Homebrew DesignRoll 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.
C. 731 Care to be a bit more specific in what you mean by "fey" race? Elves are a pretty credible fey race already. Heck, just change the creature type on a non-human race from the PHB and you've got something passable...
More info and i'll see what i an do though [or you can check out the four races in Fae-o-matic]
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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!
Resistance 10 to one energy type. If the energy type is fire or cold, also immune to hot or cold weather respectively.
Strength +4
Add sorcerer as an alternative favorite class.
Quarter-dragons can be mistaken for ordinary members of their base species, but close examination (dc 15 spot) reveals that their skin is scaly, and their eyes are the same color as their draconic parent.
R 738: I'm actually looking for two "worthy" opponents. I need an opponent for a 5 rogue/1fighter, who will become an invisible blade soon, and also a worthy opponent for a level 6 ranger, who has taken the two weapon path, to become a Master of Two Weapons prestige class (homebrew dandwiki site). Both will be 1 vs 1, the invisible blade opponent can be almost anything I would think, but the ranger's opponent would need to wield two weapons.
I really want to put them through the ringer. Not kill them, but make them exhaust all they have in that one fight. Any suggestions?
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Quote:
Originally Posted by Gotterdammerung
I weep for all the GM's and players who come here for help and instead get taught how to be prejudice towards classes. D&D is supposed to be a game that plunges you into a world of imagination and instead people around the world are standing around a table arguing over "tiers".
@R 738
Fighter 6 for the ranger. Two weapon fighting, shield focus, weapon focus large shield. Improved Shield Bash, Improved TWF. Dodge, Improved Toughness. Weapon Specialization (Large Shield).
Equips one wooden large shield, one steel large shield. With or without spikes. If enchanted use weapon enhancements such as flaming. Leave the bonus to AC: +1, etc.
Use a race such as goliath for improved combative abilities. (bigger shields=more damage)
For the invisible blade:
Cleric/Monk
Versatile Unarmed Combat
Leap of the heavens
Deity with war domain and unarmed preferred weapon for weapon focus.
robes, while clothing can still have an armor bonus, but lets use bracers anyway.
Ring of shield for a permanent +2 shield bonus (force effect) to AC. Costs 8k.
Alertness.
Weapon Finesse
Improved Grapple
Cleric Spell: See invisibility, if you can afford it, permanent, if not, potions. Race Halfling, Strength 12 (cost 6), Dex 17 (cost 8), Con 14 (Cost 6), Wisdom 16 (cost 8), Int 12 (Cost 4, skills: Jump, Spot, Listen), Charisma 8 (no cost)
Has spells: Magic Weapon (RAW: can enchant fists), See Invisibility, Cure Minor Wounds, w/e.
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Neutral Good Human Cleric(2)/Monk(3)/Ranger(2)/Sorcerer(4)
With the Ability Scores:
Strength-16
Dexterity-16
Constitution-18
Intelligence-17
Wisdom-14
Charisma-14
I have had it said, on many occasions, that any storyline of a paladin falling can be done with any LG (or for that matter Good) character and just be handled organically.
As the paladin is a disappointing class once this organic falling is done, I would like to ask:
R739
Could someone create a trait or other similar system by which any character can have a code similar to a paladin's code of conduct and gain small benefits from said code?
Basically, if the Code of Conduct from the Paladin was a Trait, what benefits would come in exchange? Perhaps some small benefit from Paladin (divine grace, smite evil, etc.)?
Thanks in advance
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Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.
"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot"
You have taken certain vows to uphold moral principles, and are rewarded by the powers of goodness. All clerics of good-aligned deities will intuitively recognize this and start out friendly to you. You gain additional benefits depending on which vows you take.
If you break a vow, you lose the benefits of that vow and take a stacking -1 morale penalty to all attacks, skill checks and saves until you receive atonement. If you cease to be good, you lose all benefits of this feat until you receive atonement.
When you take this feat, you may take 1-3 of the vows listed. You may take this feat multiple times -- each time taking 1-3 additional vows.
This feat can replace Sacred Vow as a prerequisite.
Vow
Benefit
help those in need (unless they will use that help for evil)
lay on hands, remove disease 1/week and divine health
protect the innocent
divine grace
punish evildoers
smite evil (ceil(level/5) times/day)
tell the truth
detect evil at will
respect legitimate authority
immunity to fear
respect individual liberty
immunity to compulsion
turn aside from all goals that are not the pursuit of goodness
special mount
never harm a thinking being who does not personally deserve it, and never more than is deserved (special: if you violate this oath but make restitution and receive forgiveness, that counts as an atonement spell)
turn undead
support all good-aligned churches
Either: gain paladin spellcasting based on your hit dice and add spellcraft and concentration to your class skill list regardless of class or add the paladin spell list to your class spell list, the palading spells/day for your caster level to your spells/day, and (if applicable) 2 spells known for spell levels 1-4 starting 3 levels after you become able to cast that level spells
Candle Demon
A human-shaped figure with sharp teeth and glowing yellow eyes dripping tear-like wax.
