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View Full Version : Contest 3.X Ancillary Contest II - Follow the Arrow



Zaydos
2015-03-14, 11:06 AM
Follow the Arrow

Welcome one and all to the second Ancillary Contest. Having class isn't everything, and sometimes it's cool to make the smaller pieces of brew that can really expand a character. So here we are a contest for those smaller pieces of a character which can really make a character your own: Feats, spells, invocations, vestiges, soulmelds, maneuvers and more.

This contests theme is Archery and Ranged Combat, and the abilities which enable it. Feats for fighting from afar, soulmeld to form an incarnum bow, a martial discipline with ranged strikes.


Rules


You will be creating a piece of homebrew intended for PC use which is not a Base Class or a Prestige Class. This could be one of many things, feats, spells, invocations, vestiges, soulmelds, maneuvers, or something else.
Your entry must be complete. Incomplete entries will be disqualified.
You are allowed one entry per contest. An entry can include multiple feats, spells, invocations, etc, or even a combination of spells, feats, and so forth but must be connected in some way and one cohesive unit. This could just be a bunch of feats about the contest's theme (mechanically cohesive), or a selection of spells, feats, and vestiges representing the secret arts of a certain sect (fluff cohesion), or so forth.
Your entry must be new and not posted anywhere previously. All entries must be posted in this thread and no where else until after the contest is finished.
Plagiarism is a no no. The point is to stretch your creativity, and the only prize is knowing people like your stuff, so really it'd be rather pointless to do.
Format templates for various things will be posted below. These will be included primarily for your ease and to help ensure you remember to include relevant parts of the spell entry, etc.


This contest will run through April 18th 23:59 Eastern Standard Time at which point a Voting Thread will be posted and voting will run for a time to still be determined.

Chat thread. (http://www.giantitp.com/forums/showthread.php?399650-3-X-Ancillary-Contest-Chat-Thread)

Jormengand
2015-03-14, 12:12 PM
Sorry, not an entry but I feel I should post this for everyone's benefit since you forgot:


Templates

Feats:

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.


Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.


Invocations:
While I prefer a variation of the spell format with Grade thrown in the official format is

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Vestige:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.

Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.


Mysteries:

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Utterances:

Name
Lexicon: Whether it’s Evolving Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolving Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Name
Lexicon: Whether it’s Evolving Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolving Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Psionic Powers
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Soulmelds
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

Jormengand
2015-03-14, 12:35 PM
Arcane Archer Spells
These spells can be used by the Base Arcane Archer class as well as the spells on the Wizard/Sorcerer list to which the Base Arcance Archer would normally have access.

Some spells are made as a ranged attack and have an attack compenent, meaning that you must make a ranged attack as part of casting. You still do full damage with the attack.

Arrows of Asaph
Transmutation
Level: AA 3, Rgr 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You enchant your arrows to fly true even when you falter.

For the duration, you ignore anything less than total cover with your ranged weapon attacks. You never have a percentage chance of missing, such as due to concealment or even blindness, and your ranged attack bonus can't be reduced.

Dimension Shot
Conjuration (Teleportation)
Level: AA 5
Components: Attack
Casting Time: 1 ranged attack
Range: As weapon
Effect: Teleports you to target hit.
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.
You let an arrow fly, and where it lands, you are there in an instant.

You fire an arrow and then teleport instantly to the arrow's location. If you miss your target, the arrow keeps going through the target's square until it hits a solid object, and you teleport there. Whatever you hit, you end up five feet away, towards your original location.

Infinity Arrow
Divination
Level: AA 2, Rgr 3
Components: Attack
Casting Time: 1 ranged attack
Range: Infinite
Target: Creature struck.
Duration: The duration of the attack
Saving Throw: None.
Spell Resistance: No
You look at the horizon, and take aim at a creature you can barely make out.

You shoot a single arrow at a creature you have line of effect to. Because your range increment is infinite, you don't take penalties for long range.

Markerlight
Evocation [Light]
Level: AA 1
Components: V, Attack
Casting Time: 1 ranged attack
Range: As weapon.
Target: Creature struck.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.
An arrow bursts into light as it strikes your foe.

