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View Full Version : Contest Local Speakeasy: Home Brewing 3.X Competition II: The Wild Side



ShiningStarling
2016-07-15, 01:38 AM
THE WILD SIDE


http://pre03.deviantart.net/08bb/th/pre/f/2012/117/1/b/wild_magic_by_hunqwert-d4xqmn7.jpgCredit to Danyiart on Deviantart http://danyiart.deviantart.com/

~Welcome to the jungle, we've got fun and games~
~And the days go by, water flowing underground, Into the Blue again~
~I wanna lose control, uh oh~
~Looking for some trouble tonight, Take my hand, I'll show you the wild side~

Welcome one and all to the 3.X Local Speakeasy, custodian of many Home Brews. Bring a new brew to the table, or have a taste of someone else's. The 'brews in this fine establishment are not your heavy Base Classes, or the ever popular 10 level Prestige Classes. Here patrons enjoy lighter fare: Feats, Skill Tricks or Uses, Spells, Powers, Invocations, Vestiges, Soulmelds, and Maneuvers for those looking to add a little flavor to their day, Alternate Class Features, Racial Substitution Levels, Prestige Classes of few levels, and Monsters for those seeking a bit more kick, and for guests of hearty guts, we also take and provide Alternate Rules for Magic and Combat. But ah, I hear you say, the Theme is the thing...


This month's theme is
WILD

Druids, Barbarians, and Rangers of new flavor, or something totally different. Fey that frenzy nearby mortals, Wild Magic, and more, anything Wild, Unpredictable, or from Mother Earth is all big game here.

Rules

Entry must not be a base class, nor a prestige class exceeding 3 levels, and must be for 3.X [changed from 5 levels because 5 now seems like just enough to be too crowded]
Entry must be original, and made for this contest
Entry must be related to the theme
Entry must be completed by August 15th, 2016
Entry must be easy to read (templates will be provided)
Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry)


Breaking any of these rules will disqualify you, and plagiarism will get you reported.

Bring forth your best!

Ladies, Gentlemen, Distinguished Patrons and Brewers, Entities of Great Signifigance, and all the rest of you...

Let us begin!

Chat Thread is here. (http://www.giantitp.com/forums/showthread.php?489919-Local-Speakeasy-Competition-Chat-No-Reservations-necessary&p=20842312#post20842312) Please only post entries in this thread, the chat thread is for everything other than entries.

Credit to Guns n Roses for the song Welcome to the Jungle, Talking Heads for the song Once in a Lifetime, Deathray for the song I Wanna Lose Control, Ke$ha for the song Die Young
Credit to Temotei for most of the Class template, to Zaydos for the other templates other than Monster, ACF, and RSL

ShiningStarling
2016-07-15, 01:39 AM
Templates


Prestige Class Name
Put an optional image of your class here!
Put a quote by or about a member of your class here!
A general description of what your class is!
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
Prerequisites:
To become a CLASS NAME, a character must fulfill all the following criteria.
Criteria:
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points per Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Prestige Class Name
Put an optional image of your class here!
Put a quote by or about a member of your class here!
A general description of what your class is!
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
Prerequisites:
To become a CLASS NAME, a character must fulfill all the following criteria.
Criteria:
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points per Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Alternate Class Features:
Feature Name
Description
Class: Class in which the feature may be traded
Level: Level at which the feature may be selected
Replaces: Existing feature replaced by this alternate
Benefit: The new feature
Alternate Class Features:
Feature Name
Description
Class: Class in which the feature may be traded
Level: Level at which the feature may be selected
Replaces: Existing feature replaced by this alternate
Benefit: The new feature

Racial Substitution Levels:
Class Substitution Name
Description
Hit Dice:
Requirements:
Race, and levels at which they are taken
Class Skills
Skill changes (or lack thereof)
Skill Points at Each Level: x+Int modifier (or 4x this as beginning character)

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Class Features
Ability (Ex, Su, Sp, Ps, etc.):
Racial Substitution Levels:
Class Substitution Name
Description
Hit Dice:
Requirements:
Race, and levels at which they are taken
Class Skills
Skill changes (or lack thereof)
Skill Points at Each Level: x+Int modifier (or 4x this as beginning character)

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Class Features
Ability (Ex, Su, Sp, Ps, etc.):

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.
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.

