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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 04-26-2012, 03:14 PM   Top  -  End  -  #181
Qwertystop
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Default Re: Request a Homebrew: Thread 2!

Should the projectile vomit feats have each other as prereqs?
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Old 04-26-2012, 03:46 PM   Top  -  End  -  #182
ericgrau
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Default Re: Request a Homebrew: Thread 2!

Fixed.Whitespace!
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Old 04-26-2012, 05:11 PM   Top  -  End  -  #183
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Default Re: Request a Homebrew: Thread 2!

Ericgrau, that is perfect! And that projectile vomit ability is awesome; there are a few things that have acidic breath weapons, but this just seems so much more...viscerally unsettling (which is good, these guys aren't pretty). Thanks a bunch!
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Old 04-26-2012, 09:26 PM   Top  -  End  -  #184
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R 763
An appropriately balanced LA +0 template that would add +2 intelligence, you can get fancy if you like. Please and thank you. I want to know that whatever is done is balanced, or I'd do it myself. I know you're the best around GitP forums.
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Old 04-26-2012, 09:55 PM   Top  -  End  -  #185
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R 764

I would like to request roughly a CR 2-3, mindless (TN) 'positive energy' undead*; preferably something based on the idea of losing your identity or memories. If it could have a single neat trick it can pull off, to make it memorable. It should be said, there will be quite a few of these things lurking about the villa's basement. A group of two or three should be about (again, roughly) CR 6 or 7, but without class levels, so maybe let the signature move get better with more of them. They aren't meant to be the main focus of the session (or even get loose), but knowing PC's...
Aiming for something that was an 'experiment' for a local BBG or one of his minions but they are Mad Psiontists, not Crazy wizards. *Technically they aren't dead but that should be hard to tell and mostly irrelevant. They've had a part of their {mind/souls} removed and this should be what 'survived', which as near as I can tell in the cosmology, makes them True Neutral PE undead.
Also the (local) setting leans toward early romance period france, (minus firearms) if that helps.
Finally, it should be corporeal and not immediatly recognisable as a (former) individual. At least, not for the first encounter. Also: Not Zombies. Yes, even the original ones.

Thank you for your time.

Last edited by EchoKnight : 04-26-2012 at 10:30 PM.
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Old 04-27-2012, 12:20 PM   Top  -  End  -  #186
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Quote:
Originally Posted by ericgrau View Post
C 761
Try 5d10 for 27 hp. The hp is high but the low AC and damage makes it CR 1.
that would be 47, as a medium construct gains 20 bonus HP...
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Old 04-27-2012, 05:39 PM   Top  -  End  -  #187
Steward
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Quote:
Originally Posted by ericgrau View Post
I meant 5d10 to get something near 25, if that's what you want. Constructs don't have a constitution so adding any number is a bit strange.
I was going by what was printed in the SRD, which contains a rule that grants Constructs bonus hit points based on their size (to replace their lack of a Con score, I guess). I'm not familiar with the rules to know if that has been errata'd out though, so I could be wrong.
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Old 04-27-2012, 07:03 PM   Top  -  End  -  #188
Qwertystop
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Quote:
Originally Posted by Steward View Post
I was going by what was printed in the SRD, which contains a rule that grants Constructs bonus hit points based on their size (to replace their lack of a Con score, I guess). I'm not familiar with the rules to know if that has been errata'd out though, so I could be wrong.
The rule exists, he must have forgotten it.
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Old 04-30-2012, 01:12 AM   Top  -  End  -  #189
ericgrau
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Default Re: Request a Homebrew: Thread 2!

Whoops, must have.
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Old 05-02-2012, 02:20 AM   Top  -  End  -  #190
Baphomet
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R765
An invocation that creates a globe of water that hovers in place around the invoker. Does not need to grant the invoker the ability to actually breathe in said water. The lower the level the better; least is preferred.

Ideally it would grant all the effects of being in the water, including a penalty on firing out of the water for the invoker and for firing into the water for everyone outside, as well as making fire spells hard to cast and ineffective, and making melee combat between the invoker and enemies who enter the globe more difficult. I'm just not sure where that falls on the power scale, how wide it could be while still counting as a "least", or if even having a 5 ft. radius would make it too powerful for least. If it wouldn't up the level, it would also be nice to include a "succeed on a strength check when the globe is formed or be pushed outside the sphere by the rushing water" effect.
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Old 05-04-2012, 10:15 PM   Top  -  End  -  #191
Steward
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H 764

