The subtype qualifies a creature to use magic items normally only usable by fey creatures and qualifies the creature to take feats that have the subtype as a prerequisite. The feyblood subtype also makes creatures subject to harmful effects that affect fey.
The feyblood subtype does not confer the fey type or any traits associated with that type.
Fey automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers, or spells that require the feyblood subtype. Should a creature acquire the fey type, it loses the feyblood subtype.
Half-Fey [LA +2] Prerequisites: Inherited template that can be added to any living, corpreal creature. Features: Gain the feyblood subtype, DR 5/Cold Iron, +2 Dex, +2 Wis, +4 Cha Traits:
- Gain wings, either butterfly or insectoid, that can fold and retract into the creatures back. Fly speed is twice land speed with good maneuverability.
- Darkvision 60ft
- +3 save bonus vs Enchantment spells & effects
- Spell-Like Abilities: Charm Person, Faerie Fire, & Sleep (At-Will).
Feats Feytouched Prerequisite: Cha 11 Benefit: You gain the feyblood subtype. You gain low-light vision, a +2 bonus on Bluff, Disguise, and Sense Motive checks, and a +1 bonus on saving throws against charm and compulsion effects. In addition you can select fey heritage feats.
Fey Heritage [Fey Heritage] Prerequisites: Feyblood subtype Benefit: +3 bonus vs Enchantment spells or effects, +1 per Fey Heritage feat.
Fey Power [Fey Heritage] Prerequisites: Fey Heritage Benefit: +1 CL and save DC's for Enchantment spells and spell-like abilities, +1 per Fey Heritage feat.
Fey Charm [Fey Heritage] Prerequisites: Fey Heritage Benefit: +3 bonus to Charisma checks and Charisma based skill checks, +1 per Fey Heritage feat.
Fey Resolve [Fey Heritage] Prerequisites: Fey Heritage, Character level 6 Benefit: Add Charm Monster, Deep Slumber, & Disguise Self to your class spell list or spells known, as appropriate. If you do not have a spellcasting class you may use each spell as a spell-like ability once per day, with your character level as your class level.
Fey Legacy [Fey Heritage] Prerequisites: Fey Heritage, Character level 9 Benefit: Add Confusion, Dimenion Door, & Summon Nature's Ally V to your class spell list or spells known, as appropriate. If you do not have a spellcasting class you may use each spell as a spell-like ability once per day, with your character level as your class level.
Fey Complusion [Fey Heritage] Prerequisites: Fey Heritage, Character level 12 Benefit: Add Dominate Person, Hold Monster, & Lesser Geas to your class spell list or spells known, as appropriate. If you do not have a spellcasting class you may use each spell as a spell-like ability once per day, with your character level as your class level.
Fey Mischief [Fey Heritage] Prerequisites: Fey Heritage, Character level 15 Benefit: Add Mass Suggestion, Mass Charm Monster, & Mass Invisibility to your class spell list or spells known, as appropriate. If you do not have a spellcasting class you may use each spell as a spell-like ability once per day, with your character level as your class level.
Fey Scout [Fey Heritage] Prerequisites: Fey Heritage, Character level 18 Benefit: Add Plane Shift and Tree Stride to your class spell list or spells known, as appropriate. If you do not have a spellcasting class you may use each spell as a spell-like ability once per day, with your character level as your class level.
Wayfarer [Epic, Fey Heritage] Prerequisites: Fey Heritage, Character level 21, Dimension Door, Plane Shift, Tree Stride Benefit: Whenever you use a spell or effect with the Teleportation descriptor add +2 to your caster level.
You can use Plane Shift at will with perfect accuracy if you travel alone. If you bring other creatures you then suffer the inaccuracies normally incurred when using this spell. You can use Tree Stride at will and then range for all types of trees is doubled. You can use Dimension Door at will and the range is doubled.
