Homebrew DesignRoll 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.
If anyone wants to critique what I've got done so far I'd really appreciate it. Ive got some ideas for the higher level abilities, some of which will be a progressively stronger version of the nerfed ghost walk the class has atm, with definite negative energy themes. also in the progress of re-working the fluff, sort of aiming for a rogue prc that uses the powers of the undead to hunt down the undead and put them to their final rest as well as evil necromancers/priests who would disturb the souls of the dead. Also considering moving ghost scarred from a bonus perk to a class requirement. also thinking about lowering sneak attack bonus to a max of 3 or 4d6.
Well, I updated my entry with most of the class abilities I can think fo at the moment. Fluff will be added soon. Feedback on the abilities would be appreciated though. Considering adding more mask abilities, though can't think of any at the moment. As is, I'm not entirely sure if I managed to balance things out well enough. The costume prosthesis graft penalties could also likely use some changing.
Anyway, all that said I think the class could be played a few way, from making useful masks for other, cursed masks for others, face stealer, masks for yourself, or being the maker of the sorting hat.
I likewise support the idea of a minor extension to the deadline given the forums going down for a few days.
Edit:... Huh, I just realized that there are 3 entries that each use different subsystems made by Kellus. Perhaps he is the patron hombrewer of Halloween.
Owrtho
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My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror. other hombrew
Wow, there are a lot of entries here that look really good. I don't think I'm going have time to make one this round, but I'll try to PEACH some of them.
For no clear reason I'm going to start with Amechra's Name-Me-Not:
It may make sense to link to Too Many Eyes so people know where that's from.
I think you don't need to lose as many caster levels as you do; having dual progression at 7 and 10 is probably fine.
Speak My Name is well done- I'd suggest also something additional to happen when one says the name three times, like the speaker gets a penalty to all saves from things done by the Name-Me-Not for 24 hours or something like that.
Change of plan - school's taking up too much time for the big, long sprawling PrC I wanted to do, so I've made a short and simple Slendy PrC, which I did always want to do anyway.
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Spoiler
Avvie by araveugnitsuga
Last edited by TheGeckoKing : 10-07-2012 at 03:57 PM.
Just want to give a friendly heads up, because I've already done this with my contest, note permission or take down your photos (unless they're public domain/non-copyrighted/free use/etc.). Roland is being quite serious over that warning he gave back in September and I'd hate to see anyone have an infraction or worse tossed their way over something as silly as prettying up a homebrew entry.
Edit: And to be clear, he means you literally need their permission. Just linking to the artist or mentioning it's their work isn't good enough, you need their actual go ahead to post it.
I'm going to do some quick commentaries myself. If I skip yours, I apologize, and it's likely because your class is based on another piece of homebrew and I'm just not comfortable giving in-depth critiques on material I'm not really familiar with. Again, it's nothing against you or the work you used, I just don't have time to become mechanically familiar enough with these base class systems to offer critique I'm comfortable giving.
Mawkin
Spoiler
I like requirements like yours. It isn't mechanically difficult to get into, but it is thematically difficult to get into. Unlike even some WotC products (*cough*bloodmagus*cough* That said, there aren't really rules for decapitation, so it might require a little more DM fiat than most.
I like the level 0 concept, it works well to make entry less mechanically weird. Grasping Vines is fun, but 10+ Cha mod is... not a lot of strength for grappling. That might be intentional, but I thought I'd note it. Still, it's a fun 1st level ability.
The rest of the abilities seem well put together, IMO, and fit the theme very well. I don't notice anything overly offensive balance-wise (especially considering you have to spend two move actions to get to the real power here) and they're as thematic as they are functional.
The main concern I have here is who would take the class. It has a mix of abilities, but the meat of the abilities need you to be in the fray thrashing away with vines, but you have a fairly low HD and poor BAB. The strength bonuses certainly help that, but it's still an issue. Casty classes won't bother (other than thematically) and if I had a major problem with the class it's that it doesn't really *fit* in most standard DnD games. This is entirely a personal issue, I'll admit, and the class has it's role, and fills them well, but those roles don't mesh well in most games. It's esoteric, IMO, but that's not a REAL problem so much as a personal nit I pick off of things.
Overall, I like it. Nice work.
And I have to pass three classes before I hit one that's finished >.>
Wakeless Titan
Spoiler
Another fun thematic death requirement, though mechanically it is stricter than the Mawkin. Still, it works, and firmly establishes the type of class this is and the type of character that can/should enter it. I like it when prereqs tell you as much about the class as description, so good work here.
