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Old 09-14-2012, 10:19 PM   Top  -  End  -  #331
dspeyer
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H808

Hydra-Blooded

Hydra-blooded creatures contain a bit of a Hydra's essence. This happens not through natural reproduction but through arcane means best left uncontemplated. Any living creature with an head can have a hydra-blooded version.

Type
If the base creature is an animal, change to magical beast. Otherwise leave unmodified.

Decapitation
If a Hydra-blooded creature's head is removed, two heads immediately regrow from the neck. 30 points of fire or acid damage delivered along with the decapitation will prevent this for extra heads, but not for the original (or originals, if the base creature had multiple heads). After one day, all extra heads wither and drop off, returning the creature to its normal number. Each extra head grants a stacking +2 racial bonus to spot and listen checks, and has any bite, spit, gaze or breath attacks of the original head.

Challenge Rating
+2 for creatures with breath or gaze weapons, +1 for those without

Level Adjustment
+4 (because PCs will repeatedly decapitate themselves)
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Old 09-15-2012, 03:41 PM   Top  -  End  -  #332
ericgrau
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C 808
Vorpal + hydra blooded = lol.

Why wouldn't an NPC or monster repeatedly decapitate himself too? What's the limit on the number of heads?

A limit of double heads would help. Then "Each of a hydra blooded’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads (or the same as the creature's hp if 1 headed)". Then have the regeneration work otherwise like a hydra's. Plus grant extra bite attacks to creatures that have a bite attack. A foe might also have a vorpal weapon to prepare himself for the PCs.

This would also reduce the +CR and LA a great deal, maybe to 1 and 1, or 2 CR and 3 LA IMO for any kind of major head weapon if the hydra-blooded gets to use it twice or more per round. If not then it's not as special.
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Old 09-26-2012, 09:59 PM   Top  -  End  -  #333
Nastaris
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Looking for a modification to Monk of the Four winds aspect master ability. Trying to have something that ties more into the four elements of the world (earth, wind, water, fire) rather than taking on the aspect of an animal. Obviously without being just absurdly too powerful. If anyone can help it would be greatly appreciated.
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Old 09-30-2012, 02:03 AM   Top  -  End  -  #334
Jallorn
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R810

I would like someone to help me stat up a honey badger to let my players deal with. It would be very entertaining, but I really don't know where to start for once. If it's not a challenge to a 4th level party, I might make it Dire, but I can probably make that change myself.
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Old 09-30-2012, 09:34 AM   Top  -  End  -  #335
dspeyer
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C810

There's already a badger and dire badger in the SRD. Just give it immunity to fear
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Old 09-30-2012, 11:01 AM   Top  -  End  -  #336
Jallorn
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Quote:
Originally Posted by dspeyer View Post
C810

There's already a badger and dire badger in the SRD. Just give it immunity to fear
C810

Honey Badger is more closely related to the weasel than the badger. Also, it seems like it should have at least a little DR. And Honey Badger'd be fun to have specific like.
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Old 09-30-2012, 07:09 PM   Top  -  End  -  #337
tuggyne
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Quote:
Originally Posted by Jallorn View Post
Honey Badger is more closely related to the weasel than the badger. Also, it seems like it should have at least a little DR. And Honey Badger'd be fun to have specific like.
C810: Fortunately for you, the SRD also has stats for weasels and dire weasels. Mix. Match. Have fun.

I can understand feeling a little anxious about the process of adjusting stats, though, so if you really don't want to do it yourself, I can probably whip something up.
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Old 09-30-2012, 08:27 PM   Top  -  End  -  #338
123456789blaaa
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R 811

Kyuss (Wikipedia link) has always been one of my favorite gods. However there isn't much support for PC's who want to associate with him rather than oppose him which made me sad . Then I came across a post on the Paizo boards which had the awesome idea of turning him into a vestige . I unfortunately am not gifted in homebrewing but then I saw this thread . I'm not too sure what powers he should give ( something worm/undead related obviously).

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Old 10-02-2012, 04:50 PM   Top  -  End  -  #339
Threadnaught
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R. 812

Base or Prestige Class. (Homebrewer's Choice)
Ground based Fighter like Class, that gains Extraordinary Abilities when grounded. Leaving the ground for any reason causes Character to lose the abilities until 1 Round per HD after returning to the ground. (Or whatever Homebrewer decides is reasonable, as long as it scales)
Walls and ceilings count as Ground as long as they're somehow attached to the ground and not just floating in the air.
Tremorsense is absolutely required. Must be able to move at Base Land Speed without losing the majority of the benefits.


