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Ravenv13
2013-11-14, 06:48 PM
I am an experienced 3.5 Homebrewer. I plan on posting my creations throughout this thread, and i will take most requests for homebrewing. I hope you enjoy.

Ravenv13
2013-11-14, 06:51 PM
Missile Fairy
6d8 (48 hp)
Diminutive Fey
This little creature is much more of a problem than your average pixie. Instead of being equipped with spells and abilities that are defensive, the missile fairy decides to employ magic missile and speed to decimate its enemies. It goes looking for trouble and only stops moving to rest at night.
Speed: Base Land: 20ft, Fly: 100ft (Perfect)
AC: 20 (10, +4 Size, +6 Dex); Touch: 20; Flat-Footed: 14
Base Attack/Grapple: -1/ +10
Space/Reach: 1ft/0ft
Abilities:
Str: 5 Dex: 22 Con: 5 Wis: 5 Int: 20 Cha: 15.
Saves: Fortitude: -3, Reflex: +6, Will: -3
Skills: +12 to Hide, +6 Move Silently.
Special Attacks: Magic Missile, Missile Barrage, Blurred Movement, Improved Evasion;
Magic Missile (Su): The missile fairy can create Magic Missiles as the spell (Caster Level 10th) at will and then make a 10ft adjust. Damage: 1d4+1 per missile;Range: Medium 200ft;Targets: Up to five creatures, no two of which can be more than 15 ft. apart.
Missile Barrage (Ex): Once per day the missile fairy can take a full-round action to use its Magic Missile ability 4 times simultaneosly. It must indicate the targets before the abilities are resolved.
Blurred Movement (Ex): The missile fairy moves so quickly if it is attacked it may make a Reflex Save against the attack roll to avoid any attack that targets it.
Improved Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, the missile fairy takes no damage on a successful save, and even on a failed saving throw the missile fairy takes only half damage.
Special Qualities: Darkvision out to 30 feet, Fast Healing 5, Regeneration/ Cold Iron, Damage Reduction 5/ Cold Iron, Spell Resistance: 15
Environment: Any habitable area, usually nearby villages.
Challenge Rating: 8.
Alignment: Always chaotic evil.

Ravenv13
2013-11-14, 06:59 PM
This catapult cast a series of spells to both serve as a means of deployment and attack. First it turns any subject that climbs into its sling into a statue, then it polymorphs the statue into a stone cannonball. It hardens the stone cannonball to negate all falling damage. And then it allows the subject to direct the path of its stone cannonball when launched. Finally the subject changes back to its original form after impact.
This catapult turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the individual’s body.
The subjects statue form is polymorphed into a Large Stone Cannonball.
This catapult also increases the subjects hardness. Increase the hardness of the subject by 12.
You can target any 10ft area within 400ft. If creatures in the target area that see or hear you coming (Listen/Spot DC 5) they get a Reflex save DC 10 + 1 for every 20ft traveled for half damage. Any creature or object hit by you in this form takes 1d6 damage per 10ft traveled.
The subject will return to its normal state 1 round after impact.
The heavy catapult automatically resets itself to firing position 2 rounds after being launched, during which time it is unusable.
Strong; (DC 25) Transmutation;CL 18th; Craft Wondrous Item, Statue, Polymorph Any Object, Hardening, True Strike; Cost 704,000gp
Activation: Continuous. Price: 1,000,000gp

