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enderlord99
2013-11-10, 12:41 AM
C 979

The incarnate construct levels you down, how do you make a class for that?

He said "race." Not "class."

Just to Browse
2013-11-10, 02:46 AM
C 979

herp derp

As a template, though... what is the incarnate construct supposed to be a construct of? It's supposed to give sentience to anything from an shadesteel golem to a homunculus.

For your construct-but-not-quite needs there are the warforged (Eberron Campaign Setting and Monster Manual III) and if you're looking for a modular race there's the ironborn (Book of Iron Might, 3rd party). I'm not quite sure what you want out of a template of that sort.

unseenmage
2013-11-10, 03:34 AM
C 979

herp derp

As a template, though... what is the incarnate construct supposed to be a construct of? It's supposed to give sentience to anything from an shadesteel golem to a homunculus.

For your construct-but-not-quite needs there are the warforged (Eberron Campaign Setting and Monster Manual III) and if you're looking for a modular race there's the ironborn (Book of Iron Might, 3rd party). I'm not quite sure what you want out of a template of that sort.

C979

I'm looking for the the creatures resultant from application of the template to be represented as though they were a playable race, with aging chart, favored class, favored weapon, racial benefits, etc.

These details should be the same regardless of what the base construct's size was.

Just to Browse
2013-11-10, 03:03 PM
C/H 979

I don't know what favored weapon and racial benefits are (other than racial traits, which are the thing I can't write), but I have the following for you:

Incarnate Construct age is determined after their incarnation:

Random Starting Ages
{table]Race|Adulthood|Simple|Moderate|Complex
Incarnate Construct|0|+1d4|+1d8|+2d10[/table]

Aging Effects
{table]Race|Middle Age|Old|Venerable|Maximum Age
Incarnate Construct|150 years|225 years|300 years|+d% years[/table]

unseenmage
2013-11-10, 03:08 PM
C/H 979

I don't know what favored weapon and racial benefits are (other than racial traits, which are the thing I can't write), but I have the following for you:

Incarnate Construct age is determined after their incarnation:

Random Starting Ages
{table]Race|Adulthood|Simple|Moderate|Complex
Incarnate Construct|0|+1d4|+1d8|+2d10[/table]

Aging Effects
{table]Race|Middle Age|Old|Venerable|Maximum Age
Incarnate Construct|150 years|225 years|300 years|+d% years[/table]

C979
Might I ask how you arrived at your numbers please? Could think of it as a 'teach a man to fish' moment so to speak.

Just to Browse
2013-11-10, 04:09 PM
C 979

http://www.ginnysoskey.com/wp-content/uploads/2012/04/blindfolded_man_throwing_darts_bld009417.jpeg

I riffed from warforged on the starting age of 0, and extrapolated 1d4/1d6/1d8 for classes (they don't follow the warforged table because the histories are different). I left it at that for the time being, then went on to old age.

Warforged are middle-age at 150 years (of course, the oldest warforged are 33 in ECS so how do people even know that?), so I put that down as middle age, and then extrapolated in the style of other races--about 1/2 your middle age is added for each further category. That yields 150, 150 + .5*150, 150 + 2*.5*150. I used kalashtar as a reference towards the end because they ended up about 1/2 the age of the IC. Their max age is +2d20, and since I didn't want people to roll 4d20 for their max age I went with d% and justified it to myself that IC's are inherently unstable so death ages can have large variance.

Then going back to class ages, I noted the kalashtar starting ages were close to the IC ages, but the IC aged slower, so I upped the numbers until I felt comfortable with them. Complex age could be +2d8 and look a little better, but ICs seem to be dumb brutes so I took a bit of liberty with that.

unseenmage
2013-11-10, 04:31 PM
C 979

Thank you. I was just curious. I'm still wading through the build. Both for this thing as a character and as a race. Your contribution is appreciated. :smallsmile:

dspeyer
2013-11-15, 11:35 AM
H975

After looking at this as a class, I decided to drop the LA to 2.

{table=head]Level|Hit Dice|Skills|BAB|Fort|Ref|Will|NatArm|Str Bonus|Con Bonus|Special
1|1|4x(2+int)|1|2|2|0|1|+0|+0|Talon 1d8, No Hands, Int -2, Cha -2
2|2|2+int|2|3|3|0|2|+0|+2|Scent, Low-light vision
3|3|2+int|3|3|3|1|2|+0|+2|2 foreclaws (sec 1d3) and bite (sec 1d4)
4|4|2+int|4|4|4|1|3|+0|+2|Survival +4
5|4||4|4|4|1|3|+2|+4|Pounce
6|5|2+int|5|4|4|1|4|+2|+4|Jump +4
7|6|2+int|6|5|5|2|4|+2|+4|Hide +4
8|7|2+int|7|5|5|2|5|+4|+4|Spot +4
9|8|2+int|8|6|6|2|5|+4|+4|Listen +4
10|8||8|6|6|2|6|+6|+6|Survival +8, Jump +8
11|9|2+int|9|6|6|3|6|+6|+6|Hide +8
12|10|2+int|10|7|7|3|7|+8|+6|Spot +8, Listen +8[/table]
Hit die: d10
Class Skills: Balance, Jump, Hide, Listen, Move Silently, Spot, Survival

The +8 skill bonuses replace the +4 ones.

gurgleflep
2013-11-15, 06:31 PM
H975

After looking at this as a class, I decided to drop the LA to 2.

{table=head]Level|Hit Dice|Skills|BAB|Fort|Ref|Will|NatArm|Str Bonus|Con Bonus|Special
1|1|4x(2+int)|1|2|2|0|1|+0|+0|Talon 1d8, No Hands, Int -2, Cha -2
2|2|2+int|2|3|3|0|2|+0|+2|Scent, Low-light vision
3|3|2+int|3|3|3|1|2|+0|+2|2 foreclaws (sec 1d3) and bite (sec 1d4)
4|4|2+int|4|4|4|1|3|+0|+2|Survival +4
5|4||4|4|4|1|3|+2|+4|Pounce
6|5|2+int|5|4|4|1|4|+2|+4|Jump +4
7|6|2+int|6|5|5|2|4|+2|+4|Hide +4
8|7|2+int|7|5|5|2|5|+4|+4|Spot +4
9|8|2+int|8|6|6|2|5|+4|+4|Listen +4
10|8||8|6|6|2|6|+6|+6|Survival +8, Jump +8
11|9|2+int|9|6|6|3|6|+6|+6|Hide +8
12|10|2+int|10|7|7|3|7|+8|+6|Spot +8, Listen +8[/table]
Hit die: d10
Class Skills: Balance, Jump, Hide, Listen, Move Silently, Spot, Survival

The +8 skill bonuses replace the +4 ones.

C975

It's beautiful! It's awesome! Superb, terrific, magnificent, et cetera!
Thank you so much :smallbiggrin:

ngilop
2013-11-15, 10:38 PM
R980

I need help with my capstone to the GHostwalker (http://www.giantitp.com/forums/showpost.php?p=16419356&postcount=31).. my mind is blank on what to toss in there.

Swaoeaeieu
2013-11-16, 04:46 PM
R981

Maybe some of you saw my thread (http://www.giantitp.com/forums/showthread.php?t=314700) in the 3.5 forum. But i will explain this as short as i can.

I like the idea of the spear spikard and the warspikard (both in magic of eberron), a weapon with a build in crossbow. But the weapons themself are kind of bad...
There are other ways of upgrading weapons like wand sheaths, serrated edges and other special but non-magical upgrades to weapons.

Can someone help me with the rules to make a spikard (build in crossbow) a upgrade that can be incorperated in every weapon?

Thanks in advance

Perpetr8r
2013-11-16, 11:57 PM
Ok I was looking at the Stonechild and realized that it would be good for my character theme if only it was not focused on Stone.

My idea is based more on lightning or air based elemental planes.

What would a lightning elemental plane Stonechild look like, a half breed child from a resident of the elemental plane of lightning and the material plane (Or Earth plane if we are going for a Thor idea.)

Need to keep it less then an ECL of 3 if ya can.

R982

Kennisiou
2013-11-17, 09:41 PM
R 983

There's probably already something like this on the board, but without a search function it's a giant pain to find. I've got a player in a campaign who wants to play a magical/steam punky sort of iron man, enchanting his own armor with magical powers in order to melee fight. I talked to him about CoDZilla builds and DMM chameleon builds but they don't really mechanically fit what he wants. Any homebrew that does that sort of thing? Ideally we're looking at mid-to-high optimization t3 to t1 content.

Milo v3
2013-11-17, 09:50 PM
C 983

This could work. (http://www.giantitp.com/forums/showthread.php?t=287835)

DracoDei
2013-11-17, 11:06 PM
R 983

There's probably already something like this on the board, but without a search function it's a giant pain to find. I've got a player in a campaign who wants to play a magical/steam punky sort of iron man, enchanting his own armor with magical powers in order to melee fight. I talked to him about CoDZilla builds and DMM chameleon builds but they don't really mechanically fit what he wants. Any homebrew that does that sort of thing? Ideally we're looking at mid-to-high optimization t3 to t1 content.
C 983
No idea about how it rates in the terms of that last sentence, but you might also consider Lappy9000's Engineer (http://www.giantitp.com/forums/showthread.php?t=114229).

Kennisiou
2013-11-17, 11:19 PM
C 983

The Iron Man posted is great! Sadly it's a Pathfinder class and the campaign is 3.5. Sorry for not saying so earlier, it completely slipped my mind.

If anyone could help me modify the Iron Man to 3.5 (either by posting guidelines for adapting PF content to 3.5 or by showing an already modified version) that would be great, since I have no experience with Pathfinder myself. For the most part it looks like it would be as simple as changing up the class skill list some and maybe changing some of the abilities/feats to fit in with 3.5 mechanics better. Am I on the right track with that assumption?

Milo v3
2013-11-18, 01:49 AM
C 983

The difference between PF and 3.5e is so small it shouldn't be an issue, only thing I can think that would need to be changed is the skills. I think it actually fits with 3.5 better than PF because of how it has initiator levels.

Perpetr8r
2013-11-20, 03:13 AM
R 984

I was curious if someone could do a 3.5 Pirate style character maybe a mix of Captain Jack and Will Turner.

The real meat and potatoes though should be skill with a pistol or two.... or three and both rapier and cutlass and some other simple weapons maybe axes.

Maybe something like a mix of Gunslinger and Swashbuckler.

JeminiZero
2013-11-21, 03:38 AM
C 984

Assuming your DM allows pistols to start with, then any ToB martial adept using Black Rain (http://www.giantitp.com/forums/showthread.php?p=5471518) should work. Black rain lets him use pistols effectively, while the other normal maneuvers can be used with any melee weapon (including rapier or cutlass). Warblade (http://www.wizards.com/default.asp?x=dnd/ex/20060802a&page=2) fits the fluff the closest (Swordsage is too supernatural, and Crusader is too devout) and has Swim, Balance and Tumble as class skills as well.

Just to Browse
2013-11-21, 10:12 PM
C 982

The stonechild is currently ECL 6 in Races of Stone. I can nerf/adjust it down as far as you'd like, and then make write the stormchild off the adjusted version(it's really easy to mix them up).

Pick a level, and I'll give it LA +0 and that many hit dice.

Perpetr8r
2013-11-22, 10:24 AM
I need its total ECL before class levels at 3 or under so 3 RHD or less.

Just to Browse
2013-11-22, 02:22 PM
C 982

All right, that gives 0, 1, 2, or 3 RHD. Now choose one of those options. :smalltongue:

Asahel24601
2013-11-22, 02:54 PM
R 985
(Star Wars Revised Core Rulebook)
I need a predator pack, Chalange Code A individually, that would be on a jungle world.

Ralcos
2013-11-22, 03:10 PM
R 986

I request a base class that allows you to use a bloodline to give you special abilities. PM me if you want a better explanation.

JeminiZero
2013-11-22, 08:13 PM
C 986

Does the Bloodking (http://www.giantitp.com/forums/showthread.php?t=213822) work for you?

Perpetr8r
2013-11-22, 10:47 PM
Well if you can work with a 0 RHD it would be nice but 1 RHD is fair game.

Ralcos
2013-11-23, 01:35 AM
C 986

Does the Bloodking (http://www.giantitp.com/forums/showthread.php?t=213822) work for you?

C 986
This works, thanks for the link.

Just to Browse
2013-11-24, 07:04 PM
H 982

The ECL0 Stonechild

Medium Outsider. Do not gain standard outsider benefits; instead gain racial benefits as listed below.
Darkvision 60'
+2 Con, -2 Cha
+1 Natural Armor
Resistance to Acid 5
+4 bonus on saves against poison
magic stone 1/day--as the spell, with a caster level equal to her hit dice.
Automatic Languages: Common, Terran.
Bonus Languages: Celestial, Dwarven, Ignan
Favored Class: Fighter

The ECL0 Stormchild
Medium Outsider. Do not gain standard outsider benefits; instead gain racial benefits as listed below.
Low-light vision (x2)
+2 Dex, -2 Cha
+1 Deflection bonus to AC
Resistance to Electricity 5
message 1/day--as the spell, with a caster level equal to her hit dice.
Automatic Languages: Common, Auran
Bonus Languages: Celestial, Elven, Aquan
Favored Class: Rogue

Perpetr8r
2013-11-24, 09:55 PM
Nice thanks so much

Just to Browse
2013-11-25, 12:22 AM
My pleasure.

mcmuffinfluffin
2013-11-25, 11:47 AM
R 987

I was hoping someone could come up with mechanics for a "Psionic Noctumancer" for 3.5e. Love both shadow casters and psions, so a prestige class bridging the two would be awesome.

I will follow the Noctumancer's requirements, BAB, Saves, and Spell Progression...just need some sort of mechanic that would be good for both shadowcasting and psionics and suggested levels it would be taken in the prestige class. Maybe expending power points to augment mysteries is a possibility, I am open to really anything that sounds interesting.

If at all possible I would like to keep the darker theme of shadowcasting with the class. And a cool name would be nice as well.

Giddonihah
2013-11-27, 12:35 AM
R 988
I'm looking for a dnd 3.5 adaption of ddo's take on the Artificer.

Most of it is pretty straight forward, feats, bab, all seem pretty easy to convert. But the part I need help with is a conversion for the Runearms.

Runearms are kinda like a chargable almost megaman type blaster, you can charge them up to several levels of power before firing for a good amount of damage. Thing is, in ddo you can still fire a Crossbow while charging.

Iron defenders are another thing, but I figure I can make them construct ranger animal companions.

Anyways, ideas for Runearm implementation?

Just to Browse
2013-11-27, 03:13 PM
C 987
Can you post a link (or direct us to a book) including the relevant material? I don't know what/where the Noctumancer is.

C 988
Your best bet is probably to make up a magic item called a Rune Arm (or Arm Cannon or whatever) and give it specific rules akin to words of power (http://www.d20pfsrd.com/magic/variant-magic-rules/words-of-power), allowing artificers to craft Rune Arms with the effects they want, that provide them passive benefits (like Fire Resistance, Reflex +1) or effects that trigger on a successful attack (like Fire I).

If you're inspired, go check out the words of power, and look at the Effect Words of the subpage listings.

mcmuffinfluffin
2013-11-27, 06:59 PM
C 987
Can you post a link (or direct us to a book) including the relevant material? I don't know what/where the Noctumancer is.


C 987
Here is the Noctumamcer (http://www.wizards.com/default.asp?x=dnd/ex/20060303a&page=6), a prestige class for shadowcasters who take levels of arcane casters. The shadowcaster and noctumancer are both in the tome of magic.

Big thing is replacing the arcane bit with psionics and coming up with a mechanic that better fits psionics. The noctumancer's mechanics involves countering spells to boost your own.

GreaserFish
2013-11-27, 09:18 PM
Rise of Legends Constructs - C. 960

If at all possible, could someone take a crack at the Vinci machines from the game Rise of Legends? Preferably 3.X rules. I would probably do it myself, but monster creation is too daunting a task for me right now.

Reposting this to see if anyone will bite. I seem to recall someone saying they'd work on it in a month or so, but I don't know that they still remember it.

Just to Browse
2013-11-28, 02:28 PM
C 960

I had hoped it was a fleeting whim, and that ye had forgotten.

Things for you to discuss/respond to:
These things are supposed to be sentient. Do you want certain constructs here to be PC-capable (and if so, which ones)?
To make clockwork spiders semi-interesting, I'm thinking of making them mountable.
Zeke should probably be a build of some kind. If clockwork men are PC-ready, he'll probably pick up some anti-sand feats and then go artificer or something.
Land Leviathan is the best master unit in that game, but it's larger than any D&D size. I can make up a size and some modifiers for it, or I can take it down to colossal. Your choice.

JonathonWilder
2013-12-03, 10:00 AM
R 989
'Nature Friend'
A Druid archetype the completely removes a elemental connection, no elemental summons and no elemental wild shape.
In its place I want greater ability when it comes to animals and magical beasts, perhaps even dragons it's feasible.

Essentially I never cared for the elemental aspect of Druids and always wanted a more animal/beast connection. That and anything related to fire elementals could very will burn down a forest, which I feel is counterintuitive.

Also perhaps with the above a reliable way of actually communicating with animals, 'Nature's Tongue'. I don't mean with single animal like speaking with badgers but more expansive like birds, mammels, insects, reptiles, fish, exc as a Nature Friend would work befriend and learn to communicate with all animals.

Eldan
2013-12-03, 10:12 AM
Reposting this to see if anyone will bite. I seem to recall someone saying they'd work on it in a month or so, but I don't know that they still remember it.

Can you give me some background material on them? It's been years since I played the game and I'm not in the mood to do a lot of googling right now.

gurgleflep
2013-12-22, 02:08 AM
R990
I recently looked into Dragon Magazine #317 and came across a race known as golmoids. Only one thing I didn't like: it's a construct that was given life but isn't a living construct - was it made before that subtype?
Anyway, my players and myself would like to request them as a living construct for 3.5 and if at all possible with no LA (not necessary, but it would be highly appreciated).

Please and thank you; happy holidays :smallsmile:

Just to Browse
2013-12-22, 05:52 AM
C 989
I can do this.
It would be a pain to have any rulings that totally remove elemental summoning, because it's hard-coded into Summon Nature's Ally and asking someone to reference tables is... clunky. Is it OK if I just remove elemental wild shape, elemental spells, and edit their summoning class feature? Thus a druid could summon elementals, but only through prepared casting.
Shapeshifting into magical beasts, dragons, and such is a problem because those creatures grant SLAs and spells (which means huge flexibility) while not allowing the druid to use such things means they're getting glorified animals. If you'd like, I could nerf the druid casting hard enough to add magical beast or even dragon wildshape, but I want to get your permission before I make something you don't want.
Do you want the druid to remain at its current powerhouse status, or do you want it knocked down? This is in addition to any nerfs/buffs already stated, but I can try to cut the druid down a couple tiers if you also want to see that.
Can't red dragons, ash rats, and pyrohydras burn down forests too?
Speaking with animals is a great idea and should have happened originally. Consider it added.

C 990
If we take the publication of Eberron Campaign Setting as the introduction of warforged and thus the living construct subtype, then its publication in June 2004 would be precluded by Dragon #317, published in March 2004. Of course books can take a long time to go to press, and warforged may have been introduced earlier (I'm not sure what other landmarks to include), so the living constructs could easily have existed at least in the heads of WotC developers around that time. It may have just slipped the Dragon editor/developer's minds, or it may have been super secret. Of course, the race writeup does not seem to include a type description at all, so I'm leaning more towards editorial incompetence than a lack of access to information. Perhaps they thought golmoids should just be humanoids?

On to the race. You can honestly make golmoids living constructs, remove the LA, and have a fine race compared to the warforged. Light Fort to endurance (even), +2 Con v. +2 Con (even), -2 Int/Dex traded to -2Wis/Cha (disadvantaged), Inherent armor to +4 v enchantments (even), +2Str/-2Dex for 1d4 slam (advantage). That's 3 even trades, 1 in their favor, and 1 against them.

gurgleflep
2013-12-22, 04:30 PM
C990
Wow, that response was much faster than I'd expected for it being the holiday season :smalleek:
Thank you for the quick response, you're a very helpful individual :smallsmile:

JonathonWilder
2013-12-22, 05:15 PM
C 989
* Yes that is fine for your first suggestion

* Actually I was considering an improvement/alteration to the Wild Empathy ability that can be used on/effect Magical Beasts and Dragons, not so much allowing a Nature's Friend to Wild Shape into these creatures. Enough that even at low levels with a very lucky roll they can improve the attitude of a dragon. Perhaps also a Leadership funcion that allows a Nature's Friend the ability to gain followers but only of the animal, magical beast, dragon, and (maybe) fey typings.

Lastly if you feel spellcasting should/could be lowered I am fine with that, though losing access to elemental spells has already started that process.

*Honestly... I never cared for the tier system. That and I feel Pathfinder has already crippled the druid Wildshape ability quite a bit and made it less interesting. This through the way they choose to alter the polymorph spells and then have the Wildshape just referance their new spells, though this is more of an annoyance. Not so much that they altered the polymorph spells but how they did it and how far they went with the alterations.

Yet to your question yes they can go down a single 'tier' if needed, though if you make it too much weaker some players may not see it useful/interesting enough to take ("Oh this archetpe makes the class weaker, don't take that", baka).

Sorry for using this question to vent a bit, the tier system and how roleplayers use it to decide what to take is a point of frustation with me.

* True on your point involving red dragons, ash rats, and pyrohydras... yet how common are these monsters/creatures and in the case of ash rats would you even find them in a forest? In the case of non-elementals catching a forest in fire I would hope a player uses common sense in using such monsters/creatures.

* Glad you agree and thank you
----------------------------------------------------

I hope this gives you more to work with, sorry for almost missing you. I wouldn't have even gotten back to this thread if it wasn't for the notice I got from gurglleflep's post... though no notice for your post.

Just to Browse
2013-12-24, 04:43 AM
C 990
It's a pleasure. I have so much free time and so little desire to do real work, I don't even know what to do. :smallsmile:

C 989
Ah, I understand you now. So my goal is to make the following changes:
Remove elemental summonings from spontaneous SNA
Remove elemental wildshape
Remove spells with the [Fire], [Water], [Earth], and [Air] descriptors. In addition, bar the druid from casting spells with these descriptors.
Add the ability to take magical beasts as animal companions, perhaps dragons as well.
Add the ability to take more animal companions.
Improve wild empathy to communicate with magical beasts, and perhaps dragons.
Improve wild empathy to allow for conversation between creatures.

Without further a-do, here's my try.

H 989--The Wildland Druid
The wildland druid is a druid variant. It is identical to the druid in all respects, except for all features mentioned below.

Spells
The wildland druid cannot cast spells with the [Air], [Cold], [Earth], [Fire], or [Water] descriptors, as though they were opposed by her deity or alignment.

Spontaneous Casting
When the druid "loses" a spell to cast a summon nature's ally spell of the same level, she cannot use it to summon any creature with the elemental type.

Animal Companion
The druid may select his animal companion from a list of magical beasts as well as animals, as listed below:

Level - 0 (Min level 1):
Krenshar
Darkmantle
Level - 3 (Min level 4):
Ankheg
Blink Dog
Hippogriff
Shocker Lizard
Stirge
Worg
Level - 6 (Min level 7):
Cockatrice
Giant Eagle
Giant Owl
Owlbear
Pegasus
Sea Cat1
Unicorn

Level - 9 (Min level 10):
Basilisk
Girallon
Manticore
Spider Eater
Winter Wolf
Level - 12 (Min level 13):
Behir
Bullet
Dragonne
Gray Render
Remorhaz
Criosphinx
Level - 15 (Min level 16):
Frost Worm
Gorgon
Purple Worm
Yrthak

At level 12, the wildland druid may have a creature with the dragon type as her animal companion, accessible as listed below. If the dragon has natural access to spells, it cannot use them while acting as the druid's companion.

Level - 9 (Min level 10):
Any dragon of CR 4 or below

Level - 12 (Min level 13):
Any dragon of CR 6 or below

Level - 15 (Min level 16):
Any dragon of CR 8 or below



Nature Sense
The wildland druid does not gain nature sense.

Wild Empathy
When the wildland druid succeeds on a wild empathy check with an animal or magical beast, she may communicate with that creature for up to an hour as though she were under the effects speak with animals. This also works with magical beasts with an intelligence of 1 or 2, despite them not being valid targets for the spell.

The wildland druid does not take a -4 penalty for interacting with magical beasts, as a normal druid would.

Resist Nature's Lure
The wildland druid does not gain resist nature's lure.

Wild Tongue
At level 4, a wildland druid finds a way to communicate on a primal level with even the most sophisticated of magical creatures. She may use wild empathy on magical beasts regardless of their intelligence score.

Wild Shape
The wildland druid does not gain the ability to wild shape into creatures of the elemental or plant type, and does not gain any abilities based on that wild shape ability (such as increased size or a greater number of uses per day).

Dragon Speaker
At level 12, the wildland druid has developed a method of communication that she can speak to the most ancient and terrible creatures of all. The wildland druid may use her wild empathy on creatures with the dragon type or dragonblood subtype at no penalty.

A Thousand Faces
The wildland druid does not gain a thousand faces.

Master of the Wild (Ex)
At level 13, the wildland druid can connect with creatures of nature wherever she goes. When in an area at least sparsely populated by creatures she is capable of communicating with using wild empathy, the wildland druid may convene with these creatures to duplicate the effects of legend lore, locate object, or locate creature, if the valid target(s) reside within the area or are located 1 mile away or closer. She may use this effect once per day.

ONE MORE THING
All that is left is to replace the elemental wild shape. I can add plants back in, add something to do with animal/magical beast leadership, or even add magical beast wild shape here. What do you want?

JonathonWilder
2013-12-24, 07:17 AM
C 989
Ah, I understand you now. So my goal is to make the following changes:
Remove elemental summonings from spontaneous SNA
Remove elemental wildshape
Remove spells with the [Fire], [Water], [Earth], and [Air] descriptors. In addition, bar the druid from casting spells with these descriptors.
Add the ability to take magical beasts as animal companions, perhaps dragons as well.
Add the ability to take more animal companions.
Improve wild empathy to communicate with magical beasts, and perhaps dragons.
Improve wild empathy to allow for conversation between creatures.

Without further a-do, here's my try.

H 989--The Wildland Druid

ONE MORE THING
All that is left is to replace the elemental wild shape. I can add plants back in, add something to do with animal/magical beast leadership, or even add magical beast wild shape here. What do you want?
Very nice indeed, this is most impressive... I like it.

Onto your question: the options you have given are fine as long as the druid has relatively the same power or maybe a little less (up to one tier lower). Though perhaps instead of magical beast wildshape (or maybe even the plant wildshape) we can have the ability to command or rebuke animals, magical beasts, and dragons as per the rules of a cleric or similar to it. How does that sound?

Zweisteine
2013-12-24, 06:44 PM
R991

I would like a "crossover class" (like Mystic Theurge), but crossing together Warlock and Incarnate. I'd prefer it not to be aligment speicific, or to be chaos-specific.

Sorry if that request is too unspecific, or too big for the thread.

Just to Browse
2013-12-25, 09:03 AM
C 989
Hmmm... I can see fitting that in. What I'm worried about is the large and asymmetric power spike that comes from rebuking. One of the problems with rebuking is that you can have big hordes of creatures under your control and it can really make the class strong if you get the right selection of dire animals, dragon mages, unicorns, and so on. However that power is very DM and campaign dependent, so the ability could get shut down pretty hard.

However, if you're willing to make that sacrifice, I'm willing to write it in. As an alternative, I could do beastmaster (CAdv) style access to multiple companions, but this won't lend quite as well to the "ARMY OF BEASTS" idea you seem to want. Just tell me what you like better.

C 991
Questions:
Have you looked at soulcaster yet? It's not a perfect fit, but you could talk to your DM about allowing arcane investment on spells and treating "2nd-level arcane spells" as allowing invocations.
If soulcaster doesn't fit to your liking, what don't you like about it? What are you looking for?
What level entry are you going for? The higher the level entry, the higher I make the requirements and the stronger the class's initial boost.
Is it all right if I make this a class that needs arcane casting, or do you want it warlock-specific?
Do you want advanced access to invocations, or would you be satisfied with just more of the invocation grade you entered at?

Zweisteine
2013-12-25, 09:39 AM
C991
I've already checked out Soulcaster. It might be able to work, but the abilities it grants seem kind of restricted to spells (I.e. they wouldn't work so well with invocations, because they rely so much on preparation). Actually, a warlock adaption of Soulcaster might be just what I need.

A requirement of "arcane caster level" would work, bu I meed to be able to get in as a warlock.

I would like the class to advance invocations and eldritch blast.

I'd also like 6th level entry, like most PrCs.

I'm looking for an ability to support invocations/eldritch blast with incarnum abilities, basically, as Soulcaster does, but for an entirely different, more repeatable skill set.

JonathonWilder
2013-12-26, 11:59 AM
C 989
Hmmm... I can see fitting that in. What I'm worried about is the large and asymmetric power spike that comes from rebuking. One of the problems with rebuking is that you can have big hordes of creatures under your control and it can really make the class strong if you get the right selection of dire animals, dragon mages, unicorns, and so on. However that power is very DM and campaign dependent, so the ability could get shut down pretty hard.

However, if you're willing to make that sacrifice, I'm willing to write it in. As an alternative, I could do beastmaster (CAdv) style access to multiple companions, but this won't lend quite as well to the "ARMY OF BEASTS" idea you seem to want. Just tell me what you like better.

Hmm perhaps having multiple companions would work as I can see your point, lets go with that.

Mighty_Chicken
2013-12-26, 09:08 PM
R 992

I want a 3.x monk fix that works as a "martial controller". I like the concept from the 4E articles I read, I just have no idea how it would work in D20.

Just to Browse
2013-12-28, 01:55 AM
Slight use of copypasta, might be undercooked.
H 989: Nature's Friend
This is an alternate druid class. Use the following table for determining druid class features--those that are part of the regular druid are not explained.

{table]Level|Special
1|Animal Companion, Greater Wild Empathy
2|Woodland Stride
3|Trackless Step
4|Wild Tongue
5|Wild Shape (1/day)
6|Wild Shape (2/day)
7|Wild Shape (3/day)
8|Wild Shape (Large)
9|Venom Immunity
10|Wild Shape (4/day)
11|Wild Shape (Tiny)
12|Extra Animal Companion (-6), Dragon Speaker
13|Master of the Wild
14|Wild Shape (5/day)
15|Timeless Body, Wild Shape (Huge)
16|Extra Animal Companion (-3)
17|
18|Wild Shape (6/day), Extra Animal Companion (-6)
19|
20|Extra Animal Companion (-3, -6)[/table]

Spells: The nature's friend cannot cast spells with the [Air], [Cold], [Earth], [Fire], or [Water] descriptors, as though they were opposed by her alignment.

Spontaneous Casting: When the druid "loses" a spell to cast a summon nature's ally spell of the same level, she cannot use it to summon any creature with the elemental type.

Animal Companion (Ex): This works as per animal companion from the regular druid, but the nature's friend may also select a set of different magical beasts instead of animals. These may be chosen despite their non-animal intelligence and are listed below:

Level - 0 (Min level 1):
Krenshar
Darkmantle
Level - 3 (Min level 4):
Ankheg
Blink Dog
Hippogriff
Shocker Lizard
Stirge
Worg
Level - 6 (Min level 7):
Cockatrice
Giant Eagle
Giant Owl
Owlbear
Pegasus
Sea Cat1
Unicorn

Level - 9 (Min level 10):
Basilisk
Girallon
Manticore
Spider Eater
Winter Wolf
Level - 12 (Min level 13):
Behir
Bullet
Dragonne
Gray Render
Remorhaz
Criosphinx
Level - 15 (Min level 16):
Frost Worm
Gorgon
Purple Worm
Yrthak

Greater Wild Empathy (Ex): This works as per wild empathy from the regular druid, but when the nature's friend succeeds on a wild empathy check with an animal or magical beast, she may communicate with that creature for up to an hour as though she were under the effects speak with animals. This also works with magical beasts with an intelligence of 1 or 2, despite them not being valid targets for the spell.

The nature's friend does not take a -4 penalty for interacting with magical beasts, as a normal druid would.

Wild Tongue (Ex): At level 4, a nature's friend finds a way to communicate on a primal level with even the most sophisticated of magical creatures. She may use wild empathy on magical beasts regardless of their intelligence score.

Extra Animal Companion (Ex): At 12th level, the nature's friend receives an additional animal companion chosen from their list of animal companions. For the purposes of animal companion benefits and potential alternatives for this companion only, treat the nature's friend's druid level as her level - 6.

She gains an additional companion with the same restrictions at levels 18 and 20, and gains additional companions at levels 16 and 20 whose advancement and selection are determined by her level - 3.

Dragon Speaker (Ex): At level 12, a nature's friend has developed a method of communication that she can speak to the most ancient and terrible creatures of all. The nature's friend may use her wild empathy on creatures with the dragon type or dragonblood subtype at no penalty.

In addition, the nature's friend can select certain creatures with the dragon type as her animal companions. The available selections are listed below.

Level - 9 (Min level 10):
Any dragon of CR 4 or below

Level - 12 (Min level 13):
Any dragon of CR 6 or below

Level - 15 (Min level 16):
Any dragon of CR 8 or below



Master of the Wild (Su): At level 13, a nature's friend can connect with creatures of nature wherever she goes. When in an area at least sparsely populated by creatures she is capable of communicating with using wild empathy, the nature's friend may convene with these creatures to duplicate the effects of legend lore, locate object, or locate creature, if the valid target(s) reside within the area or are located 1 mile away or closer. She may use this effect once per day.

Just to Browse
2013-12-28, 03:43 AM
C 991: Soulspammer (name pending) (respond to these points)
With 6th-level entry, that (probably) means 3 levels warlock, 2 levels incarnate (or vice versa). Also, it's not nice to cut off player builds, so that means this one goes to 11 15.

Incarnum Invocations are all pretty terrible (except drain incarnum, which is... OK). Just so the warlock doesn't feel like they're being forced to decide between the coolness of incarvocations and being useful, I'm giving these for free.

In D&D 3e, theurgy drops your vertical power (access to higher-level abilities) in favor of greater horizontal power (more abilities to choose from). However, the warlock and incarnate are very vertical classes--the warlock is locked into their ability choice and pretty much relies on new invocations to be useful, while the incarnate gets so few soulmelds that you could shape all the good ones at once. So every little loss of vertical power is a punch in the goddamn face to your build, which means we need/get to compensate with wicked-good horizontal power. However, when a player combines two vertical classes, there's a chance he wants his build to be vertical. If you don't want the classic theurge and instead want a vertical powerhouse, this is your opportunity to post it here.

Invocations and meldshaping are in no way near the capacity of almost every kind of spellcasting, so we can add actual class features most of the way and not feel bad.

This will, as usual, be aimed at Tier 3 characters. If you want me to up- or down-regulate, just ask.

In the interests of flexibility, I'd prefer this class to be as open as possible. My recent attempts have shown me that making something for the warlock means it's pretty much locked up in flexibility, but I am optimisting about meldshaping and will thusly make this class as vague as possible in the hopes that curious totemists and disillusioned soulborns will perhaps also join the Inarlock's ranks. Is this OK?

C 992
I could do a martial controller, but I can't do it as a monk "fix". There's so much that needs to get added and switched around. I could write up a martial artist class that knocks people around and call it a monk if you're OK with that, or we can wait for another post to come around.

Mighty_Chicken
2013-12-28, 09:44 AM
C 992
I could do a martial controller, but I can't do it as a monk "fix". There's so much that needs to get added and switched around. I could write up a martial artist class that knocks people around and call it a monk if you're OK with that, or we can wait for another post to come around.

I'm ok with that :) The more it ressembles the monk, the better, but I'm interested in the concept one way or the other.

Zweisteine
2013-12-29, 12:11 AM
C991

I like the stand-in name. :)

Everything you said sounds pretty good. (Except maybe the bit about going to fifteen, but that's just because I want to stick this on a pixie, so it doesn't matter much.)

I've got a few ideas, of course. Take them or ignore them as you see fit.
Perhaps for prerequisites, maybe use either
Eldritch Blast 2d6 and ability to bind soulmelds to a chakra or
Meldshaper level three, arcane caster level 2, and eldritch blast 1d6
One goes for incarnum 3/warlock 2, one for the reverse.

Other ideas (no time for being wordy with them, though):
Find a way to invest essentia in Eldritch blast and/or invocations
New invocations, that use essentia for power boosts

Can't type more right now, sorry.

Just to Browse
2013-12-29, 02:27 AM
C 991
Before I go anywhere, I just want you to know that this is, at its core, a class written for you. So if you were thinking of plunking it on a pixie, or if you wanted a specific Inc3/Wlk2 build, then you could just tell me and I'll write it for you.

Lastly, do you want me to write a class that makes invocations super powerful by fueling essentia into them, or did you want your soulmelds and chakras remain on-par?

Zweisteine
2013-12-29, 09:14 AM
C991
The ten-level thing doesn't actually matter too much, if only because I don't expect the character I need this fot to get to such a high level anyway. (and a five-level theurge-type class would be weird, and useless if I did get to higher levels).

I think what I'm looking for is a class that uses Incarnum to support Invocations/Eldritch Blast. I still prefer invocations a little, so I think I'd like them to remain on par with each other.

Another idea: use essentia to boost invocation DCs. I am serious when I say only to use my suggestions if they go well with what else you make, because they are just random ideas that popped into my head, not specific things I want from this.

JonathonWilder
2014-01-05, 07:48 PM
Slight use of copypasta, might be undercooked.
H 989: Nature's Friend
Thank you for this, now I will just need to see how about getting this added to the campaign I want to use it, at least for playtesting.

Just to Browse
2014-01-10, 12:10 AM
H 992
Dragon Fist Monk (Monk Variant)
"My gaze is heavy rain, my fists are a flood." ~ Ying Long, Dragon Fist Monk

Gain
Weapon and Armor Proficiency
The dragon fist monk is proficient with his unarmed strike.

Dragon Fist (Ex)
At level 1, the dragon fist monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

If the monk has no daily uses of Stunning Fist remaining, he may meditate as a full-round action to regain 1 daily use of Stunning Fist.

A level 11 dragon fist monk may use the effect of his Stunning Fist feat at-will. If they have any feats that grant extra uses of Stunning Fist (such as Extra Stunning from Complete Warrior), they may retrain those feats the next time they gain a feat.

