Results 1 to 30 of 1472
Thread: Request a Homebrew: Thread 2!
-
2011-10-19, 08:17 AM (ISO 8601)
- Join Date
- Mar 2010
- Gender
Request a Homebrew: Thread 2!
Here's the OP from the First Thread:
First Thread:http://www.giantitp.com/forums/showthread.php?t=72870
GO!!!
Please pick up numbering where the previous thread left offLast edited by Qwertystop; 2011-10-19 at 10:27 AM.
-
2011-10-19, 10:26 AM (ISO 8601)
- Join Date
- Sep 2007
- Location
- Elemental Plane of Purple
- Gender
Re: Request a Homebrew: Thread 2!
R 695
I would like a 3.5 version of the Kobold Quarterly's Hogwood by John Fleming (See here: http://www.koboldquarterly.com/k/front-page10484.php)
Spoiler
These huge porcine creatures are often thought to be only a rumor. They have never been sighted outside of the fey realms, where they spend most of their time basking in sunny clearings. They resemble mossy mounds covered with pine shrubs and small trees when at rest. It is rare to find more than one hogwood together, but they have been known to associate with family colonies of porky pines or to serve as guardians for powerful fey…
Hogwood (Level 12 Elite Brute)
Huge natural animate (plant); XP 1400
Initiative +8; Perception +11; low-light vision
HP 298; Bloodied 149
AC 26, Fortitude 27, Reflex 22, Will 24
Speed 5 (forestwalk)
Resist 10 radiant; Vulnerable 10 fire (see ashcoat)
Saving Throws +2; Action Points 1
TRAITS
Forest Camouflage
When in terrain that consists mostly of trees, underbrush, plants, or natural growth, the hogwood gains a +5 bonus on Stealth and can hide with any cover or concealment.
Light Feeding (healing)
If the hogwood begins its turn in an area of bright light, it regains 10 hp.
STANDARD ACTIONS
[M] Tree Tusk • At-Will
Attack: Melee 2 (one creature); +17 vs. AC.
Hit: 3d8 + 12 damage, and the target is pushed 2 squares and knocked prone.
[m] Pig-Headed Rush • Recharge 5, 6
Effect: The hogwood moves up to twice its speed and can move through enemies’ spaces during the move. The hogwood cannot end its movement in a space occupied by a creature. Each time the hogwood enters an enemy’s space for the first time during the move, it makes the following attack against that enemy.
Attack: Melee 0; +15 vs. Reflex.
Hit: 2d8 + 8 damage, and the enemy falls prone.
Effect: At the end of this movement, the hogwood makes a melee basic attack as a free action.
MOVE ACTION
[a] Razorbark • Recharge 6
Attack: Area burst 2 within 10 (all creatures in burst); +17 vs. AC.
Hit: 2d6 + 6 damage, and the target takes ongoing 5 (save ends).
TRIGGERED ACTIONS
[c] Ashcoat (poison) • At-Will
Trigger: The hogwood takes fire damage.
Attack (Immediate Reaction): Close burst 2 (non-plant creatures in burst); +15 vs. Fortitude.
Hit: 3d6 + 8 poison damage, and the target takes a −2 penalty on attack rolls (save ends).
Resurgence • Encounter
Trigger: The hogwood first becomes bloodied during an encounter.
Effect (Immediate Reaction): All powers or abilities of the hogwood are recharged.
MINOR ACTIONS
Light Step • At-Will
Requirement: The hogwood must be in bright light.
Effect: The hogwood shifts 1 square.
Skills Endurance +15, Stealth +11
Str 22 (+13) Dex 11 (+6) WIs 16 (+9)
Con 19 (+10) Int 8 (+5) Cha 7 (+4)
Alignment unaligned Languages none
Hogwoods in Combat
Once provoked, a hogwood can decimate unprepared foes with its varied attacks. A hogwood does not hold back and uses its most powerful attacks at first opportunity. It actively seeks out any foe who deals fire damage, and it attempts to destroy that enemy first if it is able to do so, making use of its light step to avoid unwanted combat.
DebbyLast edited by Debihuman; 2011-10-19 at 07:32 PM.
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
my creations in homebrew signature thread
-
2011-10-19, 10:28 AM (ISO 8601)
- Join Date
- Mar 2010
- Gender
Re: Request a Homebrew: Thread 2!
Last edited by Qwertystop; 2011-10-19 at 10:34 AM.
-
2011-10-19, 11:02 AM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Canada
- Gender
Re: Request a Homebrew: Thread 2!
C 690 OK. So... going to have to force the character to give up some of his precious WBL... Is 5 levels, with a new weapon, OR an upgrade to an existing one available on every odd level, OK?
Obviously I'm going to have to put some work into devising various types of weapons for this, and their effects, since not all of them are actually weapons , and the Bibliography itself won't be available (it's the main character's, and it's pretty unique).