Ravenv13
2013-11-14, 07:00 PM
Twin Template
Must be chosen at character creation; you effectively have one character born into the body of two.
Size and Type
Size and type are unchanged.
Hit Dice and Hit Points
The creatures have the exact same number of Hit Dice, but Hit Dice are halved. The subjects have the exact same number of Hit Points.
Initiative
When within 30ft of each other, the twins gain +1 Insight bonus to Initiative and Improved Initiative Feat.
Speed
+10ft to Base Speed.
Armor Class
When within 30ft of each other, the twins gain +5 Insight bonus to AC.
Base Attack/Grapple
+5 Base Attack Bonus, Grapple is unchanged.
Attack and Full Attack
Because of the +5 BAB, the twins gain one extra attack or action.
Damage
Damage is unchanged.
Space/Reach
Space and reach is unchanged. Twins threaten all spaces between them and adjacent to them.
Special Attacks
Aid Another: Grant an ally a +2 bonus on attacks or*AC.
Special Qualities
Magic Link (Su): The twins have a raw magical link with each other out to a distance of up to 1 mile. At the twins’ option, they may have any spell (but not any spell-like ability) one casts on himself also affect his twin. The twin must be within 5 feet at the time of casting to receive the benefit. If either twin can cast spells, the other twin can cast spells for him. Either twin can use any spell or spell-like ability known to his twin, using his twins spells per day.
Empathic Link (Su): The twins have an empathic link with each other out to a distance of up to 1 mile. The twins cannot see through each other’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Once per round a twin may teleport anywhere within 5 feet of the other twin. Because of this empathic link, the twins share the same connection to an item or place.
Psionic Link (Ex): The twins have a raw psionic link with each other out to a distance of up to 1 mile. The twins can see through each other’s eyes, but must be within 30 feet. They can communicate telepathically, but they must spend a full round action to do so. Either twin can use any powers or psionic-like ability known to his twin, using his twin’s manifester points.
Physical Link (Ex): The twins have a physical link with each other. Anytime one of the twins would take damage, the other takes damage equal to this. Anytime one of the twins would heal damage, the other heals an equal amount.
Base Saves
The twins are immune to mind-altering effects.
Abilities
The twins use each other’s ability scores according to whichever ability score is higher.
Skills
Either twin can choose to use the others skills as if he had learned them himself.
Feats
When within 30 feet of each other, the twins are granted the following feats:
Cooperative Spell: While the two of you are adjacent, can simultaneously cast the same spell at the same time in the round. Add +2 to the save DC of cooperatively cast spells and +1 to caster level checks to beat the target’s spell resistance (if any), using the higher base DC and level check of either caster.
Coordinated Strike: During any round in which either twin makes a melee attack, both twins gain a +1 competence bonus on your attack rolls against the same target.
Coordinated Shot: When making a ranged attack against a foe who has cover due to the position of your twin, your ranged attacks ignore the Armor Class bonus granted to the target because of that cover.
Environment
Same as the base creature.
Organization
Same as the base creature.
Alignment
Same as the base creature.
Level Adjustment
+2

Ravenv13
2013-11-14, 07:04 PM
Understanding Nature Mask +7
Plant fiber faceplate +7 AC
DR 5/Non-lethal
22,150 gp
5 lb.
Merciful: The weapon deals all nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. This mask bestows the merciful effect upon the users assumed forms.
Greater Dopple: This enchanted item changes shape with its wearer, allowing both the armor bonus and the enhancement bonus of the item to be retained in all forms. This item grants the wearer the ability to cast shapechange, as a part of move action, up to 10 times per day. The user reverts back to normal form when his changed form takes damage equal to its hit points, nonlethal damage equal to double, or when the duration ends.
Hardened(3): Armor with this quality has a higher DR than regular armor of its type. Light armor can be hardened once, medium armor can be hardened twice, and heavy armor can be hardened three times. Each application of this quality increases its base DR by 1 point.
Shapechange
Duration: 10 min/level
This spell functions like polymorph, except that it enables you to assume the form of any single creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your effective chracter level in Hit Dice. Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed, and templates may be applied. You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form (for example, dragon or magical beast) in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms. You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check. When the duration ends, all non-lethal damage is instantly cured, and the user is granted fast healing 10.