Candle demons arise when a lesser demon begins to evolve into a babau. Their excess fat feeds into their eyes and burns away over the course of about one month during the transformation. They are often found traveling to a new location in expectation of their new found power.
CR 4
XP 1,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +8
AC 16, touch 11, flat-footed 15 (+5 natural, +1 dex)
hp 42 (5d10+15)
Fort +7, Ref +5, Will +4
DR 10/cold iron or good; Immune electricity, poison; Resist acid 5, cold 5, fire 5
OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d6+3), bite +8 (1d6+3) or longspear +8 (1d8+3/x3), bite +8 (1d6+3)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 4th)
2/day-flaming sphere (DC 16)
1/day-summon (level 2, 1 candle demon at 40%)
STATISTICS
Str 16, Dex 12, Con 17, Int 10, Wis 12, Cha 14
Base Atk +7; CMB +12; CMD 23
Feats Combat Reflexes, Ability Focus (flaming sphere), Iron will
Skills Perception +12, Stealth +1; racial modifiers -4 stealth, +4 perception
Languages Abyssal, Celestial; telepathy 100 ft.
SPECIAL ABILITIES Transformation (Su)
A candle demon that takes half or more of his HP (21) in fire damage (after subtracting resistance) becomes a babau. His abilities and appearance change accordingly, however his HP total remains unchanged. A candle demon may not heal fire damage, even after the transformation, until the 1 month normally required for the transformation has elapsed. A desperate candle demon may intentionally target himself with a flaming sphere, especially if he has already taken some fire damage.
Flaming Sphere (SLA)
A candle demon fires flaming spheres out of his eyes and controls them mentally, as with the spell. The glow in an eye is gone once a sphere is launched from it. A candle demon that has not yet released his flaming spheres has eyes that glow as bright as candle light, giving him a -4 to stealth checks.
COMBAT
A candle demon likes to throw 1 or 2 flaming spheres until engaged, then he fights with his long spear while redirecting flaming spheres.
A Combat Style Option for Pathfinder Rangers that gives the ranger an ability to inspire troops on the battlefield like a bard through Battle Oration. A ranger with this Combat Style Option couldn't help you knit something better but could inspire you to greater feats of kick-buttitude.
R 730: I would like a playable genie race as close to 0 LA as possible for Pathfinder
The main important thing would be that they are an actual genie, not descended from or some sort of half-breed.
An ability most likely at later levels somehow involving wishes would be awesome
Re-Posting so it doesn't get lost
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Quote:
Originally Posted by Fredaintdead
*high fives*
Someone get this man a medal, because he either reads my posts or my mind.
Avvy by azuyomi244 A Warforged Warlock who thinks he's a gnome in a power-suit?
Lesser Genie
A lesser genie looks similar to a human save for the ocassional gleam of gold in their eye (5% chance each round). Typically they arise when a genie has been bound on the material plane too long and his power has faded. However, with practice, it may be awoken again. Lesser genies have the following abilities:
Outsider(native) type. They are not affected by "person" spells but they may be raised from the dead normally. They are affected by planar binding spells, even if they merely walk into a properly prepared circle. Once bound in a circle they may be bottled and from then on are treated as if still within the circle and may be bound normally until the task is complete.
A lesser genie gains the following spell like abilities 1/day as he progresses in hit dice. Caster level is equal to his hit dice. Save DCs are charisma based.
HD
Spell Like Ability
1
Create wine (as create water, but common wine is made instead)
3
Enlarge Person (except works on self too)
5
Invisibility (self only)
7
Fly
9
Gaseous Form (up to 1 hour)
11
Major Creation
13
Plane Shift (willing targets to elemental, material or astral planes only)
15
Limited Wish
17
Incendiary Cloud
19
Wish
The lesser genie must expend the normal experience point cost on any limited wish or wish creating a permanent effect (magic item, ability score increase, permanent illusion, etc.)
R 741 Anyone feel up to making a template, capable of turning a non-intelligent undead (Such as a skeleton or zombie) into an intelligent one, that has LA (AKA turns it into a playable creature)?
Say, an infusion of magic bolstered the soul attacked to the rotting corpse (or animated skeleton), letting it make decisions on it's own again, and bringing a magically enhanced capability to learn, but didn't bring back memories, making it so whoever enchanted it had to raise it up like a child, or something, and after 3 or 5 or so years it's as mentally capable as a first level human fighter of 20 years of age.
So, a human skeleton + this template + 1 level of wizard would be technically as challenging to face as a human wizard 1, but might have some LA, maybe 1 or 2.
I understand if it's too much.
@V: Oh. Thankyou. I'm going to have to look that up. It retains the Undead type, but gains an INT score?