Again, I do feel this doesn't fit best in D&D. I will make it, regardless, but I do feel making an entirely new system (and putting Pages, Librarians, and whatnot in there) would be... not easier, but more appropriate. But, as that is outside of the scope of this project, I will be making this PrC. Just give me a while, it's a bigger project than most PrCs .Demilich avatar by Smuchmuch. Thank you VERY much!
Old Extended Signature, last updated in 2012
Awright, Supagoof, that's just awesome. Thanks!
Spoiler
Infernal avatar by Savana. Thanks!
Nude version by SmuchMuch.
-
2011-10-19, 11:28 AM (ISO 8601)
- Join Date
- Sep 2011
- Location
- Deanimating the dead.
- Gender
Re: Request a Homebrew: Thread 2!
Make a merfolk wizard named magikarp.
or better yet a intelligent carp wizard that can cast by flopping on the ground and saying magikarp instead of the proper symbiotic and verbal components.Last edited by Dr.Orpheus; 2011-10-19 at 11:34 AM.
"If you are after mere parlor tricks you will be sorely disappointed, for if I reach behind your ear, it will not be a nickel I pull out, BUT YOUR VERY SOUL!" The Venture Bros.
-
2011-10-19, 11:59 AM (ISO 8601)
- Join Date
- Feb 2011
Re: Request a Homebrew: Thread 2!
Hmm... Should we repost unfulfilled requests, or just let people dig through the last few pages of the old thread for standing requests?
-
2011-10-19, 12:30 PM (ISO 8601)
- Join Date
- Feb 2011
- Location
- Minnesota
- Gender
Re: Request a Homebrew: Thread 2!
Avatar of George the Dragon Slayer, from the upcoming Indivisible!
My Steam profile
Warriors and Wuxia, Callos_DeTerran's ToB setting
-
2011-10-19, 04:24 PM (ISO 8601)
- Join Date
- Sep 2011
- Location
- Deanimating the dead.
- Gender
Re: Request a Homebrew: Thread 2!
R696
Sorry, I got a little exited and blurted a post. Maybe a casting prc that can be taken by fish or something that has no arms or feet, it could be geared more toward casting water spells and making due without limbs or lungs.Last edited by Dr.Orpheus; 2011-10-19 at 08:32 PM. Reason: 696
"If you are after mere parlor tricks you will be sorely disappointed, for if I reach behind your ear, it will not be a nickel I pull out, BUT YOUR VERY SOUL!" The Venture Bros.
-
2011-10-19, 04:51 PM (ISO 8601)
- Join Date
- Mar 2010
- Gender
-
2011-10-19, 04:55 PM (ISO 8601)
- Join Date
- Nov 2010
- Location
- In another tower.
- Gender
Re: Request a Homebrew: Thread 2!
Hi all! I'm trying to figure out how to fix the Erinyes from 3.5 to make them into something closer to the original wrath/vengeance demon, rather than a goofy "butcher" version of the succubus as they appear in the MM. I think the CR should be similar, possibly a bit higher, so anywhere from CR 8-12 would be great, hopefully with an easy way to upgrade them to higher CR's. Thanks in advance :)
EDIT:
Cursing of some kind is a must, and decent melee abilities would be a plus. Ancient Greek or Near Eastern influence appreciated. I can offer some source material if you need it. Erinys literally means "fury."Last edited by Princess; 2011-10-19 at 05:03 PM.
Custom Avatar by Ceika
Spoiler: Me as a Character... and PlaneswalkerI Am A: True Neutral Human Wizard (4th Level)
Ability Scores:
Strength-13
Dexterity-14
Constitution-12
Intelligence-17
Wisdom-17
Charisma-17
But I'd definitely multi-class Druid with those stats.
Rolling for PC Stats = Always a stupid idea.
-
2011-10-19, 06:26 PM (ISO 8601)
- Join Date
- Jul 2009
- Location
- WOTC ≱ my opinion
Re: Request a Homebrew: Thread 2!
C 697: @ Princess Try and see if you can find Denizens of Dread, the 3.5 Ravenloft bestiary. It has stats for the Furies basically straight out of greek myth. If you can't get that, I'll see if it's OGL...
Also, posting disciplines people...you're most likely going to get ignored if you ignore the request formatting and request limitations in the boilerplate...
Next request is R698.Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!
-
2011-10-19, 09:23 PM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Under the midnight sun
- Gender
Re: Request a Homebrew: Thread 2!
re posting, as it got rather buried/ ignored
R687. two epic discipline feats, based off of the Doll Judgementand army of one disciplines. hoping to use a combination in an upcoming epic game...Avatar by Szilard, thank you sir for the fine work!
my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
mindbender
-
2011-10-19, 11:18 PM (ISO 8601)
- Join Date
- Nov 2010
- Location
- In another tower.
- Gender
Re: Request a Homebrew: Thread 2!