The creature struck has a markerlight on it. Further attacks made by anyone against that creature for the duration get a +2 circumstance bonus to the attack roll.

Magebane Arrow
Abjuration
Level: Arcane Archer 4
Components: V, Attack
Casting Time: 1 ranged attack
Range: As weapon.
Target: Creature struck
Duration: Instantaneous or 1 round.
Saving Throw: Will partial
Spell Resistance: No.
You give an arrow a taste of magic and it hungers for more.

The target loses 1d6 spell levels, chosen randomly and starting with their highest spell level. Next round they cannot cast spells. A successful will save reduces the spell loss to 1d3 levels and the target's spellcasting next round is not restricted in this manner.

One Shot is All I Will Need
Necromancy
Level: AA 6
Components: V, Attack
Casting Time: 1 ranged attack
Range: As weapon, first range increment only.
Target: Creature struck.
Duration: Instantaneous
Saving Throw: Reflex negates.
Spell Resistance: No.
You aim carefully, and shoot at a vital part of the target's body, slaying them instantly.

You fire at the target, and if they fail a reflex save upon being struck by the arrow, they are slain. This slaying is much like a coup de grace, and is not actually a death effect. Those who pass the reflex save just take damage as normal.

Kazyan
2015-03-14, 03:06 PM
Ranged Lurk Augments

These Lurk Augments are available to any Lurk in addition to the standard list. They work just like regular Lurk Augments, except that they only apply to ranged attacks.

Extended Attack: The lurk doubles their range increment for the attack this augment is used for. Minimum level 1st.

Psionic Weapon Tag: When you use this Lurk Augment, the attack you use it for is a swift action. Minimum level 3rd.

Returning Attack: The arrow, bolt, thrown weapon, or other object you attack with returns to your hand or quiver upon completion of the attack. Minimum level 5th.

Splitting Attack: The weapon you attack with functions as if it has the SplittingCoV property. If you are instead using a thrown weapon, it functions as if it has the Triple-ThrowELH property, except that you only get one additional attack. Minimum level 8th. For every 6 power points spent, the weapon splits into additional attack.

Magic-Dampening Attack: Your attack functions as if you had the Pierce Magical ProtectionCW and Pierce Magical ConcealmentCW feats. Psionics count as magic for this purpose, if Magic-Psionics transparency is in effect. Minimum level 11th.

Grazing Attack: If you miss, you still deal damage equal to the weapon's base damage. If you hit, you instead regain the use of the Lurk Augment you used to activate Grazing Attack. Minimum level 14th.

Homing Attack: Your attack does not require line of sight or effect; you just need to know here the target is. Cover bonuses do not apply. Your attack can still be blocked in the target is, for example, completely surrounded by stone, or there is otherwise no continuous spatial path from your location to theirs. Minimum level 17th.

Warp Attack: Your attack teleports to its destination without you making the motion to attack or making an attack roll. For most external effects, this means the attack simply doesn't happen and cannot be influenced. You instead make a Psicraft or Sleight of Hand check in place of the attack roll--and compare to the target's AC, as normal--to determine if you make a damage roll or not. For every power point, you gain a +1 insight bonus on the check. Minimum level 20th.



Level
Ability


1st
Extended Attack


3rd
Psionic Weapon Tag


5th
Returning Attack


8th
Splitting Attack


11th
Magic-Dampening Attack


14th
Grazing Attack


17th
Homing Attack


20th
Warp Attack




Ranged Augmentation
You can use any Lurk Augment with ranged attacks.
Prerequisites: Lurk level 1
Benefit: Your Lurk Augments are no longer restricted to melee attacks; you are free to use them with ranged weaponry.

MrNobody
2015-03-24, 03:18 PM
THINKING BIG: THE ART OF THROWING ROCKS AND PEOPLE

FEATS
The following Rock Hurling and Improved Rock Hurling feats are an homebrewed rebuild of the original feats presented in Races of Stone. Every time a part of this post refers to Rock Hurling or Improved Rock Hurling it refers to these new versions and not to the original one.