Ravenv13
2013-11-14, 07:07 PM
Death's Promise (Curse)
Level: Sorcerer/Wizard 9, Warmage 9
Components: V, S
Casting time: Full-round
Range: Target Within 30-Ft
Duration: Permanent*
Saving Throw: None
Spell Resistance: Yes**
Target gets no save, the target of this spell is aware and has 2 minutes** (8 rounds) to kill the caster or be permanently paralyzed. The caster must spend 1 full round to explain in depth how exactly he is going to kill the target after it is paralyzed. The target being aware of his impending doom gets a +5 insight bonus to all rolls.
The casters next melee attack that hits the target of this spell is automatically considered a natural 20, and a confirmed critical hit.
*The spell automatically fades at the time of the casters death.
**Spell resistance increases the duration by 1 round per point of resistance.

Ravenv13
2013-11-14, 07:12 PM
Cannonclub
Martial Two-Handed Melee Ammunition
Critical: 16-20/x4 (Cannon) 20/ x2 (Greatclub)
Range Increment: 50 ft (10)
Type: Bludgeoning
Hardness: 15
HP: 15
2d6 (Cannon) or 1d8 (Greatclub)
50lbs
1000gp
Loading and reloading the cannon is a full-round action, firing it is a standard action.
Fires cannonballs, each costs 10gp, has hardness 5, 1 hit point, and weighs 10lbs.
Needs 1/2lb. of gunpowder each shot, a barrel of gunpowder has hardness 5, has 10 hit points, contains 5 lb. of usable gunpowder and costs 100 gp.

Exploding Gunpowder Barrels: In barrel form, gunpowder can be used as an explosive. If the barrel is prepared with a special fuse to carry a flame or charge to the gunpowder inside, delaying detonation by a maximum of 5 rounds. At detonation, it deals 3d6 fire damage and 3d6 shrapnel damage (slashing and piercing) to anything or anybody in a 15 ft. radius. Gunpowder is stable enough to resist any form of jostling, but under the conditions documented below, a barrel of gunpowder explodes:
If the barrel is dealt sufficient fire damage to overcome its hardness (i.e. 6 or more).
If the barrel is dealt sufficient damage from a physical source to destroy it in one blow (i.e. 11 or more).
If the barrel is crushed outright by an object from the environment.

Ravenv13
2013-11-15, 08:46 PM
+1 Hunter's Stake (Silvered Ironwood Triple Heavy Pick + Shortspear)
Exotic Two-Handed Melee
Critical: ×3/ x4
Type: Piercing
Hardness: 10
Hit Points: 13
Size: Medium
Cost: 22,190gp
Damage: 3d6/1d6
Weight: 9lb.
Hunter's Stakes appears as a Silver triple pick with a silver shortspears as the handle. It is actually a wooden weapon, enchanted with the Ironwood spell, and then fused with Alchemical Silver. A Hunter's Stake is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The Hunter's Stake triple pick head is a piercing weapon that deals 3d6 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a Hunter's Stake in one hand can't use it as a double weapon. A complex process involving metallurgy and alchemy has bonded silver to this weapon so that it bypasses the damage reduction of creatures such as lycanthropes and vampires.
Three times per day, as a full-round attack action, the wielder of a Hunter's Stake can fire the Silvered Pick heads at up to 3 undead targets within 30ft. On a successful ranged touch attack a pick head strikes. The target must make a DC 16 Fortitude save or be destroyed instantly. DC +2 per additional pick in a single target.