Custom Avatar by Ceika
Spoiler: Me as a Character... and PlaneswalkerI Am A: True Neutral Human Wizard (4th Level)
Ability Scores:
Strength-13
Dexterity-14
Constitution-12
Intelligence-17
Wisdom-17
Charisma-17
But I'd definitely multi-class Druid with those stats.
Rolling for PC Stats = Always a stupid idea.
-
2011-10-20, 06:56 PM (ISO 8601)
- Join Date
- Apr 2010
- Location
- Hell's Heart
Re: Request a Homebrew: Thread 2!
R 698
Does anyone know of any homebrew psionic prestige classes related to the use of psionic creation powers (Psionic Minor Creation, Psionic Fabricate, et al.)? If not, then I'm aware that it's a big request; if someone's willing to do it, great, and if not I'll try it myself.Last edited by Lateral; 2011-10-20 at 06:56 PM.
-
2011-10-21, 02:51 AM (ISO 8601)
- Join Date
- Aug 2010
- Location
- Australia
- Gender
Re: Request a Homebrew: Thread 2!
R 699
I'm going to play as a researcher in Pokemon Table Top Adventure and I don't like any of the Advanced classes. I am hoping for a Geneticist, who can manipulate the genetic code of pokemon, clone pokemon, etc.Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
-
2011-10-21, 05:59 AM (ISO 8601)
- Join Date
- May 2009
- Location
- Fl
Re: Request a Homebrew: Thread 2!
R700
Not so much a request someone make it as a request to know if someone has made one alreddy:
Are there any Artificer/Martial Adept dual progression classes out there?
-
2011-10-22, 03:58 PM (ISO 8601)
- Join Date
- Oct 2011
Re: Request a Homebrew: Thread 2!
R701
I'm currently making a new Incarnum base class themed heavily around versatility and adjustable roles (sort of a chameleon-esque Incarnum class). One central part of the class is that he will have a new chakra bind exclusive to the class, much like the totem chakra for totemists.
I'm looking for a name for this new chakra. Here are some basic guidelines:
1) It should not be an existing body slot.
2) It should fit the theme of a class that focuses on versatility.
3) It should sound awesome. :)
Thanks.
-
2011-10-22, 04:30 PM (ISO 8601)
- Join Date
- Jul 2009
- Location
- WOTC ≱ my opinion
Re: Request a Homebrew: Thread 2!
C 701 Tantien; It's the "sea of energy" in the core of the body. Connected to the genitals. Supplies all the creativity and so on.
The other option would logically be the Third Eye chakhra. I'm sure you could get a lot of potential uses out of that.
Tantien is probably best.
I've hear of a "world" chakhra, though i'm not sure if even he knew what that was supposed to be...I suppose it could be some kind of pseudo psionic crossover...Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!
-
2011-10-22, 05:52 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Canada
- Gender
Re: Request a Homebrew: Thread 2!
H 690
So it's my custom to do everything at once, post it, and may 3-4 tweaks to finalize it. However, I'm a bit stuck this time. So, I'm posting a skeleton for now, filled with placeholders marked with "<"s and ">"s. As inspiration strikes, I get more ideas, and/or people suggest stuff, I'll edit more in, replacing the <placeholders>.
Spoiler<Placeholder>
Requirements
To qualify to become a <placeholder>, a character must fulfill the following criteria:
skills
Knowledge (<something>) <X> ranks, Knowledge (<Something>) X ranks
Special
<something to do with The class I'm doing this for>
Class Skills
The <placeholder>'s class skills (and the key ability for each skill) are <Insert skills>
Skill Points at each level
<X> + Int modifier
Class Features
{table=head]Level|Base Attack Bonus|Fort save|Ref Save|Will Save|Special|Sigils|Whitebox Powers
1|+0|+0|+0|+2|Sigil Bound, Whitebox, Living Library|1|1
2|+1|+0|+0|+3|Sigil Study|1|2
3|+1|+1|+1|+3||2|2
4|+2|+1|+1|+4||2|3
5|+2|+1|+1|+4|Sigil Mastery|3|3[/table]
Sigil Bound
At first level, you gain the ability to bind a Sigil to yourself. Anyone with the Craft Wondrous Item feat can craft one for 2,000 Gp, plus the 160 Xp as per the feat. If you are unable to craft one yourself, or cannot find one, you can purchase one for it's Market Price of 4,000 GP.
You have a distinct advantage, in that, if you are capable of crafting the Sigil yourself, if you intend to bind it to yourself, you do not need to pay the experience cost. If you have already bound your limit, or are otherwise making it for other purposes, you must still pay the market price.
At third and fifth levels, you may bind additional Sigils to yourself.
Each Sigil you bind has different traits, and any abilities dependent on having a sigil are unique to each sigil.
Binding a Sigil to yourself requires you to spend 24 hours in meditation. Special sigils may be crafted through special means (see below) to be able to bind to you at other times, instead.