Quote:
Originally Posted by EchoKnight View Post
R 764

I would like to request roughly a CR 2-3, mindless (TN) 'positive energy' undead*; preferably something based on the idea of losing your identity or memories. If it could have a single neat trick it can pull off, to make it memorable. It should be said, there will be quite a few of these things lurking about the villa's basement. A group of two or three should be about (again, roughly) CR 6 or 7, but without class levels, so maybe let the signature move get better with more of them. They aren't meant to be the main focus of the session (or even get loose), but knowing PC's...
Aiming for something that was an 'experiment' for a local BBG or one of his minions but they are Mad Psiontists, not Crazy wizards. *Technically they aren't dead but that should be hard to tell and mostly irrelevant. They've had a part of their {mind/souls} removed and this should be what 'survived', which as near as I can tell in the cosmology, makes them True Neutral PE undead.
Also the (local) setting leans toward early romance period france, (minus firearms) if that helps.
Finally, it should be corporeal and not immediatly recognisable as a (former) individual. At least, not for the first encounter. Also: Not Zombies. Yes, even the original ones.
OK, I think have a good WIP done. I was having a hard time figuring out what a "positive energy undead" would be like, but

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Last edited by Steward : 05-04-2012 at 10:18 PM.
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Old 05-05-2012, 04:31 AM   Top  -  End  -  #192
EchoKnight
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Default Re: Request a Homebrew: Thread 2!

Thank you! You have no idea how helpful that is!
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Old 05-15-2012, 01:38 PM   Top  -  End  -  #193
reddir
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R766
I'm hoping for a feat or feat chain that allows a spellcaster to cast from wands (or scrolls & wands & Staves) as if casting from her/his own spell slots. The intention is to have personal feats/ability scores/class features/etc affect the spell that is cast.
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Old 05-15-2012, 01:52 PM   Top  -  End  -  #194
Debatra
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Default Re: Request a Homebrew: Thread 2!

C766

Quote:
Originally Posted by Complete Mage, page 45:
METAMAGIC SPELL TRIGGER
You can apply metamagic feats you know to spell effects from magic items you activate with a spell trigger.

Prerequisites: Any metamagic feat, Use Magic Device 15 ranks or Spellcraft 15 ranks.

Benefit: You can apply any one metamagic feat you know to a spell generated by a spell trigger item (such as a wand or staff) that you activate. You expend one extra charge for each change in spell level a metamagic feat normally requires.

If the metamagic feat's level adjustment would normally increase the slot of the chosen spell's level above 9th, you can't apply the metamagic effect to the spell. For example, you can't apply Quicken Spell to an antimagic field generated by a staff (since that would take a 10th-level spell slot to cast). If sufficient charges aren't available in the item to power the application of metamagic feats (or if the item doesn't use charges), the item fails to activate and no charges are used, but the action used to activate the item is wasted.
I'm not sure about Scrolls. I'll keep looking.
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Old 05-15-2012, 04:32 PM   Top  -  End  -  #195
reddir
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Quote:
Originally Posted by Debatra View Post
C766 - METAMAGIC SPELL TRIGGER.
Thanks for finding this, but I'm not actually interested in the Metamagic feats. I'd be more interested in including things like Feat:Ashbound, or giving the spells DCs based on the wand-user's stats, or the spell effects playing off the wand-user's caster level.

However, I do like the idea of any such feat having UMD and/or Spellcraft as prereqs.

And taking up extra charges...perhaps for each feat/stat/ability that is applied?

Last edited by reddir : 05-15-2012 at 04:32 PM.
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Old 05-15-2012, 06:10 PM   Top  -  End  -  #196
Debatra
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C766

Oh, sorry; it seems I've misread your post. Complete Arcane, pg 46 has something like what you're looking for. A Tactical feat called Risidual Magic. One of its maneuvers is to let you cast from a scroll or wand as if it were one of your own spells if you've cast the same spell on your own in the last round.
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Old 05-15-2012, 07:43 PM   Top  -  End  -  #197
reddir
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Quote:
Originally Posted by Debatra View Post
C766

Oh, sorry; it seems I've misread your post. Complete Arcane, pg 46 has something like what you're looking for. A Tactical feat called Risidual Magic. One of its maneuvers is to let you cast from a scroll or wand as if it were one of your own spells if you've cast the same spell on your own in the last round.
What do you think would be a fair way to change this to lasting the entire encounter, or just to make it a permanent thing?
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Old 05-15-2012, 07:59 PM   Top  -  End  -  #198
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Quote:
Originally Posted by reddir View Post
R766
I'm hoping for a feat or feat chain that allows a spellcaster to cast from wands (or scrolls & wands & Staves) as if casting from her/his own spell slots. The intention is to have personal feats/ability scores/class features/etc affect the spell that is cast.
C766

Material Mage
Prerequisite: Any item creation feat, caster level 6 or higher
Benefit: When casting a spell from a wand, scroll, or staff, you may use your own ability scores when determining the spell save DC.
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Old 05-15-2012, 08:04 PM   Top  -  End  -  #199
Debatra
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Default Re: Request a Homebrew: Thread 2!

