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View Full Version : Homebrew Shuffle I: Against All Odds [Contest]



Djinn_in_Tonic
2009-05-20, 09:50 PM
—Homebrew Shuffle—
Against All Odds


http://ephesians.files.wordpress.com/2008/08/outnumbered.jpg

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The contest begins with the posting of this thread and will continue until Midnight of June 10th (EST).

Soon after a poll will be opened for everyone to vote for their favorite that will last until Midnight of June 20th.



Rules (Shamelessly stolen and adapted from The Vorpal Tribble)

1. You will be creating an original D&D creation. One that in some way represents a struggle against overwhelming odds, be it a physical battle, overcoming a personal problem, just plain ol' luck, or something else entirely. It may be a creature, class, item, spell, feat, domain, series of spells/feats, location, NPC, or anything else you care to think up.

2. The entry must include name, complete mechanical information, basic description, and any other information necessary for the type of entry. Obviously incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition. Most formats can be found in Fax's Guide to Homebrewing (http://www.giantitp.com/forums/showthread.php?t=10313). Items require a description, mechanical effect, and crafting requirements, if any. Additional information, such as legends, lore, or fluff (backstories and the like) are enjoyed, but not mandatory (NPCs and similiar things will require this level of fluff for obvious reasons).

4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=6127420#post6127420).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted.

7. No reserving posts. Feel free to post a creation and tweak it, but you have to have the basic mechanics already done.


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Djinn_in_Tonic
2009-05-23, 11:48 AM
Just putting this back on the first page to raise interest. Hopefully, if this continues (which I hope it will), this sort of bump will no longer be necessary. :smallbiggrin:

RTGoodman
2009-05-25, 12:26 AM
Raiment of Resolve

Those who wear the raiment of resolve are steadfast in the face of overwhelming odds. They possess superhuman determination, bravery, and stamina. Each piece of the raiment augments a hero's abilities, but with all the pieces worn together that hero is almost unstoppable.


Lore
Characters with ranks in Knowledge (History) or Knowledge (Religion) or who have the bardic knowledge ability (or a similar class ability) can research the raiment of resolve to learn more about these items. When a character succeeds on a check, the following lore is revealed, including the information from lower DCs.

DC 20:

DC 25:

DC 30:


Collection Benefits
When you wear two pieces of the raiment of resolve, your eyes take on a steely glint and you stand taller and stronger than ever before. When you wear all three pieces, you are surrounded by a shimmery white aura that heartens those around you.
2 Pieces: The bearer gains an extra use of Smite Evil per day if he possesses the ability, and gains a +1 bonus on attack rolls and a +2 bonus on damage rolls when he uses the ability.
3 Pieces: The enhancement bonus of the steadfast shield increases by 1. Additionally, you may use holy sword, as the Paladin spell, as a spell-like ability once per week, with a caster level equal to your character level.



Bracers of Impossible Victory
Price (Item Level): 9,000 gp (12th)
Body Slot: Arms
Caster Level: 9th
Aura: Moderate (DC 20); evocation, transmutation
Activation: Full-round action (mental)
Weight: 1 lb.

These leather-and-plate bracers appear to be normal protective wear, but when donned the momentarily surge with bright light. While wearing the bracers, the bearer is ready to take on whole armies. Three times per day, the wearer of the bracers can activate them to make one melee attack against each enemy within his reach at his highest base attack bonus. The attack deals an extra 1d6 damage against Evil foes. This damage is radiant holy damage and cannot be reduced by any means.

Additionally, if the wearer has the Smite Evil ability, he may use it an additional time per day.

Prerequisites: Craft Wondrous Item; align weapon, divine power, righteous might; possession of a piece of the set
Cost to Create: 4,500gp; 360xp; 9 days



Crown of Courage
Price (Item Level): 30,000 gp (16th)
Body Slot: Head
Caster Level: 15th
Aura: Strong (DC 23); abjuration
Activation: —
Weight: —

The crown of courage is an ancient relic that confers upon the wearer the bravery to stand up to adversity on the battlefield. While wearing the crown, the bearer gains the Mettle special ability. That is, if he makes a successful Will or Fortitude save against a spell or ability that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. This does not apply if the wearer of the crown is asleep or unconscious.

