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ericgrau
2011-05-18, 11:43 AM
H 611
Antigravity
Level: Drd 9, Sor/Wiz 8
Area: N/A
Save: Will Negates or See Text
Target: 1 creature or object up to 100 lbs. per caster level
As Reverse Gravity except as noted. In addition to the will save the target is also allowed a reflex save to grab a nearby object if one is within reach. If the object can't support the target's weight (or if it's a free-standing object weighing less than the target and his equipment) then it is dragged upward with him. The target falls upward to a maximum height of 5 feet per caster level.

Gamer Girl
2011-05-18, 12:33 PM
H620 Oh, they sound sooooo cute:

Hedge Hog
Small Plant
Hit Dice: 1d8 (5 hp)
Initiative: +5
Speed: 30 ft. (4 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Tusks +6 melee (1d4)
Full Attack: Tusk +6 melee (1d4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —----
Special Qualities: Low-light vision,Forest Camouflage
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 10, Dex 21, Con 10, Int 6, Wis 14, Cha 2
Skills:Hide +14, Listen +4, Move Silently +6, Spot +4,
Feats: Stealthy, Weapon Finesse (Tusks)
Environment: Warm forests
Organization: Solitary or small packs
Challenge Rating: 1
Advancement: —----
Level Adjustment: ----—

This pig-like creature resembles a squat pine or spruce shrub. Its small thorny tusks can inflict minor injuries, but its ability to disappear into the forest. They are a lesser form of Topiary Guardians used by gnomes, though several have long ago grown wild and inhabit forests.

Combat
These small creatures prefer to hit and run in packs—usually charging a chosen target and then spreading out into the surrounding terrain to hide before charging again.

Powerful Charge (Ex): A Hedge Hog can charge and strike with it's Thorny Tusks for 3d4+2 damage.

Feats:Gains Weapon Finesse as a bonus feat.

Feats:Vulnerability to fire

Skills: Icarosauruses have a +8 racial bonus on Hide checks when in terrain that is mostly trees, underbrush, plants, or natural growth.

Archpaladin Zousha
2011-05-18, 12:44 PM
R 621

I'd like to include a weapon called The Hellfire Redeemer in an upcoming campaign, but have no idea how to stat it out using Pathfinder's rules. Here's the fluff, from Paizo's book, Cheliax: Empire of Devils:

The legend goes that when Her Infernal Majestrix Abrogail I rose to power, a devoted knight of Sarenrae and his companions mounted an assault to destroy her and her fiendish allies. When they breached the throne room, they found themselves stunned by the unholy beauty of the Majestrix, who enspelled the knight and forced him to cut down his allies. As the blood mingled on the knight’s blade, the longsword turned pitch black, with swirls of red seething beneath the surface. Abrogail commended her new champion and declared him the first Hellknight.

This legend is totally unsupported by history; no scholar has found evidence that the story is true (and in fact the Hellknights predate Abrogail’s time as queen). None can even find the name of this supposed “first Hellknight” or his eventual fate. From time to time, though, this weapon surfaces, carves another memorable place in folklore, then disappears again. The Hellfire Redeemer typically reveals itself to good folk in their time of greatest need. It supposedly causes black rot to spread through its victims whenever it strikes, ignites enemies with a command, and sucks the souls of the fallen into its blade. To wield the sword is to truck with the legions of Hell, and most stories tell of it corrupting its bearer.
All I know is I'd like the weapon to act as something that could inspire the rumors about its properties, and something that could be wielded by neutral or even good characters without punishing the player with negative levels. I'm not sure if it'd be artifact caliber or not.

Debihuman
2011-05-20, 07:49 AM
C 620 Thanks for the stat block. I see a few minor errors but nothing I can't fix. For example, Grapple is -4 not-12 (+0 BAB, +0 Str modifier, -4 special size modifier for Small).

Also, I think Powerful Charge should do double damage not triple damage (2d4+2 not 3d4+2) as their tusks would be like a shortspear. It should be listed on the Special Attack line.

Vulnerability to Fire is not a feat, it is a Special Ability and should be listed on that line.

There is nothing called "Forest Camouflage" listed. Since the bonus to Hide is listed under a Skills section, you could delete that.

Otherwise, it looks good.
Thanks!

Debby

LOTRfan
2011-06-07, 04:26 PM
C 622

As mentioned on the first page, base classes are beyond the scope of this thread. I suggest making you own thread for this request. Sorry. :smallfrown:

NeoSeraphi
2011-06-07, 04:28 PM
C 622

As mentioned on the first page, base classes are beyond the scope of this thread. I suggest making you own thread for this request. Sorry. :smallfrown:

Oh, no! Not at all, thank you for mentioning that! I'll delete my post and make my own thread right away. Sorry, I was told to come here by a different user.

lord pringle
2011-06-07, 10:17 PM
R 622
I would like allergies as flaws. Preferably at different levels of severity.

Debihuman
2011-06-08, 09:49 AM
C. 621. Sounds like an artifact to me.


R 622
I would like allergies as flaws. Preferably at different levels of severity.

C. 622 Technically this isn't a Homebrew but you could this. From Post Modern Traits and Flaws by Big Finger Games open content converted to standard 3.5 rules:

Allergy
You are vulnerable to a substance that is not normally harmful.
Disadvantage Severity Rating: 1-5
Effect: Choose a substance to be allergic to, such as a type of food, a certain medicine, variety of insect, etc. If you are exposed to the source of your allergy you must make a Fortitude save (DC 15 + DSR) or suffer one point of temporary constitution damage per DSR. If you are allergic to a medicine, all Heal skill checks performed on you take a penalty equal to the DSR. This represents the inability of the healer to use all the means at his disposal to aid you. If you are incorrectly given the medicine to which you are allergic, you must make a save or suffer temporary Constitution damage as described above.

Debby

ericgrau
2011-06-08, 02:15 PM
H 621
First the "gimped" non-artifact version:

Majestrix
This +2 unholy axiomatic greyflame (APG) longsword has the following powers:


Dominate Person 1/day
Fascinate (Sp): Any opponent within 90 feet viewing the blade must make a will save DC 27 or be fascinated by its beauty for as long as they view it. They are unable to do anything except watch the sword, and get a -4 to perception checks. Combat or other nearby dangers prevent this ability from working, and will disrupt it as well. This is an enchantment(compulsion) mind-affecting ability. As many as 4 opponents may be affected at one time.
Trap the Soul 1/day: The blade may contain the souls of up to 20HD worth of creatures.
Hellfire Ray (BotD1) 1/day


CL 11th, order's wrath, unholy blight, align weapon, dominate person, fascinate, trap the soul, hellfire ray, creator must be lawful evil, Price 227,075 gp, Cost 123,695 gp + 8270 xp

Greater versions that are a minor or major artifact could change dominate person into dominate monster, make the domination more permanent (rather than 11 days), get more uses per day, increased soul trapping capacity, etc. A way to explain away the temporary dominate would be to say that the knight was already on the fence, and after killing his comrades he felt he had no where else to turn. Or a helm of opposite alignment.

Namuh
2011-06-09, 08:10 AM
R 623

Hi. I would like a (solitary) CR 4-5 monster that lives on grassy plains. Should be possible to defeat without magic. Preferably not flying (so ground-based or burrowing). Could use Dire Lion (rogue male), but I think it's a little to boring.

Qwertystop
2011-06-11, 07:32 PM
R 624
I'd like a race that's pixie-ish, but Tiny sized instead of small, and with bonuses reduced enough to not need more than 1 LA.

ericgrau
2011-06-12, 01:59 AM
H 624

Lesser Sprite
-4 Strength, +4 dexterity, +2 intelligence, +2 charisma
Land speed 20', Fly 30' (good)
Tiny.
SLA's: 1/day invisibility, minor image, dancing lights
Favored Class: Sorcerer

The flight alone is worth an LA but without any notable strength and tiny size you're limited to casters and non-melee rogues, so it works out I suppose. Maybe an archer at high levels so you actually deal some damage via a good magic weapon but by then a human might find ways to fly anyway.