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.

Powers:
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting 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 powers.
Power Resistance: Excluded from personal powers.
Power Points: Also XP cost here
Descriptive text
Game mechanic effect.
Augmentation:
Powers:
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting 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 powers.
Power Resistance: Excluded from personal powers.
Power Points: Also XP cost here
Descriptive text
Game mechanic effect.
Augmentation:

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

Vestiges:
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.
Vestiges:
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.

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
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

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

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

If not:
Fluff description
Mechanic description.
Utterances:
Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved 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.
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.

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.
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.

MONSTER NAMESIZE TYPE (Subtypes)
Hit Dice: XdY+Z (? hp)
Initiative: +X
Speed: X ft.
Armor Class: X, touch Y, flat-footed Z
Base Attack/Grapple: +X/+Y
Attack: ATTACK NAME +X (XdY+Z/crit range)
Full Attack: ATTACK NAME +X (XdY+Z/crit range)
Space/Reach: X ft./Y ft.
Special Attacks:
Special Qualities:
Saves: Fort +X, Ref +Y, Will +Z
Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Descriptive text
Combat Abilities
Ability (Ex, Su, Sp, Ps, etc.):
MONSTER NAMESIZE TYPE (Subtypes)
Hit Dice: XdY+Z (? hp)
Initiative: +X
Speed: X ft.
Armor Class: X, touch Y, flat-footed Z
Base Attack/Grapple: +X/+Y
Attack: ATTACK NAME +X (XdY+Z/crit range)
Full Attack: ATTACK NAME +X (XdY+Z/crit range)
Space/Reach: X ft./Y ft.
Special Attacks:
Special Qualities:
Saves: Fort +X, Ref +Y, Will +Z
Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Descriptive text
Combat Abilities
Ability (Ex, Su, Sp, Ps, etc.):

LordOfCain
2016-07-15, 02:27 PM
Feats:
Name: Wild Flight [Heritage]
This feat is meant to represent someone who is in tune with their fey heritage and uses it to their advantage.
Prerequisites: Fey Heritage and Fey Skin
Benefit: This feat grants a 10 ft + an additional 5 ft./3 levels flight speed. While a character is using flight from this feat, they lose 2 damage reduction granted by the Fey Skin feat. If they use it for more than 10 rounds consecutively they take 1d2 points of damage per round of use after it.

Name: Improved Wild Flight
Improved Wild Flight improves the flight of someone with the Wild Flight feat.
Prerequisites: Wild Flight
Benefit: A character with the Improved Wild Flight feat moves 5 feet faster when flying and can move 2 more rounds before taking damage.
Special: This feat can be taken more than once, its effects stack.

Jormengand
2016-07-15, 06:34 PM
The Wild
"There aren't even rules for sleeping, you know!"
- Miko Miyazaki, OotS #224

The wilderness is a dangerous place. In reality, it isn't trivial for someone with basic survival training to get along in the wild with no chance of starving or getting lost. You need shelter, and you need sleep, and you need food, and you need water, and it's not easy to get those - you also need air, of course, but that's usually easier to find.

Whether or not a creature breathes, sleeps and/or eats is given in the entry of that creature type. A creature who has to eat also has to drink. All creatures need shelter, unless they're immune to all weather effects that appear in the region they're in. The information on which creature types need what is summarised below:


TypeBreatheEat/DrinkSleep
AberrationYesYesYes
AnimalYesYesYes
ConstructNoNoNo
DeathlessNoNoNo
DragonYesYesYes
ElementalNoNoNo
FeyYesYesYes
GiantYesYesYes
HumanoidYesYesYes
Magical BeastYesYesYes
Monstrous HumanoidYesYesYes
OozeYesYesNo
OutsiderYesNoNo
Outsider (Native)YesYesYes
PlantYesYesNo
UndeadNoNoNo
VerminYesYesYes



Air
"Air, I should explain, becomes the wind when it is agitated".
- Titus Lucretius Carus, On the Nature of Things

Breathing rules are given in the section on suffocation. Note that suffocation should never be able to increase someone's hit points. Further, the character should be entitled to a save to prevent each stage of suffocation. A creature who "Suffocates" in the third round is dead, to be clear.

The exact same is true of drowning.


Shelter
"One had to build shelters. One had to make pockets and live inside them."
- Lorrie Moore, Like Life

Creatures need shelter to survive. In general, a creature who moves through rain suffers from cold dangers of one level colder than the actual cold level after just twenty minutes, and heat dangers of one level hotter than the actual heat level in the same time. Even heat and cold themselves are dangerous: each level of heat or cold reduces a creature's speed both in combat and overland by one quarter. Creatures in unearthly heat or cold can only hope to stagger about at a rate of 5 feet per round and hope to reach some pre-built shelter or the edge of the heat or cold.

A shelter takes about an hour to make, and usually requires a DC 20 appropriate craft or survival check. You must have some materials handy. Depending on the materials you have handy, it may be faster or slower, and easier or harder. For example, if you try to turn an abandoned animal den for a large animal into a shelter, you may only need 10 minutes and a DC 10 check. If you try to turn a stone pillar into a shelter, it could easily take hours and the DC might be as high as 50. Creating a shelter with no materials whatever is simply impossible. If you fail the check to make a shelter, you waste half the time you would have spent doing so.

A shelter causes you to ignore rain effects and treat the heat or cold as one step better. You can make shelters that are better than this, but it takes twice as long and you need to pass another check.


Sleep
"Sleep is that golden chain that ties health and our bodies together."
- Thomas Dekker

Most creatures need sleep to survive. If a creature who needs sleep goes without proper sleep for longer than three times their constitution score in hours, they become fatigued. If they go for three times this long, they are exhausted. If they go for six times this long, they immediately fall asleep and if they can't, they die. A creature who becomes fatigued in this way must take a will save at DC 20 every ten minutes they are sitting or lying down or fall asleep. A creature who becomes exhausted must take a DC 20 will save every hour they are not sitting or lying down and every round they are, or fall asleep. A good sleep of eight hours sets the time without sleep back by three times your constitution modifier, and fractions or multiples of this time set it back by an equivalent fraction or multiple of this value.

A standing creature who falls asleep takes 1d6 points of falling damage if they fall onto a hard surface.

To sleep, a creature usually needs a fairly comfortable surface, such as a bedroll. If you don't have one, you are at risk of not falling asleep until you actually become fatigued.


Water
"Thousands have lived without love, not one without water"
- W. H. Auden, First Things First

Most creatures must drink to survive. The exact parameters of this are given on Sandstorm, page 15.

More importantly, you cannot simply take the DC 10 check to get along in the wild and mysteriously find water unless you have some water to find: there must be some rivers, or you must stop to gather and purify rain and you must have the equipment to do so in that case, or you must melt ice, or find some other way to get water.

Many rivers are infected with filth fever (as though it were an ingested disease). A character who drinks from a river near muddy terrain must save against the disease. Some rivers are also infected with blinding sickness, and a character who drinks from one must save against that. Filth fever is caused by mud, and blinding sickness is usually caused by excrement.

A character who tries to drink salt water actually hastens their demise, unless the salt is at a very low concentration.


Food
"You don't need a silver fork to eat good food."
- Paul Prudhomme

Most creatures must eat to survive. A character who needs food and who does not eat properly for three times their constitution score in hours is sickened. A character who does not eat properly for ten times their constitution score in hours is also nauseated. A character who does not eat properly for thirty times their constitution score in hours has a 50% chance to lose each action. A character who does not eat properly for fifty times their constitution score in hours dies. A decent meal sets the time back by 3 times the character's constitution modifier.

More importantly, you cannot simply take the DC 10 check to get along in the wild and mysteriously find food unless you have some food to find: there must be some animals to hunt, berries to find, or otherwise a way to obtain food. If you want to hunt an animal, you must fight and kill it in combat: the survival check just finds you enough sources of food to support you and one other person per 2 points above 10 (if that many exist in the area), but you and your allies must choose whether or not to attempt to take advantage of them as they appear.

Some food may be infected with disease. Food half-eaten by bats commonly causes red ache (as though it were an ingested disease), for example. Raw meat often causes a variety of diseases.


Company and Sanity
"The mind is its own place, and in itself can make a heaven of hell, a hell of heaven."
- John Milton, Paradise Lost Book I

All creatures who are not immune to mind-affecting abilities will eventually go insane without company. While two creatures may eventually get sick of each other, at least they'll have someone to be with. Being on your own, however, is often debilitating.

A creature can hold out alone for ten days per point of wisdom before starting to feel the effects of insanity. Each day from then on, they must take a will save (DC 20) or suffer from insomnia for the entire day and night (see the section on insomnia).


Conditions
“Maybe we all have darkness inside of us and some of us are better at dealing with it than others.”
- Jasmine Warga, My Heart and Other Black Holes

Sometimes, it is difficult for a character to survive because they are suffering from one or more health conditions. Some are physical, others mental, yet others part of each; all are real and none deserves to be belittled. Here are some of the conditions that can make survival difficult.

The following section is potentially disturbing to read for some; if so, you do not need to read it and it is not at all required.

Anorexia
A creature with Anorexia attempts to eschew eating. If they don't pass a DC 20 will save each day, they cannot eat anything more than a quarter of a proper meal during that day.

Asthma or Cystic Fibrosis
Despite being two unrelated conditions, both Asthma and Cystic Fibrosis are similar enough to have an essentially identical effect. Each time a character with either condition runs, or every hour in any case, they have a 1% chance to be affected by the symptoms, even if they are asleep. They cannot breathe properly and begin to suffocate, albeit at half speed. It takes one minute of doing nothing but attempt to recover to stop the effects, and then the sufferer is entitled to a DC 20 fortitude save immediately, and each round they continue to attempt to recover, to stop the symptoms.

Another creature who knows what they're doing can recognise Asthma or Cystic Fibrosis with a DC 20 heal check, with a +10 bonus if they've seen it before. They know offhand how to treat it if they roll high enough to pass the check without needing the bonus, or if they've seen the treatment performed before. The treatment for each condition is different. This allows them to help a creature who has fallen unconscious to recover.

Bulimia or Rumination Syndrome
Although unrelated, these two conditions are similar in their effects. A creature with either condition who eats anything must take a save at DC 20 - will for Bulimia and fortitude for Rumination Syndrome - or throw it back up 2d6 minutes later.

Insomnia
A creature with Insomnia cannot sleep unless exhausted without spending 2 hours just trying to get to sleep. Even then, the creature must pass a DC 20 will save or a DC 30 autohypnosis check, whichever is easier.

Narcolepsy
A creature with Narcolepsy automatically fails any save to attempt to stop falling asleep if they are exhausted, uses the normal rules for suddenly falling asleep while exhausted if they are fatigued, and uses the normal rules for suddenly falling asleep while fatigued if they are neither.

Polydipsia
A creature with polydipsia suffers the effects of thirst at twice the normal rate.

Polyphagia
A creature with polyphagia suffers the effects of starvation at twice the normal rate.


Feats, Flaws, and Spells
“Sometimes there's not a better way. Sometimes there's only the hard way.”
- Mary E. Pearson, The Fox Inheritance

One feat, Endurance, has additional functionality:

Endurance
Benefit
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Further, your constitution is treated as 4 points higher to determine the effects of hunger, thirst and lack of sleep.

Normal
A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

Special
A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.


Some flaws are provided below which are likely to provide an inconvenience for the character above and beyond the kind of flaw which is taken for an easy feat with no real drawback. They are as follows:

Danger-Born: Your character takes a -2 penalty to all D20 rolls and all damage rolls when in a location safer than an improvised shelter.
Disorder: Your character suffers from your choice of Anorexia, Asthma, Bulimia, Cystic Fibrosis, Insomnia, Narcolepsy, Polydipsia, Polyphagia, or Rumination Syndrome. If it is cured or removed somehow, you lose this flaw and the bonus feat from it. You can take this flaw more than once, but you must choose a different condition each time and cannot have both Asthma and Cystic Fibrosis, Bulimia and Rumination Syndrome, or Insomnia and Narcolepsy.
Tired: Your character needs to sleep twice as often.


One spell, Bestow Curse, has an additional functionality. Add the following to the list of possible curses:


The character suffers from your choice of Anorexia, Asthma, Bulimia, Cystic Fibrosis, Insomnia, Narcolepsy, Polydipsia, Polyphagia, or Rumination Syndrome. They cannot have both Asthma and Cystic Fibrosis, Bulimia and Rumination Syndrome, or Insomnia and Narcolepsy.


The following are new spells that make use of these rules:

Exhausting Strike
Necromancy
Level: Assassin 2, Blackguard 3, Cleric 3, Paladin of Slaughter/Tyranny 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Your attacks sap the target's strength, rather than their health.

Whenever you would deal damage to a creature who needs sleep, instead that creature is treated as having spent additional sleepless hours equal to the damage you would have dealt. Apply damage reduction and resistances first.

Remove Disorder
Conjuration (Healing)
Level: Cleric 7, Healer 6
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Only one
Effect: of these
Area: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You relieve a creature of one disorder.

You end a creature's Anorexia, Asthma, Bulimia, Cystic Fibrosis, Insomnia, Narcolepsy, Polydipsia, Polyphagia, or Rumination Syndrome.

Vacuum
Evocation [Air]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400-ft + 40-ft/caster levels)
Area: 100 ft radius sphere.
Duration: 1 hour.
Saving Throw: Fortitude partial (See text)
Spell Resistance: No.
You remove all the air from an area.

You choose an area within range, and all the air in the area disappears. Creatures reliant on air follow the normal suffocation rules. The vacuum causes 2d6 cold damage and 1d4 untyped damage each round to each creature in the area.

Grand Arbiter
2016-08-04, 06:39 PM
Lizardfolk


-----The Lizardfolk have lived content in their swamps for centuries, following ancient customs unswervingly. Guided by their priests, they have survived wars and hardships aplenty.
-----The newer generations, however, have begun to question their elders. They are no longer content to merely survive, they want to thrive. The priests, while wise, do little more than push the desire of their deity. A deity who wishes for little else than its people to survive and propagate, showing little care for the desires of its people. As such, many have begun to turn to the Old Ways, druidic traditions of their ancestors.


Personality: Lizardfolk can vary from proud and reserved, to boisterous and uncouth.

Physical description: Most lizardfolk resemble a bipedal alligator or crocodile with a small fin on the back of their head. They typically range from 6 to 7 feet tall with green, gray, or brown scales. They also possess a tail, 3 to 4 feet in length, that they use for balance and swimming. On average, a lizardfolk weighs from 200-250 pounds. There is a negligible size difference between male and female lizardfolk.

Relations: Relations with other races are highly dependent upon how those other races have interacted with a particular tribe of lizardfolk. For example, if tribe A had been harassed by human settlers they would likely hold a dim view of humans. Tribe B lives near the shore and trades with locathath on regular basis, and view them as allies/friends.
-----Troglodytes, however, are frequently the subjects of enmity. Some clans of troglodytes move into the lizardfolk’s wetlands where both must then compete for the limited resources. Furthermore, in their lust for steel the Troglodytes draw the ire of humanoid races, which may be incorrectly vented upon the lizardfolk.

Alignment: Lizardfolk as a race tend towards neutral alignment, as it is the most practical from a survival perspective. Individuals may vary, but most retain a degree of neutrality.

Religion: The deity Semuanya (Se-moo-on-I-ya), who has been their patron deity for centuries, is beginning to fall out of favor. While devoted to the survival and propagation of the lizardfolk race, Semuanya is lethargic and takes little action itself. Its clergy are growing fewer, and the druids and shamans are gaining ground. Just as wise and more willing to act, it is easy to understand their newfound popularity.

Lands: Warm/tropical wetlands and swamps are typically claimed by lizardfolk, who strive to defend them against outsiders. Tribal borders within the swamps are typically natural features, such as streams and rock formations.
-----Their first permanent settlement, Aradi, has been founded scarcely months ago under the leadership of Blacktooth; an archdruid named for the black dragon skull that sits atop his runestaff. While the news of this event has reached the outside world, the nature of this place remains a mystery.

Languages: Most lizardfolk speak Draconic as their native tongue, as it has been used as long as they can remember. Common is gaining prevalence as a trade language among the newer generations.

Names: A lizardfolk typically possesses a name that either describes themself or a valued accomplishment. A few take their tribe or clan’s name as a surname.

Adventures: Lizardfolk that take up the path of the adventurer typically either seek to explore the world, or have been exiled from their tribe.


Lizardfolk characters possess the following racial traits.
• +2 Constitution, -2 Intelligence. Lizardfolk are hardy, but not as smart as your average human.
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Humanoid (Reptillian). Lizardfolk are humanoids with the reptilian subtype.
• A lizardfolk’s base land speed is 30 feet.
• +2 natural armor. Lizardfolk possess sturdy scales which serve as a rudimentary armor.
• +4 racial bonus on Jump and Balance checks. Lizardfolk are able to use their tails to balance and jump better than other races.
• Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
• Favored Class: Druid.

Age: Lizardfolk are considered adults at approximately the same age as humans, but can live longer in peaceful conditions.

Adulthood
Simple classes*
Moderate classes**
Complex classes***
Middle Age
Old
Venerable
Maximum Age

15 years
+1d6
+1d10
+3d6
50 years
75 years
100 years
+ 3d20 years

*ex: Barbarian, Rogue, Sorcerer
**ex: Bard, Fighter, Paladin, Ranger
***ex: Cleric, Druid, Monk, Wizard

Height and Weight:
Base HeightHeight ModifierBase WeightWeight Modifier
5’10’’ +2d8 200 lb. x(1d4) lb.




Strong Swimmer [Racial]
You are a strong swimmer and able to hold your breath longer than others of your kind..
Prerequisites: Lizardfolk
Benefit:You gain a +4 racial bonus on swim checks and can hold your breath for 4xConstitution score rounds instead of the standard 2xConstitution score rounds.
Special: This feat may only be taken once.

Sturdy Scales [Racial]
Your scales are exceptionally resilient.
Prerequisites: Lizardfolk
Benefit: Your natural armor bonus increases from +2 to +5.
Special: This feat may only be taken once.

Wild Warrior [Racial]
You are stronger than your fellows and are able to bring claws and a toothed bite to bear.
Prerequisites: Lizardfolk, First level only
Benefit: You gain +2 Strength, 2 claw attacks(1d4, primary natural weapons) and a bite attack (1d4, secondary natural attack).
Special: This feat may only be taken at first level.




Racial Substitution Levels:
Lizardfolk Bowmaster

The Lizardfolk Bowmasters are advanced scouts, trained to use their bows to great effect against their foes. Not only able to hit hard on the move, they are also skilled at delivering precise, aimed blows.

Hit Dice: d8
Requirements:
Lizardfolk, about to take the corresponding level of Scout
Class Skills
No change
Skill Points at Each Level: 8+Int modifier (4x at first level)

BOWMASTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+0

+2

+0
Skirmish (+1d6), Archery Training, Trapfinding


2nd

+1

+0

+3

+0
Battle Fortitude +1, uncanny dodge, Aim


4th

+3

+1

+4

+1
Bonus Feat, Marksmanship


10th

+7/+2

+3

+7

+3
Blindsense 30ft., Improved Evasion


Class Features


Archery training (Ex): Lizardfolk Bowmasters train extensively with their bows, and often outmatch scouts of similar experience in feats of archery.

A lizardfolk bowmaster may treat their scout level as granting a base attack bonus equal to their level, for bows* only. They also gain proficiency in the longbow.