Whitebox
When you have bound a Sigil to yourself, you may call it by name to transform it into a Whitebox Weapon. This is not necessarily an actual weapon.
It takes the form of an object closely related to your personality or upbringing, such as a swordsman's whitebox weapons being swords, a wizard's weapon being a staff, or a hat, and a holy man may have a holy symbol. It may be any type of mundane object worth up to 100 gp.
While your sigil is in this form, it grants a number of abilities to you. At first level, your sigil grants one ability. At second level, it grants two. And at fourth, each sigil bound to you grants three abilities.
The same sigil always grants the same abilities. Upon level up, if your sigils can grant new abilities, each grants it's new ability, in adition to the ones already granted. Your sigils do not have to grant the same abilities as each other.
You may have your sigil transformed into it's Whitebox form for a number of rounds equal to your levels in <Placeholder> times your charisma modifier.
It is a Swift action to transform it into a whitebox weapon, and a free action to return it to Sigil form.
Living Library
Whenever you gain a level in <placeholder>, you advance certain features of the Librarian Base class as if you had also taken a level of that class. You may add your levels in <placeholder> to your Librarian levels for purposes of determining your Liber Mentat, and <Insert one or two other features to continue advancing>.
This ability does not advance any other features. <Insert more abuse-attempt deterrent language here>
Sigil Study
<Insert ability description>
<Insert ability>
<Insert ability description>
<Insert Ability>
<Insert ability description>
Sigil Mastery
<Insert ability description>
Whitebox Abilities
Spoiler<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
<Insert special ability>
<Insert description>
C 692
Still not enough time to work on this. But, idea storming.
So, chaotic power overflowing though eyes... could work as advancing a caster.
Eyes replaced by some symbiont... squicky, not really what I'd like to handle.
Made a pact with some beholders... this would likely use the kind of eye-attacks you want to avoid.
Something like the Dragonlance story books did with Rastlin (sp?).... nyeh, it just affected him, not anyone else. and that would be a curse, not a PrC.
Still, though, a curse. Say, you had to have been cursed upon three different occasions to enter the class... and while the gaze attacks are useful, it's a bit like frenzied berserker, in that it has no friend/foe discrimination?!
...yeah, I'm just tossing those ideas out there. If I don't finish 690 soon enough, someone else can take this one. But, I'd like to try.
H 701
Just need a name? Words that bring versatility to mind are Mutable, variety, change, adjustable. None of these lend themselves very easily to names.
Especially for something like that.
I put Versatile into the Thesaurus.com search bar. Most of what I got was things like Adroit, pliable, things to do with agility and flexibility, adaptability and mobility.
You could name the Chakra to be the Ambulatory Chakra. But, what does that suggest? It walks around on it's own. Makes it seem like a Golemancer class.
Maybe the Fluid Chakra. Or the Motile Chakra. Perhaps the Whim Chakra (sounds dreamy). These are ideas you could use. maybe not, but up to you.
R 702
A necromancy based Martial Discipline. It should benefit from multiclassing just a little, maybe this strike or that stance need Turn/Rebuke undead as a prerequisite.
It should mostly focus on making use of controlled undead. Gaining strength from them, and granting them strikes, and using them in complicated tactics like "You throw me at that guy, so I can hit him".
...yeah, I want one maneuver to have your undead minions throw you at a target, and then you hit it with your axe, or scythe, or sword, or whatever. Yay, mobility.Last edited by flabort; 2011-10-22 at 05:53 PM. Reason: spellcheck
Demilich avatar by Smuchmuch. Thank you VERY much!
Old Extended Signature, last updated in 2012
Awright, Supagoof, that's just awesome. Thanks!
Spoiler
Infernal avatar by Savana. Thanks!
Nude version by SmuchMuch.
-
2011-10-22, 06:04 PM (ISO 8601)
- Join Date
- Mar 2010
- Gender
Re: Request a Homebrew: Thread 2!
The no-discrimination is already part of RAW for gaze attacks, and there's no reason the narrowed-gaze cone-shape version couldn't do that. Hey, Narrowed Gaze could be a class ability!
Actually, that's a great idea! Have some kind of magic ability as a requirement, and make it a requirement to have been cursed (or otherwise lost control of magic) at least once.
-
2011-10-22, 08:14 PM (ISO 8601)
- Join Date
- Oct 2011
Re: Request a Homebrew: Thread 2!
C701 Yes it's just a name I'm thinking of. Tantien certainly sounds cool, but it might be a bit to "eastern." Flabort, I also like your input, but none of those names seem to fit either. They did get me thinking though - perhaps Shadow chakra?
-
2011-10-22, 08:59 PM (ISO 8601)
- Join Date
- Feb 2011
-
2011-10-23, 03:32 PM (ISO 8601)
- Join Date
- Mar 2008
Re: Request a Homebrew: Thread 2!
H694
Powers:
1 or more slots:
Smite good: as paladin of slaughter, every 5 rounds
Teeth and Claws: Gain the bite attack of a leopard and two claw attacks of a black bear. All of these are secondary attacks.
