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Dire Reverend
2011-02-23, 03:07 PM
Most of this stuff is on the DnD Wiki (http://www.dnd-wiki.org/wiki/Main_Page), in addition to this thread. I will try to update both simultaneously.

As you can see, some of my things are based off of other people's stuff. I credit the original creators, linking you to the original DnD Wiki page or GitP thread.

Prestige Classes:
Master of the Seven Five Necromantic Mysteries (http://www.dnd-wiki.org/wiki/User:The_Dire_Reverend/Master_of_the_Five_Necromantic_Mysteries_-_Dire_Reverend_Variant%283.5e_Prestige_Class%29) (Original Prestige Class here) (http://www.dnd-wiki.org/wiki/Master_of_the_Seven_Necromantic_Mysteries_%283.5e_ Prestige_Class%29)Prerequisites:
Feats: Spell Focus (Necromancy), Greater Spell Focus (Necromancy).
Skills: Knowledge (Arcana) 12 ranks, Knowledge (Religion) 12 ranks.
Spellcasting: Must be able to cast 5th level Necromancy spells and must be able to cast one Necromancy spell at each spell level available.*
{table]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1|+0|+2|+0|+0|First Mystery: Secrets of Commanding|+1 Spellcasting Level*
2|+1|+3|+0|+0|Second Mystery: Secrets of Necromantic Spells|+1 Spellcasting Level
3|+1|+3|+1|+1|Third Mystery: Secrets of Negative Energy|+1 Spellcasting Level
4|+2|+4|+1|+1|Fourth Mystery: Secrets of Undead Creation|+1 Spellcasting Level
5|+2|+4|+1|+1|Fifth Mystery: Secrets of Life Draining|+1 Spellcasting Level
[/table]
Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Class Features

Weapon and Armor Proficiency: A Master of the Seven Five Necromantic Mysteries gain no proficiency with any weapon or armor.

Spellcasting: At each level, the Master of the Seven Five Necromantic Mysteries gains new spells per day and an increase in caster level (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming a Master of the Seven Five Necromantic Mysteries, she must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Secrets of Commanding (Su): The Master of the Seven Five Necromantic Mysteries can Rebuke Undead as a cleric of his character level plus his Master of the Seven Five Necromantic Mysteries class level. This does not stack with any Rebuking the Master may have gained from other classes with grant Rebuking (such as Cleric or Dread Necromancer). He may also ignore the turning resistance of any undead creature he has already successfully rebuked (so a Ghoul counts as only 2 commanded hit dice instead of 4).

Secrets of Necromancy Spells: At 2nd level, The Master of the Seven Five Necromantic Mysteries can learn any Necromancy spell from any list provided he has deciphered the spell in written form. If he is of a class that has a limited number of spells known, he must sacrifice one of his other spells known of an equal level. In addition, the Master of the Seven Five Necromantic Mysteries learns one additional free spell from the school of Necromancy every level (including this one). This spell may be from any list, but must be of a level he can cast.

Secrets of Negative Energy (Su): At 3rd level, The Master of the Seven Five Necromantic Mysteries may convert the damage from any spell with the cold, ice, fire, or acid subtype to instead inflict negative energy damage.

Secrets of Undead Creation (Su): At 4th level, The Master of the Seven Five Necromantic Mysteries gains the feat Feed the Dark Gods as a bonus feat. In addition, the Master may choose one undead creation spell per day to cast as spell-like abilities usable once per day.

Secrets of Life Draining (Su): At 5th level, The Master of the Seven Five Necromantic Mysteries gains the ability to draw life from his spells that inflict negative levels or ability drain. For every negative level bestowed of point of ability damage inflicted, the Master gains 5 temporary hit points. These temporary hit points vanish after one hour, and cannot cause the Master to have more temporary hit point than twice his fully healed number of hit points.

Alternate Class Features:
Militant Spellcaster (http://www.dnd-wiki.org/wiki/Militant_Spellcaster_%283.5e_Alternate_Class_Featu re%29)You give up your familiar and some of your spellcasting ability to become better at fighting.

Class: Sorcerer, Wizard

Level: 1st

Replaces: If you choose this alternate class feature, you do not gain a familiar. In addition, you can cast 1 less spell per day per spell level, with a minimum of 1.

Benefit: You now gain a full base attack bonus, as well as gain proficiency with all martial weapons.
Spellcasting Lifedrinker (http://www.dnd-wiki.org/wiki/Spellcasting_Lifedrinker_%283.5e_Alternate_Class_F eature%29)You give up some of your maximum Lifewell points to advance in your spellcasting.

Class: Lifedrinker (Book of Vile Darkness)

Levels: 2,3,5,6,8,9

Replaces: If you choose this alternate class feature, your maximum Lifewell points only increases by one on the levels that gain the benefit below.

Benefit: When you reach level 2,3,5,6,8 and 9, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Lifedrinker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

{table]Level|MLP*|Spellcasting
1st|3
2nd|4| +1 Spellcasting Level
3rd|5| +1 Spellcasting Level
4th|8
5th|9| +1 Spellcasting Level
6th|10| +1 Spellcasting Level
7th|13
8th|14| +1 Spellcasting Level
9th|15| +1 Spellcasting Level
10th|18[/table]
**MLP stands for Maximum Lifewell Points.

Undead Soul Eater (http://dnd-wiki.org/wiki/Undead_Soul_Eater_(3.5e_Alternate_Class_Feature))
The Soul Eater class, with the ability to be undead

Class: Soul Eater

Level: 1st, 5th

Replaces: If you select this alternate class feature and you already have an ability that causes energy drain through your undead race, you do not gain the Energy Drain ability at first level. In addition, at seventh level, your energy drain increases only by one.