Ravenv13
2013-11-18, 08:37 PM
Drow Snake-fang Whip
Exotic One-Handed
Critical: 20/x2
Type: Piercing
Hardness: *
Size: Medium
Cost: 35gp
Damage: 5d4
Weight: 5lbs.
Hit Points: *
*See Large Viper Stats Below
This whip has a several large vipers in place of its lashes. If is a favoured weapon of particulaly cruel female clerics of Lolth. The snake-fang whip is an intelligent magic item, and can communicate telepathically with its weilder. The weilder does not need to know a specific language to communicate with the snake-fang whip in this way.
This whip does lethal damage and threatens any space within its range. Using this whip does not provoke attacks of opportunity. You can make trip attacks with this whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. The whip is treated as a melee weapon with 15-foot reach. When using a warwhip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.
Whenever you hit with the weapon, the target makes a Fort Save DC 11, if it fails you deal an extra 1d6 Constitution damage, and the target takes 1 Constitution damage per round.
The snakes are extensions of the will of the whip’s wielder, hissing and writhing in response to the thoughts and emotions of the character carrying it. At the wielder’s mental command, the serpents attack as separate and independent creatures, using the statistics below. With an attack action, the whip wielder can cause one of the snake heads to attack; as a full attack action all the heads can attack. If a good-aligned character tries to wield the scourge, the snakes attack the wielder instead of the intended target. If a snake head is destroyed, it falls off the whip. The remaining heads continue to function normally until all are destroyed. There are a total of 5 Large Vipers.
The snake heads have the following characteristics:
Large Viper
Size/Type: Large Animal
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (–1 size, +3 Dex, +3 natural),, touch 12, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Bite +4 melee (1d4 plus poison)
Full Attack: Bite +4 melee (1d4 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Feats: Improved Initiative, Weapon Finesse
Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is 11 and Constitution-based.

Ravenv13
2013-11-21, 03:26 PM
Gargantuan Tree (-4/ size category larger than wielder, -4 Non-proficiency)
Improvised Two-handed Melee
Weight/Price: 1400 lbs. Firewood/ 70 cp
Critical: x2
Damage: 4d8+4
Reach: +20ft
Hardness: 5
Hit Points: 180
Type: Bludgeoning
This wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2.

Ravenv13
2013-12-01, 03:03 PM
Aurorum Vorpal Bomb +5
4d6+5 slashing damage to a 20 ft area, Reflex DC 15 for 1/2 damage.
Hardness: 18
Hit Points: 55
Tiny Weapon AC 18 (+8 Size, -5 Dex, +5 Enhancement)
54,450 gp.

Re-roll all consecutive damage rolls of 1 and add them to the total damage dealt. For instance if you roll 3 consecutive damage rolls of 1 and then roll a 6, this bomb would deal a total of 9+20 damage (Enhancement bonus applies to each die roll).

Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body.

This weapon can be reformed by willing together its fragments (a full-round action), the broken pieces bond quickly and seamlessly, restoring the item to its previous state. Aurorum has the same hit points per inch of thickness and hardness as regular steel.

Ravenv13
2013-12-02, 11:50 AM
MAGIC MISSILE
Size / Type: Small Elemental (Force)
Hit Dice: 9d8-9 (63 HP)
Initiative: +9
Speed: Fly 40 ft. (perfect) (8 squares)
Armor Class: 29 (+1 size, +9 Dex, +9 Natural), touch 29, flat-footed 20
Base Attack / Grapple: +6/+1 / –3
Attack: Melee +6 Slam 1d4+1 (Force)
Full Attack: Magic Missile Slam
Space/ Reach: 5 ft. / 5 ft.
Special Attacks: Magic Missile Slam
Special Qualities: Elemental Traits, Quick, Natural Invisibility, DR 9 (1/HD)/- Immunity to magic, poison, sleep effects, paralysis, and stunning.
Saves: Fort +6, Ref +12, Will +9
Abilities: Str 12, Dex 29, Con 10, Int 15, Wis 16, Cha 12
Skills: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)
Feats: Blind Fight, Dodge, Weapon Finesse
Environment: Any
Organization: Solitary, pair, or string (3–5)
Challenge Rating: 9
Treasure: None
Alignment: Usually Neutral
Advancement: 9-20 HD (Small)
Level Adjustment: +9
Magic Missiles are white or blue. They are easily mistaken for lanterns, especially in the foggy marshes and swamps where they reside. A Magic Missile’s body is a globe of glassy material about 2 inches across and weighing about 1 pound, and its glowing body sheds as much light as a torch. Magic Missiles speak Common and Undercommon. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound. Magic Missiles usually avoid combat. They prefer to confuse and bewilder adventurers, luring them into traps or other hazardous places. When they are forced to fight, they unfailingly slam straight into their opponent.
Magic Missile Slam (Su): As a full attack action, the magic missile can charge and take the form of a Magic Missile spell (ECL = HD) except these missiles strike unerringly, even if the target is in melee combat and has total cover or total concealment, but the magic missile must still target the right square.
Elemental Traits (Ex): Darkvision out to 60 feet. Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a limited wish, wish, miracle, or true resurrection, to restore it to life. Elementals do not eat, sleep, or breathe.
Immunity to Magic (Ex): A Magic Missile is immune to most spells or spell-like abilities that allow spell resistance, except maze and those with the sonic descriptor.
Natural Invisibility (Ex): A startled or frightened Magic Missile can extinguish its glow, effectively becoming invisible as the Greater Invisibility spell.
Absorb Magic (Su): The Magic Missile is able to absorb spells they are hit with by making an opposed Spellcraft check against the caster. If they succeed, they gain 5 HP per level of the spell absorbed.