Lessor Fiendish Resistance: Resistance 5 to fire, +2 on fort saves against poison
2 or more slots:
Seven-headed: you grow heads to a total of seven. Each has its own bite attack. Effects which decapitate you are not lethal unless they remove all seven heads.
Voice of the Dragon: You gain a +10 profane bonus on Bluff, Diplomacy, and Intimidate checks
Greater Fiendish Resistance: Resistance 10 to fire, 5 to acid, electricity and cold, +4 on fort saves against poison
3 or more slots:
Ten-horned: Each of your seven heads grows a single horn, making a total of ten horns. Each can make a gore attack for 1d8 piercing damage.
Eldritch Mathematics: Anyone who attempts to understand how 7x1=10 in your presences must make a will save (dc 16 + your cha mod) or become confused for one round. Those who make the save become frightened.
Breath of the Dragon: Each of your heads breathes a 30 ft cone of fire that does 5d6 damage
Multibrained: Gain the multiattack, multibreath, multitasking, multivoice and multiweapon fighting feats. You need not meet the prerequisites.
Greater Fiendish Resistance: Immunity to fire and poison, resistance 10 to acid, electricity and cold
4 or more slots:
Stars from the heavens: Use meteor swarm as an at-will sla
None shall buy or sell: Anyone wishing to engage in commerce within 1 mile of you without first swearing loyalty to you must make a dc 15 will save. Anyone who fails becomes aware that searing loyalty to you will solve their problem.
Seven Crowns: You may use dominate monster (dc 19 + your cha mod) at will as a free action up to seven times per round.
Devour souls: No one you kill can be raised by any mortal magic, nor do they enjoy any form of afterlife. Instead their souls are consumed by the beast. If the beast consumes 666 souls of good aligned creatures of at least 20 hd each within one lunar month, he breaks free to ravage the material plane.Looking for a monster? Making a monster?
Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
All My Homebrew
-
2011-10-23, 07:05 PM (ISO 8601)
- Join Date
- Feb 2011
Re: Request a Homebrew: Thread 2!
C694
Hm... That should work nicely. Thank you very much.
-
2011-10-23, 07:21 PM (ISO 8601)
- Join Date
- Sep 2007
- Gender
Re: Request a Homebrew: Thread 2!
C 700
This probably isn't exactly what you want; sounds like you're looking for a PrC, but I made a Swordsage ACF, the Sage of the Forge that gives it an artificer-like craft pool, but it can only create Warheart items; it also gains some benefits from wearing warheart and other non-magic items, particularly those he makes himself.Last edited by playswithfire; 2011-10-23 at 07:21 PM.
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back toSpoiler
-
2011-10-23, 07:56 PM (ISO 8601)
- Join Date
- May 2009
- Location
- Fl
Re: Request a Homebrew: Thread 2!
C700
It isn't (still interested if there is anything else), but it helps.Last edited by deuxhero; 2011-10-23 at 08:27 PM.
-
2011-10-30, 04:10 AM (ISO 8601)
- Join Date
- May 2011
- Location
- My skills exceed yours!
- Gender
Re:*Request*a*Homebrew:*Thread*2!
R703
I'd like to see a prestige class (5-10 levels) that is completely based on improving the overrun combat maneuver (D&D 3.5).
Specifically, I was thinking things like allowing the overrun to happen during a charge (and giving a bonus to the class when doing so) as well as perhaps a trample ability. Anyone up to the task?Last edited by NeoSeraphi; 2011-10-30 at 04:13 AM.
-
2011-10-30, 09:00 AM (ISO 8601)
- Join Date
- May 2009
- Location
- Brno,Czech Republic
- Gender
Re: Request a Homebrew: Thread 2!
H689
I think you can give this option for Handle Animal to the gray jester, then modify and refluff the class a bit and give it HA as a class skill, you´re pretty much good to go.
H673
Here you go
The Dead hunter
SpoilerDead hunter
Medium Undead
12d12 HD (78 hp)
Speed 30 ft. (6 squares)
Init: +7 (+3 Dex, +4 Improved intitiative)
AC 17; touch 13; flat-footed 14
(10,+3 dex, +4 armor bonus-chain shirt)
BAB +6/+1; Grp +8 (+6 BAB, +2 Str modifier)
Attack Longspear +8 meele (1d8+ 2 piercing/x3) or Longbow +9 ranged (1d8+2 piercing/x3, made for use with +2 Strength bonus)
Full-Attack Spear +8 meele (1d8+ 2 piercing/x3) and Spear +1 meele (1d8+ 1 piercing/x3); or composite longbow +9 ranged (1d8+2 piercing/x3, made for use with +2 Strength bonus) and composite longbow +4 ranged (1d8+1 piercing/x3, made for use with +2 Strength bonus) : or Spear +1 meele (1d8+ 1 piercing/x3) and and composite longbow +4 ranged (1d8+1 piercing/x3, made for use with +2 Strength bonus) and composite longbow + 1 ranged (1d8+1 piercing/x3, made for use with +2 Strength bonus)
Space 5 ft.; Reach 5 ft.
