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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 07-26-2012, 12:39 AM   Top  -  End  -  #271
dspeyer
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Default Re: Request a Homebrew: Thread 2!

H790

The Duelist

LevelBABFort SaveRef SaveWill SavespecialBonus Damage
1st1220Dodge, Weapon Finesse1d4
2nd2330Mobility, Improved Unarmed Strike1d6
3rd3331Improved reaction +1, Deft Strike1d8
4th4441Parry2d6
5th5441Acrobatics: 103d6
6th6552Mind Battle4d6
7th7552Canny defense5d6
8th8662Improved reaction +2, Parry Riposte6d6
9th9663Enhanced mobility, Speed of the Wind7d6
10th10773Grace, Acrobatics 208d6
11th11773Acrobatic charge9d6
12th12884Manticore Parry10d6
13th13884Improved reaction +411d6
14th14994Deflect Arrows6d12
15th15995Acrobatics: 307d12
16th1610105Speed of the Hurricane, Repeated Parry9d12
17th1710105Leap of Death11d12
18th1811116Improved reaction +8100
19th1911116Speed of the Tornado150
20th2012126Acrobatics: 40200

Hit die: d10
Class skills: Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

Bonus Damage(ex): Once per round, when you hit an enemy with a finnessable piercing weapon, you may add this as precision damage. You must decide to use this ability before making the attack roll.

Dodge, Weapon Finesse, Mobility, Improved Unarmed Strike(ex): Gain these bonus feats. If you already have any of them, gain any other for which you qualify.

Improved reaction(ex): Gain this bonus on initiative

Deft Strike(ex): Add dex to damage when using weapon finesse

Parry(ex): Once per round, as an immediate action, you can parry an incoming blow. Roll an attack against whomever is attacking you. If yours is higher, their attack misses. If you lose your dex bonus to AC, you lose this as well.

Acrobatics(ex): As a swift action, you may jump or tumble up to this distance.

Mind Battle(ex): You use your successes to demoralize your enemy. For every failed attack in a row he has made against you, he takes a stacking -2 penalty on successive attacks. You can only apply this ability to one enemy at a time.

Canny defense(ex): Int to AC

Parry Riposte(ex): When you successfully parry a blow, you may simultaneously attack with a secondary weapon or unarmed strike.

Enhanced mobility(ex): +4 to AC against AoOs

Speed of the Wind(ex): An additional attack at your highest bonus in a full attack.

Grace(ex): +2 to all saves

Acrobatic charge(ex): Jump and Tumble in the middle of a charge

Manticore Parry(ex): When you successfully parry a blow by a margin of 5 or more, you may redirect it at its sender. Roll a second attack against his AC. If successful, he takes the damage he would have inflicted on you.

Deflect Arrows(ex): Gain the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

Speed of the Hurricane(ex): A second additional attack at your highest bonus in a full attack.

Repeated Parry(ex): You may parry a number of times per round equal to your dex modifier. All must be from the same attacker.

Leap of Death(ex): Jump over your enemy (jump DC = his AC) and attack. If you succeed at both, he must make a fort save (dc 19+your str) or die.

Speed of the Tornado(ex): Make two full attacks as a single full-round action



Author's Note
I tried to keep the powers a little behind a warblade or crusader, to make up for no need to refresh. Hopefully the bits I took straight from ToB don't stand out too badly.
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Last edited by dspeyer : 07-26-2012 at 09:40 AM.
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Old 07-28-2012, 07:48 PM   Top  -  End  -  #272
Maquise
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Default Re: Request a Homebrew: Thread 2!

R 795

I have a request for a pathfinder archetype, a Plague-bearer antipaladin. I would like it to have the ability to neutralize a paladin's immunity to disease, as a regular antipaladin can neutralize a paladin's immunity to fear.
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Old 07-29-2012, 06:08 AM   Top  -  End  -  #273
Kavurcen
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R 796

[3.5/PF]
I'd like to request any tries at a Druid without spellcasting.
I was thinking, in particular, giving them more wildshape and cool stuff for their animal companion, with the end result balanced somewhere around teir 3.
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Old 07-29-2012, 07:28 AM   Top  -  End  -  #274
ThiagoMartell
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Default Re: Request a Homebrew: Thread 2!