Benefit: If you select this Alternate class feature, the requirement changes from any living nonhumanoid to undead. At 5th level, your Soul Endurance gives you a +4 enhancement bonus to Charisma instead of Constitution.
Wand Wizard (http://www.dnd-wiki.org/wiki/Wand_Wizard_%283.5e_Alternate_Class_Feature%29)A Wand Wizard uses a wand instead of somatic components. A Wizard also stores his spells in his wand instead of his Spellbook.

Class: Wizard, Sorcerer

Level: 1st

Replaces: If you select this alternative class feature, you do not get a Familiar.

Benefit: Your spells are now cast through a Wizard's Wand. (See the equipment section) Spells that have somatic components use the wand instead of a free hand. Material and Focus components without a cost also use the wand instead of the usual item. An enchanted Wizard Wand grants an enhancement bonus to ranged and melee touch attacks, save DCs as well as damage/healing rolls.

Special: This alternate class feature can be adapted to other spellcasting classes. Ask your DM


Feats:
Expendable Familiar (http://www.dnd-wiki.org/wiki/Expendable_Familiar_%283.5e_Feat%29) [General]Oh, bummer, the Imp died again. Not to worry, I'll get another one tomorrow.*
Prerequisites: Summon Familiar
Benefit: When you lose a familiar for any reason, you do not have to make a save to lose experience points. You can summon another one with a hour-long ritual at no cost. Said ritual can be done at the same time as you preparing your spells for the day. Fortunately for you, your familiars do not know how little you care of them until it's too late for them.:smallamused:*
Normal: When a familiar dies or is dismissed, you must make a DC 15 fortitude save, or lose 200 experience points per level, save halving the experience loss, of the class that provided a familiar, and you cannot summon another one for a year and a day.
Positive Energy Drain (http://www.dnd-wiki.org/wiki/Positive_Energy_Drain_(3.5e_Feat)) [Monstrous]Your Energy Drain attack no longer is powered from negative energy, and instead positive energy, so it can now harm undead. Living creatures are still affected normally, because the amount of positive energy given off from a positive energy drain is even harmful to the living.

Prerequisites: Redeemed Undead (see template section of this post)-, Energy Drain ability.

Benefit: Your energy drain now affects undead, while still affecting the living, unless the undead is immune to positive energy damage.

Normal: Energy Drain only affects the living.

Special: Creatures killed from Positive Energy Drain are given the Redeemed Undead template.
Redemption (http://www.dnd-wiki.org/wiki/Redemption_(3.5e_Feat)) [General]Man, looking back at what I've done in the past really makes me feel bad. Let's see if I can turn my life around for the better!

Prerequisites: Creature that is described as "Always Evil" or a Class that requires you to be Evil, some sort of event that radically shifts alignment from Evil to Good.

Benefit: Your Alignment shifts from Evil to Good. You do not lose any class abilities because of your alignment change. If you had a level in a class that requires you to be evil before taking this feat, you can continue to advance in that class.

Normal: You can only advance in an evil class if you are evil, and you must stay evil if you are a creature that is described as always evil.

Special:[\b] You can still become neutral/evil through in game actions. The change from Evil to Good only happens to you when you first take the feat.

Equipment:Chained Weapon (http://www.dnd-wiki.org/wiki/Chained_Weapon_(3.5e_Equipment))
The Chained Weapon is added on-top of an existing weapon, sort of like a template. It cannot be purchased alone, it must either be bought at the same time as the weapon, or added later on onto a preexisting weapon. A Chained Weapon retains the masterwork property (or special material) of the base weapon.

Exotic Melee
Cost: Base weapon + 60 gp
Damage (Small): As base weapon.
Damage (Medium): As base weapon.
Critical: As base weapon.
Weight: Base weapon + 2 lbs
Type: As base weapon and Piercing(Reach)
HP: As base weapon.
Hardness: As base weapon.

A Chained Weapon is a regular weapon attached to a chain. People wielding a Chained Weapon can hold the chain, throw the weapon and then retrieve it, allowing them the ability to strike opponents farther than usual.
People who take the Exotic Weapon Proficiency (Chained Weapon) can use all types of Chained Weapons, as long as they are proficient with the base weapon as well. If the Chained Weapon is two handed, they need at least a score of 16 in strength to be considered proficient.
People not proficient with Chained Weapons can use it as a regular version of the base weapon with no penalty, provided they are proficient in using it. Any feats that benefit the base weapon also benefit the Chained Weapon (Such as Weapon Focus, Improved Critical, etc.) You can not choose Chained Weapon for feats, and instead must choose the base weapon.
A Chained Weapon has reach, so you can strike opponents 10 feet away with it. Unlike most other weapons with reach, it can be used against an adjacent foe. You can still benefit from Weapon finesse when it is a Two-Handed weapon. If the base weapon's damage type was bludgeoning, it's reach damage type stays the same instead of dealing piercing damage.Cloak of Vampiric Protection (http://www.dnd-wiki.org/wiki/Cloak_of_Vampiric_Protection_(3.5e_Equipment))Pric e:*120,000
Body Slot:*Back
Caster Level:*12
Aura: Strong Necromancy
Activation: Standard
Weight:*2

A Cloak of Vampiric Protection grants the wearer the Vampiric Protection spell (see the spells section of this post) once per day for 12 consecutive hours. Like the spell, if a Vampire uses an ability stemming from being a vampire, the cloak stops working. However, after 1d6 rounds, the cloak reactivates, working until the remaining 12 hours are used up. No matter how evil your DM is, you do NOT sparkle when using this item.