Special Attacks Dark arrow, Hunter´s mark, Terrible gaze
Special Qualities. Darkvision 60 ft, Undead traits
Saves Fort +4 Ref +4 Will +6
Abilities Str 14, Dex 16, Con -, Int 14, Wis 15, Cha 16
Skills Disguise +7, Hide +15, Intimidate +15, Listen +7, Move silently +7, Perform (dance) +2, Survival +15, Spot +15,
Feats Cloak dance, Combat expertise, Improved initiative, Stealthy<sup.>B</sup> , Track<sup.>B</sup>,, Weapon focus (spear), Weapon focus (longbow)
Environment Any, favors forests and savannas
Organization Solitary or hunting party (1-4 dead hunters and 2-4 zombies or skeletons per hunter)
Challenge Rating 8
Treasure standard gold; standard gems; 10% half art; standard magical items, spear, Longbow, chain shirt, 20 arrows
Alignment Very often lawful evil
Advancement 12-16 HD (Medium)
Level Adjustment –
A dead hunter is hard to distinguish from the creature it were in life, it retains its height and weight, and the only unusual traits are grime and small rotting sores and other signs of decomposition on its body and its eyes that glow with a faint red light when it is agitated. It tries to hide these by wearing a long heavy cloak of the sort favored by many traveling adventurers, which also helps the hunter to follow his prey unnoticed.
It was in the dead of night while you arrived in a small village. loud rumbling and neighing heralded the arrival of the distance coach, this backwater´s village only connection to the outside world. It came to halt and while the driver struggled to keep the horses under control, people exited the carriage, among them a mysterious stranger in a long, hooded robe, who made the horse yelp and jump when he just brushed past. You set the light of your bullseye lantern of him and he quickly scurries toward the the Grumpy Bear tavern, where you want to lodge, making some noise as he made his way through the small crowd of people gathered at the door.
Combat
Dead hunters tend to shy away from direct combat,using their skill in subterfuge, spreading terror and archery , to harass and weaken opponents from afar before revealing themselves and finishing their prey up close. If they cannot stop them from running, they will sicken them with the dark magic of their arrows and then mark with them a brand that will easily give away those who try to hide.
Dark arrow (Su)
It is obvious, the stranger is not to be trusted, so in hopes of stopping him, you rush to follow the stranger inside, into the load uproar of a tavern by night and , by some miracle even up the stairs ,, and when it started to joggle the door to the special guest room ,you challenge the figure: ,,What are you doing here?” In response it only produces a longbow from its robes and draws it threateningly. You are disconcerted o see something like black smoke swirling around the arrow, but seize the opportunity and charge the assailant…
Only to stumble when the arrow hits you and you´re overcome with a feeling of weakness, like a fever that gnaws at your very soul.
As a full round action (that provokes attacks of opportunity) the hunter can imbue a single arrow with the foul powers of death and then fire it. If it hits, the target takes extra damage equal to the hunter´s Charisma bonus, and must make a Fortitude save against DC 19 or be sickened for 1d4 rounds, taking a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks and ability checks. The save DC is Charisma-based. This is a negative energy effect. Creatures that successfully save cannot be sickened by that particular hunter´s dark arrow for 1 hour
Hunter´s mark (Su)
With you a crumpled heap on the floor, the attacker turns to break through the suite door only to be interrupted when a fat short man in a brocade nightgown, probably his target, rushed at him with a shortsword, screaming with rage and fear: ,,Who dares disturb the great ᴂdler of Dweaᴂrshire?“ The cowled man countered with a short stab that only glanced off his well fattened ribs. Like a a good arena match it was just a superficial wound, but it was still enough to leave him squirming on the ground and grabbing in horror at a wound that looked like a fire colored burn mark, seeping tainted, black blood. „You will not escape me now, mortal!“ gloated the creature with a deep, hollow voice that seems to resound.
If a hunter hits a target with a meele attack that target must make a Will save against DC 17 or be marked with a dark brand at the point of contact that bleeds and glows like a burning ember, though it does not cause the creature any harm. The dead hunter can pinpoint the location of the marked creature despite any mundane hideout or disguise as long it is within 60 feet, and gets a +4 circumstance bonus on Survival checks made to track it, if it is whiting five miles of him,or a +2 bonus If it is within 10 miles of him. The brand lasts for (The hunter´s Charisma modifier) days and can be removed with spells as least as powerful as Break enchantment or Remove curse. The dead hunter can mark only one creature at a time, and can erase an existing brand as a free action,which happens automatically if he places a new brand when he has one already active.