My2Cents
2011-06-12, 04:04 AM
R 625
Mind Flayer + Lich = Alhoon
Dragon + Mind Flayer = Brain Stealer Dragon
Dragon + Lich = Dracolich

So... any ideas as to an undead brain stealer dragon? :smalltongue:

Qwertystop
2011-06-12, 04:51 PM
R 625
Mind Flayer + Lich = Alhoon
Dragon + Mind Flayer = Brain Stealer Dragon
Dragon + Lich = Dracolich

So... any ideas as to an undead brain stealer dragon? :smalltongue:

Brain Stealer Dracolich.

Maho-Tsukai
2011-06-12, 07:15 PM
R 626:

I want a few spells , for arcane casters only. What kind of spells? I desire low-level undead animation spells for the wiz/sorc list that allow wizards(and sorcerers and perhaps even Dread Necros if you feel safe making it for them too.) to be on par with clerics at lower levels as far as animation of undead/minionmancy goes(So at least one of them must be able to animate more then just one minion). In addition to low-level animation I would like some low-level spells that can grant the similar(but NOT inferior) benefits to desecrate, without being an exact copy of it. I'd also like spells, both low and high level, that allow a wizard(or sorc(or even DN)) to increase the HD of undead they can control and/or animate.

So, anybody willing to make Arcane Minonmancy for the Non-DN feesable with some new spells?

Asur
2011-06-13, 06:40 PM
R 627

I've had this idea for a while, but never been quite sure how to implement it. I'm wanting to make a Tarot (or perhaps Harrow) Mystery for the Pathfinder Oracle class.

havocfett
2011-06-14, 05:51 AM
R 628

I'd like some Bolt-action fire-arms that provide clear and obvious advantages over Bows, Crossbows, etc. and remain cheap. Making a WW1 era game, and 500 for a mass produced rifle makes no sense.

Maho-Tsukai
2011-06-14, 11:12 AM
Taking back request R 626 due to how much time to make all those spells/the request being to big and instead asking for...

R 629-

An Vairent class(like Cloistered Cleric, Paladin of Freedom/Tyranny/Slaughter ect..) for the wizard(or perhaps sorc) that makes them an undead animator/necromantic minionmancer on par with a cleric.

Tanuki Tales
2011-06-16, 05:26 PM
R630

Could some create a Living Vampire template (ala Michael Morbius and Victor Slaughter from Marvel comics)?

I already looked for one but all I found was one that wasn't very well done and another that was obviously an epic template.

I'm looking for it to be less magicky (shapeshifting, turning to mist, mind control, calling beasts, etc) and more towards upping the durability of the afflicted.

Qwertystop
2011-06-16, 09:36 PM
R631

A replacement Warlock Invocation list to mimic Enchantment, with a little Illusion, the way the original Warlock Invocation list was Evocation, with a bit of various utility stuff.

bloodtide
2011-06-16, 10:37 PM
H626

Corpse Hand
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 full round action
Range: Touch
Effect: Animates dead hand into undead servant
Duration: Permanent(D)
Saving Throw: None
Spell Resistance: No

This spell animates a dead hand, turning it into an undead servant. The hand has 1d2 hit points and is incapable of attacking a creature for damage. The hand can appear skeletal or with flesh, depending on the condition of the hand when it was animated; this has no effect on the performance of its tasks. It can walk on its fingers at a speed of 5, and while stationary, it can manipulate objects with a fair amount of dexterity(also 5). When holding a pen, it can take dictations from its creator (and only its creator), and can turn pages of books, hold items, etc.

The hand remains animated until dispelled or until the spell is cancelled by the caster. The material component is one gold coin, which is consumed by the spell. A single caster can have as many corpse hands animated as they do levels of experience at any one time.

Create Tomb Mote
Necromancy
Level: Clr 2, Sor/Wiz 2, Dread Necromancer 2
Components: V, S, M,
Casting Time: 1 minute
Range: Close (25 ft. +5 ft./2 levels)
Effect: Creates one or more tome motes
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No


With a collection of scraps from the tomb or crypt you now traverse, you create one tomb mote (Libris Mortis) per four caster levels. You must have a sufficient pile of tomb scraps to at least equal a tiny sized humanoid to form each tomb mote.

The tomb mote created by this spell is not under the casters control by use of this spell alone. But the caster does maintain a loose connection to the tomb motes he creates and gains a +4 bonus on any rolls made to command them.
Material Component: A handful dust and bone from a tomb, a body part from any disease causing vermin(such as a rat) and a drop of blood all mixed together with special materials costing at total of 100 gold pieces.

Qwertystop
2011-06-27, 11:11 PM
I know base classes are prohibited, but are prestige classes?

If not:
R632:
A prestige class that gives basic telepathy on an at-will or uses/(time) basis, instead of a Power Point or Spell Slot basis. This would include things like basic communication-grade telepathy (maybe scaling up in distaince, ability to communicate with a specific person instead of just everyone in the general area, or non-language-dependance), minor emotion-modification (some with a mechanical effect, some without), and a way of casuing Fear-scale effects and fascination. Basically, I want the above abilities made into a PrC. The weak ones like general-area telepathy and non-mechanical emotion change would probably be at-will.

ericgrau
2011-06-28, 12:51 AM
C 628
Generally these things are handled by allowing bullets to be touch attacks. Machine guns are area attacks allowing a reflex save. I believe the DMG has a couple examples to help you gauge the damage (but not the reload time since they're old guns), or D20 modern gets much more in depth.

H 629
ACF, unholy necromancer: Lose familiar. Gain command undead as a cleric of equal level. Cast each necromancy spell at the cleric level if clerics can cast it EDIT: Add cleric necromancy spells to your spell list, using the lower of the two spell levels if a spell is on both the wizard/sorcerer and cleric list. The following spells are 1 level higher: all conjurations except those with the [cold] descriptor and except phantom/soul spells (phantom steed, mordenkain's faithful hound, trap the soul), all transmutations that don't buff friendlies without transforming them (polymorph / iron body / etc. are still 1 level higher, haste is not 1 level higher, pyrotechnics is 1 level higher) and all evocations except those with the [cold] descriptor. Optional alignment rule: any non-good (neutral ok).

VarianArdell
2011-07-04, 08:41 PM
R.633: I would request a reworking of the Fleshwarper prestige class, with more focus on outsiders or other types of creatures instead of aberrations. Thanks in advance.

DracoDei
2011-07-04, 10:14 PM
R 626:

I want a few spells , for arcane casters only. What kind of spells? I desire low-level undead animation spells for the wiz/sorc list that allow wizards(and sorcerers and perhaps even Dread Necros if you feel safe making it for them too.) to be on par with clerics at lower levels as far as animation of undead/minionmancy goes(So at least one of them must be able to animate more then just one minion). In addition to low-level animation I would like some low-level spells that can grant the similar(but NOT inferior) benefits to desecrate, without being an exact copy of it. I'd also like spells, both low and high level, that allow a wizard(or sorc(or even DN)) to increase the HD of undead they can control and/or animate.

So, anybody willing to make Arcane Minonmancy for the Non-DN feesable with some new spells?

Q626
Define "Low Levels"?

Milo v3
2011-07-05, 12:34 AM
R. 634
A creature called Amber Bee. An outsider with vermin traits. It should be bee themed in its abilities. I would also like it to have Mending at will and the abilitity to phase through wood as an earth elemental phases through earth. CR should be mid levels.

Debihuman
2011-07-05, 02:03 AM
C 634

It would probably make more sense to stat it up as an Extraplanar Vermin since you can't have 2 Types, but Extraplanar is a Subtype. How big should an Amber Bee be?

Debby

Milo v3
2011-07-05, 02:12 AM
C 634
I that makes more sense. I was thinking small for size.

RedWarrior0
2011-07-06, 12:14 AM
R 635

I would like an Ice Elemental, roughly equal in power to the Entombed from Frostburn. Large Size preferred, CR 10ish. This is to provide a less-evil version of the Winterhaunt presented in the same book. As such, it shouldn't be exploitable, but it should be reasonable as a level 9 summon.

I don't really have much fluff to go with it; it's a basic elemental, so there isn't much fluff to add.

