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    Default Princes of Oblivion [Epic Destinies][3.5]

    Abyssal Exalted



    After years of adventuring, heroes find themselves faced with one last quest. As they pursue their final journey, they realize and achieve their epic destinies, and eventually attain immortality if they can succeed. Some are destined to be great mages or immortal warriors...and then there are those chosen to be exalted. Corrupted by the Neverborn, undying ghosts of ancient gods, the Abyssal Exalted act as their pawns, seeking to drag the world down into the nothingness of Oblivion. Forsaking life, they turn the power of their Black Exaltation on the world into which they were born. The Abyssals are divided into five castes, each one with its own horrific power. The mighty warriors of the Dusk Caste slay nations and devour the flesh of their victims; the blasphemous hierophants of the Midnight Caste work dark miracles and command undead armies; the cunning savants of the Daybreak Caste are insuperable in the creation of necromantic abominations; the inescapable assassins of the Day Caste slip past all wards and cut the throats of any who incurs their wrath; and the profane words of the Moon Caste’s diplomats tear nations apart. By the hands of the Abyssal Exalted, the world will be pulled down into eternal darkness.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    Dusk Caste Exalted



    As the sun fades away, the day falls to Oblivion, the world shrouded in darkness. Such is the hour when the warriors and generals of the Dusk Caste rise. Calling themselves the Forsaken Children of Ash, their unliving strength and invulnerability makes them the greatest champions of death ever to roam the world.

    Requirements: 21st level, any evil alignment

    {table=head]Level|Benefit
    21st|Ravening Maw, Ebon Lightning
    24th|Artful Maiming Onslaught
    27th|Broken Toys
    30th|Glorious Carnage
    [/table]

    Ravening Maw (Ex)
    You gain a bite attack that deals 1d8 damage (for Medium creatures). The bite attack gains an enhancement bonus equal to one-quarter your level, rounded down, and has a critical threat range of 19-20/x2. Whenever you deal damage to a living creature with your bite attack, you are healed of half that amount of damage.

    Ebon Lightning (Ex)
    As you charge across the battlefield, even the sun itself weeps. Whenever you charge, you may move an additional 5 ft. per point of Strength modifier you have, and may charge unhindered over difficult terrain. In addition, whenever you successfully attack a creature at the end of a charge, they must make a Fortitude save, DC 10 + 1/2 your character level + your Strength modifier, or take one point of Constitution damage for every 10 ft. you moved as part of the charge.

    Artful Maiming Onslaught (Ex)
    The Children of Ash rend flesh and shatter bones, leaving the battlefield strewn with the limbs of their opponents. At 24th level, whenever you successfully confirm a critical hit, your attack gains an additional effect based on what you rolled on the dice when you confirmed the critical hit. However, you must successfully confirm the critical hit for the effect to take place–thus, the lower the dice roll is, the more powerful the effect.

    {table=head]
    Roll
    |
    Target
    |
    Effect

    1|Head|Roll another d20. If you roll another 1, the target is decapitated. If you roll anything else, the attack deals an additional 100 damage.
    2-5|Arms|One of the target’s arms (or similar) is severed. They lose the use of it, and lose 2 points of Strength and Dexterity until the arm is regenerated. Anything the arm was holding is dropped.
    6-10|Legs|The target’s legs are severed. Their base land speed drops to 0 ft. until they are regenerated, and the target falls prone and cannot rise.
    11-15|Eyes|The target’s eyes are plucked out or burst. They become blinded until they are regenerated.
    16-20|Vitals|The target suffers a gruesome wound to its vitals. They take 1d6 Constitution damage, and take 5 damage from bleeding each round until the Constitution damage is healed.[/table]

    Broken Toys (Su)
    Warriors over-reliant on magical blades and enchanted weaponry may find themselves outmatched when facing the Children of Ash. At 27th level, whenever you are damaged by a manufactured weapon, you may attempt to destroy it as an immediate action. If the item is not magical, it is immediately destroyed, reduced to dust. If it is magical, then it must make a Fortitude save, DC 10 + 1/2 your character level + your Strength modifier, or be destroyed, shattering into pieces. Artifact weapons cannot be destroyed with this destiny feature, nor can any weapon wielded by a deity.