And the character who gave me this idea, is to be a Spear user btw. A whirlwind of death in melee, annoying pest at range and unbeatable on the ground, when his opponents are also grounded.
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Old 10-03-2012, 01:59 AM   Top  -  End  -  #340
dspeyer
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C812

Extraordinary abilities? I can see how someone tapping earth magic would need contact with the earth itself, but why would someone using leverage care if he stood on rock or a zeppelin?
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Old 10-06-2012, 06:16 AM   Top  -  End  -  #341
Threadnaught
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Quote:
Originally Posted by dspeyer View Post
C812

Extraordinary abilities? I can see how someone tapping earth magic would need contact with the earth itself, but why would someone using leverage care if he stood on rock or a zeppelin?
C. 812

I just don't picture the Character as someone who really uses Magic and he really likes the feeling of the ground at his feet. So much so, that he would rather climb a wall than jump or fly over it and losing contact with a stable surface leaves him unable to use his abilities until he retunes his senses.
Think of the class as a specialist in fighting without both feet leaving the floor.

It's ultimately up to the homebrewer whether the abilities are Ex or Su.

I'd call the zeppelin "ground" for the purpose of this character's abilities, though he'd probably lose the abilities for some time while getting used to the new vibrations under his feet. Any stable surface counts as "ground" for this, if they spend any time in the air between getting from one to another, temporary ability loss. For countering this class in battle, I'd reckon anything that grants flight causes a loss to the gained abilities and anything you can use to launch them into the air would also make them easier to kill.

Last edited by Threadnaught : 10-06-2012 at 06:17 AM.
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Old 10-06-2012, 02:58 PM   Top  -  End  -  #342
ericgrau
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H 812

Earth Champion

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Last edited by ericgrau : 10-07-2012 at 08:29 PM. Reason: Rock Climber
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Old 10-06-2012, 05:05 PM   Top  -  End  -  #343
Threadnaught
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C. 812

Very nice, I like it.

I am a little disappointed at the lack of scaling in the abilities, but there are a couple of things there that I wasn't expecting, which are excellent choices for the character. I would love to see this expanded.

I'll have to try it out during next week's session, definitely with a Dwarf.
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Old 10-10-2012, 09:46 AM   Top  -  End  -  #344
Jallorn
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R. 813

I've become interested in Incarnum for a specific faction in my campaign setting that carry two souls in their body. However, none of the classes in MoI work for them, since they aren't really alignment aligned, and are definitely not totemists. That being the case, I'd like an Incarnum base class that doesn't have anything to do with alignment, but does have to do with drawing upon your second soul for power, and could theoretically be applied to any lifestyle, urban or wilderness. Tier 3 is the optimal tier.
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Old 10-11-2012, 05:59 PM   Top  -  End  -  #345
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R 814
A martial-type ocean-dweller prestige class.
It's quite easy to make seamages and ocean druids, but there's a comparative lack of material for non-casters. I've been busy doing some work on the Deepwarden and the Fist of the Forest to make them more acquatic, but I'd like to see what other people can come up with. Bonus points for unique class features and versatility instead of damage boosts.
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Old 10-11-2012, 06:32 PM   Top  -  End  -  #346
MichaelGoldclaw
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Battle standard item and make it highly beneficial to Marshals (3.5) please
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Old 10-12-2012, 12:23 AM   Top  -  End  -  #347
dspeyer
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H814

Prerequisites:
      Maneuvers
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialKnownReadiedStances
1st1200Strike Freely100
2nd2300Backwash110
3rd3311Swim Speed001
4th4411Dual Acquatic Stance110
5th5411Act Freely100
6th6522Sense Currents011
7th7522Underwater Throw100
8th8622Concussive Blast110
9th9633See Clearly001
10th10733Orca Pod Tactics110
Hit die: d10
Class Skills: Listen, Martial Lore, Search, Spot, Swim, Survival and the key skills to any martial schools from which you know maneuvers
Skills per level: 4+int
Martial Schools: Falling Wave, Ocean Soul, and any which you already know a maneuver or stance from

Strike Freely(ex): Take no penalty on attack or damage with slashing or bludgeoning weapons.