Rock Hurling [General]

You throw rocks at your enemies just like a giant does.
Prerequisite
Small size or larger, STR 17.
Benefit
You gain proficiency fo using large rocks as ranged weapon. You can hurl them with a range increment of 15 feet and a maximum range of five range increments. The size, weight and damage dealt by the rocks you can throw are determined by your size.
Small - Diminutive rock (0.5 lb) - 1d6+Str.
Medium - Tiny (5 lb.) - 1d8+Str.
Large - Small (45 lb.) - 2d6 +Str.
Normal: As an improvised weapon, a character can throw rocks two size smaller than its own with a range increment of 5 feet, and such a rock can be thrown only as a full-round action. A character without the Rock Hurling feat is considered to be nonproficient, taking a -4 penalty on the attack roll.

Improved Rock Hurling [General]

After hard training you can now throw bigger stones, or small stones further.
Prerequisite
Small size or larger, STR 19, Rock Hurling or similar special attacks
Benefit
When you hurl rocks, you can choose either to throw bigger stones either to hurl the stones fit for your size at further range. In the first case, you can hurl stones as you were one size larger at a 15 ft increment (a Medium character could hurl Small rocks dealing 2d6+Str damage). In the second case, you can hurl the stones fit for your size (as set by Rock Hurling feat) at 80 ft. range increment. In both cases maximum range is equal to five range increments.
Normal: A character can only throw rocks that are two size smaller that its own.


Master Rock Launcher [General]

You have learned how to apply all your strenght while hurling rocks, becoming way more deadly.
Prerequisite
Small size or larger, STR 21, Rock Hurling or similar special attacks, Improved Rock Hurling.
Benefit
When you hurl rocks you apply twice your Strenght modifier to damage rolls. You also add your Strenght modifier as a competence bonus to rolls to confirm critical threats scored with an hurled rock.

Living Trebuchet [Style]

You are more than a warrior, you are a siege weapon, and you can hurl your stones at a great distance.
Prerequisite: STR 19, Rock Hurling or similar special attacks, Improved Rock Hurling, Brutal Throw, Power Throw.
Benefit: When hurling rocks you can use your Power Throw feat to take a -5 penalty on the attack roll and forgo the usual bonus on the damage roll. Instead, the range increment of your rocks is doubled and the maximum range is six times the augmented range increment. A typical creature with Improved Rock Hurling and that uses Living Trabuchet suffers a -5 penalty on the attack roll but can hurl rocks at a range increment of 160 ft. with a maximum of 960 ft.

Explosive Boulder [Style]
The expertise gained using alchemist’s fire and similar substances taught you the way to convert your stones into explosive weapons.
Prerequisite: STR 21, Rock Hurling or similar special attacks, Improved Rock Hurling, Grenadier.
Benefit: When you hurl rocks you can decide to target a square instead of a creature. When you do this, treat the rock like a spash weapon. The thrown boulder crashes upon impact, exploding into hundred of pieces and doing its usual damage (also applying your Strenght modifier) in a 5 ft. radius. To explode rocks need to hit hard surfaces: solid ground, stone, iron, thick ice are all suitable material to cause the rock to explode. A rock won’t explode while hitting sand, water, thin ice or mud, neither it will explode upon hitting a creature.

Friendship Gives Wings [Tactical]
Master of tactics on the battlegroung, you know how to help your allies move around without harm.
Prerequisite: Large size or greater, Rock Hurling, Fling Ally, Str. 19.
Benefit: Friendship Gives Wings enables the use of three tactical maneuver.
Fling on the Run: To use this maneuver you must ready an action that is triggered by the movement of the ally you want to fling. The selected ally must take a move action and end its movement in a square adjacent to you. At the end of its move action you can use your readied action to take your ally and toss it, like per Fling ally feat. The momentum of your ally’s movement allows you to hurl it at twice the normal range. After being hurled, your ally can continue its turn. Normal size restriction for flinging an ally still apply.
Chain Flinging: To use this maneuver you must fling an ally. Instaed of targeting a square you must target (with a ranged touch attack) another ally that also has Fling ally feat. If you succeed on the ranged touch attack, the tossed ally ends in the square of the selected ally that can use its Fling Ally feat as an immediate action to launch the ally again to a further square or even to another ally (if it also has Friendship Gives Wings).
Human Projectile: To use this maneuver you must fling an ally wielding a weapon that allows to deal double damage on a charge (such as the horned helm, Races of Faerun, p.156). If you successfully fling that ally to a square adjacent to an enemy, your ally can make an attack of opportunity against that enemy gaining a +2 bonus on the attack roll and dealing triple damage on a successfull attack.