R 797 A 3.5 version of 4e Caiphon as a vestige
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Old 07-29-2012, 09:17 AM   Top  -  End  -  #275
dspeyer
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R796

Something like this?
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Old 07-29-2012, 06:11 PM   Top  -  End  -  #276
Kavurcen
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Originally Posted by dspeyer View Post
R796

Something like this?
That would be the sort of thing I was talking about, but I think the point based system is a little more complex than I was hoping for. I'd rather it work off the existing Wild Shape mechanic in its entirety as opposed to changing how it works based on level. I was thinking more of a Druid variant/archetype with a different focus than an entirely different class with different mechanics.
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Old 07-29-2012, 09:34 PM   Top  -  End  -  #277
demonman24
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I'd like to see an epic level aeon from Pathfinder, sort of Pleroma-esque (maybe even the Monad itself) but more epic, like 25th level wizard/25th level cleric multiclass epic. It would be awsome if one of you guys could do that for me.

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Old 07-29-2012, 09:58 PM   Top  -  End  -  #278
weso12
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R799
A 5-10 level prestige class that specializing in enhancing dual welding should accessible to fighters and is dexterity focused
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Old 07-30-2012, 04:51 PM   Top  -  End  -  #279
demonman24
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Also, the 25th level cleric/25th level wizard aeon should be optimized in every area, but not to the ridiculous point of things like Pun-Pun.

Last edited by demonman24 : 07-30-2012 at 04:51 PM.
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Old 08-01-2012, 01:55 PM   Top  -  End  -  #280
Just to Browse
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C 796 (sort of like H 796, but I didn't actually write anything)
I would recommend the SRD wild shape ranger.

For best balance, give the ranger full wildshape as the druid, despite what the ACF says. If you have the PHBII, the Shapeshifter variant makes morphing very easy, and also applies a wildshape nerf that stops abusability. Take the PHBII shapeshifter variant instead of the ranger's scaling combat styles, and give him an animal companion with his effective druid level equivalent to his ranger level (instead of 1/2 ranger level, like in the PHB), plus Natural Spell at 1st level for free, and you have yourself the iconic wild hunstman with some magic, favored enemies for hunting, and a bit of animal stealth later on.

EDIT: As a warning, I only played the shapeshifter variant of the PHBII once, and didn't test everything out. The animal companion tends to tank harder and hit harder than most warriors, so maybe making your effective druid level equal to Ranger Level - 2 would be better. Can someone offer feedback here?

EDITEDIT: In lieu of that, the beastman is a favorite of mine and is one of Grod the Giant's best. You could give that a look, though I like the ranger idea because it's not using anything new.

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Old 08-01-2012, 02:02 PM   Top  -  End  -  #281
Just to Browse
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Quote:
Originally Posted by weso12 View Post
R799
A 5-10 level prestige class that specializing in enhancing dual welding should accessible to fighters and is dexterity focused
C 799
Couple questions:
  • What role are you looking at? (dexterity-tank, damage-dealing, etc.)
  • Are you OK with stuff like sudden strike or skirmish damage?
  • When do you want it accessible? I'll make it for a level 5 fighter if you have no preference.
  • Do you want the abilities on par with the fighter class abilities, or something that brings him up to the rogue/warblade level?

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Old 08-02-2012, 05:37 PM   Top  -  End  -  #282
weso12
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Quote:
Originally Posted by Just to Browse View Post
C 799
Couple questions:
  • What role are you looking at? (dexterity-tank, damage-dealing, etc.)
  • Are you OK with stuff like sudden strike or skirmish damage?
  • When do you want it accessible? I'll make it for a level 5 fighter if you have no preference.
  • Do you want the abilities on par with the fighter class abilities, or something that brings him up to the rogue/warblade level?
  • Damage dealing
  • Sure
  • Level 5 is fine
  • Rouge/warblade level
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Old 08-02-2012, 07:59 PM   Top  -  End  -  #283
Just to Browse
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God I hate tables... Also it could use a better name. I just stole the name of a crappy CW Prestige Class. Still a WIP, but you can use the earlier levels, since it goes to five already.