Backwash(ex): When you pass within five feet of another swimming creature, or as a move action when you are within five feet, you may attempt to destabilize his swimming with the water movement in your wake. Make opposed swim checks. Take a -4 penalty on yours. For every size category you are smaller, take an additional -4, but a +4 for each you are larger. If your check is higher, he is flat-footed until the beginning of your next turn.

Swim Speed(ex): Gain a swim speed equal to half your base speed. This grants a +8 bonus and the ability to take 10 when threatened.

Dual Acquatic Stance(ex): You may assume two stances at once provided both are from Falling Wave or Ocean Soul.

Act Freely(su): Your martial maneuvers are never inhibited by being in water. For example, desert wind produces fire normally and stone dragon treats swimming as touching ground.

Sense Currents(ex): In turbulent water, you can intuit which currents are where. You can control when in your turn the current moves you.

Underwater Throw(ex): You can use thrown weapons underwater. Their range increments are halved.

Concussive Blast(su): As a standard action, you can bang your gear together to create a 60 ft cone of deadly sound. All creatures within the cone take 4d12 sonic damage (fort save for half) and are stunned for one round (fort save negates). The save dc is 17 plus your strength modifier.

See Clearly(ex): You can see your normal distances through clean (not murky) water.

Orca Pod Tactics(ex): You fluently combine movement, violence and stealth. You can use a standard action strike in the middle of a swim action. When you do this, your foe must exceed your swim check with a spot check to see you until you are gone.
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Old 10-28-2012, 03:57 PM   Top  -  End  -  #348
enderlord99
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R 815

I would like a "base class with a race built in (don't remember the official term)", preferably at the stronger end of tier-3, that fits the following fluff:

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Old 10-28-2012, 05:36 PM   Top  -  End  -  #349
Debihuman
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C & H 811

This was posted on the WotC forums a few years ago by Bill Lumberg (See here: Kyuss as Vestige

I added the DC to the heal check as that was missing from the original and edited the text.


Kyuss, the Wormgod

Level: 5

Binding DC: 22

Special Requirement: Yes

Legend: Kyuss Wikopedia

Sign: The binder appears very thin, his face almost skeletal. If the binder enters an area where worms are present they tend to swarm at his feet.

Influence: Kyuss requires binders to loot any graves or tombs they discover.

Granted Abilities: Kyuss gives binders the powers that his least spawn possess.

Aura of Fear:The binder radiates an effect equal to the wizard spell Fear. This extends two feet per effective binder level. Anyone who fails the save is Panicked. The binder must show Kyuss’ sign to use this power. Anyone who saves against this effect cannot be affected by it for 24 hours.

Fast Healing: The binder gains fast healing1 + 1 per five binder levels. This does not heal damage caused by fire or blessed weapons.

Wormfood: Once per five rounds the binder can conjure a sickly green worm. He can throw the worm as a ranged touch attack up to 10 feet away. If it strikes a living being, it will burrow into the victim’s skin on its next turn. The worm is a fine vermin with AC 10 and 1 hit point. It can be slain by normal damage or the touch of silver. The worm cannot penetrate the skin of anything with a natural AC bonus of +5 or higher.

The worm takes 1d4+1rounds to reach the victim’s brain. It causes 1 point of damage each round it burrows. Remove Curse or Remove Disease can kill the worm. A successful Heal check (DC 15) removes the worm and kills it. Dispel Evil or Neutralize Poison delay the worm for 10d6 minutes.

Once the worm reaches the brain, it deals 1d2 points of intelligence damage per round until it is killed or the victim’s intelligence reaches zero, at which point the victim dies. Small, Medium and Large creatures slain by the worm become Spawns of Kyuss in 1d6 +4 rounds; Tiny or smaller creatures putrefy, and Huge or larger creatures become normal zombies of the appropriate size.

Only one being can be made into a Spawn of Kyuss at a time. Other beings slain this way become zombies. The binder controls the Spawn of Kyuss and zombies. These undead cruble to dust when the pact with Kyuss ends.

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Old 10-28-2012, 08:57 PM   Top  -  End  -  #350
ShadowFireLance
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R.816.

Would like to request:

A PrC class that Slowly gives the Dinosaur the benifits of the Awaken spell.