    Glorious Carnage (Su)
    Reaching your apotheosis as death incarnate, you become a warrior against whom no man can stand. Any weapon you wield (including unarmed strikes and natural weapons) gains the unholy special quality. In addition, you may make area attacks with melee weapons. Whenever you would make a melee attack (for example, as part of a full attack or martial maneuver), you may instead make an area attack that targets every square within your reach. You roll weapon damage normally, and all creatures in the attack’s area are affected. A Reflex save, DC 10 + 1/2 your character level + your Strength modifier, reduces the damage by half. In addition, you may use this ability in conjunction with a charge. Whenever you charge, instead of making a single melee attack at the end, you may make an area attack that targets all squares that were in your reach at any point during your charge, as above. Any creature that fails its Reflex save must then make a Fortitude save against your ebon lightning destiny feature to avoid taking Constitution damage.

    Immortality: Gaping Maw of Oblivion
    In time, you carve out a demesne for yourself in the world, a blasted wasteland roamed only by the dead. By now, you are far too close to Oblivion to ever die, reigning over your unholy kingdom for millennia, watching its borders slowly expand. Even as your body grows too decayed and withered to rise from your throne, your unholy spirit still watches the death of every mortal to fall beneath your armies.
    Last edited by The Demented One; 2009-02-22 at 05:14 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    Midnight Caste Exalted



    At the zenith of night, the dead rise, unbound by the harsh strictures of the sun. The dark priests of the Midnight Caste defy the sun’s will even in broad daylight, acting as living avatars of death. Calling themselves the Blasphemous Children of Silence, their dark power, born of the worship of Oblivion itself, lets them raise armies of shambling dead or fell mortals with little more than a word.

    Requirements: 21st level, any evil alignment

    {table=head]Level|Benefit
    21st|Ravening Maw, Withering Phantasmagoria
    24th|Elegy for the Fallen
    27th|Immortal Malevolence
    30th|Killing Words
    [/table]

    Ravening Maw (Ex)
    You gain a bite attack that deals 1d8 damage (for Medium creatures). The bite attack gains an enhancement bonus equal to one-quarter your level, rounded down, and has a critical threat range of 19-20/x2. Whenever you attack with the bite, you may choose to, as part of the same action, cast any divine spell you know with a range of touch and deliver it through the bite attack. Only spells with a casting time of 1 standard action or less can be cast this way.

    Withering Phantasmagoria (Su)
    The priests of Midnight command the forces of death itself. If you are an evil-aligned Cleric, you gain the power to channel negative energy as a devastating attack. As a swift action, you may expend a use of rebuke undead to make a touch attack that deals damage equal to your character level (the touch attack heals the undead, rather than harming them). Any creature reduced to 0 hp or less by this touch attack immediately dies, and is resurrected as a zombie. It is treated as having been rebuked by you, and counts towards the maximum HD of undead you may control that way. If you cannot rebuke undead, you gain the ability to rebuke undead as an evil-aligned Cleric of half your character level.

    Elegy for the Fallen (Su)
    The presence of the Midnight Caste profanes all life. At 24th level, you radiate a permanent unhallow effect, with caster level equal to your character level. You may tie spells to this unhallowed aura, as normal, but their duration becomes 24 hours instead of one year. In addition, any non-evil living creature within the aura takes a -4 penalty to Constitution, to a minimum of 1, and loses any fast healing or regeneration it may have unless they have HD greater than twice the spell’s caster level.

    Immortal Malevolence (Ex)
    You forsake life for an eternity of undeath. Your type changes to undead, all your hit dice increase to d12’s, and you gain all undead traits. In addition, if you are ever killed, your remains continue radiating a unhallow effect, per the elegy for the fallen destiny feature. If your remains are left within this aura (i.e., it is not dispelled or suppressed) for 24 hours, then you return to life, reanimated as with the true resurrection spell, although you remain undead.

    Killing Words (Su)
    Whenever you cast a spell that targets one or more enemies, you may expend any number of uses of rebuke undead. For each one, you may target a single additional enemy within 60 ft., even if they are outside of the normal range of the spell (even if it is a touch spell). In addition, you can affect even creatures normally immune to necromancy spells or death effects with such spells, regardless of the source of their immunity.