H 799

The Tempest

Requirements:
  • Base attack bonus: +5
  • Dexterity: 15
  • Feats:Combat Reflexes, Two-Weapon Fighting, Weapon Finesse

HD: d10
LevelBABFortRefWillSpecial
1+1+2+2+0Improved Two-Weapon Fighting, Whirlwind Attack
2+2+3+3+0Quick Step, Skirmish (+1d6)
3+3+3+3+1Ambidexterity (1), As the Wind (+1), Deadly Finesse
4+4+4+4+1Halting Blows, Skirmish (+2d6)
5+5+4+4+1As the Wind (+2), Quicker Step, Tempest
6+6+5+5+2Greater Two-Weapon Fighting, Skirmish (+3d6), Ambidexterity (2)
7+7+5+5+2As the Wind (+3), Mercuric Motion, Juggernaut
8+8+6+6+2Parry Like Mad, Skirmish (+4d6)
9+9+6+6+3As the Wind (+4), Unstoppable Force, Windstorm Rush
10+10+7+7+3Perfect Two-Weapon Fighting, Skirmish (+5d6)

Class Skills: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Ride (Dex), Sleight of Hand (Dex), Swim (Str), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Class Skills at Each Level : 4 + Int modifier

Class Features:
Proficiencies: The Tempest gains proficiency with 1 exotic weapon, chosen when taking the first level of this class, but gain no proficiency with any armor or with shields.

Improved Two-Weapon Fighting: A Tempest gains the Improved Two-Weapon Fighting feat as a Bonus Feat. He must meet all prerequisites of this feat in order to obtain it. If he already has Improved Two-Weapon Fighting, he may select another feat from the Fighter Bonus Feat list.

Whirlwind Attack: A Tempest also gains the Whirlwind Attack feat as a Bonus Feat. He need not meet all the prerequisites of this feat, but may only use it if wearing armor heavier than light. If he already has Whirlwind Attack, he may select another feat from the Fighter Bonus Feat list. He must meet all the prerequisites of that feat, and may use it regardless of what armor he is wearing.

Quick Step(Ex): Tempests of at least 2nd level know how to dance with danger. A tempest may take two 5-foot steps in a round instead of one. Any restriction on 5-foot steps applies to both.

Skirmish (Ex): A tempest relies on mobility to deal extra damage. 2nd level or higher tempests deal an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the tempest's turn. This extra damage increases by 1d6 for every two levels gained above 2nd (2d6 at 4th, 3d6 at 6th, 4d6 at 8th, and 5d6 at 10th level). Unlike other sources of skirmish damage, this damage applies to all creatures.

This damage does not apply on attacks made when the tempest is wearing armor heavier than light. If the tempest has skirmish damage from another class, the bonuses stack, and there is no restriction to what sort of creature can be hurt by skirmish damage from any source.

Ambidexterity (Ex): Starting at third level, penalties for two-weapon fighting that the tempest takes are reduced by 1 (to -3, -3 or -1, -1 if fighting with a light weapon in your off-hand). At sixth level, these penalties are reduced by 2 (to -2, -2, or +0 if fighting with a light weapon in your off-hand).

As the Wind (Ex): A tempest of at least third level becomes even more fluid on the battlefield, and gains a +1 dodge bonus to Armor Class. This increases by 1 every two levels after third (+2 at 5th, +3 at 7th, +4 at 9th).

Unlike other bonuses, dodge bonuses stack with each other. If a tempest would be subjected to an attack where he loses his Dexterity bonus to Armor Class, he also loses any dodge bonuses to Armor Class.

Deadly Finesse (Ex): At third level, a tempest can use the Weapon Finesse feat with any one-handed weapon and adds his Dexterity modifier, instead of his Strength modifier, to any damage he deals with a weapon.

Halting Blows (Ex): Any time a tempest of at least fourth level successfully hits a creature (even if all the damage is reduced), he may force that creature to make a Fortitude Save (DC of 10 + 1/2 the tempest's HD + the tempest's Dexterity modifier) or become immobilized for 1 round. Creatures with four or more legs or who are otherwise stable (such as from the dwarf's stability racial feature or from being an ooze), or who are immune to critical hits get a +2 bonus on this save. The bonuses from having multiple qualifying traits stacks.

Quicker Step (Ex): A tempest of at least level five is a weaponized blur. A tempest may spend a swift action to take a 5-foot step which does not provoke attacks of opportunity. If a creature declares an action, the tempest may spend an immediate action that does not provoke attacks of opportunity to take a 5-foot step towards that creature before the action occurs. He may not use this ability if wearing armor heavier than light.