Strong conjuration; CL 12th; Craft Wondrous Item, Vampiric Protection; Price 120,000 gp.
Wizard's Wand (http://www.dnd-wiki.org/wiki/Wizard%27s_Wand_%283.5e_Equipment%29)Simple Light Melee
Cost: 35 gp
Damage (Small): 1
Damage (Medium)1: 1d2
Critical: 20/x2
Weight2: 1 lbs
Type3: Piercing
HP4: 10
Hardness: 10*

A Wizard's Wand is a pointy stick to most people (It can even be used as a steak against vampires, but it's not suggested.) However, in the hands of a Wand Wizard, it becomes much more. A wizard's wand can be enchanted like a regular weapon including the same cost, granting it an enhancement bonus to ranged and melee touch attacks, save DCs as well as damage/healing rolls. However, they cannot be enchanted with any special abilities.

A Wizard's Wand can be made out of any material.

Broken(Sundered) Wizard's Wands can still be used, but any spell cast through it has a 25% chance to backfire. A spell targeted at someone else is instead targeted at the spellcaster, and a spell cast at the spellcaster is cast on a random person in range. If the spell cannot backfire (for example, a spell is personal only), It just fails. Wizard's Wands are amazingly easy to repair. A simple Mending spell will fully repair the wand, restoring it to full HP. Once repaired, it also retains it's enhancement bonuses, unlike other destroyed magical weapons.

Monster Class:Evolved Deathless Monster Class
Evolved Deathless (Original version here) (http://www.giantitp.com/forums/showpost.php?p=9511014&postcount=240)
http://www.wizards.com/dnd/images/libris_gallery/84752.jpg
Special: If you were undead once, and had levels in the Evolved Undead Monster Class and become a deathless through any means, the levels in Evolved Undead become Levels in Evolved Deathless. You select the same abilities, however, some of your Grave Magics change to do the opposite effect, (For example, a Cone of Cold becomes a Cone of Fire, and Circle of Death becomes Undeath to Death.)
Prerequisite: Must be a Deathless with an intelligence score of at least 4 and a charisma of 10 or greater, and at least 4 HD.
{table]Level|BAB|Fort|Ref|Will|Special
1|+0|+0|+0|+2|Evolved Body, Evolved Ability, Evolution
2|+1|+0|+0|+3|Evolved Ability, +1 Cha
3|+1|+1|+1|+3|Evolved Ability, Evolved Power
4|+2|+1|+1|+4|Evolved Ability, +1 Cha
5|+2|+1|+1|+4|Pinnacle of Evolution, Evolved Power[/table]
2+int mod skill points per level. No class skills.
No new proficiencies.
Evolved Body: Unlike most other monster classes, the Evolved Deathless does not lose its racial abilities or change type.
If it is corporeal and does not already possess natural armor, it gains natural armor equal to its strength modifier plus its levels in Evolved Deathless minus one. If it does already possess natural armor, it gains a bonus to natural armor equal to its levels in the evolved Deathless class. However, if the preexisting natural armor plus levels in Evolved Deathless is lesser than their strength modifier plus levels in Evolved Deathless, they gain the latter instead of the former.
If it is incorporeal, it gains an additional deflection bonus to AC equal to its levels in the evolved Deathless class.


Evolved Ability: The Evolved Deathless may choose one of the below abilities for the first 4 levels of the class.

Evolved Healing: The Deathless gains fast healing equal to 1/2 HD. If it already possesses fast healing of this amount or greater, it gets a +3 bonus to its fast healing. This ability may be taken multiple times.

Evolved Flight: The Deathless becomes capable of flight, gaining a fly speed equal to its land speed and average maneuverability. If this ability is taken a second time, it improves to double land speed and good maneuverability.
If the Deathless already has flight, the fly speed doubles and increases by 1 maneuverability step.

Evolved Hunt: The Deathless's land speed doubles, and it gains climb speed equal to 1/2 its new speed, and a burrow speed equal to 1/4 its new speed. If the Deathless already has either of these movement speeds, the speed doubles. It gains track as a bonus feat: if it already has track, it gains a +5 bonus to tracking. This ability may be taken only once.

Evolved Kill: All of the Deathless's natural attacks increase in damage by one step. This ability may be taken only once.

Evolved Physical Resistance: The Deathless gains DR/Silver and Magic equal to 1/2 HD. If it already has DR, it may improve its DR by 5 points, and may also change it to DR/Silver and Magic. This increase may only be applied once.

Evolved Magical Resistance: The Deathless gains SR equal to 10+HD. If it already has SR, it adds its charisma bonus to its SR. This may only be applied once.

Divine Power: All of the Deathless's SLAs & abilities gained through monster classes (though no spellcasting) DC's increase by 1.

Divine Magic: The Deathless gains one of the below SLAs. This may be taken multiple times: each time, a new SLA may be chosen. If the same one is chosen twice, its uses per day doubles. If the same one is chosen three times, it becomes usable at will.
Minimum HD defines minimum HD to use the SLA, not to take the SLA.
SLAs have DCs of (10+1/2 HD+Cha mod)
{table=head]SLA|Uses per day|Minimum HD
Undeath to Death|1/5 HD|11
Lifecloud*|1/5 HD|9*
Cone of Heat**|1/3 HD|9
Confusion|1/3 HD|6
Remove Disease|1/2 HD|5
Dispel Magic|1/4 HD|5
Haste|1/3 HD|5
Hold Person|1/3 HD|4
Invisibility|1/3 HD|4
See Invisibility|1/3 HD|3
Teleport|1/6 HD|10
Holy Retribution***|1/3 HD|7[/table]
*As Cloudkill, but affects only Undead.*
**As Cone of Cold, but instead deals fire damage.
***As Unholy Blight, but instead it only affects Evil creatures (not neutral)