Ravenv13
2013-12-10, 06:36 PM
Volt Tackle (Su): After running for 30 feet, the user becomes enveloped in a field of lightning. The user stores 1d6 points of electricity damage per 10ft of movement. This energy is unleashed upon contact with an enemy, and the target is pushed back 10ft. The target takes an additional 2d6 electricity damage if it collides with an object. If the target is pushed into another creature, instead, both take 1d6 electricity damage. Volt Tackle paralyzes the target for 2d4 rounds (Fortitude Save DC 20 Negates). After Volt Tackle deals damage, the user takes ½ of the total damage dealt (round up).

Ravenv13
2013-12-10, 06:39 PM
Kabutowari (Set of 2 Weapons) Great Cleaver + Jethammer

Eternium Enhanced-Netherack Great Cleaver +1
Exotic One Handed Melee
Cost: 2200 gp
Damage (Medium): 2d8
Critical: 20/×3
Weight: 20 lbs
Type: Slashing
HP: 50
Hardness: 15

The Great Cleaver is practically an axe.
The Great Cleaver lives up to its name in that is it little more than an oversized meat cleaver when used. Built like a greatsword, the blade is thick, heavy, and broad. There is no stabbing tip, instead it is used more like an axe. Some Great Cleavers look like a cleaver, others have the handle inset into the blade itself. Regardless of how it looks, it is a powerful, but unwieldy, weapon, it is so heavy that you take a -2 penalty on attacks. If you have a Str score of 17 this is reduced to -1, and a Str score of 19 removes the penalty all together.
Igniting a netherack weapon will shed light as a torch, and deal 1d6 points of fire damage to anything it strikes. On hit, the opponent must make a Reflex save DC 10 + your attack roll or catch on fire, taking 1d6 points of fire damage each round until they douse the flames or take a full round action to snuff out the fire. Placing a netherack weapon in its sheath or bringing it underwater will put out the flame, but it may be ignited again without it needing to dry out.
Weapons made from Eternium regenerate 2 HP each round, and gain a new hardness level after regenerating its HP multiplied by 2. Each new level of hardness grants the weapon a cumulative bonus of +5 to HP, +5 to Hardness, and +1 to attack and damage rolls.

Flintsteel Jethammer +1 Shockwave
Exotic One Handed Melee
Cost: 2800 gp
Damage (Medium): 1d12
Critical: 18-20/x3
Weight: 15 lbs
Type: Bludgeoning
HP: 25
Hardness: 10