The crown also grants immunity to magical and non-magical Fear effects.

Prerequisites: Craft Wondrous Item; remove fear; holy aura or shield of law; possession of a piece of the set
Cost to Create: 15,000gp (plus the 500gp reliquary as a focus for holy aura or shield of law); 1200xp; 30 days



Steadfast Shield
Price (Item Level): 18,500 gp (15th)
Body Slot: — (held)
Caster Level: 13th
Aura: Strong (DC 22); abjuration, transmutation
Activation: Immediate action (mental)
Weight: 10 lbs.

The steadfast shield functions as a +1 moderate fortification heavy shield that also provides you with protection against overwhelming force. The shield bonus to AC that it provides is equal to the number of enemies you can see within 10 feet (2 squares) of you, or +2 (whichever is higher).

Three times per day, the bearer may activate the shield's warding ability; when he does so, he may add the shield's shield bonus and enhancement bonus to his touch AC, as well as to his AC against attacks by incorporeal creatures (as if by the ghost touch special property). This warding lasts for a number of rounds equal to 1 + the bearer’s Charisma modifier (minimum 1 round).

Prerequisites: Craft Magic Arms & Armor; ethereal jaunt, magic vestment, sanctuary; possession of a piece of the set
Cost to Create: 9,250gp; 740xp; 19 days

EnderChant
2009-05-25, 09:44 AM
Arbiter's Spell
Conjuration (calling)
Level: Sor/Wiz 6
Components: V, S, XP
Casting Time: 1 standard action
Range: Close (30 ft.)
Target: Multiple creatures within a 40-ft.-radius burst
Duration: see text
Saving Throw: None
Spell Resistance: No

When the words to this spell are recited, it calls forth one extraplanar creature for each of the caster's enemies that are caught in the burst. The called creature(s) must all be of the same type (chosen when this spell is learned) and appear in any unoccupied spaces within the spell's area of effect (determined by the DM). The called creatures will fight any other creatures that the caster regards as an enemy (this information is communicated to the called creatures magically upon arrival) and do nothing else.
The spell lasts until the caster dies (in which case the spell is broken and the called creatures return to their home) or until the caster's enemies are all slain or incapacitated. At this point, each called creature will make an opposed charisma check with the caster (if the caster and called creature share similar values, the caster gets a +2 circumstance bonus). Each creature who fails the check is dismissed immediately; each creature who succeeds is free to exact an appropriate payment from the caster, be it service, blood, magic items, etc. as determined by the DM.

XP Cost
50 XP per called creature

* * *

Wiggin's Insight
Transmutation
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft.)
Target: Creatures within a 10-ft.-radius burst
Duration: 1 minute/ 2 caster levels
Saving Throw: Will, see text
Spell Resistance: No

This spell can only be cast if you are outnumbered by creatures that consider themselves to be your enemy by a factor of two to one. When you cast this spell, all of your allies (self included) gain one of the following (your choice)
+8 insight bonus to AC
+8 insight bonus to melee attacks
+8 insight bonus to ranged attacks
Any enemy caught in the area of this spell is entitled to a will save; if successful, they also benefit from this bonus.

Alternately, you may use this spell to imbue yourself with a sudden tactical insight, in which case the DM will briefly explain the strategy of your enemies. This version of the spell can be used outside of immediate combat, as long as it is with the intent to be put to a martial use. The more overwhelming the odds are against you, the more advice the DM may give.

Focus: a small carving of a dragon or a copy of Ender's Game

Bulwer
2009-05-27, 02:00 AM
WARD OF SAFE REST
Price (Item Level): 600 gp (3rd)
Body Slot: --
Caster Level: 10th
Aura: Strong; (DC 16) Abjuration
Activation: --
Weight: 1lb

This simple totem is made of a holy symbol, a twist of white silk, and a small fragment from the corpse of an undead.

When hung upon the door of a building, a ward of safe rest prevents all undead creatures of the kind from which it was made from entering or approaching within 5 feet.