__________________ Demilich avatar by Smuchmuch. Thank you VERY much!
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Neutral Good Human Cleric(2)/Monk(3)/Ranger(2)/Sorcerer(4)
With the Ability Scores:
Strength-16
Dexterity-16
Constitution-18
Intelligence-17
Wisdom-14
Charisma-14
I'd like to see a homebrew discipline based around brute force and destruction, with a bludgeoning flavor/focus (kind of like Stone Dragon, but better, a little more varied, and without stupid ground restrictions)
Please keep it entirely mundane, no supernatural maneuvers. Thank you.
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Awesome Haseo avatar by Ceika
Wrote a 10 page research paper titled "Servants of Heaven: The Symbolism of the Angel in Modern Spirituality and Morality". Got a B+. Stupid English professor.
I would like a CR 15 "giant monster" for my campaign. It would be a flying, gargantuan blue dragon like creature, but with seven limbs that could switch between many things Prototype-Style.
H 744
I would like a villain for my MLP:FIM PF campaign. It should emphasize a concept that is anathema to friendship, and be able to destroy in packs. Each CR 9. If it could seem like it belonged in the show, that's a plus.
I'd like to see a homebrew discipline based around brute force and destruction, with a bludgeoning flavor/focus (kind of like Stone Dragon, but better, a little more varied, and without stupid ground restrictions)
Please keep it entirely mundane, no supernatural maneuvers. Thank you.
C 742 Not sure if either of these is exactly what you want, but here is Endarire's revised Stone Dragon and my own Crashing Wave, though the latter focuses more on bullrushing and a bit of sundering, which might not be what you had in mind.
__________________ Homebrew
Current Project (A sequel to Tome of Battle)
I would like a class based on the body part replacement and modification aspects of naruto's Sasori and Kakazu with some influence from the denizens of MTG's Esper.
R747
My other request is for a class that makes small transformer like construsts that can change from an item to a small or tiny construct. I would preffer if they had or could get a built in weapon and had good deffence.
Looking for Tome of Battle style Epic Destinies. Something along the lines of Demented One's and Krimm's ED's. None have been done for ToB, and I think they would be worthwhile. Preferably one for the main 3 classes.
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Thanks to The Randomizer for the great Eldar Ranger Avatar!!!
Prerequisites: Strike of Righteous Vitality, complete obsession with a cause
21st: Awareness of The Cause
You are always aware of where your cause is in need, regardless of distance, even on other planes. This knowledge does not distract you or drive you mad (well, no madder than you already are). You don't know all the details, but where and how severe.
24th: Presence of The Cause
Wherever the struggle continues, there you are. You may teleport or plane shift at will to a place where your help is needed in fighting for The Cause.
27th: Assistance to The Cause
Whenever someone else fighting for The Cause calls out for help, you may offer yours. If they allow it, you may possess their body for up to five minutes. You use their physical abilities but the better of their and your skills, feats, maneuvers, or class abilities. You may only possess one person at a time this way. It does not effect your ability to act in your own body simultaneously.
30th: Widespread Assistance to The Cause
By placing your physical body into a deep trance, you may possess up to 9 willing champions as in Assistance to The Cause. No two possessees may be within 10 miles of eachother.
Immortality:
When your physical body gives out, you may remain in the trance, always aware of the need, flitting from champion to champion, giving aid where needed, until The Cause is victorious at last.
That's pretty interesting. The possession bit was surprising. My only concern is that it actually has nothing to do with ToB except having it as a pre-req.
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Thanks to The Randomizer for the great Eldar Ranger Avatar!!!
Armored Mage (Ex): Replace "heavy shield" with "buckler".
Precise Shot: At 2nd level the duskbow gains precise shot as a bonus feat. He need not meet its prerequisites. This replaces combat casting.
Arcane Channeling (Su): This ability lets you cast a touch spell through your weapon with a ranged attack instead of a melee attack.
Duskbow Spell List
Remove Blade of Blood, add Arrow of Blood: Targets a projectile or thrown weapon instead. You must decide whether or not to sacrifice the hit points when the projectile is fired or weapon thrown rather than when it hits.
Remove Stretch Weapon, add Distant Weapon: Doubles the ranged increment of a ranged weapon instead. This stacks with far shot but not the distant magic weapon property.
Remove Crown of Might, add Crown of Agility: Increases dexterity instead.
Remove Toxic Weapon, add Toxic Arrow: Targets a single projectile or thrown weapon instead. The spell is discharged even if the weapon misses.
Add flame arrow as a level 3 spell. Remove vampiric touch.
Clarification: A single arcane channeled chill touch may affect multiple fired projectiles as long as they are launched from the same weapon. Misses do expend uses of the spell.
Thank you for your quick awnser, but just to be sure, are you saying to change the Duskblade to a range class (easly done didn't think about it) or are you talking about the PrC in the homebrew (wich is no that nice IMO)
It's a base class ya, taking the duskblade and making it ranged via alternate class features. Make the changes noted and use the normal duskblade class description for everything else.