Wordsmith [Epic, Fey Heritage] Prerequisites: Fey Heritage, Character level 21, Confusion, Charm Monster, Dominate Person, Lesser Gease Benefit: You gain a +5 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks.
You can use Dominate Monster and Insanity at will. When using Insanity you can choose which Confusion effect the target is subjec to each turn, changing it if desired as a free action.
Wanderjahr [Epic, Fey Heritage] Prerequisites: Fey Heritage, Character level 21, Pass Without Trace, Flawless or Woodland Stride Benefit: You gain the benefit of a constant Freedom of Movement spell and can use Passwall at will. When using Passwall you may create a passage through barriers composed of trees, rock, and earth in addition to wooden, plaster, or stone walls.
Whispers of the Fey [Epic, Fey Heritage]
Prerequisites: Fey Heritage, Character level 21, Dream, Message, Sending, Whispering Wind Benefit: You can use Sending at will and there is no chance that the sending does not arrive when sent to a different plane.
When you cast a Dream spell you are not defenseless while in a trance; you remain aware of your surroundings. Furthermore you can send a Dream message to creatures that don't normally dream but do enter a nightly trance of some kind (such as elves).
__________________ The Great Wave off Kanagawa by Hokusai Me. "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"
Favour Bargain - "I don't want much. Just a favour, to be repaid when I ask." Obtain Soul - With this contract, the devil really is in the details. Dwarven Mushroom Farming - Finally answering how those stunted miners actually survive in their underground cities.
Book of Many Crafts - A bonus to all Craft, Profession and Skill checks. Boffle's Baffles - Cheap, low-level and oft disposable items suitable for any adventurer, budding or experienced!
The Loamsmithed - An incredibly cheap construct, designed to plough fields when there just isn't enough labour for the job. The Child - All he wants is to love you. Regardless of the consequences.
__________________ Various Homebrew: Why not check it out? You're unlikely to be disappointed.
I'll need this very shortly since I'll be posting my Met Nchi Sals setting before too long, so here is a pre-emptive extended signature.
Passable, but not yet balanced
Original goal is built, and more or less balanced
Complete, with only the potential for slight balance adjustments
Invocations For Everyone: Devout
Campaign Settings~ Most of my settings contain a post-apocalyptic or cataclysmic theme
Dragon Born ~ Small-scale world taking place after the Dragon Gods tore down the civilization they built. Contains Races (and a special culture system), Classes, Feats, Weapons (including firearms) and "Skill Spheres."D&D 3.5
Mets Nchi Sals ~ Forest World Arctic, World divided in half East/West by two climates, An impenetrable forest, and a hostile arctic wasteland due to two world-shaking magic rituals, contains Races (with shared bonuses based on climate) feats, spells, and monsters.D&D 3.5
To be unveiled at a later date ~ runs the gamut. My own system
Game Systems~ These take a long time to make, and this will probably remain one item for a very long time
To be unveiled at a later date
Current Project: The Spellbound: A partial caster base class who learns to empower himself by binds spells to himself. Eventually will have ACF's for maneuvers and a few other systems, and feats to support multiclassing.
Abandoned (If you want to take this and continue it, please message me to tell me and credit me in the post.): Soulknife Fix: I needed to nerf the manifesting and maneuver progression, but I wasn't sure how to. Mystic Paladin: Wasn't sure how to re-adjust it to add spells and what spells to add to the list. Fallen Angel:Ran out of ideas and lack of critique.
Yes, I am this cynical and honest sometimes.
Originally Posted by Hazzardevil
Rubbish! Being Lawful doesn't mean following the Law.
Theres only one law at sea. The captains law.
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.
Unless otherwise noted, all contributions are designed for D&D 3.5e.
Guild Wars classes: Dervish, a scythe-wielding holy warrior that calls upon the powers of gods and the earth and wind to aid her in combat.
Mesmer, a pseudo-spellcaster that has strong shutdown capabilities, denying and interrupting actions performed by other creatures.