Perhaps making it a prerequisite for another feat?

Also, I should've said "Complete Mage, page 46".

Here's the feat's text, if you don't have CM:

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Old 05-15-2012, 09:43 PM   Top  -  End  -  #200
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Quote:
Originally Posted by ericgrau View Post
I meant 5d10 to get something near 25, if that's what you want. Constructs don't have a constitution so adding any number is a bit strange.
C 761 Skull Puppet Constructs have bonus hit points based on size. A Medium Construct gets 20 bonus hit points.

The stat block by Steward looks pretty good; there are a few missteps. Hit points are 47 not 48. 5d10 = 5x5.5= 27.5 and you round down. 27+20=47.

CR is closer to 1/2 than to 2.


C 762 Buzzardfolk's stat block has some missteps there too.

You forgot to list only the primary attack in the attack line and the attack line you do have should be noted as the Full Attack line.

Attack: Claw + 2 melee (1d4)
Full Attack: 2 Claws +2 melee (1d4) and bite -3 melee (1d4) or Projectile Vomit +3 ranged touch (2d4 acid)

Space/Reach: 5 ft./5 ft. [This is missing from the stat block]

Projectile Vomit (Ex): A buzzardfolk's stomach acid is especially corrosive to give him immunity against diseased food. He also uses it as a weapon to defend himself. The vomit does 2d4 points of acid damage and has a range of 30 feet. [So far so good, Projectile Vomit should be listed under Special Attacks as well]

A buzardfolk with rapid shot, a high BAB or another source of multiple attacks may fire vomit multiple times per round. He may likewise benefit from abilities that grant extra damage.

Natural weapons are not affected by higher BAB. He can do more damage if he increases in size but should not get multiple attacks unless he suddenly gains another stomach and mouth from which to vomit from. This part should be stricken from the text.

Spell-like abilities are listed under Spell-like ability not by spell name (see Deathwatch ability) also what is the Caster Level for this? It is listed as a Supernatural ability in the Stat block (or it should be SLA) as listed in the text? If it matches the spell, it has a 30 foot range. Otherwise, you need to reword this.

It is either:

Spell-Like Ability: At will — deathwatch. Caster Level is equal to Hit Dice.

Or it is:

Deathwatch (Su): Buzzardfolk have deathwatch as a continuously active ability with a range of 500 feet. [See my notes on this below].

Quote:
Buzzardfolk have the Scent ability and may even use it to track through air without penalty. Furthermore once they have successfully tracked a creature they may use their deathwatch ability on it regardless of range.
Range is way out there. Can it use this across planar travel? You seem to indicate that it can. Usually deathwatch is within 30 feet as per the spell. While I can appreciate that 30 feet is probably too short, unlimited distances are just too easy to abuse. I recommend you drop the range to 500 feet. You'll probably never even need that much.

Here is a corrected stat block for the Buzzardfolk with deathwatch as a SLA. These really could use a full description. Are they bald? How much do they weigh? How long do they live?

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Last edited by Debihuman : 05-15-2012 at 11:30 PM.
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Old 05-15-2012, 10:21 PM   Top  -  End  -  #201
Steward
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Quote:
The stat block by Steward looks pretty good; there are a few missteps. Hit points are 47 not 48. 5d10 = 5x5.5= 27.5 and you round down. 27+20=47.
Thanks! I never really knew how to judge that before (when the average hit points happen to be a decimal)!
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Old 05-16-2012, 04:47 AM   Top  -  End  -  #202
reddir
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H766

I put one together, based on all the others suggested:

Cast Through the Soul
The wand-user channels the energy of the spell through themselves before releasing it.
req: Craft Wand, UMD or Spellcraft 9, know the spell being cast.
Benefit: When the character triggers a wand holding a spell they know, they may choose to have it act as if they cast it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the wand-user before expressing a full spell, this uses 2 charges for each triggering of the wand, not including metamagic or other factors which might increase the charge cost.
Normal: The effects of a spell cast from a wand are set by the creator of the wand. A single trigger of a wand uses a single charge.

Basically: Craft Wand + UMD/Spellcraft 9 ranks + knowing the spell + this feat + 2 charges = cast as if from one's own spell slots.

What do you think?