Cipher Stars
2011-07-06, 02:18 AM
C(?)-630
"
R630

Could some create a Living Vampire template (ala Michael Morbius and Victor Slaughter from Marvel comics)?

I already looked for one but all I found was one that wasn't very well done and another that was obviously an epic template.

I'm looking for it to be less magicky (shapeshifting, turning to mist, mind control, calling beasts, etc) and more towards upping the durability of the afflicted.
"

You could try looking at my Fevirification, or my Essence Eater linked in my(extended) sig.

Marc_In_Da_Room
2011-07-06, 03:55 PM
R 636 Could someone please make the Geostigma disease from Advent Children into d20 stats please? Thank you.

AnonymousD&Der
2011-07-06, 03:58 PM
R 637

I'm looking for a Feat that would let me be able to expend a spell to regain uses of Turn Undead, based on the level of that spell. Anyone do anything like that before? If not, how would that look / be explained best mechanically?

DracoDei
2011-07-06, 06:47 PM
R 637

I'm looking for a Feat that would let me be able to expend a spell to regain uses of Turn Undead, based on the level of that spell. Anyone do anything like that before? If not, how would that look / be explained best mechanically?
H637
Design Principles:
Should become progressively cheaper as you level up, but not TOO quickly since Turning/Rebuking stays useful for a little while before becoming useless.
Should not be useable to fuel DMM since I hear that is cheesy.
Off the top of my head:
Spell Conversion
Benefits: As a free action you may lose a spell of your highest level in order to gain an addition use of Turn/Rebuke Undead for the day.
Alternatively you may spend a full round action to lose a spell of a given level to produce additional turn/rebuke attempts for the day.
Spell Level|Attempts Produced
1-3|1
4-5|2
6|3
7|4
8|6
9|10

In no case may turn/rebuke uses gained via this feat be used for anything except actually turning/rebuking undead.



This is VERY off the top of my head. I don't play clerics much, and it may require someone else to tweak/balance it.

Tanuki Tales
2011-07-06, 07:42 PM
C(?)-630
""

You could try looking at my Fevirification, or my Essence Eater linked in my(extended) sig.

The former confuses me and the latter lacks a CR adjustment and could possibly use a little polishing. Thanks for the suggestions though.

Cipher Stars
2011-07-06, 08:44 PM
The former confuses me and the latter lacks a CR adjustment and could possibly use a little polishing. Thanks for the suggestions though.

No one commented on the Eater, so I couldn't do much with it. But fix it up as you want, it should be kinda close to what you described.

Zerous
2011-07-06, 09:39 PM
R 638

I'd like a prestige class based around eating the targets, piece by piece. He can siphon ability scores out of prey to weaken them before swallowing them whole, where they're drained of all their ability scores, then of their HP. Possibly gaining some benefit from the eaten scores and person, or taking on aspects of magical equipment he eats.

Maybe even swallowing active spells and enchantments from other people/things/areas to gain their benefit for himself.

AnonymousD&Der
2011-07-06, 11:31 PM
H637
Design Principles:

Should become progressively cheaper as you level up, but not TOO quickly since Turning/Rebuking stays useful for a little while before becoming useless.
Should not be useable to fuel DMM since I hear that is cheesy.
Off the top of my head:
Spell Conversion

Benefits: As a free action you may lose a spell of your highest level in order to gain an addition use of Turn/Rebuke Undead for the day.
Alternatively you may spend a full round action to lose a spell of a given level to produce additional turn/rebuke attempts for the day.
Spell Level|Attempts Produced
1-3|1
4-5|2
6|3
7|4
8|6
9|10

In no case may turn/rebuke uses gained via this feat be used for anything except actually turning/rebuking undead.



This is VERY off the top of my head. I don't play clerics much, and it may require someone else to tweak/balance it.

637 C1

Losing a spell of your highest level? You couldn't choose to lose a lesser available spell? That's the only thing I don't readily understand from reading.

I'd say for my purposes that's not as big an issue for me as is that I would strictly be forced to use the additionally gained Turn Undead uses only for the sake of Turning Undead. I admitedly didn't provide a drop of backstory info for the feat, so it's my fault for not being a little more descriptive. The cost could probably be made greater if balance against using it for non Turn Undead things, but I actually intented to use it for emulating the highspeed combat by a certain big bad, via the Ruby Knight Vindicator's Divine Impetus ability (spend a Turn Undead use to regain a Swift Action) and the various abilities within the arsenal of a Sword Sage. I've actually never read on Divine Metamagic before, so I can't say I'll be using it for that, though.

This feat is probably useable as is for storyline purposes, definitely, but is their any chance that the wording for what the additionally gained Turn Undead can be used for can be changed at all? The amount of energy regained can be decreased to balance it, or possibly another factor. Otherwise, thank you for your assistance.

Kellus
2011-07-06, 11:38 PM
R 638

I'd like a prestige class based around eating the targets, piece by piece. He can siphon ability scores out of prey to weaken them before swallowing them whole, where they're drained of all their ability scores, then of their HP. Possibly gaining some benefit from the eaten scores and person, or taking on aspects of magical equipment he eats.

Maybe even swallowing active spells and enchantments from other people/things/areas to gain their benefit for himself.

H 638 Try this (http://www.giantitp.com/forums/showthread.php?t=93577).

DracoDei
2011-07-07, 01:19 AM
637 C1

Losing a spell of your highest level? You couldn't choose to lose a lesser available spell? That's the only thing I don't readily understand from reading.

I'd say for my purposes that's not as big an issue for me as is that I would strictly be forced to use the additionally gained Turn Undead uses only for the sake of Turning Undead. I admitedly didn't provide a drop of backstory info for the feat, so it's my fault for not being a little more descriptive. The cost could probably be made greater if balance against using it for non Turn Undead things, but I actually intented to use it for emulating the highspeed combat by a certain big bad, via the Ruby Knight Vindicator's Divine Impetus ability (spend a Turn Undead use to regain a Swift Action) and the various abilities within the arsenal of a Sword Sage. I've actually never read on Divine Metamagic before, so I can't say I'll be using it for that, though.

This feat is probably useable as is for storyline purposes, definitely, but is their any chance that the wording for what the additionally gained Turn Undead can be used for can be changed at all? The amount of energy regained can be decreased to balance it, or possibly another factor. Otherwise, thank you for your assistance.
Shoot, let me cut out the middle-man then.


Ruby Knight Power
Prerequisites: Ruby Knight Vindicator
Benefit: Whenever you would otherwise spend a swift action or immediate action to initiate a maneuver (including entering a stance) you may instead expend a spell of equal or greater level to that maneuver to initiate it. The level of the maneuver may not exceed your level in Ruby Knight Vindicator. Using this feat requires no action, it is bound up in the (now free) action of activating the maneuver. You may use this feat even if it not your turn.


I still have no idea of the balance of this, but there you go.

AnonymousD&Der
2011-07-07, 08:15 AM
Shoot, let me cut out the middle-man then.


Ruby Knight Power
Prerequisites: Ruby Knight Vindicator
Benefit: Whenever you would otherwise spend a swift action or immediate action to initiate a maneuver (including entering a stance) you may instead expend a spell of equal or greater level to that maneuver to initiate it. The level of the maneuver may not exceed your level in Ruby Knight Vindicator. Using this feat requires no action, it is bound up in the (now free) action of activating the maneuver. You may use this feat even if it not your turn.


I still have no idea of the balance of this, but there you go.

You're probably going to be upset with me, but I don't quite like this one. It's not that it isn't good, it is.

I'm just borderline retarded, and have trouble keeping up with the info for it. There are two points of ambiguity I notice, at least to someone as mentally braindead as me. What happens if your caster level isn't as high as the maneuver you wish to initiate? And if you haven't taken at least 9 of the 10 levels of Ruby Knight Vindicator (granted the awesome bonus is available upon the 7th level of it), would this feat be unable to apply to the missing levels of techniques gained?