The jethammer is a large warhammer with a heavy flintsteel head whose backside is dominated by several exhaust vents. A button on the handle sends an spark to the chemicals contained in the hammer head, igniting them explosively and launching it hard at the enemy. A small jet at the base of the hilt acts as a counterbalance. Activating the jet blast is a free action, and it deals an additional 1d12 damage on impact (for medium jethammers) on the following attack, but invokes a -2 penalty on that attack.
Flintsteel weapons deal 1 point of fire damage on hit, and cause sparks to fly rendering the struck target dazzled for 1 round. Multiple hits do not stack. Flammable substances, and creatures composed largely of flammable material such as oil or wood, must make a Reflex save DC 10 + your attack roll, or catch on fire. Normal flesh, even hairy flesh, is not typically considered flammable.
A shockwave weapon is capable of applying melee damage at range by releasing shockwaves of energy. By hitting the ground with the jet blast function, the user can make attacks against creatures within 30 feet with a wave of force. Their actual threatened area does not increase and do not gain any extra damage for this type of attack. All creatures within 30ft get a DC 15 reflex save or are blinded for 1 round.

Kabutowari, The Unstoppable Force (Ex): When these two weapons are used in combination they can be used to demolish almost any defense. As a full round action using the great cleaver, suceed on hitting your target with a melee touch attack, then, using the jethammer, roll to hit the great cleavers backside (AC 5), adding the attack roll and the rolled damage to the first attack, if it overcomes its targets Total Armor Class the target takes full damage and denied its dexterity modifier for the purpose of negating Reflex saves. The targets armor is also sundered eqaul to damage rolled, and ignores hardness equal to that of the great cleaver and the jethammer combined. Critical on a natural roll of 20/x6. When using this specific attack style there are no penalties to attack or damage rolls from wielding these weapons or from the weapons abilities, so long as you have the appropriate Exotic Weapons Proficiencies. The combined damage isn't dealt until after the second attack suceeds. If the second attack missed the round is wasted, provoking attacks of opportunity to all opponents within range and dealing no damage to the target.

Ravenv13
2013-12-10, 06:53 PM
Hand Of Midas
[Wondrous Item]
This beautifully crafted item looks like a golden human hand upon a wooden hilt and handle(which is not affected by the midas touch).
Midas Touch (Su): Anything that comes into contact with the golden hand on this masterwork item is transmuted into gold. Roll 1d20, on a roll of 1 that item will gain the Midas Touch. This item is apparent as it will transmute anything it touches into gold as well.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Statue, Anti Magic Field, 1lb of Gold worked into the shape of a human hand with all fingers side by side, 1lb Wood ; Market Price: DM Discretion (most keep for themselves since it turns anything into real gold); Weight: 2 lb.

Ravenv13
2015-01-25, 09:11 PM
Bioforged
* +5 STR, +5 DEX, +10 CON, -5 INT, +5 WIS, -5 CHA
Bioforged are unarmoured warforged that have living plant matter growing over and within thier bodies. While being closer to nature, being warforged makes them very uncharismatic.
* Living Construct
* Medium
* 30 foot base speed. armor does not change base speed.
* +5 natural armor
* +1 to STR DEX and CON every level
* Regeneration 5

Kamai
2015-01-27, 05:08 AM
In general, the ideas here seem all over the place, and really don't seem to understand why things are done.


Missile Fairy
6d8 (48 hp)
Diminutive Fey
This little creature is much more of a problem than your average pixie. Instead of being equipped with spells and abilities that are defensive, the missile fairy decides to employ magic missile and speed to decimate its enemies. It goes looking for trouble and only stops moving to rest at night.
Speed: Base Land: 20ft, Fly: 100ft (Perfect)
AC: 20 (10, +4 Size, +6 Dex); Touch: 20; Flat-Footed: 14
Base Attack/Grapple: -1/ +10
Space/Reach: 1ft/0ft
Abilities:
Str: 5 Dex: 22 Con: 5 Wis: 5 Int: 20 Cha: 15.
Saves: Fortitude: -3, Reflex: +6, Will: -3
Skills: +12 to Hide, +6 Move Silently.
Special Attacks: Magic Missile, Missile Barrage, Blurred Movement, Improved Evasion;
Magic Missile (Su): The missile fairy can create Magic Missiles as the spell (Caster Level 10th) at will and then make a 10ft adjust. Damage: 1d4+1 per missile;Range: Medium 200ft;Targets: Up to five creatures, no two of which can be more than 15 ft. apart.
Missile Barrage (Ex): Once per day the missile fairy can take a full-round action to use its Magic Missile ability 4 times simultaneosly. It must indicate the targets before the abilities are resolved.
Blurred Movement (Ex): The missile fairy moves so quickly if it is attacked it may make a Reflex Save against the attack roll to avoid any attack that targets it.
Improved Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, the missile fairy takes no damage on a successful save, and even on a failed saving throw the missile fairy takes only half damage.
Special Qualities: Darkvision out to 30 feet, Fast Healing 5, Regeneration/ Cold Iron, Damage Reduction 5/ Cold Iron, Spell Resistance: 15
Environment: Any habitable area, usually nearby villages.
Challenge Rating: 8.
Alignment: Always chaotic evil.