Tempest (Ex): In a rush of movement, a tempest of at least level five may attempt to dispatch a large crowd of enemies. When he uses the Whirlwind Attack feat, he may move up to his movement speed and may attack any target that he could have hit at any point in that movement. Enemies are considered flat-footed for this attack, and any damage he deals is halved. If he moves more than 10 feet, this adds skirmish damage. He may not use this ability if wearing armor heavier than light.

Greater Two-Weapon Fighting: At 6th level, a tempest gains Greater Two-Weapon Fighting as a bonus feat. He must meet all prerequisites of this feat in order to obtain it. If he already has Improved Two-Weapon Fighting, he may select another feat from the Fighter Bonus Feat list.

Mercuric Motion (Ex): A tempest of at least 7th level moves so quickly that they are almost impossible to lock down. Any time a tempest would be denied his Dexterity modifier and dodge bonus to Armor class, he is only denied half of both (round up for dexterity and round down for dodge). (Kaddep, a Fighter 5 / Tempest 7 has a +5 Dexterity modifier and a +3 dodge bonus to AC from As the Wind, and is bound up and blindfolded. Despite being bound, he still has a +3 Dexterity modifier a +1 dodge bonus to AC.)

Juggernaut (Ex): A tempest of 7th level or higher gains the Pounce special ability (MM 313). He may not use this ability if wearing armor heavier than light.

The Quickest Step (Su): A tempest of at least level 8 may treat any movement he makes as a teleportation effect (caster level equal to his hit dice). If a tempest take multiple 5-foot steps in succession, The Quickest Step applies as though each step was one entire movement.

A tempest using The Quickest Step still provokes attacks of opportunity for moving out of a threatened area as normal.

Windstorm Rush (Ex): As a tempest of at least 9th level moves, the air rushes behind him. When a tempest takes a move action or moves up to 20 feet as a single action of any kind, he creates a violent stream of wind. Creatures adjacent to the tempest at any time during his move must make a fortitude save (DC 10 + 1/2 the tempest's HD + the tempest's Dexterity modifier) or be knocked back and take damage equal to the tempest's skirmish damage. A tempest may choose not to use this ability for any stretch of movement, and this does not work with The Quickest Step.

Unstoppable Force (Ex): A tempest of level 9 or higher may use an immediate action to be treated as though under the effects of freedom of movement for 1 round.

Perfect Two-Weapon Fighting: At 6th level, a tempest gains the epic feat Perfect Two-Weapon Fighting as a bonus feat. He need not be above level 20, but must meet all other prerequisites of this feat in order to obtain it. If he already has Improved Two-Weapon Fighting, he may select another feat from the Fighter Bonus Feat list that isn't an epic feat.

Last edited by Just to Browse : 08-09-2012 at 03:38 AM.
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Old 08-05-2012, 04:16 PM   Top  -  End  -  #284
Maquise
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Default Re: Request a Homebrew: Thread 2!

R 795 Repost

I have a request for a pathfinder archetype, a plague-themed antipaladin. I would like it to have the ability to neutralize a paladin's immunity to disease, as a regular antipaladin can neutralize a paladin's immunity to fear.
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Old 08-05-2012, 04:48 PM   Top  -  End  -  #285
Sgt. Cookie
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Default Re: Request a Homebrew: Thread 2!

C796 Isn't wildshape alone enough to qualify for Teir 3?
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Old 08-05-2012, 06:57 PM   Top  -  End  -  #286
Just to Browse
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Quote:
Originally Posted by Sgt. Cookie View Post
C796 Isn't wildshape alone enough to qualify for Teir 3?
Wildshape if you use only core probably gets you Tier 3 / Tier 4. Shapeshifting only would make you Tier 4.

EDIT: If you're a crazy minmaxer, Wildshape will make you a strong monster with no flexibility (Tier 3, but still very strong so beware). But that's more of a problem with wildshape abuse than anything else.

Last edited by Just to Browse : 08-05-2012 at 07:00 PM.
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Old 08-05-2012, 08:36 PM   Top  -  End  -  #287
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Default Re: Request a Homebrew: Thread 2!

Spoiler


I haven't actually, technically played Pathfinder before, so you should really have someone else go through it for mistakes. The name is a pun, so you might want to change that too. I based this heavily off of the cancer mage from the Book of Vile Darkness.