Dance of the Dragon (Ex)
At level 2, when the dragon fist monk moves at least 10 feet or takes the full defense action, all attacks against him suffer a 20% miss chance for 1 round.

At level 6, the dragon fist monk can use an immediate action to take a 5 ft step. This does not affect and is not affected by any other 5 ft step the dragon fist monk makes. If the dragon fist monk takes this 5 ft step while targeted by an attack or forced to make a save, he gains a +4 dodge bonus to his AC or saving through but does not ignore the attack/effect even if he is no longer a legal target.

Dragon's Presence (Ex)
At level 3, as a swift action, the dragon fist monk can impose a -2 circumstance penalty to all attack rolls and save DCs originating from a creature within his reach + 5 ft or he can treat the area within 5 ft per monk level as difficult terrain for all enemies. Both of these effects last 1 round.

Unrelenting Force (Ex)
At level 4, as a standard action, the dragon fist monk can make a single unarmed attack against a creature. On a successful hit, the dragon fist monk deals damage as normal and the target must make a successful reflex save (DC 10 + 1/2 HD + Wisdom modifier) or be pushed 20 feet back as though the dragon fist monk had bull rushed them 20 feet. This movement provokes attacks of opportunity. If the target fails their save by 5 or more, they are knocked prone in addition to the movement. Targets larger than the monk or those with Stability move only half the distance.

The dragon fist monk can target multiple creatures with this ability. He makes one attack and one damage roll for all targets, but suffers penalties based on the number of targets selected. For each creature targeted beyond the first, the dragon fist monk suffers a -1 penalty to his attack roll, damage roll, and save DC.

Every 2 levels after 4th (6, 8, 10, etc) the distance creatures are pushed as a result of Unrelenting Force is increased by 10 feet. At level 20, targets that fail their save at all are knocked prone and targets that fail their save by 5 or more die.

Lose
Bonus Feats, Flurry of Blows, Still Mind, Slow Fall, Greater Flurry

The monk was ranked T5 despite never performing as well as a fighter, so these features are designed to be stronger than their replaced counterparts so the monk is more on par with a good fighter/barb. The optimization floor is now higher, but the ceiling remains unimpressive. A lot of that is because the standard ACFs are no longer an option.

The monk gets extra tank abilities because he is now expected to run into the back line and smack things. I tried not to push the monk up a tier in case you wanted it to remain at the same power level.

Just to Browse
2014-01-10, 03:03 AM
Soulspammer
"The binders keep cracking Monty Python jokes. We'll make them pay." ~ Gilliam, Soulspammer

Prerequisites:
Ability to cast arcane spells
Eldritch Blast 2d6
Ability to bind soulmelds

Hit Die: d6
BAB: 3/4
Good Saves: Fort and Will
Skills: 2 + Int modifier
Use the warlock skill list, plus Knowledge (Nature), Listen, Spot, and Survival

{table]Level|Special|Spellcasting/Meldshaping
1st|Eldritch Soul, Chakra Bind (Crown, Feet, Hands)|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
2nd|Drain Incarnum, Deceive Item, , eldritch blast +1d6|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
3rd|New Invocation (Least or Lesser)|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
4th|Bonus Feat|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
5th|Steal Incarnum, eldritch blast +2d6|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
6th|Chakra Bind (Arms, Brow, Shoulders)|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
7th|Eldritch Soul (+1 capacity)|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
8th|Bonus Feat|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
9th|New Invocation (least, lesser, greater)|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
10th|Incarnum Blast, eldritch blast +3d6|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
11th|Eldritch Soul (double investment)|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
12th|Chakra Bind (Waist or Throat), Bonus Feat|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
13th|New Invocation (least, lesser, greater, or dark)|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
14th|Incarnum Shroud, eldritch blast +4d6|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
15th|Chakra Bind (Heart or Soul)|+1 level of existing meldshaping class and +1 level of existing arcane spellcasting class
[/table]

Meldshaping: At each level, the soulspammer gains essentia, soulmelds, and chakra binds as though he had advanced a level in a meldshaping class to which he belonged before. He does not gain any other benefits of that class, such as class features or skill points.

Spellcasting: At each level, the soulspammer gains new spells known and an increase in caster level (and spells known, if applicable) as if he had gained a level in an arcane spellcasting class to which he belonged before. He does not gain any other benefits of that class, such as class features or skill points.

A warlock taking this class instead advances his invocations known and eldritch blast damage, but does not have increased access to higher invocation grades (Complete Arcane p.18).

Eldritch Soul (Sp): The soulspammer can focus essentia into his invocations and eldritch blast. Investing essentia into these abilities requires a swift action, and essentia remains invested until it is invested in something else.

For every point of essentia invested in eldritch blast, the ability gains a +1 bonus to attack rolls, +1d6 damage, and a +2 bonus on caster level checks to defeat spell resistance. (In case you use errata, the minimum level of the soulspammer's eldritch blast is increased by the amount of essentia he has invested in it.)

Essentia is invested in each invocation separately. For each point of essentia invested in an invocation, the DC increases by 1 and the soulspammer gains +2 bonus on caster level checks to defeat spell resistance. Any invocation with at least 1 essentia invested in it has a minimum DC bonus from invocation level equal to half the soulspammer's character level.

At level 7, the maximum essentia capacity of the soulspammer's eldritch blast and invocations is increased by 1.

At level 11, when the soulspammer invests essentia into his eldritch blast and invocations, he gains an equal number of points of temporary essentia that he can invest into soulmelds which are not bound to chakras. When he removes essentia from his eldritch blast and invocations, an equal amount of this temporary essentia is lost. If a soulmeld has this temporary essentia invested in it and becomes bound to a soulmeld, the temporary essentia must be reinvested immediately or disappear.

Chakra Bind: At levels 2, 6, 12, and 15 the soulspammer learns to bind soulmelds to new chakras. He may choose a single chakra from the following list upon attaining each level, and thereafter can bind applicable soulmelds to that chakra as per the Chakra Binds class feature of his meldshaping class: Crown, Feet, Hands.

At level 6 and thereafter, the soulspammer can also choose Arms, Brow, and Shoulders chakras for his chakra bind.

At level 12, the soulspammer can also choose throat and waist chakras for his chakra bind.

At level 15, the soulspammer can also choose heart or soul chakras for his chakra bind.

Bonus Invocations: The soulspammer is well-versed in the theurgy of essentia and invocations, and receives essentia-related bonus invocations as follows: At level 2 he gains drain incarnum, at level 5 he gains steal incarnum, at level 10 he gains incarnum blast, and at level 14 he gains incarnum shroud. These do not count towards his normal limit of invocations known.

Deceive Item (Ex): As per the warlock class feature.

New Invocations (Sp): The soulspammer gains access to new types of invocations, as noted on the table above.

Bonus Feat: At levels 4, 8, and 12, the soulspammer gains a bonus feat. This must be a feat that affects his invocations, eldritch blast, essentia pool, soulmelds, chakras, essentia, or an [Incarnum] or [Item Creation] feat.

This was designed for war3/meld2/PrC15 builds. It probably still has too big of a dip around ECL 6-8, but I think it picks up later. Should hang around T3-4, and as usual has a low floor and high ceiling.

The bonus feats are there for totemists and a small power boost, the bonus binds are so you can dive for relevant bonuses (this is a theurge after all, happy min-maxing). The bonus invocations are because incarnum invocations are terrible and I wanted to fill dead levels.

The goal of this class is to PrC so you can power-up your meldshaping for utility and defense, while still being able to invest in a strong offense. I believe invocations are in a good spot here, but EB probably needs another damage boost. I'm considering greater per-essentia scaling at high levels, but that could mean bigger damage jumps than the Hellfire Warlock, and that's... weird.

Zweisteine
2014-01-10, 06:51 PM
C 991

Thanks for the class!
It's great, but there are a few issues and questions/suggestions I have.

Though the spellcasting bit is a bit oddly placed. May I hazard a guess that those were already in the table and you forgot to take them out? A Warlock/Incarnate doesn't get any casting, so that would be an issue.

If you give "+1 level of existing invocation-using class" (as Eldritch Theurge), it would effectively act the same way. This would also bump new invocation grades up to PrC levels 3, 8, and 13 (the +1 level of spellcasting class already does that, actually).

If you also state that it does not advance Eldritch Blast, the ability to invest essentia in Eldritch Blast could compensate. Of course, that would max Eldritch Blast damage out at 7d6 with 5 points invested, so maybe not, unless a few levels also increased blast damage.

Also, the way you worded the extra available chakra binds is a bit confusing. Do you unlock just one of the chakras, and never unlock the rest from each list, or do you gain the ability to bind a soulmeld to one each day?
Also, I think the lesser chakras should probably be moved up a level or a few, because the Incarnate gets them at level 9, so 6 seems a bit early...

Just to Browse
2014-01-13, 03:50 AM
C 991


Though the spellcasting bit is a bit oddly placed. May I hazard a guess that those were already in the table and you forgot to take them out? A Warlock/Incarnate doesn't get any casting, so that would be an issue.

If you give "+1 level of existing invocation-using class" (as Eldritch Theurge), it would effectively act the same way. This would also bump new invocation grades up to PrC levels 3, 8, and 13 (the +1 level of spellcasting class already does that, actually).Actually, I was trying to make it easy for warlock advancement. Complete Arcane notes that PrC's which advance arcane casting (or just regular casting) grant extra invocations and extra eldritch blast.[/quote]Actually, I was trying to make it easy for warlock advancement. Complete Arcane notes that PrC's which advance arcane casting (or just regular casting) grant extra invocations and extra eldritch blast damage, but "+1 level of existing invocation-using class" seems to only advance invocations known. Since I wanted the damage to scale, I used arcane casting.

Also, AFAIK, neither of those actually give you access to stronger invocations by RAW, so that's why I included them in the table. I could be wrong about this.


If you also state that it does not advance Eldritch Blast, the ability to invest essentia in Eldritch Blast could compensate. Of course, that would max Eldritch Blast damage out at 7d6 with 5 points invested, so maybe not, unless a few levels also increased blast damage.With the casting progression advancing EB damage, my goal was to have him at 14d6 max (9d6 from warlock, 5d6 from essentia). That's still pretty damn low, so perhaps I should add additional damage increases.


Also, the way you worded the extra available chakra binds is a bit confusing. Do you unlock just one of the chakras, and never unlock the rest from each list, or do you gain the ability to bind a soulmeld to one each day?I can see that it's confusing. The goal was to let the soulspammer pick one chakra at that level, and then have access to it (and only it) for the rest of his career. So you could get arms, then brow, then shoulders, then heart, but you'd miss out on everything else.

I need a way to write that better. I'll work on it.


Also, I think the lesser chakras should probably be moved up a level or a few, because the Incarnate gets them at level 9, so 6 seems a bit early...Ach, good point. I'll move the lesser chakras up, and bump waist/throat further.

EDIT: EB damage added. Should be 9d6 + 4d6 + 5d6 = 18d6 by level 20, which is still weak but... wargl. Stupid wotc.

G.Cube
2014-01-13, 12:10 PM
R993

Requesting an LA +0 or LA+1 Gelatinous Cube race for 3.5. A simple "Gelatinous Cubes as Characters" stat block would work just find. It should keep as true to the original Gelatinous Cube as closely as possible. Thanks!

Just to Browse
2014-01-13, 08:49 PM
C 993

It would be kind of hard to stay true to oozes. The 1 Dex/Cha/Wis and Int - pretty much have to go. It would also need intelligence. Immunity to electricity, sneak attack, and the huge paralysis are all really strong as well.

I could make an LA +1 intelligent ooze creature that starts off medium with acid and an engulf-like ability, then you could take feats or advance in a class to upgrade yourself.

Qwertystop
2014-01-13, 09:03 PM
C993: Lix Lorn did two ooze-based player (http://www.giantitp.com/forums/showthread.php?t=232011) races (http://www.giantitp.com/forums/showthread.php?p=15674072#post15674072), the second actually being a set of such. They're not cubes, but they do deal with the main problem of most stricter-fit playable oozes - they can shape themselves well enough to not be automatically mistaken for the monstrous sort and killed on sight.

DracoDei
2014-01-13, 09:49 PM
C 991
<SNIP>
With the casting progression advancing EB damage, my goal was to have him at 14d6 max (9d6 from warlock, 5d6 from essentia). That's still pretty damn low, so perhaps I should add additional damage increases.
<SNIP>

EDIT: EB damage added. Should be 9d6 + 4d6 + 5d6 = 18d6 by level 20, which is still weak but... wargl. Stupid wotc.
Consider d8's for your class-granted die? It works for the Hellfire Warlock (or whatever that is called), it could work for this... unless you were just trying to make it not too powerful compared to the Hellfire Warlock, in which case I don't see why WotC's mistake should be something you would perpetuate.

C 993

It would be kind of hard to stay true to oozes. The 1 Dex/Cha/Wis and Int - pretty much have to go. It would also need intelligence. Immunity to electricity, sneak attack, and the huge paralysis are all really strong as well.

I could make an LA +1 intelligent ooze creature that starts off medium with acid and an engulf-like ability, then you could take feats or advance in a class to upgrade yourself.
Dex 1 seems playable to me. A stretch, but doable. It does give a somewhat obvious dump-stat since it is going to end up at 1 until you put at least a 12 into it by the standard rules, but that is a minor issue. You can always say they get 1/6th fewer points in Point-buy, and don't assign a score there, and that in other methods they have to put their second-worst or better score there IF you think it is an issue, but with most methods it shouldn't be.

Just to Browse
2014-01-13, 11:33 PM
Consider d8's for your class-granted die? It works for the Hellfire Warlock (or whatever that is called), it could work for this... unless you were just trying to make it not too powerful compared to the Hellfire Warlock, in which case I don't see why WotC's mistake should be something you would perpetuate.I was trying to make it less than the Hellfire Warlock because I didn't want to offend potential reader's sensibilities. It tends to make for fewer viewers. I also was trying a level-appropriate progression, and in the last stretch it's straight up adding 2d6/lvl. That seems... offensive? I'm not sure how to say this, do you understand what I'm trying to say?


Dex 1 seems playable to me. A stretch, but doable. It does give a somewhat obvious dump-stat since it is going to end up at 1 until you put at least a 12 into it by the standard rules, but that is a minor issue. You can always say they get 1/6th fewer points in Point-buy, and don't assign a score there, and that in other methods they have to put their second-worst or better score there IF you think it is an issue, but with most methods it shouldn't be.I was honestly thinking a -4 or -6 Dex penalty, because I don't want to penalize ooze ninjas.

G.Cube
2014-01-14, 08:43 AM
C 993

It would be kind of hard to stay true to oozes. The 1 Dex/Cha/Wis and Int - pretty much have to go. It would also need intelligence. Immunity to electricity, sneak attack, and the huge paralysis are all really strong as well.

I could make an LA +1 intelligent ooze creature that starts off medium with acid and an engulf-like ability, then you could take feats or advance in a class to upgrade yourself.

Kind of like the Warforged feat line? That might work!

Mighty_Chicken
2014-01-14, 02:36 PM
R992

Thank you JtB! That's what I was looking for. I think giving your monk a full BaB and Flurry of Blows wouldn't raise it to Tier 3, would it?

Just to Browse
2014-01-14, 04:34 PM
R992

Thank you JtB! That's what I was looking for. I think giving your monk a full BaB and Flurry of Blows wouldn't raise it to Tier 3, would it?

It certainly wouldn't, but it would make the class much happier.

Tempestfury
2014-01-14, 09:02 PM
R994.

Requesting the first 1-3 levels of a new class. The class will use a combination of maneuvers and psionic powers, focusing on mobile combat. I see them being themed as the 'eye of the storm' of a tempest of steel and fury of psionic power.

Personally I see them favouring two-weapon combat, but options for single-handed, sword-and-board and THF would allow for more variety.

I'm hoping to use this as either a baseline or inspirations for a fully fleshed out class. So if you feel like it, suggestions for further/alternative class features will be welcomed, but are not necessary.

Just to Browse
2014-01-15, 01:05 AM
H 993a: Awakened Gelatinous Cube
Alignment: Chaotic Goo

Awakened Gelatinous Cubes gain the following adjustments:

+6 Constitution, -6 Dexterity: The gooey flesh that forms gelatinous cubes makes them tough, but being a cube bears big disadvantages for motor skills. The personalities of gelatinous cubes are magically conjured, so they suffer no ill or beneficial effects in that department.
Ooze (Awakened): The gelatinous cube is not immune to poison or polymorph and is not mindless. It otherwise has all other ooze traits (immunity to sleep, paralysis, stunning, critical hits, sneak attack, flanking, and gaze attacks. Also 60 ft. blindsight). As an ooze, it is incapable of wearing any armor or wielding weapons, as they are absorbed into the ooze's body.
Medium: As medium creatures, gelatinous cubes gain no bonuses or penalties related to size.
Gelatinous cube base land speed is 15 feet: Despite their medium size, the strange body of gelatinous cubes makes their normal movement rate very low. However, their speed is not reduced when carrying loads greater than light.
Acid (Ex): The gelatinous cube is partially composed of (and excretes) an acid which does not harm metal or stone. To all other things, the acid deals 1 damage per round of contact and 1 damage per attack. Try not to walk on wood floors.
Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down creature of its size or smaller as a standard action. It cannot make a slam attack against a creature it has engulfed. The gelatinous cube merely has to move over the target(s), affecting as many as it can cover. Targets can make an attack of opportunity against the cube or roll a saving throw to avoid being engulfed. The DC for the saving throw is 11 + 1/2 HD + Strength modifier. Engulfed creatures are considered to be grappled (but the cube is not grappled) and trapped within its body, and take acid damage every round. Engulfed creatures are also silenced and unable to hear (effectively deafened).

The gelatinous cube can have 2 medium creatures engulfed simultaneously, or their equivalent in smaller creatures (1 medium creature counts as 2 small creature, 1 small creature counts as 2 tiny creatures, etc.). The gelatinous cube can eject any number of engulfed creatures as a standard action.

The gelatinous cube can sometimes engulf creatures without requiring a standard action. If the gelatinous cube has forced movement (such as from falling, or a bull rush) and they end this movement on a creature, they make an immediate engulf attempt. If an enemy does not notice the gelatinous cube and walks into it, the cube automatically engulf them (no save or attack of opportunity).
Transparency (Ex): Gelatinous cubes take a natural hue between light green and blue, but as an immediate action they can become translucent. Creatures that have not already identified the cube must make a DC 11 + HD spot check to notice it.
Pseudopod Slam: The gelatinous cube gets a basic slam attack dealing 1d4 + 1.5*Strength for a medium-sized creature. This slam attack can also be used to make multiple attacks per round (as if it were a wielded weapon).
Carrying Items: Awakened oozes have special rules for carrying and using items. They may engulf unattended items (similar to how they would engulf a creature) as a move action. Items they wish not to damage can be engulfed in small bubbles, which float in the body. Non-armor magic items provide their benefit while absorbed in this state.

An ooze reduced below 0 HP breaks their bubbles and the items begin taking acid damage each round.
Level Adjustment: +1


H 993b: Racial Feats
The following feats are only allowed for gelatinous cubes.

Corrupting Acid
Prerequisites: Powerful Acid
Benefit:Your acid now can affect stone and metal, but only if you choose for it to (a free action).

At 10 HD, enemies must make a Fortitude Save (DC 10 + 1/2 HD + Constitution modifier) when they would take slime damage (even if energy resistance or immunities prevent the damage) or become nauseated for 1 round.

Death Slime
Prerequisites: Doom Slime, 15 HD
Benefit: Enemies that fail their save against your paralyzing slime die. This is a poison effect. In addition, your paralyzing slime is no longer a poison effect.

Doom Slime
Prerequisites: Paralyzing Slime, 6 HD
Benefit: Enemies that are stunned by your paralyzing slime now can be affected afterwards, but you can still only force one save per round. Enemies immune to paralysis or poison are instead staggered for one round.

Elder Ooze
Prerequisite: 12 HD
Benefit: Your level adjustment from the gelatinous cube race is now LA +0. Additionally, you gain immunity to polymorph and poison effects.

Scooter
Benefit: Your land speed is increased to 30 ft, and your receive a +2 bonus to initiative and armor class. The bonus to armor class is lost whenever you would be denied your dexterity to AC.

Gargantuan Cube
Prerequisites: Huge Cube, 15 HD
Benefit: Your size increases from huge to gargantuan. Your attribute adjustments are Str +8, Con +4.
Special: These bonuses stack with Large Cube and Huge Cube.

Huge Cube
Prerequisites: Large Cube, 10 HD
Benefit: Your size increases from large to huge. Your attribute adjustments are Str +4, Con +2.
Special: These bonuses stack with Large Cube.

Large Cube
Prerequisites: 5 HD
Benefit: Your size increases from medium to large. Your attribute adjustments are Str +2, Dex -2. You gain 1 HP per H

Paralyzing Slime
Prerequisites: 3 HD
Benefit: Whenever you would deal damage with your Acid ability, you also force the target to make a Fortitude Save (DC 10 + 1/2 HD + Constitution modifier) or become stunned for 1 round. Once an enemy is stunned by this ability, they cannot be stunned for 24 hours, and you can only force an enemy to save once each round. This is a poison effect.

Powerful Acid
Prerequisite: Acid racial trait
Benefit: The damage from your acid ability changes to match your hit dice:
{table]HD|Attack Damage|Engulf and Contact Damage
1|1|2
2|2|3
3|2|4
4|1d6|6
5|1d6|8
6|2d6|10
7|2d6|15
8|3d6|20
9|3d6|25
10|4d6|30
11|4d6|35
12|5d6|40
13|5d6|45
14|6d6|50
15|6d6|55
16|7d6|60
17|7d6|70
18|8d6|80
19|9d6|90
20|10d6|100
[/table]

Additionally, you can control when you secrete acid, allowing you to retain items in your body without harming them or using bubbles.

Just to Browse
2014-01-15, 01:13 AM
H 994
My first instinct is to give them a unique power list of buffs (similar in concept to the PHB paladin), and then grant them Desert Wind, Diamond Mind, and Shadow Hand. Class features would be feat support for your combat interests, utility effects so he doesn't have to use his limited powers, and the ability to juggle his buff powers and boosts. Does that sound good?

Do you want the standard psionic "select powers from a list" or would you like some other method of learning powers?

Are you interested in or OK with using homebrew disciplines? I would kind of like to switch out Desert Wind.

How obvious should I make the tempestfury jokes? Like, can I call it "Fury of the Tempest"?

Tempestfury
2014-01-15, 01:35 AM
C994

Hmmmm... that does sound rather good, buffs works well with a meele class, so the ability to juggle them around will probably be very useful.

As for the psionics... I'm leaning towards the standard myself, but I'm curious as to what other ideas might be possible, so go ahead and do what you want.

Homebrew disciplines... maybe as 'alternative class features' of sorts, kinda a bit leery to involve them and a new class. A class is one thing, but a class & new list of maneuvers? That's another.

There is one thing I've thought up off during my waiting time, is that the class has something similar to the combat-style of rangers... and I'm wondering if something like that could apply to disciplines?

Like, the TWF gets additional access to the Tiger Claw disciplines, the THF gets access to um... Stone Dragon would fit well. Sword and Board gets Devoted Spirit and Single sword gets Iron Heart.

Of course, that's just a suggestion/idea of mine, you don't have to do it at all.

gurgleflep
2014-01-15, 01:47 AM
R995
Seeing as giants are relatively popular this may exist somewhere, possibly even on this site, but my searching capabilities are rather lacking... I would like to request two half-giant templates and/or races (whichever would be easier): frost and fire. I don't expect the LA/RHD to be very low but I would like it to be as close to the lower end of the spectrum as possible.

Also Just to Browse, you've done a lot of homebrewing lately :smalleek: I'm beginning to wonder if you're a robot or some similar construct :smalltongue:

Tempestfury
2014-01-15, 01:52 AM
Also Just to Browse, you've done a lot of homebrewing lately :smalleek: I'm beginning to wonder if you're a robot or some similar construct :smalltongue:

He's a Creationforged! Like the Warforged, only built to create instead of wage war!

killem2
2014-01-15, 12:35 PM
R996: This is probably an easy one. I need name, attitude, and simple stat block for an NPC, of a character who's mom is Dwarf| Half-Elf and who's Dad is Halfling | Half-Orc, who is in essence the gate keeper of the records of ship schedules for a local island that has 5 different ports in various locations, and has been for nearly 60 years. :smallwink:

Just to Browse
2014-01-17, 01:29 AM
C994
On Psionics: If you want standard, that's OK. Just to check with you, I'm planning on doing the following. Do any of them make you uncomfortable?:
He knows all powers on his list, no need to choose.
His powers scale from levels 1 - 4, starting at class level 3.
He can meditate to gain psionic focus, and spend that focus to cast a spell without using power points (this is the biggest change)

On Disciplines: I'll keep the discipline list to Tome of Battle, but I'll have some suggested homebrew disciplines you can switch around if you'd like.

My thought for disciplines tying to combat styles would be to make the class a natural TWFer with Tiger Claw, and use ACFs to switch out the TWF feats and Tiger Claw for other related disciplines. Sound good?

Class Basics
Full BAB
Good reflex/will
4 + Int skills

{table]Level|Class Features|Maneuvers Known|Maneuvers Ready|Stances Known|Max Power Level|Power Points
1|Bonus Feat: TWF, Tiger Claw|2|2|1|-|-
2|Double Strike|3|2|1|-|0
3|Free Powers|3|2|1|1|2
[/table]

Just to Browse
2014-01-17, 02:07 AM
C 995
WotC has some weird half-giants already, so before I write anything totally off, I have some questions:
Do you a psionic half-giant, like the one in the SRD?
Frost/Fire giants are characterized by high strength, being big, and energy resistance / weakness. Are you OK with something simple like that, or did you want them to have some interesting racial characteristic?
I can do LA +0, but it will be less giant-y and more half-y. Would you prefer LA +1 or LA +0?




Also Just to Browse, you've done a lot of homebrewing lately :smalleek: I'm beginning to wonder if you're a robot or some similar construct :smalltongue:
I consider myself knowledgeable of theorycraft, but I have very little creativity or imagination. So I'm actually quite a bit like a robot. :smallsmile:

gurgleflep
2014-01-17, 02:24 AM
C 995
WotC has some weird half-giants already, so before I write anything totally off, I have some questions:
Do you a psionic half-giant, like the one in the SRD?
Frost/Fire giants are characterized by high strength, being big, and energy resistance / weakness. Are you OK with something simple like that, or did you want them to have some interesting racial characteristic?
I can do LA +0, but it will be less giant-y and more half-y. Would you prefer LA +1 or LA +0?



I consider myself knowledgeable of theorycraft, but I have very little creativity or imagination. So I'm actually quite a bit like a robot. :smallsmile:

C995
To answer the questions (and hopefully I'm understanding these, I'm a wee bit tired):

I'd prefer them to be non-psionic.
I'm alright with simplicity :smallsmile:
LA +1 is the more giant-y version, correct? If that's right, I'd be happy with a +1.


A-ha, so you admit to being like a robot! :smalltongue:

Just to Browse
2014-01-17, 02:26 AM
C 996
It's not normally my cup of tea, but I can do NPCs. Questions:
CR or CR range for this NPC?
What books are OK? I'm thinking of making him a wizard.
What are you OK looking up / what do you have memorized really well?
What level of optimization is this party?
Since I have no idea what aging is like for a quarterling, did you have an age and description in mind?

Tempestfury
2014-01-17, 08:15 AM
C994
On Psionics: If you want standard, that's OK. Just to check with you, I'm planning on doing the following. Do any of them make you uncomfortable?:
He knows all powers on his list, no need to choose.
His powers scale from levels 1 - 4, starting at class level 3.
He can meditate to gain psionic focus, and spend that focus to cast a spell without using power points (this is the biggest change)

On Disciplines: I'll keep the discipline list to Tome of Battle, but I'll have some suggested homebrew disciplines you can switch around if you'd like.

My thought for disciplines tying to combat styles would be to make the class a natural TWFer with Tiger Claw, and use ACFs to switch out the TWF feats and Tiger Claw for other related disciplines. Sound good?

Class Basics
Full BAB
Good reflex/will
4 + Int skills

{table]Level|Class Features|Maneuvers Known|Maneuvers Ready|Stances Known|Max Power Level|Power Points
1|Bonus Feat: TWF, Tiger Claw|2|2|1|-|-
2|Double Strike|3|2|1|-|0
3|Free Powers|3|2|1|1|2
[/table]

C994. Yes, that works, that works absolutely fine. best to focus on one fighting style to begin with, then other up the alternate fighting styles afterwards...

The powers scaling from 1-4 works as well, as its similar to what the Ranger's and Paladin's do... What's Double Strike though?

And what would you suggest his attribute for his power points should be? Wisdom, like the Psychic Warrior?

Skills and proficiencies, I think I'll be able to work out myself.

Person_Man
2014-01-17, 02:33 PM
H994. For the maneuver side, you may wish to consider the Vanguard Class and Lightning Fox Discipline (http://www.giantitp.com/forums/showthread.php?p=13098583). It's basically all about mobility, and the it's been playtested and tweaked accordingly by several playgrounders and myself.

For the psionics, you might want to consider a prestige class like War Mind, with it's own progression. Something like Vanguard 5/Warmind 5 would give you a good mix of maneuvers, psychic warrior powers, and Sweeping Strike, though you'd have to rely on a Mindfeeder weapon or some similar trick to get enough Power Points for the psionics to really be useful.

Alternatively, you could add an Alternate Class Feature to the Vanguard. Maybe trade out 1 maneuver known for 1 psi-like ability for a power of the same level which can be used once per day. If you trade out multiple maneuvers known, they form a collective pool of uses per day. And at even levels, you can swap out maneuvers/psi-like abilities known.

Or you could just use another class or homebrew, and borrow the Lightning Fox Discipline.

Tempestfury
2014-01-17, 02:51 PM
C994

I like what I've got already from Just to Browse and I'm more than likely going to use it, though I'll be making up my own list of powers open to the class... probably mainly from the Psywarrior tbh.

Still, I'll give that class a look over.

CaDzilla
2014-01-17, 06:49 PM
R997
A yugoloth version of the diabolist and demonologist from the Book of Vile Darkness.

killem2
2014-01-19, 01:06 AM
C 996
It's not normally my cup of tea, but I can do NPCs. Questions:
CR or CR range for this NPC?
What books are OK? I'm thinking of making him a wizard.
What are you OK looking up / what do you have memorized really well?
What level of optimization is this party?
Since I have no idea what aging is like for a quarterling, did you have an age and description in mind?

They are not highly optimized, they *shouldn't* be fighting this person. I figured he'd be between a dwarf and an elf for aging, he's been around for a while.

Use anything you want to make this NPC :). The Sky is not even the limit.

Just to Browse
2014-01-19, 01:27 AM
So here we go. I tried to keep name references kind of subtle, and in the end I noticed I didn't have a good class name--suggestions would be appreciated.

Also, the copypasta may be undercooked so fair warning.

H 994a: [Cool Name Here]

HD: d8
{table]Level|BAB|Fort|Ref|Will|Class Features|Maneuvers Known|Maneuvers Ready|Stances Known|Max Power Level|Power Points
1|+1|+0|+2|+2|Two-Weapon Fighting|2|2|1|-|-
2|+2|+0|+3|+3|Furious Strikes, Eye of the Storm|3|2|1|-|0
3|+3|+1|+3|+3|Mental Tempest|3|2|1|1|2
[/table]

Skills: Derp?
Skill Points per Level (x4 at 1st Level): 4 + Intelligence modifier

Weapon and Armor Proficiency: The [Cool Name Here] is proficient with simple and martial weapons, light armor, and shields (but not tower shields).

Maneuvers: The [Cool Name Here] begins his career with knowledge of two martial maneuvers. The disciplines available to him are Diamond Mind, Shadow Hand, and Tiger Claw. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by [Cool Name Here]s is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. You learns additional maneuvers at higher levels (Tome of Battle, Table 3-1, p39, to determine hte highest-level maneuvers he can learn). He must meet a maneuver’s prerequisite to learn it. Upon reaching 4th level, and at every even-numbered [Cool Name Here] level after that (6th, 8th, 10th, and so on), he can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He need not replace the old maneuver with a maneuver of the same level, but can swap only a single maneuver at any given level.

Maneuvers Readied: The [Cool Name Here] can ready all three of the maneuvers he knows at 1st level, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. A [Cool Name Here] readies his maneuvers by exercising for 5 minutes. The maneuvers he chooses remain readied until he decides to exercise again and change them. [Cool Name Here]s need not sleep or rest for any long period of time to ready their maneuvers; any time they spend 5 minutes in practice, they can change their readied maneuvers. A [Cool Name Here] begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of the readied maneuvers can be used once per encounter (until recovered, as described below). A [Cool Name Here] can recover all expended maneuvers as a full-round action when not in a stance.


Alternative Disciplines: If you wish to use homebrew disciplines, you can replace Tiger Claw with Lightning Fox (http://www.giantitp.com/forums/showpost.php?p=13098590&postcount=2) or Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816).

Stances Known: A [Cool Name Here] begins play with knowledge of one 1st level stance from any discipline open to him. At [Insert Levels Here] level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance you is currently using (or drop out of all stances) as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, he cannot learn a new stance at higher levels in place of one he already knows.

Two-Weapon Fighting: The [Cool Name Here] gains two-weapon fighting as a bonus feat at level 1, even if he does not meet the prerequisites for it.

Furious Strikes (Ex): At level 2, a [Cool Name Here] may attack with two weapons (as per two-weapon fighting) when he makes attacks as a standard action.

Normally (unbeknownst to many), you can only attack with two weapons as part of a full attack. This is the nail in the coffin of TWF, so Furious Strikes is intended to fix that problem.

This is mostly meant to fix a glaring problem for TWFers instead of actually being a class feature, so if you play this way normally, you don't get any benefit from the class feature.

Eye of the Storm: The mind of a 2nd-level [Cool Name Here] is calm, even when his body is a hurricane of force. He may gain and retain psionic focus even when his power point total drops below 1 or he is unconscious (this includes when voluntary sleep). In addition, he may expend his psionic focus as a swift action to regain all his expended maneuvers (see Maneuvers Readied, above).

Mental Tempest: At level 3, a [Cool Name Here] can strike out with almost boundless energy. He can expend his psionic focus to manifest a power without paying its power point cost.

H 994b: [Cool Name Here] ACFs
Each of these alternate class features offers a different fighting style for [Cool Name Here]s that want to try something different. They all remove the same options.
Lose: You no longer gain Two-Weapon Fighting as a bonus feat, and you lose access to the Tiger Claw discipline.

Tornado
At level 1, foes you damage bleed for 3 rounds, taking damage at the beginning of their turns equal to your BAB. You also gain Weapon Focus as a bonus feat, even if you do not meet the prerequisites.

In addition, you gain access to the Iron Heart (or Phantasmal Opus (http://www.giantitp.com/forums/showpost.php?p=10640971&postcount=7)) discipline.

Monsoon
At level 1, you gain Power Attack as a bonus feat, even if you do not meet the prerequisites.

In addition, you gain access to the Stone Dragon (or Abjurant Champion (http://www.giantitp.com/forums/showpost.php?p=10640971&postcount=7)) discipline.

Windstorm
At level 1, the AC bonus provided from your shield becomes a deflection bonus.

In addition, you gain access to the Devoted Spirit (or Phoenix Tear (http://www.giantitp.com/forums/showpost.php?p=10640971&postcount=7)) discipline.

Tempestfury
2014-01-19, 01:32 AM
.... Okay. That is just awesome, brilliance and epicness all rolled into one. Much better than anything I could do, that's for sure!

Thank you, thank you VERY much!

Just to Browse
2014-01-19, 01:48 AM
C 994
Hey, no problem. I'm happy to help.

When continuing the progression for this class, keep in mind the following:
He has a d8 hit die, so his mobility abilities should have at least some defensive aspects. Especially because he has so few defensive disciplines.
His powers only go from 1-4, so if you just import psion powers (or even some psywar powers) they'll feel pretty weak.
Write a skill list! I'm terribad at those.

EDIT: Homebrew disciplines added. Should be as complete as I can make it.

Tempestfury
2014-01-19, 01:48 AM
Plan to, and once again, thanks!

Just to Browse
2014-01-19, 05:18 AM
I think they're on the strong side, but I liked using the racial die instead. Giants need that HP and so many things scale well of HD anyways.

Also, I did all the core giant types, just in case.

H 995: Half-Giant

+4 Strength, +2 Constitution, -2 Dexterity
Medium Giant
Half-Giant base speed is 30 ft.
Racial Hit Dice: The giant begins with 1 level of giant, granting them 1d8 HD, +0 BAB, +2 Fortitude, and 2 + Int modifier skill points (x4 at 1st level). Unlike most single racial hit dice, she does not replace this hit die when she advances in her first character class (the way an dwarf or human might).
Powerful Build (Ex): Half-giants count as one size larger than their current size whenever it would be beneficial (except for reach, you little munchkin).
Rock Throwing (Ex): Half-giants can hurl rocks. The range increment for rocks is 10 ft. + 5 ft. per point of the half-giant's strength modifier. Rocks deal damage based on size (because f*** you), which is 2d6 for a large creature. Get a reasonably-sized rock when you throw it, OK?
Giant's Hide: Half-giants have a bit of their predecessor's natural armor. They gain +2 natural armor bonus. If they already have a natural armor bonus, they increase that bonus by +2.
Giant Type (Ex): Depending on the half-giant's type, they gain a different ability:

Fire Giant: Fire half-giants gain the [Fire] subtype.
Frost Giant: Frost half-giants gain the [Cold] subtype.
Hill Giant: Hill half-giants gain an additional +2 Constitution and -2 Intelligence.
Stone Giant: Stone half-giants gain the [Earth] subtype and their thrown weapons are treated as a size larger when determining damage.
Cloud Giant: Cloud half-giants radiate a faint mist. Every square a cloud half-giant stands in fills with mist at the end of her turn, which functions as obscuring mist (http://www.d20srd.org/srd/spells/obscuringMist.htm). She can suppress or reactivate this ability as a full-round action and it stops working when she sleeps (so no damp clothes unless you really try).
Storm Giant: Storm half-giants crackle with powerful electricity. They do not gain the rock throwing ability of other half-giants, and can instead make a ranged touch attack out to 30 ft which deals 1d6 electricity damage per point of Wisdom modifier (maximum 1 per hit die). In addition, A storm half-giant can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

TuggyNE
2014-01-19, 06:38 AM
C995
Remember that single RHD get traded in for class levels, so that d8 of Giant isn't going to be relevant for anyone in practice.

gurgleflep
2014-01-19, 07:14 AM
C995
Many thanks Just to Browse, this/these look great :smallbiggrin:


C995
Remember that single RHD get traded in for class levels, so that d8 of Giant isn't going to be relevant for anyone in practice.

