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Sypher667
2010-12-15, 02:49 PM
C 509

Have you seen this (http://www.giantitp.com/forums/showthread.php?t=179202) yet?

No, I hadn't, but I'm looking for more of a template than a class.

Avyctes
2010-12-15, 10:53 PM
R 510
I am DMing a seafaring game (Stormwrack-based) were one of the PC's decided to be a psionics-user. I have never used, nor wanted to use, psionics in a campaign, so I am a little baffled as to what to do about giving him available items to loot/use and, ergo, available enemies who would carry/utilize such items.
So far, I have an Evil organization known as the Black Sapphires that work as smugglers, slavers, drug providers, murderers-for-hire, and pirates on the surface. Under that surface, they are actually a widespread cult that worships (and sacrifices to) an Evil deity of Abberations, the Far Realm, Murder, Savagery, Madness, copulation with Far Realm monstrosities, and other Lovecraftian-esk cliches. :smallwink:
Their ranks are made up of:
-Divine-based NPC cultists (human archivists that focus on/prepare corrupt spells off ancient obelisks on Sapphire-controlled islands or in undersea ruins)
-Arcane-based NPC cultists (degenerate/inbred human sorcerers with a knack for monstrous transmutation spells and cannibalism; human wizards that summon Psuedonatural creatures and use divination attack-spells to show others the "glory" of their Far Realm masters)
-Martial-based NPC cultists (human fighters possessing grafts from abberations and/or undead)
-Psionic-based NPC cultists (human psions that possess Aberration Blood feats [including these (http://www.giantitp.com/forums/showthread.php?t=155474)]; human psychic warriors that use physical/psionic-boosting drugs)

The Request: I can more than handle the Martial-, Arcane-, and Divine-based portions of the Black Sapphires NPC's... but the Psionic-based NPC portion is beyond my skills. Might you help? I need standard CR 1, 3, and 5 versions of the human Psychic Warrior and Psion archetypes described above, complete with themed equipment (some homebrew, some not; ratio is up to you); could you by chance help?

Debihuman
2010-12-16, 12:09 AM
R 509

I need a way to generate half-golems; a set of guidelines that work in ALL cases, for any golem, from Magmacore to Mithral to Shadesteel. I have looked at the MM2 and it doesnt give me anything that I can really work with.
I'm using D&D 3.5.

C 509

The half-golem template on page 209 works just fine; you just have to extrapolate the abilities for additional half-golems. The web enhancement does this for 3 more golems (it's on the WotC site here: http://www.wizards.com/default.asp?x=dnd/we/20020803a (just download the pdf).

It's a little bit of tweaking that any DM should be able to do. Add Natural Armor (+10 rather than the golem's +20 -- maybe less depending on the base creature that you use), Natural Pulse Wave (3 times a day), and shadow blend as the half-shadesteel golem's special abilities.


C 510
The way psionics works is similar to magic. Just substitute psionic versions of equipment for magical ones. The online SRD has a section on psionics that you might find helpful depending on what books you have access to.

Debby

Lord Syn
2010-12-17, 05:29 AM
R 511: Semi- to non-magical material

I've already determined the essentials, but I'd like a bit of help fleshing out the details, and if possible, help in adding 'stats' for common systems (AD&D 3.5 preferred).

Basics so far:

Item Name: Flame Rock
Type: Mineral
Rarity: Uncommon
Effect: When exposed to water (> light mist levels), the stone begins a chemical reaction that causes it to heat up, with ultimate output levels depending on the size of the sample - E.G. a marble-sized sample would generate about as much heat as a hot-pack for a few minutes, depending on the amount of water it is exposed to, while a bowling-ball-sized sample could ignite dry wood and other flammable objects (which would likely be the upper limit of this effect - melting iron would be out of its range of capability, for example). The duration depends on how much of the surface of the rock is exposed to water, but is generally limited to a a range from a few minutes (for small samples) to an hour (for the aforementioned bowling-ball) after it stops being exposed to water. Interestingly, the chemical reaction can be halted or even prevented by dousing the sample in white wine vinegar, making it relatively simple to transport in sealed containers and the like.


Suggestions for alternate names are also welcome, if you feel so inspired.

Debihuman
2010-12-17, 09:56 AM
C 511 why not use just sodium or magnesium?

Debby

Cthulhu9
2010-12-18, 12:45 AM
R 512

OK, I'm DMing a 4e but using 3.5 rules because I don't feel like learing 4e: So, 3.5 has priority.

I would like to use the most evil sound in the multiverse in my game. Yes, that's right, I need Murlocks. Lots of them. It would be best if they had CR >6 for the basic grunts, but overall they should mostly stay >12. They live in a big swampland that is inhabited by Lizardfolk, giant crustaceans, Cajuns, and stuff like that. They should be fairly xenophobic but willing to listen to those who seem to mean no harm, but are capable of defending themselves.

Also if it isn't too much effort it would be cool to also have deformed Murlocks that resemble H.P.L.'s Deep Ones that live deeper in the marshes with the real scary stuff, having CRs more 8-16 range to reflect this.

And before I forget, I must mention that in the demi-background the worlds spanning Illithid-Gith, Gith-Gith war is re-escalating as various technologies are being rediscovered in a universe without planes (other than the Far Realms) with Neogi being a sort of Navigators Guild you can book flights with (if you're careful not to get screwed in the process) and other crazy crap like that. The planet the players are on is sort of out-of-the-way, but is valuble enough to warrant Neogi vessels to three or four of the biggest cities, including the one nearby on the borders of the swamps, the plains, and the forest. With a western themed town on the outskirts.

If you could help I would appreciate it very much.

Lateral
2010-12-18, 09:49 AM
R 505 513 I need an incorporeal, nearly invisible psionic monster whose main method of manipulating things are the psi-like abilities telekinetic maneuver, telekinetic thrust, and telekinetic force. It can have other psi-like abilities, but those ones have to be the most important ones.

Sorry about reposting this, but it's getting seriously urgent. My campaign plot revolves around these. Oh yeah, they have to have high INT and be CR≥13.

ScIaDrd
2010-12-19, 09:48 AM
I need a CR 7-ish monster. Something like an ooze that secretes an antimagic venom and is corrosive to metals.

Edit: D'oh. R 500.5
Maybe it is a point or two more powerfell than you wanted, but I hoe you don´t mind. PEACH please.

Magebane slime

[Magebane slme
Small Ooze
5d10+10 HD (37 hp)
Speed 20t. (4 squares);Climb 20ft
Init: +1
AC 9 (-2 dex;+1 size) touch 9; flat-footed 9
BAB +6/+1; Grp +4
Attack Slam+9 (1d6+2+ antimagic venom 1d6 acid))
Full-Attack Full attack Slam+9 (1d6+2+ antimagic venom+ 1d6 acid)
Space 5 ft.
Reach 5 ft.
Special Attacks Improved grab, Constrict, antimagic venom,
Special Qualities Blindsight 60 ft, . , ooze traits, Spell resistance 14
, Saves Fort +3 Ref +0 Will -3
Abilities Str 14, Dex 5, Con 15, Int-, Wis 3, Cha 15
Skills -*
Feats Improved initiative <sup>B</sup>
Environment[/b] Any
Organization Solitary or Gang (2-4)
Challenge Rating 6
Treasure None
Alignment Usually Chaotic Neutral.
Advancement6-10 HD Medium 11-15 HD Large; [/b]
Level Adjustment-


You notice a mass of opalescent slime shambling toward you in a hostile manner You wizard friend shoots a magic missile at it only to have it shatter in a flash of light against its viscous surface. You throw your axe at it, but the magic that returns it into your hand seems to fail and you trusted weapon is now being eaten away by the creature’s acid Shocked, you are forced to resort to less conventional weapons and rummage through your bag for something useful .


A Magebane slime measures three feet across, stands just over a feet and a half tall, and weighs about 40 pounds on average.
Special qualities
Features
An ooze has the following features.
• 10-sided Hit Dice.
• Base attack bonus equal to ¾ total Hit Dice (as cleric).
• No good saving throws.
• Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the ooze has an Intelligence score. However, most oozes are mindless and gain no skill points or feats.
Traits
An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
• Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
• Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
• Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
• Not subject to critical hits or flanking.
• Proficient with its natural weapons only.
• Proficient with no armor.
• Oozes eat and breathe, but do not sleep.

Blindsight (Ex)
A Magebane slime´s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Spell Resistance(Ex)
The Magebane slime has Spell resistance equal to (10+Charisma modifier +1/2 HD. ) It can suppress or resume the effect as a standard action that does not provoke attacks of opportunity.

Combat
An Ooze Habitually secures any entrances to its hiding places with venom every day. When fighting it attacks spellcasters first on pure instinct, but it lacks the intelligence necessary comprehend combats tactics so it just take the shortest route to the mage, pundin awa at anyone who gets in the way and reatreatig only when the situation is dir.
Acid (Ex)
The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing take 1d6 points of acid damage they succeed on DC 14 Reflex saves. Any weapon reduced below half it´s maximum HP takes a -4 circumstance penalty to attack and damage rolls until repaired and armor or shields suffer a like plenty to their AC. A missile or wooden weapon that strikes a Antimagic slime dissolves immediatehly unless it succeeds on a DC 14 Reflex save. The save DCs are Constitution-based.
The pudding’s acidic touch deals 14 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Antimagic venom (Ex)
The most distinctive quality that gives the magebane slime, t´s name is the fact that it secretes a liquid that suppresses magic: The user of a magical item that touches or is touched a Mage bane slime must make a Will save or the object ceases to have any magical proprieties while it is touching the slime. If a character misses the slime by two or more or is hit with a like threshold of success, any magical weapons or armor involved are coated in the anathemic substance, and their enchantments are suppressed until the item can be cleaned, which takes a move action.
In addition to this, when a spellcaster touches the slime with his bare skin (such as with a non-reach meele attack) or is similarly touched himself by it, he must make a Fortitude save or be affected with the venom as with a contact poison. The save DC is Constitution based
The poison disrupts the flow of magic energy within the mage´s body and he must make a DC (15+spell level) Concentration check every time he casts a spell or have it fail to no effect.
Three consecutive successes purge the venom from the mage´s body.
The slime can take a full round action that prpvek attacks of opportunity (constitution bonus, min 1) times per day(that provokes attack of opportunity), to secrete enough venom to coat a single 5 foot square with., so it threatens to poison those who pass through the area. The poison layer can be noticed with a Search, Spot or Survival (at the DM´s discretion) check against the poison´s save DC. A coating of antimagic venom remains potent for 24 hours.

Improved Grab (Ex)
To use this ability, a Magebane slime must hit must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex)
A Magebane slime deals automatic slam damage with a successful grapple check.

Skills
*A Magebane slime has a +4 racial modifier on Climb, Spot and Intimidate checks. These bonuses are already factored in to the statistics block.

Adventure hooks
- You come across a village where magic has died even though ta mighty sorcerer had set up a tower there. Investigate the problem and vary of the stickz foan tha oooue from the fower into the river.

ungaru
2010-12-20, 05:14 PM
R. 514 Some sort of prestige class that stacks from Druid, or Ranger that essentially has control of bones, like a osteophage or something along those lines. He can shift spikes his bones to the outside to attack with them, without damaging himself. Maybe he could even shift the "makeup" of his bones to bypass damage resistance [not sure on that one.] One of his higher powers ought to be the ability to shatter someone's bone from a distance

Thanks much. I'm just looking for a cool prestige class to tie in with a Shifter.

Aetholus
2010-12-20, 07:27 PM
R 514

I need a Vampiric Devil that is an archfiend. CR 27-30. Mystic Theurge Cleric/Wizard. A Devil-Deity that can grant spells.

Mulletmanalive
2010-12-20, 10:22 PM
R 514

I need a Vampiric Devil that is an archfiend. CR 27-30. Mystic Theurge Cleric/Wizard. A Devil-Deity that can grant spells.

This is pretty extreme and more or less beyond the scope of the thread. I suggest you either ask Vorpal Tribble or Bhu for this one. The former has a monster advancement thread on Roleplaying and the latter runs the Critters thread on this forum.

umbrapolaris
2010-12-20, 10:50 PM
R515

hi,

i need some epic firearms user (gunslinger/sniper) original class abilities. (i mean "original" everything who is not about just extended ranges, basic improved damages, multi-shot, feats upgrades, etc... i could do this myself).
i looking for something that make the class ability very unique, impressive for the commoner, something that make the difference between the mere guns user and the elite champion.

those abilities may be of any level from 21 to 40. don't worry about unbalanced issues, heavy requirements, surrealistic or impossible moves, they may even be silly or cheesy but not pun-pun ^^. you have no restrictions.
they just need to be impressive.

i forgot , it is not d20 modern, ^^

thanks.

Lateral
2010-12-21, 03:01 PM
R 516 I need a version of the Dodge and Mobility feats that are actually, y'know, worth taking.

stormywaters
2010-12-22, 04:46 AM
R. 517

I'd like rules for Disarm and Trip for D&D 4E. Opposed attack? Attack vs Reflex? Requires a certain skill/class/role? How would you handle them?

Ziegander
2010-12-22, 04:50 AM
R 516 I need a version of the Dodge and Mobility feats that are actually, y'know, worth taking.

H516 - I made these several months ago. I hope you find them satisfactory:

Dodge
Prerequisite: Dex 13
Benefit: You gain a +1 dodge bonus to AC. As a swift action you may designate a single foe. If you do, you gain a +2 dodge bonus to AC against that foe only, but you lose the normal +1 dodge bonus granted by this feat until the beginning of your turn. The dodge bonus from this feat increases by +1 (normal)/+2 (designated) for every eight levels you possess beyond 1st.

Mobility
Prerequisite: Dex 15
Benefit: You may take a 5ft step in addition to your normal movement each round. Further, you gain a +2 bonus to AC against attacks of opportunity. At 6th level, and every five levels thereafter you may take an additional 5ft step each round in addition to your normal movement and gain an additional +1 bonus to AC against attacks of opportunity.

Barbarian MD
2010-12-23, 02:45 PM
R 518


I'm looking for an exotic heavy armor that provides a ridiculously high AC (current known max is 10: mountain plate, interlocking plate, mechanus gear) and has flavor.

Thanks!

Lateral
2010-12-23, 05:26 PM
R 519 I need a set of Warblade maneuvers based on Fighter's (http://www.nuklearpower.com/2001/03/02/episode-001-were-going-where/) Zodiac Kenshido (yes, that includes a Medoken maneuver and Swordchucks as a discipline weapon.)

Tanuki Tales
2010-12-24, 12:09 AM
R520

Can someone whip me up a template that gives DR 10/-, Fast Healing 5, Regeneration 0 (bypassable by Epic and Adamantine), Ageless and +10 Con? (Including appropriate CR and LA mods).

Sir_Chivalry
2010-12-24, 12:59 AM
R521

Could someone either homebrew a good combination of cleric and monk, or point me in the direction of a good brew already?

mrcarter11
2010-12-24, 02:28 AM
R522
I'm not sure if you do epic stuff here, if you do thanks for the help.
I'm terrible with balance, so came here instead. A level 50 npc has made a alliance with Demogorgan. In which the demon prince will offer help and protection to the npc in return for his help in slaying his demonic enemies and opening a portal in the middle of a holy city directly to his plane..

Anyways, I don't need a feat but something similar.. More of a pact I guess. Outlaying abilities and bonuses that Demogorgan would grant to the npc. I guess it could be written as a feat though. I just can't do balance at all, so I need some help. Remember this can be pretty powerful, I mean, the npc can take Demogorgan in a straight fight after all.

Super_Fluous
2010-12-24, 02:51 AM
R 523
I'd like a 0 LA undead player race. (3.5 edition.) If you have to make some sort of "Living Dead" subtype, like with the living construct thing for warforged, that is perfectly fine.

littlekKID
2010-12-24, 07:58 AM
R 524


I would really like a spellcasting fighter Prestige Class that cast a limited number of spells throught magic runes scarred into they're bodys, with some Oriental influence (3.5 edition.)

Mulletmanalive
2010-12-24, 02:01 PM
C 519 I suggest making a thread for that one as it's a big request. Pretty much because it's more or less like asking for a whole base class in complexity.

C 520 That looks like a CR +3 template though there is also Vorpal Tribble's Immortal Template, which is basically what you asked for...

C 521 Take the Monk; add one Domain, a Bard's casting and then sit back and smile.

You could also alter the various abilities to work on spell slots: Wholeness of Body heals 10 points per level of the spell sacrificed [as a Swift action], Quivering Palm is fueled by a level 6 slot and Abundant Step is basically just Dimension Door so that's 4th level spells.

C 522 Not to be patronising but there really isn't anything that can "balance" epic play. It's the realm of DM caveat and silliness... Just go with it and do whatever you feel it needs...

C 523 Have you thought of just changing the types and fluff of a warforged? Maybe altering the armour into a +1 Natural Armour instead...

C 524 Hmmmm I'll have a thing about that one...

Tvtyrant
2010-12-24, 05:58 PM
R 525 Could someone make a Psionic replacement for the magic spells in a Beholder's rays? Essentially a Psionic Beholder is what I am asking for.

Lateral
2010-12-25, 01:21 PM
R 526 I need a PC race with 4 or 6 arms that has no RHD and a LA that's low enough to be playable (0-3). Also, it has to have no penalties to DEX (preferably a DEX bonus) or WIS. Any other penalties are fine.

Debihuman
2010-12-26, 11:36 AM
R. 527

http://3.bp.blogspot.com/_40JIWrtw7UU/TK91CDQZq6I/AAAAAAAAAGE/mE5XJzbFGpE/s1600/harry_potter_mermaid.jpg

I've always wanted to see a Lake Mermaid (like the one in the Harry Potter movies) statted out. Definitely much scarier than your standard mermaid. they'd be equipped with tridents for sure.

Debby

Mulletmanalive
2010-12-26, 12:10 PM
C 527
Well, i have three different kinds of merfolk on my "to do" list in Fae-o-matic. Merrows are pretty feral...would that do?

Mattarias, King.
2010-12-26, 12:50 PM
R. 528
Okay, this one might need some exposition... Unsure if this is even allowed here...

I'm working on a homebrew system, basically from scratch, and the most interesting mechanic I've come up with so far has been the Wheel of Fate, which is the initiative system. I've thought up a couple iterations, but one idea would be that the 'DM' would prepare an encounter along with a chart. This chart would include a number of things from a list of effects that could occur during the battle, each of which assigned to a certain turn number. When the turn counter hits that number, a battlefield-spanning effect occurs. These generally don't affect the actual battlefield, but the short-term "fates" of those involved in the battle, for example, "your magic is suddenly empowered with a flux of fire energy, all elemental attacks also cause X fire damage", or "You are fated to all die this battle. All damage taken is multiplied by 1.5." And the like. Thing is, I can't think of many varying effects, so I'm turning to you guys for some inspiration/help. Please?

tl;dr: Requesting some general effects that could affect the tide of a battle. Broad or specific is fine.

Debihuman
2010-12-27, 07:40 AM
C 527
Well, i have three different kinds of merfolk on my "to do" list in Fae-o-matic. Merrows are pretty feral...would that do?


The only problem with a Merrow is that it is already a D&D monster (an aquatic ogre) actually. I'd prefer something that is specifically a Lake Mermaid.

Debby

Qwertystop
2010-12-27, 01:27 PM
R. 529
A disembodied voice of some kind. Usable as a race for a PC or BBEG, abilities that progress by HD.

EDIT: It's fine if it's a very small invisible creature, or a creature that's stuck on one of the planes that overlaps the Material. The point is that it cannot be seen from the Material, and has very little effect on it (just vocal stuff, and maybe a little bit of "poltergeist effects", like mage hand at-will).

boomwolf
2010-12-27, 01:32 PM
R 526 I need a PC race with 4 or 6 arms that has no RHD and a LA that's low enough to be playable (0-3). Also, it has to have no penalties to DEX (preferably a DEX bonus) or WIS. Any other penalties are fine.

The psionic Tri-Kreen has 4 arms. LA +2 if I recall right.

I'm assuming this is for a monk TWF build?

IronWilliam
2010-12-29, 02:34 PM
Looking for a aprx. Cr 19 uninteligent construct, preferably some sort of metallic humanoid, possibly adamantine or mithral. It's for a final encounter with a powerful wizard who specialises in creating golems, it's his personal bodyguard. Should be a melee unit that the wizard will back up with spells.

Drynwyn
2010-12-30, 11:06 AM
Megaton Armor (3.5e Equipment) this was talen off the dandwiki. It is not my creation.
Megaton Armor

Megaton Armor is one of a kind. Five inches thick, and covering the entire body from head to toe, it is designed to render the wearer immune to attacks. It is impossible to do any somatic component while bearing this armor, as its rigid structure is almost impossible to move and the gauntlets are constructed of three inches of steel plates. Any character with less than 26 strength who is wearing Megaton Armor is considered non-proficient with it and has his or her speed reduced by half, as well as being subject to the normal speed penalty of the armor.
Table: Megaton Armor
Heavy armor cost: 6000 gp +18armor bonus −30 armor check penalty 100% arcane spell failure chance 30
Ft. Movement speed 10 ft. 550 lb.

Eikonos
2010-12-31, 12:58 AM
R 530

Greetings !!

I'm in need of some Racial feats for goblins, hobgoblins, bugbears and blue (psionic goblins, see EPH for more details) for my current Underdark campaign.

I can't think about any specific fields these feats should cover, if someone has any ideas, just blast away :smallsmile:

Waspinator
2011-01-02, 04:53 AM
R531

Forgive me if this is silly as all hell, but has anyone made or could make a My Little Pony style PC race? Would be nice to have a low or zero LA basic race and then a flying Pegasus variant, which would probably need a LA. PC Unicorns would also be nice, maybe as a +1 LA race with some good mental stats and short-range telekinesis?

Tvtyrant
2011-01-02, 01:49 PM
Looking for a aprx. Cr 19 uninteligent construct, preferably some sort of metallic humanoid, possibly adamantine or mithral. It's for a final encounter with a powerful wizard who specialises in creating golems, it's his personal bodyguard. Should be a melee unit that the wizard will back up with spells.

You could make it quicksilver and then give it Wildshape but into Effigys if you want to make it a really unique monster. So it wildshapes into an Effigy Dire Tiger for instance, and overcomes all forms of DR with it quick silver claws.

classy one
2011-01-02, 04:18 PM
R532
Hello brewers, I will be having my players save a Quori bred dragon in my Sarlona campaign. For those of you who do not know, gem dragons are not native to Eberron, but bred by the Quori to be the perfect vessels for possession.

This dragon that I need from you is a prototype of all the gem dragons: the ruby dragon AKA Sardior before he obtained godhood. He is the first gem dragon on which all the other gem dragons are genetically engineered from. All other attempts to make another ruby dragon have failed, making Saridor unique. The breeding program that the Dreaming Dark started is only 60 years old so I'm looking for a young- juvenile dragon that has at least 13 CHA needed for possession. As a eventual god with the divine spark, he is expected to be considerably stronger than other dragons of his age, and that is what I am looking for.

Saridor's full stats and info are here: http://www.wizards.com/default.asp?x=dnd/psm/20030124a


The story:
Needless to say, Sardior was more than his Inspired masters expected and was able to resist dreamshaping and possession up to now. Through his considerable mental might, he has found out that the Dreaming Dark will terminate him and all of his kind if they cannot break his will. The Inspired are scared silly of Argonnessen's wrath, knowing that they got their butts kicked in the Age of Giants. They figure they would have less to fear if they themselves had the might of dragons on their side. In a land of secrets, this breeding program is the biggest of all of them. If the dragons of Argonnessen found out the Inspired have been playing god with their kind they will be very very pissed.
Since they could not possess Sardior willingly, the Dreaming Darks plans plow through the gem dragon's mental defenses by placing him in an induced coma and break his will in the land of dreams where the Quori are stronger.
Getting the PCs involved:
The Dreaming Dark have built 4 modified monoliths in the middle of nowhere (like Dor Maleer or Rhivhaar) to concentrate their psionic might and penetrate Sardior's mental defenses. The PCs will be traveling south from the Tashana tundra (where they landed from Khorvaire) to Syrkarn (eventual destination is Adar), when they stumble upon on these monoliths. They found this usual since most monoliths are built in well populated areas to gather PP from the local populace. As they observe from a distance (the monoliths provide a non-detection effect), they see it is lightly defended but many high level Inspired teleport in and do something "psychy" on the four monoliths (giving PP to the monoliths) and leave. If the Quori hating PCs destroy the monolith, it will give Sardior the chance to break free from his induced coma and burst from the ground and engage his captors.

Thanks for your help guys.

Gamer Girl
2011-01-02, 10:00 PM
H530



I'm in need of some Racial feats for goblins, hobgoblins, bugbears and blue (psionic goblins, see EPH for more details) for my current Underdark campaign.

Any Race
Fanatic
Using excerpts from there holy texts to strike fear into the hearts of the unbelievers before battle commences.
Prerequisite:Intimidate 1 rank, Knowledge (religion) 1 rank
Benefit: You gain a +4 bonus on Intimidate checks, and the option to use Knowledge (religion) instead of Intimidate to intimidate creatures.

Bugbears
Fangs
You gain a secondary bite attack.
Benefit: You may now make a secondary bite attack that deals 1d3 points of damage if small, 1d4 if medium, or 1d6 if large, + 1/2 Strength bonus. When used as part of a full attack action, this attack is made at -5.

Big Brute
Your physical stature lets you function in many ways as if you were one size category larger.
Benefit: Your base height is one foot taller, your base weight is 40 lbs heavier, and your skin color is anywhere in the range of dull yellow to dull brown. Giant becomes an automatic language.

Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you.You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you.


Hobgoblin
Fearless
The character receives a +2 morale bonus on saving throws against fear effects.

Zest for Battle
Your greatest joy is being in the thick of battle, and smiting your enemies for a righteous or even dastardly cause.
Benefit: Whenever you have a morale bonus to weapon attack rolls, you also receive a +2 bonus on weapon damage rolls.


Goblin

Lone Wolf
+4 bonus to stabilize, +1 bonus on Fort saves

Born for the saddle
From a young age, you have been taught how to behave around and how to ride a dire wolf.
Benefit: Ride (Dire Wolf) is always a class skill for you. Whenever you use the Ride or Handle Animal skill involving a dire wolf, you get a +2 bonus to the roll.

Temotei
2011-01-02, 10:39 PM
R531

Forgive me if this is silly as all hell, but has anyone made or could make a My Little Pony style PC race? Would be nice to have a low or zero LA basic race and then a flying Pegasus variant, which would probably need a LA. PC Unicorns would also be nice, maybe as a +1 LA race with some good mental stats and short-range telekinesis?

You could base the flying horse race flight on raptoran flight, which doesn't come around until 5 Hit Dice. There's a limit based on Constitution, then, too. Until then, it's just gliding.

Waspinator
2011-01-02, 11:27 PM
You could base the flying horse race flight on raptoran flight, which doesn't come around until 5 Hit Dice. There's a limit based on Constitution, then, too. Until then, it's just gliding.

That makes sense. I'd still like someone better at balancing this kind of thing to work out the details, I'm not the best at homebrewing.

backpackjack
2011-01-03, 12:06 PM
R 533 For a 3.X world, I'm creating a hidden forest in which there are ewok-like creatures, in that live among the trees. These small creatures themselves are not all that powerful, but I want them to have several kinds of mounts suitable for them to ride and that are a bit more powerful than they are. The idea, for these ewok-like creatures, is that they survive well in the forest because they bond with several types of mounts.

a. I was thinking of a very fast and adroit flying mount (such that it can maneuver well in and among the branches, hover, adjust course immediately, etc.) with at least one solid primary attack, and perhaps decent secondary attacks. (I'm not thinking of the big soaring mounts in Avatar but something, perhaps just as fast that is more adept in tighter spaces.)

b. I was thinking of a lizard-like creature akin to the one Obi Wan rides in the Revenge of the Sith, which you can see here (http://www.youtube.com/watch?v=HzptlBbuBWk). What I have in mind is a little smaller, but could look and act similarly. This would be a powerful, durable creature that can move among the trees and high cliffs with greater ease than we walk on the street.

c. I was thinking of something like a giant flying squirrel. Something that soars and that can climb well, go from tree to tree, and hide efficiently, even with a rider.

d. any other ideas you all have.

Anyway, if you could help me make these creatures, I would appreciate it.

bpj

Debihuman
2011-01-04, 11:19 AM
R 526 I need a PC race with 4 or 6 arms that has no RHD and a LA that's low enough to be playable (0-3). Also, it has to have no penalties to DEX (preferably a DEX bonus) or WIS. Any other penalties are fine.

C 526 The extra arms are worth LA unless they can't use a weapon. There is the 4-armed Sahuagin that LA +3.

------


R. 528
Thing is, I can't think of many varying effects, so I'm turning to you guys for some inspiration/help. Please?

Requesting some general effects that could affect the tide of a battle. Broad or specific is fine.

C 528

I'm not sure what you mean by "battle effects." During the war: there is a famine, the monsoon season starts, there is a plague? Is that what you mean?

----------------

C 533. Really each request should have a different number.

Also, aren't ewoks already part of the WotC Star Wars D20 RPG? Why not just use the official stuff? Or you could try this:
http://www.dandwiki.com/wiki/Ewok_(3.5e_Race)

A. Dragon or hippogriff or griffon. Realistically, it would have to have the Hover Feat. Large creatures normally can't do that and certainly not with a rider.

B. Use wyvern stats.

Debby

SynissterSyster
2011-01-04, 01:05 PM
R 534

I hope this is the right place to post this. Back on the ole gleemax/wizard forums there was a base class called Dreadknoght by aggrnox (I believe). If any one has a working link to it or know where it has been re posted I will be most happy.

Qwertystop
2011-01-04, 04:30 PM
R. 529
A disembodied voice of some kind. Usable as a race for a PC or BBEG, abilities that progress by HD.

EDIT: The point is that it cannot be seen from the Material, and has very little effect on it (just vocal stuff, and maybe a little bit of "poltergeist effects", like mage hand at-will).

Quoted so it doesn't fall back

Ninmast
2011-01-04, 05:46 PM
R. 535

I’m creating a BBEG that inhabits a forest and is kind of inspired a tad from the Skull Kid of Majora’s Mask and perhaps a bit of the Blair Witch.

I’m looking for a template somewhere around CR +2 that will turn his summoned creatures into a mixture of animated organic debris, such as twigs, leaves, and pebbles, and whatever plant life might inhabit the area. Preferably it would be mindless or of little intellect, acting more like an alarm system or a guard dog. Fey influence is a plus, and creepy plant or detritus abilities are even better.

Mattarias, King.
2011-01-04, 11:55 PM
C 528

I'm not sure what you mean by "battle effects." During the war: there is a famine, the monsoon season starts, there is a plague? Is that what you mean?


Ah, my apologies. I meant as in 'PCs vs. enemies', that kind of battle. Didn't mean to imply a full-blown war. :smallredface:

togapika
2011-01-05, 05:32 AM
R. 536 I need the quickling race from pathfinder converted to 3.5

Mulletmanalive
2011-01-05, 05:42 AM
R. 536 I need the quickling race from pathfinder converted to 3.5

Source would help on that one...

togapika
2011-01-05, 05:43 AM
It's in the Bestiary II (2)

Mulletmanalive
2011-01-05, 11:24 AM
C 536 already exists. Can be found in tome of horrors revised and on the enworld creature catalogue website

ScIaDrd
2011-01-05, 04:10 PM
R 530

Greetings !!

I'm in need of some Racial feats for goblins, hobgoblins, bugbears and blue (psionic goblins, see EPH for more details) for my current Underdark campaign.

I can't think about any specific fields these feats should cover, if someone has any ideas, just blast away :smallsmile:


H530
Ruthless ferocity [Racial]
You got more in touch with your bestial nature and learned how to focus it into a bloodthirsty rage
Prerequisites: Bugbear or gnoll
Benefits: You gain and ability identical to a rage used by a 1st level Barbarian that improves as you progress in levels. You in can rage only once oer day but you get more dayily uses as you prohress in levels
Special: Abilities or feats that improve Rage or Frenzy also apply to this ability. This fesat can be taken multiple times.Each time you slect it, you get an additional daily use of rage. If you alrdz have the abilty to rage (or equvalent) your uses per day stack. Bonuses or penalties inccured from rage do not stack.

Berserker´s last stand [Racial]
Where leeser men of your kin would be holding on their life, being near death triggers a terrzfing battle-frenzy in you.
Prerequisites: Bugbear or gnoll Con 15 Diehard , Rage or equvalent abillity
Benefits: If you are reduced to 0 Hp or below you can take a free action on your turn to expend a daily use of rage and enter a killing trance which lasts one round longer than a normal rage. Wihle raging you do not take damage when performing strous actions and get a +4 circumstance bonus to Intimidate cheks Whenever you roll maximum damage on the damage die anz opponents adjecent to you must make a Reflex save or be blinded for one round by the spurts of blood. The save DC is Constitution based.
However ,there are some disagdvantages to pushing your body so far beyond it´s limits. While raging you are instantly slain by any confirmed critical hit if you faill a Fortude save agaist DC (10+1/2 attacker´s HD+ attacker´s relevant ability modifier) Affter your rage ends you are exhausted and take 1d3 points of damage and one point of Constitution damage. Two seprate Fortitude saves against DC 20 negate the Constituton damage and halve the hit point damage.

Shooting by the nose [Racial]
Your talent for sharpshooting comes from being able to literally smell your prey.
Prerequisites: Bugbear, Point blank shot, Track Wisdom 13
Benefits: When using a ranged weapon against an opponent who you can detect with your Scent abillity, you get a competence bonus equal to your Wisdom modifier to the attack roll and an addtional +1 competence bonus per every two levels you have.


Musk mark [Racial]
You´ve learned to use your pontent smell in hunting.
Prerequisites: Bugbear, Con 13
Benefits: As a move action you can extract a sample of your own musk and apply it to a weapon or projectile you are using. The next opponent you hit with the wapn must make a Reflex against DC equal to your attack roll. If he fails, he is marked with your musk for (your Con mod. hours) and you get a +4 circumstance bonus on Survival checks to find him by scent during that time. You can use this feat once per hour, and only on one creature at a time.
Special: If you have the feat Shooting by the nose, you get an additional +2 circumstace bonus to the attack roll when using iton a opponent marked by your musk.

Butcher style [Racial]
You have learned your tribe´ s style of handling an axe. It´s too crude to be called
a martial art but it´s effective and well suited to your bloodlust,
Prerequisites: BAB+3 Gnoll, prficent with the battleaxe, Weapon focus ( battle axe).
Benefits: When you score a hit with a battle axe, and the damage die comes up 7 or 8 , the the opponent must make a Fortitude save against DC equal to your attack roll or take a circumstance penalty equal to(-2 and additional – an 1per every 2 points you beat his AC by) to checks involving one physical score of your choice. This effect lastst for one minute or until the creature recives at least 5 points of of magical curing o or until it is treated with a DC 20 Heal check.


Like a cut on a slab [Racial]
As you master the more advanced techniques of Butcher style, you learn to use your vicious cruelty in battle.
Prerequisites: Gnoll, Butcher style feat
Benefits: When using a battle axe against a stunned, flatfooted or immobilized opponent, you re-roll any one on the damage die and take the higher result. Reroll again if you get another one, until you get a higher number. You get a +1 bonus to the save DC when performing a coup de grace with a battleaxe.

Horde tactics [ Fighter, Racial, Tactical]
You are used to fighting in a ramaging horde and can cooperate with alies around you
Prerequisites: Hobgoblin
Benefits: You get a +1 circumstance bonus to attack rolls per each allly in a space adjecent to you. If any of these allies has this feat , he grants a +2 bonus instead. If you forgo getting an attack bonus from one creature you can give that crature an equvalent dodge bonus to AC.
A creature that recives the benefits of this feat cannot be simultaneously treated as a source of abonus a for others.
Special: A hobgoblin fighter may select Horde tactics as one of his Fighter bonus feats.
As ever, PEACH please.
Will add some things for Blues when I have the time.

R537
I have a special request, I would like some moster that walked the earth (or the Planes before there were Men ansd inteligent life was taking it´s babz step. I want monster thar are spawn or members of the alien vistiors from the stars tha tough men Cultue.
What i´m askig are some monsters and maybe race from ancient astronat myths and conspiracies surroundig them. Mostly low- to mid CRs maybe one o two big movers, but basicaly just fire away with anzthig tha comes to mind but if would be very nmice if it hat psionic abilities or powers tha looks like divine mracles.
Also,Some inspiration if you would like, (http://nibiruplanetx.org/tag/zecharia-sitchin-anunnaki):smallamused:
Thanks a lot!

NineThePuma
2011-01-07, 06:28 PM
R538

Hi gaiz. I'd like to request an initiation progression for the Knight class from PHBII. It would be a 4 discipline class (and right now that's what it's based on) so if that could be factored in I'd be thankful.

Gamerlord
2011-01-07, 09:44 PM
R539
I would like a large size insect-type monster, preferably undead as well, that would be something someone would store in a tomb or treasure vault to guard it. CR 4-6. Pathfinder, but 3.5 is fine.

stormywaters
2011-01-08, 02:37 AM
R. 517

I'd like rules for Disarm and Trip for D&D 4E. Opposed attack? Attack vs Reflex? Requires a certain skill/class/role? How would you handle them?

Quoting this since it was lost on the last page. Anyone have ideas?

Mulletmanalive
2011-01-08, 01:22 PM
C 517

There are already at-will powers that perform the Trip function, so that much could be achieved with multiclassing or just playing one of the classes that have them [Monk and Rogue off the top of my head, Wizard has a Close Blast one too] or the ever hillarious Half-Elf option [though on an optimisation line, there is NEVER any reason to take anything other than Thunderwave with that option].

Disarm seems too fiddly for what 4e is all about but i'd use melee [weapon] vs Reflex or AC [depending on whether i want it to be common or not so much] and have the attack deal Strength modifier at most in terms of damage.

Ziegander
2011-01-08, 02:19 PM
R538

Hi gaiz. I'd like to request an initiation progression for the Knight class from PHBII. It would be a 4 discipline class (and right now that's what it's based on) so if that could be factored in I'd be thankful.

H538 - I completely rewrote the Knight class changing many mechanics, abolishing the code of conduct for a bonus mechanic for doing Knightly things, and adding in initiator level and maneuvers/stances. You can find that class HERE (http://brilliantgameologists.com/boards/index.php?topic=2982).

If that's not to your liking, maybe you just want to use the normal Knight class and add maneuvers to it, I'd suggest giving it the Warblade's maneuvers/stances progression, but instead of readying maneuvers and recovering them as the Warblade does give it the Crusader's method of granting maneuvers and the Crusader's recovery. The disciplines it ought to have would be Devoted Spirit, Iron Heart, Stone Dragon, and White Raven. The problem I find with this approach is that even with the Crusader's recovery this class will be a bit stronger than your standard Warblade, which feels unnecessary. It might balance things out if you nix this version of the Knight's progression of stances entirely.

stormywaters
2011-01-08, 03:05 PM
C 517

There are already at-will powers that perform the Trip function, so that much could be achieved with multiclassing or just playing one of the classes that have them [Monk and Rogue off the top of my head, Wizard has a Close Blast one too] or the ever hillarious Half-Elf option [though on an optimisation line, there is NEVER any reason to take anything other than Thunderwave with that option].

Disarm seems too fiddly for what 4e is all about but i'd use melee [weapon] vs Reflex or AC [depending on whether i want it to be common or not so much] and have the attack deal Strength modifier at most in terms of damage.

Well I'm not looking for at will powers that can be used to knock prone. I'm looking for something that any character can use.

What is wrong with Disarm? I was thinking an opposed Strength or Dexterity test with a bonus equal to the proficiency bonus of your weapon.

Tanuki Tales
2011-01-08, 06:34 PM
R540

If one doesn't exist, can I get a Half-Dwarf template? I'm not looking for a base race like the Half-Orc or Half-Elf but something modular.

Mulletmanalive
2011-01-08, 07:10 PM
C 517: You did include the words "class/race combination" in the initial request.

You seem to have a passable idea there, though i'd suggest not using opposed rolls as they're slower than rolls against static targets [and 4e likes streamlined, might as well fit in].

C 539:

Do you have Bestiary 2? A Juju Zombie Slicer Beetle does everything you're hoping for and is pretty nasty...I just can't post it because i'm pretty sure that's not OGL content

Edit: double checked, they are, i'll crunch the stats for you tomorrow night if you let me know that you don't have the book [if you do, it's a 5 minute job if you don't have to format it for a forum, hint hint]

H 540:

Half-Dwarf
-2 cha
+2 stability vs Trip/Bullrush
Instinct: +1 bonus on saves made to avoid natural hazards underground and evasion vs the same.
Dogged: The other parent's nature is contaminated by the dwarf's doggedness. The half dwarf adds a +1 competence bonus on skill checks where he takes 10 on the roll and a +2 bonus on skill checks where he takes 20.
Slow: base movement is reduced by 10ft

That ok? I think that can be added to most races without being broken [or even breaking even in many people's eyes]

Tanuki Tales
2011-01-08, 09:01 PM
[

H 540:

Half-Dwarf
-2 cha
+2 stability vs Trip/Bullrush
Instinct: +1 bonus on saves made to avoid natural hazards underground and evasion vs the same.
Dogged: The other parent's nature is contaminated by the dwarf's doggedness. The half dwarf adds a +1 competence bonus on skill checks where he takes 10 on the roll and a +2 bonus on skill checks where he takes 20.
Slow: base movement is reduced by 10ft

That ok? I think that can be added to most races without being broken [or even breaking even in many people's eyes]

Instinct and Dogged seem weird to me since Dwarves don't get bonuses in either situations.

tzaan
2011-01-09, 07:42 PM
*facepalm* wasn't aware of this; just posted a new thread. Oh well, such is the risk of being new.

Looking for an Eldritch Theurge (Complete Mage) with Artificer in place of arcane caster class features with the battlefist (or similar feature) of the Renegade MasterMaker from Magic of Eberron

This is a character who is becoming more magic than man. Starting as an Artificer, dabbling in the fundamentals of what magic is, some in-game event (being smacked in the face by a mcguffin or w/e) causes a font of magic to start burning inside of him ie: I multiclass to Warlock at some point

As campaign progresses, stars to experiment with this new power. Lops off a limb and replaces it as step 1 for the battlefist feature (or not, might be more appropriate at a higher level). I'm thinking of enchanting the battlefist to be akin to a Warlock's Scepter (Complete Arcane) to really kick the EB up a notch
Being able to Hammer Blast/Spellblast 'disable construct' at the same time against warforged baddies? tch, ya!
So yah - a, uh, "Eldritch Artificer" PrC, ta

Noremak
2011-01-09, 11:30 PM
R. 535

I’m creating a BBEG that inhabits a forest and is kind of inspired a tad from the Skull Kid of Majora’s Mask and perhaps a bit of the Blair Witch.

I’m looking for a template somewhere around CR +2 that will turn his summoned creatures into a mixture of animated organic debris, such as twigs, leaves, and pebbles, and whatever plant life might inhabit the area. Preferably it would be mindless or of little intellect, acting more like an alarm system or a guard dog. Fey influence is a plus, and creepy plant or detritus abilities are even better.

C. 535

There is a template in MM3 called ' TOPIARY GUARDIAN '. Think giant animated shrub animals. Changes the type to plant, it changes the CR by one or to a different number based on size (Medium 3, Large 7, Huge 12, whichever is higher). They might be good for what you are looking for. For extra fun, add things like poison ivy or spores to the mix. Hope this helps!

Debihuman
2011-01-10, 06:43 AM
R539
I would like a large size insect-type monster, preferably undead as well, that would be something someone would store in a tomb or treasure vault to guard it. CR 4-6. Pathfinder, but 3.5 is fine.

C 539

Zombie Ankheg would be nasty... better yet a Fast Zombie Ankheg (see Pathfinder page 289)

Debby

Mulletmanalive
2011-01-10, 07:55 AM
Instinct and Dogged seem weird to me since Dwarves don't get bonuses in either situations.

They're based on the pre-existing half-dwarf i could find, the Mul...

They do kind of capture the flavour of the dwarf though.

SynissterSyster
2011-01-10, 10:49 AM
R541

I need a diety that mixes in the following domains:
Law, Earth, Glory, Pact, and Inquisition.

I am thinking a stern earth warden of some type but it am not sure how to get it all to mesh together. Bonus if one can add in Dwarf domain too.

Thanks.

Tiniere
2011-01-12, 11:54 AM
R. 542

Hullo, I'm looking for a 4e conversion/equivalent of the Grey Jester from Heroes of Horror (3.5). I posted a thread earlier in the week but it didn't get much attention, so I was hoping for better luck here.

I'm thinking for it to be a leader/striker (or maybe controller instead?) and non-elite if possible. Thank you in advance.

Lateral
2011-01-16, 01:54 PM
R 543 I'm looking for two things. I'd like to see a decent, well-reviewed Arcane Archer fix that advances casting some amount. Also, I'm looking for something like a 'divine archer', that would have a similar premise but divine with different class features.

Eikonos
2011-01-17, 01:11 AM
Thank you for the input regarding my feats (R530) !! :smallsmile:

If someone happens to come up with something goblinoid related, please be kind and either post it here or pm me :smallredface:

Thanks !!

Doctor Acula
2011-01-17, 12:24 PM
R544

I'm preparing for an upcoming campaign and I want the main villains to be a race living in the core of the earth. They are covered with a shell which protects them from damage and mind affecting abilities. The PCs can shatter the shell by hitting it enough. I want this race to be the big bad of my campaign so im not sure how powerful to make them.

Thanks for the help

Blynkibrax
2011-01-20, 03:42 PM
R545
I'm aware that this is a big request, but I'm quite a newbie when it comes to monster advancement. I want to run a Final Fantasy-inspired game with my group and would like to request advancements for the following stats for a bomb. The stats themselves are from a thread on 4chan's tabletop gaming board, /tg/, and are hidden behind the following spoiler tags.

I would be very grateful if someone could provide me stats for a Large bomb, a Huge bomb and a Gargantuan bomb, particularly with regards to the damage of their special attacks and abilities.


http://images3.wikia.nocookie.net/__cb20071103154857/finalfantasy/images/7/70/FFVIII-Bomb.png

Bomb
Medium-sized Elemental (Extraplaner, Fire, Chaos)
Hit Dice: 6d8+12 (39 hit points)
Initiative: +5.
Speed: Fly 40 feet (8 squares, perfect).
Armour Class: 19 (+5 Dexterity, +4 natural), touch 15, flat-footed 14.
Base Attack/Grapple: +4/+6.
Attack: Slam +9 melee (1d8+3, plus 1d6 fire).
Full Attack: Slam +9 melee (1d8+2, plus 1d6 fire).
Face/Reach: 5 feet by 5 feet.
Special Attacks: Burn, flare up, self-destruct.
Special Qualities: Burning rage, darkvision 60 feet, elemental traits, fire absorption, vulnerability to cold.
Saves: Fortitude +4, Reflex +10, Will +1.
Abilities: Strength 15, Dexterity 20, Constitution 15, Intelligence 5, Wisdom 9, Charisma 9.
Skills: Spot +4, Listen +3.
Feats: Dodge, Improved Initiative(B), Mobility, Spring Attack, Weapon Finesse(B).
Environment: The Elemental Plane Of Fire.
Organisation: Solitary, pair or band (3-5).
Challenge Rating: 4.
Treasure: None.
Alignment: Always chaotic.
Advancement: 7-12 Hit Dice (Large), 13-18 Hit Dice (Huge), 19-24 Hit Dice (Gargantuan).
Level Adjustment: -

Bombs are exceptionally dangerous creatures born from the chaotic heart of the Elemental Plane Of Fire. They are wild and unruly creatures who live for chaos and destruction. Resembling large, rotund balls of fire that hover wildly in the air, the semblance of a face with wild, bright yellow eyes and a wicked, saw-tooth grin and two small, ineffectual arms flailing wildly at their side.

The older a bomb grows, the larger it becomes and the hotter its fire burns, changing its colour. Young bombs are reddish orange, while older (Large) bombs are yellow, elder bombs (Huge) are blue-white and ancient bombs (Gargantuan) are violet-black.

Bombs speak Ignan, but rarely do so, except to taunt foes.

Combat
Bombs despise the Material Plane and hate being summoned or brought there. Most will use their self-destruct ability as soon as possible, exploding in a ball of fire and returning their spirits to the Elemental Plane Of Fire, rather than spend another moment on the Material Plane.

Particularly sadistic or cruel bombs actually enjoy starting fires, causing chaos and burning mortal flesh and will torture and torment living creatures as much as possible before they finally explode, returning to their home plane.

Burn (Ex): A bomb's slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a bomb's slam attack also must succeed on a Reflex save (DC 15) or catch on fire. The flame burns for 1d4 rounds. The save DC is Constitution-based.

Creatures hitting a bomb with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack and also catch on fire unless they succeed on a Reflex save.

Flare Up (Ex): A bomb can stoke the elemental energy in the heart of their body, releasing it as a wave of searing heat. As a full-round action a bomb may release a 10 foot spread of fire centred on them that deals 1d6 points of fire damage per Hit Dice (6d4 points of damage for a Medium-sized bomb) with a Reflex save (DC 15) for half. The save DC is Constitution-based.

Self-Destruct (Ex): The bomb's final attack. As a standard action, a bomb can choose to release all of it's pent up energy in a single fiery conflagration, engulfing everyone within 30 feet in a firestorm that deals 1d8 points of damage per two Hit Dice (3d8 for a Medium-sized bomb). The intense heat of this attack allows no save.

Burning Rage (Ex): A bomb that is struck for physical damage swells visibly with rage, burning that much hotter. They gain the benefits of the rage spell (+2 morale bonus to Strength and Constitution, +1 morale bonus to Will saves, -2 penalty to Armour Class) until the end of the encounter. Additionally, while under the effects of this rage, their flame deals 1d8 points of damage on a successful slam attack, instead of the usual 1d6.

Fire Absorption (Ex): Bombs are immune to fire. In addition, any magical attack against a bomb that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise normally deal. If the amount of healing would cause the bomb to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a bomb hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage.

Elemental Traits: Bombs are elementals, immune to poison, sleep effects, paralysis and stunning. Bombs are not subject to critical hits or flanking. Bombs cannot be raised or resurrected.

Scorpions__
2011-01-21, 05:12 PM
R546

I would like to have some cross subsystem abilities for any 3.5 game I might run. They can be of any grade or level, and the more general they are the better.

Subsystems that I'm referring to include Pact Magic, Shadow Magic, Truename Magic, Psionics, Incarnum, Invocations, and the Sublime Way. Companion Spirits is something less important to me, but interesting.

I'd be willing to collaborate on ideas with anyone who is interested in working on the technicalities.







DM[F]R

Super_Fluous
2011-01-30, 11:07 AM
R 547

I would like to request a 0 Level Adjustment Anthropomorphic Bear race.

ericgrau
2011-01-30, 02:23 PM
H 547
Bearmen come with black, brown or white (polar bear) hair depending on region (temperate forests, cold forests and cold plains respectively). They appear to be part man, part bear, with a human face and clawed, semi-human hands but fur over much of their body. The white bearmen are carnivores while the other two are omnivores. They tend to be highly protective of their homeland, friends and family and wary of others.

Alignment: often lawful ("often" = more than 33%)
Size: medium
Speed: 30'
+2 con, -2 dex
Low light vision, scent
+2 racial bonus to swim checks
Gain 2 1d6 (assuming medium size) claw attacks as primary natural weapons.


R 543 I'm looking for two things. I'd like to see a decent, well-reviewed Arcane Archer fix that advances casting some amount. Also, I'm looking for something like a 'divine archer', that would have a similar premise but divine with different class features.

H 543

I'm normally not a big fan of pathfinder but the PF version fits, works well enough for your goals, and is playtested.
http://www.d20pfsrd.com/classes/prestige-classes/arcane-archer

I don't see why a cleric version, or other divine version, would be much different except that it should have medium BAB to make up for the cleric's increasing buffs as his caster level goes up. The required race would probably change too. My first instinct would say dwarf but dwarves already have their own melee prc and you want a race with high dex. Pick your favorite.

EDIT: Oh ya the even level abilities should change for divine. Keep the odd level abilities the same. Here ya go:

Imbue Arrow: At 2nd level, an divine archer gains the ability to place a touch spell upon an arrow. When the arrow is fired, the spell targets the creature hit. A spell cast in this way uses its standard casting time and the divine archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.

Seeker Arrow: same

Phase Arrow: same

Hail of Arrows: same

Arrow of Life: At 10th level, the divine archer can create an arrow of life that can revive a target that just died. Treat the target as if it were affected by a revivify spell. It takes 1 day to make an arrow of life, and the arrow only functions for the divine archer who created it. The arrow of life lasts no longer than 1 year, and the archer can only have one such arrow in existence at a time. The advantage of this arrow over using imbue arrow with a revivify spell is that the divine archer may use his remaining attacks for other arrows. This arrow also functions like an Arcane Archer's Arrow of Death when used on an undead foe.

EDIT #2: I do think pathfinder giving a sorcerer arcane archer a 10th level save or die as an attack action 1/day is pretty retarded. You might want to rework the save DC. At the same time core gives you a non-scaling DC. Maybe something like 15 + caster stat modifier would work. Your caster stat is still likely to come second after dex or else I'd say 10 + caster stat mod. PF probably missed it when they playtested with wizard arcane archers who still get a cha based death arrow save by PF rules.

Dire Reverend
2011-01-31, 08:08 PM
R548
I think i did that right...
I did a brief search for epic progression for the landlord feat from the Stronghold Builder's Guidebook, but I have found none. Would someone be willing to make progression for the Landlord feat for characters past level 20? I am not sure how the makers of that feat determined the gold allowance, so I cannot estimate what a level 30's allowance would be.

cooperflood
2011-02-01, 02:56 PM
H543

The Sagittarius (http://www.giantitp.com/forums/showthread.php?t=117933&) by Kellus might also be useful for the Divine Archer. It's a baseclass not a PrC, but possibly worth a look.

Hazzardevil
2011-02-01, 04:06 PM
Hi, Is anyone willing to make me a set of balanced feats appropirate for pathfinder allowing a caster to change it's casting stat, all I need is for a healer to use int for casting or a witch to use charisma.

ericgrau
2011-02-02, 12:12 AM
H549 (please number your request)
Generally wis > int > cha. A feat that downgrades the casting stat should be balanced on its own. There might be exceptions for UMD casters like bards and skillmonkeys like arcane tricksters, but for what you want it shouldn't be a problem. Just make the feats class specific and there shouldn't be any surprises. At worst you'll have a mystic theurge that lowers his will save in exchange for increasing the save DC of half his spells... and then it'll only keep up with the other half.

Hawkflight
2011-02-04, 02:58 PM
R550

Hello. I need a pixie race for an upcoming campaign. I wanted to use the Petal from MM3, but the +2 LA is killing me.

R551

I would also like a Class or PrC based around pulling pranks. It should have full spellcasting advancement, as well as some abilities with a "prank" flavor, like debuffing enemies for example.

Drakonzeta
2011-02-04, 05:43 PM
R552 I guess...
For a setting I'm working on, I need a playable race which is basically condensed, living magic energy. Thing is, I need one for every school of magic. LA +3 ish is where I think it should be about....
Oh, and it has to fly.

Super_Fluous
2011-02-06, 01:57 AM
R552

If I may be so bold, I would like to request a 0 LA race based upon a ghost. Preferably with a bonus to wisdom or charisma, and with some sort of limited invisibility or incorporeality ability as it increases in HD. If it needs some sort of undead equivalent of the living construct traits, that is perfectly fine.

ericgrau
2011-02-07, 03:27 AM
H 552

Spoilered for length.

Sounds like fun. I figured I'd handle the LA 0 by making many things as much of a hindrance as a help. Maybe more hindrance even. From there I made sure the special abilities scaled so that they wouldn't be too much for their level. I'm hoping forcing you to dump con and Half Dead will be enough of a drawback to make up for the advantages, plus the fact that you don't get them until an appropriate level.

Ghostborn
One parent, usually the mother, undergoes a traumatic death often full of injustice, horror or another problem that needs resolving. The child is still born, his survival often miraculous, and seeks to right or avenge the damage done (whether in the name of good or evil). Once the ghostborn character accomplishes this goal he loses is ghost half and dies but may be raised normally as a member of his parent race. Before this time he raises as a ghostborn. Whether he knows the circumstances of his birth or not the event marrs him permanently, leaving an air of terror always in the back of his mind.

con becomes -, cha +2

Special abilities:
The save DC (if any) for a ghostborn's abilities is 10 + 1/2 the ghostborn's HD + the ghostborn's charisma modifier or 10 + spell level + the ghostborn's charisma modifier. Caster level is equal to the ghostborn's HD.

Dual Presence (Ex): A ghostborn is always present on both the material and ethereal planes and must (not may) interact with creatures and objects on both normally. This may aid the ghostborn in combatting incorporeal foes but it often invites dangerous foes as well that might not be able to reach material creatures otherwise.

Half Dead (Ex): A Ghostborn may be affected by spells and other effects that affect either living or undead creatures. He is healed only half as much by cure spells, takes only half damage from inflict spells and takes only half damage from damaging effects that only work on living or dead creatures (but not both). He may be turned, but he gets a turn resistance of 4.

Rejuvenation (Su): A ghostborn that dies body fully intact automatically raises again in 48 hours. Otherwise he may raise with missing limbs, requiring a regenerate spell to restore them. One that is cut into pieces regenerates and raises in a week. One that is pound into fine dust or disintegreated and scattered merges together again and raises after a month in a random location among the dust. In all cases he still loses a level. Before this time is up he may be raised normally. If enough of a ghostborn is collected and trapped in a reasonably strong, well sealed container his automatic ressurection may be delayed indefinitely until this material is released, but he may still be raised normally. A ghostborn whose life goal is accomplished, before or after death, does not benefit from this ability (nor any other ghostborn ability).

Chill Touch (Su): At 3 HD the ghostborn may use chill touch, as the spell, once per day.

Invisibility (Su): At 5 HD the ghostborn may become invisible 3 times per day, as the spell except that incorporeal and ethereal creatures may still see him.

Ethereal Travel (Su): At 7 HD the ghostborn has learned how to move himself using his ethereal side rather than his material side. He gains a fly speed of half his normal land speed, with perfect manuevaribility. He may fly for up 10 minutes per day, divided as he sees fit. If the ghostborn somehow leaves the ethereal plane or enters a plane that does not overlap the ethereal plane he loses the benefit of this ability.

Phantasmal Killer (Su): At 9 HD the ghostborn may use phantasmal killer as the spell up to 3 times per day.

Telekinesis (Su): At 11 HD a ghostborn can use telekinesis as a standard action up to 3 times per day.

Nightmare (su): At 13 HD a ghostborn can use nightmare, as the spell, once per day.

Ethereal Jaunt (su): At 15 HD a ghostborn may move completely to the ethereal plane as if using the spell Ethereal Jaunt up to 3 times per day.

Split Form (Su): AT 17 HD a ghostborn may split into a material half and incorporeal half up to 3 times per day. His material half acts normally, except is fully material. His incorporeal half acts similar to a project image spell and in additon to spells the ghostborn may use his other special abilities through his incorporeal half, or even ghost touch equipment. As with the spell he may not act through both halves at the same time. The incorporeal half uses the ghostborn's dexterity instead of strength for touch abilities and touch spells. Any damage to the incorporeal half ends the ability.

Ghost Mastery (su): At 19 HD a ghostborn has mastered both his materealness and etherealness. Up to 3 times per day he may change his state to be completely material, completely ethereal, incorporeal and manifesting on the material plane, or incorporeal and manifesting on the ethereal plane (treat ethereal creatures as if they were material beings encountering an incorporeal foe). In any case the change requires a standard action to use and lasts 1 minute per HD the ghostborn has. The ghostborn may end this ability as a standard action. When incorporeal the ghostborn use his dexterity instead of strength for touch abilities and touch spells.

EDIT: Horrific appearance moved as it's too problematic and easy to avoid on the allies side. Ability requirements bumped up 2 HD to err on the safe side.


Man I gotta find other ways to kill time. <departs>

Qwertystop
2011-02-07, 11:33 AM
H 552

Spoilered for length.

Sounds like fun. I figured I'd handle the LA 0 by making many things as much of a hindrance as a help. Maybe more hindrance even. From there I made sure the special abilities scaled so that they wouldn't be too much for their level. If you think they're still a bit much, you could bump up all the HD requirements by 2 and add a new ability on par with a level 1 spell at 3 HD. I'm hoping forcing you to dump con and Half Dead will be enough of a drawback to make up for it though.

Ghostborn
One parent, usually the mother, undergoes a traumatic death often full of injustice, horror or another problem that needs resolving. The child is still born, his survival often miraculous, and seeks to right or avenge the damage done (whether in the name of good or evil). Once the ghostborn character accomplishes this goal he loses is ghost half and dies but may be raised normally as a member of his parent race. Before this time he raises as a ghostborn. Whether he knows the circumstances of his birth or not the event marrs him permanently, leaving an air of terror always in the back of his mind.

con becomes -, cha +2

Special abilities:
The save DC (if any) for a ghostborn's abilities is 10 + 1/2 the ghostborn's HD + the ghostborn's charisma modifier or 10 + spell level + the ghostborn's charisma modifier.

Horrific Appearance (Su): Ghostborn are forever marred by their trauma and it expresses itself in some way in the way they look. Any living creature within 60 feet that views a ghostborn, even allies, must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghostborn’s horrific appearance for 24 hours.

Dual Presence (Ex): A ghostborn is always present on both the material and ethereal planes and must (not may) interact with creatures and objects on both normally. This may aid the ghostborn in combatting incorporeal foes but it often invites dangerous foes as well that might not be able to reach material creatures otherwise.

Half Dead (Ex): A Ghostborn may be affected by spells and other effects that affect either living or undead creatures. He is healed only half as much by cure spells, takes only half damage from inflict spells and takes only half damage from damaging effects that only work on living or dead creatures (but not both). He may be turned, but he gets a turn resistance of 4.

Rejuvenation (Su): A ghostborn that dies body fully intact automatically raises again in 48 hours. Otherwise he may raise with missing limbs, requiring a regenerate spell to restore them. One that is cut into pieces regenerates and raises in a week. One that is pound into fine dust or disintegreated and scattered merges together again and raises after a month in a random location among the dust. In all cases he still loses a level. Before this time is up he may be raised normally. If enough of a ghostborn is collected and trapped in a reasonably strong, well sealed container his automatic ressurection may be delayed indefinitely until this material is released, but he may still be raised normally. A ghostborn whose life goal is accomplished, before or after death, does not benefit from this ability (nor any other ghostborn ability).

Invisibility (Su): At 3 HD the ghostborn may become invisible 3 times per day, as the spell except that incorporeal and ethereal creatures may still see him.

Ethereal Travel (Su): At 5 HD the ghostborn has learned how to move himself using his ethereal side rather than his material side. He gains a fly speed of half his normal land speed, with perfect manuevaribility. He may fly for up 10 minutes per day, divided as he sees fit.

Phantasmal Killer (Su): At 7 HD the ghostborn may use phantasmal killer as the spell up to 3 times per day.

Telekinesis (Su): At 9 HD a ghostborn can use telekinesis as a standard action (caster level equal to the ghost’s HD) up to 3 times per day.

Nightmare (su): At 11 HD a ghostborn can use nightmare, as the spell, once per day.

Ethereal Jaunt (su): At 13 HD a ghostborn may move completely to the ethereal plane as if using the spell Ethereal Jaunt (caster level equals the ghostborn's HD) up to 3 times per day.

Split Form (Su): AT 15 HD a ghostborn may split into a material half and incorporeal half up to 3 times per day. His material half acts normally, except is fully material. His incorporeal half acts similar to a project image spell and in additon to spells the ghostborn may use his other special abilities through his incorporeal half, or even ghost touch equipment. As with the spell he may not act through both halves at the same time.

Ghost Mastery (su): At 17 HD a ghostborn has mastered both his materealness and etherealness. Up to 3 times per day he may change his state to be completely material, completely ethereal, incorporeal and manifesting on the material plane, or incorporeal and manifesting on the ethereal plane (treat ethereal creatures as if they were material beings encountering an incorporeal foe). In any case the change requires a standard action to use and lasts 1 minute per HD the ghostborn has. The ghostborn may end this ability as a standard action.


Man I gotta find other ways to kill time. <departs>
There is NO WAY that's LA 0.

ericgrau
2011-02-07, 01:04 PM
Even with the drawbacks and gradual ability progression? "Dual casting in two classes, there's no way the mystic theurge isn't OP." (common statement upon release of the PrC). Nonetheless I took it down a notch to err on the safe side. The low con makes a caster or rogue almost suicide - can you imagine 25-35 HP at level 9 - while melee gets a little less benefit from the special ablities (and the low con still hurts). Plus half dead makes them hard to heal and vulnerable to more kinds of attacks. I'm tempted to make Rejuvenation not cause level loss, in that frequent death might be expected (something to suggest to your DM if things turn bad). EDIT: Even then you won't be very effective in a fight when you're dead. My worry about nerfing it any harder would be that it already might cause frustratingly underpowered players.

Qwertystop
2011-02-07, 04:34 PM
Even with the drawbacks and gradual ability progression? "Dual casting in two classes, there's no way the mystic theurge isn't OP." (common statement upon release of the PrC). Nonetheless I took it down a notch to err on the safe side. The low con makes a caster or rogue almost suicide - can you imagine 25-35 HP at level 9 - while melee gets a little less benefit from the special ablities (and the low con still hurts). Plus half dead makes them hard to heal and vulnerable to more kinds of attacks. I'm tempted to make Rejuvenation not cause level loss, in that frequent death might be expected (something to suggest to your DM if things turn bad). My worry about nerfing it any harder would be that it already might cause frustratingly underpowered players.

It's just that the auto-raise-dead helps enormously, and any player who takes this race would be in a class that needs the CON as little as possible. You wouldn't be a rogue, you'd be a full caster of some kind. Maybe a cleric, for full plate and healing.

Mulletmanalive
2011-02-07, 07:13 PM
C 552 It's probably not too bad now, though I'd actively suggest that it would count as a least bloodline [so the level loss comes later], given the number of things they get.

This would be offset if the race actually made you unable to lift normal items and whatnot [being incorporeal, possibly at reduced power]

There's also the "Lesser Ghost," as Kallisti puts it, the Ghostwalk ghost

Land Outcast
2011-02-09, 04:39 PM
H545

Notes:

Fixed Initiative for Medium Bomb

Changed Spring Attack for Flyby Attack [Monster Manual]
Assumed the "Flare Up" ability dealt d6 damage
[There's a contradiction between d4 and d6 in the Medium Bomb]
Also, increased "Flare Up" radius, or it'd be useless
I wasn't sure how to continue the damage progression for the Bomb's slam attack after Huge size's 3d6... so I just decided to go for 3d8 in the Gargantuan version, adding Improved Natural Attack to that, I again judged, in this case to up it to 4d8.
Not sure how HD are supposed to interact with saves and Base Attack beyond 20th level in monsters, I just continued the normal progression.




Bomb
Medium-sized Elemental (Extraplaner, Fire, Chaos)
Hit Dice: 6d8+12 (39 hit points)
Initiative: +9.
Speed: Fly 40 feet (8 squares, perfect).
Armour Class: 19 (+5 Dexterity, +4 natural), touch 15, flat-footed 14.
Base Attack/Grapple: +4/+6.
Attack: Slam +9 melee (1d8+3, plus 1d6 fire).
Full Attack: Slam +9 melee (1d8+2, plus 1d6 fire).
Face/Reach: 5 feet by 5 feet.
Special Attacks: Burn, flare up, self-destruct.
Special Qualities: Burning rage, darkvision 60 feet, elemental traits, fire absorption, vulnerability to cold.
Saves: Fortitude +4, Reflex +10, Will +1.
Abilities: Strength 15, Dexterity 20, Constitution 15, Intelligence 5, Wisdom 9, Charisma 9.
Skills: Spot +4, Listen +3.
Feats: Dodge, Flyby Attack, Improved Initiative(B), Mobility, Weapon Finesse(B).
Environment: The Elemental Plane Of Fire.
Organisation: Solitary, pair or band (3-5).
Challenge Rating: 4.
Treasure: None.
Alignment: Always chaotic.
Advancement: 7-12 Hit Dice (Large), 13-18 Hit Dice (Huge), 19-24 Hit Dice (Gargantuan).
Level Adjustment: -

Bombs are exceptionally dangerous creatures born from the chaotic heart of the Elemental Plane Of Fire. They are wild and unruly creatures who live for chaos and destruction. Resembling large, rotund balls of fire that hover wildly in the air, the semblance of a face with wild, bright yellow eyes and a wicked, saw-tooth grin and two small, ineffectual arms flailing wildly at their side.

The older a bomb grows, the larger it becomes and the hotter its fire burns, changing its colour. Young bombs are reddish orange, while older (Large) bombs are yellow, elder bombs (Huge) are blue-white and ancient bombs (Gargantuan) are violet-black.

Bombs speak Ignan, but rarely do so, except to taunt foes.

Combat
Bombs despise the Material Plane and hate being summoned or brought there. Most will use their self-destruct ability as soon as possible, exploding in a ball of fire and returning their spirits to the Elemental Plane Of Fire, rather than spend another moment on the Material Plane.

Particularly sadistic or cruel bombs actually enjoy starting fires, causing chaos and burning mortal flesh and will torture and torment living creatures as much as possible before they finally explode, returning to their home plane.

Burn (Ex): A bomb's slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a bomb's slam attack also must succeed on a Reflex save (DC 15) or catch on fire. The flame burns for 1d4 rounds. The save DC is Constitution-based.

Creatures hitting a bomb with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack and also catch on fire unless they succeed on a Reflex save.

Flare Up (Ex): A bomb can stoke the elemental energy in the heart of their body, releasing it as a wave of searing heat. As a full-round action a bomb may release a 10 foot spread of fire centred on them that deals 1d6 points of fire damage per Hit Dice (6d6 points of damage for a Medium-sized bomb) with a Reflex save (DC 15) for half. The save DC is Constitution-based.

Self-Destruct (Ex): The bomb's final attack. As a standard action, a bomb can choose to release all of it's pent up energy in a single fiery conflagration, engulfing everyone within 30 feet in a firestorm that deals 1d8 points of damage per two Hit Dice (3d8 for a Medium-sized bomb). The intense heat of this attack allows no save.

Burning Rage (Ex): A bomb that is struck for physical damage swells visibly with rage, burning that much hotter. They gain the benefits of the [I]rage spell (+2 morale bonus to Strength and Constitution, +1 morale bonus to Will saves, -2 penalty to Armour Class) until the end of the encounter. Additionally, while under the effects of this rage, their flame deals 1d8 points of damage on a successful slam attack, instead of the usual 1d6.

Fire Absorption (Ex): Bombs are immune to fire. In addition, any magical attack against a bomb that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise normally deal. If the amount of healing would cause the bomb to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a bomb hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage.

Elemental Traits: Bombs are elementals, immune to poison, sleep effects, paralysis and stunning. Bombs are not subject to critical hits or flanking. Bombs cannot be raised or resurrected.



Bomb
Large-sized Elemental (Extraplaner, Fire, Chaos)
Hit Dice: 11d8+44 (103 hit points)
Initiative: +8.
Speed: Fly 40 feet (8 squares, perfect).
Armour Class: 19 (-1 size, +4 Dexterity, +6 natural), touch 13, flat-footed 15.
Base Attack/Grapple: +8/+18.
Attack: Slam +13 melee (2d6+9, plus 1d6 fire).
Full Attack: Slam +13 melee (2d6+9, plus 1d6 fire).
Face/Reach: 10 feet by 10 feet.
Special Attacks: Burn, flare up, self-destruct.
Special Qualities: Burning rage, darkvision 60 feet, elemental traits, fire absorption, vulnerability to cold.
Saves: Fortitude +7, Reflex +11, Will +2.
Abilities: Strength 23, Dexterity 18, Constitution 19, Intelligence 5, Wisdom 9, Charisma 9.
Skills: Spot +6, Listen +6.
Feats: Ability Focus (Flare Up) [MM], Dodge, Flyby Attack [MM], Improved Initiative(B), Mobility, Weapon Finesse(B).
Environment: The Elemental Plane Of Fire.
Organisation: Solitary, pair or band (3-5).
Challenge Rating: ?.
Treasure: None.
Alignment: Always chaotic.
Advancement: 12 Hit Dice (Large), 13-18 Hit Dice (Huge), 19-24 Hit Dice (Gargantuan).
Level Adjustment: -

Bombs are exceptionally dangerous creatures born from the chaotic heart of the Elemental Plane Of Fire. They are wild and unruly creatures who live for chaos and destruction. Resembling large, rotund balls of fire that hover wildly in the air, the semblance of a face with wild, bright yellow eyes and a wicked, saw-tooth grin and two small, ineffectual arms flailing wildly at their side.

The older a bomb grows, the larger it becomes and the hotter its fire burns, changing its colour. Young bombs are reddish orange, while older (Large) bombs are yellow, elder bombs (Huge) are blue-white and ancient bombs (Gargantuan) are violet-black.

Bombs speak Ignan, but rarely do so, except to taunt foes.

Combat
Bombs despise the Material Plane and hate being summoned or brought there. Most will use their self-destruct ability as soon as possible, exploding in a ball of fire and returning their spirits to the Elemental Plane Of Fire, rather than spend another moment on the Material Plane.

Particularly sadistic or cruel bombs actually enjoy starting fires, causing chaos and burning mortal flesh and will torture and torment living creatures as much as possible before they finally explode, returning to their home plane.

Burn (Ex): A bomb's slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a bomb's slam attack also must succeed on a Reflex save (DC 19) or catch on fire. The flame burns for 1d4 rounds. The save DC is Constitution-based.

Creatures hitting a bomb with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack and also catch on fire unless they succeed on a Reflex save.

Flare Up (Ex): A bomb can stoke the elemental energy in the heart of their body, releasing it as a wave of searing heat. As a full-round action a bomb may release a 20 foot spread of fire centred on them that deals 1d6 points of fire damage per Hit Dice (11d6 points of damage for a Large-sized bomb) with a Reflex save (DC 21) for half. The save DC is Constitution-based.

Self-Destruct (Ex): The bomb's final attack. As a standard action, a bomb can choose to release all of it's pent up energy in a single fiery conflagration, engulfing everyone within 30 feet in a firestorm that deals 1d8 points of damage per two Hit Dice (5d8 for a Large-sized bomb). The intense heat of this attack allows no save.

Burning Rage (Ex): A bomb that is struck for physical damage swells visibly with rage, burning that much hotter. They gain the benefits of the rage spell (+2 morale bonus to Strength and Constitution, +1 morale bonus to Will saves, -2 penalty to Armour Class) until the end of the encounter. Additionally, while under the effects of this rage, their flame deals 1d8 points of damage on a successful slam attack, instead of the usual 1d6.

Fire Absorption (Ex): Bombs are immune to fire. In addition, any magical attack against a bomb that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise normally deal. If the amount of healing would cause the bomb to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a bomb hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage.

Elemental Traits: Bombs are elementals, immune to poison, sleep effects, paralysis and stunning. Bombs are not subject to critical hits or flanking. Bombs cannot be raised or resurrected.



Bomb
Huge-sized Elemental (Extraplaner, Fire, Chaos)
Hit Dice: 16d8+96 (168 hit points)
Initiative: +7.
Speed: Fly 40 feet (8 squares, perfect).
Armour Class: 20 (-2 size, +3 Dexterity, +9 natural), touch 11, flat-footed 17.
Base Attack/Grapple: +12/+30.
Attack: Slam +21 melee (3d6+15, plus 1d6 fire).
Full Attack: Slam +21 melee (3d6+15, plus 1d6 fire).
Face/Reach: 15 feet by 15 feet.
Special Attacks: Burn, flare up, self-destruct.
Special Qualities: Burning rage, darkvision 60 feet, elemental traits, fire absorption, vulnerability to cold.
Saves: Fortitude +11, Reflex +13, Will +4.
Abilities: Strength 31, Dexterity 16, Constitution 23, Intelligence 5, Wisdom 9, Charisma 9.
Skills: Spot +9, Listen +8.
Feats: Ability Focus (Flare Up) [MM], Dodge, Flyby Attack [MM], Improved Initiative(B), Mobility, Power Attack, Weapon Finesse(B), Weapon Focus (Slam).
Environment: The Elemental Plane Of Fire.
Organisation: Solitary, pair or band (3-5).
Challenge Rating: ?.
Treasure: None.
Alignment: Always chaotic.
Advancement: 12 Hit Dice (Large), 13-18 Hit Dice (Huge), 19-24 Hit Dice (Gargantuan).
Level Adjustment: -

Bombs are exceptionally dangerous creatures born from the chaotic heart of the Elemental Plane Of Fire. They are wild and unruly creatures who live for chaos and destruction. Resembling large, rotund balls of fire that hover wildly in the air, the semblance of a face with wild, bright yellow eyes and a wicked, saw-tooth grin and two small, ineffectual arms flailing wildly at their side.

The older a bomb grows, the larger it becomes and the hotter its fire burns, changing its colour. Young bombs are reddish orange, while older (Large) bombs are yellow, elder bombs (Huge) are blue-white and ancient bombs (Gargantuan) are violet-black.

Bombs speak Ignan, but rarely do so, except to taunt foes.

Combat
Bombs despise the Material Plane and hate being summoned or brought there. Most will use their self-destruct ability as soon as possible, exploding in a ball of fire and returning their spirits to the Elemental Plane Of Fire, rather than spend another moment on the Material Plane.

Particularly sadistic or cruel bombs actually enjoy starting fires, causing chaos and burning mortal flesh and will torture and torment living creatures as much as possible before they finally explode, returning to their home plane.

Burn (Ex): A bomb's slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a bomb's slam attack also must succeed on a Reflex save (DC 24) or catch on fire. The flame burns for 1d4 rounds. The save DC is Constitution-based.

Creatures hitting a bomb with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack and also catch on fire unless they succeed on a Reflex save.

Flare Up (Ex): A bomb can stoke the elemental energy in the heart of their body, releasing it as a wave of searing heat. As a full-round action a bomb may release a 30 foot spread of fire centred on them that deals 1d6 points of fire damage per Hit Dice (16d6 points of damage for a Huge-sized bomb) with a Reflex save (DC 26) for half. The save DC is Constitution-based.

Self-Destruct (Ex): The bomb's final attack. As a standard action, a bomb can choose to release all of it's pent up energy in a single fiery conflagration, engulfing everyone within 30 feet in a firestorm that deals 1d8 points of damage per two Hit Dice (8d8 for a Huge-sized bomb). The intense heat of this attack allows no save.

Burning Rage (Ex): A bomb that is struck for physical damage swells visibly with rage, burning that much hotter. They gain the benefits of the rage spell (+2 morale bonus to Strength and Constitution, +1 morale bonus to Will saves, -2 penalty to Armour Class) until the end of the encounter. Additionally, while under the effects of this rage, their flame deals 1d8 points of damage on a successful slam attack, instead of the usual 1d6.

Fire Absorption (Ex): Bombs are immune to fire. In addition, any magical attack against a bomb that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise normally deal. If the amount of healing would cause the bomb to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a bomb hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage.

Elemental Traits: Bombs are elementals, immune to poison, sleep effects, paralysis and stunning. Bombs are not subject to critical hits or flanking. Bombs cannot be raised or resurrected.



Bomb
Gargantuan-sized Elemental (Extraplaner, Fire, Chaos)
Hit Dice: 21d8+168 (263 hit points)
Initiative: +7.
Speed: Fly 40 feet (8 squares, perfect).
Armour Class: 22 (-4 size, +3 Dexterity, +13 natural), touch 9, flat-footed 19.
Base Attack/Grapple: +15/+41.
Attack: Slam +26 melee (4d8+21, plus 1d6 fire).
Full Attack: Slam +26 melee (4d8+21, plus 1d6 fire).
Face/Reach: 20 feet by 20 feet.
Special Attacks: Burn, flare up, self-destruct.
Special Qualities: Burning rage, darkvision 60 feet, elemental traits, fire absorption, vulnerability to cold.
Saves: Fortitude +15, Reflex +15, Will +6.
Abilities: Strength 39, Dexterity 16, Constitution 27, Intelligence 5, Wisdom 9, Charisma 9.
Skills: Spot +11, Listen +11.
Feats: Ability Focus (Flare Up) [MM], Combat Reflexes, Dodge, Flyby Attack [MM], Improved Initiative(B), Improved Natural Attack (Slam)[MM], Mobility, Power Attack, Weapon Finesse(B), Weapon Focus (Slam).
Environment: The Elemental Plane Of Fire.
Organisation: Solitary, pair or band (3-5).
Challenge Rating: ?.
Treasure: None.
Alignment: Always chaotic.
Advancement: 12 Hit Dice (Large), 13-18 Hit Dice (Huge), 19-24 Hit Dice (Gargantuan).
Level Adjustment: -

Bombs are exceptionally dangerous creatures born from the chaotic heart of the Elemental Plane Of Fire. They are wild and unruly creatures who live for chaos and destruction. Resembling large, rotund balls of fire that hover wildly in the air, the semblance of a face with wild, bright yellow eyes and a wicked, saw-tooth grin and two small, ineffectual arms flailing wildly at their side.

The older a bomb grows, the larger it becomes and the hotter its fire burns, changing its colour. Young bombs are reddish orange, while older (Large) bombs are yellow, elder bombs (Huge) are blue-white and ancient bombs (Gargantuan) are violet-black.

Bombs speak Ignan, but rarely do so, except to taunt foes.

Combat
Bombs despise the Material Plane and hate being summoned or brought there. Most will use their self-destruct ability as soon as possible, exploding in a ball of fire and returning their spirits to the Elemental Plane Of Fire, rather than spend another moment on the Material Plane.

Particularly sadistic or cruel bombs actually enjoy starting fires, causing chaos and burning mortal flesh and will torture and torment living creatures as much as possible before they finally explode, returning to their home plane.

Burn (Ex): A bomb's slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a bomb's slam attack also must succeed on a Reflex save (DC 28) or catch on fire. The flame burns for 1d4 rounds. The save DC is Constitution-based.

Creatures hitting a bomb with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack and also catch on fire unless they succeed on a Reflex save.

Flare Up (Ex): A bomb can stoke the elemental energy in the heart of their body, releasing it as a wave of searing heat. As a full-round action a bomb may release a 40 foot spread of fire centred on them that deals 1d6 points of fire damage per Hit Dice (21d6 points of damage for a Gargantuan-sized bomb) with a Reflex save (DC 30) for half. The save DC is Constitution-based.

Self-Destruct (Ex): The bomb's final attack. As a standard action, a bomb can choose to release all of it's pent up energy in a single fiery conflagration, engulfing everyone within 30 feet in a firestorm that deals 1d8 points of damage per two Hit Dice (10d8 for a Gargantuan-sized bomb). The intense heat of this attack allows no save.

Burning Rage (Ex): A bomb that is struck for physical damage swells visibly with rage, burning that much hotter. They gain the benefits of the rage spell (+2 morale bonus to Strength and Constitution, +1 morale bonus to Will saves, -2 penalty to Armour Class) until the end of the encounter. Additionally, while under the effects of this rage, their flame deals 1d8 points of damage on a successful slam attack, instead of the usual 1d6.

Fire Absorption (Ex): Bombs are immune to fire. In addition, any magical attack against a bomb that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise normally deal. If the amount of healing would cause the bomb to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a bomb hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage.

Elemental Traits: Bombs are elementals, immune to poison, sleep effects, paralysis and stunning. Bombs are not subject to critical hits or flanking. Bombs cannot be raised or resurrected.

I would suggest, beyond the RAW advances,

Increasing speed (perhaps so it ends being: Medium-40 L-60 H-80 G-100).
If not, that Flyby Attack ends up useful only for causing attacks of opportunity, given that mobility of characters increases with levels.
Giving Spell Resistance to the larger versions.

super dark33
2011-02-10, 11:49 AM
R553

I would like to request a Dragon type monster, sience i cant create monsters wo are no overpowerd. to be more specific:

A dragon, that can breat and all, but based on the Wyvern monster.
in fact it is a dragon, but without breath attacks, they use invocation-like abillity's that can be cooked like: fire-cone,acid-chain,lightning-doom etc. i need balancing (I.E damage to the breathes and all that) to it, cuz i tried to make and it was way overpowerd.

Thankes from advance.
Super dark33, warlock battlelord

Land Outcast
2011-02-11, 02:18 AM
H553

Dravisok (High Drake)
Size/Type: Large Dragon
Hit Dice: 6d12+18 (57 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (average)
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +6/+14
Attack: bite +9 melee (2d6+6) or talon +9 melee (1d8+4)
Full Attack: bite +9 melee (2d6+6) and 2 wings +7 melee (1d6+2) and 2 talons +7 melee (2d6+4)
Space/Reach: 10 ft./5 ft. (10 with bite)
Special Attacks: Improved grab, arcane breath or words of power (DC 18)
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 19, Dex 12, Con 16, Int 10, Wis 12, Cha 16
Skills: Bluff +12, Intimidate +12, Listen +10, Sense Motive +10, Search +9, Spot +10
Feats: Ability Focus (arcane breath or words of power), Flyby Attack, Hover, Multiattack
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: 7-10 HD (Huge); 11-21 HD (Gargantuan)
Level Adjustment: —

High Drakes are the result of breed-taming draconic species, magical engineering suppressed most of the arcane capabilities of draconic blood because of its indomitable power, and cross breeding reduced their mental capabilities and their physiological resemblance to true dragons.
Diluted, but not denaturalized as in brutish Wyverns, dragon blood flows through the High Drake’s veins, allowing for basic elemental manipulation which has come to be known as “Arcane Breath” (in emulation of a true dragon’s breath weapon).
High Drakes are cunning and carry a strong personality which makes them set themselves apart from “lesser breeds” (which includes draconic creatures and pretty much every other mortal). Yet that cunning makes them recognize the value of alliances and of stepping aside for the bigger predator, be it with scaled or fleshy skin.

Improved Grab (Ex)
To use this ability, a High Drake must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and bites.

Arcane BreathArcane Breath (Su):
Using arcane breath is a standard action. Once a high drake breathes, it can’t breathe again until 1d4 rounds later. Creatures caught in the area can attempt Reflex saves to take half damage (DC 18, Constitution based).
A High Drake can’t use its bite attack on the same round it uses the Arcane Breath.
Different High Drakes have different types of breath, each has only one type of breath from the following:

Acid Doom: Acidic globs of bile are spit into the air, and immediately start towards every creature or object designated as a target. Acid Doom is a 40 feet burst centered on the High Drake, dealing 6d6 acid damage.
Flaming Spear: A lance-like flame comes into existence from the High Drake’s jaws, travels across the air leaving a trail of flame behind, and impacts onto its target with a great detonation. Flaming Spear is a 5-feet wide 20-feet high line which starts on a square adjacent to the High Drake and extends then into any direction for 80 feet (or until it hits the target), the High Drake might choose to give a target to its Flaming Spear, in such case the target doesn’t get a saving throw and the line ends when it gets there. Creatures caught in the line receive 2d6+6 (2d6+HD) fire damage; the line remains for three rounds (Con modifier), creatures crossing the line receive 2d6+6 fire damage (no save) as do creatures in the area of the line when the High Drake’s turn starts. Creatures not in the wall's area but within 10 feet of it receive 2d4 points of fire damage and those past 10 feet but within 20 feet receive 1d4 points of fire.
Frozen Chains: The High Drake starts letting out a stream of spit which rapidly freezes into ice, but instead of stiffening, it starts a snake-like movement launching itself onto the first target. Frozen Chains starts with the closest enemy, dealing 6d8 cold damage, if the target saves successfully against Arcane Breath, Frozen Chains ends there and the creature is slowed for one round, if the creature fails its Reflex save, the chain jumps onto the closest enemy; this repeats until someone makes the save or no unaffected enemies remain within 60 feet of the High Drake.
Thunder Blow: The High Drake’s scales closer to its jaws start to send out sparks, soon, all its hide is being crisscrossed by small arcs of lightning, suddenly, when it lashes out an attack, a veritable electric maelstrom is launched from the point of impact, the creature hit, also, is hurled way back. Thunder Blow, at a difference with the other types of breath, doesn’t come immediately into effect but rather it is unleashed with the next attack which connects against an enemy: when this happens, first, the creature hit receives damage from the attack plus 6d6 electric damage (no save) and is knocked back a number of feet equal to the damage received; additionally, a 40-feet long cone is generated from the point of impact, all creatures in the cone -but not the one initially hit- are subject to 6d6 electricity damage.

or Words of PowerWords of Power (Su):
Using Words of Power is a standard action. Once a high drake enounces Content and Form, it can’t breathe again until a number of rounds determined by the addition of the Form and Content's delays. Creatures caught in the area take 6d6 energy damage, but can attempt Reflex saves to take halve it (DC 18, Charisma based).
A High Drake can’t use its bite attack on the same round it uses the Words of Power.
Two Words of Power in High Draconic, one of four words refering to a type of energy (Content), and one of another four words refering to a shape (Form):

Content:
[B]Acid: "Skabes" Delay: 2 rounds
Cold: "Vess" Delay: 1 rounds
Electricity: "Elektribas" Delay: 2 rounds
Fire: "Liesma" Delay: 1 rounds


Form :
Bomb (20ft. radius): "Graka" Delay: 2 rounds
Cone (40ft long): "Kiercurs" Delay: 2 rounds
Line (80 ft. long): "Svika" Delay: 1 round
Two Cilinders (10ft radius): "Atstarpe" Delay: 3 rounds
(Line and Cone start from a square adjacent to the Dravisok, Bomb and Cilinders can have their center at any point within 80 feet of enunciation)

Of course, the Words of Power can't go off in silenced areas.


Hope that is what you're looking for... I balanced it to fall between dragons (of CR 6-7) and the Wyvern. Please tell me anything which can be done to approximate it to what you had in mind.

super dark33
2011-02-11, 04:32 AM
C 553

The arcane breath is good, but i meant it to be like the warlock's Elderitch essences and blast shapes that the High drake (or should i name it Drakeal? or Wyrm?) can pick from, like shapes are :cone ,bomb (like fireball) and anouter AoE's with all the energy damages, and they cant cast it with silence.
anything else is good

Rithaniel
2011-02-11, 10:12 AM
R.554

My creative juices aren't flowing lately in way of homebrew design, so, I could use a feat tree that allows for a character to have the fluff of a 'living paradox'. This feat tree is intended to be used with a psionic character/build, and to be acceptably high on the power curve to be logically considered for a campaign set to 'hard mode', as it were (lets say, ToB feats or there abouts). These feats need to individually offer something flavorful for the idea of a 'living paradox', obviously, but, it would be nice if most of them, from a mechanical point of view, were more than a vertical boost. If you aren't sure what a paradox is, then check out the wikipedia article (http://en.wikipedia.org/wiki/Paradox).

Land Outcast
2011-02-11, 12:15 PM
C 553
The arcane breath is good, but i meant it to be like the warlock's Elderitch essences and blast shapes that the High drake (or should i name it Drakeal? or Wyrm?) can pick from, like shapes are: cone ,bomb (like fireball) and anouter AoE's with all the energy damages, and they cant cast it with silence.
anything else is good

The name wasn't inspired... for these occasions I recommend Google Translate (http://translate.google.com/?hl=en&tab=wT#en|pl|high drake) and start translating things like "high drake" into languages unknown to you... pick one of your liking and modify it as you will.

I suggest "Dravisok (also known as High Drake)".

So, what do you say about it not being a "breath" weapon but rather a combination of two Words of Power in High Draconic, one of four words refering to a type of energy, and one of another four words refering to a shape:

Energies would be: Acid ("Skabes"), Cold ("Vess"), Electricity("Elektribas"), Fire ("Liesma").

Shapes would be: Bomb (20ft. radius) ("Graka"), Cone (40ft long) ("Kiercurs"), Line (80 ft. long) ("Svika"), Two Cilinders (10ft radius) ("Atstarpe").

Of course, if silenced, the Words of Power can't go off in silenced areas (or perhaps they deal half damage).

(Perhaps make it so that Fire/Cold cause a 1-round delay, Acid/Electricity a 2-rounds delay; Line causes an additional 1-round delay, Cone/Bomb 2-rounds delay, Two Cilinders3-rounds delay).

Mulletmanalive
2011-02-11, 01:28 PM
R.554These feats need to individually offer something flavorful for the idea of a 'living paradox', obviously, but, it would be nice if most of them, from a mechanical point of view, were more than a vertical boost.[/url].

C 554

From this, am I supposed to draw that you wish some active abilities based on being a paradox? You'll bear in mind, the only real state that a being can be a paradox is by either outliving his own death or the stupid stuff like being born on a leapyear or being born of no woman.

The second part, about "vertical" effects, I assume that you're hoping for something other than an arithmetic bonus on a roll. The term "Vertical" is new to me in this context, effectively meaningless as it doesn't correspond well to any of the possible dictionary meanings.

Taking this assumption, I'll see what I can do...

Rithaniel
2011-02-12, 03:06 AM
C 554From this, am I supposed to draw that you wish some active abilities based on being a paradox? You'll bear in mind, the only real state that a being can be a paradox is by either outliving his own death or the stupid stuff like being born on a leapyear or being born of no woman.

The second part, about "vertical" effects, I assume that you're hoping for something other than an arithmetic bonus on a roll. The term "Vertical" is new to me in this context, effectively meaningless as it doesn't correspond well to any of the possible dictionary meanings.

Taking this assumption, I'll see what I can do...

C.554

Well, 'living paradox' would be a little more exotic than that. His body made of non-euclidean geometries in a euclidean universe, not having an origin, just beginning to exist walking into town, being able to operate outside causality. That sort of stuff, you know? (If that doesn't get your creative juices flowing somehow, then you don't have creative juices :smalltongue: )

Also, just feats that emulate this feel would be fine. As for the 'vertical' issue: Weapon Focus is vertical, Weapon Finesse is kind of vertical, Cleave is not vertical.

Qwertystop
2011-02-12, 09:31 AM
R 555:
I'm looking for a way to play as an inanimate object (No, don't suggest the Psionic Sandwich trick). Not an inanimate object affected by Animate Object, just an inanimate object. Think Xykon's Phylactery when his soul was in it, but maybe with some mind-affecting SLAs at some point.

Land Outcast
2011-02-12, 05:14 PM
C555
R 555:
I'm looking for a way to play as an inanimate object (No, don't suggest the Psionic Sandwich trick). Not an inanimate object affected by Animate Object, just an inanimate object. Think Xykon's Phylactery when his soul was in it, but maybe with some mind-affecting SLAs at some point.
Well, I'd start by pointing towards Intelligent Items (http://www.d20srd.org/srd/magicItems/intelligentItems.htm)... I belive they cover pretty much what you're looking for, there's not much "mind control" stuff among the powers, but there's Ego, the bonuses to Bluff/Diplomacy/Intimidate, and the greater power which allows for Detect Thoughts at will. (and of course, a Suggestion effect 3/day could be factored in).

Yet, I'm just pointing that out... I'm not sure how to evaluate that in terms of ECL

Qwertystop
2011-02-12, 05:30 PM
C555
Well, I'd start by pointing towards Intelligent Items (http://www.d20srd.org/srd/magicItems/intelligentItems.htm)... I belive they cover pretty much what you're looking for, there's not much "mind control" stuff among the powers, but there's Ego, the bonuses to Bluff/Diplomacy/Intimidate, and the greater power which allows for Detect Thoughts at will. (and of course, a Suggestion effect 3/day could be factored in).

Yet, I'm just pointing that out... I'm not sure how to evaluate that in terms of ECL

Yeah, the problem is that other than the Dedicated Power, you are either subservient to the holder or vice versa. Doesn't work so well as a separate character. If someone could figure out a way to get it to work, I'd try to use that.

Mulletmanalive
2011-02-12, 05:41 PM
C555

My best suggestion is to take a Brain In A Jar, strip it of its highest level powers, make it a construct and set its Strength and Dex to -

Maybe make it Tiny.

Can't post it because it's not OGL

Qwertystop
2011-02-12, 05:50 PM
R 555 update:
I'm starting to think the best way to do it would be an Inteligent Item, modified in some way to give it more free will. Not sure how though, so the request is still up.

Also, quoting this so it doesn't fall back:


R. 529
A disembodied voice of some kind. Usable as a race for a PC or BBEG, abilities that progress by HD.

EDIT: It's fine if it's really a creature that's stuck on one of the planes that overlaps the Material. The point is that it cannot be seen from the Material, and has very little effect on it (just vocal stuff, and maybe a little bit of "poltergeist effects", like mage hand at-will).

I know I'm putting a bunch of odd requests up, but I like statting out interesting character concepts and figuring whether the resulting builds are worth posting for PEACH-ing.

Spleen Flayer
2011-02-12, 09:53 PM
Illithid PCs?

super dark33
2011-02-13, 02:31 PM
C 553

Thats good, i copied it to a word documant and modified it to fit my campeign.
Thank you

Super Dark33, Warlock battlelord

Land Outcast
2011-02-13, 06:45 PM
You're welcome. :)

--------------------------------
C556(please number your request)
R556 Illithid PCs?
Well, it depends on what you're searching for... to play the exact monster the "Ilithid"? or to play an "Ilithid" balanced so that you can easily play and advance in character classes?

I'll start by pointing towards the D&D Wiki, it has something (http://www.dandwiki.com/wiki/Mind_Flayers,_MoFS_%283.5e_Race%29) which might be of use to you... but be warned that I think both that it doesn't have the correct Level Adjustment (perhaps a +2 would fit better, considering how the race escalates), and that some abilities gained through escalation are granted all-at-once at levels in which they are no longer fancy (perhaps it could be modified to grant SR gradually, as well as spell-like abilities, and bonuses to ability scores).

Qwertystop
2011-02-15, 07:26 PM
R 557

Can someone make a template that gives a creature a single alternate form? Possibly with varying LA depending on form, would be able to do objects as well as creatures. Nonrechooseable (spelling?), and both would be the creature's "natural"/"default" form (neither is dispellable to force changing back, AMFs just stop transition, etc.)

Maybe limit the number of changes per day, if that would help balance.

ScIaDrd
2011-02-16, 10:07 AM
R 508

Could someone make me a Yeti like creature with Regeneration 0 and a deceptively wiry but tough frame? (This can be just fluff and not crunch, but it'd be neat to see it maybe manifest as a new unique special quality if one for it doesn't already exist.) Toriko think a Battle Yeti]

I'm looking for a Medium-sized Magical Beast with a CR of 4ish.

Edit: It doesn't necessarily have to be a hominid that lives in a cold environment, the Yeti was just the first thing that came to mind.

H508
Two months late , here goes:
[/b][/size]
Medium Magical best (Cold)
3d10 HD (25 HP)
Speed 30 ft. (6 squares); Climb 20 ft(4 squares)
Init: +5 (Dex +1 Improved initiative+4)
AC 16; touch 10; flat-footed 16
(10+1 dex +6 natural armor)
BAB +3/+; Grp +5 (+3 BAB+ Str mod +2)
Attack Claw +6 meele (1d8+3/x2 18-20)
Full-Attack Claw+6 meele or Bite +3 meele (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Contrict Resounding howl ,Rend, Improved grab,
Special Qualities Cold Immunity Darkvision (60 ft.) Fire vulnerability,Low-light vision,Regeneration 0, Termorsense 60 ft, Wiry build
Saves Fort +5 Ref +5 Will +2
Abilities Str 16, Dex 12, Con 16 , Int 5, Wis 12, Cha 15
Skills Survival 6 rank s Intimidate2 ranks
Feats Ability focus(]Resounding howl) <sup.>B</sup>, Improved intiative<sup.>B</sup>, , Power attack Track
Environment Cold mountains
Organization Solitary, Gang (3-6) ,Clan (1-4 Adults plus 1-12 3 HD children)
Challenge Rating 5
Treasure 10% half gold; 20 standard gems; 45% standard art( made from bone and rock only)5% half magical items
Alignment usually Chaotic Neutral
Advancement by TYPE; Favored Class
Level Adjustment -

As your expedition trudges through the blizzard, you notice a towering but oddly slender silhouette emerging from the sleet. It is roughly humanoid but cover in thick white fur like an ape.
To your surprise it seems to growl at you in a guttural, roaring voice: Be wary travellers, those blizzard are dangerous and only we know our way through it. Thanking the beast-man for advice you continue on you way in to mountains, slightly amazed by the sounds of what appears to be inhumane yodelling.

The Lumapinaki are a race of hairy humanoids who, although imposing and savagely looking, don´t care h much about other creatures, preferring to live in the peaks on high mountains in
Tribal communities,. Led by chieftains who come who the ranks for those who themselves to be the be the best signers of the tribe whose guttural songs resonate through the mountain peaks. They can speak Common and Terran at a level appropriate to their intelligence, as well as their own language of growls, whines and yelps that is utterly unreplicable and alien to any creatures other than their own kind, although a character can decipher hints about the creature´ s general demeanour with a DC 20 Sense motive or Knowledge (arcane) check.

Adult Lumapinaka are about 18 feet tall and weigh about 1300 pounds

Combat
Being naturallly shy, qand reclusive Lumpinaki didain combat, but they are proficent huters and and be fearsome opponents if anybody angers one or threatens his clan.

They usually attack from hiding, charging on the opponent while scramong to intimidate them and then following.with a full attack to tear them appat so they cam be aten easily. This is the fate of anyone who tries to wrestle with them.

Constrict(Ex) The Lumapinak deals automatic slam damage with successful grapple check.

Cold immunity (Ex)
A Lumapinak takes no damage from spells with the [Cold] descrptor or other cold based effects.


Darkvision(Ex)
Lumapinaki can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Lumapinaki can function just fine with no light at all.


Fire vulnerability (Ex)
A Lumapinanak takes half again as much (+50%) damage from spells with the [Fire] descriptor or other fire based effects.


Improved Grab (Ex)
To use this ability, a Lumpinak must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Low-light vision (Ex)
A Lumpinak can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Magical beast traits
A magical beast possesses the following traits (unless otherwise noted in a creature’s entry).
Darkvision out to 60 feet and low-light vision.
Proficient with its natural weapons only.
Proficient with no armor.
Magical beasts eat, sleep, and breathe

Resounding howl (Ex)
Once every four round the Lumapinak can let loose a terrifying howl as a standard action. All creatures within 30 feet must make a Will save against DC 17 or be shaken for 1d3 rounds. When used in mountainous areas or cramped stone or masonry surroundings, the ability ´s range doubles and it´s save DC increases by 1 because of the echo.
The save DC is Charisma based. This is a mind affecting fear effect.



Regeneration(Ex)
Lumpinanki display uncommon resistance and vitality, necessary to survive in the mountains. While it isn´t enough to let them recover from their wounds rapidlylike trolls can , points], it allows them to regrow or reattach lost body parts. Lost bodz parts regrow in 3d6 minutes, or instantly if the severed member is held to the stump. If an attack that severed a body part dealt fire or acid damage to the creature (such as a sword with the flaming enchantment, the Lumapinak must succed at a a Fortitude save against DC 20 or be unable to regenerate that body part for 1d3 days thereafter unless magic is used)


Rend(Ex)
If a Lumapingnak its with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+6 damage

Wiry build (Ex)
Although tall and hulking in comparison to ordinary human, the Lumapinak are surprisingly slender and agile and get a +2 racial bonus on Escape artist and Hide checks because of that Additionally, whenever attacks made against them are subject to miss chance, the miss chance increases by (HD+ Constitution modifier) percent.


By the way, the original one coud summon avalanches whe three of these made a DC 15 Perfrom check, and had CR of about 8.

And a the last thing, extremly ninja´d by this (http://www.giantitp.com/forums/showthread.php?t=181500) , but I´m gonna post it anyway:
R513
The Presence

Presence
Medium Humanoid (Incorporeal, Psionic)
18d8 HD (84 hp)
Speed 30 ft. (6 squares); Fly 60 ft (12 squares, perfect manoeuvrability)
Init: +3 (Dex)
AC 20; touch 20; flat-footed 17
(10+7deflection+3 Dex)
BAB +12/+7/+2; Grp +12
Attack incorporeal touch +15 (1d6+3)
Full-Attack Incorporeal touch +12(1d6+1)/ Incorporeal touch +7(1d6+1)/+ Incorporeal touch +2(1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Psi like abilities, mentionc assimilation Psionic terror
Special Qualities Incorporeal traits, Materialization, Shivering fright
Saves Fort +6 Ref +6 Will +8
Abilities Str -, Dex 16, Con -, Int 20, Wis 18, Cha 24
Skills Autohypnosis +21 Bluff+23* Hide+5 Knowledge(psionics) +10 Listen+10 Move silent-ly+5 Psicraft +10 Spot+10 Sense motive+10
Feats Ability focus (mentionic assimilation), Ability focus (Psionic terror) <sup.>B</sup>, ,Combat manifesting, Inquisitor, Mental Resistance,, Overchannel, Persuasive*, Quicken Psi-like ability ] telekinetic maneuver), Toughness<sup.>B</sup>,,
Evironment Any
Organization Name (Number appearing)
Challenge Rating 17
Treasure None
Alignment Nearly always Lawful Neutral
Advancement by TYPE;
Level Adjustment –

A chance cluster of thoughts, a sentient accumulation of mental energy formed
Into something that can be called only a psychic presence, nothing more, nothing less,
They appear to be servants of some great power , a god or an alien overlord from the Far Realm.
Maybe they are malevolent, maybe not, they will stop at nothing to perform the task given to them, even if it means to liquefy the thoughts of s a savant who knows too much into a psychoactive sludge and do the same to anyone who tries to protect him.
Combat
Altough these spirits tend to evade conflicts by virtue of being nearly invisible., they prefer to to materialize in the from a creature whose mind they have devoured in the from of so- called mentionium sludge,, and use said creature’s appearance as a disguise. with which to escape notice. They also prefer to use this method to stealthily assassinate their key target .

If they are forced in into combat in the open they will use their psionic powers to destroy their opponents, resorting to meele atacks only when situation is dire and they can´t make an escape.

Metionic assimilation(Ex)
With a gesture of affection the Presence can drain mental energy from a pinned, tricked, or helpless creature with an Intelligence score of 3 or more. Doing this involves a full round action that provokes attacks of opportunity. The targeted creature must make a DC 27¨Will save every round it touches the Presence or take 2d6 points of temporary damage to all mental scores., as the attacker digests their thoughts extracorporeally. Once any score drops to zero, the creature dies and dissolves into a pile of slightly iridescent , tangy gloop called mentionium sludge .Ingesting at least five pounds of it (which takes a full round action accompanied by terrible table manners as well as provoking attacks of opportunity), gives the Presence enough nutrients to last a day . The presence can also dissolve helpless creatures with a touch as a standard action that provokes attacks of opportunity. The save
DC is Charisma based.
By making a DC 25 Autohypnosis check the Presence can treat a skill of any creature in their “library” as their own skill , using that creature´s rank regardless of number of their own skills
The presence can assimilate up to (Wis. Mod) skills at any given time am the Autohypnosis check DC increases by 5 for every skills beyond the 1st and this increase is cumulative.
Assimilating a new skill when having the maximum amount of assimilated skills possible causes the oldest skill to be discarded and replaced by the new one.
By making a DC 35 Autohypnosis check the Presence can appropriate any one feat possessed by any creature in their “library” as their own The Presence must meet the prerequisites for it (either on its own or using the ability scores of the currently assumed form or assimilated skills, or any combination thereof) . The creature can appropriate only one feat at a time

Materialization (Ps)
By creating a fake body similar to an astral construct from mentionic sludge , the Presence can assume corporeal form, losing the incorporeal subtype and being treated as a corporeal being until they choose to dematerialize, or aren’t otherwise forced to change form (such as by a null psionics field) melting the body to sludge.
As Presences have no corporeal form of their own they must first steal a shape by melting a creature with their metionic assimilation ability and the eating 5 lbs of the sludge(as a full round action). This works exactly as the Alternate form ability but cam be used to only assume from of creatures with the humanoid, monstrous humanoid or fey types.

Because this ability works by assimilating the target´s thoughts the presence automatically and permanently knows any lore the target had (such as secret plans, passwords or names of associates) , unless the target succeed on a separate Will save against metionic assimilation´s save DC while being assimilated. The Presence can have a “library” of maximum (Int mod) shapes at any given time but can take he form of only creature at a time. Assimilating a new shape when having the maximum amount of shapes possible causes the oldest shape to be discarded and replaced by the new one. Any skills end feat possessed by that creature are instantly and permanently lost and can be regained by again sampling that creature´s mentionic sludge.

Psionic terror (Ps)
The Presence projects an oppressive mental aura out to 30 feet , that forces any creature in range to make a make a DC 27¨Will save or be shaken for as long they are within ranger or until at least one affected creature successfully hits the Presence. Creatures with the Psionic subtype (with a power point reserve or psi-like abilities) are protected from the fear effect by their mental discipline for as long as they have power points or are not prevented from using their abilities (such as by a null psionics field)
They are , however exposed to a differ kind of danger as the psychic aura interferes with their own mental powers. Creatures with the psionic subtype that fail their save must make a manifester level check against the save DC when manifesting a power or lose the power to no effect. They can also negate this effect by hitting the Presence, as above). Creatures that successfully save against or negate tis ability in any form are immune to that particular Presence´s Psionic terror for an hour. The Presence can suppress or restore the field as a free action. This is a mind affecting ability that is also considered a fear effect against creatures without the ability to manifest psionic powers, use psi-like abilities or those psionic creature that are not able to manifest at the time.

Shivering fright (Ex)
Even though it is invisible, the Presence´s mental aura strikes a deep, almost primeval chord of paranoia in any intelligent creature (Int 3 or more) Such creature can make a Spot check against DC (Creature´s HD +5) to pinpoint the creature´s location. Thy have a 50% miss chance to strike such a creature and this chance increases by 2% per every point you beat the DC by.

Psi- like powers (Manifester level 18th) Save DCs are Charisma based
At will: telekinetic maneuver (Will save DC30 negates, up to +5 bonus at full augmentation ), telekinetic thrust (Will save DC29 negates, load at max. augmentation 325 lbs) Telekinetic force ( Will save DC 29 negates, max. load 325 lbs)

3/day Chameleon Empty mind (+10 bonus) 2/day Suggestion(Will save DC28 negates, duration 16 hours, up to 8 targets) Concealing amorpha 1/day-Mental barrier / Augmented for +4 AC an duration of 3 rounds)

And as ever, PEACH please.
...
Obvious anime reference is obvious :smallamused: Also, there is an extremely obscure ( and oblique) psychotronics reference. Also, If I am not mistaken, the man was the Minister of Education in my country in the sixties and seventies. Just... what... how:smallconfused:
And I wasn´t even watching Evangelion yet when I made this. Damm you internet!

Super_Fluous
2011-02-22, 01:42 AM
R 558

Lately I have been looking into making a Private Eye-type Detective base class. Now, I was considering just using a Rogue at first, but its only halfway thematically accurate: the skill set is just about right, but a proper detective is less about sneak attacks and breaking and entering. He's more upfront, focused on interrogating others and searching for clues in the open.

Basically, what I am asking for is a point of inspiration for coming up with a good class ability for a detective base class to be built around. It would be a skillmonkey type class, with intelligence and charisma as the most important scores.

Land Outcast
2011-02-22, 03:42 AM
C558


R 558
Basically, what I am asking for is a point of inspiration for coming up with a good class ability for a detective base class to be built around. It would be a skillmonkey type class, with intelligence and charisma as the most important scores.

Well, I'm not certain if this might help, but:


Cryptic Comments & Sweet Talk (Ex): An investigator gets to know when something is afoot, what that twitch in her eye means, what his big smile implies, an investigator can get her to make a wide smile, can get him a nervous twitch in the eye.
When speaking with someone who might have information for him, an investigator can choose a quite distinct approach, he can be charming and use sweet talk to get a tight-lipped mouth to drop a precious word or two, he can just drop cryptic comments which imply a threat -immediate or eventual- to the silent ones, to unnerve them.

If an investigator decides to use Cryptic Comments, the target must make a Will save against a DC equal to 10+the inspector's bonus to intimidate, if the target makes makes the save it is shaken, if it fails not only is it shaken but it also has a penalty to bluff checks equal to the inspector's class level until the conversation is over.

If an investigator decides to use Sweet Talk, the target must make a Will save against a DC equal to 10+the inspector's bonus to diplomacy, if the target makes makes the save nothing happens, if it fails it has been lulled into a sense of comfort and made more transparent its emotions, the inspector has a bonus to sense motive checks equal to his class level against the target for the reminder of the conversation.

Note that the usage of Cryptic Comments results in a slight negative shift in the target's perception of the investigator, as Sweet Talk results in a slight positive shift in the target's perception of the investigator.

Debihuman
2011-02-23, 07:49 AM
C.C. 558

Should Sweet Talk result in a slight positive shift in the target's perception of the investigator rather than the negative you wrote? See last line.

Debby

Maho-Tsukai
2011-02-23, 11:38 AM
R 559

Dread Necromancers are a wonderful class and their undead mastery ability is awesome. However, at epic levels undead mastery becomes less awesome because DNs can no longer take DN class levels, which undead Mastery is dependent on. Thus, to solve both that issue as well as the general issue of "what should I do as an epic DN" I am requesting an epic progression for the Dread Necromancer class. The progression can be as complex or basic as you want, but the lest rules to content with the better. Most epic progressions just offer bonus feats and increases caster level if applicable and if that's the way you want to go with it that's fine. However, it would be very awesome to see an epic progression that expanded on a DN's lichdom and perhaps saw them slowly turn into a demilich.(Though this is not necessary.)

You can get as creative or basic as you want here, but there are a few things that this epic progression MUST have. A) FULL CASTING PROGRESSION. This is the most important. No half CL progression or any of that. Every level must advance caster level for the DN, end of story. B) If the progression has bonus feats, both Undead Mastery(the epic feat, not the DN class feature) and Zone of Animation must be selectable bonus feats for the epic DN. With cha as their casting stat and rebuking they already can get these feats easily but since they both seem to fit what the DN dose so well they just seem like natural bonus feats for the epic dread necromancer. c) Be like other epic progressions in "capping" as in having no true cap, thus being playable in low-epic and high-epic games.

Other then those three things, you have total creative freedom with this epic progression and do whatever you want with it. So go crazy or keep it simple...whatever you prefer.

So, is anybody up for making the DN able to go epic?

Zaydos
2011-02-23, 11:53 AM
C559

Don't know the best format for an Epic Progression but...
Hit Dice: d6

Skill Points: 2 + Int per level.

Spellcasting: An epic dread necromancer's caster level continues to increase even though they do not gain any new spells per day. Every 4th level they do gain a new necromancy spell known via advanced learning*.

*Arguably it's already in the rules that they gain one every fourth level even if they are PrCing out but I included it just in case.

{table]Dread Necromancer Level|Special Ability
21st|Scabrous Touch 4/day
22nd|
23rd|Negative Energy Burst 5/day
24th|Advanced Learning
25th|Bonus Feat
26th|Scabrous Touch 5/day
27th|
28th|Advanced Learning, Negative Energy Burst 6/day
29th|
30th|Bonus Feat
31st|Scabrous Touch 6/day
32nd|Advanced Learning
33rd|Negative Energy Burst 7/day
34th|
35th|Bonus Feat
36th|Advanced Learning, Scabrous Touch 7/day
37th|
38th|Negative Energy Burst 8/day
39th|
40th|Advanced Learning, Bonus Feat[/table]

As normal for an epic progression it loops.

Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell,
Automatic Still Spell, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Spectral Strike, Spell Knowledge, Spell Stowaway, Spell Opportunity, Undead Mastery, Zone of Animation.

Land Outcast
2011-02-23, 01:58 PM
R 560

Ok, I guessed I could ask somehting instead from just writing stuff for other people:

I'm after a modified Mind Flayer who's to be the star in an important encounter, somehting which not is necessarily hugely more powerfult than the standard Mind Flayer (I'm looking for a CR 10 or so), but rather which offers one or two abilities which would make for an interesting encounter.

Note: No psionics
Note2: The party is composed by a Beguiler, a Druid and a Scout, they're all level 8.

C.C. 558


C.C. 558

Should Sweet Talk result in a slight positive shift in the target's perception of the investigator rather than the negative you wrote? See last line.

Debby

Yep, that's right, thanks!

Hazzardevil
2011-02-23, 04:13 PM
R 561
I'm after a Large sized CR 13 Dragon Head monster.
Prefrebly of a red dragon. Just needs to be a CR 13 dragon head monster please.

PS: I need it by tomorrow.

Tanuki Tales
2011-02-25, 02:13 AM
R562

Could someone homebrew up a feat that extends your negative hp buffer zone by something like HD+Con mod? It needs to have a Constitution requirement, Diehard as a Prerequisite feat, be take-able at level 6, not add to a specific amount (so it can stack with other effects that increase the negative hp buffer zone) and scale so it's worth something at all levels.

Edit: By specific amount, I mean like how some feats like this I've seen say "you die at -15 instead of -10" or "you die when your negative hp is greater than your Con score".

Land Outcast
2011-02-25, 02:34 AM
C562

Could someone homebrew up a feat that extends your negative hp buffer zone by something like HD+Con mod? It needs to have a Constitution requirement, Diehard as a Prerequisite feat, be take-able at level 6, not add to a specific amount (so it can stack with other effects that increase the negative hp buffer zone) and scale so it's worth something at all levels.

Edit: By specific amount, I mean like how some feats like this I've seen say "you die at -15 instead of -10" or "you die when your negative hp is greater than your Con score".
Frankly, Diehard's bonus becomes so negligible at higher levels that I'd offer that as another benefit from the feat.

Tanuki Tales
2011-02-25, 12:17 PM
C562

Frankly, Diehard's bonus becomes so negligible at higher levels that I'd offer that as another benefit from the feat.

Maybe this homebrewed feat also allows them to act normal regardless of HP amount?

Land Outcast
2011-02-25, 01:56 PM
H562

Tough as a Dwarf [General]
You're just plain hard to kill, and the WANTED posters they might put up for you don't say "DEAD OR ALIVE" but rather "DEAD".
Prerequisites: HD 6+, Con 15+, Diehard
Benefits: The negative hit point limit at which you normally would die is increased by a number equal to your HD plus your Con modifier (for a total of -18 for a character with 6 HD and Con 15). Furthermore, while in negative hit points, every round you can take either a move or standard action at no risk from losing hp. You can take full-round actions, but if you do so you lose 1 hp at the end of your round.
http://fc06.deviantart.net/fs51/f/2009/282/e/6/Dwarf_vs_Kobold_by_MK01.jpg

If anyone thinks it is overpowered, just add Great Fortitude to the Prerequisites.

Tanuki Tales
2011-02-25, 02:03 PM
C562

That kind of runs counter to the two things I needed the feat to do:

1. Be able to be taken by a level 6 character.
2. Add an abstract amount so that it stacks with other abilities that extend the negative HP buffer.


What about raising the Con requirement to 18 and changing it so it increase the allowable negative HP by HD+1/2 Con mod? (or 1/2HD+Con Mod)

Edit: Maybe add Toughness or Great Fortitude as a Prereq too so that it's not such a good feat that everyone would grab it?

Edit the second: Rereading, that feat is actually barely better than Diehard. All it changed was taking 1 damage for extraneous damage.

Land Outcast
2011-02-25, 02:29 PM
CC562
C562

Edit: Maybe add Toughness or Great Fortitude as a Prereq too so that it's not such a good feat that everyone would grab it?

Edit the second: Rereading, that feat is actually barely better than Diehard. All it changed was taking 1 damage for extraneous damage.

You're right on all counts, I tried to adress what you just said.

Edit: sorry for the blatant disrtegard for your specifications, it is evident I fast-read your post.

Edit2: on the number, for a feat requiring four previous not-great-at-all feats, I belive +HD+Con is the bare minimum benefit to give... even here... perhaps allow full round actions at 1hp cost... yep, I'll add it.

Qwertystop
2011-02-25, 02:56 PM
R563
Can someone make a way to play as a coincidence?

So, pretty much, making stuff happen without being noticed. I know an item of Continuous Greater Invisibility would work pretty well, but that can be stopped by See Invisibility, or if you can't get somewhere fast enough.

super dark33
2011-02-25, 03:10 PM
C563

please number your request.
thank you!

Tanuki Tales
2011-02-25, 03:11 PM
CC562

You're right on all counts, I tried to adress what you just said.

Edit: sorry for the blatant disrtegard for your specifications, it is evident I fast-read your post.

Edit2: on the number, for a feat requiring four previous not-great-at-all feats, I belive +HD+Con is the bare minimum benefit to give... even here... perhaps allow full round actions at 1hp cost... yep, I'll add it.

CCC562

I like it. It fits the parameters well, isn't a total waste of a feat but also isn't overpowered.

Oh, one thing though, you misspelled Tough.

RedWarrior0
2011-02-25, 04:04 PM
R564

So, I have this general concept for a character, but no race for it, and I am terrible at homebrew. The character is going to be the daughter of a nymph and a succubus (shapechanged into a male, of course). It needs to have a relatively low LA, as the campaign it's for hasn't gotten into very high levels yet. Therefore, the succubus instadrain or the nymph's blinding beauty might be a little too powerful at this stage. I would request high Charisma, but that should be a given. Also, she's going to be a good bit more on the fey side than the demonic.

Oh yeah, 3.5e. Thanks a ton in advance.

Land Outcast
2011-02-25, 07:15 PM
CCC562
CCC562

I like it. It fits the parameters well, isn't a total waste of a feat but also isn't overpowered.

Oh, one thing though, you misspelled Tough. Thanks for pointing the spelling mistake (not a native speaker, and sometimes I have these dumb moments).
Thinking it over, it is terribly designed: demanding Con 18 is a bad prerequisite, almost no character will be able to take the feat at level 6, particularly those who would need the feat because of having low hp.
Therefore I dropped the requirement back to 15+... and will remove Great Fortitude as Prereq. if I ever use it in my game (just compare with any other feat demanding two feats as prerequ. not t mention an ability score 15+).

Tanuki Tales
2011-02-25, 07:23 PM
CCC562 Thanks for pointing the spelling mistake (not a native speaker, and sometimes I have these dumb moments).
Thinking it over, it is terribly designed: demanding Con 18 is a bad prerequisite, almost no character will be able to take the feat at level 6, particularly those who would need the feat because of having low hp.
Therefore I dropped the requirement back to 15+... and will remove Great Fortitude as Prereq. if I ever use it in my game (just compare with any other feat demanding two feats as prerequ. not t mention an ability score 15+).

I guess Endurance is a strong enough a deterrent for everyone to want to take it. Thanks for your help.

DiBastet
2011-02-25, 07:34 PM
R565

I want to banish the "+x" costs for weapon and armor enhancements, since I already banished the +X to attack and damage for other things.

I now want to give a flat price on the +x abilities, like +5000 instead of +1 price. Does anyone have a good idea where to begin pricing +1 to +5 special abilities?

Land Outcast
2011-02-25, 07:34 PM
C563 [actually 564]

R564

So, I have this general concept for a character, but no race for it, and I am terrible at homebrew. The character is going to be the daughter of a nymph and a succubus (shapechanged into a male, of course). It needs to have a relatively low LA, as the campaign it's for hasn't gotten into very high levels yet. Therefore, the succubus instadrain or the nymph's blinding beauty might be a little too powerful at this stage. I would request high Charisma, but that should be a given. Also, she's going to be a good bit more on the fey side than the demonic.

Oh yeah, 3.5e. Thanks a ton in advance.

Ok, I'll just offer somehting simple here: a Half Nymph (Dragon #313, LA +2) Tiefling (MM3.5, LA +1).
I belive it to result in a level adjustment +2 rather than +3, but then I might be wrong:
Half Nymph Tiefling characters possess the following racial traits.

Special Attacks: Awesome Beauty, Darkness

Awesome Beauty (Su): This ability affects all humanoids within 30 feet of a half-nymph. Those who look directly at the nymph must succeed at a Will saving throw (DC 10 + half the half-nymph's racial HD + Charisma modifier) or be dazed for 1d3 rounds. A creature that remains in range and continues to look at the half-nymph must continue to make saving throws against this ability. A successful saving throw while already dazed does not free the creature from the affect of the initial failed save. A failed saving throw while dazed resets the duration of the dazed condition to start from that round. A half-nymph can suppress or resume this ability as a free action. This is a mind-affecting, fear effect.

Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).

Special Qualities: Darkvision 60 feet, Fey Bloodline, Low-Light Vision, Resistance to cold 5, electricity 5, and fire 5.

Fey Bloodline (Ex): Half-nymphs are considered creatures of the fey type when enchantment magic is directed against them. For example, the charm person spell does not affect a half-nymph creature, but charm monster affects them normally. Half-nymphs can also activate magical items restricted to fey creatures.

Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.

Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Sylvan.

Abilities: +4 Dexterity, +2 Intelligence, +2 Wisdom, +4 Charisma.

Level Adjustment: Same as the base creature +2.

Notes:
Changed the "shaken" condition of awesome beauty to something more interesting, but lasting 1d3 rounds rather than 1 minute... if you consider this to de overpowered it could always be toned down.
Considering that this tiefling would have the fiendish ancestry come from a succubus, I took the freedom to simply remove the penalty to charisma (and the bonus to intelligence).

Land Outcast
2011-02-25, 07:51 PM
C565

Well, so you want to make prices non-scalable? that is, to make three flaming lonswords cost the same as a flaming-frost-shock longsword?

That's complex because multiple enchantments in the same weapon obviously make for a more useful itme -for one character- than multiple weapons with lesser enhancements (after all, they can't be used at the same time).

That said, I'd go first for the table of weapon enhancement prices:
Considering the fact that weapons won't need the "+1" to be enhanced as a bonus to cash expenditure but also a hit to combat efectiveness, I'd price enhancements that typically are "+1" value as midway between the +1 and the +2 price, that is: 5.000 gp
Then I'd do the same for other enhancements:
+1: 5.000gp (2k + (8k-2k)/2)
+2: 13.000gp (8k + (18k-10k)/2)
+3: 25.000gp (18k + (32k-18k)/2)
+4: 41.000gp (32k + (50k-32k)/2)
+5: 61.000gp (50k + (72k-50k)/2)

That's just a thought, though

RedWarrior0
2011-02-25, 08:36 PM
CC564
Thanks for noticing the title mistake. And wow, that was ridiculously simple.

Thanks.

oblivion6
2011-02-25, 09:44 PM
R566

i am looking for the dark lord Morgoth( http://en.wikipedia.org/wiki/Morgoth) rolled up as a monster to finish off my middle earth campaign. i cant do this my self because everything i make is seriously overpowered.


edit:my campaign is 4e

Bardic
2011-02-25, 10:40 PM
H. 554
This sounds like a difficult one, but here are a few ideas (fully open to critique):

Free of Time
As you operate outside of what most of creation refers to as casuality, you can occasionally find yourself already knowing the outcome of a given situation; you've already lived it.
Prerequisite: Capable of casting 1st-level Psionic powers
Benefit: You can decide to gain a +5 bonus to any one attack roll, skill check, or saving throw. This ability can be used a number of times per day equal to 1/4th your ECL (minimum 1).

Paradoxic Form
Your very being has become strangely non-euclidian, and, even when your form is concealed, others feel an odd sense of revulsion around you.
Prerequisite: Free of Time, capable of casting 5th-level psionic powers
Benefit: Your origin becomes aberrant for the purpose of effects related to origin. You gain a +2 bonus to Intimidate checks and suffer a -2 penalty to Diplomacy checks. In addition, you gain a +2 bonus to your touch AC.

Aberrant Step
You have severed your ties with the natural world, and operate within a set of physics all your own. With a single step, you can appear several yards away.
Prerequisite: Paradoxic Form, capable of casting 9th-level psionic powers
Benefit: You gain a teleport speed equal to your move speed minus 5 ft.

Reversed Defenses
You are healed by that which harms others, and hurt by that that heals them.
Prerequisite: Free of Time, capable of casting 5th-level psionic powers
Benefit: When you are damaged by negative energy, you heal an amount of damage equal to the damage that would be taken. When you would be healed, you instead take damage equal to the number of hit points that would have been restored.

Life in Death
Your very existence is a contradiction in terms. You were born out of nothing, and, thus, the ordinary cycle of life means nothing to you.
Prerequisite: Reversed Defenses, capable of casting 9th-level psionic powers
Benefit: Once per day, when you are reduced to zero or lower hit points, you can teleport a number of squares equal to your speed and reappear with 1 hit point.

DiBastet
2011-02-26, 02:23 PM
C564



That's just a thought, though

Well, it's bette than nothing. Looking at the prices in my worn-out MIC, I can see that +1 abilities come before a +8000 gp one. But then, +3 comes after a +30000gp one, so i'm screwed.

Kobold-Bard
2011-02-26, 04:09 PM
R567

Could someone please make a Warlock based ability for The_Demented_One's Epic Hero PrC (http://www.giantitp.com/forums/showthread.php?t=102456)?

I PM'd him about it but got no reply, and it's a really obvious missing element since it even covers Truenaming & Shadowcasting

Bardic
2011-02-26, 07:21 PM
H 567
Here's an idea, but I don't know warlocks too well, so it may be not too good.

Epic Eldritch Blast (Su)
The damage dice of your Eldritch Blast class feature change to d10s. In addition, you automatically gain one new invocation from the warlock's invocation list. This invocation can only be one that effects your Eldritch Blast class feature.

Probably underwhelming, but, as I said, I don't know the source material.

TechnOkami
2011-02-27, 04:15 PM
R 568

So I'm making a homebrew class based off of this song: Metallica's Wherever I May Roam (http://www.youtube.com/watch?v=UWlSw5Kb0dg), as inspired by that one metallica monsters thread, except this is a base class. Now, I'm not asking for someone to make the whole friggin' class for me, but I'm in lack of a good idea for an ability.

I want this class to have an ability which changes the very title of the class as the character levels up. So, in short, you would go from "Rover", to "Wanderer", to "Nomad", to "Vagabond", to "Call me What you Will". This would start at lvl 4, and progress up to 20. So, I need some sort of effect which scales as you level, or a series of abilities you would gain as you level, and I would like it if the "Call me What you Will" is the capstone of the class.

Land Outcast
2011-02-27, 09:51 PM
C568

Oh... and here I thought the song was about player characters... :smallwink:

Well, what is it you have in mind?
For starters, I'm seeing a Ranger more oriented towards Rogue than towards Druid.

"Rover": Endurance, +2*

"Wanderer": Woodland Stride, Trackless step, +4*

"Nomad": Run, +6**

"Vagabond": Hide in Plain Sight, +8**

"Call me What you Will": Becomes a stanger to everywhere, gains the type Outsider (Native), +10**

*Gather Information, Knowledge (geography), Survival
**add Knowledge (The Planes)

--------------------

Just ideas, sorry, wasn't inspired :frown:

TechnOkami
2011-02-28, 02:14 AM
C568

Oh... and here I thought the song was about player characters... :smallwink:

Well, what is it you have in mind?
For starters, I'm seeing a Ranger more oriented towards Rogue than towards Druid.

"Rover": Endurance, +2*

"Wanderer": Woodland Stride, Trackless step, +4*

"Nomad": Run, +6**

"Vagabond": Hide in Plain Sight, +8**

"Call me What you Will": Becomes a stanger to everywhere, gains the type Outsider (Native), +10**

*Gather Information, Knowledge (geography), Survival
**add Knowledge (The Planes)

--------------------

Just ideas, sorry, wasn't inspired :frown:

That's... ish. Not really. I was thinking more along the lines of a wandering barbarian-type of character if anything. So honestly... no, this doesn't really work. :/

Land Outcast
2011-02-28, 10:47 AM
That's... ish. Not really. I was thinking more along the lines of a wandering barbarian-type of character if anything. So honestly... no, this doesn't really work. :/

No problem, it happens.
What are you looking for exactly? the name of the abilities didn't suggest me combat abilities at all... Just movement and skill based stuff.

I mean, for the barbarian I'd go for similar abilities... perhaps

"Rover": Endurance, Dodge, +2*

"Wanderer": Woodland Stride, Mobility, +4*

"Nomad": Run, Spring Attack, +6**

"Vagabond": Fast Movement +30, +8**

"Call me What you Will": Becomes a stanger to everywhere, gains the type Outsider (Native), +10**


But that's just throwing ideas wildly.

TechnOkami
2011-02-28, 04:17 PM
That's a little better... but honestly I don't even know what I really want, so I was looking for ideas about abilities which would scale with leveling up to the titles.

...are you allowed to request something else after you've just requested something? Because there's another thing for another homebrew which I could use help with.

Bardic
2011-02-28, 08:11 PM
I believe a second request is indeed acceptable...

TechnOkami
2011-02-28, 08:21 PM
R 569

...I am making a class which utilizes disease as its main ability, but after looking at the rules for disease, it would be VERY impractical. ...so what I'm asking for is a way to use diseases, make diseases, improve diseases, and make them more practical. :smallsmile:

RollynT.Glal
2011-03-01, 11:53 AM
R 570.

I'm looking for a monster to throw into a dungeon for a specific purpose that none of the monsters I've considered seem to fit with the right style. The dungeon is under the catacombs of a large town's cemetary and the PCs will be encountering a cult of Orcus in its depths. I already have tons of undead creatures, fiendish creatures and even a Quazit thrown about but want a memorable monster for the cult to be sacrificing its victims to.

It's the very start of the campaign so the PCs are only level 1 (four of them), so it cant be massively powerful. I was thinking that the monster could be hiding on the ceiling of the sacrificial chamber and eats the sacrifices after pulling them up to it with some sort of tentacle or long appendage. I would like for it to fit the evil theme of the dungeon and if it can have demonic traits that'd be a bonus!

Lord Loss
2011-03-01, 11:55 AM
R.571

I need a playable race of people that can morph between humanoid (jaguar-hybrid) and animal (full jaguar form) with LA +0 to +2 and no RHD (or LA +1 and 1 RHD). They are very liberal and democratic and can be either Neutral or good and shapeshift at will. Also, I'd like them to have animalistic traits whilst in human form but no human traits in animal form. The creatures live in a jungle.

Land Outcast
2011-03-01, 12:27 PM
C 570

Lets see what we have...
A fiendish creature living in the catacombs under a large cementery, adored by a Cult of Orcus. The cult offers him sacrificial victims in his chamber, and he drags them up to the ceiling to eat them.

For a party of four 1st level characters, a creature of CR 3?

I picture a fight in a big carcificial chamber 30 feet in height, with many seams from 10 feet upwards, giving cover and possible perchs.

http://ui07.gamespot.com/1830/naviddeadspace1600x1200_2.jpg

Lurker-in-Shadow

Medium Outsider (Native)
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+7
Attack:

Claw +7 melee (1d4+4) or
Claw (power attack) +4 melee (1d4+7)
Full Attack: 2 claws +7 (1d4+4) and bite +2 (1d6+6)
Space/Reach: 5 ft./10 ft. (5 ft. with bite)
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft.,
Damage reduction 5/magic,
Immunity to poison,
Resistance to electricity 5 and fire 5,
Scent,
Spell resistance 10
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 19, Dex 14, Con 15, Int 14, Wis 10, Cha 11
Skills: Bluff +6, Climb +10, Hide +10, Intimidate +6, Jump +10, Listen +6, Move Silently +14, Sense motive +6, Spot +6, Tumble +8
Feats: Power Attack, Stealthy
Environment: Underground
Organization: Solitary, or cult (1 plus 5-10 1st level humanoid cultists and 1 rite leader of 2nd-5th level)
Challenge Rating: 3
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 4-6 (medium); 7-10 (large)

A lurker-in-shadow (lurker) can come into existance when an area suffused with negative energy is long-time host to demons. Sometimes the chaotic essence of demons will gradually taint the place, and cause any non-intelligent animated nearby to acquire a craving for a greater dose of chaos essence.
This situation normally ends with the demon destroying the undead, but in the off-chance an undead consumes demon flesh in whatever state, or the demon consumes the destroyed undead, a gradual transformation takes place, and by the end of a week a lurker-in-shadow is born.
Powerful demons are rarely affected by consuming undead flesh.

A mangled aglomeration of undead flesh housing a fiend's essence, constantly shifting, stretching and contracting but conserving a vaguely humanoid form, lurkers are unfailingly viewed as a dark blessing of Prince Orcus and representatives of his power in the prime material plane. Cults of the Blood Lord usually stage situations which might propiciate the forming of a lurker-in-shadow; there might be some truth to the belief of a link with the Blood Lord because these creatures accept the cults' adoration and sacrificial victims.
They generally "live", feed, and grow in sacrificial chambers until they become too large to exit them. Generally they make the core of adoration locales to Orcus.

The lurker-in-shadow speaks abyssal and common.

Combat
The lurker-in-shadow usually hides in some inaccessible height and attacks from behind cover, just to hide immediately before the wounded prey might see what hit them.

He is cunning and cruel, and will give his defenseless prey opportunities to try and attack him just to gloat in their despair as his defenses shield from any harm.
He might as well get bored and outright ravage the poor sod.

In case they have the ability to produce light, he will counter it with his Darkness ability.

Spell-like abilities
3/day - Darkness; 1/day Desecrate. Caster level 3.

Skills
The lurker-in shadow has a +4 racial bonus on Move Silently checks.

Maybe it's a bit too hard?

kyoten
2011-03-01, 03:02 PM
R.572

Looking for the base cost for a Gourd of Endless Sand via use of Control Sand spell.

Geiger Counter
2011-03-01, 07:43 PM
R.573
Shino Aburame from Naruto

Bardic
2011-03-01, 08:56 PM
H 569

Here's some features I've come up with for the idea of a disease-crafter:

Touch of Malady
Beginning at 1st level, you may make a melee touch attack against a living creature as a standard action. If your attack succeeds, that creature must make a Fortitude save (DC 10 + 1/2 your level + Charisma modifier) or take a -1 penalty to all saving throws for 1d4 rounds. As you advance in level, the duration and power of this malady grows: every two levels, the target takes an additional -1 to saves and suffers for an additional round. You can use your Touch of Malady ability a number of times per day equal to 1/4 your level + your Charisma modifier.

Blightcraft
Beginning at 1st level, you have the ability to inflict disease, illness and malady upon your foes. At 1st level, you can, as a melee touch attack, cause one living creature to develop a disease. There are two kinds of diseases: instant ones, which develop extremely quickly, and gradual ones, which take a while to incubate. You choose which kind you want yours to be upon declaring you are inflicting one.
Instant diseases occur immediately upon a successful touch attack on your part, draining one of the enemy's abilities or delivering a lasting loss of power.

Instant Disease
1d4 + 1/2 your level damage to an ability of your choice. You can choose to decrease this to 1d2 + 1/2 your level damage to add a lingering touch of illness: each round, your target must make a Fortitude save or suffer an additional 1 point of ability damage.

Gradual diseases can take several days or even weeks to manifest symptoms, striking unexpectedly and weakening a target more than an instant one.

Gradual Disease
1d8 days after being touched, the target takes 1d6 + 1/2 your level damage to an ability of your choice and is forced to make a Fortitude save every day or take 2 additional damage to that same ability until a save is made.

Please, critique all you wish.

Land Outcast
2011-03-01, 09:18 PM
C573

R.573
Shino Aburame from Naruto It'd be easier if you explained what this character's abilities are... :smallsmile:

Welknair
2011-03-01, 09:22 PM
C573


R.573
Shino Aburame from Naruto

Take a look here (http://www.narutod20.com/). He's one of the example characters near the end...

Geiger Counter
2011-03-01, 09:24 PM
C573
It'd be easier if you explained what this character's abilities are... :smallsmile:

his body is host to a swarm of chakra draining insects.
somehow they make a deal and the swarm does what the host thinks.


C573
Take a look here (http://www.narutod20.com/). He's one of the example characters near the end...

can't find it

RollynT.Glal
2011-03-01, 09:43 PM
C 570

That looks fantastic! And I think my PCs can handle it, it'd be tough but hey it's not a true dungeon without the risk of death!

Welknair
2011-03-01, 09:54 PM
can't find it
Did you click "Downloads" and get a copy of the Pdf?

...

Downloads page here (http://www.narutod20.com/downloads/).

Tanuki Tales
2011-03-01, 10:06 PM
R574

Nevermind.

Just keeping this post so that the count isn't messed up.

Land Outcast
2011-03-01, 10:21 PM
CC570

C 570

That looks fantastic! And I think my PCs can handle it, it'd be tough but hey it's not a true dungeon without the risk of death!
Sweet! I'm glad it serves your purpose, then tell me via PM how it went, please :)

Land Outcast
2011-03-01, 10:27 PM
C573

his body is host to a swarm of chakra draining insects.
somehow they make a deal and the swarm does what the host thinks.


Well, if you haven't had your needs fulfilled, I'd like to help you. What power level would we be speaking of?

So it is not really about him but about the swarm...
If powerful I'd go for a Hellwasp swarm as a base, changing Con damage for Cha damage for the inhabit ability and perhaps adding some abilities (I don't know which would they be, just attacking seems a bit bland.)

Land Outcast
2011-03-01, 11:02 PM
H571

R.571

I need a playable race of people that can morph between humanoid (jaguar-hybrid) and animal (full jaguar form) with LA +0 to +2 and no RHD (or LA +1 and 1 RHD). They are very liberal and democratic and can be either Neutral or good and shapeshift at will. Also, I'd like them to have animalistic traits whilst in human form but no human traits in animal form. The creatures live in a jungle.

Here goes nothing...
Jaguareté As Characters

Yaguareté characters possess the following racial traits.

Size & Type: Medium monstrous humanoid (shapechanger).
Abilities: +2 Dexterity.
Speed: A yaguareté’s base land speed is 30 feet.
Racial Hit Dice: A yaguareté begins with one level of monstrous humanoid, which provides 1d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +2, and Will +2.
Attack: A yaguareté has two claw attacks at (1d2+Str*1/2) and a bite attack at (1d4+Str), and the bite is the primary natural weapon. A yaguareté fighting without weapons uses a bite when making an attack action.
If armed with a weapon, it can use the weapon as its primary attack and its bite as a natural secondary attack (at -5 penalty to attack rolls). If it has a hand free, it uses a claw as an additional natural secondary attack (also at -5 penalty to attack rolls).
Special Qualities: alternate form, feline empathy, low-light vision, scent.
Racial Skills: A yaguareté’s animal give it skill points equal to 4 × (2 + Int modifier). Its class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot.
Racial Feats: A jaguareté’s animal level gives it one feat.
Racial Skill Bonuses:+4 racial bonus on Balance, Climb, and Jump checks. +2 Racial bonus on Hide and Move Silently checks.
Favored Class: Rogue.
Level adjustment: +1.


Feline Empathy (Ex)
Communicate with felines, and +4 racial bonus on Charisma-based checks against felines.

Alternate form (Su)
A yaguareté can assume the form of a jaguar. When taking jaguar form the following stat modifications take place, in addition to his normal stats:
Abilities: +2 Str, +4 Dexterity, +2 Con.
Armor Class: +1 Natural Armor
Speed: climb 20 (4 squares)
Attack: A yaguareté's claw and bite damage increase to (1d3+Str*1/2) and (1d6+Str) respectively.
Racial Skill bonuses: +4 racial bonus on Balance, Climb, and Jump checks. +2 Racial bonus on Hide and Move Silently checks.

What do you think?

Tanuki Tales
2011-03-01, 11:13 PM
C571

It should be a Monstrous Humanoid HD or possibly Magical Beast (if the natural form is the cat).

Lord Loss
2011-03-02, 09:59 AM
H571


Here goes nothing...
Jaguareté As Characters

Yaguareté characters possess the following racial traits.

Size & Type: Medium monstrous humanoid (shapechanger).
Abilities: +2 Dexterity.
Speed: A yaguareté’s base land speed is 30 feet.
Racial Hit Dice: A yaguareté begins with one level of monstrous humanoid, which provides 1d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +2, and Will +2.
Attack: A yaguareté has two claw attacks at (1d2+Str*1/2) and a bite attack at (1d4+Str), and the bite is the primary natural weapon. A yaguareté fighting without weapons uses a bite when making an attack action.
If armed with a weapon, it can use the weapon as its primary attack and its bite as a natural secondary attack (at -5 penalty to attack rolls). If it has a hand free, it uses a claw as an additional natural secondary attack (also at -5 penalty to attack rolls).
Special Qualities: alternate form, feline empathy, low-light vision, scent.
Racial Skills: A yaguareté’s animal give it skill points equal to 4 × (2 + Int modifier). Its class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot.
Racial Feats: A jaguareté’s animal level gives it one feat.
Racial Skill Bonuses:+4 racial bonus on Balance, Climb, and Jump checks. +2 Racial bonus on Hide and Move Silently checks.
Favored Class: Rogue.
Level adjustment: +1.


Feline Empathy (Ex)
Communicate with felines, and +4 racial bonus on Charisma-based checks against felines.

Alternate form (Su)
A yaguareté can assume the form of a jaguar. When taking jaguar form the following stat modifications take place, in addition to his normal stats:
Abilities: +2 Str, +4 Dexterity, +2 Con.
Armor Class: +1 Natural Armor
Speed: climb 20 (4 squares)
Attack: A yaguareté's claw and bite damage increase to (1d3+Str*1/2) and (1d6+Str) respectively.
Racial Skill bonuses: +4 racial bonus on Balance, Climb, and Jump checks. +2 Racial bonus on Hide and Move Silently checks.

What do you think?

I really like it! Although I might change the favored clas to Scout or Ranger in order to evocate the tribal feel of the race. Apart frøm that, it's great! Thank you very very much, Land Outcast

TechnOkami
2011-03-02, 10:59 AM
H 569

Here's some features I've come up with for the idea of a disease-crafter:

Touch of Malady
Beginning at 1st level, you may make a melee touch attack against a living creature as a standard action. If your attack succeeds, that creature must make a Fortitude save (DC 10 + 1/2 your level + Charisma modifier) or take a -1 penalty to all saving throws for 1d4 rounds. As you advance in level, the duration and power of this malady grows: every two levels, the target takes an additional -1 to saves and suffers for an additional round. You can use your Touch of Malady ability a number of times per day equal to 1/4 your level + your Charisma modifier.

Blightcraft
Beginning at 1st level, you have the ability to inflict disease, illness and malady upon your foes. At 1st level, you can, as a melee touch attack, cause one living creature to develop a disease. There are two kinds of diseases: instant ones, which develop extremely quickly, and gradual ones, which take a while to incubate. You choose which kind you want yours to be upon declaring you are inflicting one.
Instant diseases occur immediately upon a successful touch attack on your part, draining one of the enemy's abilities or delivering a lasting loss of power.

Instant Disease
1d4 + 1/2 your level damage to an ability of your choice. You can choose to decrease this to 1d2 + 1/2 your level damage to add a lingering touch of illness: each round, your target must make a Fortitude save or suffer an additional 1 point of ability damage.

Gradual diseases can take several days or even weeks to manifest symptoms, striking unexpectedly and weakening a target more than an instant one.

Gradual Disease
1d8 days after being touched, the target takes 1d6 + 1/2 your level damage to an ability of your choice and is forced to make a Fortitude save every day or take 2 additional damage to that same ability until a save is made.

Please, critique all you wish.

This looks good. But... why a charisma based save rather than fortitude?

Land Outcast
2011-03-02, 11:12 AM
C571

It should be a Monstrous Humanoid HD or possibly Magical Beast (if the natural form is the cat). You're right, changed it. Thanks!


I really like it! Although I might change the favored clas to Scout or Ranger in order to evocate the tribal feel of the race. Apart frøm that, it's great! Thank you very very much, Land Outcast
Cool :smallsmile: you're welcome, if you're using it in play please tell me via PM how it went, yes?

Lord Loss
2011-03-02, 12:03 PM
Sure thing. Our newest player is going to be playing one today, although she's not sure about class yet. Also, they may serve as antagonists depending on the actions of the PCs.

Bardic
2011-03-02, 08:33 PM
C 569
I really had no idea where you were going with the prime abilities for such a class, so I just went with Charisma for the moment. If you think Constitution would be better, than by all means, use it. (I believe that's what you meant, as the saves are Fortitude ones, just the DC is affected by Charisma)

Noxsis
2011-03-03, 12:03 PM
Enu Bezgalig as characters

Land Outcast
2011-03-03, 12:14 PM
H 575
R 575 Enu Bezgalig as characters

Note: this refers to my entry on GITP Monster Competition LV (http://www.giantitp.com/forums/showpost.php?p=10477958&postcount=7), the monster actually could enjoy some critique in the chat thread (http://www.giantitp.com/forums/showthread.php?t=189213).

Please keep any comments on the race in this thread.
Enu Bezgalig as characters

Type: Outsider (Extraplanar)
Size: Small
Hit Dice: An enu bezgalig has three levels of outsider, which give him 3d8 HD, a +3 base attack bonus, the following base saves: Fort +3, Ref +3, Will +3, and skillpoints equal to 6 x (8+Intelligence bonus), the class skills for an enu bezgalig are: Bluff, Climb, Gather Information, Hide, Jump, Knowledge (history), Knowledge (the planes), Move Silently.
Speed: 30 ft. (6 squares)
Special Attacks: Deconstruction, lacuna.
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., resistance to cold 10, shadow print, simulacra, telepathy 100 ft.
Abilities: Str +2, Dex +8, Con +2, Cha +4
Skills: An enu bezgalig has a bonus to Knowledge (History) checks equal to his HD multiplied by three (+9 for an enu bezgalig with 3 HD).
Feats: An enu bezgalig receives Weapon Finesse as a bonus feat.
Advancement: 4-5 HD (Small); 6-7 HD (Medium)
Level Adjustment: +4

A enu bezgalig’s weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Deconstruction (Su): Anyone an enu bezgalig touches must succeed on a DC 10+1/2HD+Cha Will save or take an extra 1d4 points of negative energy damage as their mind, undermined by the shadow reaching into it, keeps losing memories. The damage continues for another 1d4+2 rounds after the enu bezgalig’s last successful attack. A creature can only be affected by one deconstruction at a time. Ranged weapon attacks also carry this effect.

Lacuna (Su): An enu bezgalig has a touch attack which deals 1d6 negative energy damage plus 1 negative energy damage per HD, melee weapon attacks also carry this damage.

Shadow Print (Su): Once per day per 7 HD, upon an enu bezgalig falling unconscious, he creates a shadow print: his shadow is affixed to the surface it occupies. Upon the enu bezgalig being reduced to -10 hp, his shadow print -having stored in the flat surface the whole information of his form, soul and body being one unit- immediately spawns an enu bezgalig at half health and devoid of negative spells, effects or conditions; otherwise the new enu bezgalig is exactly the same as the one which died.
Should the space occupied by their shadow print be completely covered by something else, the shadow print will move at 5 feet per round until there is enough free space for the enu bezgalig to spawn.
A enu bezgalig can dismiss his shadow print as a move action.
Should an enu bezgalig fall unconscious in an area of total darkness, where it doesn't cast any shadow, he won't be able to create a shadow print.

Simulacra (Su): An enu bezgalig has simulacra points equal to its HD; as a move action an enu bezgalig can assign up to half of them to armor and the remaining points to weapons:
Conjure armor with deflection bonus to AC +X, up to his HD: X points
Conjure simple masterwork weapon: 1 point
Conjure martial masterwork weapon: 2 points
Conjure a simple or martial weapon with +X enhancement: base point cost +X
An enu bezgalig cannot wear armor while benefitting from simulacra's deflection bonus to AC.
An enu bezgalig can always use the Weapon Finesse feat to apply its Dexterity modifier instead of its Strength modifier to attack rolls with a light or one-handed simulacra weapon.
An enu bezgalig can dismiss any of his simulacra as a free action.

Telepathy (Su): An enu bezgalig can communicate telepathically with any creature within 100 feet that has a language.

Please, do suggest alterations to this, as I simply transported it from the monster to the race without modifying anything.*

*Aside from the "Shadow Print" here, which has been nerfed nerfed: it only saves the creature from death, it doesn't multiply it, is limited per day, and respawns at 1/2HD...

Tanuki Tales
2011-03-03, 12:28 PM
He's actually R575.

pilvento
2011-03-03, 01:39 PM
R576.

i want to transform the Vow of Poverty into a Vow of Wildernes.

full info here http://www.giantitp.com/forums/showthread.php?t=189535

Djinn_in_Tonic
2011-03-03, 01:49 PM
H 575

Note: this refers to my entry on GITP Monster Competition LV (http://www.giantitp.com/forums/showpost.php?p=10477958&postcount=7), the monster actually could enjoy some critique in the chat thread (http://www.giantitp.com/forums/showthread.php?t=189213).

Please keep any comments on the race in this thread.
Enu Bezgalig as characters

Type: Outsider (Extraplanar)
Size: Small
Hit Dice: An enu bezgalig has three levels of outsider, which give him 3d8 HD, a +3 base attack bonus, the following base saves: Fort +3, Ref +3, Will +3, and skillpoints equal to 6 x (8+Intelligence bonus), the class skills for an enu bezgalig are: Bluff, Climb, Gather Information, Hide, Jump, Knowledge (history), Knowledge (the planes), Move Silently.
Speed: 30 ft. (6 squares)
Special Attacks: Deconstruction, lacuna.
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., resistance to cold 10, shadow print, simulacra, telepathy 100 ft.
Abilities: Str +2, Dex +8, Con +2, Cha +4
Skills: An enu bezgalig has a bonus to Knowledge (History) checks equal to his HD multiplied by three (+9 for an enu bezgalig with 3 HD).
Feats: An enu bezgalig receives Weapon Finesse as a bonus feat.
Advancement: 4-5 HD (Small); 6-7 HD (Medium)
Level Adjustment: +4

A enu bezgalig’s weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Deconstruction (Su): Anyone an enu bezgalig touches must succeed on a DC 10+HD+Cha Will save or take an extra 1d4 points of negative energy damage as their mind, undermined by the shadow reaching into it, keeps losing memories. The damage continues for another 1d4+2 rounds after the enu bezgalig’s last successful attack. A creature can only be affected by one deconstruction at a time. Ranged weapon attacks also carry this effect.

Lacuna (Su): An enu bezgalig has a touch attack which deals 1d4 negative energy damage per HD (3d4 for an enu bezgalig with 3 HD), melee weapon attacks also carry this damage.

Shadow Print (Su): Upon an enu bezgalig falling unconscious, he creates a shadow print: his shadow is affixed to the surface it occupies. Upon the enu bezgalig being reduced to -10 hp, his shadow print -having stored in the flat surface the whole information of his form, soul and body being one unit- immediately spawns an enu bezgalig in full health and devoid of negative spells, effects or conditions; otherwise the new enu bezgalig is exactly the same as the one which died.
Should the space occupied by their shadow print be completely covered by something else, the shadow print will move at 5 feet per round until there is enough free space for the enu bezgalig to spawn.
A enu bezgalig can dismiss his shadow print as a move action.
Should an enu bezgalig fall unconscious in an area of total darkness, where it doesn't cast any shadow, he won't be able to create a shadow print.

Simulacra (Su): An enu bezgalig has simulacra points equal to its HD plus its charisma modifier; as a move action an enu bezgalig can distribute these points between weapons and armor as following:
Conjure armor with deflection bonus to AC +X, up to his HD: X points
Conjure simple masterwork weapon: 1 point
Conjure martial masterwork weapon: 2 points
Conjure a simple or martial weapon with +X enhancement: base point cost +X
An enu bezgalig can always use the Weapon Finesse feat to apply its Dexterity modifier instead of its Strength modifier to attack rolls with a light or one-handed simulacra weapon.
An enu bezgalig can dismiss any of his simulacra as a free action.

Telepathy (Su): An enu bezgalig can communicate telepathically with any creature within 100 feet that has a language.

Please, do suggest alterations to this, as I simply transported it from the monster to the race without modifying anything.*

*Aside from the "Shadow Print" here, which has been nerfed nerfed: it only saves the creature from death, it doesn't multiply it... perhaps nerf it further, make the creature dazed after respawning? not making it respawn at full health?

Far to powerful. The Shadow Print is basically an infinite number of free lives (maybe limit it to 1/day or so, and make the reincarnation have only half health or even a smaller number).

Do Deconstruction and Lacuna stack? If so, that's a lot of damage. Also, would these abilities scale on class level? Also, save DCs are 10 + 1/2 HD + mod, not 10 + HD + mod (see your current Deconstruction ability). The latter save progression is FAR to strong.

If abilities DO scale on class level, Simacula is also OP, as, at 18th level, I can get a +16 weapon...and that assumes a +0 Charisma modifier. That's also a +10 weapon at level 12, which is a bit crazy.

Land Outcast
2011-03-03, 02:21 PM
Far to powerful. The Shadow Print is basically an infinite number of free lives (maybe limit it to 1/day or so, and make the reincarnation have only half health or even a smaller number).


Thanks for the feedback, the abilities:

What do you think about changing it to once per every 7 HD, and the new creature appearing with half health?

Do Deconstruction and Lacuna stack? If so, that's a lot of damage. Also, would these abilities scale on class level?
Yes, they would stack.
Lacuna can be easily rewritten to deal 1d4 damage per every 2 HD, and it'd still be an important amount of damage (resulting in 8d4 at ECL 20).
Thinking back, I'll change it to be 1d6 plus 1 damage per HD. thoughts? (too many D4 rolling otherwise).

Also, save DCs are 10 + 1/2 HD + mod, not 10 + HD + mod (see your current Deconstruction ability). The latter save progression is FAR to strong.My bad, did the same in the monster and carried over the mistake, thanks for pointing it out.

If abilities DO scale on class level, Simacula is also OP, as, at 18th level, I can get a +16 weapon...and that assumes a +0 Charisma modifier. That's also a +10 weapon at level 12, which is a bit crazy.
Again, I agree, didn't even think about it... :smallredface:

I see two ways to fix that:
Reduce simulacra points to a maximum of 1/2 HD.
Reduce simulacra points to a maximum of HD but reduce maximum investment in armor and weapon to 1/2 HD each.

which would be neater?

[by the way, I'll add a limitation: can't use armor while benefitting from simulacra deflection bonus to AC]

Qwertystop
2011-03-06, 09:08 PM
R 577:
I made this suggestion on another thread, and promptly realized that I really wanted to see it statted out. Here it is:


Make a "race" of sentient fungi that is actually one enormous fungus that spreads through the world, and the members of the "race" are actually semi-ambulatory portions. Maybe they need to "root" once a day, the same way humans need to sleep, but they're not resting and gathering nutrients, they're reconnecting to The One and updating to the hivemind. Of course, nobody knows this. Might work best if the campaign setting has these races as a recent addition to the "known" sentient races, to explain/handwave why the secret hasn't been found out yet.

EDIT: You know, i'm just going to go and put that on the Request a Homebrew thread now, just because it's that awesome.

Djinn_in_Tonic
2011-03-06, 10:23 PM
H: 577


World Spore Fragment
Medium Plant
Abilities: Constitution +6, Intelligence -2, Charisma -2
Base Speed: 30 feet
Sporemind (Su): A World Spore fragment is always connected to the greater World Spore. It may communicate telepathically with any World Spore fragments within a 1 mile radius. Additionally, whenever the World Spore Fragment takes root, all its memories and thoughts are added to the knowledge of the greater World Spore.
Take Root (Ex): A World Spore Fragment must spend at least 4 hours a day rooted. This is effectively treated as sleep. If a World Spore Fragment takes root in an outside environment, it generates a radius of fungus around it which increases by 5ft for every 30 minutes the World Spore Fragment remains rooted.
Fungal Cloud (Ex): Creatures that start their turn adjacent to you are sickened for 1 round. You may activate or deactivate this ability as a swift action.

Level Adjustment: +1 (Plant type confers strong immunities, and Fungal Cloud is a somewhat potent ability)

Thefurmonger
2011-03-08, 01:21 PM
R 578

Thread about this can be found Here (http://www.giantitp.com/forums/showthread.php?p=10516689#post10516689)

Sorry when I posted that I did not know about this.

Anyway, I am looking for a Pathfinder conversion of the Mindbender from Com Arcane, BUT I also want it to actually be good.

Like not a 1 lvl PRC. the issues with the class are 5/10 casting, d4 hp, 2+ Int. and fixed DCs for the Sp. (As in they are enchanments but spell focus and such dont help you)

I would like to keep the flavor and the core "Feel" while making it work for a decently optimised Pathfinder group.

Thank you for any help.

Master Thrower
2011-03-12, 03:46 PM
R580- I'd like something like the invisible blade but with fixed pre req's and abilities not based off feinting

Qwertystop
2011-03-13, 01:36 PM
H: 577


World Spore Fragment
Medium Plant
Abilities: Constitution +6, Intelligence -2, Charisma -2
Base Speed: 30 feet
Sporemind (Su): A World Spore fragment is always connected to the greater World Spore. It may communicate telepathically with any World Spore fragments within a 1 mile radius. Additionally, whenever the World Spore Fragment takes root, all its memories and thoughts are added to the knowledge of the greater World Spore.
Take Root (Ex): A World Spore Fragment must spend at least 4 hours a day rooted. This is effectively treated as sleep. If a World Spore Fragment takes root in an outside environment, it generates a radius of fungus around it which increases by 5ft for every 30 minutes the World Spore Fragment remains rooted.
Fungal Cloud (Ex): Creatures that start their turn adjacent to you are sickened for 1 round. You may activate or deactivate this ability as a swift action.

Level Adjustment: +1 (Plant type confers strong immunities, and Fungal Cloud is a somewhat potent ability)

What about bonus languages and favored class? Otherwise, great.

Djinn_in_Tonic
2011-03-13, 02:02 PM
What about bonus languages and favored class? Otherwise, great.

No idea. Whatever you want them to be, I guess. :smallbiggrin:

Qwertystop
2011-03-13, 02:58 PM
No idea. Whatever you want them to be, I guess. :smallbiggrin:

I would have thought that Favored Class might be Rogue. Rogue because, at least how I envision it, it's a sentient, sapient, fungal tumbleweed, and who's going to notice a bunch of mushrooms? Also from the spores, which are kinda like poison. Bonus languages I'd say Any, since it could potentially know anything any of the other Spore Fragments learned more than 24 hours ago (though of course any one fragment won't know all of it). You think that's good for it?

Smokin Red
2011-03-13, 06:24 PM
R581: (finally got to post it :smallbiggrin:) I need a fungus based variant of the druid, any suggestions?

Qwertystop
2011-03-13, 06:42 PM
R581: (finally got to post it :smallbiggrin:) I need a fungus based variant of the druid, any suggestions?

Weeeeell, I don't think any Druid class abilities specifically require plants as opposed to fungi.

Smokin Red
2011-03-14, 08:04 AM
R581
Weeeeell, I don't think any Druid class abilities specifically require plants as opposed to fungi.

Oookay that is not what I meant, I would like to play an myconid druid, and instead of having lots and lots of animal centered feats and abilities I would like to have more centered on fungi (or even plants)
e.g. fungoid shape instead of animal shape, fungoid companion, ... (but I really just found three mobile fungoid creatures in my books)
Is this too much to ask for?

Qwertystop
2011-03-14, 09:19 AM
R581

Oookay that is not what I meant, I would like to play an myconid druid, and instead of having lots and lots of animal centered feats and abilities I would like to have more centered on fungi (or even plants)
e.g. fungoid shape instead of animal shape, fungoid companion, ... (but I really just found three mobile fungoid creatures in my books)
Is this too much to ask for?

My sig has an ACF that replaces Wildshape, and you could probably refluff it to control fungi instead of plants. As for animal companion, just ask your DM if you can use a fungal creature for the animal companion. Not much that needs to be homebrewed.

Noxsis
2011-03-14, 06:07 PM
R582
i was wondering if someone could make a erudite like class that uses mysterys rather than psionic

Smokin Red
2011-03-15, 05:08 AM
R581
My sig has an ACF that replaces Wildshape, and you could probably refluff it to control fungi instead of plants. As for animal companion, just ask your DM if you can use a fungal creature for the animal companion. Not much that needs to be homebrewed.Okay, thanks, the ACF will work I think, and I will just have to look for some more fungal creatures.

vp21ct
2011-03-15, 05:33 AM
R 426

For this GURPS game I'm in, I need a TL10 or below 'Hot Rod' type spacecraft. Preferably seating two, but no more than 4. It doesn't have to be armed, but having space for an armament would be nice. Basically, it's supposed to be a fighter/personal hotrod type craft.

Qwertystop
2011-03-15, 07:04 AM
R581Okay, thanks, the ACF will work I think, and I will just have to look for some more fungal creatures.

Could you comment or something on the ACF's thread about this?

Rickshaw
2011-03-21, 07:46 PM
if you dont mind, I need a Gloura
http://www.wizards.com/default.asp?x=dnd/ex/20031003e
Basically I need a character that can take levels in bard starting at 1, and the only major special ability needed is the ability to add Charisma to deflection AC.
the +2LA is fine as it stands, but the racial HD need to go. some sort of way to tone down the ability score bonuses and cut the DR and elemental resistances to 1 or 2 maybe?

Blynkibrax
2011-03-22, 12:58 PM
I've been playing Pokemon Black a lot and I've become ever so attached to my Tepig. Could somebody create a fire pig creature? Call it a suisignus?

Magical beast with the fire subtype and a breath weapon, maybe CR 4 or 5, with rules for them as animal companions, paladin's special mounts and summon monster and summon nature's ally spells?

arpin
2011-03-23, 06:34 PM
I've been playing Pokemon Black a lot and I've become ever so attached to my Tepig. Could somebody create a fire pig creature? Call it a suisignus?

Magical beast with the fire subtype and a breath weapon, maybe CR 4 or 5, with rules for them as animal companions, paladin's special mounts and summon monster and summon nature's ally spells?

I hope this is what you are looking for. I do not know the intended environment or organization, and am not certain how to integrate it as a paladin mount.


Suisignus
Medium Magical Beast (Fire)
Hit Dice: 7d10+28 (66hp)
Initiative: +2
Speed: 40ft. (8 squares)
Armor Class: 17 (+2 dex, +5 natural) Flat footed: 15 Touch: 12
Base Attack/ Grapple: +7/+10
Attack: Gore +10 (1d8+3+1d6 fire)
Full Attack: Gore +10 (1d8+3+1d6 fire)
Space/Reach: 5ft./5ft.
Special Attacks: Breath Weapon, Powerful Charge, Trample, Flaming Tusks
Special Qualities: Immune to fire, Vulnerable to cold
Saves: Fort+9, Ref+7, Will+3
Abilities: Str16, Dex14, Con19, Int4, Wis 13, Cha2
Skills: Spot+6, Listen+8
Feats: Improved natural attack (gore), Power Attack, Improved overrun
Environment:
Organization:
Challenge Rating: 5
Treasure: None
Alignment: Often neutral
Advancement: 8-9 HD (medium), 10-12 HD (large)
Level Adjustment:-

Breath Weapon: 60ft. line damage 4d8 fire, reflex DC 17 half

Powerful Charge: A suisignus deals an additional 1d8 damage on a successful charge attack

Trample: A suisignus's trample deals 1d4+4+1d6 fire damage and has a save DC of 14

Flaming tusks:A suisignus's attacks deal an extra 1d6 fire damage

A druid of 10th level or higher may take a suisignus as their animal companion. The companions bonuses are those of a druid 9 levels lower.

Suisignus is added to the summon nature's ally V list.

Celestial Suisignus is added to the summon monster VI list.

Blynkibrax
2011-03-24, 07:09 AM
Awesome! Thank you, arpin! :smallbiggrin:
Shame about the rules for a paladin's mount, but we can't have everything.

drawingfreak
2011-03-29, 11:59 PM
R. 583 I need 5 custom Artifacts for a 4e game. Each Artifact is mostly intelligent, with minor goals affiliated with the deity they are associated with. I just go completely blank while making these. The deities in question are all female, btw.

{table]Goddess | Domains | Artifact
Angala | Forest, Plant-life, Wariness, Truth, Swiftness, Stealth | Angala's ?
Cerath | Oceans, Sea-life, Peace, Love, Protection, Defense | Cerath's Pearl
Faunath | Sky, Animals, Understanding, Trust, Willpower, Magic | Astral Fleece of Faunath
Orlina | Mountains, Ore, Unity, Family, Strength, Fortitude | Hammer of Orlina
Ralana | Underworld, Death, Destruction, Undead, Deception, Cruelty | Mask of Ralana[/table]

Minor Insights:

I honestly have no idea what to give Angala. I wanted it to have something to do with both Plant-life and Stealth.
Cerath's Pearl is about 6 inches in diameter and covered in ancient runes.
The Astral Fleece of Faunath might have something to do with Residdium creation. It sparkles.

Hazzardevil
2011-03-30, 02:07 PM
R584,
For an epic non Gestalt game I am taking part in I wish to play a warlock Gish. I have 10 epic levels I need to be filled by a prestige class.
I have 8 warlock levels, 3 hellfire warlock levels, 5 warforged juggernaut levels and 4 tome of battle levels. I am going to use 4 crusader levels as the tome of battle class unless the prestige class suits one of the other 2 better.

I wish to have an epic prestige class which works with the aforementioned build. Also I am a warforged. Do not try to match epic spellcasting, that is banned and there is nothing which is that powerful. I would say that the power level is tier 2 or 3.

Tanuki Tales
2011-03-31, 01:44 PM
R585

Nevermind, did it myself.

VarianArdell
2011-04-01, 10:40 PM
R.586: I request a reworked dwarf, with a Level Adjustment of +1 or less, based around the following concept:

The dwarves in my campaign dwell primarily deep underground, in close proximity to the planet's core, the source of all arcane magic. As a result, these dwarves are unable to wield arcane magic, and gain spell resistance in compensation.

Lvl45DM!
2011-04-02, 09:55 PM
R.587. I was thinking of playing a John Constantine Expy in my mates new 3.5 game. However I'm a 1st edition player so could use some help with it. Starting at 10th level, I was gonna do Mage 5/Rogue 1/some kind of demon summoning class?

sengmeng
2011-04-03, 09:41 AM
R.589
I'm sorry about not being as specific as I'm sure the moderator would like me to be, but I need a prestige class, probably 3 or 5 levels, to go with the name "Rune Caster." It should be designed so that it is most favorable for bards, has something to do with writing down glyphs, and has powerful ways to ward and protect buildings (people are also fine). It does not have to be particularly useful in combat or any adventuring situation; it may be a NPC utility class. I'm doing a collaborative effort on a campaign world, and someone introduced the idea of an alternate bard type that was called Rune Caster, but now I need stats for them. In his description, they warded buildings against earthquakes, and he said that it wasn't certain that they really were a type of bard.

Noxsis
2011-04-03, 09:42 AM
R.588 i would love to see a template for applying abominations traits to any creature

sengmeng
2011-04-03, 09:57 AM
C. 7


ARCANOMUTANT
Arcanomutant is an acquired or inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature). An arcanomutant uses all the base creature’s statistics and special abilities except as noted here.

I like this idea, but it could be even weirder if those special qualities changed under certain circumstances... maybe give them all the Critical resistance, and say that when they are hit for a critical hit, it induces mutations on them as their body tries to heal itself, causing one of the other traits to randomly sprout up, sort of like John Carpenter's Thing. I'd suggest: on critical, roll d8, 1-6, add corresponding mutation, 7-8, remove one of its current mutations.

cooperflood
2011-04-03, 11:04 AM
C586

Pathfinder has a dwarf (http://www.d20pfsrd.com/races/core-races/dwarf) varient with SR. They lose the Hardy trait (+2 to saves vs Poison, Spells, and Spell Like Abilities) and gain SR 5 + Character level. If used in a non-pathfinder game this would qualify as +1LA Race. If it were me I would also let them keep the +2 vs Poison for +1LA.

cooperflood
2011-04-03, 12:15 PM
C587

Posted response HERE (http://www.giantitp.com/forums/showthread.php?p=10694176#post10694176) in the 3.5 Roleplaying Forum, since request didn't need any Homebrew.

sengmeng
2011-04-03, 04:29 PM
R.590

I need a prestige class to supplement the two in this link:

http://www.giantitp.com/forums/showthread.php?t=193602

This should be a 5 level, near-epic prestige class based off of being an even higher level of clergy than the Night Reaper, essentially a class meant to keep them in line (just as the Night Reapers are meant to keep the Seducers in line). It should have some of their abilities, but I want a tie-in to werewolves as well, possibly the ability to cause and cure lycanthropy, and maybe a requirement that the be a werewolf before they can take the PrC.

Tanuki Tales
2011-04-05, 01:34 PM
R591

Can someone please homebrew up a Half-Hag template that can be applied to make a modular base race? I'm willing to settle for at most a +1 CR adjustment for it.

SlashRunner
2011-04-10, 05:13 PM
R. 592

For a campaign, I intend to have my character be a wizard that took a vow of silence. I need some kind of implementation of the vow of silence that still allows him to cast spells with verbal components.

LOTRfan
2011-04-10, 05:25 PM
R591

Can someone please homebrew up a Half-Hag template that can be applied to make a modular base race? I'm willing to settle for at most a +1 CR adjustment for it.

C.591

There is something called a Hag Spawn in Unapproachable East. I'm not sure if it is a template or race, though, as I am away from my books.

Qwertystop
2011-04-10, 05:51 PM
R. 592

For a campaign, I intend to have my character be a wizard that took a vow of silence. I need some kind of implementation of the vow of silence that still allows him to cast spells with verbal components.

The point of the Vow feats is that they give good bonuses but have a cost: upholding the vow. If you rework it to not have any meaningful cost, some DMs would take the benefits away. To avoid the price, try Silent Spell: Wizards can get it as a bonus feat, you can keep your spells, and it still has enough of a cost that most DMs would let you keep the vow.

raisethearmy
2011-04-10, 07:06 PM
R 593

I need stats for vedalken and loxodon from magic the gathering in 4e.

LOTRfan
2011-04-10, 07:13 PM
R 593

I need stats for vedalken and loxodon from magic the gathering in 4e.

C593
The Loxo from Monster Manual II, perhaps?

raisethearmy
2011-04-10, 07:35 PM
C593
The Loxo from Monster Manual II, perhaps?

Is that from 4e? Also I meant for a player race, I probably should have clarified that.

flabort
2011-04-10, 07:43 PM
R 594
I've been trying to make a druid character, who would love nothing more than to see nature destroyed and civilization to take it's place. Thing is, while there are some city-themed ACFs out there (City sense, City companion), I want a series of ACFs designed to replace each of the druid's remaining features, with anti-nature themes. I especially want one that replaces the druid's spell casting (Not an alternate spell list, either a completely different magic system or a totally different feature).
I do not want the druid to be evil. No, a dislike for nature is not evil. Good druids still assault cities pretty often, no? So a druid that defends, and expands, cities and other examples of civilization, would be just as good, right?
Three or four ACFs are all I need for this. Thanks!

LOTRfan
2011-04-10, 07:58 PM
Is that from 4e? Also I meant for a player race, I probably should have clarified that.

Oh, if its for 4e, never mind. The Loxos are in 3.X MM II, Savage Species, and Shining South.

It probably is no good as a player race either, as it has 5 HD and LA +2. Sorry for the waste of time.

raisethearmy
2011-04-10, 08:18 PM
Not a problem, thanks for making me realize I hadn't specified player race.

Mutazoia
2011-04-11, 01:06 AM
R 594
I've been trying to make a druid character, who would love nothing more than to see nature destroyed and civilization to take it's place. Thing is, while there are some city-themed ACFs out there (City sense, City companion), I want a series of ACFs designed to replace each of the druid's remaining features, with anti-nature themes. I especially want one that replaces the druid's spell casting (Not an alternate spell list, either a completely different magic system or a totally different feature).
I do not want the druid to be evil. No, a dislike for nature is not evil. Good druids still assault cities pretty often, no? So a druid that defends, and expands, cities and other examples of civilization, would be just as good, right?
Three or four ACFs are all I need for this. Thanks!

Well...I don't see why inventing a new spell list (with Urban based spells) would be so bad. Its easier than creating a new spell system....maybe replace the spell casting and make him a were-rat. Or give him spell like abilities like stone shape to make alleys turn into dead end alleys or vise versa...

Other than the spell system, an Urban Druid would be pretty easy...just use the standard druid, he would have typical city animals for animal companions (rats, flying rats..er pidgins, alley cats, stray dogs) Skills would change to Survival (Urban), Navigate (urban), basically just replace (urban) with any other skill subtype. Add wall running as a skill

Mulletmanalive
2011-04-11, 02:30 AM
H 593 I'll try and accomodate both forms of Veldalken for you:


Veldalken:
The Veldalken are a race of heavily arcane inclined creatures; their original form is that of a flat faced, semi-amphibious humanoid with blue membranous skin. They are also found on the plane of Mirrodin, though their morphology was heavily distored to inclued additional arms.

Racial Traits:
Average Heignt: 5'6" to 6'2"
Average Weight: 150 to 220 lb

Ability Scores: +2 Int; either +2 Wis [Two armed] or +2 Dex [Four armed]
Size: Medium
Speed: 6 Squares
Vision: Normal

Languages: Common, Veldalken
Skill Bonuses: Arcane +2, Spellcraft +2
Defences: Will +1 [Two armed only]
Multiple Arms: [Four armed] Once per turn, the Veldalken may retrieve or sheath an item as a free action rather than a minor action. No attacks or opportunity.
Cantrips: Both forms of Veldalken are highly steeped in the arcane arts and may select any two of the cantrips from the Wizard list as bonus At Will powers.
Arcane Talent [Two Armed]: A two armed Veldalken my select one Arcane At Will power from the list of another class. They gain this as an additional At Will power, in addition to any they have chosen from their own lists.
Multitasking [Four armed]: A four armed Veldalken is much more able to multitask and gains the Multitasking Racial Encounter Power:


Multitasking:
Your skill with your two additional hands allows you to get through more worthwhile actions in a round than others.
Encounter [the Veldalken may use this ability once per encounter per tier he has attained]
Minor Action Personal
Effect: The Veldalken uses one of its At Will abilities gained from its class or feats.

C 594

Do you have access to the Dragonmech game? There is a prestige class that basically takes a druid into the bowels of a machine-city and gives him wierd technology based redos of various things.

Could you be more precise as to what you want replacing and what not?

Off hand, i'd be inclined to swap out Wildshape with a spread of the city manipulation abilities from the Urban Savant class from Races of Destiny, meddle with the spells so they capped out at about 7th and switch a bunch of stuff for Bardic things and maybe giving them some guild related powers as they are the avatar of social forces in the city...

I can do this, but i'd want you to be more precise as to what I can and can't change and whether you mind me meddling with the power levels a bit [might come out as a flexible tier 3 by the time i'm finished]. Oh, and where the other ACFs come from. I'll need that too.

raisethearmy
2011-04-12, 04:59 AM
Thanks, this will work perfectly. :smallbiggrin:

Debihuman
2011-04-12, 08:25 AM
C 594

Dragon Magazine #317 has an Urban Druid that might be right up your alley. However, there aren't any destructive ACFs that work well with Druids. Destroying "nature" would be evil -- most druids don't lay waste to cities or towns either unless you are playing in a town full of evil occupants or are playing in an evil campaign. Of course, you could become a Blighter (Complete Divine pgs. 23-26 ) as that seems to be your goal.

If you substitute Deforestation from the Blighter for Venom Immunity that might work.

Debby

Tulkas
2011-04-14, 02:02 PM
Hello all, I've got a player who's playing a fighter, and looking for some sort of dirty fighting feat. Ideally the feat would be adaptable to the environment, so for example, if he were fighting on sand he could throw some in his opponents eyes. Or if there's nothing like sand around he could make a low blow with a fort save. Any thoughts?

Eikonos
2011-04-15, 12:13 AM
R 595

Would anyone have the courage and try to homebrew for me some Initiate feats (Complete Champion) for these domains: Wrath, Pride, Gluttony (all from Spell Compendium), Goblins (homebrew domain by Bhu, here on the boards), Orc, Drow, Dwarf, Hate, Tyranny (SC), Spite (Heroes of Horror), Community, Darkness, Force (Spell Compendium), Demonic, Diabolic (Book of Vile Darkness)

Thanks in advance !!

Lazy Genius
2011-04-17, 04:19 PM
R 596

Without any type of urgency I would like to see a base class made.
While not explicitly being an extension to the Paragnostic Apostle PrC (Complete Champion), it draws a lot from that (as well as the Paragnostic Initiate PrC, also Complete Champion), with knowledge is power and everything. While also being influenced by the theme of the Divine Oracle PrC (Complete Divine), being aware of everything around them/going to happen. I'd like it to have Spellcasting of the type like the Beguiler/Dread Necro; spontaneous caster with spell list = spells known and a very limited spell list, with only a few schools of spells.

The class could be focused around knowledge in all its forms; past (mostly Knowledge [History] I would guess), present (More Knowledge skills and Sense Motive), and future (Divination Spells). Basically, the knowledge the class gets develops into a sixth sense of sorts, it's second nature to know all things for these guys. If I would have to guess as to a power level, I'd think around the power of previously referenced Beguiler and Dread Necromancer.

In short: What the Beguiler is for Illusion, the Dread Necromancer for Necromancy (and the Warmage for Evocation), this class is for Divination.

Any takers? :smallfrown::smalleek::smallredface:

If anybody has any further questions about the idea before taking up this project, feel free to PM me about it. I more than willing to give more information before you make it, the better I'll know I'm satisfied when you're done

ScIaDrd
2011-04-18, 11:20 AM
R597
Can anybody make me some d20 Modern- style talents for a Psychic warrior, themed around kendo/laijutsu, specifically using one´s focus and mental awareness to strike better and harder? Also feel free to go the crazy wuxia route with that, like let it use PP or tie it in with powers. Whatever you feel like, really. Thanks a lot.

Mulletmanalive
2011-04-18, 03:03 PM
C 596

Base classes are beyond the scope that requests should take in this thread. Arguskos made one at one point, look in his homebrew sig and there should be something modifiable there.

Maquise
2011-04-19, 12:29 PM
R 598

I'm looking for a low LA ooze template. Some things I would like are that the base creature retains its mental stats, and can take a form similar its base form, though I'm not sure what affect that would have.

DrWeird
2011-04-19, 08:04 PM
R 599

A Ranger option to replace their spellcasting that's Playground-level balanced.

Dire Reverend
2011-04-21, 02:56 AM
R 561
I would like to see several monster classes (In the style of the community monster classes here (http://www.giantitp.com/forums/showthread.php?t=192151)) for the Wraith monster and the Shadow template from the Manual of the planes. I would like the Wraith monster class to be five levels long, and the shadow to be one level long. They should also be "prestige monster classes", which are like templates.

I would appreciate this greatly.

RollynT.Glal
2011-04-21, 06:50 AM
R 599(?)

In my "War of Scars" campaign I plan on throwing the PC's against minions of the Yuan-ti within the first two levels... but with Purebloods being CR 3 right off the bat I think a homebrew request is in order. Would anyone be interested in brewing up a race that is roughly sepentine but has the same basic power as the base races. I was thinking that they were a humanoid race that after millennia of enslavement to the Yuan-ti have been altered in a way that they have started picking up serpentine traits but not quite to the extent of being simply lesser Yuan-ti. Thanks for any help!

Blynkibrax
2011-04-21, 09:11 AM
Can someone stat up this creature for me?

http://www.tabletopgamingnews.com/wp-content/uploads/2010/05/web-gorm-kingdom-death-01_900.jpg

I'm thinking it's probably a Huge, brutish aberration maybe with improved grab for those strange arms coming out of it's mouth and, perhaps, swallow whole? Frightful presence, perhaps, or something similar because of how weird and disturbing looking it is? And what about that anglerfish style lure? Feel free to have some fun with it.

Gamer Girl
2011-04-21, 12:58 PM
H.599(?)


R 599(?) I was thinking that they were a humanoid race that after millennia of enslavement to the Yuan-ti have been altered in a way that they have started picking up serpentine traits but not quite to the extent of being simply lesser Yuan-ti. Thanks for any help!

There is already such a race: The Ophidian(found in FF pg.133)

Or do a simple:

Serpentkin:
Medium Humanoid (Human, Reptilian)
+2 DEX
-2 WIS (Slow thinking)
-2 CHR (Weird looking, not social, loners)
+1 Natural Armor (tiny scales, often have patterns)
+10 Movement speed
Darkvision 60'
Cold Vulnerability -4 Penalty on Saves vs Cold
Poison Immunity Serpentkin are immune to their own venom and gain a +4 bonus to saves vs poison (all poisons)


A serpentkin is coated in tiny snake scales and are the descendants of magic experiments and/or Naga/Yuan-Ti. They are quick to act and anger striking out and foes.

Prefered class: Rogue

ericgrau
2011-04-21, 08:48 PM
R 598

I'm looking for a low LA ooze template. Some things I would like are that the base creature retains its mental stats, and can take a form similar its base form, though I'm not sure what affect that would have.

H 598?
Slimeform, LA +1
Slimeforms are immune to critical hits, poison, sleep effects, paralysis, polymorph, and stunning. They do not sleep and may eat most any organic material by swallowing it whole, using their mouth, and slowly digesting it. They do not need to make survival checks to get food in places where any organic material is available. Slimeforms need much more water than the base creature. Each hour without water deals 1 damage that cannot be healed without providing water at the time of healing. A water canteen, any non-dried organic material (e.g. any plants), create water, etc. are all possible water sources. A slimeform may cut himself to release acid that deals 1 acid damage per touch at the expense of an equal amount of his own HP being "bled" out. In spite of this slimeform gain no special resistance or immunity to most acids, except those from other slimeform.

Fluff: The original creature is magically/alchemically altered to become slimy and amorphous. He loses internal features including bones and organs while his teeth soften and remain in appearance only. He retains his original rough shape and skin color - he cannot reshape - but gains smooth wet sheen, loses all surface details such as palm lines, knuckle crinkles and fingerprints, loses all hair. Some retain a tangled wet mess of head hair while many others choose to wear wigs.

Parasyn
2011-04-22, 11:11 AM
R 600(?)

I am requesting an elder evil for my upcoming campaign All I need is the stats of the thing, I can make the lair, background, goals etc myself. I am thinking CR 18-22

Associated with rot and decay as well as the savagery of death this being should use the Horrid Blight sign (page 10 Elder Evils). The malefic property that best suits it in the book is Discord and Woe (page 15) but if you can make a better one feel free.

I am envisioning it being a big melee beast that has an array of rot related spell like abilities or attack options. But it must have a way to fly (or some other way to combat a wizard casting fly and just proceeding to slaughter it at leisure). the image I found that best suited what i was looking for was http://www.mtgvault.com/images/cards/RAV/Shambling_Shell.jpg
Good magic resistances are a must, my players like to over abuse wizards.

Also a beastie like this deserves a custom disease that the pcs actually have a chance of being hurt by (I find the ones in the dmg very weak). What I was thinking was slowly being turned into a hybrid of undead flesh and rotting plant matter with rules like those of mummy rot but with a slightly higher CL check between 24-28.

Moose Man
2011-04-23, 12:01 AM
R 601?
Can someone stat up the diclonius from Elfin Lied? And make a Race of diclonius?

ScIaDrd
2011-04-23, 04:59 AM
R 601?
Can someone stat up the diclonius from Elfin Lied? And make a Race of diclonius?

H601
Race is here (http://www.giantitp.com/forums/showthread.php?t=110315&highlight=Diclonii) and I hope somebody who, y´know has experience with making player chacters can make you one

R602
Can I have some psionic aberrations, with a" sufficiently advanced extraterrestrial, great uplifter of of primitive mortals and a self-styled divine overlord" flair? Mid level CRs (6-12) if possible. Annunaki (http://galactic2.net/KJOLE/NCCA/anunnaki.html) or David Icke influence would be a great plus but other than this just make up whaterver you feel like. Thanks

Noxsis
2011-04-23, 11:18 AM
R603 i would love a celestial version of an infernal

KellKheraptis
2011-04-23, 05:07 PM
R 604: I've been trying to brew up a 3.5 base class Bladesinger that can actually do justice to the 2nd Ed Kit. Anyone wanna take a stab at it?

Moose Man
2011-04-23, 11:44 PM
R605: Psionic Lich template, with more awesome, and no paralyz touch, maybe Psionic dominate, or something like that. Allow for it to apply to outsiders also.

flabort
2011-04-24, 03:03 PM
R 604: I've been trying to brew up a 3.5 base class Bladesinger that can actually do justice to the 2nd Ed Kit. Anyone wanna take a stab at it?

c 604: aparently base classes are out of the scope of this project. ACFs aren't, PrCs barely aren't, even epic progressions aren't. But Base classes are. :smallconfused:

Kuulvheysoon
2011-04-25, 06:48 PM
A. 599
Ophidians also appear in the FR supplement Serpent Kingdoms - for a non-LA Scaled One, try the Extaminaar - they're yuan-ti influenced humans, sharing some of the racial SLAs and abilities (Champions of Ruin, another FR supplement)

A. 605
Perhaps a (slight) modification on the Spectral Savant template (CPsi)?

Moose Man
2011-04-26, 10:54 PM
Whoops, found the template. it's in hyperconcious.

Seerow
2011-04-26, 11:10 PM
R 604: I've been trying to brew up a 3.5 base class Bladesinger that can actually do justice to the 2nd Ed Kit. Anyone wanna take a stab at it?

This has already been done here: http://www.dandwiki.com/wiki/Bladesinger_(3.5e_Class)


Found it on a quick google search while trying to find the 2nd edition bladesinger to see if it was interesting enough to take a crack at it.

ScIaDrd
2011-04-29, 04:27 PM
Can someone stat up this creature for me?

http://www.tabletopgamingnews.com/wp-content/uploads/2010/05/web-gorm-kingdom-death-01_900.jpg

I'm thinking it's probably a Huge, brutish aberration maybe with improved grab for those strange arms coming out of it's mouth and, perhaps, swallow whole? Frightful presence, perhaps, or something similar because of how weird and disturbing looking it is? And what about that anglerfish style lure? Feel free to have some fun with it.

H599.5 Just not to mess up the numbering, really.:smallsmile:

The Sargutanwei

Sargutanwei
Huge Aberration
HD 13d8 (136 HP)
Speed 20 ft. (4 squares)
Init: +2(+2 dex)
AC 15; touch 9; flat-footed 14
(10-2size +6 Natural armor+1 dex)
BAB +9/+3; Grp +24 ( +7 Str mod, +8 size +9 BAB)
Attack Kick +14 meele (2d8+7 19-20 plus terrible blow)
Full-Attack Kick +9meele( 2d8+7 plus terrible blow) and Manipulator claw+5 meele :1d8+4/x2: or any one pevious and bite +5 meele (2d6+3)
Space 15 ft.
Reach 15 ft/10 ft.(height reach)
Special Attacks , Firightful presence Improved grab Terrible blow Trample 2d8+10
Special Qualities Darkvision 60 ft. Lure, Manipulator claws Scent 30 ft,
Saves Fort +4 Ref +4 Will +6
Abilities Str 25, Dex 12, Con 23, Int 2, Wis 15, Cha 18
Skills Intimidate+2 Listen + 5 Spot+5 Survival +1 (+4 bonus when tracking by scent)
Feats Ability focus (Lure) improved critical, , Improved multiattack , Improved bull rush Power attack, Track<sup>b</sup>
Environment Far realm , Temperate forests temperate plains, cold plains (tundra)
Organization Solitary pair, few (1-3) gang (3-6 ,one of which is a Large 8 HD juvenile)
Challenge Rating 13
Treasure 15% double gold; 25% 1/4 goods 10% half gems; 5% standard magical items
Alignment Always neutral
Advancement 6-12 HD (Large) 13-18 (Huge) 18-23 (Gargantuan)
Level Adjustment –

As you conitnue to scout the misty forest , you are suddenly confronted by a huge razor boar, snarling with fury and ravenous hunger. As you ready your weapons suddenly you hear rumbling in the distance, like a coming storm. It grows louder and more agited with every passing moment aad then the wall of slick black trees is broken through by an immense beast that sends the razor boar flying with a single kick and then faces you. It is not not unlike a elephant with it´s skin of dark and ligt gray but it´s head is much larger and looks mounstrous, not to mention it seem to have stumpy clawed arms growing out if it´s cheeks. But then you notice the tendril that grows out of it´s forehead and the glowing sack on the end o fit and feel the pulsing green and blue light dims your senses as you´re compelled to watch it.

The (Sargutanwei) stands about 24 feet tall at the shouder and weighs about eight tonnes with famales and very old males reaching the 12 ton mark.


Originally a creature engineered unnaturally with magic and breeding animals of the Far realm mith mundane elphants, and iintended as beasts of burden and terryif assent in war, some specimens have encaped from their Skrum keeprs and procceeded to prolifrate , spreading even across planar bounadries.

Combat/b]
Sargutanwei fight by making the utmost of their naural abllities . First they charge to trample the opnntent into the ground and let their horrible visage and the mesmerizing lightof their lure paealys tem and then the beast just pick them uo the the manipulating arms on its cheeks and eats them.


[b]Frightful presence (Ex)
The Sargutanwei looks very mounstros and unsettling to normal creatures, and when it roar stomps of makes some sort of a threatening action all creatures within 60 ft, that can hear and see it must make a Will save aganst DC 20 or be frightened for 3d6 rounds. This is a mind affecting fear effect. A creature that succeds at the saving throw is immune to that particular Sargutanwei´s frightful presence for 24 hours.

Improved Grab
If a Sargutanwei hits with a manipulator am attack or a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The Sargutanwei has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
When a Sargutanwei gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight


Lure (Ex)
This soft membranous organ that hangs from a tentacle on the Sargutanwei´s forehead, constatly emits solf hues of color that reflect the creature´s mood, that cen be deciphered by making a DC 25 Knowledge (dungeoneering or the planes) check. Having this information gives +2 circunstance bonus to handle animal checks and +1 to Will saving trhrows to resist tit beguling effects
The Sargutanwei can take a move ation (which does not provoke attacks of opportunity) to have the organ project a palette of soft pastel colors like greens blues or reads that will cause onlookers within 60 ft to be fascinated for 1d6 rounds if they fail a Will save against DC 22. They will return to normal if peristently roused (a standard action) or if attakced by the Sargutanwei or another enemy. Creatures affected by the Sargutanwei´s Frightful presence get a -4 circumstance penatly to the saving throw that does not stack with and overrides the normal penalties from the Frightened condtion. This is a mind affecting abillity. A critical hit has a 30% chance of severing the organ and preventing the use of this abillity, until the creature has a spell capable of regrowing lost body parts cast on it

Manpulator arms (Ex)
The stumpy arms on the sides of the Sargutanwei´s neck provide enoug of a reach adwantage that the can be attack flying opponents as secondary atatck. Additinaly they are agile enough to grapple even a flying opponent ,at a -6 penalty to the check. But can be used to grapple foes on fornd at a full round action per attack. As full move action that provkes attacks of opportunity, The Sargutanwei can can transfer a pinned opponent to its´ mouth and can swallow rhe opponent

Terrible blow (Ex)
The Sargutanwei´s mosnstrous Strength allows it to literally fling lesser creatures with ease. If a Sargutanwei hits a creture at least one category smaller than itself with a kick attacks, the target must succed at a DC 23 Fortitude save or be blown off their feet and hurled backwards 1d6*10 feet, and falls prone unless they can make a DC 17 Reflex save. The creatures takes 1d6 points of nonlethal damage per every 10 ft travelled on impact. This damage is halved if the target lands on their feet. The distance given is for Large creatues and the multiplier increases by 5 feet for every size category the targat is smaller than Large. Every sucessful use of this abillity gives the traget a cumulative +2 insight bous on the saving throw against it for 1 minute.

Trample (Ex)
2d8+10 points of bludgeoning damage, Reflex DC 23 for half. The save DC is Strength- based .

Swallow whole(Ex)
When the Sargutanwei has an opponent that is up to one size catogory smaller than it held in it´s mouth it can make a grapple check , and i fit succeds it swallows the opponent, inflicting 2d6+3 pionts of damage.swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to it´s gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge Sargutanwei´s gizzard can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents. If a Dm allows it, a swallowed chraracter can take a Search check agaisnist the DC of the creature´s HD+5 to find it´s tresure as it is actualy compsed of the belongings of those devored by the Sargutanwei.

Skills
Sargutanwei have a +4 racial bonus on Survival checks when tracking by scent.

Sargwutanei lore (Knowledge: dungeoneering)
DC 23 The sangwitanei Is a terrible huge beast, similar to an elephant, that can trample it´s opponents, into the ground and eat them alive. Because of that, valuables can sometimes be found in it´s stomach. This level of success reveals all aberration traits.
28It´s appearance strikes terror in the hearts of men, and it has a membranous organ on a tentacle on it´s forhead which projects light that attracts a attetion , disabling those who see it.WThose afraid o fit succum to it more easily. It´s kicks are so mighty that they fling lesser creaturs like ragdolls, but a warrior can learn by painful experience to dodge them better.
33 The Sargwutanei is an artificial creature, bred from elephants with magic and alchemy by the Skum kings in the Far Realm to be beasts of burden and of war. The implanted arms on the side of their neck are so dextrous they can catch flying creatures.

Plot hooks
-A stampede of elephants in in the way of an isolated village in the wilderness. The characters must divert the beasts and may find that some of them aren´t completly ordinary.
- The scholars have noticed a rift into a different plane has opened on the hill near a city. It seems alien and mysterious and terrible beasts heave emerged from tit: What are the creatures and who is behind this? The characters must find out.
-While travelling for many days on one of the many country roads, the party endter a band of Skum whose leader rides one of these beasts and claims to be a noble. What can he want and will the players help him? Is he to be trusted? And can his mount be kept in check?


Whew, that took some work.

Anyway PEACH please, because I´ m really not sure how this will fare. I orginally intendet it as as sort of melee´s counter-caster specialist, hence that is why it has anti-air grapple, and attack options against all saves (but I consider that a staple of good monster design anyways), but then I´m starting to fear that it gets touched in a bad way with a Shivering touch or something and gets screwed over anyways, and I should´ve given it some SR. But then you can just stick Spellwarped on it and call it a day, can you? Well, can you?
I think you can.
Well, I´m rambling now. So:

This has already been done here: http://www.dandwiki.com/wiki/Bladesinger_(3.5e_Class)


Found it on a quick google search while trying to find the 2nd edition bladesinger to see if it was interesting enough to take a crack at it.

H604
I think this (http://www.dandwiki.com/wiki/Bladesinger_(3.5e_Class)) will do nicely. Because ^´s link seems to be borked.:smallredface:


R 594
I've been trying to make a druid character, who would love nothing more than to see nature destroyed and civilization to take it's place.

H 594
What about giving him this (http://dungeons.wikia.com/wiki/Civilization_(3.5e_Cleric_Domain)) domain, this psionic society based (http://dsp-d20-srd.wikidot.com/society-mind) class you maybe could make work with some tinkering, or something like:

Walking the cobbled roads (Alternate class feature)
Class: Druid
Level 3rd
Replaces: Trackless step.
You leave no trace of your movement on worked stone or metal surfaces, although you may do so if you wish.

One with the city (Alternate class feature)
Class: Druid
Level: 2nd
Replaces: Woodland stride
Bonus: You treat crowds as normal terrain (only 1 square of movement) and you get a +2 bonus to Balance checks made on structures made of stone or metal and are part of a settlement, such as rooftops or slippery sewer floors.

City ken (Alternate class feature)
Class: Druid
Level: 2nd
Replaces: Nature sense
Benefit: A druid gains a +2 bonus on Gather information and Knowledge (local) checks.

Crowd worker (Alternate class feature)
Class: Druid
Level: 1st
Replaces: Wild empathy
Benefit: You get a +1 bonus on Diplomacy and Intimidate checks made to manipulate a crowd and an additional +1 bonus per every 4 Druid levels you have, eg.+2 at 5th level, +3 at 9th etc.

Flash of light that stabs the eyes (Alternate class feature)
Class: Druid
Level: 4th
Replaces: Resist nature´s Lure
Benefit: Starting at 4th level the driud gets a +4 bouns ob saving throws to resist Symbol effects that are inscribed on worked stone surfaces or metal surfaces and agiainst [Pattern] effects cast in the bounds of a city.
Don´t hit me, please!
Essence of pollution (Alternate class feature)
Class: Druid
Level: 9th
Replaces: Venom immunity
Benefit: You gain a +4 bonus to Fortitude saves made to resist poisons made from minerals or anorganic materials (such as arsenic) and gain the abiilty to make a meele touch attack once per day. Any creature hit with the attach must make Fortitude save against DC (10+1/2 Druid level+ Druid´s Wisdom modifier) or take 1d6 points of temoporary Constution damage at first and after 10 minutes be fatigued for 1d6 rounds. This abillity gets a +2 bonus to save Dc when the Druid is in an area affected with industrial pollution.
You gain an extra daily use of this abillty per every two Driud leves you gain, eg 2/ day at 11th level , 3/day at 13th and so on.

I ´m afraid it might not be exactly what you asked, but I hope it will do. And, PEACH please

R607:
This is more like a request for help at searching reather than homebrewing but like half a years ago I saw a a caster class on these board, that I would like to find.

It was called sometnig along the lines of Mage or Magus , had spellcasting inspired by oWod´s Mage the Ascension so it used thematc 'spehres' of magic llike entropy, and so on, but most importantly it had the abilty to cast from several schools like a wizard but had the abily to cast from all of them at differing power levels (max spell level available depending on which it chose as primary or secondary atd).

This last feature is what interests me the most, so if any one could find the claas or replicate the tiered schools system I would be most grateful.Thanks.

Fisticuffs
2011-04-30, 12:09 PM
R:606
I need a 3.5 revised Paladin of Tyranny spell list, I want a spell list that looks less like the Paladin of Honor's.

TechnOkami
2011-05-01, 03:53 AM
R:607

I have two requests.

a.) The mechanics of an ability that allows someone to essentially see the memories of another through their blood. A "Blood Memory" ability basically.

b.) A small spell list for a class that casts from its hit points. The class itself so far has a lot of abilities, so a small spell list would be preferable please. If more is needed: It's for a Blood Mage homebrewed base class I'm making.

Marc_In_Da_Room
2011-05-01, 05:53 AM
My request is as follows:

I have always found that the Soldier base class in the Star Wars d20 Roleplaying game (revised core rulebook) as weak compared to the others as though they just threw it in as a spare. Could anyone please create a newer Soldier class that has a more variety of features, which would make players want to gain it?

Thanks

true_shinken
2011-05-01, 07:01 AM
R580- I'd like something like the invisible blade but with fixed pre req's and abilities not based off feinting

The author himself has stated those requirements are not apropriate. This is the classes' first draft (http://www.wakinglands.com/htm_files/prestige_classes_invisible_blade.htm), before going into CW.

R581 - I'd 4e's Caiphon as a 3.5 vestige.

Gligarman2
2011-05-01, 07:36 AM
Hi. I would like to request a homebrew. My villain, Dracotes, is trying to control and befriend a level 26 sea monster. Greek influences preferable. Name: Blue Death. It should be able to cause an apocolyptic scale of destruction. It also should be intelligent. This is the focal point of the campaign, so it should be EPIC. 4e rules A MUST. It should be very serpentine, and a bit draconic. It should be natural.

Fisticuffs
2011-05-01, 05:49 PM
R610
Dekanter Goblins as a 3.5 player race.

Qwertystop
2011-05-01, 11:02 PM
R 611

A spell with effects similar to Reverse Gravity, with a difference:
It affects a singe target, plus their carried equipment.
It will also need some sort of thing relating to how much weight the target will pull up, such as if they grab on to a table or someone grabs on to them.

Moose Man
2011-05-02, 12:24 AM
R612: Stat up Tim the Enchanter from Monty Python and the Holy Grail.
R613: Desert-Themed monsters. 1-3. Go wild.

Garryl
2011-05-02, 02:13 AM
R:606
I need a 3.5 revised Paladin of Tyranny spell list, I want a spell list that looks less like the Paladin of Honor's.

C606: Does this work? It's based on the Blackguard spell list, plus a few goodies from the evil Paladin variants and the Cleric list. It'll really differentiate itself once you start including the Blackguard spells from non-core sources, especially Spell Compendium.

1st: As the normal Blackguard spell list, plus the following spells: Bane, Command, Comprehend Languages, Curse Water, Deathwatch, Detect Undead, Divine Favor, Endure Elements, Protection from Chaos, Protection from Good, Read Magic, Resist Energy, Resistance

2nd: As the normal Blackguard spell list, plus the following spells: Align Weapon, Bear's Endurance, Delay Poison, Desecrate, Hold Person, Lesser Restoration, Owl's Wisdom, Protection from Energy, Spiritual Weapon, Undetectable Alignment

3rd: As the normal Blackguard spell list, plus the following spells: Bestow Curse, Blindness/Deafness, Discern Lies, Dispel Magic, Greater Magic Weapon, Heal Mount, Magic Circle Against Chaos, Magic Circle Against Good, Prayer
In addition, the following spells have been reduced in level compared to the normal Blackguard spell list: Protection from Energy (2nd)

4th: As the normal Blackguard spell list, plus the following spells: Animate Dead, Break Enchantment, Dispel Chaos, Dispel Good, Dominate Person, Mass Cure Light Wounds, Mass Inflict Light Wounds, Order's Wrath, Tongues, Unholy Blight, Unholy Sword

cooperflood
2011-05-02, 05:14 PM
A612

Tim the Enchanter (CR 6)

Medium Humanoid
AC- 12, Touch- 12, Flat-Footed- 10
Hit Dice- 6d6+12 (30hp), Fort- 3, Ref - 3, Will- 8
Speed- 30ft
BAB- 3
Str- 8, Dex- 12, Con -13, Int- 14, Wis- 10, Cha- 18

At-Will Spell Like Abilities: Caster Level 6 (DC 10+Level+4)
0th-Flare, Light, Prestidigitation
1st- Orb of Fire, Burning Hands, Cause Fear
2nd- Flaming Sphere, Scorching Ray,
3rd- Fireball (DC 19)

Skills
Intimidate +13
Arcana +11
Spellcraft +11
Lore (Bardic Knowledge) +11

Feats
Improved Toughness, Iron Will, Ability Focus (Fireball)

dawnsolara
2011-05-02, 06:06 PM
R607:
This is more like a request for help at searching reather than homebrewing but like half a years ago I saw a a caster class on these board, that I would like to find.

It was called sometnig along the lines of Mage or Magus , had spellcasting inspired by oWod´s Mage the Ascension so it used thematc 'spehres' of magic llike entropy, and so on, but most importantly it had the abilty to cast from several schools like a wizard but had the abily to cast from all of them at differing power levels (max spell level available depending on which it chose as primary or secondary atd).

This last feature is what interests me the most, so if any one could find the claas or replicate the tiered schools system I would be most grateful.Thanks.

Here's the class: http://www.giantitp.com/forums/showthread.php?t=177987
Looks like fun to me, too.

Apowerfulfoe
2011-05-03, 04:34 PM
R614

I was wondering if anyone could brew me a Prc for the doppelganger in the "improved monster class" thread. I want something along the lines of a greater doppelganger with a playable version of the assume identity ability.

-Thanks

The Black Staff
2011-05-03, 06:11 PM
R615

I'd like to request a Kellus Truenamer Epic Destiny. Thank you, that is all.

Marc_In_Da_Room
2011-05-04, 01:08 PM
R616

I like to request a playable race that will fit in the Final Fantasy VII setting. The race needs to be of large-size and needs to have the rage ability, thanks.

Dire Reverend
2011-05-08, 04:46 PM
R617: Could someone make an epic progression for the Soul Eater PrC (Book of Vile Darkness)? I would like it so that the +4 enhancement bonus to the stats increase as you up your level to +6 and beyond, along with possibly increases to how much energy drain you deal.

Qwertystop
2011-05-08, 07:48 PM
R 618:
I am requesting is a really long random effects table. Incidentally, when I say "random", I don't mean "A random spell goes off 20 feet in front of you". I mean stuff up to as random as "All reach weapons within 10 miles of the nearest temple of the god of the nearest cleric turn into either duoms or mercurial longswords 1d3 sizes smaller than the original weapon".
Yes, I have very high expectations for randomness.
In case you were wondering, this is for a 3.5 adaptation of the Machine of Lum the Mad from the AD&D Book of Artifacts.

Do not hesitate to use effects that work by the rules for previous or later editions!

Qwertystop
2011-05-16, 05:47 PM
R 619
A construct invented for the purpose of being a guide/servant. It should orbit the master's head like a large ioun stone (maybe allow short journeys away, in both distance and time). It should also be usable as a player race.

Debihuman
2011-05-18, 09:40 AM
R 620

I really like the Hedge Hog from Kobold Quarterly but I have no idea how to convert it to 3.5. Does anyone have any ideas? See it here: http://www.koboldquarterly.com/k/front-page9151.php

Thanks
Debby