Last edited by Steward : 08-06-2012 at 01:41 PM.
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Old 08-06-2012, 12:19 PM   Top  -  End  -  #288
Maquise
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Default Re: Request a Homebrew: Thread 2!

C 795

Steward:

Is the companion's ability supposed to be the same at 11th and 14th level?
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Old 08-06-2012, 01:41 PM   Top  -  End  -  #289
Steward
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No, it wasn't. Sorry about that!
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Old 08-09-2012, 03:56 AM   Top  -  End  -  #290
Just to Browse
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H 799 is completed.
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Old 08-10-2012, 01:44 AM   Top  -  End  -  #291
Epsilon Rose
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R.800:
I have a request for a gun based on the Rifle/Musket used by Roberta at the end of Black Lagoon: Roberta's Blood Trail. It is an old-fashioned, hand loaded, rifle/musket that she uses to fire metal rods. Here's a link to a YouTube video of her loading and firing it.
This is going to be used by The Dragon (Warning: TvTropes) of the Spellshot Marksman class in a 3.5/PF/Homebrew one-shot. The party is level 13 and has 5 members.
I would like two versions of the gun (or perhaps ammo for the gun). One that uses the metal rods and one that uses normal shot.

Thank you.
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Old 08-10-2012, 02:03 AM   Top  -  End  -  #292
Just to Browse
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H 797

Caiphon

Level: 2nd
Binding DC: 16
Special Requirement: No

Manifestation: A faint purple star that's just slightly transparent. It pulses slightly, and constantly whispers to no one in particular.

Sign: The irises of your eyes become a deep purple.

Influence: If you fall subject to the powers of the purple star, you constantly seek to spread knowledge. When you learn private information, your immediate desire becomes to seek out those who might want to know the information. This may involve warning the king that his peasants are planning a secret resistance, or telling a wife about her unfaithful husband. You also tend to talk quietly and quickly when in casual conversation.

Granted Abilities:
Starlight Invocation: You gain an eldritch blast as a warlock of your effective binder level, except the damage you deal is equal to 1d6 plus 1d6 per four effective binder levels. This stacks with eldritch blast damage you get from any other sort, and can be improved like a regular eldritch blast (though this ability doesn't give you any improvements on its own).
Fevered Certainty: As a full-round action, you gain a +3 competence bonus to all skill checks, but take a -1 to all saves. You may suppress or reactivate this ability as a standard action ard action at 5th level, as a move action at 10th level, and as a swift action at 15th level. Once you suppress this bonus, you cannot use this ability again for 5 rounds.
Disquieting Liberty: You gain a +2 resistance bonus to saves against effects that would inflict the slowed, entangled, stunned, or immobilized conditions.
Trust in the Guide Star: You gain the Blind-Fight feat, blindsight within a 5-foot radius around you, and ignore AC bonuses for cover.

C 797
I don't do lore good. Please feel free to fill that in yourself. I would have given it something to do with allip-esque/gibbering mouther whispers causing craziness, but Dahlver-Nar and Haagenti already seem to have that covered.
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Old 08-10-2012, 02:30 AM   Top  -  End  -  #293
Just to Browse
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Quote:
Originally Posted by Epsilon Rose View Post
R.796:
I have a request for a gun based on the Rifle/Musket used by Roberta at the end of Black Lagoon: Roberta's Blood Trail. It is an old-fashioned, hand loaded, rifle/musket that she uses to fire metal rods. Here's a link to a YouTube video of her loading and firing it.
This is going to be used by The Dragon (Warning: TvTropes) of the Spellshot Marksman class in a 3.5/PF/Homebrew one-shot. The party is level 13 and has 5 members.
I would like two versions of the gun (or perhaps ammo for the gun). One that uses the metal rods and one that uses normal shot.


Thank you.
This would be R 800 Actually. So

C 800
The spellshot marskman is, like any ranged attacker, dependent on multiple attacks from BaB, multishot, etc. A rifle of the sort in Black Lagoon is a one-shot item. Are you willing to have your Dragon give up a bunch of his attacks (and thus the weapon should probably be really strong and magical), or do you want something more along the lines of a repeat-fire gun?

I'm going to use the video for most of my references. If you have any other videos I should watch, please post them so I don't write bullet types from a skewed perspective.
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Old 08-10-2012, 10:20 AM   Top  -  End  -  #294
Epsilon Rose
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Default Re: Request a Homebrew: Thread 2!

C.800: (Is that right?)