Or a Dino-focused Vestige, Which ever is easy-er.
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Old 10-29-2012, 02:59 PM   Top  -  End  -  #351
Seltsamuel
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R 817

Hi there. I´m looking for a template for any creature type. I am working out a huge campaign about the different types of elements and as a german player it is a little bit difficult to get some of the 3.5 books. We use only the corebooks and the first and second Monster Manual. Therefore I want to be creative about the use of monsters I got.


What the template should do:
  • It can be changed into every type of elemtal damage like fire, ice, sonic etc.
  • The increase of the CR is related to the hit dice of the base creature
  • The creature should gain bonus damage and defence against the chosen element
  • It gets a ranged attack (I am not shure if a touch attack is over the top) of the chosen element
  • The creature should gain disadvantages against the opposite element
  • Maybe spell like abilties dependig on the hit dice
  • Maybe change the type to elemental with the chosen subtype
  • The least important thing: A name which sounds awesome in every language with the possibility to be changed a little bit for every type


If this template already exists I apologize for abusing this thread and I already apologize for my crappy english

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Old 10-29-2012, 08:14 PM   Top  -  End  -  #352
dspeyer
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H817

Element-Touched

Element-Touched is an inherited template that can be applied to any corporeal creature with an int score of at least 4.

Element-Touched creatures usually have an elemental creature as a grandparent or great-grandparent. While the exact abilities vary by the type of the elemental, they have many aspects in common. Many of the more powerful abilities develop only as the creature matures.

elementenergyweaknessabilities
AirLightningSonic+4 dex, +2 int
EarthSonicLightning+4 str, -2 dex, +4 con
FireFireCold+4 dex, +2 cha
WaterColdFire+4 str, +2 dex

HDMax SLABreathCR
  LineConeDamage 
111051d4+2
2120101d6+2
3220101d6+2
4230151d8+2
5330152d4+2
6330151d10+2
7440202d6+3
8450252d8+3
9550253d6+3
10560302d10+3
11660302d12+3
12660303d10+3
13770353d12+4
14770354d10+4
15870354d12+4
16880405d12+4
17980406d12+5
18990457d12+5
199100508d12+5
2091105510d12+5

Element-touched creatures have the following characteristics:
  • Ability scores modified (see first table)
  • Gain element subtype
  • Immunity to their energy type (see first table)
  • Vulnerability (take double damage) to the opposite energy (see first table)
  • Breath weapon of energy type (see first table) usable every 1d4 rounds as a line or cone (range and damage in second table). Reflex save for half damage, dc = 10 + half hit dice + con mod.
  • SLAs 1/day of the domain corresponding to their element, up to the max sla value for their hit dice (see second table)
  • CR by hit dice (see second table)
  • LA +3

Note: the damages may look a little weird, but the expected values are as smooth an exponential curve as I could manage.
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Old 10-30-2012, 02:59 AM   Top  -  End  -  #353
Seltsamuel
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C 817

Thanks. This looks good and will be used this weekend
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Old 10-30-2012, 10:28 AM   Top  -  End  -  #354
Debihuman
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Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Nightgaun7 View Post
R 814
A martial-type ocean-dweller prestige class.
It's quite easy to make seamages and ocean druids, but there's a comparative lack of material for non-casters. I've been busy doing some work on the Deepwarden and the Fist of the Forest to make them more acquatic, but I'd like to see what other people can come up with. Bonus points for unique class features and versatility instead of damage boosts.
C 814. Have you looked at Broadsides' Harpooneer Prestige Class? It's all open content so I can repost it if you haven't seen it. If it wasn't to your liking maybe it could be tweaked.

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Old 10-30-2012, 10:35 AM   Top  -  End  -  #355
Debihuman
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Quote:
Originally Posted by ShadowFireLance View Post
R.816.

Would like to request:
A PrC class that Slowly gives the Dinosaur the benifits of the Awaken spell.

Or a Dino-focused Vestige, Which ever is easy-er.
C. 816.

Do you want a PrC class that allows you to become an awakened dinosaur or one that allows you to awaken dinosaurs? You really don't need a prestige class to awaken a dinosaur since all you do is cast the awaken spell on it.

Also, do you need to find and tame your own dinosaur first as a prerequisite to this PrC? All you might need is a dinosaur egg.

I have no idea how I'd make a Dinosaur Vestige though.

Debby
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P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

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.

I've got a red pen and I'm not afraid to use it.