An Enemy, a Weapon. [Tactical]
To you an held enemy is more then a disabled foe: its a weapon ready to be thrown at its clueless fellows.
Prerequisite: Large size or greater, Rock Hurling, Fling Enemy, Str. 19.
Benefit: An Enemy, a Weapon enables the use of three tactical maneuver: each one requires you to be able to hurl the enemy you are holding (like explained in Fling Enemy feat) to a square occupied by another enemy.
Splat Enemy. To use this maneuver you must fling the enemy you held to the square occupied by a foe that is at least one size smaller. If you manage to reach such a distance the enemy in the occupied square is squashed by your hurled foe, suffering 1d8 damage for every size they differ, plus your Strenght modifier. Both the hurled enemy and the hit one must make a Reflex save (10+1/2 your character level+your Str. modifier) or be prone.
Foes Carom. To use this maneuver you must fling the enemy you held to the square occupied by a foe of the same size. If you manage to reach such a distance, you can make a bull rush attempt on the enemy in the occupied square. If you have Improved Rock Hurling feat you receive a +2 bonus on your Strenght check, and you also receive a cumulative +2 bonus if you have Master Rock Launcher. Determine the result of the bull rush as usual: if you succeed the hurled foe ends, prone, in the square occupied by the pushed enemy and the latter is moved into the new position determined by the result of the bull rush.
Forced Headbutt. To use this maneuver you must fling the enemy you held to the square occupied by a foe who is at least one size larger. If you succeed, you force both the hurled and the “receiving” enemies to slam their heads together. As a result, both the enemies must make a Fortitude save (10+1/2 your character level+your Str. modifier) or be stunned for one round. Then the hurled enemy ends prone in a random square adjacent to your target.


ALTERNATIVE CLASS FEATURES

Peak Warden.
Rangers are famous for their combat mastery either fighting with twin weapons or attacking an enemy from the distance. Some of them, expecially those born in mountain village, have learnt to rely on the unusual weapons provided by their stony enviroment to fight their enemy.
Level: 2nd
Replaces: Combat Style class feature (and further improvements)
Benefit: Instead of specializing on archery or two weapon fighting, the ranger focuses his training in the brutal art of rock throwing. At 2nd level, instead of gaining one of the bonus feats provided by Combat Style you gain Rock Hurling. At 6th level, when you would gain Improved Combat Style you gain Improved Rock Hurling instead. At 11th level, when you would gain Combat Style Mastery you gain Master Rock Launcher instead.
You do not need to meet the prerequisite for those feats.

Titanic Fury
While most barbarians get widespread benefits from their enraged combat style, improving both their strenght and their physical and mental endurance. Some barbarians, though, prefer to focus their wrath to enhance only their brawn becoming, in the process, bulky and similar to a giant.
Level: 1st.
Replaces: Rage class feature(and further improvements)
Benefit: Starting at 1st level, a barbarian can fly into an enraged state called Titanic Fury. While in this state, the barbarian gains a +4 bonus to Strenght, the Powerful build trait and Rock throwing special attack. He also takes a —2 penalty to Armor Class. A fit of Titanic Fury lasts for a number of rounds equal to 3 + the character’s Constitution modifier. A barbarian may prematurely end his rage. At the end of the fury, the barbarian loses the fury modifiers and restrictions (the same that apply to standard rage) and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th level barbarian, at which point this limitation no longer applies). A barbarian can fly into a Titanic Fury only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a fury takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
At 11th level, when he would gain Greater Rage, it gains Grater Titanic Fury instead: while using Titanic Fury the barbarian gains an additional +4 bonus to Strenght, with a total of +8.
At 20th level, when he would gain Mighty Rage, it gains Mighty Titanic Fury instead: while using Titanic Fury the barbarian gains an additional +4 bonus to Strenght, with a total of +12 and you gain Improved Powerful Build. With this feature his size actually improves by one step and he anso have Powerful Build. For example, a 20th level gnome barbarian using Mighty Titanic Fury would grow to Medium size and count as Large whenever it is advantageous to him.