    Immortality: Ebon Apotheosis
    You ascend as an avatar of death itself, perhaps becoming a demigod of death. Other Midnight Castes follow other paths to immortality–some descend to the Underworld, becoming demon princes or archdevils with great power over death. Dark legend has it that some are even capable of becoming incarnations of death itself, leading the fallen to their final fate.
    Last edited by The Demented One; 2009-03-09 at 06:48 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    Daybreak Caste Exalted



    As day breaks, the secrets hidden in the dark of night are revealed. The savants and necrologists of the Daybreak Caste have mastered such secrets, learning the arcane lore of death. Calling themselves the Unclean Children of Bone, they have raised the practice of necromancy to a science, creating abominations the world has never before known.

    Requirements: 21st level, any evil alignment

    {table=head]Level|Benefit
    21st|Ravening Maw, Life-Mocking Assembly
    24th|Void Metamagic
    27th|Oblivion Triumphant
    30th|Supreme Perfection of Necromancy
    [/table]

    Ravening Maw (Ex)
    You gain a bite attack that deals 1d8 damage (for Medium creatures). The bite attack gains an enhancement bonus equal to one-quarter your level, rounded down, and has a critical threat range of 19-20/x2. Whenever you attack with the bite, you may choose to, as part of the same action, cast any arcane spell you know with a range of touch and deliver it through the bite attack. Only spells with a casting time of 1 standard action or less can be cast this way.

    Life-Mocking Assembly (Su)
    Your mastery of undeath is peerless. Whenever you animate an undead creature with an arcane spell, it gains an additional number of HD equal to half your character level, and gains a profane bonus to Strength and Dexterity equal to the level of the spell used to create it. In addition, all undead you creature gains bonus hp equal to their Charisma modifier (minimum +1) times their HD. Finally, you gain the ability to create more forms of the undead with your spells. You may create any form of mindless undead with the animate dead spell. You may create any form of intelligent corporeal undead with the create undead spell, and any form of intelligent incorporeal undead with the create greater undead spell. However, you can never create an undead creature whose HD exceed your caster level.

    Void Metamagic (Su)
    Your scientific understanding of necromancy makes modifying such spells much simpler. All arcane spells of the necromancy school that you cast lose any verbal or somatic components, and have the duration extended. In addition, any metamagic feat you apply to a necromancy spell has its level adjustment reduced by 1, to a minimum of 0. At 27th level, level adjustments are reduced by 2, and at 30th level, level adjustments are reduced by 3.

    Oblivion Triumphant (Ex)
    At 27th level, you shuck your mortal corpse. Your type changes to undead, all your hit dice increase to d12’s, and you gain all undead traits. You also take on the incorporeal subtype, gaining all traits of it. You may choose to manifest as a corporeal creature or dematerialize at will as a swift action.

    Supreme Perfection of Necromancy (Su)
    You are necromancy incarnate, and the mortal world had best yield to your will. Necromancy spells you cast cannot be dispelled except for by epic spells, artifacts, spells cast by other Daybreak Caste Exalted with this ability, and deities. In addition, antimagic fields and similar effects do not suppress your necromancy spells unless created by similar sources. Necromancy spells that you cast ignore spell resistance, except for spell resistance greater than twice your caster level and that possessed by deities. Any undead you create with an arcane spell cannot be turned or rebuked, gain immunity to damage from positive energy, and gain damage reduction 10/–, resistance 20 to all energy types, and spell resistance equal to 10 + your caster level.

    Immortality: Army of Darkness
    Having perfected the science of necromancy, you raise a dark horde of unliving abominations and set them upon the world. As they ravage the world of the living, you retreat to the depths of Oblivion to pursue your study even further. With enough millennia of research, imagine what you could discover–the secret names of all the dead, the ancient secrets of necromancy known only by the primordial ancestors of the archfiends, even the art of reanimating dead gods. Nothing is beyond your grasp.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    Day Caste Exalted



    Even at the height of day, shadows still linger defiantly amid the piercing light. So too are those of the Day Caste, assassins who fear neither light nor discovery–for being discovered simply means more victims. Calling themselves the Wretched Children of Blood, they surround themselves in unholy darkness, and leave graves and massacres in their wake.

    Requirements: 21st level, any evil alignment

    {table=head]Level|Benefit
    21st|Ravening Maw, Shadow Cloak
    24th|Mist Over Ice
    27th|Flickering Wisp
    30th|Atrocity Without Witness
    [/table]

    Ravening Maw (Ex)
    You gain a bite attack that deals 1d8 damage (for Medium creatures). The bite attack gains an enhancement bonus equal to one-quarter your level, rounded down, and has a critical threat range of 19-20/x2. Whenever you deal damage to a living creature with your bite attack, you are healed of half that amount of damage.