Last edited by reddir : 05-16-2012 at 04:52 AM. Reason: presentation
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Old 05-16-2012, 04:52 PM   Top  -  End  -  #203
ericgrau
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C 762

Quote:
Originally Posted by Debihuman View Post
Buzzardfolk stuff
Some stat block items were missing for the sake of brevity, though ya it isn't perfectly official that way. Iterative projectile vomit attacks are a specific exception to the normal natural attack rules. I realize a Su deathwatch would be less clunky, but an SLA is easier to metamagic. I suppose I could have done a custom Su feat instead. Such as:

Enlarged Deathwatch
A buzzardfolk who selects this feat applies the enlarge spell metamagic feat to his deathwatch ability.

(This feat only applies to (Su) deathwatch not the original (SLA))
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Last edited by ericgrau : 05-16-2012 at 11:21 PM.
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Old 05-16-2012, 10:50 PM   Top  -  End  -  #204
Debatra
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Default Re: Request a Homebrew: Thread 2!

There are already Metamagic equivilents for Supernatural Abilities.
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Old 05-16-2012, 11:22 PM   Top  -  End  -  #205
ericgrau
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Default Re: Request a Homebrew: Thread 2!

C 762
Problem solved then. (Su) changes edited into original post for clarity. Also put in a 2 mile range limit when using deathwatch on a tracked creature.
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Last edited by ericgrau : 05-16-2012 at 11:28 PM.
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Old 05-17-2012, 05:46 AM   Top  -  End  -  #206
Just to Browse
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H 763

Quote:
Originally Posted by Mithril Leaf View Post
R 763
An appropriately balanced LA +0 template that would add +2 intelligence, you can get fancy if you like. Please and thank you. I want to know that whatever is done is balanced, or I'd do it myself. I know you're the best around GitP forums.
I assume you're doing this for a caster, but making a template that'll hurt a caster will bone everyone over... I'll try and make an intermediate.

Wrackbound
+2 Int, -2 Wis or Con (see text)

In a ritual that pulls at the very fiber of your being, you have undergone a ritual where you engrave sigils in Draconic somewhere on your body, in a size at least as large as your palm. These sigils promote your mental processing, but drain your sanity and your health. If you can cast spells, manifest powers (not including from magic items) or know more than 2 spell-like/psi-like abilities above 0th level, you suffer -2 penalty to Constitution. If you do not fulfill those requirements, you suffer a -2 penalty to Wisdom.

These resonate magic, can be detected as a weak abjuration by anyone with the means. A layer of clothing is not enough to block this, but something metal (like armor) will.

In addition, wrackbound gain the following benefits:
  • Skill points from the Intelligence bonus of this template apply retroactively.
  • Choose 3 knowledge skills when taking this template. Those become class skills for you, and you gain a +1 enhancement bonus to those checks.
  • You lose all languages you once knew, and must spend skill points to re-learn those languages. You may now spend 1 skill point to learn 2 languages with the Speak Language skill.
  • If you place your sigils in a visible place, they put off those who talk to you, and you suffer a -2 penalty to diplomacy checks. If you hide your sigils, they act up when you are around company, and you consequently suffer a -2 penalty to sense motive checks.

Last edited by Just to Browse : 05-17-2012 at 05:47 AM.
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Old 05-17-2012, 09:31 AM   Top  -  End  -  #207
Steward
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Default Re: Request a Homebrew: Thread 2!

^

Oh, now that is awesome. I like the fact that you get multiple choices with one template (choose three new knowledge skills, be a spellcaster or be a non-spellcaster, hide your sigils or wear them proudly)
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Old 05-18-2012, 02:39 PM   Top  -  End  -  #208
Just to Browse
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Thanks! I'm a bit worried about getting a net +2 to 3 knowledge checks, but it doesn't seem so bad since most people don't throw skill points into those things.
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Old 05-19-2012, 08:28 AM   Top  -  End  -  #209
ravenkid
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R 767

Twilight themed Monster(S) Preferably Divine OR Arcane based.


CR Above 16


Capable of being the "Source" for a Warlock (CM) with a left hand of "Shadow" abilities and a right hand of "Light" very Dusk, twilight neutrally balanced PC.


Thanks in Advance

Edit: This did not occur to me at first but I mean Twilight the lighting condition or meeting of light and shadow and not the movie.....

Last edited by ravenkid : 05-19-2012 at 08:41 AM.
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Old 05-25-2012, 04:46 AM   Top  -  End  -  #210
miz redavni
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I'm looking for a homebrew bass class that's kindda like, well "shadow made real". What the class would do is something like he would have so much shadow mass per level he could use to do all kinds of things. He'd be more utility then damage. like at 1st level he could make a key for a door after a appropriate check or a dagger he could use to fight with, or shadow spikes from the ground to hit impale his enemy, and as he progresses in level he could do more extravagant things... Anyone know of anything like that?
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