I don't understand what you mean by this, could you explain it to me please?

unseenmage
2014-01-19, 11:03 AM
C995
Many thanks Just to Browse, this/these look great :smallbiggrin:



I don't understand what you mean by this, could you explain it to me please?

Whenever a playable creature only has one Racial Hit Die (RHD) it gets replaced by the creature's first class level.

Humans, Elves, Goblins, Kobolds, Dwarves, all have 1 RHD to start that gets replaced by their class level.

2+ RHD creatures retain all of their Racial Hit Die and class levels get added on. Coupled with Level Adjustment (LA) this can make playing non-one RHD creatures quite prohibitive.

Swaoeaeieu
2014-01-19, 11:49 AM
R998
I am trying to figure out how Nora's weapons (http://rwby.wikia.com/wiki/Magnhild) from RWBY would look like in DND 3.5 stats but can't figure it out. So it's homebrew time :P

can someone help me work out the details on a hammer that changes into a crossbow?

some thought i had on it:
- hammer mode is similar to the warspikard, fires a bolt on a melee hit. dmg equal to a light crossbow. except the hammer from a warspikard has terrible stats.
- in crossbow mode does better damage, heavy crossbow maybe?

- what kind of action would the changing from hammer to crossbow be?
- how does enchanting the weapon affect the different modes?


any thoughts?

Zale
2014-01-19, 12:19 PM
C998

The weapons from RWBY are, IIRC, more than simply switching weapons. They're also jumping aids and acrobatics tools, as desired.

You could stat it out as a double weapon (http://www.d20srd.org/srd/equipment/weapons.htm#doubleWeapons), in which case each part of it, the ranged and hammer, would have separate enhancement bonuses.

That would also allow you to use both ends as if wielding two weapons.

You could probably also add the ability to increase movement speed by expending shots from the weapon, or adding a bonus to jump checks.

Just some thoughts/

Just to Browse
2014-01-19, 05:50 PM
C995
Remember that single RHD get traded in for class levels, so that d8 of Giant isn't going to be relevant for anyone in practice.

C 995

That certainly wasn't my intention, which is why I explicitly included RHD in the racial features (while other LA+0/no-RHD creatures don't have it). Perhaps I should include a clause?

TuggyNE
2014-01-19, 05:57 PM
C 995

That certainly wasn't my intention, which is why I explicitly included RHD in the racial features (while other LA+0/no-RHD creatures don't have it). Perhaps I should include a clause?

C995 Yeah, I'm not sure how best to handle that case. Maybe you could give them two RHD and allow them to trade in one of them for a class level or something.

Just to Browse
2014-01-19, 10:17 PM
C995 Yeah, I'm not sure how best to handle that case. Maybe you could give them two RHD and allow them to trade in one of them for a class level or something.

That seems too clunky. I put a clause in that doesn't remove the 1 RHD when you take a class level, just to spell it out.

Metahuman1
2014-01-21, 11:58 PM
R 999

This is a fairly basic one but I don't trust my own math on the matter so I'm asking for outside design.

I need Metamagic Rods, with Market Prices, for Persist Spell, in least, lesser, and greater versions for there prices and uses per day.

Ra_Va
2014-01-22, 04:39 AM
R1000

I am requesting to have Prestige Class made for my character. He is a Mul Cleric, what I am looking for in this prestige class is the ability for my cleric to look like another base class, disguising him, his alignment, and divine connections. Preferably the class should have a mount at 1rst level.

Just to Browse
2014-01-22, 04:00 PM
H996: Vizen Wordkeeper, Master of Dock Records of
Lawful Neutral / Male (116) / [Race Name] / Wizard 5
Init +3, Senses: Listen +1, Spot +1,
Languages Common, Orcish, Elvish Dwarven (replace these if you like)
------------------------------------------------
AC 13 (17), touch 13 (17), flat-footed 10(14)
hp 21 (5 HD)
Fort +2, Ref +4, Will +5
------------------------------------------------
Speed 30ft. (6 squares)
Melee -
Base Atk +2, Grp +1
Atk Options Scrolls
Combat Gear Cloak of Mage’s Protection (+4 AC when activated), Scrolls
Spells per Day 4/4/3/2
Spell Prepared
Level 0: Message (x2), 2 unprepared
Level 1: Alarm, Mount, 2 unprepared
Level 2: Whispering Wind, 2 unprepared
Level 3: 2 unprepared
Supernatural Abilities -
-----------------------------------------------
Abilities Str 8, Dex 16, Con 13, Int 16 (18), Wis 12, Cha 8
SQ Summon Familiar (Air Elemental), Wizard Spellcasting
Feats Scribe Scroll, Magical Artisan, Craft Wondrous Item, Improved Familiar
Skills Decipher Script +9 (+10), Knowledge (Geography, History, Local, Architecture and Engineering) +4 (+5), Profession (Record Keeper) +9, Spellcraft +8 (+9), Sense Motive +5
Possessions Quill of Amanuensis, Vizen’s Wax Seal, Headband of Intellect +2, Vizen’s Utility Spectacles

Description
Vizen stands a little over 4 feet tall with tan, wrinkled skin and dark brown eyes. Strange parentage has gifted him with inherent nimbleness and a lack of common empathy. Orcish and dwarven hair patterns are dominant, leaving him bald with a thick beard and mustache. His head is shaped like a human’s but slightly smaller, and it frames a constantly-frowning face. Vizen tends to be good at routine and bad at improvisation, so his job as master of dock records fits him very well. If only such a routine required regular bathing or beard cleaning.

Regardless of his looks, Vizen is a loyal to his people and his government. He tries his best to make the red tape easy to navigate for ships, and cracks down hard on illicit deals. A lot of paper ends up getting used when overseeing ’s docks and Vizen is loathe to lose any of it, so the dock master’s office is stocked with over 60 years of archived ship records. When Vizen can’t easily locate something, he tasks his elemental to get it.

Spells
Vizen makes practical use of his wizardly studies, leavings slots open for day-to-day activities, preparing spells for important or common events, and keeping scrolls for emergencies. He uses his spells as follows (by level):

Level 0: Politics always gets in the way, and having private conversations in nearly-public places has proven to be advantageous. Vizen prepares [i]message twice a day just in case he has to avoid offending someone or circumvent spies. His open slots are usually used for unique arcane marks on important documents or prestidigitation because it’s so damn useful.
Level 1: When Vizen goes to work, he places an alarm spell on the office to let him know when people come in. He also keeps mount prepared in case someone comes to him to find they’re late for their boat (it happens more often than he’d like). His open slots are usually used for unseen servant, identify, comprehend languages, extra mounts (niche parts of the job) and magic aura (in case he needs to disguise important materials)
Level 2: When a message needs to get delivered quickly and he can’t spare his elemental, Vizen uses whispering wind. His open slots are usually used for more whispering winds, invisibility (some customers are unsavory), arcane lock, locate object, and detect thoughts.
Level 3: Vizen tries to stay as flexible as possible with his strongest magic. His open slots tend to be used for arcane sight, tongues, clairaudience/clairvoyance day-to-day, but he additionally traps important documents with explosive runes, nondetection, sepia snake sigil, illusory script, and secret page.

Vizen tends to write off the spell components that don’t come from his pouch as “work expenses”.

Items
Vizen has self-crafted all the magic items he uses. He has a set of scrolls for emergencies, and some daily apparel for the most common daily activities.

Scrolls:

[i]Hold Portal x1
Color Spray x2
Invisibility x1
Rope Trick x1
Fly or Water Breathing x1 (depending on where the office is)
Mount x1


Everything Else:

Cloak of Mage’s Protection: On command (a standard action), this cloak grants the wearer a +4 armor bonus to AC which additionally applies to flat-footed AC and lasts for 1 hour (as per mage armor). Vizen uses this before he goes anywhere outside—some people are keen on taking his position, and others don’t like his aggressive approach to fighting smuggling.
Market Price: 1,800gp

Quill of Amanuensis: On command (a standard action), the user of the quill can cast the spell Amenuensis (SpC). Vizen uses this to make paperwork easier.
Market Price: 500gp

Vizen’s Wax Seal: This wax seal is a personal pride of Vizen. It doesn’t run out of wax, requires no heat to use, and prints an arcane mark on each wax seal that it makes. The item also fails to function unless the user is trained in Decipher Script, so its use in any communication effectively ensures his identity.
Market Price: -

Headband of Intellect +2: This is just like the SRD item of the same name, but it was the first thing Vizen ever crafted and if you ask he’ll talk about his childhood for hours. Great way to distract the guy.
Market Price: 4,000gp

Vizen’s Utility Spectacles: Another personal invention, these spectacles allow the wearer to use read magic and detect magic on command (a standard action). Vizen uses them to detect magical traps around his workplace and home (sometimes he forgets where he puts them, sometimes enemies try to be subtle) and to read the occasional arcane text.
Market Price: -



Vizen's race provides him with +2 Dex, -2 Cha. I didn't put any other features in there, but you can add flavor things if you'd like.

The statblock is basically full of crafted items that provide him with utility. He has some combat spells, but if the players actually have any encounters involving Vizen, they'll probably be sneaking into his office and stealing stuff. To counter this, he naturally stacks traps on everything he owns. Everything has arcane lock on it, books have explosive runes on the cover, and so on.

I imagine Vizen like a physics or a chemistry professor--he treats his body like a container for his brain. He doesn't bathe that often or eat very well, but player's may find he's a nice guy once you get over the smell.

LordotheMorning
2014-01-23, 03:59 AM
R 1001

I need a Dire Waterbug! Or some other type of monster that floats on water and is a threat. Think these things:

http://indianapublicmedia.org/amomentofscience/files/2010/06/bugwater_121.jpg

These guys are going to be having some serious fun with my party in an aqueduct encounter I've been planning.

Guidelines:
-They must float on water, even on flowing water.
-They must be CR 3-5. In groups, they should be strong enough to give a party of moderately optimized level 7 characters a decent fight (taken into account that not all of them are fully capably of fighting in water, of course).
-Cannot be huge or larger or they won't fit in the aqueduct. Any smaller size (or even a swarm) is fine.
-They don't have to be insects. Waterbugs are just the source of inspiration.

killem2
2014-01-23, 10:01 AM
H996: Vizen Wordkeeper, Master of Dock Records of [Island Name]


That's beautiful. Love it. Thank you!!!

qwertyu63
2014-01-23, 12:43 PM
R1002: I need a half-fiend half-celestial creature; that is, the off-spring of a fiend and a celestial. It needs to have 6 hit dice. CR should be within the range of 4-7. Which fiend and celestial doesn't matter.

unseenmage
2014-01-24, 04:08 AM
R1003
I'm working on an adventure into the Plane of Mirrors detailed in the Manual of the Planes and...

a) Was wondering if there was a Mirror Quasielemental or Mirror Golem printed somewhere.
b) A TN template akin to the half-fiend and half-celestial templates would be useful. Perhaps based on the Nerra from the Fiend Folio? Perhaps an Aasimar/Tiefling like race too?
c) I could also use some guidelines for what a Mirrorverse version of an illithid Elder Brain would look like. For my purposes it psionically commands all of the Mirror Duplicates of non-Mirror creatures who enter the Mirror Realm.

Any one of the above would come in handy. They're basically in order of most to least importance. Thanks to anyone willing to make any of these.
Game is level 11, nonoptimized Faerun if it matters.

I'm off to keep sifting through books for Mirror themed coolness.

beowulf_gr
2014-01-24, 07:04 AM
R1004

I need an epic progression for the 10 lvl version of the Occult slayer. It can be found here.
http://web.archive.org/web/20101220055148/http://www.wakinglands.com/htm_files/prestige_classes_occult_slayer.htm

The Cats
2014-01-25, 03:05 AM
This is the coolest thread ever. I have a couple small requests.

R1005
A: A template that doesn't change CR, makes the creature completely blind and mute (tongue and eyes torn out) and makes it a sleeper-agent for a Lovecraft-inspired evil god.

B: a LA +0 playable ogre-like race. Medium size but still distinctly ogre-like. Fluff is a race of humans, through worship of a titanic god are imbued with ogrey goodness. Not always evil and I was thinking bonus to wisdom. (cause of piety! Pious=wise, right? right?) I'll call them the Ogura. So clever.

C: A wondrous item that lets someone make normal simulacrums with the lesser simulacum spell. Includes the need to kidnap, hook-up and do not-good things to the person the simulacrum will be of. The simulacrum always has all the memories of the person.

DrunkenMists
2014-01-25, 04:57 AM
R1006:

Crusader Variant with the Class Mechanics (aside from Manuvers) More geared towards a Mount (Something Paladin like; but maybe a little more towards animal companions/familiar level up process)

I have ideas towards it..but I don't do mechanics well enough to really do a balanced version of something like this..

I've always felt the crusader class shouldn't need stuff like Smite or Steely Resolve, since those are kinda what the Maneuvers should be "showing".

Just to Browse
2014-01-25, 03:17 PM
C 998
Since all is quiet on the Western Homebrew front here, I can try and take this on. But I have no idea what RWBY is and the idea of a hammer changing into a crossbow confuses me--is this sci-fi?

Anyways, questions:
Can you link me to some relevant clips of her using the weapon?
Is it OK if it's inherently magical?
Do you want this for a certain character (and if so, would you like it to synergize with certain class features)?
Do you want it to be craftable and/or purchasable? (craftable non-purchasable things tend to have intrinsic value to the crafter, like homunculi, purchasable but non-craftable items are like minor artifacts)


H 999
A word to the wise: The simple inclusion of these options is a huge power-up to spellcasters. However, I did the best math I could to write out costs from the horrifyingly unpredictable cost for current Metamagic Rods. CL hasn't been increased from CL 17 because of the precedent set by all metamagic rods.

Rod of Metamagic, Persist
The wielder can cast up to three spells per day that are persisted as though using the Persist Spell feat.

Strong (no school); CL 17th; Craft Rod, Persist Spell; Price 320,000 gp (lesser), 600,000 gp (normal), 1,350,000 gp (greater).

C 1000
As usual, questions:

What level are you looking for to enter here, and do you have a preferred length? I'm thinking this fits into a 5-lvl PrC, and would do well for cleric 4 entry.
How much cleric spellcasting are you looking for? Do you mind if I only grant 3/5 casting?
Is there a certain class you want to look like, or do you want to look like any of them?
When you say "mount" do you mean a special mount?

DrunkenMists
2014-01-25, 03:41 PM
C998


C 998
Since all is quiet on the Western Homebrew front here, I can try and take this on. But I have no idea what RWBY is and the idea of a hammer changing into a crossbow confuses me--is this sci-fi?

RWBY is a "anime" - See link

http://en.wikipedia.org/wiki/RWBY (http://en.wikipedia.org/wiki/RWBY)

Edit: Sorry; RWBY is an "anime styled" *cough* anime From RoosterTeeth Productions; Makers of those awful Halo Shorts from yesteryear.

Swaoeaeieu
2014-01-25, 04:56 PM
C 998
Since all is quiet on the Western Homebrew front here, I can try and take this on. But I have no idea what RWBY is and the idea of a hammer changing into a crossbow confuses me--is this sci-fi?

Anyways, questions:
Can you link me to some relevant clips of her using the weapon?
Is it OK if it's inherently magical?
Do you want this for a certain character (and if so, would you like it to synergize with certain class features)?
Do you want it to be craftable and/or purchasable? (craftable non-purchasable things tend to have intrinsic value to the crafter, like homunculi, purchasable but non-craftable items are like minor artifacts)



C998
Awsome! someone bored enough to help!

answers:
- relevant clip. (http://www.youtube.com/watch?v=6S14pojiQk0) the 'changing' can bee seen at 0:33.
- inherently magical as in has enchantments? or that is was made, or has a magical background fluff wise?
- i did have a character in mind, a blade of Orien i am planning to play someday. But it does not have to be specially for him.
- It should be craftable, maybe not purchasable because it is so weird. i saw a homebrew somewhere about combining weapons that looked relevant (http://www.minmaxboards.com/index.php?topic=9438)

Thanks for the interest

Just to Browse
2014-01-25, 06:12 PM
C 1001
Because stirges are terrifying, I'm thinking of doing something with stirge tactics, where the monster runs in and deals some damage, then runs away to digest its meal. Is that OK or would you rather have them be fight-to-the-death monsters?

I have two ideas for monster in mind, tell me which you like more:

Fishing Spiders (cat sized) that leave their feelers in the water waiting for prey, and jump of things that move. They hunt in small packs and come with a staggering poison that paralyzes you if you roll really low.
Waterbug mosquito things (swarm) that mates and breeds in eddies by the aqueduct. They run around and eat faces, block vision, and do that regular swarm thing.

Ra_Va
2014-01-25, 07:43 PM
R1000




[b]C 1000
As usual, questions:

What level are you looking for to enter here, and do you have a preferred length? I'm thinking this fits into a 5-lvl PrC, and would do well for cleric 4 entry.
How much cleric spellcasting are you looking for? Do you mind if I only grant 3/5 casting?
Is there a certain class you want to look like, or do you want to look like any of them?
When you say "mount" do you mean a special mount?



I don't really have a preferred length
Considering the concept of the class I think 3/5 is fair.
I would prefer the ability to look like a wide variety of base classes
I would prefer a mount a can summon and unsummon, even if i have to feed it and otherwise take care of it.

LordotheMorning
2014-01-26, 12:48 AM
C 1001
Because stirges are terrifying, I'm thinking of doing something with stirge tactics, where the monster runs in and deals some damage, then runs away to digest its meal. Is that OK or would you rather have them be fight-to-the-death monsters?

I have two ideas for monster in mind, tell me which you like more:

Fishing Spiders (cat sized) that leave their feelers in the water waiting for prey, and jump of things that move. They hunt in small packs and come with a staggering poison that paralyzes you if you roll really low.
Waterbug mosquito things (swarm) that mates and breeds in eddies by the aqueduct. They run around and eat faces, block vision, and do that regular swarm thing.


C1001

All of those ideas sound fine. As a matter of fact, if I had both I would use both. A swarm might be more appropriate because they're in an ancient ruin deep in the jungle, which would probably be a decent place for bug swarms, but tiny size spiders might be more fun for the party. Overall, I think probably swarms, although I am also very interested in fishing spiders. I will leave it up to your discretion. Only problem is, the session I was going to use them in is coming up tomorrow, so I need 'em quick! Even if we don't make the deadline, though, I use a lot of water-based enemies, so they'll see use either way.

Just to Browse
2014-01-26, 04:52 AM
C 1000
I tried meshing nondetection thingies with getting a mount, but I couldn't get a good theme to jive there. So I've separated the features: the disguise abilities are a prestige class and the mount summoning is a feat/ACF.

H 1000a: The Faceless Apostle
"We all see what we want to see."

Prerequisites:

BAB: +3
Skills: Disguise 6 ranks
Spells: Able to cast an Illusion spell of at least 1st level that grants a bonus to Disguise checks.
Special: Must have at least some human or changeling heritage. About as much as a half-breed or planetouched is sufficient. The DM is allowed to smack you with this rule if you (for example) play a half-orc with fiendish heritage feats and a fire giant bloodline.


HD: d8
BAB: 3/4 (as cleric)
Good Saves: Will
Skill Points per Level: 6 + Intelligence modifier
Class Skills: Bluff, Concentration, Craft, Diplomacy, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Speak Language, Spellcraft, Spot

{table]Level|Special|Spellcasting
1|Subtle Aura, Pass Me By, False Face|-
2|Overlooked Attire|+1 level of spellcasting class
3|Fooling the Third Eye, Magic Aura|+1 level of spellcasting class
4|Mental Barricade|-
5|Faceless|+1 level of spellcasting class[/table]

Weapon and Armor Proficiency: The faceless apostle gains no new weapon or armor proficiencies.

Subtle Aura (Ex): The faceless apostle begins his craft by obfuscating the nature of his alignment. If he has an aura based on alignment, he no longer has that aura. In addition, the faceless apostle may project an aura corresponding to any alignment as a free action. The power of this aura is calculated as though he were a cleric with level equal to his hit dice, though he may make the aura weaker if he chooses.

Pass Me By (Su): The faceless apostle is difficult to detect in crowds. When he mingles in a populous place, no one can recognize him unless they did so less than a minute beforehand. This makes it tough to trail apostles in big cities.

False Face (Sp): As a 1-round action, the faceless apostle can use disguise self at will. When he uses this ability, the apostle is momentarily surrounded by dark energies and an unearthly moan can be heard from a far dimension... so it's generally not a great thing to use in public spaces.

Overlooked Attire (Ex): With a few minutes, some dirt, and a couple rags, the 2nd level faceless apostle can put together functional disguises. For him, creating a disguise requires only 1d10 minutes and he can grant allies a +5 bonus on disguise checks to remain overlooked (such as when guards might be looking for them).

Fooling the Third Eye (Su): The faceless apostle becomes even more mysterious at 3rd level. He may now hide his alignment from detection, and as a free action may alter the alignment others would perceive him as. This only works against magical effects such as detect evil, not against deductions made from interaction.

Magic Aura (Sp): As a 1-round action, the 3rd-level faceless apostle may use magic aura at will, except it effects all objects the apostle is wearing and touching and the duration lasts until the apostle uses this ability again. Like False Face, use of this ability is accompanied by swirling energy and creepy noises.

Mental Barricade (Ex): The presence of the faceless apostle is almost unnoticeable. They cannot be detected by divination as if they were under a constant nondetection effect. Additionally, they are unhindered by mundane and magical [Mind-Affecting] effects that inflict pain (such as mundane torture or power word: pain) and cannot take ability damage or drain

Faceless (Ex): The faceless apostle reaches their peak of power here. Their identity disappears entirely, consumed by a void. They may bear an identical appearance to their former self, but it's as if who they used to be simply disappeared from the earth. Anyone who doesn't know the apostle very well effectively has no memory of them.

In addition, the apostle can shift the physical properties of their body. They may mimic the effects of an alter self spell at-will as a 1 round action, but in the process their body bubbles and stretches unnaturally as it morphs (making use of the ability very noticeable). A true seeing spell no longer detects the face of the apostle, but instead sees a featureless shape where their face would be.

H 1000b: Summoned Mount
"Look at my horse, my horse is amazing."
Prerequisite: Turn or Rebuke Undead
Benefit: You gain the services of a mount that you can magically summon. It lives in the Outlands, but heals at a normal rate for a creature of its kind and has the same needs (it must be fed, it must sleep).

You can summon this creature as a full-round action by spending a turn or rebuke attempt, and can dismiss it as a free action. The creature is an animal or magical beast whose CR must be equal to or lower than your hit dice - 3. For every point your level exceeds the monster's CR - 3, it gains 1 hit die (to a maximum of your level). The creature gains 1 attribute per 2 hit dice instead of normal attribute or feat increases, and losing or obtaining a summoned mount is treated as per an animal companion.

EDIT1: Formatting errors resolved. Now looks like an actual class table.
EDIT2: Added mount dismissal, quote text, and changed a little class text formatting.

CaDzilla
2014-01-26, 07:50 PM
C997 You skipped mine over

Ra_Va
2014-01-26, 09:11 PM
C 1000
I tried meshing nondetection thingies with getting a mount, but I couldn't get a good theme to jive there. So I've separated the features: the disguise abilities are a prestige class and the mount summoning is a feat/ACF.

H 1000a: The Faceless Apostle
"We all see what we want to see."

Prerequisites:

BAB: +3
Skills: Disguise 6 ranks
Spells: Able to cast an Illusion spell of at least 1st level that grants a bonus to Disguise checks.
Special: Must have at least some human or changeling heritage. About as much as a half-breed or planetouched is sufficient. The DM is allowed to smack you with this rule if you (for example) play a half-orc with fiendish heritage feats and a fire giant bloodline.


HD: d8
BAB: 3/4 (as cleric)
Good Saves: Will
Skill Points per Level: 6 + Intelligence modifier
Class Skills: Bluff, Concentration, Craft, Diplomacy, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Speak Language, Spellcraft, Spot

{table]Level|Special|Spellcasting

1|Subtle Aura, Pass Me By, False Face|
-

2|Overlooked Attire||+1 level of spellcasting class

3|Fooling the Third Eye, Magic Aura|+1 level of spellcasting class

4|Mental Barricade||
-

5|Faceless|+1 level of spellcasting class

[/table]

Weapon and Armor Proficiency: The faceless apostle gains no new weapon or armor proficiencies.

Subtle Aura (Ex): The faceless apostle begins his craft by obfuscating the nature of his alignment. If he has an aura based on alignment, he no longer has that aura. In addition, the faceless apostle may project an aura corresponding to any alignment as a free action. The power of this aura is calculated as though he were a cleric with level equal to his hit dice, though he may make the aura weaker if he chooses.

Pass Me By (Su): The faceless apostle is difficult to detect in crowds. When he mingles in a populous place, no one can recognize him unless they did so less than a minute beforehand. This makes it tough to trail apostles in big cities.

False Face (Sp): As a 1 round action, the faceless apostle can use disguise self at-will. When he uses this ability, the apostle is momentarily surrounded by dark energies and an unearthly moan can be heard from a far dimension... so it's generally not a great thing to use in public spaces.

Overlooked Attire (Ex): With a few minutes, some dirt, and a couple rags, the 2nd level faceless apostle can put together functional disguises. For him, creating a disguise requires only 1d10 minutes and he can grant allies a +5 bonus on disguise checks to remain overlooked (such as when guards might be looking for them).

Fooling the Third Eye (Su): The faceless apostle becomes even more mysterious at 3rd level. He may now hide his alignment from detection, and as a free action may alter the alignment others would perceive him as. This only works against magical effects such as detect evil, not against deductions made from interaction.

Magic Aura (Sp): As a 1-round action, the 3rd-level faceless apostle may use magic aura, except it effects all objects the apostle is wearing and touching and the duration lasts until the apostle uses this ability again. Like False Face, use of this ability is accompanied by swirling energy and creepy noises.

Mental Barricade (Ex): The presence of the faceless apostle is almost unnoticeable. They cannot be detected by divination as if they were under a constant nondetection effect. Additionally, they are unhindered by mundane and magical [Mind-Affecting] effects that inflict pain (such as mundane torture or power word: pain) and cannot take ability damage or drain

Faceless (Ex): The faceless apostle reaches their peak of power here. Their identity disappears entirely, consumed by a void. They may bear an identical appearance to their former self, but it's as if who they used to be simply disappeared from the earth. Anyone who doesn't know the apostle very well effectively has no memory of them.

In addition, the apostle can shift the physical properties of their body. They may mimic the effects of an alter self spell at-will as a 1 round action, but in the process their body bubbles and stretches unnaturally as it morphs (making use of the ability very noticeable). A true seeing spell no longer detects the face of the apostle, but instead sees a featureless shape where their face would be.

[b]H 1000b: Summoned Mount
Prerequisite: Turn or Rebuke Undead
Benefit: You gain the services of a mount that you can magically summon. It lives in the Outlands, but heals at a normal rate for a creature of its kind and has the same needs (it must be fed, it must sleep).

You can summon this creature as a full-round action by spending a turn or rebuke attempt. The creature is an animal or magical beast whose CR must be equal to or lower than your hit dice - 3. For every point your level exceeds the monster's CR - 3, it gains 1 hit die (to a maximum of your level). The creature gains 1 attribute per 2 hit dice instead of normal attribute or feat increases, and losing or obtaining a summoned mount is treated as per an animal companion.

thank you, this should work, I would also like your permission to post this on a website, credit will be given and such.

gurgleflep
2014-01-26, 10:43 PM
C997 You skipped mine over

C997
Don't take it personally. The `brewers, like the folks who make avatars, do the ones they feel they can do and are still within their comfort zone/abilities to make. Or it was overlooked.

Just to Browse
2014-01-26, 10:43 PM
C 997
Though gurglflep is correct, I actually thought I had posted my response to this, but I think I may have forgotten to submit it or gotten distracted. Questions for you:

Diabolist and Demonologist are both pretty different. Flavor as listed below:
The Demonologist focuses on level-appropriate demon summons and anti-demon abilities with minor casting to back it up. Their fluff is a demon hunter. A yugolothologist (name suggestions are appreciated) would do similar things by binding and summoning yugoloths.
The Diabolist does evil magic with evil damage, getting full casting and +1d6 evil damage every 3-5 levels, but thematically they're supposed to gain the powers of devils by advancing in the class. A yugololist (heh) would gain yugoloth powers and some minor magic.

Which of those two concepts were you looking for, or were you looking for something else? I could also write up a new theme (like someone who makes Faustian bargains for Yugoloth-granted powers).
Did you want it to advance spellcasting (diabolist does, demonologist doesn't)? If you don't want it to advance spellcasting, how strong of casting do you want?
Did you want it to fit a certain adventuring or combat role? (Demonologist is a summoner, diabolist is whatever the caster beforehand was)
Is it OK if I skimp and only make this 5 levels, or do you really want it to go 10 levels?
What are you favorite yugoloths? Give me 2 or 3 names (and books they're in please).



thank you, this should work, I would also like your permission to post this on a website, credit will be given and such.

C 1000
Go ahead. If you give me credit, you can do whatever you want.

C 1001
Ach, I wasn't planning to do it till tomorrow. If you still want it, I'm thinking the better choice is the giant fishing spider. Dudes in heavy armor will probably be having enough trouble as-is with water, there's no need to make them fight monsters that can't be stabbed.

The Cats
2014-01-26, 10:48 PM
C997
Pathfinder has the Souleater (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/souldrinker) prestige class. It's not very similar to the diabolist and demonologist in abilities but it is daemon (PF's yuguloths) themed.

azacreth
2014-01-27, 03:10 AM
R1007

A bit of an awkward request but I would like a template for a stom giant. I would like to incorporate it as a race but not the classes that are given in the books. I was wondering if you could help me in making a template for these guys so that I may be able to more develop their social culture in my world. I would like to request it be of version 3.5.
My main focus is making these giants like feudal Japan so a samurai flavor would be great because I'm looking for a favored weapon of katana.

Thank you
Azacreth

gurgleflep
2014-01-27, 05:50 AM
R1001

A bit of an awkward request but I would like a template for a srom giant. I would like to incorperate it as a race but not the classes that are given in the books do I was wondering if you could help me in making a template for these guys so that I may be able to more develooe their social culture in my world. I would like to request it be of version 3.5.
My main focus is making these giants like feudal Japan so a samurai flavor would be great because I'm looking for a favored weapon of katana.

Thank you
Azacreth

You're actually R1002.

LordotheMorning
2014-01-27, 06:08 AM
C1001:

By all means, I am still interested. I had to make up my own version (based on your tiny-sized, stirge-like concept) for the encounter today, which worked fine, but as I said, I do run a lot of water-based dungeons, so if you make it, it will definitely see use.

Zale
2014-01-27, 06:14 AM
R1002

A bit of an awkward request but I would like a template for a stom giant. I would like to incorporate it as a race but not the classes that are given in the books. I was wondering if you could help me in making a template for these guys so that I may be able to more develop their social culture in my world. I would like to request it be of version 3.5.
My main focus is making these giants like feudal Japan so a samurai flavor would be great because I'm looking for a favored weapon of katana.

Thank you
Azacreth

Are you a DM and want these creatures as background characters? In that case, it'd be pretty simple just to add onto their normal stats (http://www.d20srd.org/srd/monsters/giant.htm#stormGiant).

If you want their stats in the form of a race, that's possible.

What precisely do you want altered or homebrewed, though?

azacreth
2014-01-27, 06:28 AM
Are you a DM and want these creatures as background characters? In that case, it'd be pretty simple just to add onto their normal stats (http://www.d20srd.org/srd/monsters/giant.htm#stormGiant).

If you want their stats in the form of a race, that's possible.

What precisely do you want altered or homebrewed, though?

I would like this as a race

DrunkenMists
2014-01-27, 07:13 AM
You're actually R1002.

Technically Incorrect; 1007. See Below. (check back a Page if you don't beleive me).


R1002:


R1003


R1004


R1005


R1006:

I only mention this because I hope these requests don't get lost in the shuffle due to the actually well thought out [R]equest/[H]omebrew/[C]omment System thats in place.

azacreth
2014-01-27, 12:56 PM
Technically Incorrect; 1007. See Below. (check back a Page if you don't beleive me).











I only mention this because I hope these requests don't get lost in the shuffle due to the actually well thought out [R]equest/[H]omebrew/[C]omment System thats in place.


Thank you the post has been edited

CaDzilla
2014-01-27, 02:19 PM
C 997
Though gurglflep is correct, I actually thought I had posted my response to this, but I think I may have forgotten to submit it or gotten distracted. Questions for you:

Diabolist and Demonologist are both pretty different. Flavor as listed below:
The Demonologist focuses on level-appropriate demon summons and anti-demon abilities with minor casting to back it up. Their fluff is a demon hunter. A yugolothologist (name suggestions are appreciated) would do similar things by binding and summoning yugoloths.
The Diabolist does evil magic with evil damage, getting full casting and +1d6 evil damage every 3-5 levels, but thematically they're supposed to gain the powers of devils by advancing in the class. A yugololist (heh) would gain yugoloth powers and some minor magic.

Which of those two concepts were you looking for, or were you looking for something else? I could also write up a new theme (like someone who makes Faustian bargains for Yugoloth-granted powers).
Did you want it to advance spellcasting (diabolist does, demonologist doesn't)? If you don't want it to advance spellcasting, how strong of casting do you want?
Did you want it to fit a certain adventuring or combat role? (Demonologist is a summoner, diabolist is whatever the caster beforehand was)
Is it OK if I skimp and only make this 5 levels, or do you really want it to go 10 levels?
What are you favorite yugoloths? Give me 2 or 3 names (and books they're in please).





c997
This class (Daemonologist, Lothian, Lothologist...) should focus mostly on enchantment and illusion for manipulation purposes. The class should also gain some combat skills as bards are the targeted entrance class, but there should be some form of entrance for rogue/sorcerers and fighter/sorcerers. My favorite yugoloths are the ultroloth , nycaloth (manual of the Planes) and the skeroloth (Fiend Folio). This class should have 10 levels with a new spellcasting level gained every 2nd level. This class should also give the player some yugoloth qualities such as minor damage reduction and energy resistances.

Zale
2014-01-27, 03:05 PM
I would like this as a race

C1007

What level of power are you looking for in a race?

Is this something a player could reasonably have, or is it to be a powerful background race?

A direct translation of Storm Giant as it is now would produce a character with about nineteen racial hit die and an unknown level adjustment.

It's important to make clear what it is you desire.

gurgleflep
2014-01-27, 10:15 PM
Technically Incorrect; 1007. See Below. (check back a Page if you don't beleive me).

I only mention this because I hope these requests don't get lost in the shuffle due to the actually well thought out [R]equest/[H]omebrew/[C]omment System thats in place.

Thanks for the correction, yikes that would've been a whacky mess-up! :smalleek:

azacreth
2014-01-27, 11:27 PM
C1007

What level of power are you looking for in a race?

Is this something a player could reasonably have, or is it to be a powerful background race?

A direct translation of Storm Giant as it is now would produce a character with about nineteen racial hit die and an unknown level adjustment.

It's important to make clear what it is you desire.

C1008

I would it to be about 15 racial hit dice if possible and this is for an npc character that is going to be apart of a brute squad that helps the players he will be a rouge so I wanted to be able to change its wepons and armour and if at all possible its level. I hope this is enough info for you to work with.

Just to Browse
2014-01-29, 05:58 PM
H 997: The Daemonist
"I have paid my soul to the Yugoloth lords. In return, I am given an eternity to take the throne of Khin-Oin."

Prerequisites:

BAB: +4
Skills: Knowledge (The Planes) 8 ranks
Feats: Evil Brand, Willing Deformity
Spells: Able to cast at least 2 of the following spontaneously: Alter Self, Darkness, Invisibility, Scare, Summon Monster II
Special: Must make non-violent contact with a yugoloth other than a skereloth.


HD: d8
BAB: 3/4 (as cleric)
Good Saves: Will and Reflex
Skill Points per Level: 4 + Intelligence modifier
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Perform, Speak Language, Spellcraft, Use Magic Device

{table]Level|Special|Spellcasting
1|Battle Weaving, Hellbound, Yugoloth Resistances|-
2|Skereloth Familiar|+1 level of spontaneous class
3|Gray Magic, See Invisibility, Desecrate|-
4|Telepathy, Petitioner's Grasp|+1 level of spontaneous class
5|Gift of the Oinoloth|-
6|Fiendish Theurgy|+1 level of spontaneous class
7|Magic of the Wastes|-
8|Hellwalker|+1 level of spontaneous class
9|Fiendish Theurgy|-
10|Elder Petitioner|+1 level of spontaneous class
[/table]

Weapon and Armor Proficiency: A daemonist gains no new weapon or armor proficiencies.

Battle Weaving (Ex): A daemonist's first talent allows them to throw spells while in the midst of battle. If they make an attack as a standard action, they may cast a spell or use a spell-like ability as a swift action even if it would not normally be usable with that action. This ability must have a normal casting time of 1 full-round action or less, and provokes attacks of opportunity for use if it normally would.

The spell must be from the Illusion or Conjuration (Summoning) schools, or have the a [Darkness] or [Fear] descriptors.

Hellbound: Daemonists have sold their soul to the Gray Wastes of Hades in order to gain the powers of the Yugoloth. They no longer age, but when they die they will be sent to the Gray Wastes as larva.

In addition, a daemonist no longer dreams (though effects that send them dreams or visions still affect them). Every time a daemonist gains a level in this class, they have one vivid and gruesome dream of the Blood War which leaves them exhausted the next morning.

Yugoloth Resistances (Ex): A daemonist gains damage resistance overcome by good equal to half their hit dice, and energy resistance against acid, cold, fire, and electricity equal to their hit dice or 10 (whichever is less).

Skereloth Familiar: A 2nd-level daemonist gains a skereloth (Fiend Folio) as a familiar. If they already have a familiar, the skereloth devours it, but the character suffers no experience point loss. The skereloth is treated as a normal familiar, using the class level of the daemonist (plus all levels of classes that grant them the familiar class feature) to determine benefits.