Advancement:
At 18 HD, Wail of the Banshee may be used once per day in place of Undeath to Death, but it affects Undead Creatures,
At 12 HD, Acid Fog may be used once per day in place of Cloudkill, but it deals fire damage.
At 15 HD, Polar Ray may be used interchangeably with Cone of Cold, but it deals fire damage.
At 14 HD, Insanity may be used once per day for every 3 uses available of confusion.
At 12 HD, Greater Dispel Magic may be used once per day for every 2 uses available of Dispel Magic, and at 20 HD Disjunction may be used once per day in place of Dispel Magic.
At 10 HD, Hold Monster may be used once per day for every 2 uses available of Hold Person.
At 7 HD, Greater Invisibility may be used once per day for every 2 uses available of Invisibility.
At 10 HD, True Seeing may be used once per day instead of See Invisibility.
At 13 HD, Greater Teleport may be used once per day instead of teleport.
At 13 HD, Blasphemy may be used once per day instead of Unholy Blight, but it instead affects evil creatures instead of nonevil creatures.

Each of these uses require the original SLA, and still take up one use of that SLA.

Evolution:At first level, the Deathless chooses one of the below to evolve by as it advances in the evolved Deathless class.
Skill Evolution: This level and each level thereafter, the evolved Deathless class gives 4+int mod skill points and gains the class skills of any one core class in the SRD. (http://www.d20srd.org/indexes/classes.htm)
Might Evolution: The evolved Deathless class now grants full BAB.
Magic Evolution: When this ability is taken, it initially does nothing; however, all subsequent levels of evolved Deathless grant +1 spellcasting level of the spellcasting class of the Deathless's choice, just like a PrC would.
Resilience Evolution: The evolved Deathless class now grants all good saves.


Ability Score Increases: The Evolved Deathless gains +1 charisma at levels 2 and 4.

Evolved Power: When this ability is gained, the Deathless gains +1 to the ability score of its choice.

Pinnacle of Evolution: When this ability is gained, the Deathless becomes a truly evolved being, ascending to a higher state; they gain the abilities of their Undead counterparts, and some abilities of the living.*
It gains the evolved subtype, which confers the following benefits:
Immunity to turning.
Immunity to spells with the [light] descriptor.
Can use the run action.
A natural rate of healing as if it were living for both ability score and hp damage.
Is affected by negative energy as if it was Undead, and is healed by negative energy spells. Any spell that would benefit an undead affects an Evolved Deathless, but still show up as a Deathless when targeted by a Detect Undead or any similar abilities.
Immune to energy drain.
Uses its charisma modifier as a bonus for fortitude saves.
Is now disabled at 0 hit points, unconscious at -1 to -9 hit points, and not destroyed until -10 hit points.

Salient Vampire Monster Class(Original version here) (http://www.giantitp.com/forums/showthread.php?t=58213)
Unlike regular Monster classes, you are not required to take all the levels of this class. It is suggested, however, you take at least three levels.