Terrible gaze (Su)
Finally you regained enough strength to stand up and fight, but your blade only slashed the fiendish creature´s cloak, and it retaliated by gazing at you, the crimson eyes staring into the very core of your being, and their dark intent caused the malady to resurge, and wring your life force of of you, like a shirt that is getting washed.
Range 30 feet, target is shaken for 1d4 rounds, Will save against DC 19 negates. This is a mind-affecting fear effect. If a target is affected by this ability while he is sickened by the effects of the Dark arrow ability he is not shaken. Instead,the duration of the sickening effect is refreshed (roll 1d4 and add the result in rounds to the current duration) and the target takes 3+4 points of negative energy damage each round while he is sickened. The The target must succeed at a Concentration check against DC 13 to cast spells and perform other complex actions successfully.The target can make a Fortitude save against DC 19 to prevent taking the ongoing damage and shorten the duration of the sickening effect by 1 round. The save DCs and amount of ongoing damage are based on Charisma.
Creating dead hunters
Any caster with a caster level of 12-14 can create dead hunters from mostly intact corpses of intelligent creatures with a true anatomy using the Create undead spell, provided he meets two requirements. First, he must dress the corpse in a traveler´s cape made from fine black cloth, that is however too wispy and skein-like to be useful in harsh weather. Assume that you buy it along with the material components for the spell, and that their cost covers the expense. Second,the creature that provided the corpse must have had the Track feat in life, the caster himself must have it, or he must have an aide that has it and accompanies the creation of the Hunter with a performance that takes a Knowledge (Religion) and a Perform (Any music, dance or sermon) check, both against DC 15 to perform successfully. Failure means that specific assistant can´t help in the raising of that particular corpse for 24 hours.
Dead hunter lore (Knowledge: Religion)
DC 22 Dead hunters are assassins mostly created by evil clerics to hunt and stalk living creatures. They posses a wide range of skills.
DC 27 They are very intelligent and capable of stealth, ambushes and tactical cooperation. They use a combination of ranged and meele weapons, and
nearly always travel in groups. (This level of success reveals information about organization).They are masters of wilderness survival, stealth and intimidation.
DC32 Dead hunters can use their gaze to strike fear in the hearts of men, use arrows imbued with negative energy that causes a wasting malady when used on targets they frightened, and brand the enemies they wound with a magic mark that gives away their position.
Plot hooks
-Traveling along a road you encounter a disheveled , mad woman with a glowing, bleeding brand somewhere on her body, who cries for you to save her from the risen dead who are after her life.
- Protect Gothard Guillard, the elderly, ᴂdler of Dweaᴂrshire from the undead who assault him, and accompany him on a long journey back to his family estate. Discover why he had to leave, even though he becomes distressed and defensive, when asked about his family and lineage.
..Is it just me, or do the designers gloss over a large part of undead immunities when calculating CR?
Because if you used the complex calculation method (by Vorpal Tribble, at a 2/3rds of the first post) and accounted for flanking immunity, nonlethal immunity, and et cetera separately a 3 HD undead would be approx. CR 7.
... But that is not the point here, this is: H679
Will these do?
Spoiler
Spellbreaking ether School Abjuration [Electricity]
Level: Magus 2 Sor/Wiz 2
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Area: 10 ft radius burst
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: none
Charging the air with the power of lightening, you align the subtle wind essence to ward away magic that flows through it Creatures in the spell´a area gain +2 spell resistance ageist ray spells per two levels of the caster, +1 enhancement bonus to Will saving throws against mind affecting magic per two caster levels and are immune to the the Magic missile spell as the disruptive ethereal currents snare the dart like a net does a fish, making it wink out in a flash of light.
Ether blast School Transmutation [Electricity]
Level: Magus 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: One creature per caster level
Duration: One round per caster level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You blast your target with potent wind essence, suppressing their black bile and making them loose and unstable. An affected target takes a -2 penalty to attack rolls and damage a -1 penalty to Reflex saves and a -2 penalty to Strength- and Dexterity based skill checks for the spell´s duration.
[size=3]Thunder strike[/size] School Transmutation [Electricity,sonic]
Level: Cleric/Oracle 3, Magus 3 Paladin 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
You imbue your weapons with the wild might of storms, causing it to deal 2d4 points of extra damage, plus an additional dice of damage per two caster levels you have. Half of the damage dealt is electricity, the other half is sonic.
Storm orb School Conjuration (creation) [Electricity]
Level: Druid 3, Magus 3, Sor/Wiz 3
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 feet+5/feet level)
Target: One creature per three caster levels
Duration: Instaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
You shape in your palm what appears to be a tiny storm cloud, complete with little sparks, and raindrops tickling your palm. Make a ranged touch attack to hurl the orb at a target and if it hits, it deals 1d6 points of electricity damage and 1d4 points of nonlethal slashing damage from the water whipping the target at high speed with also causes him to take a -1 circumstance penalty to attack rolls for 1 round.Per every two caster levels you have, the damage increases by a die, and the penalty to attack rolls increases by 1, to a maximum of 11d6 points of electricity damage, 11d4 points of nonlethal slashing damage, and a-10 circumstance penalty at 20th level. For every three levels you have you can throw an additional orb per a single casting of this spell, up to a maximum of six at 20th level A single orb can target only a single creature. and one creature can be he target of only a single orb. Unused orbs are wasted.