I want to start with the Missile Fairy since I like Fey.

Creatures always have their average hit points for standard monster entries, of course affected by their Constitution. At the same time, the Fey type usually calls for d6 HD, not d8. So if you have 6 HD, it should be 6d6-18 (6 hp). This is because 3.5 is the average of a d6, and you have a -3 constitution modifier. There's very few defenses you could give a CR 8 to have 6 hp and be able to do anything. I would actually bump it up to 9 HD (since it doesn't have really diverse offensive/defensive abilities) and give it 9 constitution, which would put it at 22 hp.

Now Fey have 1/2 BAB (like a Wizard), and Strong Reflex and Will saves (like a bard). If you work off of your HD, the creature has a +3 BAB, -1 Fortitude save (+2 if the above suggestions are taken), +11 Reflex (+13 with the above suggestions), +2 Will (+4 with the above suggestions).

Skills: I assume that these are the racial skill bonuses (since Fey have 6+int skill points). It should read that Missile Fairies have a +12 size bonus to Hide and a +8 racial bonus to Move Silently (up from +6).

Spell-like Abilities (CL 10th):
At-will: Magic Missile
3/day: Shatter, Charm Animal, Cause Fear
1/day: Stone shape

While you don't like the idea of defensive spells, I'd imagine this Fey being able to unleash hell on a small community. The extra spells could be used defensively, but ideally, he's used some of these to terrorize what he wants to terrorize.

Quick Step (Ex): As a swift action, the Missile Fairy can move 10 feet. This movement does not provoke an attack of opportunity. This does not count towards the total movement that the Missile Fairy can make in a round.
If you really want to have that movement, it should be fine to separate it from casting Magic Missile. This creature is still really vulnerable for its CR, and effective hit and run tactics can give it some way of surviving.

Missile Barrage, while somewhat boring, is fine as is, except for editing cleanup.

Blurred Movement doesn't really add as much defense as you think. Even with it's Reflex save fixed, it has the approximate power of Dodge, a weak feat. Instead, can I propose Blurred Dodge?
Blurred Dodge (Su): As an immediate action, the Missile Fairy can attempt a Reflex Save to blink to the Ethereal plane to avoid 1 spell, ability, or single attack. The Missile Fairy rolls a Reflex Save against the spell or supernatural ability at the ability's DC (if the spell does not have a saving throw, calculate it's saving throw as if it did). If it is a weapon attack, the DC is 10 + 1/2 the attacker's BAB + the attacking stat (usually Strength or Dexterity). On a successful save, the Missile Fairy avoids the effect entirely unless the spell can pass into the Ethereal Plane. The Missile Fairy does not gain any benefit from Improved Evasion unless the spell already offers a Reflex save. The Missile Fairy can choose to use this ability once damage and other effects of the spell or attack has been determined.

This gives an ability that lets it use it's Reflex save to ignore anything, but only 1/round.

Improved Evasion is fine and pretty necessary here.