Prerequisites:
Must have died by a vampire's drain attack.
{table]Level|BAB|Fort|Ref|Will|Special
1|+0|+0|+0|+2|Vampiric Qualities, Vampiric Weaknesses, +2 Str, +2 Dex, +2 Cha
2|+1|+0|+0|+3|Salient Selections, +2 Str, +1 Dex, +1 Cha
3|+2|+1|+1|+3|Salient Selections, +2 Str, +1 Dex, +1 Cha
4|+3|+1|+1|+4|Salient Selections
5|+3|+1|+1|+4|Salient Selections
6|+4|+2|+2|+5|Salient Selections
7|+5|+2|+2|+5|Salient Selections
8|+6/+1|+2|+2|+6|Salient Selections, Improved Selections
9|+6/+1|+3|+3|+6|Salient Selections
10|+7/+2|+3|+3|+7|Salient Selections[/table]
Vampiric Qualities: Once obtaining its first level of Salient Vampire, the Vampire gains the Undead Subtype. It also gains several things, shown below.
Hit Dice: Increase all racial and class HD to d12’s.
Armor Class: A Vampire gains a +1 natural armor bonus to AC for every three HD it has.
Special Attacks: A Vampire retains all the special attacks of the base creature and also gains the following special attacks.
Blood Drain (Ex): A Vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Vampire gains 5 temporary hit points that last 1 hour per HD of the victim.
Create Spawn (Su): A humanoid or monstrous humanoid whose Constitution score is reduced to 0 by a Vampire’s blood drain ability dies and rise, 1d4 days later as a Vampire Spawn if it had 4 or less HD and as a Vampire if it had 5 or more HD.If the creature's HD are equal to your own minus four or greater, then it is created as a free-willed undead. Otherwise, the new Vampire or spawn is under the command of the Vampire that created it and remains enslaved until its master’s destruction. Spawned Vampires lack salient abilities, have the same weaknesses as the Vampire that spawned them, and cannot create spawn of their own. At any given time a Vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed Vampires or Vampire Spawn. A Vampire that is enslaved may create and enslave spawn of its own, so a master Vampire can control a number of lesser Vampires in this fashion. A Vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a Vampire or Vampire Spawn cannot be enslaved again.
Special Qualities: A Vampire retains all the special qualities of the base creature and also gains the following qualities. In addition to the following special qualities, some Vampires have salient special qualities, described below.
Damage Reduction (Ex): A Vampire has damage reduction 1/–. The amount of this damage reduction increases by one for every 5 HD the Vampire has.
Fast Healing (Ex): A Vampire heals 5 points of damage each round so long as it has at least 1 hit point.
Resistances (Ex): A Vampire has resistance to cold 10 and electricity 10.
Turn Resistance (Ex): A Vampire has +1 turn resistance. The amount of this turn resistance increases by 1 for every 5 HD the Vampire has.
Vampiric Weaknesses: Once spawned, a Vampire is weakened significantly. Things as harmless as the sun or even water can kill it. In addition to the regular drawbacks that a regular undead obtains, a Salient vampire has additional weaknesses, shown below:
Extreme Weaknesses: These weaknesses are prevalent in all but the most powerful Vampires. They cannot ever be entirely removed, unlike the lesser weaknesses.
Sunlight Vulnerability: Vampires are naturally extremely vulnerable to sunlight–it’s merest touch is enough to kill them. If it is exposed to natural sunlight, it is disoriented, and can take only a single action. If it does not exit the sunlight by the end of its next round, it is destroyed. This vulnerability’s effect can be lessened by taking the Sunlight Resistance Salient Ability, and almost eliminated with Weakness Obliteration.
Stake Vulnerability: Vampires are vulnerable to being staked. Wooden stakes are treated as simple light weapons that deal 1d2 piercing damage and have a critical threat range of x2. If a character attacks a Vampire in melee with a stake and would threaten a critical hit, he may make a roll to confirm the critical, even though vampires are not affected by them, at a -8 penalty. If the confirmation roll is successful, then the character successfully stakes the Vampire’s heart, destroying it instantly. In addition, if a character coup de grace’s a Vampire with a stake, it is destroyed as well. This vulnerability’s effect can be lessened by taking the Weakness Obliteration Salient Ability.
Lesser Weaknesses: These weaknesses are not as serious as an Extreme Weakness, and can be removed with a Salient Ability.
Dominion Vulnerability: A Vampire cannot enter certain areas unbidden. It cannot enter a house or private dwelling of its own power without the explicit permission of the dwelling’s owner. In addition, they can never enter temples or other places of worship belonging to good deities, or areas that have been hallowed (but not those that have been consecrated). This vulnerability can be removed with the Dominion Resistance Salient Ability.
Talisman Vulnerability: Vampires can be repelled by certain talismans. They cannot tolerate the smell of garlic, nor the presence of mirrors, or holy symbols held by characters that worship the deity of the symbol. They cannot voluntarily come within 5 ft. of any of these objects, and if they begin their turn within 5 ft. of such an object, they cannot take any actions until they move away. This vulnerability can be removed with the Talisman Resistance Salient Ability.
Water Vulnerability: Vampires cannot cross running water or tolerate immersal. They cannot cross running water of their own power, though they can cross it while on a ship or in their coffin. If a Vampire with this weakness is immersed in water, it takes 2d20 points of damage each round. This vulnerability can be removed with the Water Resistance Salient Ability. If the Vampire has a swim speed naturally (Not gained through a magic item or spell), they gain the Water Resistance ability for free. (It still counts for the limit of Salient abilities in the Weakness Resistance category you can have)
Ability Increases: At first, second and third level, the Salient Vampire gains a racial bonus to their Strength, Dexterity and Charisma scores. This stacks with the base creature’s ability scores. Look at the table to see how much the stats increase on those levels.

Salient Selections: At second level and each level afterwards, a Salient Vampire chooses two Salient abilities. There are three categories of Salient abilities: Special Attacks, Special Qualities and Weakness Resistances. A character can have up to four abilities in each category, until level 8 (See Improved Selection). The Abilities are shown below:
Special Attack Abilities:*
[B]Children of the Night (Su): Once per day, a Vampire with the children of the night salient attack can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the Vampire for up to 1 hour. Some Vampires may use this attack to summon different types of creatures of equivalent strength.

Control Weather (Su): Requires a Charisma score of at least 30. The Vampire can control weather a number of times per day equal to its charisma modifier as the weather control spell.

Dominate (Su): A Vampire with the dominate salient can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the Vampire must use a standard action, and those merely looking at it are not affected. Anyone the Vampire targets must succeed on a Will save, DC 10 + ˝ the Vampire’s HD + the Vampire’s Charisma modifier, or fall instantly under the vampire’s influence as though by a dominate person spell, with caster level equal to the Vampire’s HD. The ability has a range of 30 feet.*

Energy Drain (Su): Whenever a Vampire with the energy drain salient attack successfully damages a creature with a natural weapon or unarmed strike, that creature gains 2 negative levels. For each negative level bestowed, the Vampire gains 5 temporary hit points. A Vampire can use its energy drain ability once per round. A creature killed by a Vampire’s energy drain ability rises 1d4 days later as a Vampire Spawn, regardless of its HD. If a Vampire gains this salient attack but does not have any natural weapons, then it gains two slam attacks that deal damage appropriate for its size.

Eternally Swift (Ex): Requires the Inhuman Speed Salient ability and a Base Attack Bonus of at least 6. For a number of times per day equal to the Vampire’s strength modifier, it may act as if hasted for 5 rounds.

Frightening Presence (Ex): A Vampire with the frightening presence salient attack can cause fear by attacking or draining a creature of blood. Whenever a Vampire with this ability attacks a creature or uses its drain blood ability, all creatures within 30 ft. of it must make a Will save, DC 10 + ˝ the Vampire’s HD + the Vampire’s Charisma modifier, or be frightened for 5d6 rounds. Once a creature successfully saves against a Vampire’s frightful presence ability, then it is immune to it for 24 hours.

Mystic Sense (Su): Requires 12 ranks in Knowledge (Arcana) and (Psionics). The Vampire’s high-grade quality of un-death has given it an eye for other things of a supernatural nature. It emits an aura of detect magic and detect psionics up to a radius of 10ft. times it’s charisma modifier.