Sorry about the number, I tried to find the most recent request but apparently I missed a few. I've fixed it now.

Between Command Projectile and Ammunition Mastery the slow reload shouldn't be to big of an issue. That said I was thinking about not using the rod version with command, so it might warrant a significant increase in power or some other ability (perhaps the the ability to continue projecting formula?). I also wasn't planning on giving her manyshot, so maybe putting both ammos on the higher end of the damage scale wouldn't be a bad idea.

I don't have any other videos of her actually shooting the gun (they kept it under wraps until the last episode) but I think she might get off a few more shots in that episode and they take a close look at the rods (which she's staked into the ground) earlier in that episode. There's also the possibility that I might be able to find an English sub-ed version if you'd like.
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Old 08-10-2012, 03:37 PM   Top  -  End  -  #295
Just to Browse
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Quote:
Originally Posted by Epsilon Rose View Post
Between Command Projectile and Ammunition Mastery the slow reload shouldn't be to big of an issue. That said I was thinking about not using the rod version with command, so it might warrant a significant increase in power or some other ability (perhaps the the ability to continue projecting formula?). I also wasn't planning on giving her manyshot, so maybe putting both ammos on the higher end of the damage scale wouldn't be a bad idea.

I don't have any other videos of her actually shooting the gun (they kept it under wraps until the last episode) but I think she might get off a few more shots in that episode and they take a close look at the rods (which she's staked into the ground) earlier in that episode. There's also the possibility that I might be able to find an English sub-ed version if you'd like.
H 800

Wow I totally missed ammunition mastery. All right, so first--use p.145 of the DMG for reference to the musket as well and regular bullets.

Spellshot Rifle: This rifle has arcane designs all along its barrel, used in combat to channel magic. A wielder of this +2 distance musket may sacrifice one spell or spell-like ability as a move action to gain a bonus on attack rolls with this weapon equal to the level of the spell sacrificed, and an untyped bonus to damage equal to 1d6 per level of the spell sacrificed for 3 rounds.

If using psionics, expending power points (with the usual restrictions) as though the wielder was manifesting a power works in the same way, keyed of the power's level. If using spellshaping, expending a formula works the same way, keyed off the formula's level.
Strong evocation; CL 11th; Arcane Strike, Craft Magical Arms and Armor, Contingency; Price 50,800; Cost 25,800 + 2000 XP.

Bullet Rods: These rods are dangerous weapons made of fine steel. They don't break or become lost upon firing, and be collected after combat with only a DC 5 search check.

Bullet rods can only be fired as a standard action (preventing them from being used in a full attack), but when used as ammunition in an attack, a bullet rod can be used to perform the bull rush, sunder, trip, or disarm combat maneuvers at range. Combat maneuvers performed this way only count size modifiers for the creature attacked, and all instances of Strength checks are replaced by Dexterity checks for the attacker. Each one is worth 500 gp and they tend to be sold alone.

Last edited by Just to Browse : 08-10-2012 at 03:39 PM.
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Old 08-11-2012, 08:32 AM   Top  -  End  -  #296
playswithfire
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Join Date: Sep 2007
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Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Kavurcen View Post
R 796

[3.5/PF]
I'd like to request any tries at a Druid without spellcasting.
I was thinking, in particular, giving them more wildshape and cool stuff for their animal companion, with the end result balanced somewhere around teir 3.
H 796
Realize I'm coming late to this one, but I did put together a druid variant, the Sublime Shapeshifter (scroll most of the way down), that trades spellcasting for martial maneuvers (mostly homebrewed and in the same thread as the variant), better unarmed strikes and natural attacks and the option to use something I called Hybrid Wild Shape, where you eventually get the ability scores and natural armor of an animal (and some of its natural weapons) while still being able to use your gear.

Looking at it quickly, I realized I forgot to address the Share Spells ability of the animal companion. I'd probably change it to Share Boosts like I did for the Huntsman (in the same thread as this variant), or let it be Share Stances, possibly share both.
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Last edited by playswithfire : 08-11-2012 at 08:32 AM.
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Old 08-13-2012, 08:29 PM   Top  -  End  -  #297
jseah
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Join Date: Jun 2009
Default Re: Request a Homebrew: Thread 2!

R801 Moar bling needed on Sword, also a sheath:

I know this isn't really homebrew, but I have this story I am writing and perhaps I could use the ideas somewhere else.