Savage Warmaster.
Every warrior is engaged in a constant struggle to be up to date. Knowing and owning the newest weapon, the latest discovered material, acquiring items made from the most famous artisans are necessary operations when your life relies on the quality of the equipment you use. Some warrior, though, try to look back at the origin of warfare and learn using primitive, old fashoned but alway effective weapons.
Classes: Fighter, Swordsage, Crusader, Warblade.
Level: 1st.
Replaces: Some Weapon proficiencies.
Benefit: At 1st level, you select three martial weapon (both melee or ranged) you are proficient with: you are no longer proficient with those weapon. To replace those profieciencies, select three weapons from the following list: bolas°, harpoon*, goad*, iuak*, ritiiks* sugliin*, tigerskull club*, throwing rock (as per Rock Hurling feat). You are now proficient with the selected weapon.

*: weapons taken from Frostburn.
°: weapons taken from Players Handbook.


MAGIC ITEMS

Gloves of the Rock Hurler.
Price: 30.000 gp.
Body Slot: Hands
Caster Level: 9th
Aura: Moderate, (CD 19), Transmutation, Conjuration (summoning).
Activation: Standard action (command) and free action (mental).
Weight: 1 lb.

These gloves are made of sturdy leather and always seem covered in dirt and encrusted with small stones.

The Gloves of the Rock Hurler are the favourite tools of those warriors that has the strenght to wreck havoc in battle by throwing huge stones at the enemy. As a standard action, the wearer can touch a piece of raw, non-magical stone: as it does it and utter the command word the stone starts flowing like water and it’s sucked in an extradimensional space inside the gloves. With each touch the gloves can collect up to 10 cu. ft of stone (1500 lbs), which also is the gloves’ maximum capacity. The gloves weight remains unchanged.
Any time during the day, the wearer of the Gloves can spend a free action to call in his hand a portion of that stone, creating a boulder that can be hurled with Rock Hurling or similar feats and abilities. A fully loaded set of gloves can provide the typical rock-throwing large-sized creature with 33 boulders, weighting 45 lbs. each.
These gloves can be magical enhanced like standard ranged weapons. Every throwing rock created by the gloves has the enhancement put on the gloves. For example a pair of gloves enhanced as +1 frost burst weapons will create +1 frost burst throwing rocks.

Prerequisite: Craft Wondrous Items, Stone shape, Leomund’s Secret Chest.
Cost to create: 15,000 gp, 1200 exp, 30 days.

qazzquimby
2015-04-09, 11:15 PM
Soulmelds for hitting things far away

Bowstring of the Feather
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Arms
Saving Throw: None
The weapon in your hand gains a shining, silver bowstring.
If you have a free hand, you may shape a longbow, sized normally for you. It functions normally as a longbow, but cannot be destroyed unless the soulmeld is unshaped. If it leaves your hands for any reason, you may immediately return it to your hands as a full round action. If you are holding something else, or otherwise incapable of taking it, it falls to your feet. If used by another creature, it functions only as a normal longbow and gains no special benefits. You may conjure an arrow as a swift action, functioning as a mundane arrow, but which dissipates at the beginning of your turn if not in your possession.
Any bow or you wield has its range interval doubled, and targets with cover have their cover bonus reduced by 2.
Essentia: Bows and crossbows you use gain an additional +2 attack against flat footed targets for each point of essentia invested.

Chakra Bind (Arms)
Your bow lengthens and appears far sleeker than it did a moment ago.
Channeling centuries of careful artifice, you imbue your weapon with precise balance, making its strikes seem almost otherworldly. Any bow you wield ignores any cover bonuses short of total cover and has its range interval doubled again. If you damage a creature adjacent to a solid surface, you may pin them to the surface with your arrow, requiring a painful standard action to disconnect themself before they can move away from the surface. If the surface somehow moves, they move with it.

