 3.5, as that is the system I am most comfortable in. I also will often critique work done in that or PF; if you want another eye on your work, feel free to PM me and I'll see what I can do.
If you use any of these, please drop me a line! I'd love to hear how they worked out. Also, if you have a suggestion but the thread's been idle past the necromancy mark, send me a PM about it and I'll see what I can do.
Base Class- The Channeler- A Nature-Themed Warlock
Prestige Class- The Relic- An ancient creature attempting to make his memories a reality.
Race/Paragon Class- The Poziar- A race of humanoid boars fueled by an inner flame (literally).
Monster- The Upako- Because the Kraken isn't terrifying enough
Base Class- The Fencer- A master of artful dueling and less artful killing.
My pride and joy Vancian to Psionics, my attempt to convert the whole of core 3.5 vancian spellcasting over to psionic mechanics. Spells were converted individually to fit the psionic system, along with the base and prestige classes, and most other things that pertain to spells and spellcasting.
The Fighter Incarnate, a Fighter replacement originally inspired by Incarnum mechanics, intended to decrease magic item reliance and enable some crazier stunts.
The Martial Dilettante, a Factotum variant to make it a more mundane (ToB) class.
The Tashalatoran Monk, a Monk replacement based on the Psychic Warrior focused on easy 3.5 integration.
The Tinkerer, a silly class using anachronistic gadgets. Uses Incarnum mechanics.
The War Mind, an overhaul of the XPH class, introducing ToB elements.
The Enrathian Sky Knight, a ToB class that makes you a hippogriff rider.
Other Poisons for Advanced Scoundrels, a poison overhaul that takes out the two-save paradigm and replaces it with individual poison statblocks. Diablo 2 monster templates, a way to very quickly make a monster into a boss monster and give it a "theme". Gold. A (kind of crazy) fluff explanation with a minor crunch attachment.
A Speak Language revision for games where language barriers are supposed to be significant.
Halfling healer avatar by Akrim.elf.
I really like the way the Awareness school came about. I created a Detection subschool, which you reinterpreted into a conceptually distinct Awareness subschool. Then I misinterpreted what you meant and created yet another conceptually (slightly) distinct Awareness subschool. Teamwork!
I guess I should stake out a claim here, even though I haven't done very much homebrew worth speaking of as yet.
The Scrapper - Alternate Warrior / monster class, intended to eventually replace Racial Hit Dice as representing a "feral survivor" type with no formal training.
The Exemplar - meant to be a Soulborn fix, but I got carried away with a custom weapon system and created something absurd. Between that and there already being a class by this name, I don't consider it "valid", but am including it for reference and to annoy myself into making a better version.
The Celebrant - a variant cleric class, less bookish and skillful than the Cloistered but almost as noncombatant, designed mostly for Diplomacy-focused clerics of deities devoted to peace, love, or just plain sex.
Dragonwrought kobolds look exactly like regular kobolds, with slightly color-tinted scales. They look completely humanoid and gain no true dragon traits naturally, such as a good sense of smell, wings, or a breath weapon. They can get some of these things with feats, as anyone with dragon heritage can, but it's not a part of them as a race. This point should be enough for anyone who is looking at it from a flavor point of view. Compare a dragonwrought kobold to the ten iconic true dragons, and tell me the kobold belongs with them.
Dragonwrought kobolds don't gain any abilities or power from aging at all, other than the standard mental score increases that all humanoid races get. To a non-rules lawyer, this should prove it to you. The SRD states, "All true dragons gain more abilities and greater power as they age. (Other creatures that have the dragon type do not.)". This could only be twisted by saying "as they age" is different than "from aging", which is true, but the intended meaning is obvious. The rest of the SRD definition says, "They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm", which some have claimed makes the whole thing irrelevant because that doesn't apply to every true dragon. However, the next line reads, "The size of a particular dragon varies according to age and variety", which puts it back as a solid definition. Now onto some reasons even a rules lawyer could appreciate.
Even regular kobolds have age categories, and they are humanoids, so that obviously has nothing to do with being a true dragon. It's just a description of a life cycle.
They aren't listed on the list of true dragons in Races of the Dragon (the same book in which they were printed).
They don't gain spellcasting as they age, which is listed on page 111 of RotD as something all true dragons get, which is just about the best and most recent source of a true dragon quality I can find, and possibly a description of what the SRD phrase could refer to (though personally I believe the SRD refers to the standardized age advancement table with numerous special qualities true dragons get through aging, not just spellcasting). The exception to this rule that I've found, planar dragons, tell you that they're an exception to the rule.
They aren't specifically listed as true dragons.
There is, in the end, no full and laid out description of what makes a true dragon, no matter how many pieces you try to pull together. My favorite ones were in the previous comments, but even those might be contradicted somewhere. The only way the 3.5 writers have consistently told us what is and what is not a true dragon is by saying it is one in the creature's description. From all flavor descriptions and from a strictly mechanical point of view, dragonwrought kobolds are not true dragons. I personally don't believe the writers of Races of the Dragon even considered they could be, which is why they didn't state it one way or another. If they went through all of that work to deliberately make them qualify as true dragons, they would have stated so.