Prerequisites: Craft Wondrous Item, hide from undead
Cost to Create: 300 gp, 24 xp, 1 day


DECLAWING
Price: +1 bonus
Property: Weapon
Caster Level: 8th
Aura: Moderate; (DC 16) Necromancy
Activation: Swift (command)

This weapon bears a simple engraving of a wight's clawed hand formed into a fist. When it is wielded, the hand unclenches.

When you are wielding a declawing weapon, you can choose to deliver a smite attack against a wight five times per day. The attack deals 2d4 extra points of damage. If the attack hits, the wight is unable to use its Energy Drain for a number of rounds equal to half of the extra damage dealt, rounded down. You must declare the smite attack before you make your attack roll. If the attack does not strike a wight, the smite is wasted.

Prerequisites: Craft Magic Arms and Armor, disrupt undead, daze
Cost to Create: Varies.


WIGHTSDOOM
Price: +3 bonus
Property: Weapon
Caster Level: 10th
Aura: Strong; (DC 21) Necromancy
Activation: -- and Swift (command)

This weapon is adorned with an engraving of a stylized wight's head. For each wight that it has been used it to kill, a small mark appears beside the engraving.

This weapon functions as a declawing weapon (see above), except that the smite attack deals 8d4 damage.

In addition, the weapon grants a +6 sacred bonus to all attack rolls versus wights. If a wight is destroyed by a wightsdoom weapon, you get an immediate, extra melee attack against another creature within reach. The extra attack is at the same bonus as the attack that destroyed the wight.

Prerequisites: Craft Magic Arms and Armor, greater disrupt undead, daze
Cost to Create: Varies.


VEIL OF POSTPONED MOURNING
Price (Item Level): 100 gp (1st)
Body Slot: Eyes
Caster Level: 5th
Aura: Faint; (DC 17) Illusion
Activation: --
Weight: --

This translucent veil covers the upper half of the face and clings loosely to the wearer.

A veil of postponed mourning makes all undead creatures appear faceless and generic to the wearer, so that they cannot discern how the undead appeared in life.

Prerequisites: Craft Wondrous Item, silent image
Cost to Create: 50 gp, 4 xp, 1 day


RING OF DESPERATION
Price (Item Level): 3500 gp (8th)
Body Slot: Ring
Caster Level: 8th
Aura: Moderate; (DC 21) Evocation
Activation: --; see text
Weight: --

Made of rough, hastily forged pewter, this ring has the following engraved on the inside, in Common: "May the gods be merciful."

A ring of desperation grants a +2 sacred bonus on saves against effects generated by undead creatures. Additionally, if the wearer becomes an undead creature, they are immediately destroyed, and all undead creatures within 10 feet take 5d6 radiant damage and must make a DC 16 Fortitude save or be destroyed.

Prerequisites: Forge Ring, death ward, searing light
Cost to Create: 1750 gp, 140 xp, 4 days

In the midst of the word he was trying to say,
In the midst of his laughter and glee,
He had softly and suddenly vanished away---
For the Snark *was* a Boojum, you see.

rogueboy
2009-06-10, 09:35 PM
Late submission, I know... I was hoping to get it up earlier as a bump, but got bogged down with classwork, which prevented me from getting it up in time to be a useful bump. With that, here's my submission...

All of the following feats gain a benefit from being outnumbered, which increases as you are outnumbered more drastically. The factor by which you are outnumbered (number of enemies divided by number of allies, counting yourself, rounded down) is denoted as X in the feats. As such, if you are outnumbered 2-to-1, X is 2, if you are outnumbered 3-to-2, X is 1, if you are outnumbered 3-to-1, X is 3, and so on. You must be aware of enemies for them to count, and they must be within 1000 feet, plus 100 feet per caster level. If a character is charmed, helpless, sleeping, unconscious, confused, feared, or otherwise not in control of their actions, they are counted as neither an ally nor an enemy. If dominated or otherwise turned against their former allies, they are counted as an enemy instead. If you are not outnumbered (equal or greater number of allies than enemies), you are unable to use any of these feats. Swarms count as a single enemy per swarm unit for the purposes of these feats (2 rat swarms is 2 enemies, but an advanced rat swarm that takes up additional spaces is still only a single enemy). If you kill one or more enemies with a spell on your turn and want to use one of these feats for another spell, recalculate X.