Gray Magic (Ex): The ability to make power from nothing is key to the genesis of Yugoloths, and 3rd-level daemonists find a way to harness this technique. When casting a spell, the bonus to the spell DC based on spell level at least equal to the daemonist's HD / 2, rounded up.

See Invisibility (Sp): A 3rd-level daemonist can use see invisibility as a spell-like ability at will, with a caster level equal to his hit dice.

Desecrate (Sp): A 3rd-level daemonist can use desecrate as a spell-like ability at will, with a caster level equal to his hit dice.

Telepathy (Su): 4th-level daemonists can communicate telepathically with any creature within 100 ft that has a language.

Petitioner's Grasp (Su): The daemonist's visions of the Gray Waste begin to bleed into reality, allowing them to use magic to devastating effect. When the daemonist of at least 4th level casts a spell or makes an attack against an incorporeal creature, there is no longer a chance that the spell will fail to affect the target or that the attack will miss.

Gift of the Oinoloth (Ex): A level 5 daemonist is strong enough that the Yugoloth lords take interest in him. His damage reduction from Yugoloth Resistance doubles, and he becomes immune to the effects of poison, disease, and acid damage.

Fiendish Theurgy (Sp): Power surges through the veins of daemonists who make it this far. At 6th and 9th levels, a daemonist chooses 1 spell on their Spells Known list. They forget the spell (and do not replace it), but may now use that spell as a spell-like ability at will, with a caster level equal to their hit dice.

Hellwalker (Su): An 8th level daemonist is strong enough to manipulate the magic that binds them to the Gray Waste. They do not become larva when they die; instead they are reincarnated as a Yugoloth with hit dice equal to their hit dice.

In addition, a daemonist can open a gate (travel version only) to Hades, and ignores the entrapping effects of planes such as Hades and Elysium. If the daemonist spends a week with allies in an entrapping plane, those allies may make 2 rolls to avoid entrapment and take the higher result.

Elder Petitioner (Su): At the peak of their power, a daemonist is a force to be reckoned with. Their type becomes Outsider (Yugoloth), with an (Augmented) subtype based on their original race. Despite being an outsider, they are still resurrected upon death.

The daemonist is also capable of being almost like a petitioner. They can become incorporeal as an immediate action. Using this ability leaves them stunned for 1 round and staggered for 1 minute after. They may dismiss their incorporeality as a full-round action.

G.Cube
2014-01-29, 06:10 PM
R 1008

Requesting the Fiendbinder prestige class (Tome of Magic, P.221) To be made into a base class. The only real request I have for it is to keep all of it's original features, adding new features is welcome, but not at all necessary.

CaDzilla
2014-01-30, 04:19 PM
C997 Perfect. Thank you

CaDzilla
2014-01-30, 04:22 PM
R1009
A spellcaster that uses drow sign language as verbal components and dexterity as its casting stat
R1010
A Vasharan baby-eater

Just to Browse
2014-01-30, 05:51 PM
H1001: Dire Fishing Spider
Tiny Vermin
Hit Dice: 4d8 + 12 (30 hp)
Initiative: +8
Speed: 50 ft. (10 squares), Climb 25 ft.
Armor Class: 18 (+4 dexterity +4 natural +1 size), touch 15, flat footed 15
Base Attack/Grapple: +3 / -1
Attack: Bite +7 melee (1d8 and poison)
Full Attack: Bite +7 melee (1d8 and poison)
Space/Reach: 2 ½ ft / 0 ft
Special Attacks: Grab On, Poison
Special Qualities: Leap, Racial Skills, Water Walker
Saves: Fort +7, Ref +5, Will +1
Abilities: Str 10, Dex 19, Con 16, Int -, Wis 11, Cha 2
Skills: Hide +11 (+15), Move Silently +11 (+15)
Feats: Improved Initiative, Weapon Finesse
Environment: Dark places with water
Organization: Solitary, Packs (2-4)
Challenge Rating: 3
Treasure: None
Alignment: Always true neutral
Advancement: 5-8 HD (Small)
Level Adjustment: –

Dire fishing spiders hunt in packs, despite the territorial aspects of their predecessors. They cling to walls or banks and leave their legs in the water, allowing them to sense vibrations in the water surface. This long-distance detection allows them to detect and avoid or prepare for incoming creatures. Dire fishing spiders are almost never caught off-guard.

Combat
When dire fishing spiders decide to attack creatures that they detect with Water Walker, they hide and lie in waiting. If the prey travels in groups, the spiders will wait until they see the weakest target, and then try to attack from behind.

Grab On (Ex): Dire fishing spiders are adept at hunting creatures of all sizes, and their tactics are demonstrate this. A dire fishing spider can make a Grab On attack against a tiny or larger foe as an attack action. The action requires a touch attack—success allows the spider to grab their opponent but they deal no damage. Once a spider has grabbed their opponent, it is considered grappling (but the target is not).

At the beginning of the grabbed creature’s turn, they can make an opposed roll of d20 + BAB + Dexterity modifier to throw off a dire fishing spider that has grabbed them. The spider gains a +4 racial bonus on this roll (for a total bonus of +11). If the creature ties or beats the spider, the spider falls in a space the creature occupies and is no longer grabbed on. If the creature rolls lower than the spider, they must spend avoid getting bitten as a standard action or provoke an attack of opportunity from the dire fishing spider.

Poison (Ex): The dire fishing spider has a poisonous bite. Foes affected by the poison must have a fortitude save (DC 15) or become staggered for 1 round. If a foe is staggered and fail their save, they are paralyzed for 1d6 rounds. If a foe is paralyzed and fails their save, they fall comatose for 1d6 hours.

Leap (Ex): As a swift action, a dire fishing spider can jump 10 feet forward. They can leap off any surface they can walk on, and they do not provoke attacks of opportunity for this movement.

Water Walker (Ex): Dire fishing spiders’ bodies distribute their weight in such a way that they can walk on water at their normal movement speed. In addition, their legs are finely tuned to the motions of water around them and when they gain blindsense 200’ when they stand still on water.

The dire fishing spider is basically a SoD melee assassin. They have good perception when standing still, and high initiative, so they get the jump on people usually. With a move -> leap -> grab on combo, they can travel 60 feet and ignore AoOs, and then latch on to the squishiest member of the party. Every round after that, they bite and try to get the 1d6r stun, after which point they leap to another foe and wash, rinse, repeat.

The power of dire spiders multiplies in groups. For an optimized party of level 7, 4 dire spiders in waist-deep water is about EL 8 and should provide a decent challenge. Each additional spider beyond the first is basically a free attack (and chance to stagger) a foe. The spiders don't have much HP, and they're flat-footed when they're grappling an enemy, so combat should probably end in the squishy character passing out while the rest of the party slaughters the spiders.

G.Cube
2014-01-31, 09:07 AM
R 1008

Requesting the Fiendbinder prestige class (Tome of Magic, P.221) To be made into a base class. The only real request I have for it is to keep all of it's original features, adding new features is welcome, but not at all necessary.


This thread has slowed down a bit lately, I've decided to give this a shot as my first brew! When I'm finished I'll come back and take some requests. Let's jump start this thread back up!

Just to Browse
2014-01-31, 12:48 PM
H1002a: Bearded Hound

Medium Outsider (Extraplanar, Good, Evil, Lawful)
Hit Dice: 6d8 + 12 (39 HP)
Initiative: +5
Speed: 40 ft (8 squares)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+8
Attack: Greatsword +8 melee (2d6+3/19-20) or Bite +8 melee (1d8 + 3)
Full Attack: Greatsword +8/+3 (2d6+3/19-20) and Bite +8 (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Menacing Frenzy
Special Qualities: Spell-like abilities, damage reduction 10/good or evil, darkvision 60 ft., immune to poison and petrification, resistance to acid, cold, electricity, and fire 10, see in darkness, spell resistance 16, eyes of judgment
Saves: Fort +7, Ref +6, Will +5
Abilities Str 15, Dex 12, Con 15, Int 8, Wis 11, Cha 11
Skills: Climb +6, Concentration +11, Diplomacy +1, Hide +10, Jump +6, Listen +9, Move Silently +10, Sense Motive +9, Spot +9
Feats: Improved Initiative, Ability Focus (Menacing Frenzy), Aura of Dedication**
Environment: God knows where
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0

The offspring of a bearded devil and a hound archon, bearded hounds are a discordant mix of good and evil. They radiate strongly of both good and evil, and people give them a lot of crap for that. As a result, bearded hounds tend to stay away from civilization.

Combat

Menacing Frenzy (Ex): As a free action, a bearded hound that isn’t fatigued or exhausted can work itself into a frenzy of battle which lasts 1 round per hit die (6 rounds). While in a frenzy, the bearded hound gains +4 Strength, +4 Constitution, a +2 bonus to Will saves, and a -2 penalty to AC. In addition, any hostile creature within a 20-foot radius of a bearded hound must make a Will save (DC 17) if they can see him, or take a -2 penalty on attacks, AC, saves, and ability DCs until they exit the area of effect or successfully deal damage to the bearded hound (after DR). A creature that makes the save or deals damage to the bearded hound is immune to the effects of that hound's menacing frenzy for 24 hours. A bearded hound may prematurely end its menacing frenzy as a free action. After a frenzy ends, a hound is fatigued for the remaining duration of the encounter.

The DC for this ability is Charisma-based, and includes a +2 racial bonus and the bonus from ability focus.

Spell-like Abilities (Sp): A bearded hound can use greater teleport at will, as the spell (caster level equal to twice hit dice, 12) except it can only transport itself and 50 pounds of objects. In addition, a bearded hound can use continual flame at will (caster level equal to hit dice, 6), but only 1 flame may exist from this effect at a time.

See in Darkness (Su): Bearded hounds inherited this ability from their devil ancestors. They can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Eyes of Judgment (Su): A bearded hound is at all times considered to be under the benefit of detect evil, detect good, and tongues.

**H1002b: Aura of Dedication
You are devoted to your cause, and that devotion manifests as magic energy that breaks things.
Prerequisite: Lawful good or lawful evil alignment, Hide or Spot 9 ranks
Benefit: As a swift action, you radiate energy in all adjacent squares to you, so that all hostile creatures treat it as difficult terrain.

In addition, if you are evil or have the evil alignment subtype you may radiate darkness (akin to a deeper darkness spell) and if you are good or have the good alignment subtype you may radiate light (akin to a daylight spell) and deal an addition 3 light damage per 2 HD to hostile creatures. These effects also occur in all adjacent squares to you.

The bearded devil is designed as a teleport bruiser. They frenzy, then teleport into the squishiest member of the party and wail on them. On the other hand, the hound archon looks made to tank, since they get better DR and a debuff aura. So when I combined the two, I went for light tank who jumps on squishies and defends himself with his aura.

This guy has good damage output with a greatsword and his aura of light. If he wants, he can fight as a teleport assassin jacked up on fury and shrouded in darkness, or he can play as a bruiser with an aura of holy fire and anti-mook debuff. Remember that the darkness gives him total concealment (which turns off his menacing frenzy) and the light deals bonus damage at the start of each enemy's turn (meaning the first instance of damage is generally unavoidable).

qwertyu63
2014-01-31, 01:42 PM
C1002:

Perfect. Thank you.

Maquise
2014-02-02, 02:28 PM
R 1011

I would like the following Celestial and Fiendish Polymorph spells for Pathfinder: Form of the Celestial I, II, III..., Form of the Fiend I, II, III. They should be as powerful as the Form of the Dragon line.

Just to Browse
2014-02-03, 11:33 PM
Things I'm skipping
C 1004 and C 1005, as I do not know the rules for epic D&D or Pathfinder (respectively)

C1003a: Mirror Golem/Elemental
Having chewed on this for a while, I can't say I can comfortably write up a mirror quasielemental or mirror golem without making a really frustrating monster or totally ignoring the normal traits of elementals and golems. I'm going to tackle (b) instead.

C1003c: Elder Mirror Brains
I don't have a damn clue.

H1003c.1: Half-Nerra
"The plans my ancestors have enacted are millions of years old. I am only a pawn to the nerra, and you are only a nuisance."

"Half-nerra" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher of any neutral alignment (referred to hereafter as the base creature).

A half-nerra uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-nerra are normally native outsiders.

Speed: A half-nerra gains no differences in its speeds.

Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

Special Attacks: A half-nerra retains all the special attacks of the base creature and also gains the following special abilities.

Mirror Jump (Su): Half-nerra can move through mirrored and reflective surfaces at will. This functions identically to the Mirror Jump ability possessed by all nerra (Fiend Folio, p.127).

Shard Spray (Su): Three times per day, a half-nerra can release a spray of mirrorlike shards from its hands that flay flesh and cause massive lacerations. The spray is a 30-foot cone, and it deals 1d6 damage per level of the half-nerra. In addition, a wound resulting from the half-nerra's shard spray attack bleeds for an additional 1 point of damage per 2 HD of the half-nerra (round up) each round. The bleeding persists until stopped by a successful heal check (DC 10) or the application of any cure or healing spell (heal, healing circle, or the like).

Spell-Like Abilities (Sp): A half-nerra with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative unless listed multiple times, and the save DC is Charisma-based.

{table]HD|Abilities
1-2|Mirror Image 1/day, Disguise Self 1/day
3-4|Mirror Image 3/day, Disguise Self 3/day
5-6|False Vision 3/day
7-8|Disguise Self at-will
9-10|Mirror Image at-will
11-12|Mislead 3/day
13-14 |False Vision at-will
[/table]

Special Qualities: A half-nerra has all the special qualities of the base creature, plus the following special qualities:
Darkvision out to 60 feet.
Immunity to disease.
Resistance to fire 10, cold 10, and electricity 10.
Sonic vulnerability
A half-nerra's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Spell resistance equal to creature’s HD + 14.
Reflective Spell Resistance (Sp): As the nerra ability of the same name.
Exotic Weapon Proficiency with any shard weapon as a bonus feat.


Abilities
Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +0, Wis +4, Cha +4.

Skills
A half-nerra gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD +3). Do not include Hit Dice from class levels in this calculation—the half-nerra gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Challenge Rating
HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment
Always neutral (any).

Level Adjustment
Same as base creature +2.

LA +4 is terrible for the stuff that the half-celestial and half-fiend templates give you, so when I copypasted their formatting and balance levels, I also knocked down the LA on this guy. I suggest doing the same for any other half-whatevers you find or write. Half-nerra also don't get any SLAs after level 13 (which is when enemies start having true seeing), so the LA gets bumped down another notch. If enemies aren't optimized, this is probably worth +3, but only in the long run.

The half-nerra has decent travel and anti-divination abilities, and contributes in straight fights by acting as a magitank. The SR is 10% higher than level-appropriate (which would be ECL + 10 or HD + 12) and the spell reflectivity means casters never ever want to use SoDs on these guys. However, the mirror image at-will means melee is also going to have a problem with them, so the nerra are kind of trading flat stats (BAB, saves, HP) for giving controllers the middle finger. True Seeing really shuts them down really hard, and the classic no-SR spells (solid fog and black tentacles) kill them too. Clever nerras that aren't on their home plane should carry some mirrors around and throw them before the fight starts.

H1003c.2: Jaanis
"Light reflects off him like a polished shield. It's the strangest thing."

Jaanis characters possess the following racial traits:
Attributes: +2 Dexterity, +2 Charisma.
Medium Outsider (Native)
An jaanis' base land speed is 30 feet.
Darkvision: Jaanis can see in the dark up to 60 feet.
Racial Feats: A jaanis gains exotic weapon proficiency with one shard weapon of its choice.
Disguise Self (Sp): Once per day, a jaanis can use disguise self (as the spell) with a caster level equal to its hit dice.
Resistances: Fire 5, cold 5, and electricity 5.
Automatic Languages: Common, Nerra. Bonus Languages: Abyssal, Auran, Aquan, Celestial, Ignan, Infernal, Terran,
Favored Class: Rogue.
Level adjustment: +1.

These can be made into lesser planetouched if aasimar can.

unseenmage
2014-02-04, 01:48 AM
C1003

...

C1003a: Mirror Golem/Elemental
Having chewed on this for a while, I can't say I can comfortably write up a mirror quasielemental or mirror golem without making a really frustrating monster or totally ignoring the normal traits of elementals and golems. I'm going to tackle (b) instead.

Would you mind sharing what some of your base creature ideas were for if I choose to tackle these myself? As in, which Golem/Elemental most fits the bill with as few changes as possible?
If not that's cool too. Just curious about your thought process.


C1003c: Elder Mirror Brains
I don't have a damn clue.

Pretty much exactly what I said to myself when I had the idea. I think I'll just crib the Elder Brain, flavor it as a flying Outsider disco ball, and give it a line of text detailing that it can command up to a certain number of HD worth of Mirror Duplicate creatures (MotP under Plane of Mirrors). Perhaps the ability to command Simulacrum and Ice Assassins too.

That commanding Mirror Duplicates ability would need a Will save for PC Mirror Duplicates as one of my players chose to step into his duplicate's shoes when his copy slew his character. Now he's playing a mirror Duplicate (which is proving to be lots of fun). I just don't want him getting auto commanded, that wold be not-fun.


H1003c.1: Half-Nerra
"The plans my ancestors have enacted are millions of years old. I am only a pawn to the nerra, and you are only a nuisance."

"Half-nerra" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher of any neutral alignment (referred to hereafter as the base creature).

A half-nerra uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-nerra are normally native outsiders.

Speed: A half-nerra gains no differences in its speeds.

Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

Special Attacks: A half-nerra retains all the special attacks of the base creature and also gains the following special abilities.

Mirror Jump (Su): Half-nerra can move through mirrored and reflective surfaces at will. This functions identically to the Mirror Jump ability possessed by all nerra (Fiend Folio, p.127).

Shard Spray (Su): Three times per day, a half-nerra can release a spray of mirrorlike shards from its hands that flay flesh and cause massive lacerations. The spray is a 30-foot cone, and it deals 1d6 damage per level of the half-nerra. In addition, a wound resulting from the half-nerra's shard spray attack bleeds for an additional 1 point of damage per 2 HD of the half-nerra (round up) each round. The bleeding persists until stopped by a successful heal check (DC 10) or the application of any cure or healing spell (heal, healing circle, or the like).

Spell-Like Abilities (Sp): A half-nerra with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative unless listed multiple times, and the save DC is Charisma-based.

{table]HD|Abilities
1-2|Mirror Image 1/day, Disguise Self 1/day
3-4|Mirror Image 3/day, Disguise Self 3/day
5-6|False Vision 3/day
7-8|Disguise Self at-will
9-10|Mirror Image at-will
11-12|Mislead 3/day
13-14 |False Vision at-will
[/table]

Special Qualities: A half-nerra has all the special qualities of the base creature, plus the following special qualities:
Darkvision out to 60 feet.
Immunity to disease.
Resistance to fire 10, cold 10, and electricity 10.
Sonic vulnerability
A half-nerra's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Spell resistance equal to creature’s HD + 14.
Reflective Spell Resistance (Sp): As the nerra ability of the same name.
Exotic Weapon Proficiency with any shard weapon as a bonus feat.


Abilities
Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +0, Wis +4, Cha +4.

Skills
A half-nerra gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD +3). Do not include Hit Dice from class levels in this calculation—the half-nerra gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Challenge Rating
HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment
Always neutral (any).

Level Adjustment
Same as base creature +2.

LA +4 is terrible for the stuff that the half-celestial and half-fiend templates give you, so when I copypasted their formatting and balance levels, I also knocked down the LA on this guy. I suggest doing the same for any other half-whatevers you find or write. Half-nerra also don't get any SLAs after level 13 (which is when enemies start having true seeing), so the LA gets bumped down another notch. If enemies aren't optimized, this is probably worth +3, but only in the long run.

The half-nerra has decent travel and anti-divination abilities, and contributes in straight fights by acting as a magitank. The SR is 10% higher than level-appropriate (which would be ECL + 10 or HD + 12) and the spell reflectivity means casters never ever want to use SoDs on these guys. However, the mirror image at-will means melee is also going to have a problem with them, so the nerra are kind of trading flat stats (BAB, saves, HP) for giving controllers the middle finger. True Seeing really shuts them down really hard, and the classic no-SR spells (solid fog and black tentacles) kill them too. Clever nerras that aren't on their home plane should carry some mirrors around and throw them before the fight starts.

H1003c.2: Jaanis
"Light reflects off him like a polished shield. It's the strangest thing."

Jaanis characters possess the following racial traits:
Attributes: +2 Dexterity, +2 Charisma.
Medium Outsider (Native)
An jaanis' base land speed is 30 feet.
Darkvision: Jaanis can see in the dark up to 60 feet.
Racial Feats: A jaanis gains exotic weapon proficiency with one shard weapon of its choice.
Disguise Self (Sp): Once per day, a jaanis can use disguise self (as the spell) with a caster level equal to its hit dice.
Resistances: Fire 5, cold 5, and electricity 5.
Automatic Languages: Common, Nerra. Bonus Languages: Abyssal, Auran, Aquan, Celestial, Ignan, Infernal, Terran,
Favored Class: Rogue.
Level adjustment: +1.

These can be made into lesser planetouched if aasimar can.

These are both fantastic! Thank you!
The name for the race though, I seem to remember that name, jannis, from somewhere else... But I havn't slept and could be mistaken.

Thanks again for your help, and please let me say, I really appreciate the attention to detail and dedication you show your creations. Makes them a joy to read through. Honestly.

Just to Browse
2014-02-04, 02:24 PM
C 1003a

My thoughts were to write up some mirror-like combat qualities. I got the following:
Reflect rays
Golems don't care, they're immune to spells
Elementals have too many immunities already.
Reflect spells
Golems don't care, they're immune to spells
Elementals have too many immunities already.
High-speed teleportation through mirrors
Golems are closet trolls, giving them teleportation makes them overpowered
Teleporting elementals... weird. And basic mobility lacks of classic by-size scaling that all elementals/pseudoelementals have.
Host of small immunities (gaze, illusion)
Golems are immune to basically all of these things anyways.
Elementals have too many immunities already.


Golems are puzzle monsters: They're immune to all but 3 spells, so you either figure out that spell, or kite them, or they beat you to a pulp. Giving them mirror-like qualities makes them unkite-able (NONONO) or just has too much overlap to actually mean anything.

Elementals are one-trick ponies. They all fight pretty much identically (run into fight, spam special ability, die), and their competitiveness comes from a long list of annoying elemental immunities, so the players have to work around it. Adding more immunities means writing a really annoying monster. Teleporting elementals was the most feasible idea I could think of, but elementals come with only 1 special ability and mirror teleportation would make them ineffective everywhere but a Plane of Mirrors (or an Ikea :smalltongue:) and doesn't give with all the other elementals (whose special abilities are attacks).

Now one could write a "golem" that doesn't play like a golem, or an "elemental" that doesn't play like an elemental. In that case, I would recommend mirrorwalking assassins. A good base for this would be the clay golem, because it's got moderate HP and it already has haste. If you remove the DR, cut the HP in half, and knock the damage down to something moderate (I'm guessing 1d10 + 4 would be good). Then you can give them teleportation as an attack action and make the haste effect permanent. If you want, you could switch Cursed Wound for a bleed effect.

The end result would be CR 7-ish golems that teleport around the battlefield and punch you to death while you try to stab them. The fight would focus around destroying the mirrors the golems use to teleport (perhaps 1d3 mirrors per golem, allow players to notice them with a spot check and destroy them with an attack). A group of 4 should challenge the party pretty well.

C 1003b
I'm not all attached to the name Jaanis. I just noticed that all of the mirror names (nerra, kalareem, sillit, varoot) used double letters somewhere in the middle, so I did a similar thing. There might be some homebrew name on the board that wormed its way into my head, but ctrl-f didn't yield me anything.

Your flattery is appreciated. :smallredface:

C 1003c
Unless the players are going to fight it, I recommend just playing the monster by ear and having it send the duplicate periodic requests. Beforehand, the duplicate could be following orders because it had nothing better to do, so throughout the campaign it would be like having that nagging sensation in the back of your head that you need to clean your room, but instead of cleaning your room it's killing all your friends and taking over the world. Mind control tends to be messy, and I encourage you to avoid it.

unseenmage
2014-02-04, 03:30 PM
C1003


C 1003a

My thoughts were to write up some mirror-like combat qualities. I got the following:
Reflect rays
Golems don't care, they're immune to spells
Elementals have too many immunities already.
Reflect spells
Golems don't care, they're immune to spells
Elementals have too many immunities already.
High-speed teleportation through mirrors
Golems are closet trolls, giving them teleportation makes them overpowered
Teleporting elementals... weird. And basic mobility lacks of classic by-size scaling that all elementals/pseudoelementals have.
Host of small immunities (gaze, illusion)
Golems are immune to basically all of these things anyways.
Elementals have too many immunities already.


Golems are puzzle monsters: They're immune to all but 3 spells, so you either figure out that spell, or kite them, or they beat you to a pulp. Giving them mirror-like qualities makes them unkite-able (NONONO) or just has too much overlap to actually mean anything.

Elementals are one-trick ponies. They all fight pretty much identically (run into fight, spam special ability, die), and their competitiveness comes from a long list of annoying elemental immunities, so the players have to work around it. Adding more immunities means writing a really annoying monster. Teleporting elementals was the most feasible idea I could think of, but elementals come with only 1 special ability and mirror teleportation would make them ineffective everywhere but a Plane of Mirrors (or an Ikea :smalltongue:) and doesn't give with all the other elementals (whose special abilities are attacks).

Good analysis. Thanks for it, saves me from retreading ground you've already explored. (Not that you didn't examine elements I would have missed, because you totally did. I strongly suspect would have missed a lot of those points in fact.)

All the mirror teleportation reminds me that the Nerra can hop through any reflective surface IIRC. Which in turn makes me wonder how many rounds it takes for a pool of disturbed water to return to it's still reflective state?
The crunchy answer is likely related to it's size category. The simple answer would likely be that rippling water and still water should be equally reflective, mechanically, for simplicity's sake.


Now one could write a "golem" that doesn't play like a golem, or an "elemental" that doesn't play like an elemental. In that case, I would recommend mirrorwalking assassins. A good base for this would be the clay golem, because it's got moderate HP and it already has haste. If you remove the DR, cut the HP in half, and knock the damage down to something moderate (I'm guessing 1d10 + 4 would be good). Then you can give them teleportation as an attack action and make the haste effect permanent. If you want, you could switch Cursed Wound for a bleed effect.

The end result would be CR 7-ish golems that teleport around the battlefield and punch you to death while you try to stab them. The fight would focus around destroying the mirrors the golems use to teleport (perhaps 1d3 mirrors per golem, allow players to notice them with a spot check and destroy them with an attack). A group of 4 should challenge the party pretty well.

I had a vague thought last night as I fell asleep about this. Thought about having the Mirror Elemental maybe fission off copies (mirror image, probably definitely illusions) of itself during combat. Maybe when it takes certain kinds of damage? I'd say just when it's hit with a critical but Elementals are immune to criticals so I'm not sure how to word that and retain its elementalness.

For the Golem I remembered there is a Stained Glass Golem somewhere. Dragon maybe? I'll look about. I'm pretty sure it has some glass-ey abilities I can crib off of. If not that then I will definitely be using your suggestions for the Clay Golem modifications.
Maybe both. The Nerra come in three flavors, having their golems come in two wouldn't be too much of a stretch.


C 1003b
I'm not all attached to the name Jaanis. I just noticed that all of the mirror names (nerra, kalareem, sillit, varoot) used double letters somewhere in the middle, so I did a similar thing. There might be some homebrew name on the board that wormed its way into my head, but ctrl-f didn't yield me anything.

Your flattery is appreciated. :smallredface:

I think I'll call 'em Jaajnis. Sounds wierder coming off the tongue and retains your original vocals somewhat.
Oh and I remembered where I'd seen the word before, MM/SRD under Janni (http://www.d20srd.org/srd/monsters/genie.htm#janni). Not exactly the same but similar enough, especially aloud.

And hey, less flattery. More just simple compliment and honest appraisal of my appreciation. :smallwink:


C 1003c
Unless the players are going to fight it, I recommend just playing the monster by ear and having it send the duplicate periodic requests. Beforehand, the duplicate could be following orders because it had nothing better to do, so throughout the campaign it would be like having that nagging sensation in the back of your head that you need to clean your room, but instead of cleaning your room it's killing all your friends and taking over the world. Mind control tends to be messy, and I encourage you to avoid it.
Emphasis mine.

That seems a good idea. Thanks.

I'm not too concerned with the perils of mind control with the player involved. He would delight in the subtext and plot involved in his becoming/being a villain.

Just to Browse
2014-02-04, 07:40 PM
C 1003a
Interesting thought. I hadn't really considered what would happen to rippling stuff. Also, a nerra with feather fall and the ability to shoot mirrors at things would make a great D&D version of portal.

C 1003b
Are you thinking of having these fight alongside nerra? If so, it might not be a good idea to have them spawn illusory copies--each nerra is dropping 2-6 images on its own, and so many misses could make for a long slog (or if the party has true seeing, then it's not even tough).

The only glass-like golem I know of is the glass golem (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-glass) from Pathfinder. It deals a bleed effect and has and dazzles creatures around it (hadn't thought of that...). But having multiple flavors of golem is a great idea, there aren't enough denizens of the Planes of Mirrors.

C 1003b

Sounds like you're pretty much set, then. Good luck!

unseenmage
2014-02-04, 08:19 PM
C1003


C 1003a
Interesting thought. I hadn't really considered what would happen to rippling stuff. Also, a nerra with feather fall and the ability to shoot mirrors at things would make a great D&D version of portal.

That... is an awesome visual. Now I'm thinking a Nerra NPC/BBEG with a 'Mirror Staff' with some spells that either make, move, or conjure mirrors/polished/reflective surfaces everywhere in it.

Or better a 'Rod of Mirrors'. Easier to flavor it as a Portal gun. :smallbiggrin:


C 1003b
Are you thinking of having these fight alongside nerra? If so, it might not be a good idea to have them spawn illusory copies--each nerra is dropping 2-6 images on its own, and so many misses could make for a long slog (or if the party has true seeing, then it's not even tough).

Perhaps the ability for it to make a Simulacrum of itself once per day but only if it doesn't already have one? The Simulacrum is farther limited by having to perform the same task as the original. Either via Aid Another or actually mimicking the actions of the original (eg attack the same target, clear the same hallway, etc).


The only glass-like golem I know of is the glass golem (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-glass) from Pathfinder. It deals a bleed effect and has and dazzles creatures around it (hadn't thought of that...). But having multiple flavors of golem is a great idea, there aren't enough denizens of the Planes of Mirrors.

Cool. Would you want to take another crack at them? I admit to envying your attention to detail and familiarity with the rules. (I'm currently struggling with 3.0 to 3.5 conversions and adding that to templates in the Advanced Bestiary. Blech.)

TrueJordan
2014-02-04, 10:36 PM
R 1012
So I'm trying to make a druid character, but instead of serving nature regularly like most druids, I'm trying to make one that serves the Dark Side of nature, the entropy and death oriented, and apathetic side. In essence I want the same druid powers (or at least wild shape) but a whole different list of spells.
Preferably powered by the blood of those weaker than him ('Survival of the fittest')
Problem is, I don't really know the game well enough to think of any spells that'd fit. All I can think of are the rusting/rotting spells, but those aren't nearly varied enough for my liking.
So, any ideas?
Also it'd be cool to replace his abilities completely, but I guess I can work on that on my own; shouldn't be too difficult.

EDIT: I feel like a prestige class might work... Hm.

The Cats
2014-02-05, 12:35 AM
R 1004


This is R1012, not R1004

Just to Browse
2014-02-07, 02:52 PM
H 1006
Mounted Crusader (Crusader Variant)
"She is my ally on the battlefield, and my friend on the road."

Gain
Skills
Add handle animal and survival to the mounted crusader's class skills.

Mounted Combat
At level 1, a mounted crusader gains Mounted Combat as a bonus feat even if she does not meet the prerequisites.

In addition, when the crusader is mounted, she may use her mount's Dexterity modifier or her Dexterity modifier (whichever is higher) for the purposes of calculating Reflex saves and Initiative.

Dedicated Mount (Ex)
A level 1 mounted crusader gains the services of a mount. Any creature of the animal type that the crusader can ride (DM discretion, I don't recommend allowing great apes or octupi) is available as a mount, and it's CR must be equal to or less than the crusader's HD - 1 (minimum 1). The crusader can speak with her mount (and only her mount) as if under the effects of speak with animals.

The mount is different from normal animals of its kind: Its maximum HP is equal to half the crusader's maximum HP, and it's intelligence is 6 + 1 per point of the Crusader's intelligence modifier (the animal keeps its type despite having invalid intelligence). Further benefits are conferred based on the difference between the crusader's HD - 1 and the mount's CR as follows:
1 Bonus HD per point of difference (mounts gain feats and skill points, but not attribute increases, from these hit dice)
+1 Str per 2 points of difference (round up)
+1 Dex per 2 points of difference (round down)

The mount acts on the same initiative as the mounted crusader, and she may command her mount as a swift action. Upon the death, loss, or release of a mount, a mounted crusader can find a replacement by spending a week bonding with another suitable creature and making a Handle Animal check (DC 10 + hit dice of the creature, you cannot take 10 on this).

Evasion and Improved Evasion (Ex)
At level 3, a mounted crusader gains Evasion so long as she is unarmored or mounted. At level 13, this becomes Improved Evasion. The crusader shares the benefits of these features with her mount so long as she is mounted.

Speak with Animals (Ex)
A level 6 mounted crusader can now speak with any creature with the animal type as if under the effects of speak with animals. At level 18, she can use this ability to speak with animals or magical beasts, regardless of intelligence score and language.

Hard Ride
At level 10, a mounted crusader can take 10 on handle animal and ride checks, even while in a situation that would not normally allow her to take 10 (including the Handle Animal check in Dedicated Mount).

Lose
Furious Counterstrike, Steely Resolve, Zealous Surge, Smite, Die Hard, Mettle.

Remove intimidate from the mounted crusader's skill list.

This is a bit of a power-up to the crusader, especially at the higher levels, because the random selection of powers is a huge pain in the ass. I didn't grant an animal companion or special mount in case you wanted to be a nature paladin and multiclass for 5 animal companions or whatever.

The class gets some much-needed utility, which I especially did because of the handle animal / ride skill tax you're going to be paying for a mount. Everything but Indomitable Soul is replaced, to encourage you to keep stacking Charisma. You can either pick up a bunch of boosts and play an ubercharger or let your mount carry you around while you throw down full-round action strikes.

afroakuma
2014-02-07, 04:13 PM
C 1012


R 1012
So I'm trying to make a druid character, but instead of serving nature regularly like most druids, I'm trying to make one that serves the Dark Side of nature

Bit like the Children of Winter, but not quite?

I'll get on this one.

Skevvix
2014-02-07, 06:08 PM
R 1013 "Epic" Chameleon

What I'm looking for is just a 5 level extension of the Chameleon PrC. What I was tentatively thinking was they get 9s, the ability boost goes up to +8, the bonus on skills/saves goes to +6, get a third focus and maybe another floating feat(or would this be to much? Maybe a regular bonus feat?).

Zaydos
2014-02-07, 06:13 PM
C 1013


R 1013 "Epic" Chameleon

What I'm looking for is just a 5 level extension of the Chameleon PrC. What I was tentatively thinking was they get 9s, the ability boost goes up to +8, the bonus on skills/saves goes to +6, get a third focus and maybe another floating feat(or would this be to much? Maybe a regular bonus feat?).

Is it supposed to be level 16-20 or is it supposed to actually be Epic level?

Skevvix
2014-02-07, 06:29 PM
C 1013



Is it supposed to be level 16-20 or is it supposed to actually be Epic level?

Only avail at character level 21, but being levels 11-15 of the chameleon class.

My factotum11/Chameleon9 wants a progression into epic.

Zaydos
2014-02-07, 06:59 PM
H 1013
Not sure about the balance but here's my attempt. Made a new feat for a prerequisite partially to balance out giving a 2nd floating feat and the capability of double nines.

Epic Chameleon:

Prerequisites:
Race: Human or Doppleganger (or Changeling)
Skills: Bluff 24 ranks, Disguise 24 ranks, Sense Motive 12 ranks, Spellcraft 12 ranks.
Feats: Able Learner, Epic Jack of All Trades (see below)
Special: Ability Boon +8, Aptitude Focus 3/day (+4)

Class Features and Traits

HD: d8.
Class Skills:Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), and Use Magic Device (Cha).
Skill points per Level: 4 + Int modifier.

{table=head]Lv|Special|5|6|7|8|9
1|Aptitude Focus 3/day (+6)|4|1|0|-|-
2|Bonus Epic Feat|4|2|1|-|-
3|Ability Focus +8, Aptitude Focus 4/day (+6)|4|3|2|0|-
4|Instant Refocus|4|4|3|1|-
5|Triple Focus, Aptitude Focus 5/day (+6)|4|4|4|2|1[/table]

Aptitude Focus: At 1st level the bonuses from your Aptitude Foci increases by +2 to +6. At 3rd and 5th level you gain an extra use of this ability each day.

You continue to gain additional 5th level and higher spells through your Aptitude Foci as you gain levels in Epic Chameleon.

Bonus Epic Feat: At 2nd level, you gain an bonus feat. You must meet the prerequisites for this feat. At the start of each day, you can choose to change your bonus feat to any other feat for which you meet the prerequisites.

Ability Focus: The bonus granted to an ability score from your Ability Focus ability increases to +8.

Instant Refocus (Ex): At 4th level you gain the ability to change your Aptitude Focus in only 1 full round action.

Triple Focus: At 5th level you gain the ability to adopt 3 Aptitude Foci at a single time, in the same amount of time it previously took for you to adopt 1. You can still only adopt as many focuses each day as indicated by your Aptitude Focus ability.

Epic Feat
Epic Jack of All Trades
You are capable of applying your skill to any or all tasks.
Benefits: You may make any skill check untrained and gain a +3 bonus to all skill checks.

Skevvix
2014-02-07, 07:28 PM
H 1013
Not sure about the balance but here's my attempt. Made a new feat for a prerequisite partially to balance out giving a 2nd floating feat and the capability of double nines.

Epic Chameleon:

--snip--



Excellent sir/ma'am, thank you very much! I'm gonna print this out and see if it flies with the DM!

togapika
2014-02-08, 07:09 PM
R 1014

A prestige class for a sorcerer appropriate for a gestalt PATHFINDER game (Sorc/Rogue 1 currently) base on using your voice to do magic stuff.