Paragon, a charismatic leader, capable of inspiring armies to greatness, or taking the battle into her own hands with a spear and shield. Uses shouts and chants to grant supernatural bonuses to all allies capable of hearing her.
Ranger, a defender of the wild with a slew of tricks, ranging from delayed attacks, to poisoned arrows, to traps set to punish the unwary. The Ranger can also call upon nature spirits to change the way the world affects creatures in a localized area, or summon a Spirit Companion to guard her in her travels.
Warcraft classes: Death Knight, a conversion of the World of Warcraft class. Uses a system of fast-recharging runes and a pool of runic power to fuel class abilities focused on frost and profane damage.
Warcraft Paladin, a virtuous warrior without the restraints of a normal paladin, allowing for character concepts other than "Smite Happy McGee". Has a variety of paths available, ranging from a holy spellcaster that flings divine damage and heals its allies to a living shield for weaker creatures.
Warcraft Rogue, a master of underhanded combat. This Rogue has a variety of choices that determine its path, varying from a frontline combatant to an assassin that teleports through shadows and delivers precise, efficient attacks.
Shaman. Lightning bolts and flaming weapons and healing spells, oh my!
Ascetic: Martial artist that may choose from a variety of combat styles. Gains varied extraordinary and supernatural abilities over its career, including the ability to shift to the plane of shadow to bypass obstacles.
Destined Hero: Physical combatant with an encounter-based pool of action points and a variety of fate-themed abilities.
Draconic Ascendant, a mortal with the blood of dragons somewhere in his past, unlocks many of the powers of his draconic ancestor.
Elocater - like the prestige class, but 20 levels long and much more awesome!
Hemolurgist, a combatant focused on delivering debilitating strikes, draining his foe's abilities and adding them to his own.
Infernal Ascendant, a mortal that makes a pact with an Infernal, gaining many of its aspects over time.
Solar Ascendant, a mortal that reveres the Solars above all else, gaining a bond with one and slowly taking on many of its special features.
Swiftblade - like the prestige class, but 20 levels long and a little more awesome!
Revised Spellthief: a tier 2 redux of the original class, with a new method of casting spells. Gains iconic abilities faster, and has new class features to actually allow some degree of competency against casters.
I post my homebrew both to receive feedback that will make the experience for my players better, and for use by the community. If you have feedback for me, or are using one of my classes and have a question, I'd love to hear from you.
Remixes to core rules intended to improve game balance, speed up gameplay, and add more fun to your table.
Philosopher's Stone: A single-sheet Magic Remix intended to globally reduce the power of spells for low-magic campaigns. Philosopher's Stone is easy to learn, easy to use, and effectively narrows the power gap between magical and mundane characters. Eagle Eye: A watchlist for the novice DM, this list highlights spells that could create balance problems for your group. This list can help you decide which spells to ban or nerf, if you're inclined to tweak individual spells. (coming soon)
Remixed base classes:
These are all rebalanced with the goal of bringing them up to the Tier 3 - Tier 4 range, which many agree is the "sweet spot" for class balance. If used, they generally render one or more published classes obsolete. Particular effort has been made to preserve the style of the source material to produce a more playable successor class with the authentic look-and-feel of the original(s).
Monk: a striker/skill monkey upgrade to the monk. Probably my most popular piece of homebrew, and definitely the one I receive the most PMs about. Daring Outlaw: a striker/skill monkey class to replace both rogue and swashbuckler Fighter: a well-rounded, flexible martial class to replace the barbarian, fighter, marshal, and samurai all at once. Healer: an upgrade that turns the healer into a potent multi-functional support caster. Hexblade: A curse on you and all your clan! (in development) Knight-Paladin: a defender class to replace both knight and paladin (derp) Shadowcaster: a more versatile shadowcaster with an expanded mystery list. (In playtest, expected upload January 2013) Soulcrafter: a front-line warrior who uses augments to power up his soulcraft items. Replaces soulknife. Swift Hunter: a striker/skill monkey class to replace both ranger and scout.