I just -fully-, using -both- my -eyes- -and- my -brain- re-read and understood the previous feat. Except for the bit that notes that the regained Turn Undead must be used specifically for Turning Undead, it actually looks perfect. A Full Round Action chilling out gives me a mechanical reason to invoke Big Bad Gloating, as well as an actual reason that I've made myself susceptable to counter attack. Otherwise, I can use my best available spell to instantly empower myself if need be.

Is their any chance the line in the previous version can be reworded/removed? I'll be using this a lot to command my Undead Minions, but being able to avert "Cutscene Power To The Max" and initiating a Total Party Jaw Drop with 1 turn through some pretty darn cool combos would be... well, epic.

I'm sorry to keep bothering you, and I thank you for your assistance and homebrewing.

DracoDei
2011-07-07, 10:48 AM
C637

You're probably going to be upset with me, but I don't quite like this one. It's not that it isn't good, it is.

I'm just borderline retarded, and have trouble keeping up with the info for it. There are two points of ambiguity I notice, at least to someone as mentally braindead as me. What happens if your caster level isn't as high as the maneuver you wish to initiate?
Then you can't do it. I suggest one saves one's ACTUAL rebuking attempts for those situations.

And if you haven't taken at least 9 of the 10 levels of Ruby Knight Vindicator (granted the awesome bonus is available upon the 7th level of it), would this feat be unable to apply to the missing levels of techniques gained?
Correct. Can't be applied in those situations.

I just -fully-, using -both- my -eyes- -and- my -brain- re-read and understood the previous feat. Except for the bit that notes that the regained Turn Undead must be used specifically for Turning Undead, it actually looks perfect. A Full Round Action chilling out gives me a mechanical reason to invoke Big Bad Gloating, as well as an actual reason that I've made myself susceptible to counter attack.
You could use it that way, and it would have the advantages you describe, but the original idea was to reward fore-thought. Get what you need BEFORE the fighting starts.

Otherwise, I can use my best available spell to instantly empower myself if need be.

Is their any chance the line in the previous version can be reworded/removed? I'll be using this a lot to command my Undead Minions, but being able to avert "Cutscene Power To The Max" and initiating a Total Party Jaw Drop with 1 turn through some pretty darn cool combos would be... well, epic.
Well, I don't know one way or another about the balance of that. I know DMM is supposed to be cheese, but maybe only when nightsticks get involved... speaking of which, between nightsticks, Extra Turning, and MAYBE a charisma +2 or +4 item (you can combine cloak of resistance and cloak of charisma, it just costs more).... Well, IF you have the book for nightsticks, which I do not, you can use those.

In the end, it is your campaign, houserule what you like. There are a few cases that I would object, but this is not one of them provided you PM me or post in this thread what version you use, an account of the battle, and your thoughts on how the feat performed, both good and bad. Otherwise I forbid you from using any of my homebrew, ever. (NOT kidding, this is a specific request for help you are making from me, so I am going to say that play-test data is NOT optional).

I'm sorry to keep bothering you, and I thank you for your assistance and homebrewing.
Not a problem actually.

Zerous
2011-07-07, 10:20 PM
R 639

First I'd like to thank Kellus for introducing me to that lovely class.

Second, I've had a funny idea in my head. A 5-level prestige class (possible name/focus: Dizzy Warrior); the first four levels give him crippling penalties for meager benefits, while the capstone is the ability to force the penalties onto others while reaping the benefits, and possibly increasing them at the expense of his enemy.

SamBurke
2011-07-08, 01:08 AM
R 640

Looking for some Wis based casting for a friend.

DracoDei
2011-07-08, 01:44 AM
R 640

Looking for some Wis based casting for a friend.
Q 640

If you mean a base class, that is beyond the scope of this thread from what I hear, try making your own thread.
Regardless of if the above is correct, you need to be a bit more specific, since the cleric, druid, and paladin all technically meet your description.

Milo v3
2011-07-08, 01:53 AM
Q. 640
Will your DM allow you to refluff classes? If so you could have the Mechanics of a sorcerer but your fluff comes from pure willpower instead of blood.

KingOfLaughter
2011-07-08, 11:58 AM
R 641

I'm going to start DMing a campaign for a few freinds soon (a little under 2 weeks), in which a lot of generally bad things are happeneing.

I'd like to request a few different levels ands variants of basically teh same monster. The Revenant, if you've played Warcraft 3, like that, a spirit in shredded armor, and weapons tall, lanke, and creepy.

I'd like one thet a group of level 1s could fight, and be challenged. It'd be a snowy enviornment (mountain mines), it's powers based on snow, ice, and wind. I'm planning on using it as an awakened spirit from the mining operation, and it's been terrorizing the miners.

The second is for level 5s. It's going to be found in a desert area, most likely in or around a pyramid, it's going to be triggered after the PCs take a certain quest based item :smallamused: it's powers would be based on sand, and death.

The final one is for level 10s. It's going to be found in a ruined castle, near the edges of swamp, with uncontrolled fires burning in the castle itself. It's powers based on fire, water, and earth.

Take what it's powers are based on and sort or work them. Thanks for the help!

Delegreg
2011-07-11, 09:26 AM
R642 repost from this thread (http://www.giantitp.com/forums/showthread.php?t=205992)

Hi all,

I'm playing a succubus in a gestalt game (actually a redeemed* succubus/spellthief), i'm soon enough going to get the Alternate Form ability, which as specified for the succubus is humanoids only.

Problem is, i'm not finding anything that could improve on this ability.

So i'm in need of a feat, an ACF, magical item, additional racial levels (i'm using the revised savage species progression) or whatever to allow me to gradually add more creature types to my Alternate Form power.

The ones i'm most interested of are Fey, Monstrous Humanoids, Outsiders, and Aberrations.
(Why in the Abyss can't a succubus turn into a dryad, siren, ghaele or female minotaur, while a phasm can ? Lord Demorgorgon pray for me !!)

I know there are balance issues with the Alternate Form Ability, and I'm biased since this is my character, so would any of you brilliant Homebrewers cook something up for me ?

* : Redeemed is a template from book of templates, deluxe edition, aimed at evil outsiders. You lose summoning, energy drain, 2 points of LA, and all evil spell likes and characteristic are replaced with good-aligned equivalents (so i got DR/evil, lucky me) ;-)
Also comes with some flavorful aura and touch effects, my choice was friendship aura and minor charm touch.

DracoDei
2011-07-11, 04:11 PM
R642
I'm soon enough going to get the Alternate Form ability, which as specified for the succubus is humanoids only.

Problem is, I'm not finding anything that could improve on this ability.

So I'm in need of a feat, an ACF, magical item, additional racial levels (i'm using the revised savage species progression) or whatever to allow me to gradually add more creature types to my Alternate Form power.

The ones I'm most interested of are Fey, Monstrous Humanoids, Outsiders, and Aberrations.
(Why in the Abyss can't a succubus turn into a dryad, siren, ghaele or female minotaur, while a phasm can ? Lord Demorgorgon pray for me !!)


Q642
For reference, from the SRD:
Alternate Form

A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:


The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.
The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


It might be helpful to know: Why PRECISELY do you want this ability?

What appeals to ME about playing a versatile shapeshifter is much like that of playing a versatile spellcaster (especially wizard). I want my success to be directly proportional to how skillful I am at selecting a form that fits the specific challenges I will be facing at that time and I want access to the INTERESTING abilities of that creature.
But this may not be what YOU want at all! You may want the ability to socialize extensively with a wide variety of races with their social defenses not getting in the way.
Or you may want access to the more powerful forms, complete with special abilities, and are going to be sticking to the most powerful one you can get.

So that is at least 3 possibilities, each of which requires a different approach to homebrewing up a solution.

Random idea: Saying that you retain your physical ability scores, or those of the race you are turning into, whichever is LOWER would be a significant nerf that you might not mind. Saying that the size bonuses for turning into something larger don't count would be a way to make this slightly less of a nerf. Saying you can't turn into anything that has a Strength or Constitution score more than some amount higher than your own would be a POTENTIAL nerf to the original idea.


But... at the end of the day: Need more data!

Delegreg
2011-07-12, 07:22 AM
C642


Q642
For reference, from the SRD:
Alternate Form

A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:


The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.
The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


It might be helpful to know: Why PRECISELY do you want this ability?