Preferably both in combat and out of combat stuff to do.
I used that Ear-Piercing Scream spell and loved it, hence the request.

Just to Browse
2014-02-09, 07:25 AM
I have failed to post about C 1007 4 separate times, I think the internet gods hate me. Here's one more try.

C 1007
If you're still interested, I can take this on. I have a few questions:
Do you want it to be 15 hit dice? I can make a weaker storm giant if you'd like, or I can do a straight conversion like out of Races of War.
Do you want it to be a race, or a monster class (like a 15-level "Storm Giant" class, which just partitions the abilities at appropriate levels)?
Do you want me to use the standard storm giant, or would you rather have extra features to make it more PC-worthy?

C 1008
This is a big request and outside the scope of the Request a Homebrew thread. I suggest fishing for help in a separate thread. I'm willing to write a small portion of this (like replacing their broken summon/command class feature, or doing a necessary class features outline), and if you write a rough draft on the forums then I can drop by and critique it.


H 1009: Favored of Lolth
This is also outside the scope of the Request a homebrew thread, but I'm inspired enough by the concept that I went ahead and wrote something. It's a class of priestesses appointed by Lolth who get dark spider magic, spider companions, and use dexterity for everything. The Tier 3+ of gishes, off the duskblade template.

HD: d10
BAB: 3/4
Good Saves: Reflex and Fortitude
Skill points: 6 + Intelligence modifier
Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Forgery, Handle Animal, Hide, Intimidate, Jump, Knowledge (religion), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, Use Rope

{table]Level|Special
1|Speak language (drow sign language), weapon finesse
2|Poison resistance, sneak attack +1d6
3|Blessing of the spider queen
4|Walk with spiders
5|Enforcer
6|Sneak attack +2d6
7|Demonweb grace
8|Poison use, swift assault
9|
10|Sneak attack +3d6
11|Spider queen’s touch
12|Poison immunity
13|
14|Sneak attack +4d6
15|
16|Body of the swarm
17|
18|Sneak attack +5d6
19|
20|Queen of her kind[/table]

Class Features
The following are class features of the Favored of Lolth.

Weapon and Armor Proficiency: Favored of Lolth are proficient with all simple and martial weapons, as well as light and medium armor, shields (except heavy shields), and whips.

Spells: You cast divine spells, which are drawn from the Favored of Lolth spell list. You can cast any spell you know without preparing it ahead of time.

To learn or cast a spell, you must have a Dexterity score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Dex modifier. You can only cast a certain number of spells of each spell level per day. When you cast a spell, you fuse the verbal and somatic components into your use of drow sign language and thus need not utter any sound during the process.

Your base daily allotment is identical to that of the duskblade (see PHB II, p.19). In addition, you receive bonus spells per day if you have a high Dexterity score (see Table 1-1: Ability Modifier and Bonus Spells in the PHB, p.8).

Spells Known: You begin play knowing 2 0-level and 2 1st-level spells, chosen from the Favored of Lolth spell list. You also know one additional 0-level spells for each point of Intelligence bonus.

Each time you gain a new class level, you learn one additional spell of the highest level you can cast, chosen from the Favored of Lolth list. Instead of choosing a single spell to learn, you may choose 2 spells 1 level lower.

Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged.

You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Speak Language: If you do not already know drow sign language, you learn it.

Weapon Finesse: At level 1, you gain Weapon Finesse as bonus feat.

Sneak Attack: This functions as the rogue class feature, but sneak attack damage begins at 1d6 at level 2, and advances 1d6 every 4 levels.

Poison Resistance: At level 2, you gain a +4 bonus on saves against the effects of poisons. This includes the poison spell and its variants.

Blessings of the Spider Queen (Su): When you are not in situation where taking 10 is normally impossible (e.g. not stressed or in combat), you may dedicate a spell you can cast to Lolth as a 1-round action, which consumes a spell slot that the spell would be cast from. You can only use this ability on spells with a casting time of 1 full-round action or less, and may not use it if you do not have the spell slots to cast the spell. While you have a spell dedicated to Lolth, you may use an immediate action at any time to cast the spell without provoking attacks of opportunity.

In addition, once per week you may use contact other plane as a spell-like ability, but only to speak with Lolth. You suffer no chance of intelligence or charisma loss.

Walk with Spiders: You may speak with vermin as if under the effects of speak with animals (but only affecting vermin) and you may use Handle Animal on vermin as if they were animals. In addition, Lolth grants you the service of a spider companion in the form of a small monstrous spider. As you gain levels in Favored of Lolth, your companion increases in power as shown on the table below. Upon death, loss, or release of your companion, Lolth provides you with a new one within 24 hours.

You may also select from alternative lists of companions. Should you select an animal companion from one of these alternative lists, the creature gains abilities as if your Favored of Lolth level were lower than it actually is. Subtract the value indicated in the entry on the table to determine the spider companion’s powers. (If this adjustment would reduce your effective level to 0 or lower, you can’t have that creature as a companion.)

Enforcer (Ex): You are respected by Lolth if you survive to 5th level, and members of the drow community will recognize your power. You are equal in prestige to the normal Lolth clergy (expect to trials from Her) and gain a +6 bonus on any Charisma check (including skill checks) involving other drow.

In addition, when you cast a spell or use a spell-like ability that forces a save, and the target’s save bonus is less than your Dexterity plus the spell’s level, the target immediately fails its save. When you use a similar ability that allows for spell resistance, the target’s Spell Resistance is less than your 10 + your hit dice, you are treated as automatically succeeding on the caster level check.

Demonweb Grace (Ex): At level 7, You can walk on vertical surfaces and ceilings as if under the effects of spider climb at all times, and you can see in darkness of any kind (even magical darkness).

Poison Use (Ex): Starting at 8th level, you never risk accidentally poisoning yourself when applying poison to a weapon.

Swift Assault (Ex): Also at 8th level, you can make a full attack as a standard action.

Spider Queen’s Touch (Sp): At level 11, as a standard action, you can make a touch attack against a target and force them to make a will save (DC 10 + 1/2 your Favored of Lolth level + your Dexterity modifier) or permanently take the form of a cursed spider as if under the effects of polymorph any object. The transformation process is very painful, leaving them sickened for a day afterwards. If they have fewer than 6 hit dice, they become a monstrous spider of their size. If they have 6 hit dice or more, they become a drider without sorcerer spellcasting.

In addition, you may plane shift anywhere in the Abyss as a standard action. If you use this ability to travel to the Demonweb Pits, you do not arrive off from your destination.

You may use either of these abilities once per day, with a caster level equal to your hit dice.

Poison Immunity (Ex): Constant exposure to poison has many your body strong. You are immune to the effects of poison, and cannot take strength damage, drain, or burn unless it is self-inflicted.

Body of the Swarm (Su): As a standard action, you may change into a spider swarm (as if under the effect of a polymorph spell), which bestows upon you the following changes:
Your size becomes dimunitive, and your type becomes vermin (swarm).
Your speed in all modes is reduced by 10 feet.
Your space becomes 10 feet (your reach is still 0 feet).
Your strength becomes 1, and you gain an attack that deals 1d6 damage plus poison (see below).
You gain the Distraction ability of swarms, with a DC of 10 + 1/2 your hit dice + your Dexterity modifier.
You gain an injury poison, dealing only initial strength damage of 1d6 + 1 per 3 hit dice (no secondary damage).
You become immune to weapon damage and gain tremorsense out to half your darkvision range.

Queen of Her Kind: You are a god in your own right. Your powers are no longer derived from devotion to Lolth, but devotion to your own strength. You gain divine rank 0.


The Favored of Lolth’s Spider Companion
Your spider companion is superior to a normal spider creature of its kind, and grants powers to you as described below.

{table]Class Level|Natural Armor Adj.|Str/Dex Adj.|Bonus Tricks|Special
1|+0|+0|1|Bonus hit dice, link
2|+1|+0|1|Share spells
3|+2|+1|2|Uncanny dodge
4-6|+2|+1|2|Evasion
7-9|+4|+2|3|Share saving throws
10-12|+6|+3|4|Spell resistance
13-15|+8|+4|5|Improved uncanny dodge
16-18|+10|+5|6|Improved evasion
19-20|+12|+6|7|Stealth Mastery
[/table]

Spider Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.


Class Level
Your Favored of Lolth level. The Favored of Lolth levels stack with levels of any other classes that are entitled to spider or animal companions for the purpose of determining the companion’s abilities and alternative lists available to the character. Any features that advance the your animal companion can instead advance their spider companion.

Natural Armor Adj.
The number noted here is an improvement to the spider companion’s existing natural armor bonus.

Str/Dex Adj.
Add this value to the spider companion’s Strength and Dexterity scores.

Bonus Tricks
The value given in this column is the total number of "bonus" tricks that the creature knows in addition to any that you might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. You select these bonus tricks, and once selected, they can’t be changed.

Bonus Hit Dice
The spider companion gains 1 bonus hit die per your effective Favored of Lolth levle. Remember that these improve the companion’s BAB, base saves, and grant them feats and skills. These hit dice do not grant additional attribute increases.

Link
You can handle your spider companion as a free action, or push it as a move action, even if you do not have any ranks in the Handle Animal skill. You gain a +4 circumstance bonus on all handle animal checks made regarding vermin.

Share Spells
At your option, you may have any spell (or spell-like ability) you cast upon yourself also affect your spider companion. The spider companion must be within 5 feet of you at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the spider companion if the companion moves farther than 5 feet away and will not affect it again, even if it returns to you before the duration expires.

Additionally, you may cast a spell with a target of "You" on your spider companion (as a touch range spell) instead of on yourself. You and her animal companion can share spells even if the spells normally do not affect creatures of the your type (vermin).

Uncanny dodge
The spider companion retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.

The spider companion grants you the benefits of uncanny dodge as well as long as the two of you are within 5 feet of each other.

Evasion
If a spider companion is subject to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

The spider companion grants you the benefits of evasion as well as long as the two of you are within 5 feet of each other

Share Saving Throws
For each of its saving throws, the spider companion uses its own base save bonus or yours, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that you might have.

Spell Resistance
A spider companion’s spell resistance equals yours or its hit dice + 10, whoever is higher.

Improved Uncanny Dodge
The spider companion cannot be flanked unless it’s by a creature with sneak attack and at least 4 more hit dice than the companion.

The spider companion grants you the benefits of improved uncanny dodge as well as long as the two of you are within 5 feet of each other.

Improved Evasion
If the spider companion is subject to an attack that normally allows a Reflex saving throw for half damage, the companion takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

The spider companion grants you the benefits of improved evasion as well as long as the two of you are within 5 feet of each other.

Stealth Mastery
As a standard action, the spider companion can make itself and you invisible as per invisibility. This is a spell-like ability with a caster level of 20, and ignores the effects of invisibility-piercing spells such as see invisibility and true seeing for the first round they would detect you.


Alternative Animal Companions
These need filling. Fiendish monsters and the variety of spiders in different books belong here.


2nd Level or Higher (Level – 1)
Small Monstrous Spider

3rd Level or Higher (Level – 2)
Medium Monstrous Spider
Spider Swarm

4th Level or Higher (Level – 3)
Large Monstrous Spider

7th Level or Higher (Level – 6)
Aranea
Huge Monstrous Spider

10th Level or Higher (Level – 9)
Drider (cannot cast spells as a sorcerer)
Gargantuan Monstrous Spider
Phase Spider

13th Level or Higher (Level – 12)
Colossal Monstrous Spider

16th Level or Higher (Level – 15)




Favored of Lolth Spell List

0th: Bane, Bless, Dancing Lights, Detect Poison, Detect Magic, Ghost Sound, Know Direction, Magic Weapon1, Mount2, Obscuring Mist, Resistance, Touch of Fatigue, Mage Hand, Message
1st: Augury, Cat’s Grace, Command, Crushing Despair, Darkness, Disguise Self, Expeditious Retreat, Grease, Identify, Fog Cloud, Invisibility, Lesser Restoration, Magic Aura, Pass Without Trace, Protection from Good, Ray of Enfeeblement, Remove Disease, See Invisibility, Shield, Spider Climb, Silent Image, Undetectable Alignment, Ventriloquism
2nd: Alter Self, Blindness/Deafness, Blur, Clairaudience/Clairvoyance, Deeper Darkness, Detect Thoughts, Dispel Magic, Greater Magic Weapon1, Invisibility Sphere, Keen Edge1, Levitate, Locate Object, Meld Into Stone, Neutralize Poison, Obscure Object, Mirror Image, Minor Image, Misdirection, Phantom Steed2, Poison3, Remove Curse, Seeming, Summon Swarm, Web
3rd: Arcane Sight, Bestow Curse, Blink, Charm Monster, Death Ward, Detect Scrying, Dimension Door, Discern Lies, Greater Command, Greater Dispel Magic, Displacement, Divination, Freedom of Movement, Gaseous Form, Giant Vermin, Haste, Illusory Wall, Improved Invisibility, Insect Plague4, Nondetection, Major Image, Mass Cat’s Grace, Mind Fog, Minor Creation, Passwall, Phantasmal Killer, Prying Eyes, Remove Curse, Shadow Walk, Shrink Item, Slay Living, Slow, Stinking Cloud, Stone Shape, Suggestion, Transmute Mud to Rock5, True Seeing, Veil, Waves of Fatigue
4th: Break Enchantment, Cloudkill, Enervation, False Vision, Find the Path, Greater Arcane Sight, Greater Prying Eyes, Hallucinatory Terrain, Major Creation, Mass Charm Monster, Mass Invisibility, Mislead, Persistent Image, Move Earth, Phase Door, Scrying, Solid Fog, Wall of Stone, Waves of Exhaustion, Wind Walk
5th: Acid Fog, Analyze Dweomer, Circle of Death, Dominate Monster, Energy Drain, Flesh to Stone6, Greater Scrying, Mass Suggestion, Mirage Arcana, Programmed Image, Project Image, Sequester, Wall of Force

1: Duration is instead 24 hours.
2: Takes the shape of a spider of appropriate size.
3: Deals Str damage instead of Con damage.
4: Summons spiders instead
5: You also can cast Transmute Rock to Mud.
6: You can also case Stone to Flesh

TrueJordan
2014-02-09, 10:45 AM
C 1012



Bit like the Children of Winter, but not quite?

I'll get on this one.

I don't know what that is, but sounds like something that can fit stylistically. It doesn't have to be cold-oriented, but whichever's easier.

Either way, I really appreciate it; thanks.

Tetraplex
2014-02-09, 01:18 PM
R.1015

I would like a base class hybrid of the Soulknife and Warlock, able to focus either on range (Based on Soulbow/Blastlock) or Melee (Soulknife/Glaive or Clawlock), using the shape invocations or versions of them to modify the class' weapon.
Basing it on the Multiclass Archetypes from Pathfinder (Examples here (http://www.pathfindercommunity.net/classes/multiclass-archetypes/)) may be a good start since the idea came from them, but no need to convert the classes to PF or anything.

CaDzilla
2014-02-09, 03:01 PM
I have failed to post about C 1007 4 separate times, I think the internet gods hate me. Here's one more try.



H 1009: Favored of Lolth
This is also outside the scope of the Request a homebrew thread, but I'm inspired enough by the concept that I went ahead and wrote something. It's a class of priestesses appointed by Lolth who get dark spider magic, spider companions, and use dexterity for everything. The Tier 3+ of gishes, off the duskblade template.

HD: d10
BAB: 3/4
Good Saves: Reflex and Fortitude
Skill points: 6 + Intelligence modifier
Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Forgery, Handle Animal, Hide, Intimidate, Jump, Knowledge (religion), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, Use Rope

{table]Level|Special
1|Speak language (drow sign language), weapon finesse
2|Poison resistance, sneak attack +1d6
3|Blessing of the spider queen
4|Walk with spiders
5|Enforcer
6|Sneak attack +2d6
7|Demonweb grace
8|Poison use, swift assault
9|
10|Sneak attack +3d6
11|Spider queen’s touch
12|Poison immunity
13|
14|Sneak attack +4d6
15|
16|Body of the swarm
17|
18|Sneak attack +5d6
19|
20|Queen of her kind[/table]

Class Features
The following are class features of the Favored of Lolth.

Weapon and Armor Proficiency: Favored of Lolth are proficient with all simple and martial weapons, as well as light and medium armor, shields (except heavy shields), and whips.

Spells: You cast divine spells, which are drawn from the Favored of Lolth spell list. You can cast any spell you know without preparing it ahead of time.

To learn or cast a spell, you must have a Dexterity score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Dex modifier. You can only cast a certain number of spells of each spell level per day. When you cast a spell, you fuse the verbal and somatic components into your use of drow sign language and thus need not utter any sound during the process.

Your base daily allotment is identical to that of the duskblade (see PHB II, p.19). In addition, you receive bonus spells per day if you have a high Dexterity score (see Table 1-1: Ability Modifier and Bonus Spells in the PHB, p.8).

Spells Known: You begin play knowing 2 0-level and 2 1st-level spells, chosen from the Favored of Lolth spell list. You also know one additional 0-level spells for each point of Intelligence bonus.

Each time you gain a new class level, you learn one additional spell of the highest level you can cast, chosen from the Favored of Lolth list. Instead of choosing a single spell to learn, you may choose 2 spells 1 level lower.

Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged.

You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Speak Language: If you do not already know drow sign language, you learn it.

Weapon Finesse: At level 1, you gain Weapon Finesse as bonus feat.

Sneak Attack: This functions as the rogue class feature, but sneak attack damage begins at 1d6 at level 2, and advances 1d6 every 4 levels.

Poison Resistance: At level 2, you gain a +4 bonus on saves against the effects of poisons. This includes the poison spell and its variants.

Blessings of the Spider Queen (Su): When you are not in situation where taking 10 is normally impossible (e.g. not stressed or in combat), you may dedicate a spell you can cast to Lolth as a 1-round action, which consumes a spell slot that the spell would be cast from. You can only use this ability on spells with a casting time of 1 full-round action or less, and may not use it if you do not have the spell slots to cast the spell. While you have a spell dedicated to Lolth, you may use an immediate action at any time to cast the spell without provoking attacks of opportunity.

In addition, once per week you may use contact other plane as a spell-like ability, but only to speak with Lolth. You suffer no chance of intelligence or charisma loss.

Walk with Spiders: You may speak with vermin as if under the effects of speak with animals (but only affecting vermin) and you may use Handle Animal on vermin as if they were animals. In addition, Lolth grants you the service of a spider companion in the form of a small monstrous spider. As you gain levels in Favored of Lolth, your companion increases in power as shown on the table below. Upon death, loss, or release of your companion, Lolth provides you with a new one within 24 hours.

You may also select from alternative lists of companions. Should you select an animal companion from one of these alternative lists, the creature gains abilities as if your Favored of Lolth level were lower than it actually is. Subtract the value indicated in the entry on the table to determine the spider companion’s powers. (If this adjustment would reduce your effective level to 0 or lower, you can’t have that creature as a companion.)

Enforcer (Ex): You are respected by Lolth if you survive to 5th level, and members of the drow community will recognize your power. You are equal in prestige to the normal Lolth clergy (expect to trials from Her) and gain a +6 bonus on any Charisma check (including skill checks) involving other drow.

In addition, when you cast a spell or use a spell-like ability that forces a save, and the target’s save bonus is less than your Dexterity plus the spell’s level, the target immediately fails its save. When you use a similar ability that allows for spell resistance, the target’s Spell Resistance is less than your 10 + your hit dice, you are treated as automatically succeeding on the caster level check.

Demonweb Grace (Ex): At level 7, You can walk on vertical surfaces and ceilings as if under the effects of spider climb at all times, and you can see in darkness of any kind (even magical darkness).

Poison Use (Ex): Starting at 8th level, you never risk accidentally poisoning yourself when applying poison to a weapon.

Swift Assault (Ex): Also at 8th level, you can make a full attack as a standard action.

Spider Queen’s Touch (Sp): At level 11, as a standard action, you can make a touch attack against a target and force them to make a will save (DC 10 + 1/2 your Favored of Lolth level + your Dexterity modifier) or permanently take the form of a cursed spider as if under the effects of polymorph any object. The transformation process is very painful, leaving them sickened for a day afterwards. If they have fewer than 6 hit dice, they become a monstrous spider of their size. If they have 6 hit dice or more, they become a drider without sorcerer spellcasting.

In addition, you may plane shift anywhere in the Abyss as a standard action. If you use this ability to travel to the Demonweb Pits, you do not arrive off from your destination.

You may use either of these abilities once per day, with a caster level equal to your hit dice.

Poison Immunity (Ex): Constant exposure to poison has many your body strong. You are immune to the effects of poison, and cannot take strength damage, drain, or burn unless it is self-inflicted.

Body of the Swarm (Su): As a standard action, you may change into a spider swarm (as if under the effect of a polymorph spell), which bestows upon you the following changes:
Your size becomes dimunitive, and your type becomes vermin (swarm).
Your speed in all modes is reduced by 10 feet.
Your space becomes 10 feet (your reach is still 0 feet).
Your strength becomes 1, and you gain an attack that deals 1d6 damage plus poison (see below).
You gain the Distraction ability of swarms, with a DC of 10 + 1/2 your hit dice + your Dexterity modifier.
You gain an injury poison, dealing only initial strength damage of 1d6 + 1 per 3 hit dice (no secondary damage).
You become immune to weapon damage and gain tremorsense out to half your darkvision range.

Queen of Her Kind: You are a god in your own right. Your powers are no longer derived from devotion to Lolth, but devotion to your own strength. You gain divine rank 0.


The Favored of Lolth’s Spider Companion
Your spider companion is superior to a normal spider creature of its kind, and grants powers to you as described below.

{table]Class Level|Natural Armor Adj.|Str/Dex Adj.|Bonus Tricks|Special
1|+0|+0|1|Bonus hit dice, link
2|+1|+0|1|Share spells
3|+2|+1|2|Uncanny dodge
4-6|+2|+1|2|Evasion
7-9|+4|+2|3|Share saving throws
10-12|+6|+3|4|Spell resistance
13-15|+8|+4|5|Improved uncanny dodge
16-18|+10|+5|6|Improved evasion
19-20|+12|+6|7|Stealth Mastery
[/table]

Spider Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.


Class Level
Your Favored of Lolth level. The Favored of Lolth levels stack with levels of any other classes that are entitled to spider or animal companions for the purpose of determining the companion’s abilities and alternative lists available to the character. Any features that advance the your animal companion can instead advance their spider companion.

Natural Armor Adj.
The number noted here is an improvement to the spider companion’s existing natural armor bonus.

Str/Dex Adj.
Add this value to the spider companion’s Strength and Dexterity scores.

Bonus Tricks
The value given in this column is the total number of "bonus" tricks that the creature knows in addition to any that you might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. You select these bonus tricks, and once selected, they can’t be changed.

Bonus Hit Dice
The spider companion gains 1 bonus hit die per your effective Favored of Lolth levle. Remember that these improve the companion’s BAB, base saves, and grant them feats and skills. These hit dice do not grant additional attribute increases.

Link
You can handle your spider companion as a free action, or push it as a move action, even if you do not have any ranks in the Handle Animal skill. You gain a +4 circumstance bonus on all handle animal checks made regarding vermin.

Share Spells
At your option, you may have any spell (or spell-like ability) you cast upon yourself also affect your spider companion. The spider companion must be within 5 feet of you at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the spider companion if the companion moves farther than 5 feet away and will not affect it again, even if it returns to you before the duration expires.

Additionally, you may cast a spell with a target of "You" on your spider companion (as a touch range spell) instead of on yourself. You and her animal companion can share spells even if the spells normally do not affect creatures of the your type (vermin).

Uncanny dodge
The spider companion retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.

The spider companion grants you the benefits of uncanny dodge as well as long as the two of you are within 5 feet of each other.

Evasion
If a spider companion is subject to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

The spider companion grants you the benefits of evasion as well as long as the two of you are within 5 feet of each other

Share Saving Throws
For each of its saving throws, the spider companion uses its own base save bonus or yours, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that you might have.

Spell Resistance
A spider companion’s spell resistance equals yours or its hit dice + 10, whoever is higher.

Improved Uncanny Dodge
The spider companion cannot be flanked unless it’s by a creature with sneak attack and at least 4 more hit dice than the companion.

The spider companion grants you the benefits of improved uncanny dodge as well as long as the two of you are within 5 feet of each other.

Improved Evasion
If the spider companion is subject to an attack that normally allows a Reflex saving throw for half damage, the companion takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

The spider companion grants you the benefits of improved evasion as well as long as the two of you are within 5 feet of each other.

Stealth Mastery
As a standard action, the spider companion can make itself and you invisible as per invisibility. This is a spell-like ability with a caster level of 20, and ignores the effects of invisibility-piercing spells such as see invisibility and true seeing for the first round they would detect you.


Alternative Animal Companions
These need filling. Fiendish monsters and the variety of spiders in different books belong here.


2nd Level or Higher (Level – 1)
Small Monstrous Spider

3rd Level or Higher (Level – 2)
Medium Monstrous Spider
Spider Swarm

4th Level or Higher (Level – 3)
Large Monstrous Spider

7th Level or Higher (Level – 6)
Aranea
Huge Monstrous Spider

10th Level or Higher (Level – 9)
Drider (cannot cast spells as a sorcerer)
Gargantuan Monstrous Spider
Phase Spider

13th Level or Higher (Level – 12)
Colossal Monstrous Spider

16th Level or Higher (Level – 15)




Favored of Lolth Spell List

0th: Bane, Bless, Dancing Lights, Detect Poison, Detect Magic, Ghost Sound, Know Direction, Magic Weapon1, Mount2, Obscuring Mist, Resistance, Touch of Fatigue, Mage Hand, Message
1st: Augury, Cat’s Grace, Command, Crushing Despair, Darkness, Disguise Self, Expeditious Retreat, Grease, Identify, Fog Cloud, Invisibility, Lesser Restoration, Magic Aura, Pass Without Trace, Protection from Good, Ray of Enfeeblement, Remove Disease, See Invisibility, Shield, Spider Climb, Silent Image, Undetectable Alignment, Ventriloquism
2nd: Alter Self, Blindness/Deafness, Blur, Clairaudience/Clairvoyance, Deeper Darkness, Detect Thoughts, Dispel Magic, Greater Magic Weapon1, Invisibility Sphere, Keen Edge1, Levitate, Locate Object, Meld Into Stone, Neutralize Poison, Obscure Object, Mirror Image, Minor Image, Misdirection, Phantom Steed2, Poison3, Remove Curse, Seeming, Summon Swarm, Web
3rd: Arcane Sight, Bestow Curse, Blink, Charm Monster, Death Ward, Detect Scrying, Dimension Door, Discern Lies, Greater Command, Greater Dispel Magic, Displacement, Divination, Freedom of Movement, Gaseous Form, Giant Vermin, Haste, Illusory Wall, Improved Invisibility, Insect Plague4, Nondetection, Major Image, Mass Cat’s Grace, Mind Fog, Minor Creation, Passwall, Phantasmal Killer, Prying Eyes, Remove Curse, Shadow Walk, Shrink Item, Slay Living, Slow, Stinking Cloud, Stone Shape, Suggestion, Transmute Mud to Rock5, True Seeing, Veil, Waves of Fatigue
4th: Break Enchantment, Cloudkill, Enervation, False Vision, Find the Path, Greater Arcane Sight, Greater Prying Eyes, Hallucinatory Terrain, Major Creation, Mass Charm Monster, Mass Invisibility, Mislead, Persistent Image, Move Earth, Phase Door, Scrying, Solid Fog, Wall of Stone, Waves of Exhaustion, Wind Walk
5th: Acid Fog, Analyze Dweomer, Circle of Death, Dominate Monster, Energy Drain, Flesh to Stone6, Greater Scrying, Mass Suggestion, Mirage Arcana, Programmed Image, Project Image, Sequester, Wall of Force

1: Duration is instead 24 hours.
2: Takes the shape of a spider of appropriate size.
3: Deals Str damage instead of Con damage.
4: Summons spiders instead
5: You also can cast Transmute Rock to Mud.
6: You can also case Stone to Flesh

C1009: Should have specified that both of my requests were prestige classes. 1009 also shouldn't be exclusive to Drow. 1010 should be entry friendly to both rogues and barbarians.

7th son of sons
2014-02-14, 08:47 AM
R: 1016

A.) In an upcoming campaign, a friend of mine wished to play as a Snake Tailed Lamia (http://www.d20srd.org/srd/monsters/lamia.htm) Character. We are starting this new campaign at lvl 1, so I was hoping someone could help me out and design a Savage Progression style Class for the player to play as a Lamia. Her requests are: Bonus Against Trip, Something to represent a Lamia's savage nature, Access to most SLA's, and Large Size.

B.) In addition, another of my player, a first timer, was interested in playing a class similar to the League of Legends character Twisted Fate (http://leagueoflegends.wikia.com/wiki/Twisted_Fate), and while I realize there is most likely a way to multi-class to get his skills and abilities, I don't want to confuse the new player with a lot of multiclassing. Can someone design a single class, whether base or prestige, that would grant a character these abilities?

C.) And lastly, I am designing a Druid Villain in the campaign, and would like them to have more of a insectial or hive-mind flavour. Can Anyone design a druid PRC based around Insect control or Bees of some nature?

Just to Browse
2014-02-14, 06:39 PM
My distractions are settling down, so I can devote the time necessary to make stuff again. Response-worthy stuff:

C 1003
I thought I posted a sample monster, but the same Wi-Fi that killed my post last time killed this one, and I never bothered to check. I've also realized the monster was kind of crap, so I'll do this with your input. Pick one of the three (and feel free to suggest/add things, I'm just throwing out concepts), I'll make it, and you can put the other two in the queue if you like them.
Tag-team mirror monsters that act on the same initiative, mirror each other's actions, and share HP/status conditions.
Crazy mirror-replicators with mirror cloning shenanigans. Can make copies and go totally out of control, but all the copies die if you kill the original.
Light-abusing bruiser. Strong against attackers with dazzle/blind aura, strong against mages with unconventional immunities. It can hit really hard if it focuses 1 target for multiple turns, but gets taunted and distracted easily.


C 1009
I probably should have asked. Questions:
What level of entry?
Should it have lots of drow flavor, despite allowing non-drow?
(If it doesn't have drow flavor) would you be OK with me removing the DSL part entirely, and making a signer of some kind?
Gish class or no?
Any type of spell focus?

R 1012
In case afro doesn't get to this, I can wait to provide a backup. I'm thinking of a druid ACF (that way you can do it from level 1) that restricts spell list, and in exchange replaces all the nature-y abilities with stronger ones that involve killing things. That cool by you?

C 1015
Base classes are outside the scope of the Request-a-Homebrew thread, but I'm willing to write the first 5-10 levels of the class for you. Here are questions and things for you to respond to:
Forcing players to spend invocations on weapon shapes instead of cool invocations is bad design, so I'd rather write a list of weapons they can use (6-100: blast, bow, thrown weapon, sky lightning, glaive, claw, sword, whip/chain)
Do you want this to advance powers and/or invocations?
Do you have a preferred style of combat for characters of this class? (negating attacks, assassinations, switching between weapons in combat, etc)
Certain class features you want to see included?
Any prestige classes you want to take this into?
Feel free to answer as many of these as you'd like, I will take creative liberties otherwise.

unseenmage
2014-02-15, 12:02 AM
C 1003


...

C 1003
I thought I posted a sample monster, but the same Wi-Fi that killed my post last time killed this one, and I never bothered to check. I've also realized the monster was kind of crap, so I'll do this with your input. Pick one of the three (and feel free to suggest/add things, I'm just throwing out concepts), I'll make it, and you can put the other two in the queue if you like them.
Tag-team mirror monsters that act on the same initiative, mirror each other's actions, and share HP/status conditions.
Crazy mirror-replicators with mirror cloning shenanigans. Can make copies and go totally out of control, but all the copies die if you kill the original.
Light-abusing bruiser. Strong against attackers with dazzle/blind aura, strong against mages with unconventional immunities. It can hit really hard if it focuses 1 target for multiple turns, but gets taunted and distracted easily.


...

I like all three. And I think i like them all about equally. Though the Light-abusing bruiser seems the most straightforward. So i guess that puts him at the top.

The mirror-replicators sound awesome. Perhaps each generation is half the strength of the last? Would keep Mirror Mephit-like shenanigans down some maybe.

The tag-team monster sounds tough to run, but I'd love to see what you could come up with. Something as simple as it just always having a flanking buddy?

gurgleflep
2014-02-15, 12:15 AM
R: 1006

A.) In an upcoming campaign, a friend of mine wished to play as a Snake Tailed Lamia (http://www.d20srd.org/srd/monsters/lamia.htm) Character. We are starting this new campaign at lvl 1, so I was hoping someone could help me out and design a Savage Progression style Class for the player to play as a Lamia. Her requests are: Bonus Against Trip, Something to represent a Lamia's savage nature, Access to most SLA's, and Large Size.

B.) In addition, another of my player, a first timer, was interested in playing a class similar to the League of Legends character Twisted Fate (http://leagueoflegends.wikia.com/wiki/Twisted_Fate), and while I realize there is most likely a way to multi-class to get his skills and abilities, I don't want to confuse the new player with a lot of multiclassing. Can someone design a single class, whether base or prestige, that would grant a character these abilities?

C.) And lastly, I am designing a Druid Villain in the campaign, and would like them to have more of a insectial or hive-mind flavour. Can Anyone design a druid PRC based around Insect control or Bees of some nature?

This is R1016, I believe. The numbers have been pretty scrambled lately.

DrunkenMists
2014-02-15, 03:03 PM
H 1006
Mounted Crusader (Crusader Variant)
"She is my ally on the battlefield, and my friend on the road."

Gain
Skills
Add handle animal and survival to the mounted crusader's class skills.

Mounted Combat
At level 1, a mounted crusader gains Mounted Combat as a bonus feat even if she does not meet the prerequisites.

In addition, when the crusader is mounted, she may use her mount's Dexterity modifier or her Dexterity modifier (whichever is higher) for the purposes of calculating Reflex saves and Initiative.

Dedicated Mount (Ex)
A level 1 mounted crusader gains the services of a mount. Any creature of the animal type that the crusader can ride (DM discretion, I don't recommend allowing great apes or octupi) is available as a mount, and it's CR must be equal to or less than the crusader's HD - 1 (minimum 1). The crusader can speak with her mount (and only her mount) as if under the effects of speak with animals.

The mount is different from normal animals of its kind: Its maximum HP is equal to half the crusader's maximum HP, and it's intelligence is 6 + 1 per point of the Crusader's intelligence modifier (the animal keeps its type despite having invalid intelligence). Further benefits are conferred based on the difference between the crusader's HD - 1 and the mount's CR as follows:
1 Bonus HD per point of difference (mounts gain feats and skill points, but not attribute increases, from these hit dice)
+1 Str per 2 points of difference (round up)
+1 Dex per 2 points of difference (round down)

The mount acts on the same initiative as the mounted crusader, and she may command her mount as a swift action. Upon the death, loss, or release of a mount, a mounted crusader can find a replacement by spending a week bonding with another suitable creature and making a Handle Animal check (DC 10 + hit dice of the creature, you cannot take 10 on this).

Evasion and Improved Evasion (Ex)
At level 3, a mounted crusader gains Evasion so long as she is unarmored or mounted. At level 13, this becomes Improved Evasion. The crusader shares the benefits of these features with her mount so long as she is mounted.

Speak with Animals (Ex)
A level 6 mounted crusader can now speak with any creature with the animal type as if under the effects of speak with animals. At level 18, she can use this ability to speak with animals or magical beasts, regardless of intelligence score and language.

Hard Ride
At level 10, a mounted crusader can take 10 on handle animal and ride checks, even while in a situation that would not normally allow her to take 10 (including the Handle Animal check in Dedicated Mount).

Lose
Furious Counterstrike, Steely Resolve, Zealous Surge, Smite, Die Hard, Mettle.

Remove intimidate from the mounted crusader's skill list.

This is a bit of a power-up to the crusader, especially at the higher levels, because the random selection of powers is a huge pain in the ass. I didn't grant an animal companion or special mount in case you wanted to be a nature paladin and multiclass for 5 animal companions or whatever.

The class gets some much-needed utility, which I especially did because of the handle animal / ride skill tax you're going to be paying for a mount. Everything but Indomitable Soul is replaced, to encourage you to keep stacking Charisma. You can either pick up a bunch of boosts and play an ubercharger or let your mount carry you around while you throw down full-round action strikes.

R1006

Sorry for the Slow Reply on this one Just to Browse.

Thank you so much; I think you've way more than exceeded what I was in-visioning when I put in the request, especially since you made it a pretty unique looking class feature compared to printed material.

I'm already smiling at the concept of playing this in a Game. :smallbiggrin:

CaDzilla
2014-02-15, 07:16 PM
C1009
It should be slightly Drow flavored in aspects like spell resistance and spell like abilities. It should probably give the player some sort of spider familar, but that should be the extent of Drow references. As I said before, it should have dexterity based casting. The class should therefore focus on acrobatics and movement. It should also be a primary caster

TrueJordan
2014-02-15, 07:29 PM
@Just to Browse,
Yeah, I'm more than happy with this. Thanks man!

Just to Browse
2014-02-15, 08:35 PM
C 1003
I'll do the light-abusing bruiser, and then make the other ones after R 1016 is resolved.

The mirror-replicators would be the toughest from a design standpoint, because they have to be possible to kill without being obvious, and need to be dangerous without overwhelming the party. The duo-monster could be a real pain to run without a good environment set-up, so I think I might write it in a sample encounter of some kind.

C 1006
Your idea was really great, so I may have changed more class features than necessary because I got excited. I'm really glad you like it. :smallsmile:

C 1009
Prestige classes can only feed primary caster characters through "+1 level of spellcasting class" synergy, and PrC's shouldn't rewrite a base class's casting stat, so I really don't know where to take that.