Night Prowler (Ex): Requires the Immortal Hunter Salient Ability. The Vampire Gains life sense at a radius equal to its Charisma modifier times 10ft. Additionally, it receives a bonus to its jump checks equal to it’s move speed at any given moment (so if the Vampire’s move speed is 45ft., it receives a +45 bonus to jump checks) and it no longer need to double the DC on all jump checks for not making a running jump.*

Perfect Aim (Su): Requires the Immortal Hunter Salient Ability and a base attack bonus of at least 9. Choose one model of weapon. The Vampire may apply true strike to this weapon as a free action a number of times per round equal to its dexterity modifier.

Rebuke Shadows (Su): Requires the Alter Form Salient Ability. As a standard action, the Vampire may command nearby shadows to attack its enemies. The shadows are similar to the creature in the SRD with the exception that they are fully corporeal. Upon summoning the shadows, the Vampire may change their shape as it’s Alter Form ability to whatever the Vampire desires simultaneously with the summoning. The shadows can grow up to a size of huge (using the usual rules for increasing a creature's size). As a rule, for every 5ft. of space covered by shadows, one shadow creature is created.

Regeneration (Ex): Requires the Coffin Confined Trait, and at least 12 HD. The Vampire’s fast healing is replaced by regeneration, bypass-able by silver weapons.

Wracking Pain (Ex): Whenever a Vampire with the wracking pain salient quality drains blood from a creature, that creature must make a Fortitude save, DC 10 + ˝ the Vampire’s HD + the Vampire’s Strength modifier, or be overcome by pain, becoming paralyzed for 1d6 rounds.
Special Quality Abilities:
Alternate Form (Su): A Vampire with the alternate form salient quality can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the Vampire loses its natural attacks and any supernatural special abilities it has, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. Some Vampires may use this attack to take on the form of different types of creatures of equivalent strength.
Gaseous Form (Su): As a standard action, a Vampire with the gaseous form salient quality can assume gaseous form at will as the spell, but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If a Vampire with this quality is reduced to 0 hp, it automatically assumes gaseous form.
Immortal Hunter (Ex): Centuries of un-life and solitude have enhanced your ability to survive. You vampire now has a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. You also receive the scent ability.
Inhuman Speed (Ex): As a swift action, a Vampire with the inhuman speed salient quality may move up to its move speed plus 15 ft. Once it has used this ability, it must wait 5 rounds before it can use it again.
Invisible (Su): Vampires with the invisible salient quality are naturally invisible. They may suppress or resume this ability as a swift action. The see invisibility and true seeing spells can reveal an invisible Vampire, and the invisibility purge spell prevents the Vampire from using this ability for a number of rounds equal to the spell’s caster level.
Soul Prison (Su): When you take this Salient Ability, you lose the Create Spawn ability. For every living being that you suck blood from, instead of transforming them into spawn, you absorb their soul, thus acquiring their knowledge and memories. Whenever recalling knowledge, you may make a wisdom check against the will save DC of every soul you have imprisoned. Success indicates you apply an intuition bonus equal to the HD of whichever soul possessed the knowledge. Assuming the GM loses track of every soul you have absorbed (recording their will saves for reference or rolling the highest will modifier is easy though), apply an intuition bonus equal to your wisdom modifier times the number of souls you have absorbed. In either case, this intuition bonus only applies if any of the souls actually possess the knowledge or have a memory that relates to a means of acquiring the knowledge. You may also absorb souls by means of simply touching their blood (and absorbing it), by having your familiars or shadows feast on the body, etc.
Spider Climb (Ex): A Vampire with the spider climb salient quality can climb sheer surfaces, as though with the spider climb spell.
Shadowform (Su): As a swift action, a Vampire with the shadowform salient quality may become ethereal until the beginning of its next round. Once a Vampire has used this ability, it must wait 5 rounds before it can use it again.
Unholy Toughness (Ex): A Vampire with the unholy toughness salient quality gains an amount of bonus hp equal to its Charisma modifier for every HD it has.
Weakness Resistance Abilities: When one of these abilities are chosen, the Vampire removes a chosen weakness Instead of gaining an ability. Some of the abilities replace the weakness with a less harmful version instead of removing the weakness entirely.

Dominion Resistance: The Vampire no longer has the Dominion Weakness.

Sunlight Resistance: The vampire no longer has the Sunlight Vulnerability. Instead, when the Vampire is in natural sunlight, it is dazzled, takes 1d10 points of damage each round, and cannot use any of its supernatural abilities.

Talisman Resistance: The Vampire no longer has the Talisman Weakness.

Water Resistance: The Vampire no longer has the Water Vulnerability.*

Weakness Obliteration: Requires Improved Selection and 12HD. The vampire chooses its sunlight or its steak vulnerability. If he chooses his sunlight vulnerability the sun no longer damages him, but it still dazzles him. If he chooses his steak vulnerability, a confirmed critical hit to the heart is determined as if it was a regular critical hit with the weapon on a creature without critical hit immunity, but the vampire is not destroyed.
Special Salient Abilities:These abilities have no limit to how many you can take.

+1 Spellcasting Level: When you take this ability, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged to before. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before taking this ability, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. This ability can be taken more than once, however, you can take it only once per level.
Improved Selection: At eighth level, the Vampire has surpassed the power of the average Vampire. He has no limit to how many Salient abilities he can take in each category.

Templates:Redeemed UndeadA Redeemed Undead is an undead that has pleased the good deities enough that they grant them a second life to replace their unlife.
Redeemed Undead look the same as when they were undead.

Creating a Redeemed Undead
The deathless template can be added to any undead creature who fufills one of the two requirements below:

An undead with the Redemption feat who has gained enough favor from the gods to be granted this template.
OR
An undead created by a Redeemed Undead with a create spawn ability.