Table of How to Beat a Wizard, for Players and Annoyed DMs
Level of Optimization
What They're Using
What You Can Use
Improved Evasion or Improved Mettle of Mountains (goliath rogue ACF, RoS)
Ring of Freedom of Movement and Wings of Flying
Raptor's Mask (MIC) or Devil's Sight feat (FCII)
Third Eye Conceal (MIC)
Save or dies/energy drain
Talisman of Undying Fortitude (MIC) or Necropolitan template
Anklet of Translocation/Aporter property (MIC) or be Huge or larger
Silver key 10 (Dragonmarked, requires dwarf)
Magic defenses such as displacement or mirror image
Pierce Magical Concealment feat (CArc)
Gem of Seeing
Lycanthrope template, changeling race (ECS), or master of many forms 10 (CAdv)
Flesh to stone
Warforged race (or others not made of flesh) or Saint template
Orb of force, enervation, or other touch spells
Wand or continuous item of ray deflection (SpC)*
Githyanki silver sword (must be a githyanki, kill one, or steal one's sword; all githyanki warriors carry one)
Eternal blade 10 (ToB, requires elf; get Uncanny Dodge so you can always use immediate actions)
Foresight/moment of prescience
Spymaster 7 (CAdv) or continuous item of mind blank**
Hail of stone or certain acid spells
Troll Blooded feat (DR319) or war troll race (MMIII) and Saint template
Magic buffs such as shapechange or contingency
Scroll of disjunction (if they put it on an item with total cover, do the same)***
Scroll of banishment, with tons of things that the creature hates to pump your DC and SR piercing, if necessary***
Disjunction or dispel
Give items total cover under your armor or something else
"Your character isn't smart enough to do that with only 12 Int. Mine can think of anything with his Int of 30."
War Hulk + Hulking Hurler
Iron Heart Surge him away
*If you don't want to go the custom item route, optimize your touch AC. Deflective Armor (RoS) and Parrying Shield (LoM) will get it pretty high with minimal investment, but other guides would be better for optimizing this further. Also see the note about moment of prescience and how you can arguably avoid your enemy getting a +25 to his attack roll.
**This is not commonly accepted (yet) as kosher, but my justification follows. Note that this ruling also makes invisible creatures with mind blank undetectable by divination magic, so get some blindsight if you expect to be facing them.
- Spymaster 7 gives you a fake persona which is detected when any Divination spell is used on you.
- Mind blank protects against all information-gathering divination spells and effects, and goes on to say that scrying targeted on you simply fails. I believe Vecna-Blooded works in a similar way to mind blank.
- Moment of prescience is a divination spell with a range of Personal, that grants you "a powerful sixth sense in relation to yourself".
- I take this to mean that when you attack someone and use moment of prescience, you gain a sixth sense (information-gathering effect) about where I will be in the near future, allowing you to place your blow perfectly.
- Therefore, as a spymaster, you detect where my persona will be in the near future, which is meaningless with regards to my actual self.
- With mind blank activated, you are simply unable to discern where I will be.
- If moment of prescience was not an information-gathering effect and simply enhanced your own ability to attack, it would not be a divination spell, or say that it grants you a sixth sense. You would be sensing nothing, merely having improved in skill.
- "An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur." The bonus you gain is an insight bonus, and this coincides with my interpretation of what is happening.
***If you don't want to "be a wizard to beat a wizard", you can beat shapechange or gate simply by having a mega-optimized melee build. They won't have the same feats and class features as you.
This list is only for a quick fix to these problems. Optimizing your saving throws can allow you to beat many of the effects on this list, most of the time, without needing to be immune to them.
A special mention should be given to the warforged juggernaut prestige class, which gives you immunity to nonlethal damage, critical hits, mind-affecting effects, death effects, all necromancy effects, ability damage, and ability drain, after only 5 levels. The base warforged race already has immunity to sleep, fatigue, exhaustion, poison, disease, sickening, nausea, paralysis, and energy drain. Either of these could go under many of the above headings, but it would have caused clutter... which just goes to show how good they are at stopping mages.
New Planetouched Races. Specific planetouched races for Ysgard, Acheron, Elysium, The Grey Waste, The Outlands, Pandemonium, Carceri, Bytopia and the Beastlands.
A new system for Arcane Magic in D&D, including a sorcerer and wizard base class, several new spells and feats. Also contains a system for ritually casting big utility spells.
Findelwald's Diseases of the Planes
The Journal of Findelwald Tungsten, Planar Explorer and Magister of Applied Pathology, in his quest to find, get infected with, cure and describe the most interesting diseases on the planes.
My homebrew campaign setting. The prime material was destroyed by incomprehensible forces from outside reality, and a thousand years later, survivors in the Aether are rebuilding civilization.
A warning - this list contains, in no particular order, a mixture of both my very old work and some of my very new work. Not everything is of a quality I am proud of, but I've chosen to include the older material for both completeness' sake and in case I want to revisit it at a later date and improve or revise it. Other than that, have fun - and PM me if you've got any questions!
Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
If you're ever in a situation where you can't survive, go for the broke and fill all of creation with chickens. Just imagine the reaction of people halfway around the world when every square inch of space in their world is suddenly and completely full of chickens.