Incapacitating Boomerang
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Hands
Saving Throw: See text.
You form a wooden boomerang, engraved with wind-like patterns.
If you have a free hand, you may shape a boomerang, sized normally for you. It functions normally as a boomerang, described below, but cannot be destroyed unless the soulmeld is unshaped. If it leaves your hands for any reason, you may immediately return it to your hands as a full round action. If you are holding something else, or otherwise incapable of taking it, it falls to your feet. If used by another creature, it functions only as a normal boomerang and gains no special benefits.
Any boomerang you wield can do lethal damage at your choice, and returns to you even after hitting something when thrown.
Essentia: The boomerang gains an additional 10ft of maximum travel distance (default 30ft) for each point of essentia invested.

Chakra Bind (Hands)
The etchings glow bright green and the wood darkens to an eerie black.
Flying light despite its impressive weight, the boomerang calls to the perfect hunting practices of long extinct tribes. When you hit a creature with a boomerang, they must make a fort save DC 10+2 * damage dealt, or be dazed for one round.

Boomerang - Exotic Ranged Weapon
1d6 small, 1d8 medium, critical x2, Bludgeoning
Range Increment 30ft,
10 gp, 2 lb.
Special: deals non-lethal damage rather than lethal damage. If it does not hit anything when thrown, it flies 30ft before return to the thrower. It cannot hit anything more than 30ft away. Strength mod applied to damage.

Entangling Web
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Hands
Saving Throw: See text.
In one hands grows a hefty contraption, in the other, a silver net of silk.
If you have a free hand, you may shape a net gun and/or a net, sized normally for you. They each functions normally as, described below for the net gun, but they cannot be destroyed unless the soulmeld is unshaped. If the net gun or net leaves your hands for any reason, you may immediately return it to your hands as a full round action. If you are holding something else, or otherwise incapable of taking them, they fall to your feet. If used by another creature, they functions only as a normal net or net gun, and gain no special benefits.
Any net you use, with or without a net gun, mounts itself to the ground on hit, stopping the entangled creature from moving, and the creature becomes flat-footed instead of taking a -4 penalty to dexterity. Nets you use also have 10 hit points instead of 5.
Essentia: For every point of essentia invested, the DCs to escape the net increase by 2, and the net gains 2 health.

Chakra Bind (Hands)
Once thrown, the net holds fast to everything it touches, collapsing even the hardiest foe.
With the trapping weight of monstrous spider webs, the net quickly turns predator to prey. After entangling a creature in a net, every round the entangled creature makes efforts to escape, they must must make a Fortitude save DC 10 + 5 times the number of previous attempts they have made, or become fatigued. When they become fatigued, the DC resets, and failure causes them to become exhausted.

Net Gun - Martial Ranged Weapon
Deals no damage
Range Increment 15ft,
40 gp, 20 lb.

Special: Can be loaded with a folded net as a move action. Upon firing, the gun releases a net which acts normally for a net, but without its maximum range of 10ft.

Creature Cannon
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Feet
Saving Throw: None
You form boots of sturdy wooden beams, tense and spring-loaded.
The deranged invention of a reckless gnome (dead shortly after), these boots are extremely uncomfortable, but can give a much needed burst of speed in times of trouble. While wearing the boots, you have -10ft of move speed, due to the great weight. As a swift action, by saying the somewhat too common command word “lunge,” you are launched forwards 60ft. On collision with a solid surface, you and the surface take 1d6 bludgeoning damage for every 10ft you were prevented from moving. If you move through a creature’s occupied space, you may make a touch attack to collide with the creature, pushing them with you for the rest of the movement, and making them take any collision damage in your place. You can only contact one creature this way.
After using this effect, the boots stay on the ground where you lunged from, and lock in place until manually disabled as a move action. While locked into place, the boots more closely resemble spring-loaded runways rather than shoes, with each boot forming a miniature track. Any creature who jumps onto the tracks is immediately launched as by the initial lunge ability, in the same direction as the original launch. Any creature who foolishly puts a single foot into a track pushed 5ft in the same direction and knocked prone.
Essentia: For every point of essentia, the launch distance can be increased or decreased by 10ft, chosen when the essentia is invested.

Chakra Bind (Feet)
The boots bolt themselves, painlessly, into your legs, and let out a breath of steam as metal pistons tighten.
With the new command word “jump,” you can immediately jump 30ft into the air, and as a swift action can use the command word to jump off of an adjacent surface for an additional 30 vertical or 60 horizontal feet of movement. If you land on a creature while wearing the boots, they take all fall damage you would normally take, in your place. If you do not land on a creature, any fall damage you take is reduced by 120 ft while wearing the boots.

Crossbow of Unexpected Cranial Obliteration
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Hands
Saving Throw: None
From nowhere, you grab a horrific crossbow. It seems poised to fire in your hands, and each waiting bolt is lined with blades.
If you have a free hand, you may shape a heavy crossbow, sized normally for you. It functions normally as a heavy crossbow, but cannot be destroyed unless the soulmeld is unshaped. If it leaves your hands for any reason, you may immediately return it to your hands as a full round action. If you are holding something else, or otherwise incapable of taking it, it falls to your feet. If used by another creature, it functions only as a normal heavy crossbow and gains no special benefits. You may conjure a bolt as a swift action, functioning as a mundane bolt, but which dissipates at the beginning of your turn if not in your possession.
While wielding any bow or crossbow, you gain death attack, as an assassin, and deal 2 extra damage against flat-footed targets.
Essentia: Any bow or crossbow you use gains an additional +2 damage against flat footed targets for each point of essentia invested.

Chakra Bind (Hands)
Bolts you ready are serrated down the shaft, and slowly drip with blood.
Drawing from a nameless master assassin who changed history without leaving a trace, your weapon is adept at ending reigns. You automatically know the life total of every creature within line of sight who you are aware of. You may choose to deal average damage during an attack, instead of rolling for damage. In addition, while studying a target as you would for death attack, rather than counting the rounds towards death attack, you may add 1d6 to your next attack made against the target, to a maximum of 5d6. This attack must be made immediately after you stop studying to benefit.

Infuriating Boots
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Feet
Saving Throw: None
You shape incarnum into perfectly fitting velvet boots, that change in color and texture to mimic the surface you stand on.
When using the sniping usage of the hide skill, you may move up to 10ft from where you attacked from before hiding. If you successfully hit your target, you get a +4 to your hide check.
Essentia: For every point of essentia invested, you may move an additional 10ft before hiding.

Chakra Bind (Feet)
Your boots become practically invisible, while remaining extremely fashionable.
Drawing from the skills of girlish elves and cocksure rogues through the ages, you master misdirection. By firing a shot to deliberately miss, you can make a sudden noise, or make your arrows appear to be coming from another direction with a ricochet. This misleads those who are searching for you, giving them a -4 to any spot or search checks towards you for three rounds. In addition, you may giggle, taunt your foes, or make other noises, without benefiting their search for you in any way.

Beam of Shrapnel
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Shoulders
Saving Throw: See text.
You bend incarnum into a frightening machine, like a cannon covered in spinning wheels and pistons.
If you have a free space adjacent to you, you may form a shard launcher. It functions normally as a shard launcher, described below, but cannot be destroyed unless the soulmeld is unshaped. As a full round action, you may immediately return it to a space adjacent to you. If used by another creature, it functions only as a normal shard launcher and gains no special benefits.
Any shard launcher you wield is always considered to be loaded with a material that deals half piercing and half slashing damage.
Essentia: The shard launcher deals an additional 2 damage for every point of essentia invested.

Chakra Bind (Shoulders)
While weighing far more than you, your cannon feels weightless as you carry it on your back.
You appear almost doubled in size while carrying the massive warmachine, mounted on your shoulders. While being carried, the shard launcher does not need to be disabled to be moved, and always remains in your space. It is immediately set to fire in whichever direction you last moved, attacked, or performed another action requiring facing, but can be aimed as a swift action as normal.

Shard Launcher - Martial Ranged Weapon
1d12, See text
Range Increment -,
300 gp, 200 lb.
Special: Cannot be used to attack normally, but can be aimed in any direction as a move action. When activated by an adjacent creature as a swift action, it continually fires in the direction it is currently aimed. On a creature's turn, if they are in the line of fire, or move through it, they immediately take 1d12 damage. The beam of shrapnel extends 60ft before the projectiles skid to a stop. If the shard launcher is aimed directly at a creature, they may make a reflex save DC 20 to move 5ft in any direction.
Loading a shard launcher requires many small, painful objects, such as stones or kitchen utensils. The type of damage dealt is dependent on the material it is loaded with, with rocks dealing bludgeoning damage and sharper objects dealing piercing and slashing. The shard launcher can continually fire for 1 round for every 10 pounds of material it is loaded with, and can store up to 100 pounds of material without any funneling add-ons.
To move the shard launcher, it must be deactivated, and then rolled along the ground at half your normal movement distance. The shard launcher is always medium sized.

Ballistic Bicep Ballooning
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Arms
Saving Throw: None
The heaviest objects feel weightless in your hands, as you fling your weapon towards a distant foe.
Any melee weapon you use can be treated as a thrown weapon, with none of the normal penalties. A weapon a range interval of 20ft, or its original range interval, whichever is greater.
Essentia: For every point of essentia invested, you deal 2 extra damage when throwing a weapon with both hands.

Chakra Bind (Arms)
You just love throwing things so much.
Fueled by your own satisfaction, you enter a bizarre rhythm. After making a ranged attack with a thrown weapon, you may spend a swift action to move up to 25 ft towards where the weapon landed, and pick up the weapon if it is within reach. Your attacks with thrown weapon do 2 extra damage per range interval they are away from you.

Whaler's Trap
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Shoulders
Saving Throw: See text.
A vicious barbed pole pokes out of a sleek white cannon.
If you have a free space adjacent to you, you may form a harpoon gun, sized normally for you, with or without a tripod. It functions normally as a harpoon gun, described below, but cannot be destroyed unless the soulmeld is unshaped. As a full round action, you may immediately return it to a space adjacent to you, and conjure 5 harpoons. If used by another creature, it functions only as a normal harpoon gun and gains no special benefits.
Essentia: The harpoon gun's range increment is increased by 5ft for every point of essentia invested.

Chakra Bind (Shoulders)
Your perforated prey is dragged helpless, across the ground. It's much too easy.
You suffer no penalties when holding a harpoon gun. Every harpoon you fire is considered to be roped, with no maximum length, and the rope is improved to have 10 hardness, 5 hitpoints, and a break DC of 26. Starting to reel in a target is reduced to a free action.

Harpoon Gun - Martial Ranged Weapon
1d10, Piercing
Range Increment 15,
300 gp, 150 lb.
When fired, the harpoon gun launches a harpoon at the target. If mounted, the harpoon gun can be aimed and fired by any creature within its space, though another creature attending the harpoon gun can interfere, applying a -8 penalty to the attack roll. If held, the holder moves 5 feet slower, to a minimum movement distance of 5ft, and is pushed 5ft in the opposite direction the gun was fired if of the weapon's size or smaller.
Loading a harpoon gun is a full round action. Harpoons can be attached to a rope as a move action, though this only needs to be done once per harpoon, and the rope can be tied to a mechanism inside the harpoon gun as another move action.
On hitting a creature, the creature is impaled. Removing the harpoon is a full round action that deals another 1d10 damage, though the rope of a roped harpoon can also be broken.
As a swift action, an attending creature can cause the harpoon gun to begin to reel in an attached roped harpoon, along with any creature currently impaled by the harpoon, which drags them towards 20ft towards the gun and the beginning of the wielder's turn.
Unloaded harpoons can be used as short spears, with a -2 penalty to hit.

Zaydos
2015-04-19, 11:17 PM
And closing this thread a day late, sorry about that.