Size and Type
A Redeemed Undead loses its Undead subtype and gains the Deathless subtype (from the Book of Exalted Deeds.) Size is unchanged.

Special Qualities
If the Redeemed Undead had a ability to create undead spawn, they retain said ability, but the undead created gain the Redeemed Undead template. If the creature had a Energy Drain ability, they will need to take the Positive Energy Drain feat to make the Wights created Deathless instead of Undead.

Challenge Rating
Same as base creature.

Level Adjustment
+0
Unhallowed Minion (http://www.dnd-wiki.org/wiki/Unhallowed_Minion_%283.5e_Template%29)A LA+0 Template to make intelligent but weak minions that explode when they disobey you.

The Unhallowed Minion is a unique creature, not very strong, but smarter than many lesser undead. Unlike other lesser undead, who are completely mindless, the Unhallowed Minions have an average intelligence. This means that they can be given more complex commands. A Unhallowed Minion's appearance varies, and they can look like Skeletons, Zombies or even NecropoliticiansLM. Their appearance does not affect the Unhallowed Minion in any mechanical way.

Creating a Unhallowed Minion

A Pseudo-Undead is created with the Create Undead spell.

Size and Type

The creature’s type changes to Undead.Size is unchanged.

Hit Dice

Increase all current and future hit dice to d12.

Special Qualities

Undying Loyalty (Su): Unhallowed Minions were created to be intelligent minions, and unlike mindless undead, if they were left unchecked, might defect. If the creator of the undead has the Leadership or Undead Leadership(Libris Mortis) and chooses to have the Unhallowed Minion as one of his followers, the creator shares a minor mental link with the follower. If the Unhallowed Minion has plans to carry out an act of betrayal on his creator (not just simply thinking about it) in any way, the creator instantly knows which Unhallowed Minion was planning it, and how severe of a betrayal it was. An example of a minor betrayal would be taking an extra 10 minutes off on his break or killing the human slaves without permission, and a major betrayal would be something like attempting to defect or hitting on the creator's girlfriend.

Remote-Destruction (Su): If the Pseudo-Undead has a mental link with its creator via Undying Loyalty, and if it’s going to betray its creator, or if its creator is simply bored, he can, as a standard action, cause one of his Pseudo-Undead to explode, bringing him to 0 HP (or -10, if the Pseudo-Undead dies like a living creature). If the Pseudo-Undead was killed in response of him betraying his creator, the creator does not gain a penalty to his leadership score for causing the death of his followers.

It Sucks To Be Me (lol): All Unhallowed Minions are aware of this their Special Qualities, and because of this, 90% of all insubordination attempts never happen.

Abilities

Unhallowed Minions have no Constitution score.

Environment

Unhallowed Undead are usually found at their creator's base of operations, unless sent out on a special mission outside of it.

Organization

Unhallowed Minions are usually found under the command of a Necromancer.

Challenge Rating

Challenge Rating is unchanged.

Treasure

Unhallowed Minions generally do not have treasure of their own, using the communal equipment of their creator.

Alignment

Usually Lawful Evil.

Advancement

By character class.

Level Adjustment

+0

SpellsVampiric Protection (http://www.dnd-wiki.org/wiki/Vampiric_Protection_(3.5e_Spell))Necromancy
Level: Sorcerer/Wizard 3, Death 3, Duskblade 3
Components:*V, S
Casting time:*1 full round
Range:*Touch
Target:*One Creature
Duration:*One hour/level
Saving Throw:*None*
Spell Resistance: No

When this spell is cast, a Vampire's weakness to natural sunlight is greatly reduced. Instead of being disoriented when in sunlight and subsequently being destroyed next round, he is instead only dazzled.
If a Vampire uses an ability that comes from being a vampire (or uses an ability that requires being a vampire and/or undead, such as a feat or prestige class), the spell fails.
Special: This ability can be cast as a move action when a vampire is in direct sunlight. Also, If your DM has a cruel sense of humor, the Vampire sparkles and is dazzled.


Sourcebooks
Bleach D20 (http://www.dnd-wiki.org/wiki/Bleach_D20_(3.5e_Sourcebook))Bleach D20 is too big to be put in a thread, so all i can give you is a link to the DnD Wiki page.

Please, put comments on my items here. Is stuff too overpowered? Too underpowered? Too boring, smelly, radioactive and/or ugly?

Dire Reverend
2011-02-23, 03:08 PM
This area is reserved in case I run out of space on the first post.

Dire Reverend
2011-02-25, 05:11 PM
Bump because I want people to look at my stuff.

But, this is not an empty bump. I am making one of the Vampire Monster class's abilities a +1 to a spellcasting class of your choice, it can be taken more than 4 times, but can only be taken once per level.

Opinions?

DiBastet
2011-02-25, 07:19 PM
I like the wizard's wand. I'll even implement it on my games. However, I like 4e implements, and I'll make it a little more like it. So we'll have an implement for arcane schools, one for nature spells, one for divine and magical instruments, and etc etc.

I just never thought that it would be so easy as to just use weapon enhancements.

Dire Reverend
2011-02-25, 07:42 PM
I usually don't play 4e, but I'd still like to see what you made. Hell, if you want, I can put a link in the wizard wand to your conversion.

Marxism
2011-03-05, 05:50 PM
Good class but the abilities kind of Out weight he weaknesses in my opinion the create spawn ability is dangerous but manageable Vampire spawn are dangerous as minions especially with the ease you can make a whole army out of a city. The spell casting option could also get a bit out of hand namely on a sorcerer. D12 hit dice are something that could ruin balance. Its vulnerabilities are situational however. I could see it being abused with control weather to cover the sun.

shadowedsoul
2011-03-15, 05:35 AM
Undead can't have regeneration (neither can anything else without a constitution score actually), they're immune to things like subdual damage, so regeneration on them is basically saying "immune to damage except under condition X."