Aim (Ex): Most scouts excel using hit-and-run tactics, but lose potency when forced into remaining in place. The lizardfolk bowmasters have developed a method to focus their aim, and deal grievous wounds.

As a full-round action, a lizardfolk bowmaster may fire an arrow at a single target and deal extra damage equal to their skirmish bonus damage. They also gain a bonus to the attack roll equal to the AC bonus they would gain from skirmish (if any). The feats Rapid Shot and Manyshot do not work with Aim. Aim only functions with bows*


Marksmanship (Ex): One of the typical shortcomings of relying on precision damage is the immunity that many creatures possess. However, one must only know where to strike.

A lizard folk bow master has a 50% chance to ignore immunity to critical hits, except for oozes and incorporeal creatures. It increases to 100% at eight level. This applies to any weapon(s) wielded by the bowmaster.


Improved Evasion (Ex): This ability works as the rogue ability of the same name.

*longbow, shortbow, etc. , not crossbows


Feats
Dodge Arrow
You are able to deftly dodge incoming projectiles.
Prerequisites: Dodge, Dex 15+
Benefit: Once per round when you would normally be hit with a ranged weapon, you may evade it such that you take no damage from it. You must be aware of the attack and not flat-footed.

Attempting to dodge a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be dodged.

Extra Dodge
You are particularly adept at evading projectiles.
Prerequisites: Dodge Arrow, Dex 17+
Benefit: You may dodge an additional ranged weapon each round.
Special: This feat may be taken multiple times. Each time after the first, the minimum Dexterity prerequisite increases by two. (ex: Dex 19+ for the second time, Dex 21+ for the third time, etc.)

khadgar567
2016-08-05, 01:02 AM
can old but not completely published brew works if yes then I might try my paw in this contest

sengmeng
2016-08-05, 01:00 PM
Wild Magic Surge [Metamagic]
Sometimes, a wizard just wants to cut loose.
Prerequisites: Non-spontaneous arcane spell casting, any two other metamagic feats
Benefit: You may lose a prepared spell to engage in a Wild magic surge as a standard action. Wild magic surges have several effects related to the type of spell that was sacrificed to power them, and have greater effects based on the level of the spell sacrificed. Wild magic surges are not spells or spell-like abilities, function in anti-magic fields, are not subject to spell resistance, and cannot be dispelled. Whenever a wild magic surge is used, roll a 1d6-2. In all cases for the remainder of this feat description, spell level refers to the level of the spell sacrificed plus the result of that die roll. If a spell's level is reduced to zero by the die roll, the spell is lost but no effect happens. When a 6 is rolled, the wild magic surge is based off of a different spell's school. Roll a d8 to determine which one. Spells without a school also roll a d8 to determine the effect.

(1) Abjuration: You gain a deflection bonus to AC, saves, and SR equal to 3 times the level of the spell sacrificed.

(2) Transmutation: You gain a bonus to all abilities equal to the level of the sacrificed spell. This lasts for 2 rounds per level of the sacrificed spell.

(3) Necromancy: A surge of negative energy bursts from your position. All creatures in a radius equal to 10 feet per level of the sacrificed spell take 1 negative level unless they make a will save of 10 + the sacrificed spell's level + your intelligence bonus, starting with the nearest creature and stopping when it has dealt out negative levels equal to the sacrificed spell's level. You heal 5 hp per negative level inflicted, and gain any excess as temporary hitpoints. If all creatures in radius have made their saves or been dealt a negative level and there are still negative levels to inflict, the nearest creature who didn't make their saving will get another negative level, and then the next creature who failed their save and so on until the levels are all dealt, or there are no creatures left in the radius who haven't made a save.

(4) Evocation: An explosion erupts from your position. It deals 2d6 damage per level of the spell sacrificed. Half the damage is fire and half is force. The fire damage can be halved by making a reflex save of DC 10 + sacrificed spell's level + your intelligence bonus. The radius of the burst is 5 feet per level of the spell sacrificed.

(5) Enchantment: Any creature trying to target you with a spell, ability, or attack must make a will save of DC 10 + the sacrificed spell's level + your intelligence bonus. If they fail, they lose that action. Spells and abilities with limited uses lose a use. After saving twice in a row successfully, a creature becomes immune to this ability until it is used again. It lasts for 2 rounds per level of the sacrificed spell.

(6) Illusion: This creates an explosion which appears to be identical to the evocation ability, but is an illusion. Creatures in the blast area must make a Will save versus DC 10 + the sacrificed spell's level + your intelligence bonus or take the damage. If they fail this save, they can still make a reflex save to halve the fire damage. You also become invisible for 2 rounds per level of the sacrificed spell, or until you make an attack, or take an offensive action as per the invisibility spell.

(7) Conjuration: You gain fast healing equal to the level of the sacrificed spell and can teleport up to 10 feet per level of the sacrificed spell as an immediate action. This lasts for 2 rounds per level of the sacrificed spell.

(8) Divination: You gain a +2 insight bonus per level of the sacrificed spell to all d20 rolls for 2 rounds per level of the sacrificed spell.

ShiningStarling
2016-08-14, 05:53 PM
Hermitic Monk

Not all who seek perfection of self cloister themselves away in monasteries, some choose to embrace nature, and let it into themselves. These monks wander the wilderness, and become one with it.

These Alternate class features are intended to all be taken together, as an archetype (With the exception of the choice between Wild Shape and Shapeshift), but I decided to split them up to see what I was trading for what.

Alternate Class Features: Hermitic Monk
Nature's Necessary Skills
Hermitic Monks tend to worry less about people and more about nature, and their skill set reflects that.
Class: Monk
Level: 1st
Replaces: Diplomacy, Knowledge (arcana, religion) Class skills
Benefit: The monk instead treats Handle Animal, Knowledge (nature), and Survival, and gains Wild Empathy, as the Druid Class Feature.

Shapeshift
Hermitic monks do not see cleansing one's body as perfection, but rather the ability to embrace the many forms of nature.
Class: Monk
Level: 1st
Replaces: Proficiency with non-Simple Monk Weapons, Unarmed Strike, Purity of Body, Wholeness of Body, Empty Body
Benefit: The monk gains Shapeshift, and all of its progressions, as the Druid Alternate Class Feature (Page 39, PH2). The Natural Attacks of the forms she takes are treated as monk weapons for the purpose of Flurry of Blows, and replace her unarmed attacks for the purpose of Ki Strike.

Resist Nature's Lure
Hermitic Monks are familiar with the dangers of the wild, and their minds move with nature.
Class: Monk
Level: 3rd
Replaces: Still Mind
Benefit: As the Druid Class Feature.

Wild Shape
Hermitic monks do not see cleansing one's body as perfection, but rather the ability to embrace the many forms of nature.
Class: Monk
Level: 5th
Replaces: Purity of Body, Wholeness of Body, Empty Body
Benefit: The monk gains Wild Shape, and all of its progressions, as the Druid Class Feature. The Natural Attacks of the forms she takes are treated as monk weapons for the purpose of Flurry of Blows, and are treated like her unarmed attacks for the purpose of Ki Strike.

Venom Immunity
Hermitic Monks build up immunity over time to some of nature's deadlier elements.
Class: Monk
Level: 11th
Replaces: Diamond Body
Benefit: As the Druid Class Feature (provides same bonus as Diamond Body, but has more suited name).

Tree Stride
Hermitic Monks Learn to move very quickly through their domains.
Class: Monk
Level: 12th
Replaces: Abundant Step
Benefit: The monk may use the spell Tree Stride at will, save that the effects are slightly altered. Rather than the spell lasting an hour per level, it simply activates whenever the monk steps into a tree. Rather than binding itself to a single type of tree, the type to use for the spell is determined only by the kind you step into. The monk may not use this spell to remain inside the tree, she must travel or leave the tree in the same round she uses the ability.

ShiningStarling
2016-08-16, 02:47 AM
Contest closed, voting here (http://www.giantitp.com/forums/showthread.php?497656-Local-Speakeasy-Home-Brewing-3-X-Voting-Thread-II-The-Wild-Side&p=21108144#post21108144)!