What appeals to ME about playing a versatile shapeshifter is much like that of playing a versatile spellcaster (especially wizard). I want my success to be directly proportional to how skillful I am at selecting a form that fits the specific challenges I will be facing at that time and I want access to the INTERESTING abilities of that creature.
But this may not be what YOU want at all! You may want the ability to socialize extensively with a wide variety of races with their social defenses not getting in the way.
Or you may want access to the more powerful forms, complete with special abilities, and are going to be sticking to the most powerful one you can get.

So that is at least 3 possibilities, each of which requires a different approach to homebrewing up a solution.

Random idea: Saying that you retain your physical ability scores, or those of the race you are turning into, whichever is LOWER would be a significant nerf that you might not mind. Saying that the size bonuses for turning into something larger don't count would be a way to make this slightly less of a nerf. Saying you can't turn into anything that has a Strength or Constitution score more than some amount higher than your own would be a POTENTIAL nerf to the original idea.


But... at the end of the day: Need more data!

Okay, i'll try to address the questions :

First of all, i'm getting Alternate Form, as per the SRD quote. No need to linger on nerfing the game mechanics, i'm getting it as is (it's a part of the savage species progression). I'll get 1 (fixed) Humanoid form at first, then 3 fixed forms, then finally any Humanoid form. The restriction for the Succubus is she can only choose Humanoid forms. I'd like, for example, to be able to change into a dryad, which is humanoid, but doesn't have the Humanoid type (it's a Fey). So what i need is not something to give me Alternate Form, but something to bypass my Alternate Form's restriction so I can use the Fey type instead of the Humanoid type when i so choose. It doesn't matter if i don't get the Ex or Su abilities, but vision, movement modes, etc.. do.


About idea n° 2, yes, this is not about game crunch, but more about rp opportunities. I'd like to expand my form repertoire so i have more social options for interactions.
In my (imagined) progression i'm probably going to take the "Assume supernatural ability" feat, but once again, not for crunch, but as a disguise help (so you're an illithid, prove it and mind blast me !).
Size does not matter (silly joke ain't it). I mean i don't mind sticking to things between Small and Medium.


What i mean is that i primarily want a more versatile social tool, secondarily opening up possibilities (cf : Assume Su Ability, or dip into Warshaper).

As i'm playing gestalt, the focus of the character will be either social interactions through the succubus path, or debuffing/secondary caster throught the spellthief progression. Gaining more power from forms would only be icing on the cake, as the character is already very fun to play with.

So what i'd really like is one of these :


an expansion of the Succubus progression that would allow me to gradually gain more alternate form types/sizes (ie : much like MoMF but with a smaller type list and less dead levels) or even get into full polymorph mode (succubi initially were designed in 3.0 with polymorph into humanoid at will, changed to alternate form in 3.5)
a chain of feats to allow this kind of progression
a magic item (or set thereof) granting one or all of these effects


And the main goals :


Get Fey, Monstrous humanoids, Aberrations and Outsiders as additional Alternate Form types
Icing on the cake would be to find a way to qualify for warshaper (evolve alternate form to polymorph or change shape)


I'm able to dedicate 4-5 class levels or 4-5 feats to this evolution.

Thanks for your help.

Xzoltar
2011-07-12, 10:23 AM
R643 : If any of you have any interest in the Alternate Class Feature Sigil Circle (http://www.giantitp.com/forums/showthread.php?p=4405723) made by Stycotl. I would love to see a Prestige Class using this option.

Im not sure if its possible to do a 10 level long PrC from this, but it may work as a 5 level PrC instead. Probably a increase in caster level when using the Sigil, more use per day and better storage, but beside this what can we do ? He could teleport to every Sigil he have scribe using is daily charge and maybe have a permanent alarm spell on each Sigil so that if triggered can decide to scry on the sigil.

Qwertystop
2011-07-12, 04:23 PM
R 644:
I'm looking for a feat that will allow the normal maximum skill ranks in a skill to be bypassed. However, it would need some other cap, limiting factor, or drawback so that it can't get too crazy.

Maho-Tsukai
2011-07-12, 06:26 PM
R645:

I am looking for a feat that can allow an arcane caster to obtain a single cleric domain. Unlike Arcane Disciple I am not looking for just the spells but rather the whole domain, including it's granted power. I also, however, want the feat to add the domain's spells to the arcanist's spellbook(or spells known) and have them cast off of their casting stat rather then wisdom, as Arcane Disciple dose. The catch? I want it to be balanced somehow so it will still be excepted by most DMs, such as maybe being able to take the feat once and only once or some other drawback such as acquiring taint each time you use the domain's spells. I am primarily looking for using this as a way to get the Undeath and/or deathbound domain on a wizard using the ACF I was made earler in this thread, though being able to be used for other purposes would be a plus. However, if you want to limit to necromantic domains for balance purposes or just re-work that ACF to gain the undeath domain either of those angles would be fine as well.

DracoDei
2011-07-12, 06:48 PM
R 644:
I'm looking for a feat that will allow the normal maximum skill ranks in a skill to be bypassed. However, it would need some other cap, limiting factor, or drawback so that it can't get too crazy.
Q/H 644
If you are trying to get a higher modifier, what is wrong with Skill Focus?
If you are trying to get into a PrC early that is probably very hard to balance since delaying entry until a specific level is what the entry requirements are for in the first place.

Just as a talking point, here is a VERY rough draft that is probably overpowered in many cases.
Extreme Skill focus
Pre-requisites: Skill ranks in less than half of your class skills for one class that you have, Skill Focus in one of the class skills, max skill ranks in that same class skill.
Drawbacks: Remove half the class skills from that class. You may not remove the skill that this feat applies to. Whenever you gain a level in ANY class (base or prestige) that has that skill on its class skill list you MUST put as many skill points as allowed into that skill. Reduce your ranks in that skill by 3 for purposes of meeting PrC, feat, and other such requirements.
Benefits: The selected skill (the one you have skill focus and maxed ranks in BEFORE you take this feat) has its maximum number of skill ranks increased by 3. You must then move all your skill ranks that you gained at this level up into that skill or move 3 skill ranks gained at this level-up into that skill, whichever is less. (In other words, the skill must be as high as possible both before and after the level-up that gained you this feat.)


So... that is pretty hard to understand, possibly overpowered, but it is a start.

Qwertystop
2011-07-12, 08:18 PM
Q/H 644
If you are trying to get a higher modifier, what is wrong with Skill Focus?
If you are trying to get into a PrC early that is probably very hard to balance since delaying entry until a specific level is what the entry requirements are for in the first place.

Just as a talking point, here is a VERY rough draft that is probably overpowered in many cases.
Extreme Skill focus
Pre-requisites: Skill ranks in less than half of your class skills for one class that you have, Skill Focus in one of the class skills, max skill ranks in that same class skill.
Drawbacks: Remove half the class skills from that class. You may not remove the skill that this feat applies to. Whenever you gain a level in ANY class (base or prestige) that has that skill on its class skill list you MUST put as many skill points as allowed into that skill. Reduce your ranks in that skill by 3 for purposes of meeting PrC, feat, and other such requirements.
Benefits: The selected skill (the one you have skill focus and maxed ranks in BEFORE you take this feat) has its maximum number of skill ranks increased by 3. You must then move all your skill ranks that you gained at this level up into that skill or move 3 skill ranks gained at this level-up into that skill, whichever is less. (In other words, the skill must be as high as possible both before and after the level-up that gained you this feat.)


So... that is pretty hard to understand, possibly overpowered, but it is a start.
So it removes half of your skills but gives you a 3-higher cap, you are require to meet that cap, and the extra doesn't count for prereqs?
I'd think the cap would need to be higher or you'd need to remove less skills. Otherwise you lose a lot more than you gain.