Also with the prerequisites you have, something like a troll could become a vampire meaning it'd have regeneration 5/silver and regeneration 5/fire or acid (or even someone who just took the troll blooded feat if you're gonna stick to the humanoids/monstrous humanoids thing), and there's no way for an attack to be both elemental and silver at the same time, so at that point the character is just immune to damage completely (not that there aren't other ways to become immune to damage, but not at such a low level or with the minimal investment that this requires).

Dire Reverend
2011-03-15, 12:58 PM
Maybe I should make it so that an undead with regeneration are not immune to nonlethal damage, and that if you combine the trolls regeneration, they would stack, but it would be Regeneration 10/Fire, Acid OR silver.

shadowedsoul
2011-03-15, 01:42 PM
Well, you could do all that, but why? It doesn't solve the problem with nonlethal damage since undead don't have negative hit points anyway so they'd never fall unconscious no matter how much you wailed on them with non-silver weapons and is unnecessarily complicated. Also letting them stack but applying all the weaknesses is weaker than just having regeneration 5/whatever.

But what does giving the vampire regeneration do that can't be accomplished within what the rules already allow? SR and/or elemental resistances, better DR, better fast healing, higher saves/AC (with the right fluff), stuff like that can all accomplish the same goal without having to rewrite the rules.

Dire Reverend
2011-04-10, 11:39 AM
Fancy Update: Made the Evolved Deathless Monster class from the Evolved Undead Monster class by Gorgondantess. Nothing too fancy, I just re-fluffed some parts, changed the capstone ability, and reversed most of the Grave Magic abilities (Now Divine Magic).

Speaking of the Divine Magic, several times I used a * to denote when a spell was changed from it's original spell (Like Cone of Cold to Cone of Fire). If you can think of something better than what I have there now, feel free to suggest it.

DracoDei
2011-04-12, 10:18 PM
So a wizard's wand can be enchanted as a Resistance item, or do you mean to increase the DC of spells channeled through it? If the second, what does it cost for each level of bonus?

Dire Reverend
2011-04-12, 10:26 PM
The latter, and the regular cost for upgrading a weapon.

DracoDei
2011-04-14, 09:55 PM
The latter, and the regular cost for upgrading a weapon.
Then you need to specify both of these things in the description. Note that there IS no "standard" cost for any given enchantment until it is spelled out. All you have to say is that a bonus to the save DC costs the same as an enhancement bonus to hit... unless you mean to say that the enhancement bonus on a wand applies to DCs in leu of applying to damage, in which case you REALLY need to be VERY plain about it.

Dire Reverend
2011-04-14, 10:31 PM
In the alternate class feature section, it described what the enhancements do for the spellcaster, but I copied it over to the equipment description as well.

Dire Reverend
2011-04-22, 03:44 AM
Thread Update: Added several things:

Feats:
Positive Energy Drain
Redemption

ACFs:
Undead Soul Eater

Templates:
Redeemed Undead

I've made a great chained sword, a spell and a magic item, but they are exclusively located at the dnd wiki. (and by exclusive I mean I have yet to convert formatting to make it not look like crap here)

Dire Reverend
2011-04-26, 02:29 AM
Thread Update:

Equipment:
Added Chained Weapon
Removed the long and short chained swords. Chained Weapon is basically chained sword 2.0
Added the Cloak of Vampiric Protection

Spells:
Added Vampiric Protection

I'm thinking of lowering the level Salient Vampires get improved selections to level 5, and changing the Weakness Obliteration's requirement to just be HD 8.
Should I allow Weakness Obliteration to be taken twice?

Irbis
2011-06-20, 04:59 AM
Also with the prerequisites you have, something like a troll could become a vampire meaning it'd have regeneration 5/silver and regeneration 5/fire or acid (or even someone who just took the troll blooded feat if you're gonna stick to the humanoids/monstrous humanoids thing), and there's no way for an attack to be both elemental and silver at the same time, so at that point the character is just immune to damage completely (not that there aren't other ways to become immune to damage, but not at such a low level or with the minimal investment that this requires).

Silver sword with Flaming Weapon enhancement? :smallconfused:

IIRC, you can buy something alchemical to make weapon silvered then pour alchemical fire on it in a pinch.

Dire Reverend
2011-06-20, 05:20 AM
I think it just might be best to drop the regeneration salient ability.

Anyways I've been working more on the vampire wraith. I have yet to update the first post with the changes, but they have been implemented on the dnd wiki.

DracoDei
2011-06-20, 07:48 AM
Very belated note: There isn't any rule against undead having regeneration I don't think (and if there is I intend to break it when I create my slithering liver). Yes, unless specific language is added to the contrary, they wouldn't take any hitpoint damage from anything but those specific things, but that doesn't disallow it.

Dire Reverend
2011-06-20, 03:58 PM
A creature must have a Constitution score to have the regeneration ability.

Undead lack a constitution score.

Dire Reverend
2011-07-06, 01:23 AM
Fancy Thread Update:

Added the Unhallowed Minion Template.
"A LA+0 Template to make intelligent but weak minions that explode when they disobey you. "

I was thinking of making it so when they explode, they deal a small amount of negative energy damage, making them useful mobile bombs, at the cost of your Leadership score.

Possibly I can make it so that if you recruit Unhallowed Minions for cannon fodder, you take a permanant -5 to your leadership score for attracting minions, but when Unhallowed Minions are killed, you don't gain any penalty for causing their death.