I'm a little disappointed Dredge Line doesn't allow you to drag people back to you, but that's just the Nautilus fan in me coming out. The early class abilities do a good job of being interesting enough and enhancing your capabilities to go beyond just being "you can now function underwater" abilities, which tend to be kind of boring. Makes you a really terrifying force underwater... which most forces underwater are anyway.
THERE'S the dragging ability. I knew it'd be there. The move action makes for an interesting balance point. You could just swim over there, but why bother?
Generally, I love it. It has the unfortunate "restriction" to underwater, but it functions nearly as effectively on land, which I love, it helps dodge that particular issue of becoming too esoteric. You do still become a monstrosity powered by the Things-That-Are-Underwater but it's still functional for a lot of situations. I dig the hell out of this. Yup.
I like requirements like yours. It isn't mechanically difficult to get into, but it is thematically difficult to get into. Unlike even some WotC products (*cough*bloodmagus*cough* That said, there aren't really rules for decapitation, so it might require a little more DM fiat than most.
There are two places which have decapitation rules: vorpal swords & hydras. But yes, it's more fiat-y than normal... of course, it's also likely that this class will be an NPC, simply from the flavor, which means DM fiat is fine ;)
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I like the level 0 concept, it works well to make entry less mechanically weird. Grasping Vines is fun, but 10+ Cha mod is... not a lot of strength for grappling. That might be intentional, but I thought I'd note it. Still, it's a fun 1st level ability.
No it isn't, though (a) with a fear build you'll want a good Cha, and (b) it gets all of your grapple modifiers, and if you want to make best use of the class, you'll have some of those.
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The rest of the abilities seem well put together, IMO, and fit the theme very well. I don't notice anything overly offensive balance-wise (especially considering you have to spend two move actions to get to the real power here) and they're as thematic as they are functional.
Good! I'm glad.
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The main concern I have here is who would take the class. It has a mix of abilities, but the meat of the abilities need you to be in the fray thrashing away with vines, but you have a fairly low HD and poor BAB. The strength bonuses certainly help that, but it's still an issue. Casty classes won't bother (other than thematically) and if I had a major problem with the class it's that it doesn't really *fit* in most standard DnD games. This is entirely a personal issue, I'll admit, and the class has it's role, and fills them well, but those roles don't mesh well in most games. It's esoteric, IMO, but that's not a REAL problem so much as a personal nit I pick off of things.
Yeah... I'm still trying to figure that out. I may bump BAB and/or HD...
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Overall, I like it. Nice work.
Thanks!
__________________ (member in good standing of the troll-feeder's guild)
Eh, I can't come up with something that I can flesh out in time. Looks like this one's not for me.
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Originally Posted by Chilingsworth
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.
Well, I updated my entry. Mostly just adding fluff, but added two new mask abilities (for those curious, they are the prop mask and the feature mask). Anyway, feedback would be appreciated.
Owrtho
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My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror. other hombrew
I'm not having much inspiration on the ghosty warlock. I'll keep mulling it over for the next week or so until this closes, but it looks like I might also be sitting this one out.
Made a few more minor changes to the mask maker. Made it quicker to put on/remove masks with help, made suppressed masks able to become unsuppressed, and added another feat for if you want to wear masks on top of more masks (as well as some minor changes to two of the other feats). Might have been another minor change or two I can't recall. As always, and PEACHing of feedback is appreciated.
Owrtho
__________________
My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror. other hombrew
I'm having a lot of difficulties with writing the witch hunter. The charm lists are relatively easy and brief, although the abilities are a bit of a nightmare to find the right words for =x.
Probably should have picked something a bit simpler, although I'll try my best to trudge to the end.
Less than a week folks! Let's make sure all the background fluff, extra rules, etc are done and posted so we don't lose any of this work before the voting!
I'm going to finish mine up tonight and then start a PEACH-a-thon tomorrow.
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Avatar courtesy of Thormag.
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Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
Pretty well done my entry now except for fluff, although i have been thinking of adding in a lesser version of sphere of sorrow. If anyone is willing to PEACH my class, somethings in particular I'm looking for criticism on is if skills are too weak/powerful or need more/fewer uses per day
I'm going to have to withdraw from the contest. I have several more ideas for the class, but I've currently hit a brick wall. And in combination with IRL issues (stupid Real Life interfering with my D&D addiction), and with my base class I'm working on, The Spellbound.
I probably won't be back for a while, unless ErrantX posts a PRC contest I just can't resist
Make sure you get your last minute edits and fixes done, because I'll be cutting through it mercilessly this evening. If you didn't make the cut because of unfinished work, I do apologize, but them's the breaks.
Finished all the Wakeless Titan fluff with a few hours to spare! Looking forward to seeing how people react; I'm seeing a ton of great entries this time.