DracoDei
2011-07-12, 08:23 PM
So it removes half of your skills but gives you a 3-higher cap, you are require to meet that cap, and the extra doesn't count for prereqs?
I'd think the cap would need to be higher or you'd need to remove less skills. Otherwise you lose a lot more than you gain.
Seemed about right for me, but as I said, it was a VERY rough draft, just for purposes of discussion. How high would you suggest?
Probably unproductive (at this time) counter-argument within spoiler.
Lotta chatter on these boards about the power of Diplomacy and UMD. A rogue dropping stuff like Knowledge(Local), Appraise, and Forgery would be well-served in many campaigns.

Qwertystop
2011-07-12, 08:28 PM
Lotta chatter on these boards about the power of Diplomacy and UMD. Seemed about right for me.

Yeah, I know some skills are overpowered, it just seems that 3 extra ranks aren't enough for much more to happen. I am relatively inexperienced, though, but that's my gut reaction.

DracoDei
2011-07-12, 08:34 PM
C644
You ninja-ed my edit.
How high would you suggest? I realize you don't know much, but, then again, neither do I. I homebrew a lot more than I play so I am very aware of my lack of an empirical basis for my understanding.

Qwertystop
2011-07-12, 08:58 PM
C644
You ninja-ed my edit.
How high would you suggest? I realize you don't know much, but, then again, neither do I. I homebrew a lot more than I play so I am very aware of my lack of an empirical basis for my understanding.

I'd say maybe 5, since most skill checks scale by multiples of 5 until you get to the really crazy stuff (like Diplomacy for Hostile -> Friendly or any Epic check). That guarantees you go one increment higher in most scaling cases AFAIK.

ericgrau
2011-07-12, 10:03 PM
H645
Improved Arcane Disciple
Requires: Arcane Disciple, arcane class level 5 or higher

You get the domain power of the domain you selected with arcane disciple as well. Your effective cleric level for the purpose of the domain power equals the level you use in an arcane class when selecting arcane spells, minus 4. This does not stack with levels from other sources. For example you could not use it to have an extra high caster level for the purposes of the magic domain.

If the domain grants a turning ability you gain the ability to turn that creature as a cleric of your effective cleric level for the purpose of the domain power, but this does not grant the ability to turn undead, nor does it add additional turning uses if you already have the ability to turn. Instead use the source with the greater number of uses per day to determine uses per day and/or effective level. Selecting the sun domain or similar does not grant the ability to turn undead. Since these turn uses are not turn undead attempts they may not be used as turn undead attempts to power other abilities, such as divine meta-magic. They may, however, benefit from anything that benefits turn undead.

Greater Arcane Disciple
Requires: Arcane Disciple, arcane class level 5 or higher, Improved Arcane Disciple

Your effective cleric level for the purpose of the domain power you selected with improved arcane disciple equals the level you use in an arcane class when selecting arcane spells. You may also use your ability score in your arcane class for the purpose of casting your domain spells, if greater.

Balance note: Yes, you usually want to pick greater arcane disciple quickly if a domain has level dependent abilities or if a lot of the domain spells have save DCs. The lack of major pre-reqs is intentional. I thought I'd cut some slack to domains without level dependent abilities by making it 1 feat less. I mean these tend to be a +1 caster level for certain spells or some such. At the same time I thought most other domain powers were worth more than a feat, or even for domains with weaker domain powers changing the casting stat is likewise worth a feat.

Maho-Tsukai
2011-07-13, 07:37 AM
I specifically said in my request that I wanted the spells to not be based on wisdom but rather your own casting stat. Perhaps adding that to one of the improved or greater feats would work? If so, which one should have that?

ericgrau
2011-07-13, 01:53 PM
Sorry, I missed that part. Adding it to greater arcane disciple would make sense, and I edited my above post to reflect this. I also fixed the wording in that feat a little. I mean, switching the casting stat is worth a feat by itself but I think the likelihood is low that someone needs both the higher effective cleric level and the boosted casting stat without being able to muddle by well enough on less.

If I'm not noticing some kind of abuse where high effective cleric level and the domain power and high spell save DCs are all simultaneously extremely good, as in each one is a key factor in the same build at the same time and not merely "kinda nice but really I only need 1-2 of them", then you need a 3rd feat. This feat would change a wisdom casting stat to whatever and would not require any of the other feats.

Maho-Tsukai
2011-07-14, 07:22 AM
Ok, thanks for that. Also, one thing I am confused on wording wise with the feat is the "effective cleric level for selecting spells" of the first feat. Dose this mean that instead of just adding the spells to your spellbook as Arcane disciple dose you actually use your "effective cleric level" to determine which spells you get or is that strictly used for domain powers? Also, the third feat says that you use your casting stat for the spells "If greater..." dose that mean if your casting stat is higher then your wisdom?


Also, in reguards to your Unholy Necro ACF, dose it actually gain the ability to gain all clerical necromancy spells or dose it just gain the ability to cast arcane necromancy spells at the same level a cleric casts them? If the latter, I don't see how the drawbacks are worth it as the only necromancy spell I know that the cleric gets faster then the wizard is Animate Dead. Losing 9ths level conjurations, 9th level evocations and many other powerful 9ths is a VERY big drawback just to be able to cast animate dead as a level 3, and if you don't actually gain the ability to learn clerical necromancy spells from it then in the end your losing a lot more then your gaining from it....unless there are a bunch of necromancy spells clerics get faster that I missed...

ericgrau
2011-07-14, 05:53 PM
Now "Your effective cleric level for the purpose of the domain power equals the level you use in an arcane class when selecting arcane spells, minus 4."

As for the unholy necromancer. Hmm... curse water, death ward, deathwatch, destruction, doom, mark of justice, poison, slay living, speak with dead, inflict/harm spells. Only animate dead, bestow curse, contagion and gentle repose 1 level lower. Death ward and speak with dead are kinda nice. Oh but the ability to heal your undead is huge. Alright, I'll go fix it. The unholy necromancer now gets all cleric necromancy spells using the wizard or cleric spell level, whichever is lower.

Restriction on other schools unchanged. There are still a lot of good 9th level spells available like wail of the banshee (heck that spell is even better now) and wish. I picked on conjuration, evocation and transmutation specifically as these are the main combat spell schools. I wanted to still allow them as secondary options but while forcing the class to focus more on necromancy, illusion and enchantment combat, plus the created/commanded undead of course. That's the main benefit you get in trade besides casting necromancies like a cleric.

Maho-Tsukai
2011-07-14, 08:48 PM
Nah...you don't need to change it. It is fine as is. The reason I said that you lost more then you gained was because the way you worded made it seem like you did not actually get to cast any clerical necromancy spells but instead cast all wizard/sorc necromancy spells that also appear on the cleric list at the level they appear there, rather then at the level they appear on the wiz/sorc list. If it actually gets all cleric necromancy spells that it most definitely gains enough to warrant all those spell restrictions. I apologize for misunderstanding your wording, there.

DracoDei
2011-07-14, 11:49 PM
H 644
Version 0.2
Increased rank limit boost from 3 to 5.
Still not sure about balance, so it is still just a point of reference for discussion.
Extreme Skill focus
Pre-requisites: Skill ranks in less than half of your class skills for one class that you have, Skill Focus in one of the class skills, max skill ranks in that same class skill.
Drawbacks: Remove half the class skills from that class. You may not remove the skill that this feat applies to. Whenever you gain a level in ANY class (base or prestige) that has that skill on its class skill list you MUST put as many skill points as allowed into that skill. Reduce your ranks in that skill by 5 for purposes of meeting PrC, feat, and other such requirements.
Benefits: The selected skill (the one you have skill focus and maxed ranks in BEFORE you take this feat) has its maximum number of skill ranks increased by 5. You must then move all your skill ranks that you gained at this level up into that skill or move 5 skill ranks gained at this level-up into that skill, whichever is less. (In other words, the skill must be as high as possible both before and after the level-up that gained you this feat.)

ericgrau
2011-07-15, 02:32 AM
C 644
Wouldn't it be simpler to say extreme skill focus give a +5 to any skill, makes you pay 5 skill ranks from that skill, makes you lose half your class skills, and forces you to always put as many ranks as possible in the selected skill at every level, including the level you gained this feat at? These ranks will replace any paid to get this feat, up to all 5. Requires skill focus in that skill, max ranks in that skill and ranks in less than half of your class skills.