New Base Classes: These are generally attempts to rebalance Tier 1 classes by breaking them apart into more focused and specialized classes. They are not competitive with Tier 1 classes (that's kind of the point, in fact). I often build these classes by taking a particularly flavorful prestige class and extending it to 20 levels.
Machinist: A steampunk-themed swordsage variant that blends magic, skill, martial prowess, and a little mad science. Avatar: A cleric remix that gains phenomenal cosmic power only when acting in his deity's interests. Magician: A practitioner of low magic, including sympathetic magic and the crafting of simple magic items. Sorcerer replacement. Ritualist: The traditional staff-wielding master of The Art, including circle rituals. Wizard replacement. Magus of Blades: a gish that employs dancing swords, teleportation, and force magic. Shapeshifter: an arcane caster specializing in polymorphing. Dawnblade: a divinely based striker class focused on martial supremacy. It's like a duskblade and a paladin had a baby, and the baby kicks a whole lot of ass. Earth Dreamer: an elemental caster specializing in earth magic. Wizard derivative. Emberhaunt: an elemental caster specializing in fire magic. Wizard derivative. Storm Lord: an elemental caster specializing in air magic. Wizard derivative. Wavekeeper: an elemental caster specializing in water magic. Wizard derivative. Void Disciple: an elemental caster specialzing in void magic. Wizard derivative. Summoner: An arcane caster specializing in summoning. Summoners are accompanied by a powerful planar companion, and can use augments to take on aspects of the companion.
New Prestige Classes: To support the new base classes I have published.
Elemental Guardsman: a gish option for my arcane elemental casters (fourth post in the thread). Master of Elements: an archmage variant suited for my arcane elemental casters (third post in the thread).
Feats: Oh so many feats! Includes both new feats created to provide support for my new base classes, and rebalanced versions of existing feats that are particularly germane to the new base classes.
If you say, "give me a billion chickens, for I desire them," I can give them to you in six seconds. Indeed, I can do that forever. In other words, the amount of chickens I have access to can never be reduced to zero. My supply of chickens is completely and totally unlimited. For every number that exists, there is an equal amount of chickens that I can give you.
System Magitech in 3.5e - Massive project. Magic spaceships and laserguns. <--- Ridiculously out of date. My first real homebrew. D&D 3.5e Mass Combat - Much more recent project which provides mechanic support for large-scale conflicts within D&D, as well as the possibility for D&D as a wargame.
--[Base - Class]The Solstream. An invoker channeling the energy of the sun.
--[Class - Base] The Elemental Slayer. Energy infused monks that make use of Ki for elemental effects.
--[Base - Class]The Anointed Knight. Prestige class for the Knight Eternal that functions similarly to a holy-poisoner. Using holy oils and compounds.
--[Class - Base] The Dragon Slayer. A class that channels the power of a dragon master or parent for increasing capability as they develop.
--[Class - Base] The Aesthetic Sage. A class that channels grace and style into an elegant combat focusing on ending a fight before it starts with it's aesthetic strike.
--[Class - Base] The Gloamstrike. A potentially powerful psionic class with full BaB that channels their powers through their weapon.
--[Class - Base] The Voidsoul. A class that draws it's power from a source of pure evil and a blackened heart.
--[Class - Base] The Tendersoul. (And Pureheart Variant) A class that draws it's power from a source of purity and light, with a clean and innocent heart.
--[PrC] Tornsoul. A class that's torn, conflicted, and confused between the fighting powers of light and dark within their hearts and minds.
--[Class - Base] The Dreamwalker. A class that draws upon the essence of dreams to gain it's power, and to walk among the dreams of those around her, even controlling them.
--[Class - Base] The Octopian Lord. A mage who's studies have taken them towards the depths of the oceans and into the aberrational creatures that lie there in, in the power... of tentacles.