If more than one character has a feat in this series, an alternate method of determining X is recommended: at the beginning of each initiative round (before the character with the highest initiative count acts), calculate X for each character with one of these feats. Those characters then use that value of X for that round, but may only use any feats on the first spell cast in the round (exception: Resolute Caster may apply to the second if the first spell cast isn't a personal or touch range spell cast on yourself).

Resolute Caster [General]
You are able to protect yourself from the dangers of being flanked by enemies who have you outnumbered.
Prerequisites: Ability to spontaneously cast spells.
[I]Benefits: Whenever you cast a spell with a range of personal or touch on yourself, you negate the benefits normally acquired by enemies in a flanking position for X rounds. This includes, but is not limited to, the +2 bonus on attack rolls and sneak attack damage. If your opponents have another way of acquiring benefits (such as sneak attack) that can also be gained through flanking, this only prevents them from gaining that benefit from flanking (in other words, you can still be the target of a sneak attack as normal, but the rogue must catch you flat-footed somehow rather than being able to gain the sneak attack from flanking).
Normal: Being flanked by enemies provides them with a +2 bonus to melee attack rolls against you, plus possible benefits from class features.

Metamagic of the Resolute [Metamagic]
Not only does being outnumbered cause you no fear, you can use the danger to improve your spellcasting ability.
Prerequisites: Ability to spontaneously cast spells, any 1 metamagic feat, Resolute Caster, Spellcraft 4 ranks.
Benefits: When you and your allies are in a fight in which you are outnumbered, you are able to harness the danger to improve your metamagic spellcasting. This allows you to apply X metamagic feats to a spell you cast without increasing the casting time of the spell. You can apply this to a number of spells each day equal to the highest level spells you are able to cast.
Normal: Applying metamagic feats to spontaneous spells causes the casting to require a full-round action.

Adrenaline of the Resolute [Metamagic]
You can harness the adrenaline from being outnumbered to power your metamagic feats, reducing the cost of applying them.
Prerequisites: Ability to spontaneously cast 3rd level spells, Resolute Caster, Metamagic of the Resolute, any 1 additional metamagic feat, Spellcraft 8 ranks.
Benefits: When outnumbered, you are able to reduce the cost of applying metamagic feats. A number of times per day equal to the highest level spells you can cast, you can reduce the total adjustment from metamagic feats to a single spell by X, to a minimum of +0 levels. This reduction occurs after any other cost reductions you may have to the costs of metamagic feats.
Special: This can be used in conjunction with Resolute Metamagic, allowing you to cast the spell, with metamagic feats applied, as a standard action with reduced cost, but doing so counts as one use of each feat.

Resolute Mastery [Metamagic]
You have mastered the art of channeling your adrenaline into your spells, allowing you to cast more spells than normal while you are outnumbered.
Prerequisites: Ability to spontaneously cast 5th level spells, Resolute Caster, Metamagic of the Resolute, Adrenaline of the Resolute, any 1 additional metamagic feat, Spellcraft 13 ranks.
Benefits: When outnumbered, you are able to cast spells without using spell slots. A number of times per day equal to the maximum spell level you can cast, you are able to cast a spell of up to level X without using a spell slot, to a maximum of your normal maximum spell level, after any adjustments for metamagic feats or other features. Adding metamagic feats to these spells does not increase the casting time of the spell, and does not count against your daily uses of Metamagic of the Resolute.
Special: The benefit provided by Resolute Mastery can be combined with the benefit from Adrenaline of the Resolute to reduce the cost of applying metamagic feats to the spells gained from Resolute Mastery as you would for any other spell. For example, if you are outnumbered 2-to-1 and have the appropriate feats, you can cast a Stilled Silent Shatter (a level two spell with two +1 level adjustment metamagic feats, the total cost of which is reduced by 2) using one use each of Resolute Mastery and Adrenaline of the Resolute. Without using Adrenaline of the Resolute, you could cast a Shatter or a Silent Magic Missile (or any level one spell with a +1 level adjustment metamagic feat) with that same free "slot" as a standard action.