    Shadow Cloak (Su)
    As a swift action, you may begin radiating shadowy illumination out to a 30-ft. radius. This magical darkness is treated as a 9th-level spell for purposes of dispelling light spells, and cannot be seen through even by creatures that can normally see through magical darkness, unless their HD is greater than twice your character level or they are deities. Each round, all non-evil living creatures in the darkness take 1d6 damage, and you are healed an amount equal to half the total damage. You may suppress or resume the darkness at will as a swift action.

    Mist Over Ice (Su)
    The Children of Blood are as silent and ephemeral as mist itself. At 24th level, you gain a fly speed of 60 ft., with perfect maneuverability. In addition, you become so silent that you cannot be heard. Whenever you make a Move Silently check, you automatically win any opposed checks–other creatures simply cannot hear you, no matter how high their Listen modifier is, unless they have a Wisdom score that exceeds your Dexterity by 10 or more or are deities. This ability also prevents you from being perceived by blindsense or blindsight. Only epic spells or artifacts could pierce this concealment.

    Flickering Wisp (Su)
    Day Caste assassins need fear no blade. At 27th level, whenever you are attacked with a melee or ranged attack, you may make a Reflex save as an immediate action. If the result of the check + your touch AC beats the attack roll, then you may immediately teleport up to 30 ft. away before the attack lands. If it does not beat the attack roll, then you do not teleport away at all.

    Atrocity Without Witness (Su)
    No mortal can withstand seeing the atrocity committed by a Day Caste. Any enemy you attack loses their Dexterity bonus to AC, even if they have abilities that would normally prevent this–only deities are unaffected by this. In addition, whenever you would deal precision damage granted by a class feature such as sneak attack or skirmish to an enemy, you may choose to forgo any number of precision damage dice. For every damage dice you give up, the attack deals one Constitution damage.

    Immortality: Eternal Lurking Shadow
    Your flesh falls to dust, but you scarcely notice it. You have become a being of pure unliving shadow, a spectre born of hatred. Your forevermore roam the shadows of the world, always waiting for the sweet taste of a victim’s blood. Children quake in terror as their mothers tell them stories of you, and even brave men shiver as you pass unseen by them.
    Last edited by The Demented One; 2009-02-22 at 02:19 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    Moonshadow Caste Exalted



    Even the sun must retreat to safety behind the face of the moon, lest it were to fall to the seductive words of the Moonshadow Caste’s demagogues. Only they could make the cold embrace of Oblivion sound so enticing. Calling themselves the Deceitful Children of Dust, they can break a man’s mind and resculpt it to their liking with mere words.

    Requirements: 21st level, any evil alignment

    {table=head]Level|Benefit
    21st|Ravening Maw, Screaming in Silence
    24th|Accursed Overlord
    27th|Infinite Blasphemy
    30th|Bitter Sweetness of Betrayal
    [/table]

    Ravening Maw (Ex)
    You gain a bite attack that deals 1d8 damage (for Medium creatures). The bite attack gains an enhancement bonus equal to one-quarter your level, rounded down, and has a critical threat range of 19-20/x2. Whenever you deal damage to a living creature with your bite attack, they take a cumulative -1 penalty on all Will saves until they are healed to full health.

    Screaming in Silence (Su)
    The Moonshadow Caste’s attack is always subtle and invisible. As a swift action, you may telepathically fill a foe’s mind with screams, the unholy sound sapping their will. You may psychically assault any intelligent creature within 60 ft. They must make a Will save, DC 10 + 1/2 your level + your Charisma modifier, or take damage equal to your character level and be stunned for one round. This is a mind-affecting ability.

    Accursed Overlord (Su)
    None can defy the will of a Moonshadow tyrant, not even the dead. At 24th level, any mind-affecting ability you use can affect creatures that are normally immune to such abilities, whether it is because of their type, or whether they benefit from a mind blank spell or a similar effect. The only exceptions to this ability are mindless creatures and deities. However, such creatures gain a +6 bonus on any saves allowed by the effect. At 27th level, the bonus is reduced to +4, and at 30th level, it is reduced to +2.

    Infinite Blasphemy (Su)
    Your unholy presence is as a bulwark, your majesty rebuffing all blows. You radiate a permanent unholy aura, with caster level equal to your character level. In addition, you and all allies within the aura gain the benefits of the mind blank spell.