--[Class - Base] The Tentacular Knight. A knight who has been tainted by the abyssal might of the great tentacles, their power changing their body and pushing them to assimilate their foes.
--[Class - Base] The Tentastical Shadow. A rogue who picked the wrong door and became entwined with the powers of the great tentacles that now bond to their body, giving them power of a peculiar source.
--[Class - Base] The Professional. A skills master that serves as a replacement to the Expert NPC class and a valid option for PCs that want to up their skill game.
--[Class - Base] The Battleborn Cuddler. A melee invoking class derived from my Sacred Something. They only benefit from their full base attack bonus and number of Invocations during combat, then their exceptional healing and recovery abilities out of combat.
--[Type]Kindled. A divine answer to the undead, beings that scorn death through an over abundance of life energy.
--[Class - Base] The Starcry. A class of mortal or immortals who seek to achieve greatness through self-perfection through machines under the watchful eyes of their own guardian star.
--[Class - Base] The Colossai. Strong warriors infused naturally or unnaturally with the power of a golem, capable of assuming a golem-like body encasing their own.
--[Class - Base] The Stylist. A class that derives it's power from fashion itself, assuming different styles and outfits for just about any occasion to take on different traits.
--[Class - Base]The Arcane Evaluator A class that sees the world through different eyes, the world being nothing but complex mathmatics or runic information that guides existence itself.
--[Class - PrC]The Reapers. Arcane evaluators who take up a more cosmic mantle to act as agents of balance.
--[Class - Base]The Keeper. A peculiar summoner who takes with them a spirit companion to aid in their quest to capture creatures she faces for summoning later, or assuming their traits for herself for more personal combat.
--[Class - Base] The Osteokinetic. A psychic creature that manipulates bone directly by manipulating the most minute of it's particles in unison, in turn gaining the attention of shadowy creatures that appear to service the psychic for reasons unknown, curiosity? Sense of kinship? or do they watch and lie in wait...
--[Class - Base] The Maid. The ultimate servant bound to her masters every wish that she might serve to bring about her master's every desire and defend them, that their life will never be cut short. First class I made.
--[Class - Prestige] The Master A simple, perhaps poorly made prestige made with the maid in mind. First prestige I made.
--[Class - Base] The Force Adept. Perhaps another poorly made class of mine, I didn't know a thing about maneuvers at the time, the class focuses on various tricks it gains, maneuvers if they're even usable as written (Read; barely written), and a ghostly blade of colored energy. I may remake it in the future.
--[Class - Base-remake]Cipher's Sorcerer enhancement. My old take on the sorcerer. I don't quite like it, and it's a bit bland, but that's just my personal opinion. Another one of my early classes.
--[Class - Base] The Steelsinger An invoker class channeling the power of their voice to bring about effects, namely their invocations named tunes, and initiate challenges.
--[Class - Base] The Stubborn Fighter. A class I made purely just for fun but turned into a ragefest and I believe several mean spirited comments.
--[Class - Base] The Mecha Pilot. A class of trained pilots that control large and intimidating mechanations of great destructive power.
--[Class - Base]The Scallywag. A rogue like class themed after a dashing pirate... didn't really turn out as I'd liked.
--[Base - Class]Eternal Knight A noble paladin making use of blessings and a unique sword instead of a mount.
--[Base - Class]Wandering Paladin Simple Paladin tweaking, making them more focused on traveling light and easy.
--[Step- Classes] http://www.giantitp.com/forums/showt...2#post12624182
--[Class'ina can] http://www.giantitp.com/forums/showthread.php?t=230983 Two horribly received ideas I made purely for fun. I believe I was outright insulted at least once for them.
[Base Class]Relentless Sorceress. My true take on a sorcerer revamp. The relentless sorceress, to me, is a sorceress as a sorceress should be.
[Base Class]Labyrinth Knightv2. Noble warriors of cosmic influence as part of an empire stretching across the stars. They take it upon themselves to watch and learn, observe worlds they secretly protect and even sabotage their technological development when necessary save for when orders are given that the world is ready to develop in that way.
[Base Class]Sacred Something. A class that radiates divine power as they serve as a conduit to any deity, permeating their body allowing them to give healing, restoring, or divine cuddles.
[Base Class]The Necromancer. A take of mine on a necromancer class. Not entirely finished as it could be, based on the same features of the osteokinetic.
[Base Class]The Cheater. A class that manipulates properties of luck and physics in a similar source the Arcane Evaluator exemplifies.
[Base Class]The Witch. A witch class I created, I'm quite happy with it. They channel power from patrons and craft tricky hexes with the help of an empowered familiar.
[Base Class]Time Wraith. An initiator channeling time based abilities with influences over madness and death.
[Race-Class]The Legendary Nymph The Nymph, made legendary and indeed quite overpowered in a 20 level racial class.
[Race-Bloodline-Paragon]The Silken Ooze. A lovable cuddly race that finds a host through sheer cuteness or stealthy subterfuge. They have questionable feeding habits.
[Race]The Nereen A race of quasi elemental beings with sharp gender discrepancies.
[Race]The Elna A smexy class of fey creatures with fuzzy animal ears on the top of their head and plushy tails.
[Race]The Bachants. A tall race of noble survivors stemming from a lost home, their entire plane of reality shattered and broken.
[Race]The Gomuran A race of rubber infused creatures of remarkable resilience and elasticity.
[Race]The Merfolk An aquatic race of beautiful women and monstrous men that reign over the sea, with many different heritages effecting their appearance.
[Race]The Camazotz A bat like monstrous race of blood drinkers.
[Race]The Yeomi A beautiful race truely a gift from mother nature. A female only race, they are nature's answer to humanity.
[Race]The Feljen. A race of not all that real beings that exist in the mind.
[Race] The Vorimr An alien race of tall pinkish creatures that may appear frightning, but are very gentle and intelligent coming from a crystaline home world that is in truth a deific psi crystal.
[Race]The Tuatha A race of noble humans with great magical origins and prone to becoming minor deities.
[Race]The Immorthos A crazed race of extreme survivability and strength.
[Race]The Malbred Horrible monstrous creatures that hide and wait to consume the flesh of mortals.
[Race]The Grebblits Ravenous undead creatures that delight in murder and blood.
[Race] The Pretanians. A mysterious race of otherworldly humanoids that have the power to accomplish any task the truly set their minds to.
[Race] Jakabytes. An awkward quasi-shapeshifting race capable of altering their body while retaining an obvious relation to their true form... which is animal like.
[Race] Blood Orcs. A red skinned race of orc or half orc that proves to be far more intelligent than their parent race, and vastly more long lived.
[Items]Elemental Flavor Rings Rings of elemental power that release a pulse of destructive power when the wearer falls. Has the curious side effect of altering the way their flesh tastes, don't ask me how that side effect was discovered (JK, clearly they can taste the change in their own mouths constantly, I'm sure it wasn't anything weird).
[Item] Timeless Ring. A ring(s) that bestow eternal youth... unless you were a child when you wore it, then unfortunately you lose your childhood. White a notion isn't it? This is due to an age lock enchantment, it doesn't so much as keep you young so much as keep you as a young adult.
[Item]Elder Cannon. A great portable cannon crafted by orcs and goblins. Has the humorous ability to serve as a mode of transportation.
[Items] The Legendary Swords A nice big list of legendary swords, recently expanded to include legendary arms rather than strictly swords. Currently 40 weapons and counting.
[Template] Arch Vampire Royal vampires that have attained almost deific prowess. Ultimate rulers of vampirism.