Nah...you don't need to change it. It is fine as is. The reason I said that you lost more then you gained was because the way you worded made it seem like you did not actually get to cast any clerical necromancy spells but instead cast all wizard/sorc necromancy spells that also appear on the cleric list at the level they appear there, rather then at the level they appear on the wiz/sorc list. If it actually gets all cleric necromancy spells that it most definitely gains enough to warrant all those spell restrictions. I apologize for misunderstanding your wording, there.
There was no misunderstanding, that's how it was and I edit-fixed the original post thanks to your comment. Well good to hear some confirmation of its present form.

Cheesy74
2011-07-17, 12:16 AM
R 641
I'm going to start DMing a campaign for a few freinds soon (a little under 2 weeks), in which a lot of generally bad things are happeneing.

I'd like to request a few different levels ands variants of basically teh same monster. The Revenant, if you've played Warcraft 3, like that, a spirit in shredded armor, and weapons tall, lanke, and creepy.

I'd like one thet a group of level 1s could fight, and be challenged. It'd be a snowy enviornment (mountain mines), it's powers based on snow, ice, and wind. I'm planning on using it as an awakened spirit from the mining operation, and it's been terrorizing the miners.

The second is for level 5s. It's going to be found in a desert area, most likely in or around a pyramid, it's going to be triggered after the PCs take a certain quest based item :smallamused: it's powers would be based on sand, and death.

The final one is for level 10s. It's going to be found in a ruined castle, near the edges of swamp, with uncontrolled fires burning in the castle itself. It's powers based on fire, water, and earth.

Take what it's powers are based on and sort or work them. Thanks for the help!
H 641
I got this.

Level 1 design thoughts:
It's pretty tough to design a ghost creature that isn't incorporeal, since a group of level 1's wouldn't stand the slightest chance against an incorporeal creature of any kind, so i went with a more conventional undead. I drew some inspiration from the Bleakborn and Wendigo, which both fit well into your theme.

Gelune

Medium Undead (Cold)
Hit Dice: 3d12 (19 hp)
Initiative: +5
Speed: 30 ft (6 squares)
Armor Class: 16 (+1 Dex, +4 scale mail), touch 11, flat-footed 15
Base Attack/Grapple: +1/+5
Attack: Masterwork longsword +6 melee (1d8+4) or frigid touch +5 melee (1d4+2 cold)
Full Attack: Masterwork longsword +6 melee (1d8+4) or frigid touch +5 melee (1d4+2 cold)
Space/Reach: 5 ft/5 ft
Special Attacks: Frigid Touch, Arctic Zephyr
Special Qualities: Ice step, darkvision 60 ft., undead traits
Saves: Fort +3, Ref +2, Will +3
Abilities Str 18, Dex 12, Con -, Int 14, Wis 10, Cha 14
Skills:
Feats: Improved Initiative, Great Fortitude
Environment: Cold mountains
Organization: Solitary, pair, coven (3-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral evil
Advancement: 4-7 HD (Medium), 8+ HD (Large)
Level Adjustment: --
A towering humanoid with blue-gray skin stands in the mouth of the cave, an unseen wind billowing its armored robes like sheer silk. It holds a longsword effortlessly in one hand, raised in an offensive posture. As it takes a step toward you, a gust of freezing wind blows across you and the ground nearby crusts over with black ice. It swings its sword through the air and shrieks.

Gelunes are the reanimated spirits of skilled warriors who perished in the cold, often due to an avalanche or blizzard. They retain their skill as a fighter and become one with the cold that claimed their lives, seeking nothing but to bring as many others as they can into the cold with them. Gelunes cannot speak, but understand the languages they spoke in life (usually Common).

Combat
Gelunes are skilled tacticians, using their Arctic Zephyr ability to separate dangerous warriors while dispatching spellcasters with their blade and frontline attackers with their Frigid Touch attack. They fight to the death, without exception, preferring to bring their foes into the frigid darkness or be destroyed in the attempt.

Frigid Touch (Su): The very touch of a gelune leeches the heat from the body of a victim. With a successful melee touch attack, a gelune can deal 1d4 cold damage plus extra damage equal to their charisma modifier as the warmth drains away from their victim, leaving their skin frostbitten and petrified.

Arctic Zephyr (Su): As a swift action, a gelune may churn up the winds around them, pushing foes away. They may initiate a bull rush attempt against any one foe within 10 feet without provoking attacks of opportunity or entering the target's square, but otherwise resolving the attempt normally. They receive a +4 bonus to their bull rush check for the purpose of this ability only. The gelune does not need to follow the target of their bull rush.

Ice Step (Ex): Gelunes walk across snow and ice as easily as grass, ignoring all movement penalties due to arctic terrain.

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

Level 5 design thoughts:
Now we're getting to a level where incorporeality is feasible and it doesn't seem appropriate. I can get it halfway there, though. I like the idea of a humanoid cloud of sand (this one definitely wouldn't be an undead), and I can draw plenty of inspiration from Sandstorm.

Arrenon

Large Elemental (Air)
Hit Dice: 7d8+42 (73 hp)
Initiative: +5
Speed: 20 ft (4 squares), fly 30 ft (perfect)
Armor Class: 20 (-1 size, +5 Dex, +6 +1 breastplate), touch 15, flat-footed 16
Base Attack/Grapple: +5/+12
Attack: Slam +9 melee (1d8+3) or masterwork heavy mace +10 melee (1d10+3)
Full Attack: Masterwork heavy mace +10 melee (1d10+3) and slam +4 melee (1d8+3)
Space/Reach: 10 ft/10 ft
Special Attacks: Sand blast, whirlwind
Special Qualities: Shifting Sands, sand healing 10, evasion
Saves: Fort +8, Ref +12, Will +4
Abilities Str 16, Dex 20, Con 22, Int 12, Wis 14, Cha 6
Skills:
Feats: Weapon Finesse, Combat Reflexes, Lightning Reflexes
Environment: Warm deserts, underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
A whirling mass of sand rises from the floor, forming into a vaguely humanoid, shifting cloud within the armor that once rested on the ground, lifting the adjacent mace into the air menacingly. The indistinct figure rises into the air, the hissing sand sounding like a swarm of furious bees.

Arrenons are large air elementals bound with a very specific ritual, created by the desert elves, that ties them fundamentally to the sand around them, making it part of their very form. Their cloud is typically about 16 feet tall and contains about 40 pounds of sand. Arrenons speak Auran, though it is rare for them to choose to.

Combat
Arrenons are almost always bound to defend the riches of long-dead pharaohs or other treasures, and defend these objects to the death. They use their sand blast ability to cripple their enemies and spin into a whirlwind if foes become too threatening in melee. They fly into the air only when they feel they are not in danger, but otherwise keep to the sand to make use of their sand healing ability.

Sand Blast (Su): The arrenon conjures up a strong burst of wind, sending sand careening toward enemies. All creatures in a 20-foot cone take 4d6 slashing damage and are blinded for one minute (DC 17 reflex half damage, save negates blindness).

Whirlwind (Su): Once every 10 minutes, the arrenon can transform itself into a whirlwind that it can maintain for up to 3 rounds. In this form, the arrenon can move through the air or along the ground at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 40 feet tall. The arrenon controls the exact height, but it must be at least 10 feet. The arrenon’s movement while in whirlwind form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the arrenon moves into or through the creature’s space. Creatures of Medium size or smaller might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 16) when it comes into contact with the whirlwind or take 2d6 slashing damage and be blinded for one round from the whirling sand. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Shifting Sands (Ex): Due to the constantly shifting and moving form of the arrenon, it benefits from concealment, giving a 20% miss chance to all attacks made against it.

Sand healing (Su): Any time the arrenon is in contact with a quantity of sand larger than itself, it collects sand into its form, healing the listed amount each round it remains in contact.