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Old 10-30-2012, 10:48 AM   Top  -  End  -  #356
zzuxon
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Default Re: Request a Homebrew: Thread 2!

R818

A more powerful and more draconic version of Kobolds for use as a PC race. In the setting I'm making Kobolds aren't predominately evil, but they are still slightly elitist. Their civilization is frugal and Spartan. They should still be small creatures, but they'd be high-end small, size-wise. They can still have strength or constitution penalties, just not as drastic as regular Kobolds.
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Old 10-30-2012, 01:57 PM   Top  -  End  -  #357
ShadowFireLance
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Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Debihuman View Post
C. 816.

Do you want a PrC class that allows you to become an awakened dinosaur or one that allows you to awaken dinosaurs? You really don't need a prestige class to awaken a dinosaur since all you do is cast the awaken spell on it.

Also, do you need to find and tame your own dinosaur first as a prerequisite to this PrC? All you might need is a dinosaur egg.

I have no idea how I'd make a Dinosaur Vestige though.

Debby

A PrC for a Player playing a Dinosaur, That slowly awakens it..I find that cool for some reason.

Dinosaur Vestige:
Something Like Azerdivexus..?
Or Perhaps a Vestige that Uses One of the Orginal Dino-gods?
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Last edited by ShadowFireLance : 10-30-2012 at 01:58 PM.
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Old 10-30-2012, 05:36 PM   Top  -  End  -  #358
Debihuman
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Default Re: Request a Homebrew: Thread 2!

C. 816. A normal dinosaur cannot take a even a basic class because it doesn't have a high enough Intelligence, Animals have Int 2 at the highest and a PC cannot have an Int less than 3.

In order to play a dinosaur PC, you either need to already be a dinosaur that has been awakened or you are a normal PC class and need gain a Template that allows you to turn into a dinosaur. Prestige Classes don't cover this sort of thing usually.

How did the PC become a dinosaur? If he starts play as an Animal you first need to awaken him (negating the idea that he becomes awakened over time). He's not a PC until awakened.

If he's a PC who became a dinosaur (maybe a deity cursed him and no mortal can reverse the spell so he needs to be awakened) then I'd have to see how to get there first and then make a Prestige Class to fit that situation.

Until you can clarify what you want, it's kinda hard to proceed.

Debby
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P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

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.

I've got a red pen and I'm not afraid to use it.

my creations
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Old 10-30-2012, 06:48 PM   Top  -  End  -  #359
ShadowFireLance
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Default Re: Request a Homebrew: Thread 2!

Quote:
Originally Posted by Debihuman View Post
C. 816. A normal dinosaur cannot take a even a basic class because it doesn't have a high enough Intelligence, Animals have Int 2 at the highest and a PC cannot have an Int less than 3.

In order to play a dinosaur PC, you either need to already be a dinosaur that has been awakened or you are a normal PC class and need gain a Template that allows you to turn into a dinosaur. Prestige Classes don't cover this sort of thing usually.

How did the PC become a dinosaur? If he starts play as an Animal you first need to awaken him (negating the idea that he becomes awakened over time). He's not a PC until awakened.

If he's a PC who became a dinosaur (maybe a deity cursed him and no mortal can reverse the spell so he needs to be awakened) then I'd have to see how to get there first and then make a Prestige Class to fit that situation.

Until you can clarify what you want, it's kinda hard to proceed.

Debby

That depends, I use a lot of unique Stuff Like BroncoSaurus Rex...Anyways, On the PrC Thing, I now Realize how stupid The entire thing is, Thanks!
I now Want that Vestige...
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Old 10-31-2012, 08:34 PM   Top  -  End  -  #360
Just to Browse
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Join Date: Nov 2011
Default Re: Request a Homebrew: Thread 2!

C 816I could, say, write up a 5-10 level monster base class called "dinosaur" that gets you dinosaur traits or something, and starts with you being awakened.

EDIT: I can make you a vestige for a dinosaur, though. Do you want "generic T-Rex dinosaur: natural attacks, forehead plate or armor spikes, bite attack, looks like a bird" or do you want a special type of dinosaur, like "T-Rex: dinky arms, bites, huge" and "Triceratops: horns, head plate, charges a lot"?

If you want a specific species/type/general swath of dinosaur, name it and I'll hammer something out. I don't write lore, though, so think of something cool.

Last edited by Just to Browse : 10-31-2012 at 08:39 PM.
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