    Bitter Sweetness of Betrayal (Ex)
    All men are puppets, dancing at the whims of the Moonshadow Caste. At 30th level, you may warp and twist a character’s mind by talking to them for one minute. You then make a Bluff, Diplomacy, or Intimidate check, opposed by a special level check made by them equal to 1d20 + their HD+ their Wisdom modifier. By taking a -50 penalty on the check, you may instead make it as a full round action. If you succeed, you have essentially free reign over their mind. You may alter or delete any of their memories, and may insert false ones as you please. You may reshape their personality, altering their emotions, opinions, and even alignment. In addition, if you wish, you may render them permanently insane, as the spell. Because this ability is an extraordinary mind-affecting effect, spell resistance does not apply against it, and it cannot be dispelled. Only epic spells, artifacts, or deities can undo its effects or cure those maddened by it.

    Immortality: Dawn of a Dark Age
    Growing weary of the mortal world, you choose your death, descending into Oblivion. Bereft of your advice, the corrupt kings and false princes who had relied on your advice find themselves faced with chaos, a great war blazing across the world for years to come. Your death is the dawn of a new age of hatred and evil that will last for centuries.
    Last edited by The Demented One; 2009-02-25 at 12:15 AM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    As always, this is truly excellent.

    The one thing I might say you could clarify is, in the Midnight Caste, you say they are returned to life as if by the true resurrection spell. Now, by that point, the character is actually an Undead, and true resurrection returns destroyed undead to LIFE (not unlife). I might just alter the wording to not include the reference, saying that you reform in that area with no negative effects or something like that.
    The Playgrounder Formerly Known as rtg0922

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    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    Quote Originally Posted by rtg0922 View Post
    As always, this is truly excellent.

    The one thing I might say you could clarify is, in the Midnight Caste, you say they are returned to life as if by the true resurrection spell. Now, by that point, the character is actually an Undead, and true resurrection returns destroyed undead to LIFE (not unlife). I might just alter the wording to not include the reference, saying that you reform in that area with no negative effects or something like that.
    Clarified that, and swapped out the picture for Dusk Caste.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    Life-Mocking Assembly (Su)
    Your mastery of undeath is peerless. Whenever you animate an undead creature with an arcane spell, it gains an additional number of HD equal to half your character level, and gains a profane bonus to Strength and Dexterity equal to the level of the spell used to create it. In addition, all undead you creature gains bonus hp equal to their Charisma modifier (minimum +1) times their HD. Finally, you gain the ability to create more forms of the undead with your spells. You may create any form of mindless undead with the animate dead spell. You may create any form of intelligent corporeal undead with the create undead spell, and any form of intelligent incorporeal undead with the create greater undead spell. However, you can never create an undead creature whose HD exceed your caster level.
    that seems like it needs some additional rules, or at least some clarification. there are many mighty corporeal undead creatures, a good number of them epic, that could now be created by a low-level spell.

    Flickering Wisp (Su)
    Day Caste assassins need fear no blade. At 27th level, whenever you are attacked with a melee or ranged attack, you may make a Reflex save as an immediate action. If the result of the check + your touch AC beats the attack roll, then you may immediately teleport up to 30 ft. away before the attack lands. If it does not beat the attack roll, then you do not teleport away at all.
    any reason that it is reflex plus touch ac? that seems a bit redundant to me, especially with double the dex mod to it. help me understand why this makes sense, or how i am reading it wrong.

    Bitter Sweetness of Betrayal (Ex)
    All men are puppets, dancing at the whims of the Moonshadow Caste. At 30th level, you may warp and twist a character’s mind by talking to them for one minute. You then make a Bluff, Diplomacy, or Intimidate check, opposed by a special level check made by them equal to 1d20 + their HD+ their Wisdom modifier. By taking a -50 penalty on the check, you may instead make it as a full round action. If you succeed, you have essentially free reign over your mind. You may alter or delete any of their memories, and may insert false ones as you please. You may reshape their personality, altering their emotions, opinions, and even alignment. In addition, if you wish, you may render them permanently insane, as the spell. Because this ability is an extraordinary mind-affecting effect, spell resistance does not apply against it, and it cannot be dispelled. Only epic spells, artifacts, or deities can undo its effects or cure those maddened by it.
    typo.