I was trying to make the most ridiculously overpowered magic sword I could think of, with some nods towards physics. I know, I know magic, but magic in this setting obeys its own physics (it's complicated).

Essentially, I had a magitech civilization build a Ridiculously Sharp Sword of Flaming +over9000 as a favour for a baron in some backwater parallel universe.
Some properties:
Spoiler


Ok, so basically, this is a Ridiculously Dangerous Object. Touch something with it and that thing dies.

Now, I want moar bling. Apart from ridiculously overpowered fire, what other deadly machinations can I put on it? They can be mutually exclusive too, I'll just make having one effect on exclude the other.
Try to keep things to the sword, short ranged stuff is fine, but no beams. Also, effects *must* not hurt the wielder, apart from side effects, like targets exploding.
It also doesn't have or need a non-lethal mode. This is supposed to be the Kill-y Sword of Fiery *insert other effect here* Death.

A good guideline is to take a usual fantasy offensive effect, and turn it up to infinity.
Spoiler
Clearly, it's not that easy.
Turning cold up to infinity doesn't do anything interesting (the sword obviously doesn't get stuck but everything you touch just crystallizes and slowly melts). Oh, but you get a nice cool mist of condensed water coming off the sword. >.>

The problem here lies in that turning things up to infinity tends to result in not-interesting results or in massive collateral damage.

On a related note, how would one make a sheath for this? =D
A normal leather sheath, even if engineered to be bigger than the blade, would shred if the blade jostles even a bit.

Last edited by jseah : 08-13-2012 at 08:39 PM.
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Old 08-13-2012, 10:20 PM   Top  -  End  -  #298
RollynT.Glal
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Default Re: Request a Homebrew: Thread 2!

R 802

I would appreciate a monstrous prestige class designed for chaotic-evil creatures, specifically aimed toward tanar'ri but with allowances for other creatures, to slowly be turned into obyrinth demons.

I would like any demon with at least 2 HD (so that little Quasit can be that much stranger) to be able to take the class, as long as they are patroned by an obyrinth overlord. Non-demons should find gaining access to the class difficult but not impossible. I'm thinking either 5 or 10 levels so I'll leave it up to you.

I would like the class to have at least one open-ended ability that is determined by the patron obyrinth (so a thrall of Pale Night differs ever so slightly from a thrall of Cabiri) but there is no need for you to list off every possible feature. One or two abilities that can serve as a basis for the power level would be appreciated though.

Anything that would make this class bizarre, unholy and generally so much more demonic is welcomed.

Thanks for your time and happy brewing!
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Old 08-14-2012, 01:05 AM   Top  -  End  -  #299
Steward
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Join Date: Dec 2005
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Danville
Default Re: Request a Homebrew: Thread 2!

H 802
Child of madness


Some are born mad, some achieve madness, and some have madness inflicted upon them...


Prerequisites :
To become a child of madness, a creature must fulfill the following requirements:
  • Tanar'ri subtype OR chaotic evil alignment and the sponsorship of an obyrith lord or demon prince
  • dedication to a specific obyrith lord

Perfunctory table

Level BAB Special
1 +0 Form of madness, obyrith’s power
2 +1 Appalling vitality
3 +2 Obyrith’s power
4 +3 Improved appalling vitality
5 +4 Obyrith’s power, ultimate form of madness

Saving throw progression : All good saves
Skill points : 2 + Int modifier per level
Proficiencies : No new weapon or armor proficiencies

Class features :
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Last edited by Steward : 08-14-2012 at 01:09 AM.
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Old 08-14-2012, 09:20 AM   Top  -  End  -  #300
dspeyer
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Join Date: Mar 2008
Default Re: Request a Homebrew: Thread 2!

H801

What use is a powerful sword without the skill to wield it? Fortunately, this one comes with its own.

The wielder of this sword gains the benefits of all fighter bonus feats, including all possible martial studies and martial stances (ignore the "can only take 3 times" rule).

The sword also whispers tactical advice into the wielder's head. This advice is based on a +20 modifier to all knowledge checks (e.g. knowledge(arcana) reveals that this class of dragon is immune to fire, so don't use that; knowledge(geography) indicates the backslope of that hill would be a good place to hide an army, so scout it; knowledge(rhetoric) indicates your rousing speech would benefit from proper parallelism).
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