C 1012
Don't think you're off the hook yet, my friend! I have more questions:
Which books can/should I use? The spell list of a death aspect druid is a lot more dependent on sourcebooks than most other classes. Of particular importance are Complete Divine, Spell Compendium, and maybe Sandstorm. The fewer sourcebooks are allowed, the more power gets funneled into the rest of the druid class features.
Druid casting allows them to be good with attack spells and battlefield control (BFC). Restricting the spell list to "I kill you" spells means they lose a lot of BFC options, which is a big deal. I can do one of the following to deal with this:
Write in some class features that allow the druid to use BFC options.
Keep BFC spells, but add footnotes for reflavoring purposes.
Buff up the attack spell options in lieu of the lost flexibility.
Let it go, and accept the lower-power druid.
A lot of the druid's utility (reincarnation, animal messenger, basically all their divination) doesn't fit the "I kill you" theme. I can keep these utility spells, or I can write in a few more class features. Your choice.
I kind of want to give the druid spontaneous casting (like a beguiler, but without the spell's known delay). If you don't like that, tell me now!
Spell Themes. Comment which you believe to be inappropriate:
Poison/Disease
Things involving ferocity (e.g. snake's swiftness, animal buffs)
Rust/Rot spells
Stronger, angry summons
Insects/Swarms?
Elemental attack magic
Anything that reduces healing
Anti-buff spells (see invisibility, dispel magic)

Just to Browse
2014-02-15, 08:48 PM
After making an awkward double-ish post, I decided to use this space for H 1003. As usual, not attached to the name and fluff.

H 1003: Kanzzadit
"Grarghl."
http://www.wizards.com/dnd/images/mmiii_gallery/83060.jpg
Image reproduced from Wizards of the Coast under the fair use clause as per U.S. Code, Title 17, Chapter 1, § 107

Large outsider
Hit Dice: 12d8 + 12 + 12 (78 HP)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 dexterity, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +12/+16
Attack: 2 claws +16 (2d6 + 4)
Full Attack: 2 Claws +16/+16/+11/+6 (2d6 + 4)
Space/Reach: 10 ft./10ft.
Special Attacks: Brilliance, Entropic Disturbance, Shattering Claws
Special Qualities: Distraction, DR 5/-, Reflective Surface
Saves: Fort +11, Ref +11, Will +9
Abilities Str 16, Dex 17, Con 13, Int 6, Wis 12, Cha 7
Skills: Jump +18, Listen +16, Move Silently +18, Spellcraft +14, Spot +16, Tumble +18
Feats: Great Fortitude, Improved Toughness, Weapon Focus (Claws), Combat Reflexes
Environment: Plane of Mirrors
Organization: Solitary, duo (2), squad (1-4, with 1-10 kalareem, 1-10 varoot), platoon (1-8, with 1-4 sillits)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral
Advancement: how do i math
Level Adjustment: -

Death for a nerra isn't always the end. Some of the wisest sillits, interested in expanding the influence of their kind, have invented a ritual that combines pieces of dead nerra and grants them new quasi-life. The result is both horrifying and impressive. Kanzzadit's are strong, but the multiple residual nerra consciousnesses make them mentally slow and nearly impossible to control.

Combat
A single kanzzadit is a learning experience. Once players have mastered the tactics for kanzzadits, future encounters should be pretty easy unless you mix it up. Try and introductory combat or two featuring only kanzzadit(s), and then have them show up with other nerra in tow.

Brilliance (Ex): A kanzzadit gives off harsh lights when threatened. As a free action, they can radiate an aura that causes all creatures within 60 feet to be dazzled. Creatures within 5 feet of a kanzzadit are instead blinded. Neither of these effects allow saves, but the effects end immediately after leaving the area of effect. This can be countered by [Darkness] effects as though it were a level 6 spell.

Creatures that don't use sight (or close their eyes) and creatures native to the plane of mirrors are immune to these effects.

Entropic Disturbance (Su): At the end of a kanzzadit's turn, it can cancel any of the following effects within the given ranges (even those on itself, if it would not otherwise be able to):
{table]Effect|Range
Charm, Transmutation|Personal
Illusion (except Shadow)|60 ft.
Blind, Frightened, Dazed, Nauseated, Panicked, Staggered, Stunned|Touch[/table]

Shattering Claws (Ex): Each attack a kanzzadit makes against a foe deals +1d6 damage for each time a kanzzadit has successfully damaged that foe. The bonus damage cannot exceed +6d6 (1/2 the kanzzadit's hit dice) and is reset when the target regains up to 6 HP at once or is subject to an effect that would heal at least 1 point of ability damage. It can also be reset with a DC 15 heal check.

Example: Tordek is fighting two wounded kanzzadits. The first makes a full attack and hits twice, dealing 2d6 + 4 and then 2d6 + 4 + 1d6 bonus damage. The second charges and hits with its one attack, dealing 2d6 + 4 + 2d6 bonus damage. Tordek activates a belt of healing, curing himself of 10 HP, and finishes off one of the beasts. The last kanzzadit standing hits him again with one attack, but only deals 2d6 + 4 damage.

Distraction (Ex): Kanzzadits are primarily instinctive creatures, and their battlefield tactics reflect this. A kanzzadit can choose its target when it rolls initiative, but it at the start of each round it chooses to attack the last creature that dealt it damage or forced it to make a saving throw. Kanzzadits that don't get distracted in a fight choose to repeatedly attack the same target for maximum damage from Shattered Claws.

Reflective Surface (Ex): Certain effects reflect off kanzzadits. They are immune to fire, electricity, and light damage, and whenever they would take damage of this type they instead deal that 1 damage to all adjacent creatures per die of damage dealt (so an Azer's touch would deal no damage, but a 10d6 fireball would deal 10 damage). In addition, kanzzadits are immune to gaze effects and rays, and reflect those effects back on their sources.

CaDzilla
2014-02-15, 08:52 PM
C1009
If that's the case, then just give the class bonuses based on dexterity like saving throws against the character's spells and ignoring verbal components.

unseenmage
2014-02-15, 08:54 PM
C 1003


C 1003
I'll do the light-abusing bruiser, and then make the other ones after R 1016 is resolved.

The mirror-replicators would be the toughest from a design standpoint, because they have to be possible to kill without being obvious, and need to be dangerous without overwhelming the party. The duo-monster could be a real pain to run without a good environment set-up, so I think I might write it in a sample encounter of some kind.

My very first thought on reading this? "Wow, that sounds fantastic."
Which, of course, it does.

Perhaps the copies of the Mirror Replicators are less well formed or even hazy somehow. They could look like reflections with an appropriately DC-ed check to recognize them as less real. Perhaps even make the creature a blend of Mirror and Shadow and have the replications be Shadow duplicates. The Illusion school of magic might provide some of the necessary crunch if the problem is approached this way.

The duo-monster has me stumped though. I eagerly await your solution.

TrueJordan
2014-02-16, 12:10 AM
C 1012
Don't think you're off the hook yet, my friend! I have more questions:
Which books can/should I use? The spell list of a death aspect druid is a lot more dependent on sourcebooks than most other classes. Of particular importance are Complete Divine, Spell Compendium, and maybe Sandstorm. The fewer sourcebooks are allowed, the more power gets funneled into the rest of the druid class features.
Druid casting allows them to be good with attack spells and battlefield control (BFC). Restricting the spell list to "I kill you" spells means they lose a lot of BFC options, which is a big deal. I can do one of the following to deal with this:
Write in some class features that allow the druid to use BFC options.
Keep BFC spells, but add footnotes for reflavoring purposes.
Buff up the attack spell options in lieu of the lost flexibility.
Let it go, and accept the lower-power druid.
A lot of the druid's utility (reincarnation, animal messenger, basically all their divination) doesn't fit the "I kill you" theme. I can keep these utility spells, or I can write in a few more class features. Your choice.
I kind of want to give the druid spontaneous casting (like a beguiler, but without the spell's known delay). If you don't like that, tell me now!
Spell Themes. Comment which you believe to be inappropriate:
Poison/Disease
Things involving ferocity (e.g. snake's swiftness, animal buffs)
Rust/Rot spells
Stronger, angry summons
Insects/Swarms?
Elemental attack magic
Anything that reduces healing
Anti-buff spells (see invisibility, dispel magic)

Alright, now we're talking. I don't mind using any spell books, as long as you let me know where it is in advance, so I can print it out. And of course, feel free to make up anything you want, spells, class features, you name it.

I basically want this class to be the Big Bad at the end of one quest, and then a whole campaign having the PCs wiping out the Entropic druids.

I'm perfectly happy with BFC spells, like 'zone of rust/rot' would be great. The more reflavoring, the better. I feel like very few of the current druid spells would work for this build. For example, we can have something like entangle, but instead of roots/vines growing from the ground... something else. (This is why I need help. I'm fine with keeping many of the same spells in effect, but I'm terrible at reflavoring). I think anything that doesn't have to do with entropy/death/whatever else you feel is fitting should go (Trackless step, resist nature's lure, etc.) and should instead be replaced by something more appropriate.
I am a big fan of spontaneous casting (as the perennial DM, it's basically what I do anyway; balancing is always nice), so go for it. I prefer the beguiler's kind (where you know all spells available TO know) rather than sorcerer (where you have to choose which spells to know).

All of those things sound like they'd make an awesome build, but for some reason I don't like the buffs. I mean, I want these druids to be all about the dark side of nature, and 'survival of the fittest' is definitely a theme, but... Hm. Maybe Bite of the [Insert evil animal here] buffs are nice, but I feel Cat's Grace would be a little out of place.
Thanks so much, man.[/QUOTE]

Lvl45DM!
2014-02-16, 04:23 AM
R1016
Who read Deltora Quest? Cos i would LOVE to use a Vraal on my players

afroakuma
2014-02-16, 02:05 PM
C 1012

Nearly done with the class; events this week have thrown back my schedule, but the broad strokes of design are done. If it's for a Big Bad, then you'll definitely appreciate the final design, which just reeks of bad news.

TrueJordan
2014-02-16, 07:46 PM
C 1012

Nearly done with the class; events this week have thrown back my schedule, but the broad strokes of design are done. If it's for a Big Bad, then you'll definitely appreciate the final design, which just reeks of bad news.

Sweet bro, looking forward. I plan to delay this particular campaign anyway, thanks.

Just to Browse
2014-02-16, 08:03 PM
H 1009: Deep Mage
"What has eight eyes and controls a legion of xenophobic cultists?"

Prerequisites:
Able to use a 2nd-level [Light] evocation at least once per day (can be a spell-like ability, spell, invocation, etc.)
Able to use a 2nd-level [Darkness] evocation at least once per day (can be a spell-like ability, spell, invocation, etc.)
Silent Spell
Must have lived in the underdark and made contact (friendly or otherwise) with creatures who serve Lolth

HD: d6
BAB: 1/2
Good Saves: Reflex
Skills: As the monk

{table]Level|Special|Spellcasting
1|Deep magic, speak language|+1 level of existing spellcasting class
2|Sign casting|-
3||+1 level of existing spellcasting class
4|Spider familiar|+1 level of existing spellcasting class
5||+1 level of existing spellcasting class
6|Deep magic, improved sign casting|+1 level of existing spellcasting class
7||+1 level of existing spellcasting class
8|Spell Resistance|+1 level of existing spellcasting class
9||+1 level of existing spellcasting class
10|Deep magic, expert sign casting|+1 level of existing spellcasting class
[/table]

Deep Magic (Sp): At level 1, you gain the [Light] and [Dark] evocation effects that you used as prerequisites for this class as spell-like abilities usable once per day with a caster level equal to your hit dice. If they are already spell-like abilities, you gain an additional daily use of them. You gain more daily uses of these abilities at levels 6 and 10.

Speak Language: You gain learn drow sign language at level 1, as if you had spent skill points to learn it through the speak language skill. If you already know drow sign language, you gain an additional skill point to spend this level.

Sign Casting (Ex): At level 2, you can use drown sign language to substitute to the verbal components of your spells. When you cast a spell, you substitute the verbal components for gestures using drow sign language, which obviates the need for verbal components. Effectively all eligible spells are treated as though under the effects of the Silent Spell feat.

You can only use this ability on spells 2 levels lower than the maximum you can cast. At level 6, you can use this on spells 1 level lower than the maximum you can cast. At level 10, you can use this on all spells you can cast. Sign casting applies to all spells you cast, not just the ones advanced by deep mage.

In addition, you can forgo the above benefit for an eligible spell to increase that spell's save DC by your dexterity modifier. However, the bonus provided by your dexterity modifier + the spell level cannot exceed 1/2 your hit dice.

Spider familiar: At level 4, you gain a small monstrous spider as a familiar. If you already have a familiar, the spider eats it, but the you suffer no experience point loss. The monstrous spider is treated as a normal familiar, using your deep mage level (plus all levels of classes that grant them the familiar class feature) to determine benefits.

Feats that grant different kinds of familiars (such as Improved Familiar) cannot change your familiar to anything except a monstrous spider. If you have any feats that grant you different kinds of familiars, you may choose feats to replace them. If you have another prestige class feature which grants a superior familiar (such as demonologist), you gain both familiars simultaneously.

Spell Resistance (Ex): You gain spell resistance equal to 10 + your hit dice, except when you use a standard action to reduce your spell resistance, it remains lowered until you use another standard action to raise it back to the default. If you already have spell resistance from a source, pick the higher one and increase it by 2, but its still subject to the restriction above.

Just to Browse
2014-02-17, 03:29 AM
H 1016a: Lamia Monster Class
"And shall I see thee made a serpent's prey?"

Your level in lamia must be your first class level, because it rewrites your race.

HD: d10
BAB: 3/4
Saves: Good Fort/Ref
Skills: As the ranger

{table]Level|Special|Attributes|Spell-Like Abilities
1|Lamia Body|-|Ventriloquism
2|Bonus feat|+2 Str|Disguise self
3|Maturity, Wisdom drain (1)|+2 Wis|Mirror image
4|Clever magic|+2 Int|Major Image, Suggestion
5|Large|+2 Cha|Charm monster
6|Adulthood, Wisdom drain (1d4)|+2 Dex|Deep slumber[/table]

Weapon and Armor Proficiencies: Lamias are proficient with simple weapons.

Lamia Body: Lamias do not get to choose their race, because they are lamias. They gain the following racial traits (these are noticeably more powerful, because they also double as class features):
Attributes: +2 Strength, +2 Dexterity, +2 Wisdom.
Medium (Long): Lamias have no special bonuses or penalties due to their size. They are extra stable (as quadrupeds) for the purposes of combat maneuvers, carrying capacity, benefits of size, and athletics.
Magical Beast: Lamias are magical beasts, so effects such as charm person do not affect them.
Lamia base land speed is 30 feet.
Vision: Lamias have Darkvision out to 60 feet, and low-light vision.
Ancestry: Lamias come in two different kinds. Upon character creation, choose one of the following features, which affects the lamia's lower body:
Pride: Lower body of a lion, +10 ft. to move speed.
Secrecy: Lower body of a snake, gain a 20 ft. climb speed.
Claws: Lamias gain a single claw attack, which deals (1d4 + 1 1/2 Strength) slashing damage for a medium creature.
Natural Armor: Lamias gain a natural armor bonus equal to 3 + 1/2 their hit dice.
Skills: Lamias gain a +2 racial bonus on bluff and hide checks.
Juvenile: Lamias cannot take levels in any class other than lamia. They do not have a favored class.

Racial Spell-like Abilities (Sp): Lamias gain a set of innate spell-like abilities each level, which they may use once per day. The innate connection lamias have their abilities is stronger than those of most magic practitioners, so they use these spell-like abilities as a sorcerer whose level is equal to their hit dice + 1.

The save DC for each spell-like ability is 10 + 1/2 HD + Charisma modifier.

Bonus Feat: At level 2, a lamia gains a fighter bonus feat for which they qualify.

Maturity: A 3rd-level, a lamia is developed enough to branch off into new activities. Lamias of this level are no longer requires to take levels in lamia, and their favored class becomes Any.

In addition, level 3 lamias gain a second claw attack, their caster level for racial spell-like abilities is increased by 2, and they double their racial bonuses to hide and bluff.

Wisdom Drain (Su): Also at level 3, lamias gain a wisdom-draining touch. As an attack action, a lamia can make a touch attack that deals 1 wisdom damage.

At level 6, this touch attack drains the target of 1d4 wisdom instead. The lamia does not heal or gain temporary HP from the drain as most creatures do.

Clever Magic: Level 4 lamias understand how to make their magic efficient. If they have at least 1 more lamia level than necessary to use a racial spell-like ability, they can use that ability 3/day instead of 1/day. If they have at least 4 more lamia levels than necessary to use a racial spell-like ability, they can use that spell-like ability at will.

Large: A 5th-level lamia's size increases to large, but they gain half the attribute bonuses, and do not change their dexterity or natural armor.

Adulthood: Level 6 lamias have taken their final level in the lamia racial class. For the purposes of Maturity, their lamia level is equal to their hit dice. In addition, the drain from Wisdom Drain increases by 1 every 3 hit dice beyond their 6th (1d4 + 1 at 9 HD, 1d4 + 2 at 12 HD, etc).

Tetraplex
2014-02-17, 05:07 PM
My distractions are settling down, so I can devote the time necessary to make stuff again. Response-worthy stuff:

C 1003
I thought I posted a sample monster, but the same Wi-Fi that killed my post last time killed this one, and I never bothered to check. I've also realized the monster was kind of crap, so I'll do this with your input. Pick one of the three (and feel free to suggest/add things, I'm just throwing out concepts), I'll make it, and you can put the other two in the queue if you like them.
Tag-team mirror monsters that act on the same initiative, mirror each other's actions, and share HP/status conditions.
Crazy mirror-replicators with mirror cloning shenanigans. Can make copies and go totally out of control, but all the copies die if you kill the original.
Light-abusing bruiser. Strong against attackers with dazzle/blind aura, strong against mages with unconventional immunities. It can hit really hard if it focuses 1 target for multiple turns, but gets taunted and distracted easily.


C 1009
I probably should have asked. Questions:
What level of entry?
Should it have lots of drow flavor, despite allowing non-drow?
(If it doesn't have drow flavor) would you be OK with me removing the DSL part entirely, and making a signer of some kind?
Gish class or no?
Any type of spell focus?

R 1012
In case afro doesn't get to this, I can wait to provide a backup. I'm thinking of a druid ACF (that way you can do it from level 1) that restricts spell list, and in exchange replaces all the nature-y abilities with stronger ones that involve killing things. That cool by you?

C 1015
Base classes are outside the scope of the Request-a-Homebrew thread, but I'm willing to write the first 5-10 levels of the class for you. Here are questions and things for you to respond to:
Forcing players to spend invocations on weapon shapes instead of cool invocations is bad design, so I'd rather write a list of weapons they can use (6-100: blast, bow, thrown weapon, sky lightning, glaive, claw, sword, whip/chain)
Do you want this to advance powers and/or invocations?
Do you have a preferred style of combat for characters of this class? (negating attacks, assassinations, switching between weapons in combat, etc)
Certain class features you want to see included?
Any prestige classes you want to take this into?
Feel free to answer as many of these as you'd like, I will take creative liberties otherwise.

C1013

Oh, sorry. Guess I should have read a bit more thoroughly.
*The idea was that you could apply former blast shapes to the weapon, which you would have taken anyway on a Warlock, but changing it into weapons with similar abilities works too.
*Perhaps advance psychic strike and invocations at a slower rate?
*Seems like a mystic rogue sort of thing would work best, and if the weapons-as-shapes thing turns out then switching seems natural

beowulf_gr
2014-02-18, 08:05 AM
C1004

I've been skipped over so I am commenting in order for the request not to be lost. Anyone with an epic progression for the 10 lvl version of the Occult slayer. It can be found here.
http://web.archive.org/web/20101220055148/http://www.wakinglands.com/htm_files/prestige_classes_occult_slayer.htm

Just to Browse
2014-02-18, 04:26 PM
C 1015
My problem with that is that there is no blast shape called "eldritch knife" or "eldritch bow", so just giving the warlock/soulknife (warsoul?) the current blast shapes prevents him from using other weapons, like longswords, knives, bows, lightning, whips, etc. Were you thinking of including those with the class, or am I missing something?

I'm thinking of a character that can either build knightly (tanky and slow) or roguely (powerful and fast), and accomplishes those things by switching between a large arsenal of soul-like weapons. They also get some invocations for utility outside of combat, so they can cast some illusions and maybe raise zombies. How does that sound?

C 1016b
Do you want sourcebooks for this? I'm thinking of using the [Luck] feats from Complete Scoundrel, but if you'd rather not deal with another sourcebook (he's a new player, so that could be a pain) then I'll just write it up as a simple base class.

7th son of sons
2014-02-20, 09:37 AM
C 1016b
Do you want sourcebooks for this? I'm thinking of using the [Luck] feats from Complete Scoundrel, but if you'd rather not deal with another sourcebook (he's a new player, so that could be a pain) then I'll just write it up as a simple base class.

I can work with just about any scource books, as long as the ideals in the class are simple. So Luck feats and simple Maneuvers are easy enough, but something like prepared casting or a binding would be something I don't want to deal with atm.

Just to Browse
2014-02-23, 09:56 PM
I went for base class, riffing strongly off the jester (http://dnd-wiki.org/wiki/Jester_(3.5e_Class)). This class should have a pretty low optimization floor. If you pick up throwing cards with the exotic weapon proficiency, you can go full twisted fate.

AP twisted fate should focus on higher save DCs (increase intelligence, get ability focus and spell focus) and AD twisted fate should focus on more on strong attacks (increase dexterity, get rapid shot and ranged weapon mastery). Both like to boost sneak attack damage, balance checks, and they will totally need Precise Shot.

H 1016b: The Mystical Gambler
"Never lost a fair game. Never played one either."

HD: d6
Skill Points: 6 + Intelligence modifier (x4 at 1st level)
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis) Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

{table=head]Level|BAB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4t h|5th|6th
1st|+0|+0|+2|+2|At 20 Paces, Ignore Components, Pick a Card|2|—|—|—|—|—|—
2nd|+1|+0|+3|+3|Evasion|3|0|—|—|—|—|—
3rd|+2|+1|+3|+3|Sneak Attack +1d6, Power Slide|3|1|—|—|—|—|—
4th|+3|+1|+4|+4|Battle Weaving|3|2|0|—|—|—|—
5th|+3|+1|+4|+4|Wild Cards|3|3|1|—|—|—|—
6th|+4|+2|+5|+5|Sneak Attack +2d6|3|3|2|—|—|—|—
7th|+5|+2|+5|+5|Loaded Dice +1|3|3|2|0|—|—|—
8th|+6/+1|+2|+6|+6|Improved Evasion|3|3|3|1|—|—|—
9th|+6/+1|+3|+6|+6|Sneak Attack +3d6|3|3|3|2|—|—|—
10th|+7/+2|+3|+7|+7|Destiny|3|3|3|2|0|—|—
11th|+8/+3|+3|+7|+7|Sneak Attack +4d6|3|3|3|3|1|—|—
12th|+9/+4|+4|+8|+8|Piercing Magic|3|3|3|3|2|—|—
13th|+9/+4|+4|+8|+8| Loaded Dice +2, Sneak Attack +5d6|3|3|3|3|2|0|—
14th|+10/+5|+4|+9|+9|Seal Fate|4|3|3|3|3|1|—
15th|+11/+6/+1|+5|+9|+9|Sneak Attack +6d6|4|4|3|3|3|2|—
16th|+12/+7/+2|+5|+10|+10|Gate|4|4|4|3|3|2|0
17th|+12/+7/+2|+5|+10|+10|Sneak Attack +7d6|4|4|4|4|3|3|1
18th|+13/+8/+3|+6|+11|+11|Last Trick, Loaded Dice +3|4|4|4|4|4|3|2
19th|+14/+9/+4|+6|+11|+11|Sneak Attack +8d6|4|4|4|4|4|4|3
20th|+15/+10/+5|+6|+12|+12|Gamble with Gods|4|4|4|4|4|4|4[/table]

Weapon and Armor Proficiencies: A mystical gambler is proficient with simple weapons, light armor, and one exotic or martial weapon of his choice.

Spells: A mystical gambler is an Arcane Spellcaster with the same spells per day progression as a bard. A mystical gambler automatically knows every spell on his spell list. He can cast any spell he knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a mystical gambler spell, he must have a Charisma at least equal to 10 + the spell level. The DC of the mystical gambler's spells is 10 + the spell level + the mystical gambler's Charisma modifier and the bonus spells are Charisma based. Mystical gamblers choose their spells from the following list (all spells are in the Player's Handbook unless otherwise noted):


0th — Alarm, Detect Magic, Secret Doors
1st — Feather Fall, Identify, True Strike
2nd — Blur, Dimension Hop (PHB II), See Invisibility
3rd — Blink, Hold Monster, Locate Creature
4th — Dimension Door, Freedom of Movement, Scrying
5th — Shadow Walk, True Seeing, Prying Eyes
6th — Foresight, Greater Teleport, Temporal Stasis

Mystical gamblers do not incur arcane spell failure when casting spells in armor with which they are proficient. Keep in mind the official ruling that initiating a combat with a (Teleportation) effect does not give you a surprise round.

At 20 Paces (Ex): Any ranged attack a mystical gambler makes has a range increment of 30 feet or his weapon's range increment, whichever is higher.

Ignore Components: A mystical gambler may cast spells from the mystical gambler list without using material components, regardless of whether they are costly or not. This has no effect on any spells that a mystical gambler casts from any other spell-list, or on spells he adds to his list (such as with the feat Extra Spell).

Pick a Card (Sp): A mystical gambler's bread and butter is his reliance on luck. As a swift action, roll a d4 and consult the following list. Based on the result, the first attack a mystical gambler makes that turn is treated as a sneak attack and has a bonus effect as listed below. All save DCs for this ability are 10 + 1/2 mystical gambler level + Charisma modifier.


1 — Deals bonus damage equal to twice the mystical gambler's level. The target must make a will save, or else the next spell that a mystical gambler casts does not use a spell slot.
2 — Deals bonus damage equal to the mystical gambler's level, and all creatures within 10 feet of the attack target take the same damage and have their movement speed halved for 1 round. A successful reflex save halves the damage and negates the speed reduction effect. The attack target does not take the damage twice, but gets no save against the movement reduction.
3 — The target must make a fortitude save or be stunned for 1 round.
4 — Mystical gambler's choice.

In addition, a mystical gambler can take 10 on sleight of hand and bluff checks regardless of his situation.

Evasion (Ex): At 2nd level, a mystical gambler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless mystical gambler does not gain the benefit of evasion.

Power Slide (Ex): If a 3rd level mystical gambler takes damage from an attack, he may allow himself to be flung backwards, thereby lessening the impact. He may make a Balance check with a DC equal to the damage inflicted and, if he succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If there is not enough space for him to move, he suffers a d6 of damage for each square not moved. If he passes through an occupied square, the mystical gambler has to make a tumble check to avoid attacks of opportunity.

If this ability is gained from another class, the mystical gambler may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’, 10’, or 15’ at his choice).

Battle Weaving (Ex): If a level 4 mystical gambler moves at least his speed or makes an attack this turn, he can cast a spell he knows as a move-equivalent action.

Wild Cards (Sp): At level 5, a mystical gambler can infuse his attacks with magic, unleashing a barrage of damage on his foes. As a standard action, he can choose a 5' line from his person out to medium range, and all creatures in that line must make a reflex save or take 1d6 slashing damage per mystical gambler level as he bombards them a stream of magical weaponry.

A mystical gambler can shoot one of these lines per spell level he can cast (3 at level 5, 4 at level 7, 5 at level 10, etc.). Overlapping

Loaded Dice: At level 7, the DCs of a mystical gambler's spells increase by 1. They increase again at levels 13 and 18.

Improved Evasion: At level 8, a mystical gambler's Evasion ability improves such that if he fails an applicable save, he instead takes only half damage.

Destiny: When a level 10 mystical gambler casts a spell that would include a single creature as a target, he instead can target up to 1 creature per level of spells he can cast (5 at level 10, 6 at level 13, 7 at level 16).

Piercing Magic: A level 12 mystical gambler's spells break magical defenses much more easily than most. He gains a +10 bonus on caster level checks to defeat spell resistance, and enemies immune to his spells are instead treated as having Spell Resistance 20 + their hit dice.

Seal Fate (Sp): A level 14 mystical gambler can make a single ranged attack with their wielded weapon as a standard action. A successful hit is treated as a sneak attack and prevents the target from using spells or spell-like abilities for 1 round.

Gate: At level 16, if a mystical gambler uses a (Teleportation) effect to initiate a combat, he gets a surprise round.

Last Trick (Su): At level 18, a mystical gambler has a trick up his sleeve even when he's about to die. Any time he is killed or knocked unconscious, one of his spells known is cast as if it were spell in a contingency effect.

Gamble with Gods (Su): At 20th level, a mystical gambler doesn't need preparation to win his games. The first time he rolls a d20 each round, he can roll two and take the higher result.

Bonus Content: Throwing Cards
Credit to Eiji-kun's throwing cards (http://www.dnd-wiki.org/wiki/Throwing_Cards_(3.5e_Equipment)) for inspiration.

Exotic Light Weapon

Cost: 1gp (pack of 50)
Damage (Small): 1d3
Damage (Medium): 1d4
Critical: 18-20/x2
Range Increment: 10'
Weight: —
Type: Slashing

Appearing as simple playing cards, throwing cards are composed of a particularly stiff paper with the edges sharpened to razor thin blades. Even with its superior construction, it is still simply paper and it requires an expert hand to effectively toss these low-damage projectiles. A throwing card can’t be used as a melee weapon.

Because they look so mundane, throwing cards are not often seen as weapons, allowing crafty assassins and scoundrels to sneak in the deadly devices. Others must succeed on a DC 20 Spot or Search check to realize something is amiss. In addition, anyone proficient with throwing cards counts as possessing the Point Blank Shot feat while wielding them.

Although they are thrown weapons, throwing cards are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

Maquise
2014-02-23, 11:01 PM
R 1011
(Repost)
I would like the following Celestial and Fiendish Polymorph spells for Pathfinder: Form of the Celestial I, II, III..., Form of the Fiend I, II, III. They should be as powerful as the Form of the Dragon line.

Nolthestranger
2014-02-24, 07:21 PM
R1017

Hi, i'm searching for a permanent ritual between a mage-type and a warrior-type
of lvl 10 (capstone of the campaign) which would give something along those lines :

Cons :
-Must stay within 1km of each other, or die after 10 days
-If one dies, so does the other
- ?

Pros :
-unlimited telepathy with the other ?
- ?

Needs to feel unique enough that you would risk your life for it, yet not OP so that the choice still weights on your conscience..

Qwertystop
2014-02-24, 07:31 PM
C 1017

I've seen things like that. Usually there's increasing penalties (to pretty much everything - saves, skills, ability checks) for distance past a limit, and past the outermost limit is incapacitation, not no-save instant death.

Might offer bonuses for being within 100' or so, similarly.

Courier6
2014-02-25, 05:30 AM
H 1017

Pact of Two Souls


The Pact of Two Souls is a ritual performed by two powerful beings, one strong of body, and one strong of mind. It creates an unbreakable, permanent bond between them.


Requirements

The Pact of Two Souls has two sets of requirements, at least one needs to be met by each participant and both requirements must be met by at least one participant.

Body Requirements
Base Attack Bonus: +9
Special: Any of the following; Str 15, Con 15, Dex 15

Mind Requirements
Caster Level: 9th
Special: Any of the following; Int 15, Wis 15, Cha 15


Benefits

The Pact of Two Souls allows communication between it's participants and allows them to benefit from each other's power. These abilities only function as long as the participants are within one mile of each other.

Telepathic Link (Ex): Each participant in the Ritual of has a telepathic link with the other. This telepathic link enables the participants to communicate through emotions, visuals, sounds, smells, and any other stimuli, when one participant takes damage the other automatically knows the severity of the damage. Even without communication one participant will have the same connection to a place or item that the other does.

Share Spell (Ex): Souls that have participated in the Pact of Two Souls have a close bond that allows the to share spells that would normally affect only one. Whenever a participant is the target of a spell or spell-like ability (including those with a range of Personal) she may chose to have the spell affect the other participant as well.

Two Soul Protection (Ex): Whenever one participant would take damage, the other participant may chose to split that damage causing each participant to instead take half that amount.

Costs

The Pact of Two Souls has several drawbacks and costs caused by the souls becoming close together.

Incense: The Pact of Two Souls requires specially prepared incenses worth at least 2000 gold peices

Time: The preparation and rituals required for the Pact require 8 hours of concentration to complete.

Separation: If the two participants of the Pact of Two Souls are further than one mile apart they immediately lose all benefits of the pact. Every 24 hours they spend more than one mile apart causes them to take a cumulative -1 penalty to every ability score, these penalties immediately end when the participants come within one mile of each other.

Death: If the participants are more than one mile away from each other for 10 consecutive days, they both die. Also if one participant dies, the other dies as well.

Nolthestranger
2014-02-25, 06:02 AM
C 1017

Thanks a lot for the quick response !
Seems fine by me ; since spells and pain sharing are an aspect i had completly forgotten it'll definitely be a unique feature in my campaign !

One question though, about :


H 1017
Two Soul Protection (Ex): Whenever one participant would take damage, the other participant may chose to split that damage causing each participant to instead take half that amount.

Would damage mitigation apply ? immunities, Dr, Sr ?

TrueJordan
2014-02-25, 09:34 AM
R 1012
So I'm trying to make a druid character, but instead of serving nature regularly like most druids, I'm trying to make one that serves the Dark Side of nature, the entropy and death oriented, and apathetic side. In essence I want the same druid powers (or at least wild shape) but a whole different list of spells.
Preferably powered by the blood of those weaker than him ('Survival of the fittest')
Problem is, I don't really know the game well enough to think of any spells that'd fit. All I can think of are the rusting/rotting spells, but those aren't nearly varied enough for my liking.
So, any ideas?
Also it'd be cool to replace his abilities completely, but I guess I can work on that on my own; shouldn't be too difficult.

EDIT: I feel like a prestige class might work... Hm.

Not to be impatient or anything, but two people offered to help and it has been three weeks, so if anyone wants to take a crack at it...

Courier6
2014-02-25, 10:05 AM
C 1017

The damage mitigation of the person taking damage would apply, however the second person (the person spitting the damage) would not reduce the damage any further, so for example if ParticipantOne has DR 10/- and ParticipantTwo has DR 15/- then ParticipantOne takes 36 slashing damage, ParticipantTwo chooses to split the damage so ParticipantOne's DR applies reducing the damage to 26 before splitting it to 13 each, ParticipantTwo's DR does nothing.

Just to Browse
2014-02-27, 05:04 PM
C 1012: Anti-druid (name WIP)
If you have a better name, I'm all for it. Flavor-wise, I'm looking at embracing the themes of Scary Nature (tendriculous-like creature), Disease/Rot (blights, undead), and Entropy (mind control, disintegration).

As this is primarily designed for NPCs (and I'm lazy), I want to make character design relatively easy and independent of the druid class (stat array + base abilities + tactics). My goal is also to make all minions relatively similar for ease to DM use, so my current plan for the class is:
Write spells for the three categories. You get something like 1 spell per class level, and there are suggested spells for different flavors of NPC. Feats will boost DCs, casting speed, or grant quasi-metamagic effects.
Choose between animal companion or wildshape.
The animal companion is beefy and proxy-fights while the druid drops spells everywhere. Feats will modify it to plant, undead, or vermin and can give bonus stats.
The wildshape comes earlier than the druid's and isn't as dumpster-divey (more like shapechange). Feats will modify it to plant, undead, or vermin and can give bonus stats.
Plot-affecting SLAs are handed out every once in a while at later levels, allowing high-level NPCs to do things with the plot without breaking the rules or sacrificing combat effectiveness. Feats probably won't affect this.
Bonus feats are occasionally given out, to pay the feat taxes incurred by class features and remove dead levels for prospective PCs

Sugarbear007
2014-02-27, 06:51 PM
R 1018 Figurine of power (brown bear)

I’m in need of a 3.5 figurine of power. The animal summoned should be a brown bear. I would like it to appear fully saddled and capable of being ridden or operating independently in a fight. I would also like it to be intelligent enough to understand common but unable to speak. The bear should be able to be summoned often but not indefinitely, so maybe a set amount of time per day or week. Also really need a fair price for the figuring itself as I’m completely unsure of what it should cost given the parameters. As a bit of a bonus if you want, come up with an interesting alternate mode of transportation for it as it’s meant to be mostly a mount, such as flight or earth glide.

Persychan
2014-03-01, 06:50 PM
R 1019

Hello guys, anybody has any idea how to do a class inspired from this final fantasy character? I would prefer the complete class (it's ok as base class or prestige), but any hint is well accepted.

Here the video (http://www.youtube.com/watch?v=b6At_bb1PNU)

TrueJordan
2014-03-01, 08:49 PM
Browsey, I'm a big fan. Two thumbs up already and I haven't even seen it yet!
(Though I'm a fan of the name 'Entropic/Atrophic Druid' Though apparently those aren't words...

Xaotiq1
2014-03-01, 10:39 PM
C1019:


R 1019

Hello guys, anybody has any idea how to do a class inspired from this final fantasy character? I would prefer the complete class (it's ok as base class or prestige), but any hint is well accepted.

Here the video (http://www.youtube.com/watch?v=b6At_bb1PNU)

Dare I suggest: http://wiki.faxcelestis.net/index.php?title=Swordmage

afroakuma
2014-03-01, 11:08 PM
Not to be impatient or anything, but two people offered to help and it has been three weeks, so if anyone wants to take a crack at it...

Good work takes time (not to mention, life was not friendly for free time in the past while). I hope this satisfies:

H 1012 (Spoilered for size)

The Revoker

Nature is a powerful and unpredictable force, generous and bountiful but capricious and easily provoked. Many are those who serve the lifegiving aspect of nature - druids and rangers, shamans and even clerics of nature deities. All are in tune with the force of life and growth, reaping the bounty that nature offers and working in concert with its living servants of this realm and the worlds beyond.

The darker side of nature is feared and shunned by most; its destructive powers of disaster, disease and starvation are seen as things to avoid and deny. Too many seek out manmade or magical solutions to stave off nature's grasp when the time comes to pay for the harvest, when disease comes to cull the herd and disaster appears to reclaim nature's realm. It is the role of druids to fight those who would befoul nature; for those who deny it, who flee from it, there is the revoker.

Revokers are loners by nature, who travel with others only in support of their alien goals. Fearsome and unsettling, these silent harbingers of nature's wrath walk the earth, bringing about the winter and the fallow year. Their tread is the marching drum of death, their mere presence a bell tolling the end of life for those who can hear it. Where the revoker goes, death and disaster follow, as he guides nature's wrath into realms where it has been carefully walled out and kept at bay.

Revokers take up with adventuring parties surprisingly often, considering their natures. Though they shun most social contact and prefer to abandon all relationships, revokers find it helpful to associate with the living if only to help anchor their priorities and keep them from falling into the path of a meaningless destroyer. Revokers also benefit from having allies who can guide them on a path to new areas in need of the revoker's touch and aid them in breaching and eliminating difficult targets who are experienced at challenging nature and repudiating its grasp time and time again.

Revokers are cold and relentless as a general rule, but not necessarily evil. No revoker is neutral good, however; a good-aligned revoker must have a cause or purpose to associate with in order to maintain objectivity and clarify his purpose for good aims. Evil revokers are far more common; only the very worst of these, however, let the desire to destroy and kill overtake their sense of duty, dark as it may be.

The Revoker
{table=head]Level|BAB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4t h|5th|6th|7th|8th|9th

1st|
+0|
+2|
+0|
+2|Companion in silence, nature sense, trespass|3|1

2nd|
+1|
+3|
+0|
+3|Withering step|4|2|-

3rd|
+2|
+3|
+1|
+3|Revoke 1/day|4|2|1|-

4th|
+3|
+4|
+1|
+4|Afflicting aura 5 ft.|5|3|2|-|-

5th|
+3|
+4|
+1|
+4|Lifesense 15 ft.|5|3|2|1|-|-

6th|
+4|
+5|
+2|
+5|Ally in silence, revoke 2/day|5|3|3|2|-|-|-

7th|
+5|
+5|
+2|
+5|Improved revoke|6|4|3|2|1|-|-|-

8th|
+6/+1|
+6|
+2|
+6|Afflicting aura 10 ft., bleak reward|6|4|3|3|2|-|-|-|-|-

9th|
+6/+1|
+6|
+3|
+6|Revoke 3/day|6|4|4|3|2|1|-|-|-|-

10th|
+7/+2|
+7|
+3|
+7|Culling ray, lifesense 30 ft.|6|4|4|3|3|2|-|-|-|-

11th|
+8/+3|
+7|
+3|
+7|Grim visage|6|5|4|4|3|2|1|-|-|-

12th|
+9/+4|
+8|
+4|
+8|Afflicting aura 15 ft., revoke 4/day|6|5|4|4|3|3|2|-|-|-

13th|
+9/+4|
+8|
+4|
+8|Greater revoke|6|5|5|4|4|3|2|1|-|-

14th|
+10/+5|
+9|
+4|
+9|Freedom of movement|6|5|5|4|4|3|3|2|-|-

15th|
+11/+6/+1|
+9|
+5|
+9|Lifesense 45 ft., revoke 5/day|6|5|5|5|4|4|3|2|1|-

16th|
+12/+7/+2|
+10|
+5|
+10|Afflicting aura 20 ft.|6|5|5|5|4|4|3|3|2|-

17th|
+12/+7/+2|
+10|
+5|
+10|Bringer of disaster|6|5|5|5|5|4|4|3|2|1

18th|
+13/+8/+3|
+11|
+6|
+11|Revoke 6/day|6|5|5|5|5|4|4|3|3|2

19th|
+14/+9/+4|
+11|
+6|
+11|Reaper|6|5|5|5|5|5|4|4|3|3

20th|
+15/+10/+5|
+12|
+6|
+12|Afflicting aura 25 ft., lifesense 60 ft.|6|5|5|5|5|5|4|4|4|4[/table]

Class Skills
The revoker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and Armor Proficiency

As druid.

Spells

As druid. Revokers do not spontaneously cast any spells.

Oath of Silence

To maintain their impartiality and distance from life, revokers are encouraged to cease communicating with anyone except their companion in silence, to the best of their ability. A revoker is expected to speak at most 2d20 words per day, plus twice his class level. Speech in Aquan, Auran, Ignan or Terran directed towards his companion in silence does not count against this total. A revoker determines his limit each day and is aware of it ahead of time; going past the limit results in the immediate loss of a random slot from his highest-level spell slots remaining until he has rested; going more than ten words over the limit results in a loss of spellcasting privileges for the remainder of the day. If the revoker is subjected to a compulsion effect, any speech uttered during the effect's duration does not count provided it is not elective. Speech during a charm effect does count against the total.

Companion in Silence (Ex) A revoker begins play with a companion of sorts, a Small elemental which accompanies the revoker and may assist with certain tasks. This elemental will not enter combat on the revoker's behalf, rarely chooses to speak to the revoker directly, must be instructed in its own language (Aquan, Auran, Ignan or Terran) and can elect to depart from the revoker's presence for a short time (at most 1-3 days). A water elemental companion is capable of traveling away from the body of water in which it was first conjured, but must find a suitable water source or vessel in which to rest for at least 1 hour each day (a water elemental that cannot rest in this fashion is treated as though fatigued and sickened until rest can be obtained).

At 6th level, the revoker's commitment and sense of purpose have persuaded the elemental companion to ally with him. The elemental gains benefits as though it were an animal companion of a druid of the revoker's class level (minus the link and bonus tricks that an animal companion would receive), changing in size in accord with its extra hit dice. An elemental companion can change between its true size and Small size as a standard action. Once the companion has allied with the revoker, it will join combats on his behalf and communicate more freely with the revoker in its native language.

Nature Sense (Ex) As druid.

Trespass (Su) A revoker is a walking beacon of terror for the creatures of the natural world, a thing that should not be striding through the wilderness and leaving a wake of devastation. Animals, magical beasts and plants of Int 2 or less will not voluntarily come within 30 ft. of a revoker. Those with Int 3 or greater will automatically be treated as hostile toward the revoker. Any animal or magical beast entering within 30 ft. of a revoker must make a Will save (DC 10 + 1/2 revoker's class level + Revoker's Charisma modifier) or become shaken for as long as they are inside the radius and for 1d4 rounds thereafter. Magical beasts get a +4 bonus on this save. An animal or magical beast which saves against this effect is immune to the trespass ability of that particular revoker for 24 hours.

Withering Step (Su) Starting at 2nd level, a revoker may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, as the undergrowth wilts away from his passing. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. Anyone attempting to track a revoker through an area of thick greenery or undergrowth receives a +4 bonus on the check due to the withered path he leaves behind. This bonus increases to +8 if the revoker is 10th level or higher.

Revoke (Su) The revoker's signature ability is accessed at 3rd level. Revokers are sent forth not only to spread disease and unleash disaster, but also to reap excess life force to balance nature's scales and spread the appropriate amount of death. Doing so reduces the resource demand of life in the area and reallocates energy to nature's more benevolent servants to employ in mending and defending; for this reason, revokers are often known to druids as "fallowmen," wreaking destruction so that new life may grow in its wake.

The revoker must make a touch attack to revoke life energies. If successful, he deals 1d8 damage + 1 point per class level (maximum +5) and attempts to rip out its life force. This effect is equivalent to the death knell spell cast as a cleric of the revoker's class level, except that it offers a Fortitude save instead of a Will save and ignores spell resistance. A creature with a fractional hit die affords that same fraction of the effect's duration. This ability may be used once per day, with additional uses as the revoker gains levels.

At 7th level, the base damage of revoke increases to 2d8 + 1/level (max +10). At 13th level, it increases to 3d8 + 1/level (max +15). At 19th level, it increases to 4d8 + 1/level (no maximum). The damage dealt by the revoke ability is not negative energy damage and cannot be used to heal the undead. Caster level and ability increases from this effect do not stack.

Affliction Aura (Su) Beginning at 4th level, the revoker's mere presence goes beyond unsettling and starts to exert a palpable chill on the life force of those around him. Living creatures within 5 ft. of the revoker must make a Will save (DC 10 + 1/2 revoker's character level + revoker's Charisma modifier) or become sickened for as long as they are within the radius and for 1d4+1 rounds thereafter. This radius increases as the revoker progresses in level. This is not a mind-affecting ability.

Lifesense (Su) The revoker learns to sense lifeforce in his environment, becoming more sensitive as he progresses in his mission of desolation. A 5th level revoker notices and locates living creatures within 15 feet, just as if he possessed the blindsight ability. He also senses the strength of their life force automatically, as if he had cast deathwatch. The radius of this sense increases as the revoker grows in level.

Bleak Reward (Ex) At 8th level, the revoker has earned a special reward from nature for his service. The servant who quells and extinguishes so much life has his own lifeline protected. The revoker is immune to death effects and energy drain.

Culling Ray (Su) As of 10th level, the revoker can choose to sacrifice frequency for versatility when revoking. By expending an additional revoke use when revoking, the revoker can turn the touch attack into a ray, making a ranged touch attack at a range of 25 ft. + 5 ft/2 levels. If successful, the ray acts just like a normal revoke attempt.

Grim Visage (Ex) By 11th level, the revoker's life force is so masked and muted that he is as one of the living dead. The revoker heals from negative energy and is damaged by positive energy as though he were undead, though as he is still alive he takes only half the damage an undead creature would. The revoker is also treated as though permanently warded with hide from undead (save DC 10 + 1/2 revoker's class level + revoker's Charisma modifier).

Freedom of Movement (Su) Between nature's protection and his own antithetical existence, a 14th level revoker cannot be grappled, entangled or otherwise confined, as though he were protected by a permanent freedom of movement effect.

Bringer of Disaster (Su) A 17th level revoker is a master of invoking nature's devastation. His disaster spells have their areas of effect increased by 50% as though they were modified by the Widen Spell feat. If the revoker also modifies a disaster spell with Widen Spell, the effect is additive, not multiplicative.

Reaper (Su) At 19th level, a revoker has gained the power to go for quality over quantity when revoking life. By expending an additional use of revoke during a revoke attempt, the revoker can increase the damage dealt to 10 per revoker level. A successful Fortitude save (DC 10 + 1/2 revoker's class level + revoker's Charisma modifier) halves this damage and leaves the target alive with at least 1 hit point remaining.

Revoker Spell List

0th Level
detect magic, detect poison, flare, guidance, inflict minor wounds, know direction, mending, naturewatchSpC, read magic, resistance, touch of fatigue

1st Level
animate fireSpC, aura against flameSpC, bestow woundBoVD, breath of the jungleSpC, bane, cause fear, cloudburstSpC, deathwatch, delay diseaseSpC, detect animals or plants, detect snares and pits, endure elements, hide from animals, horrible tasteSpC, inflict light wounds, longstrider, low-light visionSpC, magic fang, obscuring mist, omen of perilSpC, pass without trace, produce flame, shillelagh, thunderheadSpC, wall of smokeSpC, winter's chillSpC

2nd Level
barkskin, blinding spittleSpC, circle of nauseaBoVD, countermoonSpC, creeping coldSpC, curse of ill fortuneSpC death armorSpC, death knell, decompositionSpC, delay poison, earthbindSpC, dessicating bubbleSpC, false life, flaming sphere, fog cloud, frost breathSpC, ghoul touch, gust of wind, healing stingSpC, inflict moderate wounds, living undeathSpC, malevolent miasmaSpC, mark of the outcastSpC, protection from positive energySpC, rebukeSpC, saltraySpC, sap strengthBoVD, scentSpC shatter, shroud of undeathSpC, silence, spinterboltSpC, summon swarm, warp wood, winter's embraceSpC, wracking touchSpC

3rd Level
antidragon auraSpC, bestow curse, call lightning*, capricious zephyrSpC*, contagion*, corona of coldSpC, crumbleSpC*, dehydrateSpC, diminish plants*, greater magic fang, hailstonesSpC*, heatstrokeSpC, hypothermiaSpC, ice axeSpC, infestation of maggotsSpC, inflict serious wounds, junglerazerSpC*, know vulnerabilitiesSpC, nauseating breathSpC, neutralize poison, nondetection, poison, quench, remove disease, sinkSpC, sleet storm*, slow, spark of lifeSpC, spike growth, starvationSpC, suppress breath weaponSpC, tremorSpC*, vampiric touch, weather eyeSpC, wind wall, wither limbBoVD, wood rotSpC

4th Level
antiplant shell, attune formSpC, blight*, consumptive fieldSpC, contagious touchSpC, control water*, crushing despair, death ward, delay deathSpC, dismissal, dispel magic, downdraftSpC, eye of the hurricaneSpC*, freedom of movement, greater creeping coldSpC, greater resistanceSpC, ice storm*, inflict critical wounds, languorSpC, miasma of entropySpC*, nature's balanceSpC, repel vermin, rushing watersSpC*, rusting grasp, skull watchSpC, spike stones, summon elementite swarmSpC, wind at backSpC, wrackSpC

5th Level
break enchantment, call lightning storm*, cold snapSpC, commune with nature, control winds*, earth reaverSpC*, echo skullSpC, firewardSpC, freezeSpC, graymantleSpC, ice flowersSpC*, infernoSpC, insect plague, jungle's raptureSpC, life wardSpC, mass contagionSpC, mass inflict light wounds, memory rotSpC, ray of deanimationSpC, rejectionSpC, revenanceSpC slay living, stoneskin, swamp strideSpC, transmute mud to rock*, transmute rock to mud*, vulnerabilitySpC, wall of fire, wall of sandSpC, wall of stone, waves of fatigue

6th Level
animate snowSpC, antilife shell, aura of terrorSpC, death throesSpC, drownSpC, eyebite, find the path, fire seeds, fleshshiverSpC, forbiddance, greater stone shapeSpC, hide the pathSpC, mass curse of ill fortuneSpC, mass inflict moderate wounds, miasmaSpC, move earth*, phantasmal disorientationSpC, poxBoVD, ray of entropySpC, repel wood, spellstaff, spider plagueSpC, stoneholdSpC, stone tell, summon greater elementalSpC, superior resistanceSpC, tidal surgeSpC*, withering palmSpC

7th Level
blood to waterSpC, changestaff, circle of death, control weather*, creeping doom, extract water elementalSpC, finger of death, fire storm*, flesh to stone, greater bestow curseSpC, greater consumptive fieldSpC, greater dispel magicSpC, harm, hide from dragonsSpC, mass inflict serious wounds, pestilenceBoVD*, slime waveSpC, storm of elemental furySpC*, storm towerSpC, sunbeam, swamp lungSpC, vision, waves of exhaustion, wind walk

8th Level
antipathy, avasculateSpC, banishment, deadfallSpC*, destruction, earthquake*, heat drainSpC*, maelstromSpC*, mass death wardSpC, mass inflict critical wounds, red tideSpC*, reverse gravity, steal lifeBoVD, stormrageSpC*, sunburst, veil of undeathSpC, whirlwind*, word of recall

9th Level
cast in stoneSpC, elemental swarm, energy drain, foresight, greater whirlwindSpC*, heart of stoneSpC, hindsightSpC, horrid wilting, mass drownSpC, storm of vengeance*, summon elemental monolithSpC, transmute rock to lavaSpC*, tsunamiSpC*

Spells marked with a * are classified as disaster spells.

BoVD: Book of Vile Darkness
SpC: Spell Compendium

Feats For Revokers

Existential Terror
Your ability to draw out the life force of others brings a terrible chill to the soul.
Prerequisites Revoke class ability, Cha 13+, evil alignment
Benefit A creature that survives being subjected to your revoke ability is shaken for 1d4+1 rounds (no save is allowed). A creature that was already shaken becomes frightened instead.

Extinguishing Wave
You cut down swaths of living creatures as you reap their life energies.
Prerequisites Culling ray class ability, revoke class ability, Cha 15+
Benefit You may spend an additional use of your revoke ability to turn your culling ray into a cone of the same length. All creatures caught in the cone are affected, though as normal neither caster level increases nor ability score increases stack, and the duration of any benefit you receive is the maximum individual duration you would have accrued, if any.
Special You gain an additional daily use of your revoke ability.

Extra Revocation
You are charged with extinguishing life more frequently than normal.
Prerequisites Revoke class ability, Cha 13+
Benefit You gain an additional two uses of your revoke ability per day.

Greater Spell Focus (disaster)
Your disaster spells are more potent and harder to survive.
Benefit Add +1 to the Difficulty Class for all saving throws against disaster spells you cast. This bonus stacks with the bonus from Spell Focus.

Lingering Instinct
The last awareness of the life you extinguish floods you with sudden alertness and alacrity.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Dexterity score instead.

Magnified Reaping
You derive more enrichment than normal from the life force of others.
Prerequisites Revoke class ability
Benefit The +2 ability score bonus you receive from your revoke ability is increased to +4. The caster level increase remains unaffected.

Nature's Avenger
Your powers over the life force of others are amplified as you wield them.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Charisma score instead.

Peaceful Release
Your call to the life force of others is a siren song for the soul.
Prerequisites Revoke class ability, Cha 13+, good alignment
Benefit The DC to save against your revoke ability and associated effects is increased by 2.

Savage Sage
You find insight in the final moment of those you extinguish.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Wisdom score instead.

Spell Focus (disaster)
Your disaster spells are more potent and harder to survive.
Benefit Add +1 to the Difficulty Class for all saving throws against disaster spells you cast.

Stolen Vigor
Lives you have extinguished feed into your own life force briefly.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Constitution score instead. You immediately gain the adjusted hit points associated with your increased Constitution score.

Witness of Mortido
Your mind is sharpened with the release of another's death urge.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Intelligence score instead.

Starchild7309
2014-03-02, 12:55 AM
R1020

I need 2-3 decent encounters for my group of mildly optimized 5th lvl characters. CR 5-7 They are currently sailing for 3 months on a boat off of Chult(hot, jungle). At least one of the encounters within sight of land the others can be open ocean. I have 2 seasoned DMs in the group, one of which has like every monster memorized so i want to surprise them with something new. Any help would be appreciated. They are also the hack and slash type when they fight, flanking is about as complicated in tactics that they get.

Mavakith
2014-03-02, 11:02 AM
R1021

I would like to have a mechanic for a base class..

The class is actually an attempt to port "Warframe" over to D&D 3.5 and i've just started working on it..

My idea for the class is similair to a binder, but the character grows a exo-amour on himself instead of binding vestiges. He uses swords, axes, hammers, and guns.. :smallbiggrin:

However, one of the features of the class is a "Force-field / Shield" effect on the exo-armour which regenarates when not hit for a certain amount of time, which also serves as the ammunition for the class's guns.

For example, on reloading his pistol 5 points are deducted from his "Shield", 10 for his rifle and 15/20 for his sniper rifle?

As there are various different exo-armor available for the base class to "bind" or wear, i will need four different tiers of "Shield" effects that scale with level.

If anyone's willing to give ideas or help on the class itself (mainly on the stats of the various "Frames") it will be greatly appreaciated..

The class can be found here (http://www.giantitp.com/forums/showthread.php?p=17099192)

Thankyou very much in advance!

Just to Browse
2014-03-02, 06:13 PM
Couldn't think of a suitable bear-ish transportation mode (flight/teleport make no sense, swim/burrow are weird with a rider, earth glide is really powerful) so I threw in a different utility. Is that OK?

One of the problems with using a brown bear as a figurine is that it's a baller mount/cohort. Since it understands common, you can command the thing as a free action, which means a level 4 character could get double their level-appropriate action economy... like, check the bear's grapple mod, it's That Damn Crab all over again. So the minimum character level has to be something like level 5-6. But the bear also dies after a certain time (making high-gold investments very binary) and doesn't scale (so at higher levels, you lose out on money because your companion isn't level-appropriate). If you just wanted a mount that looked like a bear, I would probably modify something like Ebony Fly: Large mount that looks like a brown bear, makes no attacks, and comes ready to be mounted. Then the price could go down to something like 5,000gp.

So this is basically a 1/week "Get out of Jail Free" card + 50 HP. It can be ridden, and it can carry a lot of stuff (27 Str) while still moving 40 ft. per round, and it gets LLV and Scent if you're into those things. Despite not being a cohort as before, it still requires you to be level 6 to even consider buying one because passwall is awesome with a little divination.

H 1018: Figurine of Wondrous Power (Quartz Bear)
Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high. When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.

If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.

Quartz Bear
When animated, a quartz bear takes the form of a brown bear (http://www.d20srd.org/srd/monsters/bearBrown.htm) under the command of its possessor, but cannot make attacks. The bear is trained to act as a mount in combat (like a heavy warhorse) and comes with an exotic military saddle designed specifically for riding it. The bear can be used in this form for up to 40 total hours per week. After 40 hours have passed or the command word is spoken again, the bear shifts back into a quartz statuette.

The bear also confers upon the rider the ability to use passwall once per week as a swift action, but only while in animal form. This form of passwall is special in that it is a supernatural ability but only lasts 1 round.

Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects, passwall; Price 10,000 gp.

Sugarbear007
2014-03-03, 12:21 AM
Couldn't think of a suitable bear-ish transportation mode (flight/teleport make no sense, swim/burrow are weird with a rider, earth glide is really powerful) so I threw in a different utility. Is that OK?

C 1018 It's quite ok, I simply didn't know what else to add to it because I'm fairly new to the game and I'm still learning: whats worthwhile, whats over powered and what just simply sucks.

I like what you did there, the stone meld works just fine and fits with the character who will end up with it, a dwarven cleric.

It's meant to be a mount more than anything so I'm perfectly fine with it not being able to fight. What kind of a price tag would we be looking at if the bear gave the before mentioned earth glide say for a few minutes once a week. In an interval only long enough to get through a wall or a through a hill to either get away from someone chasing the PC or to gain ground on someone their chasing?

Anyway thanks for the build its much appreciated.

Just to Browse
2014-03-03, 12:45 AM
C 1018

If you don't want it to attack, I can drop the price significantly and tack on some earth mobility.

To prevent potential "I glide through the earth unnoticed and then assassinate him from the ground" abuse (and thus, a price tag increase), would you mind me substituting in passwall (http://www.d20srd.org/srd/spells/passwall.htm)? Moving through solid rock wins most dungeons so any kind of earth mobility is stupid expensive. But a bear that serves only as a mount and grants limited passwall would be in the realm of 10,000 - 15,000, while a similar item that grants limited earth glide would be in the realm of 15,000 - 25,000... I think.

The big problem with earth mobility is the ability to negate dungeons. Just one quick use of earth glide or passwall lets you ignore most doors via the walls, prisons via the ceiling, and lots of traps via turning the floor into a tunnel. Passwall at least forces you to make a cylindrical hole, but it's still a pretty big auto-win button.

What are your thoughts? Are you OK with the bigger price tag in exchange for the earth mobility, and (if so) which kind?

Sugarbear007
2014-03-03, 01:31 AM
C 1018 I looked up the pass wall spell. It does seem a lot easier to manage. I can see what you're saying about it being a I win button for certain situations.

The spell description says it can be dismissed or dispelled. The duration is in hours. Is there any way we can have it last for only moments? Like once you jump through that's it. It snaps shut. That would make someone think twice about bypassing a wall unless they knew they could get back out in some other manner. I was thinking it should be a "oh crap" button.

10 - 15k gold sounds spot on.

Debihuman
2014-03-03, 01:36 AM
C 1018

Quartz bear is missing the spell meld into stone in its creation line and cost is far too cheap. See times for other figurines as well. 24 hours costs 17,000 gp and then you have to add the cost for the second spell.

Debby

Just to Browse
2014-03-03, 01:44 AM
C 1018


Quartz bear is missing the spell meld into stone in its creation line I shall add the spell, good thoughts.


and cost is far too cheap. See times for other figurines as well. 24 hours costs 17,000 gp and then you have to add the cost for the second spell.That's because the items are horrifically overpriced. From a design standpoint, a tightly-selected CR 4 should be basically all your level 6 WBL, not all your level 8 WBL. The last place I want to follow WotC precedence is in utility item design.


The spell description says it can be dismissed or dispelled. The duration is in hours. Is there any way we can have it last for only moments? Like once you jump through that's it. It snaps shut. That would make someone think twice about bypassing a wall unless they knew they could get back out in some other manner. I was thinking it should be a "oh crap" button.

That sounds great. I will edit the post accordingly.

TrueJordan
2014-03-03, 11:52 AM
Good work takes time (not to mention, life was not friendly for free time in the past while). I hope this satisfies:

H 1012 (Spoilered for size)

The Revoker

Nature is a powerful and unpredictable force, generous and bountiful but capricious and easily provoked. Many are those who serve the lifegiving aspect of nature - druids and rangers, shamans and even clerics of nature deities. All are in tune with the force of life and growth, reaping the bounty that nature offers and working in concert with its living servants of this realm and the worlds beyond.

The darker side of nature is feared and shunned by most; its destructive powers of disaster, disease and starvation are seen as things to avoid and deny. Too many seek out manmade or magical solutions to stave off nature's grasp when the time comes to pay for the harvest, when disease comes to cull the herd and disaster appears to reclaim nature's realm. It is the role of druids to fight those who would befoul nature; for those who deny it, who flee from it, there is the revoker.

Revokers are loners by nature, who travel with others only in support of their alien goals. Fearsome and unsettling, these silent harbingers of nature's wrath walk the earth, bringing about the winter and the fallow year. Their tread is the marching drum of death, their mere presence a bell tolling the end of life for those who can hear it. Where the revoker goes, death and disaster follow, as he guides nature's wrath into realms where it has been carefully walled out and kept at bay.

Revokers take up with adventuring parties surprisingly often, considering their natures. Though they shun most social contact and prefer to abandon all relationships, revokers find it helpful to associate with the living if only to help anchor their priorities and keep them from falling into the path of a meaningless destroyer. Revokers also benefit from having allies who can guide them on a path to new areas in need of the revoker's touch and aid them in breaching and eliminating difficult targets who are experienced at challenging nature and repudiating its grasp time and time again.

Revokers are cold and relentless as a general rule, but not necessarily evil. No revoker is neutral good, however; a good-aligned revoker must have a cause or purpose to associate with in order to maintain objectivity and clarify his purpose for good aims. Evil revokers are far more common; only the very worst of these, however, let the desire to destroy and kill overtake their sense of duty, dark as it may be.

The Revoker
{table=head]Level|BAB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4t h|5th|6th|7th|8th|9th

1st|
+0|
+2|
+0|
+2|Companion in silence, nature sense, trespass|3|1

2nd|
+1|
+3|
+0|
+3|Withering step|4|2|-

3rd|
+2|
+3|
+1|
+3|Revoke 1/day|4|2|1|-

4th|
+3|
+4|
+1|
+4|Afflicting aura 5 ft.|5|3|2|-|-

5th|
+3|
+4|
+1|
+4|Lifesense 15 ft.|5|3|2|1|-|-

6th|
+4|
+5|
+2|
+5|Ally in silence, revoke 2/day|5|3|3|2|-|-|-

7th|
+5|
+5|
+2|
+5|Improved revoke|6|4|3|2|1|-|-|-

8th|
+6/+1|
+6|
+2|
+6|Afflicting aura 10 ft., bleak reward|6|4|3|3|2|-|-|-|-|-

9th|
+6/+1|
+6|
+3|
+6|Revoke 3/day|6|4|4|3|2|1|-|-|-|-

10th|
+7/+2|
+7|
+3|
+7|Culling ray, lifesense 30 ft.|6|4|4|3|3|2|-|-|-|-

11th|
+8/+3|
+7|
+3|
+7|Grim visage|6|5|4|4|3|2|1|-|-|-

12th|
+9/+4|
+8|
+4|
+8|Afflicting aura 15 ft., revoke 4/day|6|5|4|4|3|3|2|-|-|-

13th|
+9/+4|
+8|
+4|
+8|Greater revoke|6|5|5|4|4|3|2|1|-|-

14th|
+10/+5|
+9|
+4|
+9|Freedom of movement|6|5|5|4|4|3|3|2|-|-

15th|
+11/+6/+1|
+9|
+5|
+9|Lifesense 45 ft., revoke 5/day|6|5|5|5|4|4|3|2|1|-

16th|
+12/+7/+2|
+10|
+5|
+10|Afflicting aura 20 ft.|6|5|5|5|4|4|3|3|2|-

17th|
+12/+7/+2|
+10|
+5|
+10|Bringer of disaster|6|5|5|5|5|4|4|3|2|1

18th|
+13/+8/+3|
+11|
+6|
+11|Revoke 6/day|6|5|5|5|5|4|4|3|3|2

19th|
+14/+9/+4|
+11|
+6|
+11|Reaper|6|5|5|5|5|5|4|4|3|3

20th|
+15/+10/+5|
+12|
+6|
+12|Afflicting aura 25 ft., lifesense 60 ft.|6|5|5|5|5|5|4|4|4|4[/table]

Class Skills
The revoker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and Armor Proficiency

As druid.

Spells

As druid. Revokers do not spontaneously cast any spells.

Oath of Silence

To maintain their impartiality and distance from life, revokers are encouraged to cease communicating with anyone except their companion in silence, to the best of their ability. A revoker is expected to speak at most 2d20 words per day, plus twice his class level. Speech in Aquan, Auran, Ignan or Terran directed towards his companion in silence does not count against this total. A revoker determines his limit each day and is aware of it ahead of time; going past the limit results in the immediate loss of a random slot from his highest-level spell slots remaining until he has rested; going more than ten words over the limit results in a loss of spellcasting privileges for the remainder of the day. If the revoker is subjected to a compulsion effect, any speech uttered during the effect's duration does not count provided it is not elective. Speech during a charm effect does count against the total.

Companion in Silence (Ex) A revoker begins play with a companion of sorts, a Small elemental which accompanies the revoker and may assist with certain tasks. This elemental will not enter combat on the revoker's behalf, rarely chooses to speak to the revoker directly, must be instructed in its own language (Aquan, Auran, Ignan or Terran) and can elect to depart from the revoker's presence for a short time (at most 1-3 days). A water elemental companion is capable of traveling away from the body of water in which it was first conjured, but must find a suitable water source or vessel in which to rest for at least 1 hour each day (a water elemental that cannot rest in this fashion is treated as though fatigued and sickened until rest can be obtained).

At 6th level, the revoker's commitment and sense of purpose have persuaded the elemental companion to ally with him. The elemental gains benefits as though it were an animal companion of a druid of the revoker's class level (minus the link and bonus tricks that an animal companion would receive), changing in size in accord with its extra hit dice. An elemental companion can change between its true size and Small size as a standard action. Once the companion has allied with the revoker, it will join combats on his behalf and communicate more freely with the revoker in its native language.

Nature Sense (Ex) As druid.

Trespass (Su) A revoker is a walking beacon of terror for the creatures of the natural world, a thing that should not be striding through the wilderness and leaving a wake of devastation. Animals, magical beasts and plants of Int 2 or less will not voluntarily come within 30 ft. of a revoker. Those with Int 3 or greater will automatically be treated as hostile toward the revoker. Any animal or magical beast entering within 30 ft. of a revoker must make a Will save (DC 10 + 1/2 revoker's class level + Revoker's Charisma modifier) or become shaken for as long as they are inside the radius and for 1d4 rounds thereafter. Magical beasts get a +4 bonus on this save. An animal or magical beast which saves against this effect is immune to the trespass ability of that particular revoker for 24 hours.

Withering Step (Su) Starting at 2nd level, a revoker may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, as the undergrowth wilts away from his passing. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. Anyone attempting to track a revoker through an area of thick greenery or undergrowth receives a +4 bonus on the check due to the withered path he leaves behind. This bonus increases to +8 if the revoker is 10th level or higher.

Revoke (Su) The revoker's signature ability is accessed at 3rd level. Revokers are sent forth not only to spread disease and unleash disaster, but also to reap excess life force to balance nature's scales and spread the appropriate amount of death. Doing so reduces the resource demand of life in the area and reallocates energy to nature's more benevolent servants to employ in mending and defending; for this reason, revokers are often known to druids as "fallowmen," wreaking destruction so that new life may grow in its wake.

The revoker must make a touch attack to revoke life energies. If successful, he deals 1d8 damage + 1 point per class level (maximum +5) and attempts to rip out its life force. This effect is equivalent to the death knell spell cast as a cleric of the revoker's class level, except that it offers a Fortitude save instead of a Will save and ignores spell resistance. A creature with a fractional hit die affords that same fraction of the effect's duration. This ability may be used once per day, with additional uses as the revoker gains levels.

At 7th level, the base damage of revoke increases to 2d8 + 1/level (max +10). At 13th level, it increases to 3d8 + 1/level (max +15). At 19th level, it increases to 4d8 + 1/level (no maximum). The damage dealt by the revoke ability is not negative energy damage and cannot be used to heal the undead. Caster level and ability increases from this effect do not stack.

Affliction Aura (Su) Beginning at 4th level, the revoker's mere presence goes beyond unsettling and starts to exert a palpable chill on the life force of those around him. Living creatures within 5 ft. of the revoker must make a Will save (DC 10 + 1/2 revoker's character level + revoker's Charisma modifier) or become sickened for as long as they are within the radius and for 1d4+1 rounds thereafter. This radius increases as the revoker progresses in level. This is not a mind-affecting ability.

Lifesense (Su) The revoker learns to sense lifeforce in his environment, becoming more sensitive as he progresses in his mission of desolation. A 5th level revoker notices and locates living creatures within 15 feet, just as if he possessed the blindsight ability. He also senses the strength of their life force automatically, as if he had cast deathwatch. The radius of this sense increases as the revoker grows in level.

Bleak Reward (Ex) At 8th level, the revoker has earned a special reward from nature for his service. The servant who quells and extinguishes so much life has his own lifeline protected. The revoker is immune to death effects and energy drain.

Culling Ray (Su) As of 10th level, the revoker can choose to sacrifice frequency for versatility when revoking. By expending an additional revoke use when revoking, the revoker can turn the touch attack into a ray, making a ranged touch attack at a range of 25 ft. + 5 ft/2 levels. If successful, the ray acts just like a normal revoke attempt.

Grim Visage (Ex) By 11th level, the revoker's life force is so masked and muted that he is as one of the living dead. The revoker heals from negative energy and is damaged by positive energy as though he were undead, though as he is still alive he takes only half the damage an undead creature would. The revoker is also treated as though permanently warded with hide from undead (save DC 10 + 1/2 revoker's class level + revoker's Charisma modifier).

Freedom of Movement (Su) Between nature's protection and his own antithetical existence, a 14th level revoker cannot be grappled, entangled or otherwise confined, as though he were protected by a permanent freedom of movement effect.

Bringer of Disaster (Su) A 17th level revoker is a master of invoking nature's devastation. His disaster spells have their areas of effect increased by 50% as though they were modified by the Widen Spell feat. If the revoker also modifies a disaster spell with Widen Spell, the effect is additive, not multiplicative.

Reaper (Su) At 19th level, a revoker has gained the power to go for quality over quantity when revoking life. By expending an additional use of revoke during a revoke attempt, the revoker can increase the damage dealt to 10 per revoker level. A successful Fortitude save (DC 10 + 1/2 revoker's class level + revoker's Charisma modifier) halves this damage and leaves the target alive with at least 1 hit point remaining.

Revoker Spell List

0th Level
detect magic, detect poison, flare, guidance, inflict minor wounds, know direction, mending, naturewatchSpC, read magic, resistance, touch of fatigue

1st Level
animate fireSpC, aura against flameSpC, bestow woundBoVD, breath of the jungleSpC, bane, cause fear, cloudburstSpC, deathwatch, delay diseaseSpC, detect animals or plants, detect snares and pits, endure elements, hide from animals, horrible tasteSpC, inflict light wounds, longstrider, low-light visionSpC, magic fang, obscuring mist, omen of perilSpC, pass without trace, produce flame, shillelagh, thunderheadSpC, wall of smokeSpC, winter's chillSpC

2nd Level
barkskin, blinding spittleSpC, circle of nauseaBoVD, countermoonSpC, creeping coldSpC, curse of ill fortuneSpC death armorSpC, death knell, decompositionSpC, delay poison, earthbindSpC, dessicating bubbleSpC, false life, flaming sphere, fog cloud, frost breathSpC, ghoul touch, gust of wind, healing stingSpC, inflict moderate wounds, living undeathSpC, malevolent miasmaSpC, mark of the outcastSpC, protection from positive energySpC, rebukeSpC, saltraySpC, sap strengthBoVD, scentSpC shatter, shroud of undeathSpC, silence, spinterboltSpC, summon swarm, warp wood, winter's embraceSpC, wracking touchSpC

3rd Level
antidragon auraSpC, bestow curse, call lightning*, capricious zephyrSpC*, contagion*, corona of coldSpC, crumbleSpC*, dehydrateSpC, diminish plants*, greater magic fang, hailstonesSpC*, heatstrokeSpC, hypothermiaSpC, ice axeSpC, infestation of maggotsSpC, inflict serious wounds, junglerazerSpC*, know vulnerabilitiesSpC, nauseating breathSpC, neutralize poison, nondetection, poison, quench, remove disease, sinkSpC, sleet storm*, slow, spark of lifeSpC, spike growth, starvationSpC, suppress breath weaponSpC, tremorSpC*, vampiric touch, weather eyeSpC, wind wall, wither limbBoVD, wood rotSpC

4th Level
antiplant shell, attune formSpC, blight*, consumptive fieldSpC, contagious touchSpC, control water*, crushing despair, death ward, delay deathSpC, dismissal, dispel magic, downdraftSpC, eye of the hurricaneSpC*, freedom of movement, greater creeping coldSpC, greater resistanceSpC, ice storm*, inflict critical wounds, languorSpC, miasma of entropySpC*, nature's balanceSpC, repel vermin, rushing watersSpC*, rusting grasp, skull watchSpC, spike stones, summon elementite swarmSpC, wind at backSpC, wrackSpC

5th Level
break enchantment, call lightning storm*, cold snapSpC, commune with nature, control winds*, earth reaverSpC*, echo skullSpC, firewardSpC, freezeSpC, graymantleSpC, ice flowersSpC*, infernoSpC, insect plague, jungle's raptureSpC, life wardSpC, mass contagionSpC, mass inflict light wounds, memory rotSpC, ray of deanimationSpC, rejectionSpC, revenanceSpC slay living, stoneskin, swamp strideSpC, transmute mud to rock*, transmute rock to mud*, vulnerabilitySpC, wall of fire, wall of sandSpC, wall of stone, waves of fatigue

6th Level
animate snowSpC, antilife shell, aura of terrorSpC, death throesSpC, drownSpC, eyebite, find the path, fire seeds, fleshshiverSpC, forbiddance, greater stone shapeSpC, hide the pathSpC, mass curse of ill fortuneSpC, mass inflict moderate wounds, miasmaSpC, move earth*, phantasmal disorientationSpC, poxBoVD, ray of entropySpC, repel wood, spellstaff, spider plagueSpC, stoneholdSpC, stone tell, summon greater elementalSpC, superior resistanceSpC, tidal surgeSpC*, withering palmSpC

7th Level
blood to waterSpC, changestaff, circle of death, control weather*, creeping doom, extract water elementalSpC, finger of death, fire storm*, flesh to stone, greater bestow curseSpC, greater consumptive fieldSpC, greater dispel magicSpC, harm, hide from dragonsSpC, mass inflict serious wounds, pestilenceBoVD*, slime waveSpC, storm of elemental furySpC*, storm towerSpC, sunbeam, swamp lungSpC, vision, waves of exhaustion, wind walk

8th Level
antipathy, avasculateSpC, banishment, deadfallSpC*, destruction, earthquake*, heat drainSpC*, maelstromSpC*, mass death wardSpC, mass inflict critical wounds, red tideSpC*, reverse gravity, steal lifeBoVD, stormrageSpC*, sunburst, veil of undeathSpC, whirlwind*, word of recall

9th Level
cast in stoneSpC, elemental swarm, energy drain, foresight, greater whirlwindSpC*, heart of stoneSpC, hindsightSpC, horrid wilting, mass drownSpC, storm of vengeance*, summon elemental monolithSpC, transmute rock to lavaSpC*, tsunamiSpC*

Spells marked with a * are classified as disaster spells.

BoVD: Book of Vile Darkness
SpC: Spell Compendium

Feats For Revokers

Existential Terror
Your ability to draw out the life force of others brings a terrible chill to the soul.
Prerequisites Revoke class ability, Cha 13+, evil alignment
Benefit A creature that survives being subjected to your revoke ability is shaken for 1d4+1 rounds (no save is allowed). A creature that was already shaken becomes frightened instead.

Extinguishing Wave
You cut down swaths of living creatures as you reap their life energies.
Prerequisites Culling ray class ability, revoke class ability, Cha 15+
Benefit You may spend an additional use of your revoke ability to turn your culling ray into a cone of the same length. All creatures caught in the cone are affected, though as normal neither caster level increases nor ability score increases stack, and the duration of any benefit you receive is the maximum individual duration you would have accrued, if any.
Special You gain an additional daily use of your revoke ability.

Extra Revocation
You are charged with extinguishing life more frequently than normal.
Prerequisites Revoke class ability, Cha 13+
Benefit You gain an additional two uses of your revoke ability per day.

Greater Spell Focus (disaster)
Your disaster spells are more potent and harder to survive.
Benefit Add +1 to the Difficulty Class for all saving throws against disaster spells you cast. This bonus stacks with the bonus from Spell Focus.

Lingering Instinct
The last awareness of the life you extinguish floods you with sudden alertness and alacrity.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Dexterity score instead.

Magnified Reaping
You derive more enrichment than normal from the life force of others.
Prerequisites Revoke class ability
Benefit The +2 ability score bonus you receive from your revoke ability is increased to +4. The caster level increase remains unaffected.

Nature's Avenger
Your powers over the life force of others are amplified as you wield them.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Charisma score instead.

Peaceful Release
Your call to the life force of others is a siren song for the soul.
Prerequisites Revoke class ability, Cha 13+, good alignment
Benefit The DC to save against your revoke ability and associated effects is increased by 2.

Savage Sage
You find insight in the final moment of those you extinguish.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Wisdom score instead.

Spell Focus (disaster)
Your disaster spells are more potent and harder to survive.
Benefit Add +1 to the Difficulty Class for all saving throws against disaster spells you cast.

Stolen Vigor
Lives you have extinguished feed into your own life force briefly.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Constitution score instead. You immediately gain the adjusted hit points associated with your increased Constitution score.

Witness of Mortido
Your mind is sharpened with the release of another's death urge.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Intelligence score instead.

Wow, this is awesome thanks. I appreciate you spending so much time on it, and I'm so sorry about my impatience.

Sugarbear007
2014-03-03, 08:01 PM
C 1018

I appreciate the help Just to Browse. I think it looks great. :P

afroakuma
2014-03-04, 12:14 AM
Wow, this is awesome thanks.

I hope it'll serve for a villain, at least.

Ionsniper
2014-03-04, 06:20 AM
Hey everyne! Got some great stuff here. Im wondering if anyone can design me a Half Platinum Dragon Template? Using the basic Half Dragon template as a base. Im in a high power high magic campaign that has half the world being homebrew. So Im looking for a slightly OP template I can take for fluff for my current half human half red dragon. Looking to add a few basic abilities like Fast Healing like a saint, a few interesting spell like abilities, and maybe Cha to AC or something? Just something to make my half dragon side more interesting when Im surrounded by demi gods, living sentient ancient spells, and Demon lords.

TrueJordan
2014-03-04, 11:51 AM
I hope it'll serve for a villain, at least.

Exactly the purpose for it. I feel bad that you made a whole class if he's just going to be an NPC, but I'm thinking about making a whole cult of them, or several, for the PCs to fight, along with some blighters, perhaps.

Miss Disaster
2014-03-05, 10:52 PM
R 1022

Hi Homebrew Artisans!

As a fan of Wiz/Sorc Divination spells ... I would love to acquire more offensive or attack spells that are of the Divination school. Currently, 3.5 only has a few of these. Vision of Punishment (CoV), Unluck (SpC) and, in a roundabout Intimidation kinda way, Insidious Insight (RoE).

Preferably spells that range from 0th to 6th level (for my 12th level Diviner-Specialist Wizard).

I would leave the game mechanic details to your expert knowledge. I've seen some OGL 3.5 divination attack spells in the past. But they rarely had a cohesive or reasonable structure. I'd assume that a divination attack spell could do bad things to a target like overwhelm or toy-with the senses, worsen a target's luck/fortune or possibly force the target to be faced with the sheer magnitude of their actions/destiny/afterlife. It's hard to imagine an offensive divination spell causing actual HP damage. I could see effects like Staggered, Confused, or Shaken being more applicable.

Thank you for reading and considering my request! My Wizard Diviner would love to have her repertoire enhanced with one of your amazing homebrews. :-) Cheers!

spikeof2010
2014-03-06, 08:39 PM
R1023 (Wow!)

I'd like a CR5 Summon Monster, specifically avian based, more chicken like than anything, and please make it have some sort of enchantment spell.

I prefer it not be a copy of the Cockatrice monster, if possible. Make it of Small Size, around the size of a halfling.
Edit: I just now got the R number right:smallsigh:

enderlord99
2014-03-07, 09:24 AM
R1 (Wow!)

...

You are definitely not the first requester.:smallsigh:

spikeof2010
2014-03-07, 04:52 PM
...

You are definitely not the first requester.:smallsigh:

Augh, I just now got the Rnumber thing, I thought it was refering to the first request the user has made. Pardon me. :smallredface:

jedipotter
2014-03-08, 11:27 PM
A1022 Reworking a bit.........

Swirl of Probability
Divination[Mind-Effecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One Living Creature
Duration: instantainious
Saving Throw: Will Negates
Spell Resistance: Yes
For an instant, you overwhelm the targets mind with the many possibilities of every action.
The target creature must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts for one round a level once gained.

TuggyNE
2014-03-09, 01:06 AM
A1022

Swirl of Probability
Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One Living Creature
Duration: 1 round/level
Saving Throw: Will Negates
Spell Resistance: Yes
For an instant, you overwhelm the targets mind with the many possibilities of every action.
When you cast this spell, your opponent is Dazed for 1 round by the effect racing through its mind. The following round, the opponent is Nauseated for 1 round per level you possess. A successful Will save cancels the daze effect and halves the duration of the Nausea (round down). Mindless creatures are immune to this effect.

Wow. That's like daze monster (Sor/Wiz 2) + no-save nauseation at level 4 and up, without any descriptors to make most immunities work or any HD limit. That's a third- or fourth-level spell at the very least.

Miss Disaster
2014-03-09, 12:30 PM
A1022 Reworking a bit.........

Swirl of Probability
Divination[Mind-Effecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One Living Creature
Duration: instantainious
Saving Throw: Will Negates
Spell Resistance: Yes
For an instant, you overwhelm the targets mind with the many possibilities of every action.
The target creature must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts for one round a level once gained.

C 1022

Hey, that's pretty nifty, Jedipotter! Thank you! I assume that "one round per level" shaken effect is referencing Caster Level, yes?

The [Mind-Effecting] tag is probably appropriate for most Divination attack spells - since I don't see the Divination school having as potent of offensive potential as the others (so limiting mechanisms like the tag help accomplish that).

H. Von Studley
2014-03-11, 05:26 AM
R. 1024

Hi guys! I'm trying to tweak the class abilities of the Jade Phoenix Mage PrC from Tome of Battle for a Warlock. Most of the current class abilities revolve around sacrificing spell slots in exchange for various effects, but obviously a warlock can't sacrifice anything.

Does anyone have any ideas for some alternate abilities in the same vein that would be of use to an invocation-based arcane caster like the Warlock?

Debihuman
2014-03-11, 10:42 AM
I'd like a CR5 Summon Monster, specifically avian based, more chicken like than anything, and please make it have some sort of enchantment spell.

I prefer it not be a copy of the Cockatrice monster, if possible. Make it of Small Size, around the size of a halfling.
Edit: I just now got the R number right:smallsigh:

C. 1023

I'm a big fan of chicken monsters. I have a few ideas but I'd like your input and preferences on these. Chickens are clumsy and slow fliers so these aren't making any quick getaways. Is that what you are looking for?

Do you have a preference for location? Desert, Arctic, etc.

Do you want the charming effect as charm person (affecting Humanoids only) or as charm monster (charms every creature except those that are exempt from mind-affecting effects).

Do you want these to Intelligent? Can they speak?

Should they be very colorful or drab?

Any alignment preferences?

Debby

Starchild7309
2014-03-14, 06:26 PM
C1020

So probably not getting any ideas on this then I guess?

fishyfishyfishy
2014-03-15, 01:21 PM
R1025

Hi everyone! I've attempted my own homebrew, but I'm not having much luck. Everything I come up with seems too powerful. I posted a new thread about it and I didn't get much feedback. But that's probably because I'm still at the concept. I don't have any of the mechanics down at all.


I have the need to create an arcane casting prestige class. The class must have abilities that are focused on creating sculptures and/or painting. I was looking at the sand shaper class for inspiration, it seems a good place to start. The player will be entering this class with an illusionist wizard who is all about bringing his art to life.

spikeof2010
2014-03-15, 03:28 PM
C. 1023

I'm a big fan of chicken monsters. I have a few ideas but I'd like your input and preferences on these. Chickens are clumsy and slow fliers so these aren't making any quick getaways. Is that what you are looking for?

Do you have a preference for location? Desert, Arctic, etc.

Do you want the charming effect as charm person (affecting Humanoids only) or as charm monster (charms every creature except those that are exempt from mind-affecting effects).

Do you want these to Intelligent? Can they speak?

Should they be very colorful or drab?

Any alignment preferences?

Debby
Charm Monster, please.
and they are intelligent and most of the time they are never good or lawful.
They should resemble the colors of a normal white chicken.

spikeof2010
2014-03-15, 03:29 PM
R1026

Good afternoon, Homebrewers!

Could I possibly get an arcane 5 level prestige class based on charming monsters into being able to craft stuff for them? Sort of like a labor master.

Requirements are up to you, besides that it must not be chaotic.

Just to Browse
2014-03-15, 05:14 PM
Yesssss PrC requests. I need to warm up my brewing muscles for the PrC contest, so I'll tackle these.

C 1026
This doesn't need to be a PrC. You can hire experts and artificers with enough gold (or the use of charm and dominate spells). Find ones with your desired craft skills and hire/brainwash them.

C 1025
There are some major conceptual and mechanical problems that we need to tackle before I can start drafting anything here. What I need from you is your (or your player's) thoughts on how to deal with these:

P1: Flexibility is a Huge Dumpster: Any kind of animation magic comes with obnoxious flexibility. If you give someone free reign over all monsters ever made, you get stuff like the artificer or kailea the blue mage. In order to prevent abuse, there should be some way to limit the class's flexibility:
S1a: You could go the sandshaper route and only allow a certain list of creations. In this case, the magic painter would only be able to paint/summon certain creatures, which puts a hard limit on his flexibility
S1b: You could go the route of the summon spells, and just let your player pick from the SNA/SDA/SM/SU lists. It will be less work (and it'll probably be a bigger list), and your player will probably feel less gypped.
S1c: You could alternatively have the player learn certain creatures a la the questellan, eidetic wizard, or erudite. He memorizes monsters every time he gains a level, and can make those monsters and only those monsters. This feels more organic and takes work off your shoulders, but its also much easier to abuse and increases his chance of picking crappy monsters (like basilisks that accidentally kill the party while walking)
S1d: A fusion of S1a and S3a is also possible. Give him limited access to whatever he wants, and supplement that with a core list of paintable beasts.
P2: Summoning Comes in Many Forms: Summoning is a flavored version of proxy fighting, which comes in three mechanical niches. You (and your player) need to know which niche he is going to fill, because those three niches are balanced in totally different ways.
S2a (Cohorts): One type of proxy-fighting is just having a companion, like the PF Summoner's Eidolon, or the Druid's Animal Companion. It's a proxy-fighter that's almost an entire character in its own right. The Magic Painter would be only allowed to have 1 active paint monster at a time, but that monster would fight in every combat with level-appropriate stats and abilities.
S2b (Packs): Another type of proxy-fighting is controlling huge hordes of creatures. Necromancy is the most common example, but the magic painter can totally paint a swarm of rats or a hundred faceless soldiers. The Magic Painter would have some sort of metric that described how large and how strong his horde could be (like, you can have 100 level 1 warriors or 50 level 2 warriors). He'd get aura boosts to make the attacks level-appropriate, and defenses that prevent them from falling down to a single fireball.
S3b (Toolkit): This is the proxy-fighting most summoners use. You get lists of monsters that you can throw out. They're basically glass cannons, with hard immunities and level-appropriate attacks, but if they get smacked once or twice they're dead. This lets you mix up your attacks, and the flavor is best-suited to pulling paintings out of your backpack and throwing them on the ground like pokeballs.
P3: Free Items, Just Add Paint: Another big problem that crops up with "I paint it and its real" is the idea that the painter can make whatever h wants. He can paint catapults faster than most people can craft them, and he can paint forests faster than any plant will every grow. This leads to him being the master of utility, especially if you let him make things with magical or material value.
S3a: Put a gold and time limits on his creations. This turns his work into alchemy, where he spends time to transfer Xgp of paint into Xgp of materials. Rarer things are more likely to be painted, because the time required is fixed.
S3b: Require / consome the material during creation. The material component means he won't be making adamantine unless he's got a supply to burn. Complicated things are more likely to be painted, and the Magic Painter will be more likely to have a pack animal to carry his many pounds of material.
S3c: Make the items fake. Choose some material (like wood, ice, or sand) and make everything a colored version of that. Swords are silver wood. This is the least exciting of them all, but it guarantees that the player only makes mechanical things.

DrunkenMists
2014-03-15, 09:52 PM
C1026 -

Just Change Thrallherd to = levels of Arcane Casting.

fishyfishyfishy
2014-03-15, 10:33 PM
Yesssss PrC requests. I need to warm up my brewing muscles for the PrC contest, so I'll tackle these.

C 1025
There are some major conceptual and mechanical problems that we need to tackle before I can start drafting anything here. What I need from you is your (or your player's) thoughts on how to deal with these:

Ok, I'll give my best insight. FYI I want this to be a 10 level prestige.


P1: Flexibility is a Huge Dumpster: Any kind of animation magic comes with obnoxious flexibility. If you give someone free reign over all monsters ever made, you get stuff like the artificer or kailea the blue mage. In order to prevent abuse, there should be some way to limit the class's flexibility:
S1a: You could go the sandshaper route and only allow a certain list of creations. In this case, the magic painter would only be able to paint/summon certain creatures, which puts a hard limit on his flexibility
S1b: You could go the route of the summon spells, and just let your player pick from the SNA/SDA/SM/SU lists. It will be less work (and it'll probably be a bigger list), and your player will probably feel less gypped.
S1c: You could alternatively have the player learn certain creatures a la the questellan, eidetic wizard, or erudite. He memorizes monsters every time he gains a level, and can make those monsters and only those monsters. This feels more organic and takes work off your shoulders, but its also much easier to abuse and increases his chance of picking crappy monsters (like basilisks that accidentally kill the party while walking)
S1d: A fusion of S1a and S3a is also possible. Give him limited access to whatever he wants, and supplement that with a core list of paintable beasts. P2: Summoning Comes in Many Forms: Summoning is a flavored version of proxy fighting, which comes in three mechanical niches. You (and your player) need to know which niche he is going to fill, because those three niches are balanced in totally different ways.
S2a (Cohorts): One type of proxy-fighting is just having a companion, like the PF Summoner's Eidolon, or the Druid's Animal Companion. It's a proxy-fighter that's almost an entire character in its own right. The Magic Painter would be only allowed to have 1 active paint monster at a time, but that monster would fight in every combat with level-appropriate stats and abilities.
S2b (Packs): Another type of proxy-fighting is controlling huge hordes of creatures. Necromancy is the most common example, but the magic painter can totally paint a swarm of rats or a hundred faceless soldiers. The Magic Painter would have some sort of metric that described how large and how strong his horde could be (like, you can have 100 level 1 warriors or 50 level 2 warriors). He'd get aura boosts to make the attacks level-appropriate, and defenses that prevent them from falling down to a single fireball.
S3b (Toolkit): This is the proxy-fighting most summoners use. You get lists of monsters that you can throw out. They're basically glass cannons, with hard immunities and level-appropriate attacks, but if they get smacked once or twice they're dead. This lets you mix up your attacks, and the flavor is best-suited to pulling paintings out of your backpack and throwing them on the ground like pokeballs.
P3: Free Items, Just Add Paint: Another big problem that crops up with "I paint it and its real" is the idea that the painter can make whatever h wants. He can paint catapults faster than most people can craft them, and he can paint forests faster than any plant will every grow. This leads to him being the master of utility, especially if you let him make things with magical or material value.
S3a: Put a gold and time limits on his creations. This turns his work into alchemy, where he spends time to transfer Xgp of paint into Xgp of materials. Rarer things are more likely to be painted, because the time required is fixed.
S3b: Require / consume the material during creation. The material component means he won't be making adamantine unless he's got a supply to burn. Complicated things are more likely to be painted, and the Magic Painter will be more likely to have a pack animal to carry his many pounds of material.
S3c: Make the items fake. Choose some material (like wood, ice, or sand) and make everything a colored version of that. Swords are silver wood. This is the least exciting of them all, but it guarantees that the player only makes mechanical things.


This class would be in use in an Eberron campaign using the Gestalt rules from UA. I'm not too concerned about it being more flexible than the party Artificer. Part of the reason I proposed a custom PrC to the player is because I'm worried he won't be as flexible as some of the other PC's, even using a powerful base class like Wizard. The more this class allows him to use his imagination for solutions the better. That said, I want it to be something that is usable in a campaign that is not making use of Gestalt; and I want it to have limitations.

I like the idea of a psuedo-summoner for combat. Access to the Summon Monster and Summon Nature's Ally lists is fine. I definitely don't want them, or anything else he creates this way, to be a permanent object. I like the sound of S1b, S2b, S3a and S3b as solutions to this issue of free items/unlimited summons. I don't want him to be able to spam this ability to create a ton of incredibly deadly poisons or anything. A time limit that is dependent on a craft check perhaps?

Also, THANK YOU for helping with this. I really was kind of lost on where to start and I don't have a whole lot of free time.

Mavakith
2014-03-16, 02:44 AM
R1021
(repost)

Sorry for reposting, could someone help me on my first homebrew?

I'm at the concept stage, and I got the fluff done but I don't have much of the mechanics atm.

The fluff:
The Tenno are the creations of an ancient and mystical civilization who have abandoned the Material Plane for the Ethereal Plane nearly ten millennia ago. The creatures from the ancient civilization refer to themselves as "Khen-Zai".

At the very start, it was an accident. A virus, the "Technocyte Virus" as it was later called, was created as a bioweapon by the "Khen-Zai" and experiemented upon on other inhabitants of the Material Plane. The symptoms was a metallic crust that forms on the skin and the transformation was so painful that it leads to the eventual lost of sanity. However, a being whom race was lost in time, known only as "Ayden Tenno" was the only one that survived as he lacked the ability to perceive pain. Instead of going insane, Ayden developed various abilities such as exo-armor, peak physical attitubutes and various supernatual abilities. Ayden tried to take retribution against the "Khen-Kai" with his newfound powers, but he was no match against a whole civilization.

Instead of ending his life, his captors performed more experiements on him, his blood and flesh used to create more mind-controlled foot soldiers like himself. Named "Tenno" in memory of Ayden, the Tenno were to be used for "cleansing of the Planes" once the experiements are complete. However, something happened before the completion and the "Khen-Zai" abaddoned the Material Plane for Ethereal Plane, forced to perserve their "subjects" in cryostasis until their return.

Ten millennia have passed and the "Khen-Zai", aberrations known by scholars as Ethergaunts, have returned, and they view the current inhabitants of the Material Plane as vermin infesting their ancient homeworld, and seek to exterminate them. The Ethergaunts remembered the foot soldiers they have created millennias ago that was preserved in cryostasis and proceeded to wake them from their cryopods.

Awakening from deep slumber by their creators, the Tenno discovered that they are now free-willed individuals, maybe the legacy of Ayden Tenno still runs in the Tenno's blood, maybe because the experiemtns wasn't complete, but the Tenno are now free to follow their hearts, provided that they escape from their hated creators. They bidded their time, acting as though the Ethergaunts still have power over them, and they constructed various "Tenno Weapons" with the advanced technological knowledge their creators have inputted into their minds before their departure.

Although time spending in cryostasis for millennia has taken its toll, the memories of the Tenno have faded over time, however, their mastery of guns, blades, and their "Khen-Zai” created exo-armor “Warframe” has not, nor their hatred against the abberations that did unspeakable experiments on them. When the time was right, they slain all their self-proclamined masters' experiment facilities, and flee to the Material Plane. The Tenno are emerging into a world unfamiliar to them.

Frankly, i have no idea where to start on the mechanics and work have been hectic lately.

Any ideas and feedback is much appreciated.


R1021

I would like to have a mechanic for a base class..

The class is actually an attempt to port "Warframe" over to D&D 3.5 and i've just started working on it..

My idea for the class is similair to a binder, but the character grows a exo-amour on himself instead of binding vestiges. He uses swords, axes, hammers, and guns.. :smallbiggrin:

However, one of the features of the class is a "Force-field / Shield" effect on the exo-armour which regenarates when not hit for a certain amount of time, which also serves as the ammunition for the class's guns.

For example, on reloading his pistol 5 points are deducted from his "Shield", 10 for his rifle and 15/20 for his sniper rifle?

If anyone's willing to give ideas or help on the class itself (mainly on the stats of the various "Frames") it will be greatly appreaciated..

The class can be found here (http://www.giantitp.com/forums/showthread.php?p=17099192)

Thankyou very much in advance!

spikeof2010
2014-03-16, 04:16 PM
R1028
Could I get a 5 level PrC Melee class dedicated to doing AoE damage and generally buffing the party? I do not have ToB, so if you could, please exclude that.

If you decide to give him spells, please only give him up to level 2 spells.

Divine or Arcane are up to you.

His fluff could be something related gaining the ability to push back hordes and keeping the party safe.

ngilop
2014-03-20, 07:01 PM
R1029
looking for some help on a capstone for my ghostwalker (http://www.giantitp.com/forums/showpost.php?p=16419356&postcount=31) revision

I went with a anon/revenge-mancer theme, but have been drawing a black for a suitable capstone, but even 4 months later still cannot think of anything.

malonkey1
2014-03-20, 08:04 PM
R1028
Could I get a 5 level PrC Melee class dedicated to doing AoE damage and generally buffing the party? I do not have ToB, so if you could, please exclude that.

If you decide to give him spells, please only give him up to level 2 spells.

Divine or Arcane are up to you.

His fluff could be something related gaining the ability to push back hordes and keeping the party safe.

C1028: Sainted Guardsman:
Sainted Guardsmen are those who have touched death to protect others. These warriors, in the darkness between death and the next life, are touched by saints and minor gods, and tasked to continue protecting others, should they choose to return to the world of the living.

Prerequisites:
Feats: Combat Reflexes
Skills: Intimidate 8 (5 for Pathfinder)
Special: Must have suffered a mortal or near-mortal wound (reduced to 1 HP/HD or less) to defend another.
Alignment: Any good
Class Features:
Class Skills:

3.5: Climb (Str), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
Pathfinder: Acrobatics (Dex), Climb (Str), Heal (Wis), Intimidate (Cha), Perception (Wis)Ride (Dex), Sense Motive (Wis), Spot (Wis)

Full BAB, good Fort and Will, Poor Reflex

LevelSpecial1st2nd
1Guardian Stance1-
2Sweeping Strike2-
3Sainted Light, Fearful Presence21
4Shield Others, Diving Leap32
5Mettle, Indomitable Soul, Punishing Strike43

Spellcasting: Sainted Guardsmen prepare and cast (like a Cleric would) a highly limited number of divine spells, drawn from the Sainted Guardsman list (below). Instead of the normal casting time, Sainted Guardsman spells are always swift actions to cast. Your caster level for these spells is twice your class level, and maximum spell level, bonus spell slots, and save DCs based on Wisdom.


Entropic Shield, Endure Elements, Mage Armor, Protection from Evil, Sanctuary, Shield
Aid, Bear's Endurance, Cat's Grace, Delay Poison, Protection from Arrows, Resist Energy, Shield Other


Guardian Stance (Ex): You can, as a swift action, enter the Guardian Stance, a stance which offers you impressive protective ability. While in this stance, you may make a number of extra attacks of opportunity equal to your class level, in addition to the extra attacks of opportunity offered by other sources (e.g. Combat Reflexes). Additionally, all movement through square you threaten provok attacks of opportunity, including 5-foot steps. The targets can still make Tumble/Acrobatics checks to avoid the effect.
Sweeping Strike (Ex): When you make a full attack, instead of the normal attack, you can make a Sweeping Strike, allowing you to make an attack against a number of foes you can reach equal to your class level + the number of iterative attacks you can make in a full attack normally. Each attack is made at your full attack bonus-the number of targets. You may not attack a particular enemy multiple times with this ability in a single round.
Sainted Light (Su): You can channel the light of the saints who called upon you to heal others. A number of times per day equal to your class level + your Wisdom Bonus, you may perform any of the following effects:

Heal damage on a single touched creature as per a cure wounds spell of up to your class level.
HReplicate the effects of the spell restoration on a touched creature.
Turn undead (channel energy for Pathfinder) as a cleric of your class level + 1/2 your levels in all other classes.
Remove any nonpermanent blinded, confused, dazed, dazzled, deafened, nauseated, paralyzed, sickened or stunned condition on a touched target by making a Will save with a DC equal to the save DC of the original effect + 5. If the original effect had no save, this can not be used to remove that effect.

Fearful Presence (Ex): You are a frightful sight on the battlefield, daring others to harm your friends in your presence. You receive the Frightful Presence quality, with a save DC equal to 10 + twice your class level. Those who fail the save are rendered frightened for 1d3 rounds.
Shield Others (Ex): You can protect others with your shield without obstructing them. All allies within your reach receive a deflection bonus to AC equal to your shield bonus to AC (be it from an actual shield or other sources that specifically denote their AC bonus as a shield bonus). If you take the total defense action, the AC bonus from it also applies to allies within your reach as well.
Diving Leap (Ex): You can leap to rescue others as an immediate action, either tackling an enemies or leaping in front of an attack. To tackle a creature an knock them prone, make a trip attempt, using a Jump/Acrobatics check in place of the normal roll (CMB for Pathfinder). If you still ready an appropriate action, you can move while doing this instead of taking an immediate action, otherwise they must be within your reach. In order to intercept an attack, you must make a Jump/Acrobatics check vs. a DC equal to the attack roll of the attack - 10. If you succeed, you take the full brunt of the attack at its original roll, but any defenses you possess (higher AC, damage reduction, etc.) still apply against the attack.
Mettle (Su): Your saintly patrons protect your from harm. Any effect that offers a Fortitude or Will save to suffer only partial effect is instead completely ignored if you make the save.
Indomitable Soul (Ex): You do not waver, be it in the face of adversity or against mind-bending magics.. You are immune to fear effects and compulsion and charm effects.
Punishing Strike (Ex): You refuse to allow enemies to harm others. Any attacks made from spaces you threaten against targets other than yourself provoke attacks of opportunity.

spikeof2010
2014-03-20, 09:32 PM
C1028

Wow! Thank you, just what I needed!

R1030
A magical item that lets you conjure up basic mundane materials. Limit may or may not be enforced.

By mundane materials I mean wood, iron, gold.

You can make the acquiring method the same for all or have seperate items for such items.

Please include: Wood, Stone, Iron, Gold, Copper, Tin, Silver
Anything else is up to you.

unseenmage
2014-03-20, 09:41 PM
C1030

This Core wondrous item looks like it should suit your needs:
Marvelous Pigments (http://www.koboldquarterly.com/k/wp-content/uploads/2011/10/WhiteNecromancer_300w.jpg)
Edit: Disregard, wrong link.

ngilop
2014-03-20, 09:49 PM
R1029 clarification

I guess i misled some.

I am not lookiing for an item to give a character. im looking for a capstone ability for a re-worked presitise class called the Ghostwalker. and by capstone i mean a level 10 ability. but it needs to be suitable for something that a 16th level character would get.

spikeof2010
2014-03-20, 09:53 PM
C1029

This Core wondrous item looks like it should suit your needs:
Marvelous Pigments (http://www.koboldquarterly.com/k/wp-content/uploads/2011/10/WhiteNecromancer_300w.jpg)

I don't folllow, it's just an image. :|

unseenmage
2014-03-20, 10:11 PM
C1030


I don't folllow, it's just an image. :|

Sorry, wrong link in the wrong place; trying to juggle too many tabs at once again. :smalleek: My sincerest apologies. Here is Marvelous Pigments. (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#marvelousPigments)

-----------------------------------------------------

R1029


R1029 clarification

I guess i misled some.

I am not lookiing for an item to give a character. im looking for a capstone ability for a re-worked presitise class called the Ghostwalker. and by capstone i mean a level 10 ability. but it needs to be suitable for something that a 16th level character would get.

My apologies, the mistaken link was not for you, it was for spikeof2010 and I did not realize the numbering error soon enough. Again I apologize for the mix up.

spikeof2010
2014-03-20, 10:22 PM
C1030

This is sort of what I wanted, but I would prefer one that uses no skills or at least a common skill to use.

DrunkenMists
2014-04-01, 05:42 AM
R1031

I'm looking for some assistance on putting together a Warforged "Savage progression"

Since it's normally a ECL 0 "class" I would like to expand on it a bit.

This is the Thoughts I've gotten sofar:

Start out as a Pretty normal ECL 0 Warforged; Blossoming into a Warforged with some of the Feats Available for it kinda.. baked in.




Level
Stat
Special


1
+2 Str, +2 Con, -2 Cha
Warforged Traits, Living Construct Traits, 2 Slam Attacks (1d4, Primary)


2
+2 Con
Armor Growth (+1), ?


3
+2 Str
Armor Growth (+3), DR 1/- (Non-Stacking)


4
+2 Dex
Armor Growth (+4), Slam (1d6), ?




and so on.
This is about as far as I've gotten with the idea; I've no idea what I could do with it to make it reasonably balanced as a class.
The Idea literally boils down to - Warforged with class levels that boost it a bit more naturally; take away the need for Adamantine Body as a feat.

I'd like to try to make it a Level 10 thing, but anything 6-10 would probally work ok to. (10 comes to mind, then by level 10..your wereing slightly better armor than full plate before enchantment.
Maybe Bake some Infusions right into the build? Crafting Bonus when it comes to fixing self? Or easier to Enchant Self Armor due to it being naturally saturated with life energy?

help!.

spikeof2010
2014-04-07, 07:40 PM
R1032

Could I request a 5 level PrC That's good at creating items and enhancing said items?
Entry level should be around 5-10. Pardon if this sounds like the Artificer.
Fluff may include tinkering and just general experimentation.


Requirements must have INT 17+, Spellfocus: Spellcraft

qwertyu63
2014-04-09, 07:39 PM
R1033:

This is going to sound crazy...

I would like a half-warforged template. Don't ask me how that works. The LA can not exceed +2.

Debihuman
2014-04-09, 09:39 PM
R1033:

This is going to sound crazy...

I would like a half-warforged template. Don't ask me how that works. The LA can not exceed +2.

C. 1033.

This was previously posted as a half-warforged template: http://www.giantitp.com/forums/showsinglepost.php?p=73712&postcount=1

Debby

7th son of sons
2014-04-23, 12:24 PM
R 1034

I would like to request a 3 to 5 level prestige class for the Ozodrin, whose overall theme and design is in Royalty, Grace, Beauty, ETC. The features need not be extremely strong, i'd just like to be able to take the Ozodrin in a different sort of path, both in RP and in Mechanics.

aphoticConniver
2014-04-23, 02:19 PM
R1035

Hello! Can somebody either point me to or make a prestige class built around the Diamond Mind discipline? I can't find any other than Eternal Blade kind of.

DrunkenMists
2014-04-24, 12:47 PM
R1035

Hello! Can somebody either point me to or make a prestige class built around the Diamond Mind discipline? I can't find any other than Eternal Blade kind of.

Sadly; Even in Homebrew, there are very FEW Prestige Classes that aren't already outlined in the Tome of Battle Book.

Sorry dude.

unseenmage
2014-04-24, 12:59 PM
R1036

If I may I'd like to request the stats and rules for turning any Psionic Tattoo into a Crawling Tattoo construct.

Especially the interconnectable one's from this 'Getting Wired' article (https://www.wizards.com/default.asp?x=dnd/psm/20031225a).

Edit: This might be as simple as combining any other two Magic Items as per the rules in the DMG/MIC but I'm asking here because you folk know more about balance than I do and when the Magic Item is a creature things can get wonky.

Ralcos
2014-04-24, 08:10 PM
R: 1037

Can I request a base class that adds some Soulmeld use to the Psychic Warrior's arsenal?
That'd be so cool! :smallcool::smallbiggrin:

JeminiZero
2014-04-24, 09:05 PM
C 1034
There are at least 2 Ozodrin classes. The original (http://www.giantitp.com/forums/showthread.php?153536) by Owthro (which has not had its tables fixed yet) and a 3.P variant (http://www.giantitp.com/forums/showthread.php?320374) by Hanuman. Which one are you referring to?

C 1037
The base class in my Sig *can* mix Psionics with Soulmelds. What exactly are you looking for?

7th son of sons
2014-04-24, 09:36 PM
C 1034
There are at least 2 Ozodrin classes. The original (http://www.giantitp.com/forums/showthread.php?153536) by Owthro (which has not had its tables fixed yet) and a 3.P variant (http://www.giantitp.com/forums/showthread.php?320374) by Hanuman. Which one are you referring to?

C 1037
The base class in my Sig *can* mix Psionics with Soulmelds. What exactly are you looking for?

I refer to the original

spikeof2010
2014-04-24, 10:00 PM
R1038

Could someone please create a Template based on conjuring up permanent items?

LA+ cannot exceed 0

Ralcos
2014-04-25, 12:09 AM
C 1037
The base class in my Sig *can* mix Psionics with Soulmelds. What exactly are you looking for?

Just a modified psychic warrior with soulmeld progression (similar to the Soulborn, maybe?).

JeminiZero
2014-04-25, 02:21 AM
Just a modified psychic warrior with soulmeld progression (similar to the Soulborn, maybe?).
Quick easy way: Trade all your Psychic Warrior bonus feats, gain Soulmelds/Essentia/Chakra binds as a Soulborn.

ngilop
2014-05-04, 12:17 AM
R1029
looking for some help on a capstone for my ghostwalker (http://www.giantitp.com/forums/showpost.php?p=16419356&postcount=31) revision

I went with a anon/revenge-mancer theme, but have been drawing a black for a suitable capstone, but even 4 months later still cannot think of anything.

C1029

still looking for some assistance here.

enderlord99
2014-06-07, 09:54 PM
R1039a: A template that is applied to a group of three spellcasters which must cooperate in a stronger version of the lich ritual, after which they share a phylactery, but gain a much larger amount of power (compared to normal liches.) Mechanically, it should be an addition to the standard lich template (not a replacement.) The group of enhanced liches would be referred to as a "SupraLich-Triad." Make it really, really strong, please.

R1039b: A strange orb that completely drains the blood out of any creature that touches it, assuming that creature contains blood (no saving throw; the only way to keep your blood in your body where it belongs is to not touch the orb in the first place.) Living creatures that are killed by the orb are reanimated as salt mummies. Until the orb has been touched, it is no stronger than it would be if it were made of mundane glass; however, every time it drains a creature's blood, it becomes more durable, until it is completely indestructible. Reaching that point requires the orb to drain the blood of one thousand creatures, but it gets at least a litte bit tougher every single time. Aside from the properties already mentioned, it is just a sphere approximately five feet in diameter. The purpose is that a group of four well-into-Epic-level PCs will need to defeat a SupraSangrolu-Triad that used one of those orbs as their phylactery, while also facing the Triad's army of nine hundred and ninety-three (and counting) salt mummies.

Jormengand
2014-06-11, 01:32 PM
C1039a: Try something like Legion-possessed paragon liches?

H1039b:

Minor artifact: Orb of blood.

An orb of blood is a glass sphere about five feet in diameter, but does not appear to be a magical artifact until examined, in which case it has an aura of overwhelming necromancy. Unlike most artifacts, it can be destroyed just by hitting it hard enough, and only has a hardness of 5 and 10 hit points.

However, the orb is death to any living creature who has blood. Merely touching the orb slays any such creature instantly, without any saves of any kind allowed. Unless their remains are destroyed or they are resurrected, they rise again as a salt mummy 1d4 rounds later. They can only be returned to life by the direct intervention of a deity. However, even so much as wearing gloves is enough to prevent death.

The orb gains 1 hardness and 1 hit point for each creature it kills in this manner, and each time a tinge of red seeps into the glass. When it attains a hardness of 1000, it is completely indestructible, and henceforth considered a major artifact.

The Orb of Blood is not designed as a weapon per se, but it is inevitable that someone who is immune to its effects will want to use it as one. It is considered a two-handed medium improvised weapon, dealing 1d6 damage. Hitting a specific, unclothed body part requires targeting the higher AC due to the size of that body part. It takes effect if it hits a creature with blood in this manner.

If blood is spilled directly onto the orb, the blood is sucked inside. However, this has no effect beyond perhaps providing a clue as to its purpose.