[Template] Royal Blooded A lesser mode of arch vampire that is far more playable for a PC. Royal blooded are the outcome when the ritual to become an arch vampire is interrupted, or for some reason cannot be completed at that time.... or if you just hate my Archvampire.
[Template] The Plaguewrapped '------}
[Template] The Dead Haunt '---------} Cipher's Mummies
[Template] The Pharaoh's Chosen ----} A set of mummy based creatures set off by my Archvampire and Alphawolf templates, I thought I should give mummies some love.
[Template] The Frankenbeast ------ }
[Template] The Clothcoiled ---------}
[Template] The Bloodfeeder --------}http://www.giantitp.com/forums/showp...59&postcount=3 An attempt at an LA +0 vampire and mummy like template, with the more variable Frankenbeast for a Frankenstein monster template to complete the stereotype vampire/werewolf/mummy/ghost.
[Template] The Alphawolf The lycanthrope answer to the Archvampire.
[Template] The Valkyrie --- }
[Template] The Morrigan -- } The Choosers of the Slain
[Template] The Reapers '-- } Various death-gods from Norse, Celtic, and Christian(?) sources. While not actually death gods they are considered something of a deity or powerful supernatural creatures.
[Template] The Immortal Soul--------- v
[Template] The Royal Blood (vamp)--- ^ The Royal Blood again, and the Immortal Soul. Linked again for some reason.
[Template] The Druid
Potent servants of nature itself. They hold to them the respect of true elementals, Gaia herself, and are granted shapeshifting capability and the power to bind or unbind the very fabrics of reality.
[Template] The Aswang A female only alternate race of vampires known as Blood Angels.
[Template] The Chronoborn A species of humans who have been forgotten by time, or have gained a measure of power over it.
Tentacle Spells A collection of tentacle based spells both my own and from others. Water Spells A collection of water based spells both my own and from others.
--[Stuff] Table Pre-sets A tutorial on how to make tables, as well as a collection of preset tables for both your ease and my own :3
It is recommended that you read the tutorial, as the tables I created are base tables and using the tutorial you can customize or enhance tables with tricks such as layered tables, or the colsp function in order to make it look nicer. Colsp recommended over layered, as some people can't handle the smexiness of layered tables.
The Alteration Domain A quite straightforward domain based on alteration. My first domain before I noticed I could do so much more with them which led to the others, which serve more as a base for creating new spells and a granted ability. The Meh Domain I was going to make a description, but I don't really feel like it. The Booze Domain A domain based on all things booze and alcoholism. Completely custom made granted power and 9 spells. The Requip domain
[World / Setting] Stolnwrold [Celtic // Lovecraftian // Diskworld sorta... thing...] A domain based on weapons and storing within a dimensional space.
[Feats] Evil Brand + Lichloved Tweaks to two existing feats.
[Feat] Long Hair. A feat about having long hair.
Bronze Dragon addition to the Dragon Descendant Bloodline, made for my own use I didn't care to bother the bloodline creator with it and just stuck it here.
Bronze Dragon: Skills: Swim, Disguise, Survival Energy:Lightning, Line
Water Breathing: Bronze Dragons are known for spending much of their time submerged in water. Their Descendants gain the ability to survive in similar conditions. The Descendant can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Detect Thoughts: The descendant inherits the ability to cast detect thoughts once per day as a spell-like ability.
Alternate Form: Bronze Dragons can assume any animal or humanoid form of medium size or smaller. Their Descendants also gain this ability to a lesser extent. When they gain this ability they can choose one animal or humanoid form. They can assume that form three times per day as a standard action, retaining the form for one hour per HD or until it chooses to change itself back.
Control Water: The descendant inherits the ability to cast Control Water once per day as a spell-like ability.
The Dagger Master--Takes one of the worst weapons in the game and makes it awesome. The Servant--NPC class Generic Super Tier 1: This was a silly homebrew to prove that no subsystems are required to make a character more powerful than any existing T1 classes. It is in a spoiler box.