ImmortalAer
2009-06-10, 11:19 PM
Enduring Sentinel
The Sentinel. He's that last survivor who faces down the monster horde after his fellow warriors are eaten, destroyed or eviscerated . He stands alone, stands strong against the waves of enemies. More than often the Sentinel is the one to be making a maddened last stand amoungst heaps of his enemey, awaiting his final doom.




Requirements
HD : d12
Skills : 2 + Int Modifier ( Int Mod + 2)*4 for the first level.
Race : Only the steadfast Dwarves and the eccentric humans have the personalities required to either find a good doom, or fight to thier last breathe in hopes of doing some good with thier death.
Class : Normally it is Clerics and Fighters that take up this prestige class, ones who need to withstand any amount of punishment, though barbarians on a death oath often find it helpful in finding a proper place to die. Wizards, Sorcerers and Rogues often do not specialize into this class as, especially the rogue, they tend to focus on thier own survival. Paladins occasionally crop up as Sentinels.
BAB : +6
Special : In order to benefit from any of the abilities, the Sentinel must be wielding a shield or spear of some description.

Class Skills
Survivor, Climb, Jump, Heal, Hide, Listen, Swim, Knowledge (Religon), Bluff, Craft, Use Rope, Use Magic Device, Search, Spot.

Class Features

Weapon and Armour Proficiency : Sentinels gain proficiency with heavy armour, martial weapons, and simple weapons, if they are not already.

{table=head]Level|BAB|Fort|Ref|Will | Special
1 |+1| +2 | +2 | +2 | Shield Wall
2 |+2| +3 | +3 | +3 | Unyielding
3 |+3| +3 | +3 | +3 | Innoculated
4 |+4| +4 | +4 | +4 | Bonus Feat
5 |+5| +4 | +4 | +4 | Enduring Warrior
6 |+6/+1| +5 | +5 | +5 | Improve Uncanny Dodge
7 |+7/+2| +5 | +5 | +5 | Improved Threat
8 |+8/+3| +6 | +6 | +6 | Bonus Feat
9 |+9/+4| +6 | +6 | +6 | Steadfast Knight
10|+10/+5| +7 | +7 | +7 | Desperate Flurry
[/table]



Shield Wall
A Sentinel using a Tower Shield gains the ability to use it as Partial Cover, without giving up his attacks. He also counts as having Shield Spikes, even if he did not purchace them.

Unyielding
The Sentinel gains a+5 bonus to his Morale checks, and +1 Constitution.

(Against anything that causes Fear, or a Fear-like effect.)

Innoculated
Having been subject to every horror, the rotting flesh of the undead, the flith-ridden rats, and the cess pool that towns under siege become. The Sentinel is immune to all diseases, except for supernatural and magical diseases.

Enduring Warrior
The Sentinel has been subject to every sort of pain, and is accutomed to being wounded without chance of healing for long periods of time, and through these rigors he becomes more resistant. The Sentinel has Damage Resistance (2) at level 5, (4) at Seven, and (6) at nine.

Improved Uncanny Dodge
A Sentinel can no longer be flanked, as he can react to opponents on either side of him as easily as he can to a single attacker. The exception to this is a Rogue four levels higher than him.

Improved Threat
A Sentinel wielding a Spear can use his Reach to make Attacks of Opprotunity, and always counts as having his spear set against chargers.. When wielding a shield they may make a Shield Bash attack without losing the added AC bonus.

Steadfast Knight
The Armour bonus of all Heavy Armours is doubled, though the enchantments that the armour may have is added after this effect instead of being doubled along with it. The Knight also gains +3 Strength, when he spends more than a single turn without moving. This bonus is lost as soon as he moves, wether purposefully or not.

Desperate Flurry
The Sentinel gains another attack at half his Base Attack Bonus for every enemy that is within 5' of him. He does not gain this bonus if only a single creature is within 5', there must be at least 2, and up to a maximum of 6.

(When surrounded by 6 enemies, the Sentinel gains 5 attacks at half his BAB)


Whoops, finished a bit late. :smallredface: