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View Full Version : Im bored...anybody want homebrew made?



inuyasha
2013-06-04, 10:49 PM
I was wondering if anyone in the playground wanted some homebrew made...heres what im good at :)

Good:
Races
Classes
Monsters
Templates
Bloodlines
Spells
Bad:
Feats (I can make them, just might need some help :smallsmile:)

Cant do:
Maneuvers
Incarnum stuff


And if you request a monster, please state whether I have permition to add it to my super project Im making instead of posting it here

Lohj
2013-06-04, 11:28 PM
Was looking for a thread like this. Mind if I help out?

ShadowFireLance
2013-06-04, 11:30 PM
A Twist on the normal stuff, How about a Corrupted Paladin Template?
Anything else up to you about that, It just seems like a cool idea.

That, or a Tyraind or a Space Marine class...:smallwink:

gurgleflep
2013-06-04, 11:37 PM
Here's some stuff (all monsters) that would be great for those who like a good ol' nostalgic feel! Credit to the original creators!

Easter Bunny: A criminal mastermind, the Easter Bunny and a few close, personal friends (body guards) easily "convince" other organizations to transfer their power and area over to them. Ruling with an iron fist, he ain't no push-over! With the help of an egg and candy oriented spellcaster, he's able to produce in mass quantity massive amounts of weaponry.

Santa Claus: A medium sized frost giant with "random gifts" to give to those who displease him, all of which are toy/child related. Sleigh with eight dire reindeer, nine if you want one with a lit up nose. All of which are carnivorous and feast on the flesh of children.

Abominable snowman (Frosty): A monstrous looking golem made entirely of snow, all it does is destroy. Only attacking on cold, dark nights to prevent melting, he hides in caves during the day. His weapon of choice is a frost enchanted club made entirely out of ice.

Tooth fairy: Small or tiny sized winged creature with a fascination (and appetite) for teeth. Tooth decay, dental tools, and SUGAR FREE CANDY?! What isn't there to fear!!

Scarecrow: A living construct made out of straw, worn clothing, and a jack-o-lantern for a head. Scythe or sickle for a weapon, ability to summon a large swarm of ravens or crows. Using his sharp blade, he aims for the head - He's searching for the most knowledgeable brain he can. - Credit to FallingSnow (She wanted a playable race, I wanted EVIL!)

Tinman: Often mistaken for a rust covered golem or statue. This construct wields an ax composed of the same material as himself, making it appear as though it's attached to him. Attached? BAH! This is a deception technique that its creator came up with! The axe is able to be thrown incredulous distances, often into the backs of somebody trying to escape.

Cowardly Lion: This lion appears to be quite cowardly, but this is a deceptive trick to make those fool enough to believe it come closer and poke fun at it. When somebody or something gets close, it bites at their throat in a way very similar to how a vampire goes for blood - but it instead devours souls!

Dorthy and Toto:

Dream Demon (sandman, not Freddy!): Uses sleep magics on you and attacks you using your greatest fears. Unable to wake up/survive unless you - and the rest of the people in your party - brave through their fears and defeat him!

Leprechaun: A tiny or small impish humanoid, he lures you in with the promises of gold only to stab you. Bite attacks, shillelagh, and hot gold. My wallet's afraid!

Cuddly Death (Gremlins): They make great friends and companions, but here are the rules: Don't put them in bright light, don't get them wet, and most importantly: don't feed them after midnight! These little monstrosities will stop at nothing to destroy, DESTROY, DESTROY!!

Winged Simians: "I'll get you my pretty, and your little dog too!" These are a more favored animal companion to diabolical witches because of how mischievous and cunning they are. Able to keep up with their masters in the air and on land, they can often be found in groups so they can more easily outnumber their enemies.

Living Puppet (Pinocchio): Made by a well known puppeteer, this sinister construct used its own nose to kill its master! Lying in mass quantities causes its nose to grow, he has - since creation - filed his fingers down to jagged tips so that he may rip off the flesh of living beings so that he may wear it and become a "real boy." Upon acquiring flesh from the living, (Graft: Human?) he may live as a child in an orphanage or as a homeless child, killing those who adopt or try to help him.

Little Red Wolf (Red Riding Hood): Appearing as a regular human child, this werewolf isn't one to be messed with! Luring in her victims with promises of delicious treats made fresh by her grandmother, she beats the unsuspecting with kitchenware! To those who are truly a threat, she transforms into her hybrid form, raking at them with her claws and eats them upon death.

Insane Hatsmith (Madhatter): Having gone mad from an alchemical treatment meant to keep hats dry and safe in wet weather, this hat making gnome has gone MAD!! It's time for tea, and his rabbit's running late - and currently his hat! Here's to hoping you have a very merry un-birthday! Often times, he'll beat you away, but when he's in a particularly nutty mood, he'll attempt to kill you so that he may use your flesh in his next creation!

Eversmiling Cat (Cheshire Cat): (more wording)

Three Little Pigs: Who's afraid of the Big Bad Wolf? Not These three! As three anthropomorphic dire boars with a knack for building, their fortress of is made of three separate areas: a magically imbued straw maze that shifts every so often. A stick house village, filled with wickermen ready to defend their creators. And at the center of this huge fortress is the elaborate tower, eternally guarded by a group of dire wolves.

Jack Frost: Having died of hypothermia while playing on a frozen pond with his friends, he envies the living and their warmth. When somebody comes near his frozen pool, he bursts out of the water and sprints towards the warmth gleefully.

Green Curmudgeon (Grinch): Bah-humbug! He hates all that is happy, bright and playful, this hairy green humanoid will stop at nothing to take away all that makes the world happy, going from town to town taking away the laughter and cheer using a magical container made by himself.

Stuffed Mauler (Whinnie the Pooh): Appearing as a large, stuffed yellow grizzly bear and a red shirt, this beast needs only to be stuffed. Eating whatever he can maul, he's stuffed mostly by the slow, the weak, and the fat.

Murderous Heart (Cupid): Using his love inducing arrows, he causes two people to fall so deeply in love with each other that they'll kill each other or themselves so that they can be together forever - Upon death, Loving Hunger is brought the corpses so that she may feast on their still loving hearts.

Loving Hunger (Queen of Hearts): "Off with their heads, it'll make access to their hearts all the easier!" Using her Murderous Heart minion(s), she is fed. With their help, her never fading hunger for love filled hearts is satisfied temporarily.

Hansel and Gretel: (more wording)

Snow White and Seven Dwarves: Dopey, the mastermind of the dwarves, has cast countless charm spells upon Snow White. Using her as a food source, she draws in men and women using only charm and kindness. She brings whomever wants her to a predesignated area - the location gets moved around regularly to avoid suspicion - where all of the dwarves lie in wait, ready to pounce at their next meal.

Goldie Locks: Three dire bear pets.(more wording)

(More ideas to come, and re-naming!)

Oryan77
2013-06-04, 11:43 PM
I'm looking for 3.5e conversions of these spells (originally appeared in 2e Planescape's Tales of the Infinite Staircase). Any help would be appreciated. Thanks.

Wormwork (similar to Soften Earth and Stone?)
Wormwork

3rd level Wizard Spell
(Conjuration/Summoning)
Range: 100 yds
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 1 10' cube/3 lvls.
Saving Throw: None

By means of this spell the caster can summon a horde of magical, voracious worms underground. These worms weaken earth and stone, causing cave-ins, stone walls to collapse, and so forth.

In 3d10 rounds, stone in the affected area is permanently reduced to the consistency of packed earth, and packed earth or natural soil is rendered to the stae of loose, tilled earth (it takes 6d10 rounds for stone to be rendered to tilled soil). Upon completion of their work, the worms disperse, joining the natural ecology as best as they can. They pose no direct threat to any other life, eating nothing more than earth and rock.

The area of effect is not vast, but certainly enough to get through a stone wall or to collapse a small cave. The material component of this spell is a living worm.


Wormtongue
Wormtongue

5th level Wizard Spell
(Alteration)
Range: 50 yds
Components: V, S
Duration: 1 rd./level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

This offensive spell functions much like a curse, transforming the recipient's tongue into a long worm with a vicious mouth at its end. The affected victim cannot speak while his tongue is so transformed. Immediately upon transformation, the worm pushes itself out of the victim's mouth and begins attacking him. The worm has a THACO of 8, and inflicts 1d4 points of damage per bite. The worm has the recipient's Armor Class and 12 hit points; the recipient of the spell suffers all damage inflicted upon the wormtongue. If the worm is slain by violence, the victim loses the ability to speak for 3d4 days. If the wormtongue is dispelled or the damage inflicted upon it is magical, the long-term loss of speech does not occur.


Summon Worms (similar to Permanencied Grease?)
Summon Worms

2nd level Priest Spell
(Conjuration/Summoning)
Range: 30 yds
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 10' square
Saving Throw: Special

Upon casting this spell, the priest calls forth a number of normal worms that come up from the earth below and cover an area 10 feet square. The worms remain until they die and desiccate in the sun (if outside), starve, or someone burns/washes/sweeps them away.

Aside from just being repulsive, the worm-covered ground becomes very slippery. Anyone entering the area or in the area of effect when the spell is cast must attempt a saving throw vs. spell. Those who make successful saving throws manage to keep to their feet, but any time another move is made in the area, another saving throw is required. Failure results in a fall, and a successful saving throw (which can be attempted but once a round) is required to stand up again.

The worms do not move appreciably, nor do they obey the caster in any way. The material component for the spell is a small handful of fresh soil.


Curse of the Worms (similar to Slay Living?)
Curse of the Worms

5th level Priest Spell
(Conjuration/Summoning)
Range: 30 yds. +1 yd./level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Special

A horrid variation of slay living (the reverse of raise dead), this spell summons a number of worms into the body of a victim, which then begins to squirm out of every orifice. The victim must make a successful saving throw vs. death magic or die from multiple hemorrhages and suffocation in 1d4 rounds. The worms continue to issue forth during this time and for 1d6 rounds afterward. The victim cannot use spells, magic items, or mental abilities while the worms erupt, but can move, speak, and attack normally. The worms are real in every sense and remain even after the victim is dead. A remove curse or dispel evil spell or successful dispel magic spell cast before the victim dies ends the effect and saves the victim's life, but the victim still suffers damage as noted below.

Those who successfully make saving throws still suffer 2d8 points of damage from hemorrhaging and choking, and a small number of worms briefly issue forth from the victim's body.

The material component is a pinch of dust taken from a desiccated worm.

LordErebus12
2013-06-04, 11:45 PM
some sort of Intelligent Undead creature.

Lohj
2013-06-04, 11:46 PM
some sort of Intelligent Undead creature.

I want to do this one, if OP doesn't mind.

Lohj
2013-06-04, 11:58 PM
I'm looking for 3.5e conversions of these spells (originally appeared in 2e Planescape's Tales of the Infinite Staircase). Any help would be appreciated. Thanks.

Wormwork (similar to Soften Earth and Stone?)
Wormwork

3rd level Wizard Spell
(Conjuration/Summoning)
Range: 100 yds
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 1 10' cube/3 lvls.
Saving Throw: None

By means of this spell the caster can summon a horde of magical, voracious worms underground. These worms weaken earth and stone, causing cave-ins, stone walls to collapse, and so forth.

In 3d10 rounds, stone in the affected area is permanently reduced to the consistency of packed earth, and packed earth or natural soil is rendered to the stae of loose, tilled earth (it takes 6d10 rounds for stone to be rendered to tilled soil). Upon completion of their work, the worms disperse, joining the natural ecology as best as they can. They pose no direct threat to any other life, eating nothing more than earth and rock.

The area of effect is not vast, but certainly enough to get through a stone wall or to collapse a small cave. The material component of this spell is a living worm.


Wormtongue
Wormtongue

5th level Wizard Spell
(Alteration)
Range: 50 yds
Components: V, S
Duration: 1 rd./level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

This offensive spell functions much like a curse, transforming the recipient's tongue into a long worm with a vicious mouth at its end. The affected victim cannot speak while his tongue is so transformed. Immediately upon transformation, the worm pushes itself out of the victim's mouth and begins attacking him. The worm has a THACO of 8, and inflicts 1d4 points of damage per bite. The worm has the recipient's Armor Class and 12 hit points; the recipient of the spell suffers all damage inflicted upon the wormtongue. If the worm is slain by violence, the victim loses the ability to speak for 3d4 days. If the wormtongue is dispelled or the damage inflicted upon it is magical, the long-term loss of speech does not occur.


Summon Worms (similar to Permanencied Grease?)
Summon Worms

2nd level Priest Spell
(Conjuration/Summoning)
Range: 30 yds
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 10' square
Saving Throw: Special

Upon casting this spell, the priest calls forth a number of normal worms that come up from the earth below and cover an area 10 feet square. The worms remain until they die and desiccate in the sun (if outside), starve, or someone burns/washes/sweeps them away.

Aside from just being repulsive, the worm-covered ground becomes very slippery. Anyone entering the area or in the area of effect when the spell is cast must attempt a saving throw vs. spell. Those who make successful saving throws manage to keep to their feet, but any time another move is made in the area, another saving throw is required. Failure results in a fall, and a successful saving throw (which can be attempted but once a round) is required to stand up again.

The worms do not move appreciably, nor do they obey the caster in any way. The material component for the spell is a small handful of fresh soil.


Curse of the Worms (similar to Slay Living?)
Curse of the Worms

5th level Priest Spell
(Conjuration/Summoning)
Range: 30 yds. +1 yd./level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Special

A horrid variation of slay living (the reverse of raise dead), this spell summons a number of worms into the body of a victim, which then begins to squirm out of every orifice. The victim must make a successful saving throw vs. death magic or die from multiple hemorrhages and suffocation in 1d4 rounds. The worms continue to issue forth during this time and for 1d6 rounds afterward. The victim cannot use spells, magic items, or mental abilities while the worms erupt, but can move, speak, and attack normally. The worms are real in every sense and remain even after the victim is dead. A remove curse or dispel evil spell or successful dispel magic spell cast before the victim dies ends the effect and saves the victim's life, but the victim still suffers damage as noted below.

Those who successfully make saving throws still suffer 2d8 points of damage from hemorrhaging and choking, and a small number of worms briefly issue forth from the victim's body.

The material component is a pinch of dust taken from a desiccated worm.


I apologize to OP, but I am going to do this one.

Wormwork
Wormwork

3rd level Wizard/Sorcerer Spell, 3rd Level Druid Spell
(Conjuration/Summoning)
Range: Close (25 ft +5ft/ lvls)
Components: V, S, M
Duration: Special
Casting Time: One round
Area of Effect: 10'/3 lvl cubic space, or 20' sq. planar space
Saving Throw: None

By means of this spell the caster can summon a horde of magical, voracious worms underground. These worms weaken earth and stone, causing cave-ins, stone walls to collapse, and so forth.

In 3d8 rounds, stone in the affected area is permanently reduced to the consistency of packed earth, and packed earth or natural soil is rendered to the stae of loose, tilled earth (it takes 6d8 rounds for stone to be rendered to tilled soil). Upon completion of their work, the worms disperse, joining the natural ecology as best as they can. They pose no direct threat to any other life, eating nothing more than earth and rock.

The area of effect is not vast, but certainly enough to get through a stone wall or to collapse a small cave. The material component of this spell is a living worm.


Wormtongue
Wormtongue

5th level Wizard/Sorcerer Spell, 6th level Bard spell
(Alteration)
Range: Medium (50 ft + 10 ft/lvl
Components: V, S
Duration: 1 rd./level
Casting Time: Standard Action
Target: 1 creature
Saving Throw: Neg.

This offensive spell functions much like a curse, transforming the recipient's tongue into a long worm with a vicious mouth at its end. The affected victim cannot speak while his tongue is so transformed. Immediately upon transformation, the worm pushes itself out of the victim's mouth and begins attacking him. The worm has a BAB of +6, and inflicts 1d4 points of damage per bite. The worm has the recipient's Armor Class and 12 hit points; the recipient of the spell suffers all damage inflicted upon the wormtongue. If the worm is slain by violence, the victim loses the ability to speak for 3d4 days. No matter how this spell is removed, the loss of speech is never permanent.


Summon Worms (similar to Permanencied Grease?)
Summon Worms

2nd level Wizard/Sorcerer Spell, 2nd Level Cleric Spell
(Conjuration/Summoning)
Range: Medium (50 ft + 10ft/lvl)
Components: V, S, M
Duration: Permanent
Casting Time: One Round
Area of Effect: 10' square
Saving Throw: Special

Upon casting this spell, the priest calls forth a number of normal worms that come up from the earth below and cover an area 10 feet square. The worms remain until they die and desiccate in the sun (if outside) after 5 minutes, starve, or someone burns/washes/sweeps them away.

Aside from just being repulsive, the worm-covered ground becomes very slippery. Anyone entering the area or in the area of effect when the spell is cast must attempt a Reflex saving throw (DC 16). Those who make successful saving throws manage to keep to their feet, but additional natural movements require another save. Failure results in a fall, and a successful saving throw (one per round) is required to stand up again.

The worms do not move appreciably, nor do they obey the caster in any way. The material component for the spell is a small handful of fresh soil.


Curse of the Worms (similar to Slay Living?)
Curse of the Worms

5th level Wizard/Sorcerer Spell, 5th Level Cleric/Druid Spell
(Conjuration/Summoning)
Range: Close (25ft + 5ft/lvl
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Special

A horrid variation of slay living (the reverse of raise dead), this spell summons a number of worms into the body of a victim, which then begins to squirm out of every orifice. The victim must make a successful Fortitude saving throw or die from multiple hemorrhages and suffocation in 1d4 rounds. The worms continue to issue forth during this time and for 1d6 rounds afterward. The victim cannot use spells, magic items, or mental abilities while the worms erupt, but can move, speak, and attack normally. The worms are real in every sense and remain even after the victim is dead. A remove curse or dispel evil spell or successful dispel magic spell cast before the victim dies ends the effect and saves the victim's life, but the victim still suffers damage as noted below.

Those who successfully make saving throws still suffer 2d8 points of damage from hemorrhaging and choking, and a small number of worms briefly issue forth from the victim's body.

The material component is a pinch of dust taken from a desiccated worm.
[/QUOTE]

Oryan77
2013-06-05, 03:15 AM
I apologize to OP, but I am going to do this one.

Wow, that was fast. Thanks a lot!

Here are several more 2e Planescape spells that I would like to see converted to 3.5 rules if anyone wants to tackle these:

Original source for the following spells = Planes of Law boxset: Acheron pg 23

Lysander's Bladestorm
Lysander's Bladestorm

7th level Wizard Spell
(Conjuration/Summoning)
Range: 10 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 7
Area of Effect: 10 yard radius/level
Saving Throw: 1/2

When cast on any layer of Acheron, the bladestorm spell summons 1d6 shards of the razor-ice of Ocanthus. Each shard strikes with a THACO of 11 and does 1d8 points of damage per level of the caster, plus severing the target's head on a roll of 20. The victim who makes a saving throw versus spell takes only half damage, but there's no protection against beheading other than a protection from normal missiles spell or a brooch of shielding, both of which deflect shards directed at their owner. The shards strike once per round until they hit a target and then shatter, leaving only bits of murky water behind.


Lysander's Kaleidoscope
Lysander's Kaleidoscope

3rd level Wizard Spell
(Alteration)
Range: 20 yds
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Neg.

This spell transforms the target's eyes into bulbous, prism-like compound ones, like those of insects or rust dragons. Anywhere but on Ocanthus, this fractures the target's vision into a thousand overlapping images and prismatic light, causing dizziness and nausea. The target suffers a -4 to all melee attack rolls, cannot make missile or long-range spell attacks, and loses 5 points of Dexterity for the duration of the spell. Cure blindness spells have no effect, since the target can still see, though poorly. Dispel Magic works normally, though a system shock roll is required for the transformation to avoid bleeding from the eyes. If the system shock roll fails, the victim suffers 1-10 points of damage and suffers permanent blindness, curable only through a cure blindness or regeneration spell.

On Ocanthus, the strange oily black eyes allow the target to see and avoid each and every razor shard nearby. Otherwise, vision is normal.


Original source for the following spells = Planes of Chaos boxset: Liber Benevolentiae pg 31

Value
Value

2nd level Wizard Spell
(Divination)
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 item/level
Saving Throw: None

Similar to the identify spell, this spell appraises the monetary value of a nonmagical item, with the chance of an accurate appraisal equal to 15% per level of the caster. The maximum chance for success is 90%; a percentile dice roll of 91-95 gives no result, and a result of 96-00 gives a false value (higher or lower, to be determined by the DM).
The spell not only determines the value of the item as a whole, not just its component parts. A copy of "The Lady of Pain's Daily Journal" (if such a tome existed) would, with a successful casting, be determined to be incredibly valuable despite it being made up of the same basic materials as any other book in the Cage.
Also, the spell can determine the potential worth of raw materials, though only with a 10% chance of success per level. For example, the potential value of an uncut gem - cut and mounted properly - is revealed with a successful die roll. Note that the spell does not reveal the best method to bring out the material's potential, just the best possible value of the item if it is so treated. A caster with a nonweapon proficiency related to the material subject to the spell can add a +5% bonus to the spell's chance for success. If a 5th-level caster were casting the value spell on the uncut gem, his chance of success normally would be 50%. If the caster had the gemcutting nonweapon proficiency, his chance of success would increase to 55%. Note that only one such bonus can apply to any one material.


Original source for the following spells = Guide to the Astral Plane pg 60-62

Conduit Pierce
Conduit Pierce

5th level Wizard Spell
(Alteration)
Range: 30 yds. +1 yd./level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates

This spell is most easily used on the Astral, although it works on planar conduits as well. It was developed by the githyanki, but humans, tieflings, and other races eventually learned its secrets.
The spell essentially breaks into the interdimensional connection of a conduit in order to reach an individual traveling through the conduit. The caster must be waiting by a conduit and able to see and touch it (a dangerous proposition, considering that conduits whip and writhe wildly). A detect invisibility spell is required to see a planar conduit, while astral conduits are plainly viewed in their plane. When the caster sees the tell-tale signs of a traveler using a conduit (it begins to thrum lightly as it flails even more wildly), an initiative roll is made. Only if the caster casting conduit pierce succeeds in winning the initiative can he affect the traveler using the conduit. Once the conduit is pierced, the caster can choose any one of the following effects.

* Spell Theft: If the traveler is a wizard, the caster can steal any one of her spells. The spell is chosen by the caster, and he gains it as though he has memorized the spell himself, even if it would exceed his normal allotted number of spells. The caster must be of an appropriate level (and school, if specialized) to cast the spell, however. The traveler loses the spell as though she cast it and may not even realize what happened. A saving throw is allowed to see if the traveler can resist the effect of the spell, and an Intelligence check at a -3 penalty is required to ascertain what happened during transit.

* Life Theft: This effect drains the traveler of 2d10 hit points and transfers them to the caster in a necromantic fashion. These hit points can be used only to heal the caster, replacing lost hit points. It is impossible for the caster to reach a hit point total higher than his maximum through the use of this spell. Again, the traveler gains a saving throw to resist the effect and an Intelligence check at a -3 penalty to correctly determine what happened.

* Conduit Breach: This is the most dramatic use of the conduit pierce spell. The caster uses the spell to tear a temporary hole in the conduit, bringing the traveler to the point where the caster is rather than her original destination at the terminus of the conduit. Travelers failing their saving throws arrive slightly disoriented (-2 penalty to surprise), but completely capable of taking out their displeasure upon the caster. Casters attempting to make such a brazen abduction should be prepared. The breach in the conduit closes instantaneously, so there is no chance that the traveler can return. Travelers who make their saving throws arrive at the end of the conduit normally and can attempt an Intelligence check at a -3 penalty to recognize what almost happened to them.

It is important to remember that the traveler cannot act while in a conduit. For the traveler, everything happens too quickly to respond. Even if she realizes what happened, it will not be until her journey is complete.
Many regard this spell to be wholly evil in its application and refuse to use it. The material component is a knife made of silver, worth at least 100 gp, which the caster must use to physically pierce the conduit. When the knife strikes the surface of the conduit, the spell activates and consumes the knife.


Detect Illithid
Detect Illithid

1st level Wizard Spell
(Divination)
Range: 0
Components: V, S, M
Duration: 2 turns/level
Casting Time: 1
Area of Effect: 100' radius
Saving Throw: None

This uniquely githyanki spell alerts the caster to the presence of illithids within 100 feet of his person. The exact number of mind flayers and their positions are known to him if they are within the radius.
This spell was developed to aid illithid-hunting githyanki as they navigate the underground tunnels where the mind flayers make their lairs. Although its area of effect is small, its duration makes it a worthwhile spell. However, this spell is blocked by one foot of solid stone, one yard of wood or loose earth, or one inch of solid metal. The material component is a bit of illithid flesh or bone.


Out of Time's Grip
Out of Time's Grip

4th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

Time does not actually pass on the Astral Plane, but it catches up with an individual once she leaves. This spell was created by the githyanki to enable them to leave the Astral for short periods without feeling the effects of the time that they’ve cheated. For the duration of the spell, the recipient can operate freely on any plane without worrying about retroactive aging for the time she spent on the Astral. If she stays off the Astral longer than the duration, time immediately catches up with her and she instantly ages all the time that she spent on the Astral, as normal. A successful casting of dispel magic will cause the spell’s effect to stop.


Probe Spellshadow
Probe Spellshadow

3rd level Wizard Spell
(Divination)
Range: Special
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None

There are two uses of this spell, detection and dissection. Both deal with spellshadows, described on page 21 in the Guide to the Astral Plane in the chapter called “Spellwarp: Astral Magic.”
The detection ability leads the caster, upon finishing the spell, to the location on the Astral Plane of a particular spellshadow known to the caster. For the spellshadow to be “known,” the caster must be aware of the original caster of the spell that created the shadow, or the exact place and
time when such a spell was cast. The spell lasts until the caster arrives at the spot, although if he pauses for more than an hour while traveling to the location or if he stops more than ten hours away from the location, the probe
spellshadow spell is ruined.
Once at the site, the caster can use the proficiency read spellshadow to glean information from the shadow, or he can cast probe spellshadow again to dissect the shadow, giving him a chance to learn the spell (see the Intelligence table in the PHB for the percentage chance to learn the spell) and add it to his repertoire. This dissection gives the caster all
the basics of the spell, but he must then meditate on these factors for a week per level of the spell before he can put them all together well enough to write the spell in his spell book. Obviously, only wizard spells (not including those from opposition schools or above the wizard‘s spell level) can be
learned by the wizard, although any spell can be detected and read.
In any event, a spellshadow fades ld4 hours after it has been disturbed - that is, probed or read in any way (even just detecting it will cause it to fade, although the shadow doesn’t fade until ld4 hours after the spell completely ends).
Spellshadows were almost certainly discovered by the githyanki, who developed this spell. Nevertheless, the information has leaked out to a few bloods on the planes. Only one in a thousand spellcasters knows the dark of them, though, so the knowledge is very rare, and therefore, very valuable.


The Clutches of Time
The Clutches of Time

5th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Negates

This spell is intended to be cast on the Astral, although it would affect an individual under the effects of the Out of Time’s Grip spell. Essentially, it summons just enough temporal energy from another plane to have time’s effects catch up with a recipient who has been “cheating” time by staying on the Astral Plane. For some, this spell will be a minor hindrance, but for those who’ve spent many years, decades or even centuries there, this spell can be instantly lethal.


Original source for the following spells = Guide to the Etheral Plane pg 37-40

Corporeality, Greater
Corporeality, Greater

7th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: Negates

Greater corporeality, forces an ethereal creature or object (of up to 150 pounds per level of the caster) out of the Ethereal if it fails its saving throw (with a -4 penalty) against this effect. Affected creatures simply “drop” onto the adjoining plane if the caster casts
this spell upon the Border. If cast on an object in the Deep, the target is flung into a random area of the color curtain and dropped onto its adjoining plane. When greater corporeality is cast upon creatures that are normally ethereal - such as ghosts or thought eaters - they are unable to reenter the Ethereal for 1d4 turns and may incur additional penalties due to their temporary corporeal status, at the DM’s discretion.
The material components for this spell include a vial of mist and a pinch of powdered quartz.


Demiplane Decay
Demiplane Decay

9th level Wizard Spell
(Alteration)
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: Negates

If a demiplane is young and small enough, and the caster is powerful enough, demiplane decay has a chance to reverse a demiplane’s growth, sending the demiplane into a slow but eventually cataclysmic decay. Large and established demiplanes (such as the Demiplane of Dread) are completely
immune to this spell. However, the caster has a chance to affect a demiplane of an age equal to or less than his level in years. Thus, an 18th-level wizard has a chance to affect a demiplane 18 years old or younger; this mage would waste his time casting this spell on any demiplane older than this.
In order to affect a demiplane, the caster must use this spell while physically in the area in question. The actual casting takes only 1 round, but the caster must spend some time in preparation beforehand. Initially, the caster must spend 12 full hours on the targeted demiplane, contemplating
the demiplane and mentally encompassing its breadth, nature, and specific qualities. If interrupted during this meditation, the caster must begin the contemplation anew. If any of the demiplane’s natives know the caster’s intent, they will likely try and interrupt the caster (with violence) during this time.
If the caster has the luxury of completing her contemplation, she can cast demiplane decay anytime during the 12 hours following the meditation. If any more time passes, the caster must contemplate anew. Once a caster casts this spell, the demiplane makes a saving throw vs. spell as a wizard of a level equal to its age; thus, an 18-year-old demiplane saves as an 18th-level wizard. In addition, the demiplane suffers a - 1 penalty for every year of difference between its age and the caster’s level. For example, a 20-year-old demiplane doesn’t suffer a penalty to its saving throw when
resisting demiplane decay cast by a 20th-level wizard. It does, however, suffer a -3 penalty against the same spell cast by a 23rd-level wizard. If the demiplane saves, the spell simply fails.
If demiplane decay is effective, a shudder passes through the entire demiplane, sending ominous zigzag crack through permanent structures and causing anyone standing (if gravity exists in this particular demiplane) to make a saving throw vs. paralyzation or fall to the ground. The demiplane then begins to evaporate from the edges in a radius of 1 foot per day, as its essence bleeds into the surrounding ethereal vapor. The environment within a decaying demiplane becomes dark and charged with terrible storms, complete with high winds, hail, and terrible displays of lightning. As the edges crumble away, residents and structures that can’t make the leap to the Border or the Deep on their own melt into the surrounding ethereal mists.
Mobile natives and stranded visitors can delay the inevitable for some time by moving to the “center” of the demiplane, but eventually the decay eats its way into the final heart of the aborted plane until all finally boils away into a fading memory.
The material components for demiplane decay include any artifact worth 1.000 gp or more from an extinct race, civilization, or plane (possibly even a demiplane upon which this spell was successfully used in the past!).


Dissipate
Dissipate

6th level Wizard Spell
(Alteration)
Range: 10 yards/level
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 6
Area of Effect: 1 target
Saving Throw: Special

This spell is only effective when cast upon the Ethereal Plane. When dissipate is cast upon a target, the victim’s body actually begins to boil away as if it were composed of ephemeral ether. For every round dissipate lasts (1 round for every 2 levels of the caster), the victim’s body loses coherency at a rate of 3d4 hit points per round. A victim reduced to 0 hit points permanently dissipates, merging completely with the surrounding mists-though a wish spell can reform the victim. Even if a target survives the effects of this spell, he loses 1d4 hit points permanently (restoration or wish can return these lost hit points). Victims who permanently lose more than 25% of their maximum hit points also lose a randomly rolled limb (assign ld4 to arms and legs), and they must make a system shock roll to survive the trauma.
A target who makes his saving throw still loses 1d4 points of damage per round while the spell lasts, but he doesn’t incur any permanent hit point loss. If cast on an inanimate object, the target object must make an item saving throw (with a -2 penalty) against acid. Objects that are successful remain unharmed, but objects that fail lose 5% of their total mass for each round dissipate lasts. Items that lose more than 50% of their total mass are eroded beyond repair - though objects and structures may fare better at the DM’s discretion.
The caster must concentrate to keep the spell active. If he suffers any damage or is interrupted in any way, the spell ends.
The material components for this spell include a miniature teapot and a dash of sea salt.


Etherealness, Greater
Etherealness, Greater

7th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: Negates

Like lesser etherealness, the greater etherealness spell allows the caster and a specific amount of additional weight to enter the Border Ethereal. The spellcaster is able to transfer a maximum weight of 1,000 pounds, plus an additional 150 pounds for each level of experience above the 16th (a 20th level caster can transfer 1,600 pounds, including herself, onto the Border Ethereal). Unwilling travelers receive saving throws that negate the effect if successful. Casting this spell on the Astral Plane, any of the Outer Planes, or on any other plane not “surrounded” by the Border Ethereal causes it to fail.
The caster and other travelers and/or objects transferred are subject to the standard conditions of the Border and Deep Ethereal. Creatures that accompany the caster are not bound to remain with her once they’ve transferred onto the Border.
Unlike lesser etherealness, greater etherealness is permanent for each creature or object it transfers onto the Ethereal - until the caster or other travelers desire to leave, or until some other force outside a traveler’s control prematurely pulls her out of an ethereal state. At any time after transferring onto the Ethereal, a traveler using this spell simply concentrates to reenter a bordering plane. Once a traveler leaves the Ethereal, the spell ends; she must use another spell, item, or effect to enter the Waveless Sea.
The material components for this spell include a vial of mist and a pinch of powdered quartz.


Etheralness, Lesser
Etheralness, Lesser

5th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S
Duration: 3 turns/level
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates

When this spell is cast, the caster and up to three other travelers (or up to 1,000 lbs., whichever is lowest) fade back into the area of the Border Ethereal surrounding the plane on which the spell was cast. Creatures unwilling to accompany the caster onto the Border receive a saving throw,
negating the effect if successful. If the Border Ethereal doesn’t touch the plane upon which this spell is cast - like the Astral and any of the Outer Planes - lesser etherealness fails to function, and the wizard loses it from her memory.
Once on the Ethereal Plane, the caster and any other travelers are subject to the conditions of the Ethereal Plane regardless of whether they travel into the Deep or remain upon the Border. Individuals who accompany the caster are not bound to remain with her once they’ve transferred onto the Border.
When the duration expires (or etherealness lapses through other means), all travelers “drop” back onto the bordering plane in a location analogous to the distance they have traveled (if any) while upon the Border. If etherealness ends for travelers in the Deep, they are immediately flung onto a randomly rolled plane.


Lob
Lob

3rd level Wizard Spell
(Alteration)
Range: 30 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 10-foot radius
Saving Throw: Special

Lob is only effective if cast upon the Ethereal Plane. Upon casting lob, the caster releases a powerful wave of possibility that imparts terrific velocity to all objects within the area of effect. Both Border and Deep Ethereal targets are flung headlong into the limitless tracts of the Deep Ethereal and removed from known routes and planes. Affected creatures must spend an additional 1d100 days to reach a specified goal, while objects are likely lost forevermore, Even if a target makes his saving throw, the spell still flings him 3d100 feet in a random direction away from the spellcaster.
This spell is ideal for removing enemies from an area of conflict, but some spellcasters have cast this spell upon themselves in order to explore portions of the Deep Ethereal never before plumbed. Most such explorers are never seen again.
The material components of this spell include a sling and a pellet of solid ether.

LordErebus12
2013-06-05, 03:20 AM
Tooth fairy: Small or tiny sized winged creature with a fascination (and appetite) for teeth. Tooth decay, dental tools, and SUGAR FREE CANDY?! What isn't there to fear!!



Teeth Eaters (http://www.giantitp.com/forums/showpost.php?p=15162471&postcount=1)

gurgleflep
2013-06-05, 03:21 AM
Teeth Eaters (http://www.giantitp.com/forums/showpost.php?p=15162471&postcount=1)

Dagnabbit, that ruins my fun! Still cool though :smalltongue:
Also, what movie's that from? I've seen it recently but can't recall the name.

Debihuman
2013-06-05, 08:16 AM
Santa Claus:
http://www.wizards.com/default.asp?x=dnd/dnd/20011222x

Cheshire Cat
http://www.wizards.com/default.asp?x=dnd/fools/20030401c

Easter Bunny is in my sig.

Most of the fairy tale creatures have been done already. I'll see if I can find links but you could just as easily Google them yourself.

Here is the classical Oz OGL pdf that I helped create:

http://grimgrin4488.webs.com/Classical_OZ_OGL[1].pdf

Debby

sirpercival
2013-06-05, 08:44 AM
Yes indeed, I need a monster. I'll PM you the details.

Jormengand
2013-06-05, 08:46 AM
That, or a Tyraind or a Space Marine class...:smallwink:

Just use D40k for the marine and there's already 'nid homebrew.

inuyasha
2013-06-05, 08:53 AM
Was looking for a thread like this. Mind if I help out?
oh no i dont care! Help out all you want!

A Twist on the normal stuff, How about a Corrupted Paladin Template?
Anything else up to you about that, It just seems like a cool idea.

That, or a Tyraind or a Space Marine class...:smallwink:
Im not familiar with WH40K but I could make a corrupted paladin template...hmmm

Gorfnod
2013-06-05, 09:02 AM
I would like to see a class based around the four elements, fire, earth, air, water. I see this as a class that uses all of these without focusing and isn't limited to total uses per day as with spellcasting.

Personally I see this as either a warlock variant with elemental invocations or a swordsage variant with 4 elemental disciplines but anything you come up with would be great. Perhaps both so that there is a "casting" and a "martial" option.

Lohj
2013-06-05, 11:48 AM
I would like to see a class based around the four elements, fire, earth, air, water. I see this as a class that uses all of these without focusing and isn't limited to total uses per day as with spellcasting.

Personally I see this as either a warlock variant with elemental invocations or a swordsage variant with 4 elemental disciplines but anything you come up with would be great. Perhaps both so that there is a "casting" and a "martial" option.

I already made it up.
Check it out and see if this suits you.

http://www.giantitp.com/forums/showthread.php?t=247950

Lohj
2013-06-05, 11:51 AM
Wow, that was fast. Thanks a lot!

Here are several more 2e Planescape spells that I would like to see converted to 3.5 rules if anyone wants to tackle these:



I'll take these later today.

LordErebus12
2013-06-05, 12:01 PM
Dagnabbit, that ruins my fun! Still cool though :smalltongue:
Also, what movie's that from? I've seen it recently but can't recall the name.

guillermo del toro's "don't be afraid of the dark" (2011)

gurgleflep
2013-06-05, 12:11 PM
Santa Claus:
http://www.wizards.com/default.asp?x=dnd/dnd/20011222x

Cheshire Cat
http://www.wizards.com/default.asp?x=dnd/fools/20030401c

Easter Bunny is in my sig.

Most of the fairy tale creatures have been done already. I'll see if I can find links but you could just as easily Google them yourself.

Here is the classical Oz OGL pdf that I helped create:

http://grimgrin4488.webs.com/Classical_OZ_OGL[1].pdf

Debby

While all of these are rather good and I appreciate the links, but it's not what I'm suggesting/asking for. All of these have their expected shenanigans and aren't evil, demented, sick, or twisted. What I'm wanting is a more evil, sinister, twisted version of that which we all recall so fondly from our child hood - I'm tired of the cutesy stuff. :smallbiggrin:


guillermo del toro's "don't be afraid of the dark" (2011)

Thank you :smallsmile:

Debihuman
2013-06-05, 01:32 PM
While all of these are rather good and I appreciate the links, but it's not what I'm suggesting/asking for. All of these have their expected shenanigans and aren't evil, demented, sick, or twisted. What I'm wanting is a more evil, sinister, twisted version of that which we all recall so fondly from our child hood - I'm tired of the cutesy stuff.

Just change alignments to evil.

Most of the dark characters of Oz simply would have an evil alignment. The Nomes are already evil and the rest only need minor adjustments. Perhaps you just need an "Evil Twin" Template. EDIT: Wouldn't you know there's an Evil Twin Template in Book of Fiends by Green Ronin.

For an Evil Easter Bunny -- http://www.commissionedcomic.com/?p=859

Krampus (evil santa): http://dnd.tribe.net/photos/7df41494-a563-4228-b0a4-8f22d6043eaa

For evil leprechauns, use redcap (which are in MM 3) or you can use the wicked leprechauns here (see bottom of article) http://creaturecatalog.enworld.org/converted/view_c.php?CreatureID=1065

Snowmare from Mystic Eye Games was a free evil Frosty but I cannot seem to locate it now.

Grinch: http://www.giantitp.com/forums/showpost.php?p=3605729&postcount=1

Dungeonland was a 2e adventure from TSR and has been converted to 3e. It's an rtf file. There's also a pdf somewhere. Google Dungeonland d20 and you should be able to find it.

For living puppet see Carrionette from Ravenloft (one of my favorite settings); it has all kinds of evil fairy tale references. It can be found in Denizens of Dread page 44.

May I suggest Grimm d20 published by Fantasy Flight Games. Here is an updated 3.5 version of Rapunzel.

Rapunzel
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: Claw +5 melee (1d4+1)
Full Attack: 2 claws +5 melee (1d4+1) and bite +0 melee (1d6 and poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, sneak attack +2d6
Special Qualities: Darkvision 60 ft., hair
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 12, Dex 16, Con —, Int 13, Wis 11, Cha 9
Skills: Disguise +6 (+14 to appear human), Listen +8
Feats: Combat Expertise, Improved Feint
Environment: Rapunzel’s Tower
Organization: Solitary (unique)
Challenge Rating: 3

"The long wispy golden hair ends at the crown of a desiccated husk of a girl, her body mummified and animated by the swarms of tiny spiders crawling in and out of her various orifices. Her dress, mostly moldered, hangs in ribbons from her skeletal frame. Completing the monstrous picture is the host of larger arachnids boiling out of her maw, dropping to the floor to be crushed by her shuffling steps." --from Grimm d20 pg. 45

Combat

Rapunzel waits for a fool to finishing climbing her tresses and to come through her window. When the would-be savior crosses the sill of her window, she embraces him in a caricature of a grateful maiden.

Hair (Ex): Rapunzel’s hair is quite strong, capable of bearing 400 pounds of weight before breaking. A successful DC 10 Climb check must be made for each 10 feet of hair climbed to avoid falling to the ground. On a failed check, a creature falls and takes 1d6 points of damage for every 10 feet fallen to a maximum of 7d6 points of damage.

Anyone attempting to fly to Rapunzel’s window is immediate entangled by the hair and takes 1d6 points of damage each round. A creature can break free by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check.

Poison (Ex): If Rapunzel bites an opponent, the spiders in her mouth inject a stream of virulent poison (injury, DC 13, initial damage 1d6 Strength, secondary damage 1d6 Strength). The save DC is Constitution based and includes a +1 racial modifier.

Sneak Attack: As rogue ability.

Skills: Rapunzel’s body disguises the spiders inside, giving her a +8 racial bonus to Disguise checks made to disguise her true nature.

Red Riding Hood would be a 1st level rogue werewolf, and she'd be more of an NPC than a straight up monster. If you've watched Once Upon A Time on ABC or the really awful film Red Riding Hood, you'll know what I mean.

For Sandman use Pathfinder version and adjust: http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/sandman

Oryan77
2013-06-05, 02:17 PM
I'll take these later today.

You are a life saver. I really appreciate it. I've been working on adding many planar feats and spells to my 3.5 game and your timing on this couldn't be better. I've been adding this stuff to my house rules pdf file and these spells are the last of what I needed converted. Thanks man.

Lohj
2013-06-05, 02:50 PM
You are a life saver. I really appreciate it. I've been working on adding many planar feats and spells to my 3.5 game and your timing on this couldn't be better. I've been adding this stuff to my house rules pdf file and these spells are the last of what I needed converted. Thanks man.

2 down.

Lysander's Bladestorm

7th level Wizard/Sorcerer Spell
(Conjuration)
Range: Medium (100ft + 10ft/lvl)
Components: V, S
Duration: 1 round/level
Casting Time: One Round
Area of Effect: 10 ft radius/level
Saving Throw: for half damage

This bladestorm spell, when cast in any layer of Acheron, summons 2d6 shards of the razor-ice of Ocanthus, each one selecting a single target within the range. Each shard may select one target, and each target may recieve more than one attack. The caster chooses the target for each shard. Make a raged touch attack against each a target with a +4 bonus to hit. Each shard does 1d8 points of damage per level of the caster. On a confirmed critical, the target's head is rent and the target is instantly slain. Only those creatures with identifiable anatomy (Humanoids, beasts, etc...) may be killed in such a way, and other beings who do not have a head or do not need one to survive are unaffected by the instant kill provided by this spell. They do, however, take normal damage.



Lysander's Kaleidoscope

3rd level Wizard/Sorcerer Spell
(Alteration)
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: Standard action
Target: 1 creature
Saving Throw: Neg.

This spell transforms the target's eyes into bulbous, prism-like compound ones, like those of insects or rust dragons. Anywhere but on Ocanthus, this fractures the target's vision into a thousand overlapping images and prismatic light, which the target makes a save against. On he first failure, the target is shaken for the duration. On a second failure, the target is sickened for the duration instead. The target suffers a -4 to all melee attack rolls, a -8 to ranged attack rolls and spells that require line of sight, and takes a -5 penalty to all skills that require sight (appraise, jump, etc...) for the duration of the spell. Cure blindness spells have no effect, since the target can still see, though poorly. Dispel Magic works normally, though the target must make a fortitude save (DC 10 + caster's level), or recieve a system shock, bleeding from the eyes. If this save fails, the victim suffers 1d10 points of damage and suffers permanent blindness, curable only through a cure blindness or regeneration spell, a carefully worded Wish spell, or through Heal. If the first save is made, the target is unaffected by the spell. If the first save fails, but the second suceeds, the target takes the effects as normal.

On Ocanthus, the strange oily black eyes allow the target to see and avoid each and every razor shard nearby. Otherwise, vision is normal.

Oryan77
2013-06-05, 03:58 PM
I could also use some Animal Companion Starting Statistics for Pathfinder if anyone wants to do them.

I'm wanting to simulate the Hippogriff Animal Companion that the Hippogriff Rider gets here:
http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/sable-company-marine

But I would like to make Starting Statistics for these Magical Beasts:

Griffon
Pegasus
Unicorn
Sea Cat
Worg
Ethyk (stats located here: Ethyk 3.5 (http://creaturecatalog.enworld.org/cc/converted/view_c.php?CreatureID=1114)
Elven Hound (Races of the Wild pg 189)

LordErebus12
2013-06-05, 05:31 PM
I request a vorpal rabbit :P

inuyasha
2013-06-05, 05:34 PM
Ok, sorry for not replying, if you dont mind any monsters or templates being posted in my megaproject, please tell me :) I would love to add it to that

Debihuman
2013-06-05, 07:03 PM
I request a vorpal rabbit :P

Updated from here: http://www.graffe.com/forums/showthread.php?37962-D-amp-D-New-monster-Vorpal-bunny&p=845778&viewfull=1#post845778

Vorpal Rabbit
Tiny Magical Beast
Hit Dice: 1/4 d10 (2 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 16 (+4 Dex, +2 size), touch 16, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +6 melee (1d6-4)
Full Attack: Bite +6 melee (1d6-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Vorpal bite
Special Qualities: Darkvision 60 ft., low-light vision, oversized jaws
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 3, Dex 18, Con 11, Int 2, Wis 10, Cha 4
Skills: Listen +7, Spot +7, Escape Artist +9, Jump + 4,
Feats: Alertness, Weapon Finesse
Environment: Mountains
Organization: Solitary, pair or warren (7-16)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: --
Level Adjustment: --

The creature appears to be an ordinary white rabbit, although it is surrounded by bones and is flecked with the blood of a recently killed animal.

The legendary vorpal bunny is a predator posing as prey. Its bright coloration and harmless demeanor are how this vicious pack predator attracts unwitting prey. Pity the wolf who chases a "helpless" vorpal bunny into a field full of rabbit holes, which then explode with vorpal bunnies who had laid in wait.

Combat

Oversized Jaws (Ex): A vorpal bunny's powerful jaws are specially hinged and can open wider than they might appear to be able to, and do damage comparable to the bite of a medium-sized creature.

Vorpal Bite (Su): On a confirmed critical hit, a vorpal bunny rips the throat out of its prey, killing it instantly. Targets immune to critical hits are immune to this attack as well.

If you want to advance them, you could give them a Rake attack as well.

Debby

Seharvepernfan
2013-06-05, 07:06 PM
Could you take a look at my houserules link, then scroll down to player races, and take a look at my gnomes? You'll see what I'm going for, I just want them to have something tasty and not just a few bonuses here and there.

LordErebus12
2013-06-05, 07:08 PM
Updated from here: http://www.graffe.com/forums/showthread.php?37962-D-amp-D-New-monster-Vorpal-bunny&p=845778&viewfull=1#post845778

Vorpal bunny
........

Debby

*Happiness and Joy*

Thanks Debby.

gurgleflep
2013-06-05, 10:42 PM
This one's a bit of an odd request, but I'm wanting a monster/mount: a velocadgertoise! It's a cross between a velociraptor, badger and tortoise. I'm wanting it to be ridden by a medium sized character.
Basically, it's a hairy (not feathered) velociraptor with badger markings and arms (for burrowing) that's able to recede into it's tortoise shell when in danger. I can't imagine it'd be all that fast due to the shell weighing so much that the race would be weighed down.

It's weird and highly impractical, but it'll add to the hilarity of any campaign I'm in that allows homebrew :smallbiggrin:

Debihuman
2013-06-06, 09:43 AM
I could also use some Animal Companion Starting Statistics for Pathfinder if anyone wants to do them.

I'm wanting to simulate the Hippogriff Animal Companion that the Hippogriff Rider gets for these Magical Beasts:

Griffon
Pegasus
Unicorn
Sea Cat
Worg
Ethyk (stats located here: Ethyk 3.5 (http://creaturecatalog.enworld.org/cc/converted/view_c.php?CreatureID=1114)

Technically, you can't make such an animal companion without a specific archetype or prestige class that allows for such things since animal companions cannot start as Magical Beasts.

I'd recommend you use the Young template on a starting griffon, no claws and flight 40 ft., A 4th level it gains normal stats, claws and full flight speed.

Ditto for pegasus. Add Young template, pegasus would lose hooves and have flight 60 ft. to start, At 4th you get a standard pegasus.

Unicorns only accept unattached females (single, no kids). Start with Young template and lose hooves until 4th level, when it becomes standard.

Sea Cat would have Young template, swim speed 20 and no claws to start. At 4th level it would be standard.

Worg just add Young Template and at 4 HD it becomes standard.

Since I'm not good with converting 3.5 to Pathfinder, I'm not sure what to do with the Ethyk other than it appears you use it as is. It only has 1 HD.

Debby

Oryan77
2013-06-06, 10:41 AM
Technically, you can't make such an animal companion without a specific archetype or prestige class that allows for such things since animal companions cannot start as Magical Beasts.

Yeah, I'm trying to come up with a way to allow these Magical Beasts as ACs. Either via a feat, or maybe making an archetype similar to the Hippogriff Rider archetype for Rangers. I was even wondering if restricting the AC until 7th level would work; similar to how 3.5 Druids can upgrade ACs at 7th level.

I don't have a whole lot of experience with Pathfinder and I'm not familiar with PF templates. Is there any chance you could actually write up these starting statistics for me with this young template figured in? I wouldn't want to leave anything out or do it wrong. :smallredface:

Debihuman
2013-06-06, 10:57 AM
Yeah, I'm trying to come up with a way to allow these Magical Beasts as ACs. Either via a feat, or maybe making an archetype similar to the Hippogriff Rider archetype for Rangers. I was even wondering if restricting the AC until 7th level would work; similar to how 3.5 Druids can upgrade ACs at 7th level.

I don't have a whole lot of experience with Pathfinder and I'm not familiar with PF templates. Is there any chance you could actually write up these starting statistics for me with this young template figured in? I wouldn't want to leave anything out or do it wrong. :smallredface:

Unfortunately, I'm not proficient with the Pathfinder system either but I'll see what I can do. No guarantees as I'm rather crunched for time.

Edit: I am apparently less than "not proficient" with Pathfiner and will not be able to stat these up properly.
Debby

themourningstar
2013-06-07, 05:35 AM
First, to Lohj- those "Worm" spells turned out nicely. Worms are featured heavily in my world, so I think I'll borrow them.

Second.... Do people really not want other people using their homebrew?! I thought that was the whole point of sharing it?

And third..! Since you guys are volunteering free labor lol, I could really use a template, with a +2 or +3 LA (this is for 3.5). I want to make the PCs, and certain NPCs, "godtouched". Spell like abilities, bonuses to attributes, bonus feats? Whatever! Thanks tons people!

Debihuman
2013-06-07, 07:14 AM
First, to Lohj- those "Worm" spells turned out nicely. Worms are featured heavily in my world, so I think I'll borrow them.

I liked them too although I'm going through them to format them to match spells in the SRD and checking which ones Spell Resistance should apply.


Second.... Do people really not want other people using their homebrew?! I thought that was the whole point of sharing it?

I have no idea if people don't want others using their homebrew. If they don't, they shouldn't be displaying it online for others to see. I have never seen a post that prohibited the content from being used unless it was the DM who asks his players to not peek or posters who ask for no comments until they are finished a work in progress.

People share things for a lot of reasons. Some are looking for critiques, some are requesting help, and some just want to help and/or critique. I do a little bit of each.


And third..! Since you guys are volunteering free labor lol, I could really use a template, with a +2 or +3 LA (this is for 3.5). I want to make the PCs, and certain NPCs, "godtouched". Spell like abilities, bonuses to attributes, bonus feats? Whatever! Thanks tons people!

In order to make a template, we really need more information. Is this for a specific God? Goodness knows there are so many deities out there that finding a template that works for/with all of them without being too generic is gonna be tough.

Have you looked at Deities and Demigods? One of the ways to gain Divine Rank 0 is to have a a mortal and a deity as parents. [Percy Jackson immediately springs to mind.]

On the other hand, you could just mean that a PC has garnered some deity's favor and is being bless in some way for it. There's so many ways to show that. In one of my early games, my PC was turned into a cat by the Goddess Bast as a "reward" for changing my allegiance to her. Gods are a capricious lot; what looks like a blessing to them may not look like one to the recipient.

Debby

ISitOnGnomes
2013-06-07, 08:52 AM
In my campaign all living creatures are made of both positive and negative energy (allowing most things to be healed and harmed by both, among other things.) Undead are still composed entirely of negative energy, which exemplifies the resilient and unrelenting force that is life. Positive energy encompasses the adaptable and ever changing qualities of life, with the creatures comprised entirely of it called the Unformed.

So what I'm asking for is a few good ideas for creatures to fill out the type. They would be adaptable, never keeping the same form. They could cause mutations, tumors, etc. Mindless unformed would probably change mostly at random or in response to attack or something, while intelligent unformed would probably stalk and adapt themselves to their prey. I'm mostly looking for CR 5-15 range but anything would be great.

P.S. - Positive and negative are neither good nor evil. If anything positive is slightly chaotic and negative slightly lawful.

Gorfnod
2013-06-07, 08:57 AM
I already made it up.
Check it out and see if this suits you.

http://www.giantitp.com/forums/showthread.php?t=247950

I definetly like the class but it still feels a little limited in scope. All I'm really seeing is some at-will blasting and some domain casting and I was really trying to avoid per-day casting.

Thanks for the link though, it's definetly given me some ideas.

Oryan77
2013-06-07, 10:08 AM
I liked them too although I'm going through them to format them to match spells in the SRD and checking which ones Spell Resistance should apply.

Can you post up those adjustments to the spells?

Debihuman
2013-06-08, 05:15 AM
Sure. Since slay living is ONLY a clerical spell in 3.5, I made changes to Curse of Worms to Reflect that and it now matches the slay living spell more closely. It's not really appropriate to call it a variation of the slay living spell since it isn't even the same school. Slay living is a Necromancy spell and this is Conjuration.

Curse of the Worms
Conjuration (Summoning)
Level: Clr 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./lvl)
Duration: Special
Target: 1 creature
Saving Throw: Special
Spell Resistance: Yes

This spell summons a number of worms into the body of a victim, which then begins to squirm out of every orifice. The victim must make a successful Fortitude saving throw or die from multiple hemorrhages and suffocation in 1d4 rounds. The worms continue to issue forth during this time and for 1d6 rounds afterward. The victim cannot use spells, magic items, or mental abilities while the worms erupt, but can move, speak, and attack normally. The worms are real in every sense and remain even after the victim is dead. A remove curse or dispel evil spell or successful dispel magic spell cast before the victim dies ends the effect and saves the victim's life, but the victim still suffers damage as noted below.

Those who successfully make saving throws still suffer 2d8 points of damage from hemorrhaging and choking, and a small number of worms briefly issue forth from the victim's body.

Material Component: A pinch of dust taken from a desiccated worm.

Since these can only be summoned underground, your planar space didn't make much sense to me.

Wormwork
Conjuration (Summoning)
Level: Drd 3, Sor/Wiz 3
Range: Close (25 ft +5 ft./ lvl)
Components: V, S, M
Duration: Special
Casting Time: 3 rounds
Area of Effect: 10 square ft. per 3/CL
Saving Throw: None
Spell Resistance: No

By means of this spell, the caster can summon a horde of magical, voracious worms underground. These worms weaken earth and stone, causing cave-ins, stone walls to collapse, and so forth.

In 3d8 rounds, the worms reduce the stone in the area to the consistency of packed earth. In 6d8 the worms render the pack earth into loose, tilled soil. Upon completion of their work, the worms disperse, joining the natural ecology as best as they can. They pose no direct threat to any other life, eating nothing more than earth and rock.

The area of effect is not vast, but certainly enough to get through a stone wall or to collapse a small cave.

Material Component: A living worm.

Kasbark
2013-06-08, 07:06 AM
One of my players in an our upcomming campaign would like to play a poison using rogue. However, we've already felt the poison rules are a bit iffy when used by players (so many saving throws, so much recalculating enemy stats every time they fail a saving throw)

I figure a solution would be have have diffrent poisons my players can use, that does not deal stat damage, but instead inflicted conditions or something like that - so if you're hit by a weapon with the Gut Wrenching Lotus Extract you would make a fortitude save or become nauseated for x rounds.

If it's within your area of expertise I could surely use some help coming up with a list of poisons, with prices and DC's and such!

Debihuman
2013-06-08, 12:05 PM
In my campaign all living creatures are made of both positive and negative energy (allowing most things to be healed and harmed by both, among other things.) Undead are still composed entirely of negative energy, which exemplifies the resilient and unrelenting force that is life. Positive energy encompasses the adaptable and ever changing qualities of life, with the creatures comprised entirely of it called the Unformed.

So what I'm asking for is a few good ideas for creatures to fill out the type. They would be adaptable, never keeping the same form. They could cause mutations, tumors, etc. Mindless unformed would probably change mostly at random or in response to attack or something, while intelligent unformed would probably stalk and adapt themselves to their prey. I'm mostly looking for CR 5-15 range but anything would be great.

P.S. - Positive and negative are neither good nor evil. If anything positive is slightly chaotic and negative slightly lawful.

That's kinda a tall order. Unformed creatures could be almost anything. While the concept is intriguing, the stat block would be a nightmare to create.

Creatures of chaos that change form are incredibly difficult to create. Can they change size and Type?

Debby

ISitOnGnomes
2013-06-09, 06:48 AM
That's kinda a tall order. Unformed creatures could be almost anything. While the concept is intriguing, the stat block would be a nightmare to create.

That has been my biggest problem.


Can they change size and Type?

I would say no just to keep things simple. My main idea is that they do have a basic form but the specifics are always in flux.

A short narrative
As you are walking through the forest you see a large wolf in the distance. Creeping closer, you notice its body is covered not with fur but thick scales. The beast turns to you and digs its talons into the ground, reading it's charge.

Thinking quickly you pull out your wand of fire orb and let loose on the unnatural beast. The creature is momentarily slowed by the shock of the attack, but shrugs it off as it lunges at you, striking wildly with a dripping scorpion tail. Rolling to the side you fire off your wand again, but it seems even less effective. Gonna have to actually try

As the creature bites at you with it's massive eagle-like beak you quickly utter a few words of magic. Within seconds you are floating in the treetops preparing to rain devastation upon the insolent beast. Screeching with rage it attempts to climb a nearby tree, but its hooves quickly put an end to it's attempts.

With a quick grin, you finish the final words to your spell and lightning arcs from your fingertips to the abomination below. The smell of burning quickly fills the air, as do hundreds of tiny quills. Despite your best efforts to escape they riddle your body. Fighting through the pain, you are just able to summon forth the energy to hit the creature with another bolt of lightning.

Despite you efforts the creature is still able to spread a set of massive wings as it takes off to chase you down, sharp fangs bared. Instinctively you fly away as quickly as possible. As you look over your shoulder you see the creature begin to lag behind, barely able to keep itself aloft with it's small bat-wings. Taking advantage of the situation you fire again with your wand.

Engulfed by the flames, the strange beast plummets to the ground. You descend to investigate, but to your dismay the beast is already begining to dissolve away. After a quick search for others you continue your journey through the, now spookier, woods.

togapika
2013-06-09, 08:19 AM
Can someone make me a prestige class akin to the Dragon Disciple, but based around genies instead?

DMwithoutPC's
2013-06-09, 08:40 AM
I need three new races of Outsiders.

The Enforcers (or something like that): these are extraterrestial creatures that judge your soul after you've passed on. They have a vaguely humanoid appearence, but lack any distinct features. A halo of Silver light makes it hard to look at them directly. They float. When you die, you spirit pops up on the Ethereal plane where a Enforcer is waiting. He then sums up your deeds, intentions and aspirations and decieds too which afterlife you should go. You can't attack an Enforcer if you died and normally apeared on the Etherial Plane, but if you travel there by means of magic you can hurt an Enforcer. If at all possible, I would like three ranks of Enforcers. the Least, who would just judge the normal people. The Lesser Version, which is sent to judge a person who could hurt or even kill an least enforcer. And a Greater Enforcer, which is sent to the Material plane to stop someone who has lived past his normal Experation Date somehow. (like a lich, or someone who obtained inmortality trough a Wish effect)

The Seraphs: the CG outsider race. ( I didn't like the fluff of Eladrins, so I replaced them) I'd try to describe what they look like, but these pictures, found by Man on Fire, depict them way better. ( I actually took the idea from his post on another Thread, so if Man on Fire ever reads this: thank you!)


I could see it this way:
- LG are the Angels, as they are commonly seen by people, those winged beautiful androgynous beings, possibly of various races. They retain "winged humanoid" form, but as they go up in ranks, they become more mechanical in design and behavior
- CG are all those bizarre Angels, liek the ones decribed in Bible and other holy texts, the higher in hierarchy they are, the more bizarre and inhuman and chaotic they look. Most powerful ones look like this (http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1355/36/1355365807527.jpg), this (http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1335/91/1335918572144.jpg) or this (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1363/84/1363849308518.jpg), some steps lower in hierarchy there are guys like this one (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1340/28/1340283511226.jpg). The lowest are still a bit more humanoid, but even they have some really bizarre traits. Like this (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1341/44/1341440745341.jpg), this (http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1345/24/1345248526435.jpg), this (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1336/15/1336150452001.jpg), this (http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1345/24/1345248562264.jpg) or this (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1345/24/1345248630400.jpg). Maybe they have some connection to fey. On top of this there are guys who geniuqely look closer to Lovecraftian (http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1363/86/1363860454007.jpg) stuff (http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1337/05/1337055890213.jpg), than actual Angels, end they probably are.

Fill in whatever names you want instead of Angels.

THe Chaotic Neutral Race (Phasms?): these creatures should be able to change form, or be formless at all. I thought of Using Changlelings and Doppelgangers for the Low ranking creatures, but I need something a little more complicated for the Higher ups. (BTW their goal is basicly to undo creation. they try to get the Primordial Sea of Chaos back by breacking the laws of the Universe.)

(am I asking for too much? if so, if you guys only do one of them, I'd be really happy :smallsmile:)

ShadowFireLance
2013-06-09, 01:22 PM
I want those. :smallcool:

Debihuman
2013-06-09, 01:37 PM
The unformed beast could just be mimicked by using several stat blocks of the different creatures you want rather than trying to make a new creature that can do all those things. The PCs would probably never know the difference as long as you deem one creature the base creature for CR and just have the hit points and saves be consistent for the CR you want. This way you can use any creature rather than trying to guess which creatures you want to use.

Debby

Tzi
2013-06-09, 04:30 PM
It might be a complex request, but I'm looking for a specific monster design....

An incorporeal undead, It has two severed hands that float independent of its body and can move out to 90 feet individually from it. The body is ideally under a constant invisibility effect and its hands actions don't cause it to become visible. The spell See Invisibility is required to actually locate its body. I'd like to then have a fear aura be active once its body is revealed and possibly some other secondary fear effect spell like abilities. Attacking its hands do no damage to the actual creature. Ideally it can possess objects and its hand at least can pick up and use physical weapons. Or has a telekinetic fist ability,

This is intended to be a CR 6-8 encounter and pretty much a Big Boss to a dungeon. I've taken to calling it a Dybbuk.

DracoDei
2013-06-09, 07:20 PM
I could use a stat-up of "The Crawling Spleen" from the TV show "The Angry Beavers", of failing that, just a description of its in-show abilities if anyone knows those.

I might be adapting whatever I can get.

EDIT: The best description I have been able to find so far is "A spleen with an opposable thumb that eats brains."

DMwithoutPC's
2013-06-11, 01:16 PM
@ ShadowFireLance: what do you want, exactly?

DracoDei
2013-06-11, 02:14 PM
One of my players in an our upcomming campaign would like to play a poison using rogue. However, we've already felt the poison rules are a bit iffy when used by players (so many saving throws, so much recalculating enemy stats every time they fail a saving throw)

I figure a solution would be have have diffrent poisons my players can use, that does not deal stat damage, but instead inflicted conditions or something like that - so if you're hit by a weapon with the Gut Wrenching Lotus Extract you would make a fortitude save or become nauseated for x rounds.

If it's within your area of expertise I could surely use some help coming up with a list of poisons, with prices and DC's and such!
Links to stuff that contains such things, or sets of rules for "design your own poison" stuff:
Custom Poison Creation (http://www.giantitp.com/forums/showthread.php?t=158131) <-Includes rules for several conditions including: deafness, dazzling, sickness, fascination, knockdown, blindness, nauseation, stunning, dazing, paralysis, and unconsciousness.

My Unusual Poisons (http://www.giantitp.com/forums/showthread.php?p=7805080#post7805080) <-About a third of these are Injested/Contact AND have effects that aren't so weird that using them in the average battle is useless. Incomplete for prices and craft DCs.

Links to other things that may prove useful:
http://www.giantitp.com/forums/showthread.php?t=151376 <-Ok, this is one of mine and I consider it ESSENTIAL for being able to use poisons against enemies who have a clue what to expect and have access to spells such as Delay Poison(1 hour/level, tactical application), Neutralize Poison(10 min./level even hit and run tactics won't score any effect other than running out the spell's duration) , let alone Heroes' Feast.

http://www.giantitp.com/forums/showthread.php?p=4887117&posted=1#post4887117 <-Feats and PrCs that fix some common problems with poisons, although they don't do much about adding non-ability-score effects. I have a melee poison user PrC in post 30 of this thread.

inuyasha
2013-06-11, 05:24 PM
Im really sorry :( I have failed this thread XD when I made this I thought I was going to have tons o' time...Im soooo sorry :p I wanna help but i dont always know how :smallfrown:

DracoDei
2013-06-11, 06:16 PM
Im really sorry :( I have failed this thread XD when I made this I thought I was going to have tons o' time...Im soooo sorry :p I wanna help but i dont always know how :smallfrown:

Just do what you can, and tell the rest to try the "Request a Homebrew: Thread 2 (http://www.giantitp.com/forums/showthread.php?t=219438)".

inuyasha
2013-06-11, 06:42 PM
thanks draco XD i feel so horrible

inuyasha
2013-06-11, 06:49 PM
That has been my biggest problem.



I would say no just to keep things simple. My main idea is that they do have a basic form but the specifics are always in flux.

A short narrative
As you are walking through the forest you see a large wolf in the distance. Creeping closer, you notice its body is covered not with fur but thick scales. The beast turns to you and digs its talons into the ground, reading it's charge.

Thinking quickly you pull out your wand of fire orb and let loose on the unnatural beast. The creature is momentarily slowed by the shock of the attack, but shrugs it off as it lunges at you, striking wildly with a dripping scorpion tail. Rolling to the side you fire off your wand again, but it seems even less effective. Gonna have to actually try

As the creature bites at you with it's massive eagle-like beak you quickly utter a few words of magic. Within seconds you are floating in the treetops preparing to rain devastation upon the insolent beast. Screeching with rage it attempts to climb a nearby tree, but its hooves quickly put an end to it's attempts.

With a quick grin, you finish the final words to your spell and lightning arcs from your fingertips to the abomination below. The smell of burning quickly fills the air, as do hundreds of tiny quills. Despite your best efforts to escape they riddle your body. Fighting through the pain, you are just able to summon forth the energy to hit the creature with another bolt of lightning.

Despite you efforts the creature is still able to spread a set of massive wings as it takes off to chase you down, sharp fangs bared. Instinctively you fly away as quickly as possible. As you look over your shoulder you see the creature begin to lag behind, barely able to keep itself aloft with it's small bat-wings. Taking advantage of the situation you fire again with your wand.

Engulfed by the flames, the strange beast plummets to the ground. You descend to investigate, but to your dismay the beast is already begining to dissolve away. After a quick search for others you continue your journey through the, now spookier, woods.


Can someone make me a prestige class akin to the Dragon Disciple, but based around genies instead?


I need three new races of Outsiders.

The Enforcers (or something like that): these are extraterrestial creatures that judge your soul after you've passed on. They have a vaguely humanoid appearence, but lack any distinct features. A halo of Silver light makes it hard to look at them directly. They float. When you die, you spirit pops up on the Ethereal plane where a Enforcer is waiting. He then sums up your deeds, intentions and aspirations and decieds too which afterlife you should go. You can't attack an Enforcer if you died and normally apeared on the Etherial Plane, but if you travel there by means of magic you can hurt an Enforcer. If at all possible, I would like three ranks of Enforcers. the Least, who would just judge the normal people. The Lesser Version, which is sent to judge a person who could hurt or even kill an least enforcer. And a Greater Enforcer, which is sent to the Material plane to stop someone who has lived past his normal Experation Date somehow. (like a lich, or someone who obtained inmortality trough a Wish effect)

The Seraphs: the CG outsider race. ( I didn't like the fluff of Eladrins, so I replaced them) I'd try to describe what they look like, but these pictures, found by Man on Fire, depict them way better. ( I actually took the idea from his post on another Thread, so if Man on Fire ever reads this: thank you!)



THe Chaotic Neutral Race (Phasms?): these creatures should be able to change form, or be formless at all. I thought of Using Changlelings and Doppelgangers for the Low ranking creatures, but I need something a little more complicated for the Higher ups. (BTW their goal is basicly to undo creation. they try to get the Primordial Sea of Chaos back by breacking the laws of the Universe.)

(am I asking for too much? if so, if you guys only do one of them, I'd be really happy :smallsmile:)
These I think I could probably do, gimme some time but I think I could do it :D

nightninja101
2013-06-11, 08:02 PM
Martial Sniping class, already has some work done on it, further review would be excellent.

http://www.giantitp.com/forums/showthread.php?t=285150

The combat dentist, needs work.

http://www.giantitp.com/forums/showthread.php?t=281823

The Kingsguard, my first attempt at homebrewing something.

http://www.giantitp.com/forums/showthread.php?t=280602

inuyasha
2013-06-11, 08:10 PM
these look cool, but I think it would be more appropriate in the PEACH exchange thread :)

nightninja101
2013-06-12, 02:41 AM
Thank you! Can you post a link to the PEACH thread?

On that note, the sniper is certainly a PEACH thing, though any suggestion is welcome. Pretty much the same for the Kingsguard.

The combat dentist though is almost totally unformed, and I believe a ground up homebrew is appropriate for it.

DMwithoutPC's
2013-06-12, 07:55 AM
Thank you Inuyasha!

there's no time pressure on my requests (well, very little anyhow) because I'm not sure when my next D&D session will be and it'll probably take a while before my players will start battling Extraplanar entities :smalltongue:

personally, I think you are great for doing this! really helping a unexperienced DM out here!

inuyasha
2013-06-12, 09:26 AM
any other sets of outsiders or just the CG, CN, and the enforcers (im assuming N) :p you want more demons or devils? or archons? inevitables or slaad?

DMwithoutPC's
2013-06-12, 03:01 PM
Well... if you're asking, I do need one type of Devil I think my players will see a lot in my campaign. And an Angel (god I feel so greedy :smallbiggrin:)

Skincrawler Devil
Skincrawler Devils make a pact with a mortal, but instead of getting their soul, they get their body for an agreed upon amount of time. They basically Magic Jar into the human, who purposely fails his Will save. In their natural from they look like a black swirling cloud. When they take possession of a mortal, his speed increases, he gets stronger and tougher and gets fast healing and DR. the Spell like abilities of the Skincrawler should be based on deception, allowing him to do his business without immediately giving up his disguise (like Mage Hand, Ventriloquism, Clairvoyance, maybe even Invisibility)

And I just want an angel who could be like a herald or a messenger. A lot of the published Angels seem very combat focused.

Edit: and Yeah Enforcers are probably N or maybe LN (but not THE Lawful Neutral Race)

paladinofu.s.a
2013-06-12, 09:04 PM
Yo inushya can u critique my weapon on my thread called have any weapon/spell ideas it's near the top thx

Sgtpepper
2013-06-12, 10:56 PM
Can you homemade a feat for spell casters that would make them be able to use the suddens ( sudden maximize, sudden so on and so forth) more times per day?