Lightening retort School Abjuration [Electricity]
Level: Sor/wiz 2, Magus 2
Components: V, S, M, F,
Casting Time: 1 standard action
Range: Touch and Close (25 feet +5 feet/level)
Target: Creature touched and creature or object attacking it
Duration: 1 minute/level or until discharged
Saving Throw: None (harmless) and Fortitude half (see text)
Spell Resistance: Yes (see text)
When you first cast this spell, your create around the target an invisible barrier, that harmlessly absorbs electricity-based attacks that would harm it, up to a limit of 5 points of damage per caster level. It take all the damage in excess of this amount. The next successful attack that damages the target causes the stored energy to discharge in an arc against the attacker,, dealing 1d6 points of electricity damage per 5 points worth of damage absorbed. To hit with the discharge, you must be able to identify the source of the attack, the attacker must be within (25 feet +5 feet/level) of you and you must hit that target with a ranged touch attack , that uses your base attack bonus plus the modifier of your key ability score that governs your spellcasting (Intelligence for the wizard and magus and Charisma for sorcrers)
Heartstoper School Evocation [Electricity]
Level: Sor/wiz 5. Magus 5
Components: V, S, M, F,
Casting Time: 1 standard action
Range: Close (25 feet +5 feet/level)
Target: one creature or object
Duration: instant
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
A crackling arc of electricity jumps from your hand and strikes the target in the chest, stopping his heart and killing him instantly. Creatures that succeed at the Fortitude save instead take 1d6 points of electricity damage per level of the caster. Creatures without hearts or circulatory systems, like zombies and vampires only take damage as though they automatically succeeded at the saving throw (and can make a Fortitude save to halve this damage.)
Creatures without a true anatomy, like skeletons and ooze, as well as objects, automatically take only half the damage resulting from a successful save, and can halve it again with a successfully Fortitude save, for quarter of normal damage that a living creature takes with a successfully Fortitude save.
Surviving creatures with a true anatomy additionally take 1d6-1 points of temporary ability damage to Strength or Dexterity, whichever is lower, unless they make a Fortitude save.
Arcane focus
A short electrum spike inscribed with arcane runes relating to lightening. The caster stabs the heart with it during casting and points it at the target to channel the magic. It costs 300 gp to purchase.
Material component
The heart of a living creature that was killed by natural, mundane lightening. It costs 100 gp to purchase.
Sorry for using the 3.5 format instead of the Pathfinder one, but I could not find a board compatible template, with all these lines and dividers.
I have a feeling it will need a thorough PEACHing, so please, feel free, anybody.
R704
Can anybody homebrew this creature for 3.5e? I´m thinking Aberration, 8-10 CR, has SLAs (PsLAs?) of Psychic warrior powers, maybe a few kineticist powers for more gish potenial.
For fluff I´m imaging that it is an enforcer or a "squad commander-slash- foreman" of sort to a troop of slavers, from a race of psinonic aberration aliens who enslaved a primitive race of humanoids on a harsh desert world. (Think the Stargate movie.)
So to summarize, a big, tough, Large-sized, humanoid abberation head slave-driver guy with both psionic powers and physical power, and some abilities to represent commanding his allies and slaves. CR 8-10.
I will be very grateful if somebody does this. Thanks in advance!Last edited by ScIaDrd; 2011-10-30 at 10:25 AM.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
I started mine in the Players´ house in a large elven city.
Boring, duh.
GENERATION 17: The first time you see this, copy it into your sig and add 1 to the generation. social experiment
My Paladin´s to-be motto:
Peace and love through superior firepower and divine righteousness.
If you approve, copy and paste this into your signature.
-
2011-10-30, 01:04 PM (ISO 8601)
- Join Date
- Jul 2009
- Location
- WOTC ≱ my opinion
Re: Request a Homebrew: Thread 2!
C704 There are stats for those in Monsternomicon 2, which I have. Not OGL but if you drop me a PM we can sort something out.
Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!
-
2011-10-30, 02:09 PM (ISO 8601)
- Join Date
- Sep 2011
- Location
- The Anauroch (-696 DR)
Re: Request a Homebrew: Thread 2!
C705
This poor soul Placed his thread in the wrong area and I want to see what a Demon Slayer would look likeCult of the Playground est. 2011
Proud owner of 1 internet
Cult of the Playground Highly endorses the ideals of the Tippyverse, World Optimization and "Paradise". its Clerics are encouraged to Optimize everything that they set there sights on. Perfection is our goal.to join simply copy this.
Doctrine