Special Qualities: :Low-light Vision, Darkvision up to 120 Feet, Damage Reduction 15/cold iron and magic, Resist Force 10, Spell Resistance 20
A higher and slightly tougher DR is going to work better on something with such low HP than regeneration or fast healing. Spell Resistance puts it more in line in casters facing that CR, and the higher range Darkvision should supplement it's hit and run tactics. The force resistance while very unusual, should show it's mastery with Magic Missile to the point where it can deflect incoming Magic Missiles, while not getting crumpled by auto-hit spells.

Your Fey is missing it's Feats and Skills, and also it's treasure (though I would assume None or at most Half).
What I would suggest for feats (assuming 9 HD): Dodge, Combat Casting, Quicken Spell-like Ability (Magic Missile), and maybe Toughness.
The skills I'll leave up to you, though you absolutely should not forget Concentration.

I still worry that this is going to feel one dimensional, and if I were making it, I would not feel remiss about giving it +2 Natural Armor to have it keep up a little better with attack rolls.

At the end of the day, most of us don't have problems with crazy ideas. It's a matter of understanding what you're writing for to make it work the way you want it to, which the things that you've put up so far don't seem to show you being at your best at that part. Let me know if this is the sort of advice that you actually find useful, though.

DracoDei
2015-01-29, 11:52 AM
Welcome to the boards!

I strongly suggest updating these using the template for monsters found in the first post of this very useful thread (http://www.giantitp.com/forums/showthread.php?10313-Guide-To-Homebrewing). You can skip the stuff explaining how to come up with size, type, etc if you like. Using that template will make your monsters much easier to read, which will make it more likely that people will comment on them and/or use them in their own games.

There are similar templates for spells, and probably magic items further along in that thread. Definitely templates for classes and PrCs.

In fact, if you do that, I probably would be willing to exchange some P.E.A.C.H.* with you.



*This stands for "Please Examine And Critique Honestly". I recommend editing this into the title of the first post on the thread, which usually controls what the thread subject looks like in the listings of threads.

Debihuman
2015-02-15, 04:44 AM
Missile Fairy

Your stat block could be a bit cleaner. I recommend following the format of the online SRD (http://www.d20srd.org). Since you are using a typical 3.5 format, I am assuming this is the system it is for.

I see a lot of mistakes in your stat block for Missile Fairy. Also, from a design perspective when CR is higher than HD it means the creature is going to have problems. I too recommend giving it more HD. It is not currently CR 8.

Con 5 means the hp take a -3 penalty for each HD. It has 3 hp. 6d6-18. (3 hp). If you meant to give it Con 15 (which would make a lot more sense) it would be 6d6+12 (33 hp).

It has the wrong BAB,should be same as wizard or 1/2 HD. BAB is +3.

Grapple uses special size modifier -12 for Diminutive creatures. Grapple is BAB + creature's Str mod. + special size modifier (+3, -3, -12 = -12)

Where is it's attack and full attack lines? Does it have a weapon?

Initiative and feats are missing. It should have 3 feats.

Since this is supposed to be more badassed than a pixie, why does it have a Str 5? Pixies have Str 7. Con is too low at 5.

Skills are way off. Skill points should equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. It has Int 20 so it has 11 skill points per HD with x4 for for its first HD and max rank of 9. 44 + 55 = 99. It should have 9 maxed skills (each with 11 ranks and then you add ability modifiers and any synergy or bonuses from feats).

Text for special abilities doesn't belong in the stat block.

Magic Missile is a spell-like ability not a supernatural one. Fast Healing should have a number next to it.

Environment should be Any urban. But why? What makes these urban fairies.


Catapult
Is this a minor artifact? It probably should be. It could use a name too. Is the target harmed by falling damage after impact? How long does it take to transform? How long do you stay a statue if you are removed from the sling before you are fired off?

Twin Template should be an Inherited Template. Obviously only living creatures can take this. I HATE the BAB bonus. Just no. Not ever. No DM worth his or her salt would allow this. It is unfair to the other players in too many ways. How do you split ONE HD at creation?

Debby