    other than those, this is pretty cool. i don't know how you pump out so much homebrew so quickly, and then on top of that, how it is all of exceptional quality. good job.
    Last edited by Stycotl; 2009-02-23 at 08:51 PM.
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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    Quote Originally Posted by Stycotl View Post
    that seems like it needs some additional rules, or at least some clarification. there are many mighty corporeal undead creatures, a good number of them epic, that could now be created by a low-level spell.
    The HD limit should restrict them from raising any epic undead. Atropals have 66 HD, Hunfers have 50 HD, Lavawights and Winterwights have 32 HD, Shadows of the Void and Shapes of Fire have 35. So basically, they can't raise any epic undead at all until past level 30. I think given the cap, you'll never be able to get an undead that's even remotely as powerful as you are.

    any reason that it is reflex plus touch ac? that seems a bit redundant to me, especially with double the dex mod to it. help me understand why this makes sense, or how i am reading it wrong.
    I was trying to compensate for the fact that attack rolls are always gonna be higher than Reflex saves, and I think I kinda failed. It's horribly clunky. Anyone have an idea for what to replace it with? I want some sort of check required to teleport away, but nothing really seems to work both mechanically and fluff-wise.

    typo.
    Thanks, I'll fix that.

    other than those, this is pretty cool. i don't know how you pump out so much homebrew so quickly, and then on top of that, how it is all of exceptional quality. good job.
    Sidereal Homebrew Charms.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    I think reflex plus touch AC makes sense, kind of. The touch AC represents all the things that prevent a blade from reaching you at all. The higher that is, the more time you'd have to react and try to teleport away. The Dex mod going on twice makes less sense, but since I'm taking this epic destiny for a character I'm building, I can't say that I mind...
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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    ah, i'd lost this thread entirely.

    I think reflex plus touch AC makes sense, kind of. The touch AC represents all the things that prevent a blade from reaching you at all.
    yeah, but so does a reflex save. they are essentially the same thing, but wizards decided to make one against attacks and one against *everything* else.

    in the star wars saga edition, you have a reflex defense, and that is it; it incorporates touch ac and reflex saves into the same beast, because they ARE the same beast.

    The higher that is, the more time you'd have to react and try to teleport away.
    yeah, but the same could be said of adding your flat-footed ac to a fort save too then. either way, i don't think that it fits well.

    The Dex mod going on twice makes less sense, but since I'm taking this epic destiny for a character I'm building, I can't say that I mind...
    exactly. just remember though, you will mind when the dm throws an npc with the same epic destiny and a higher dex mod at you...

    demented, i'd just make it an opposed attack roll. but if you don't like that (especially owing to the fact that many characters taking this would be 3/4 bab or so) then make it an escape art check (kinda fits the flavor) against the attack. that'd give it the potential to be inherently higher than the attack roll.

    other than that, beats the heck out of me, and i'd just make it some sort of ability that auto triggers when attacked, and the attacker has to roll a reflex save or miss or something drastic.
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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    Just wanted to point how awesome and flavorful are these destinies Will use one or 2 for my upcoming campaign. Is there any chance or have you already made a special destiny for ToM shadowcasters?

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    Default Re: Princes of Oblivion [Epic Destinies][3.5]

    Excellent work, as always, though there are a couple points that I'd like cleared up.

    For the Dusk Caste's Glorious Carnage, is the Ebon Lightning only applied if you charge with it and also is the Con damage determined by how far you moved to hit that target at that point or is it the total distance you traveled during the entire charge? Also kudos on Artful Maiming Onslaught, for you've made an area-specific crit table building off of existing mechanics without complicating or slowing down combat. That deserves a hearty congrats.

    For the Midnight Caste, I agree with rtg on the wording, as you don't resurrect zombies or return to unlife with True Resurrection.

    For the Day Caste, I see a little problem with Shadow Cloak, given the Day Caste certainly doesn't have more than twice his hit dice or is a deity, so he's blind in his own Cloak, so fun with Blindfight or other visual methods. For Flickering Wisp, I could definitely see using Escape Artist as a viable defense to slip out of reach and space. It integrates Dex already and you don't have to be waving around your Ref save and Touch AC like some die modifier, which I agree is a bit awkward.

    Finally, for the Moonshadow Caste, I think that characters should be able to resist Bitter Sweetness of Betrayal with Sense Motive, if that bonus is higher, as someone highly trained in Sense Motive should be mentally suspicious enough and less susceptible to being manipulated quite that easily as someone untrained in such.

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