Incendiate

Large Elemental (Fire)
Hit Dice: 14d8+112 (175 hp)
Initiative: +2
Speed: 30 ft (6 squares), fly 40 ft (good)
Armor Class: 25 (-1 size, +2 Dex, +7 +2 breastplate, +7 natural), touch 12, flat-footed 23
Base Attack/Grapple:+10/+22
Attack: +1 flaming maul +19 melee (3d6+12 plus 1d6 fire) or slam +18 melee (2d6+8 plus 2d6 fire)
Full Attack: +1 flaming maul +19 melee (3d6+12 plus 1d6 fire) and 2 slams +13 melee (2d6+8 plus 2d6 fire)
Space/Reach: 10 ft/10 ft
Special Attacks: Blazing Arc, Fissure, Magma Burst
Special Qualities: Burning Form, damage reduction 10/adamantine, SR 22, elemental traits
Saves: Fort +11, Ref +11, Will +5
Abilities Str 26, Dex 14, Con 25, Int 14, Wis 12, Cha 10
Skills:
Feats: Power Attack, Cleave, Improved Toughness, Improved Bull Rush, Awesome Blow
Environment: Warm swamps, volcanoes
Organization: Solitary
Challenge Rating: 12
Treasure: Standard plus large +1 flaming maul and large +2 breastplate
Alignment: Always neutral
Advancement:
Level Adjustment: -

An enormous, hovering figure wearing a breastplate charred black and wielding a massive maul cracking with fiery energy looms in the ruins before you. Its body is dark and stony with veins of magma constantly cracking open and cooling shut across it. A crack splits open on its head and it roars at you, spewing lava across the ground.

Incendiates are the result of a greater fire and earth elemental both being bound within a suit of armor, something only possible for the greatest of arcanists. Their essence merges to form a volcanic creature capable of incredible feats of strength and exploding forth with magma at all times. Incendiates stand about 12 feet tall and weigh about four thousand pounds. They speak Ignan and Terran, but rarely choose to speak.

Combat
Incendiates are not subtle, brilliant, or talented tacticians. They are straightforward, brutish, and violent fighters, using their area attacks to damage as many enemies as possible at once. It often uses Fissure and Magma Burst to sow chaos by separating parties from one another and limiting their movement, even trapping them in confined spaces.

Blazing Arc (Su): As a full-round action, the incendiate can wreathe its weapon in flame and whirl it in an unstoppable swing, hitting all creatures within its reach in a 180 degree arc, dealing maul damage plus 3d6 extra fire damage (reflex DC 22 half).

Fissure (Ex): Using its incredible strength, the incendiate can slam its maul into the ground, cracking the earth apart and creating a fissure 50 feet deep into the earth below (reflex DC 20 escapes) in a 30-foot line. If a victim successfully saves, they may move to either side of the fissure at their option.

Magma Burst (Su): Swinging their hand as magma spews from it, an incendiate can fill any three contiguous squares within their reach with lava as a standard action, dealing 4d6 damage to any enemy that enters the square or begins their turn in the square for ten rounds.

Burning Form (Su): The magma constantly bursting from the incendiate's body causes their attacks and skin to become deadly to the touch. All natural attacks the incendiate uses deal an extra 2d6 fire damage, and any successful melee attack made against the incendiate deals the same damage to the attacker. Attackers using reach weapons are exempt from this damage.

KingOfLaughter
2011-07-17, 12:38 AM
H 641
I got this.

Level 1 design thoughts:
It's pretty tough to design a ghost creature that isn't incorporeal, since a group of level 1's wouldn't stand the slightest chance against an incorporeal creature of any kind, so i went with a more conventional undead. I drew some inspiration from the Bleakborn and Wendigo, which both fit well into your theme.

Gelune

Medium Undead (Cold)
Hit Dice: 3d12 (19 hp)
Initiative: +5
Speed: 30 ft (6 squares)
Armor Class: 16 (+1 Dex, +4 scale mail), touch 11, flat-footed 15
Base Attack/Grapple: +1/+5
Attack: Masterwork longsword +6 melee (1d8+4) or frigid touch +5 melee (1d4+2 cold)
Full Attack: Masterwork longsword +6 melee (1d8+4) or frigid touch +5 melee (1d4+2 cold)
Space/Reach: 5 ft/5 ft
Special Attacks: Frigid Touch, Arctic Zephyr
Special Qualities: Ice step, darkvision 60 ft., undead traits
Saves: Fort +3, Ref +2, Will +3
Abilities Str 18, Dex 12, Con -, Int 14, Wis 10, Cha 14
Skills:
Feats: Improved Initiative, Great Fortitude
Environment: Cold mountains
Organization: Solitary, pair, coven (3-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral evil
Advancement: 4-7 HD (Medium), 8+ HD (Large)
Level Adjustment: --
A towering humanoid with blue-gray skin stands in the mouth of the cave, an unseen wind billowing its armored robes like sheer silk. It holds a longsword effortlessly in one hand, raised in an offensive posture. As it takes a step toward you, a gust of freezing wind blows across you and the ground nearby crusts over with black ice. It swings its sword through the air and shrieks.

Gelunes are the reanimated spirits of skilled warriors who perished in the cold, often due to an avalanche or blizzard. They retain their skill as a fighter and become one with the cold that claimed their lives, seeking nothing but to bring as many others as they can into the cold with them. Gelunes cannot speak, but understand the languages they spoke in life (usually Common).

Combat
Gelunes are skilled tacticians, using their Arctic Zephyr ability to separate dangerous warriors while dispatching spellcasters with their blade and frontline attackers with their Frigid Touch attack. They fight to the death, without exception, preferring to bring their foes into the frigid darkness or be destroyed in the attempt.

Frigid Touch (Su): The very touch of a gelune leeches the heat from the body of a victim. With a successful melee touch attack, a gelune can deal 1d4 cold damage plus extra damage equal to their charisma modifier as the warmth drains away from their victim, leaving their skin frostbitten and petrified.

Arctic Zephyr (Su): As a swift action, a gelune may churn up the winds around them, pushing foes away. They may initiate a bull rush attempt against any one foe within 10 feet without provoking attacks of opportunity or entering the target's square, but otherwise resolving the attempt normally. The gelune does not need to follow the target of their bull rush.

Ice Step (Ex): Gelunes walk across snow and ice as easily as grass, ignoring all movement penalties due to arctic terrain.

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

Level 5 design thoughts:
Now we're getting to a level where incorporeality is feasible and it doesn't seem appropriate. I can get it halfway there, though. I like the idea of a humanoid cloud of sand (this one definitely wouldn't be an undead), and I can draw plenty of inspiration from Sandstorm.

Arrenon

Large Elemental (Air)
Hit Dice: 7d8+35 (66 hp)
Initiative: +4
Speed: 20 ft (4 squares), fly 30 ft (perfect)
Armor Class: 20 (+4 Dex, +6 +1 breastplate), touch 14, flat-footed 16
Base Attack/Grapple: +5/+9
Attack: Slam +9 melee (1d8) or masterwork heavy mace +10 melee (1d10)
Full Attack: Slam +9 melee (1d8) and masterwork heavy mace +10 melee (1d10)
Space/Reach: 10 ft/10 ft
Special Attacks: Sand blast, whirlwind
Special Qualities: Shifting Sands, sand healing 10, evasion
Saves: Fort +7, Ref +11, Will +4
Abilities Str 10, Dex 18, Con 20, Int 12, Wis 14, Cha 6
Skills:
Feats: Weapon Finesse, Combat Reflexes, Lightning Reflexes
Environment: Warm deserts, underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
A whirling mass of sand rises from the floor, forming into a vaguely humanoid, shifting cloud within the armor that once rested on the ground, lifting the adjacent mace into the air menacingly. The indistinct figure rises into the air, the hissing sand sounding like a swarm of furious bees.

Combat
Arrenons are almost always bound to defend the riches of long-dead pharaohs or other treasures, and defend these objects to the death. They use their sand blast ability to cripple their enemies and spin into a whirlwind if foes become too threatening in melee. They fly into the air only when they feel they are not in danger, but otherwise keep to the sand to make use of their sand healing ability.

Sand Blast (Su): The arrenon conjures up a strong burst of wind, sending sand careening toward enemies. All creatures in a 20-foot cone take 4d6 slashing damage and are blinded for one minute (DC 17 reflex half damage, save negates blindness).

Whirlwind (Su): Once every 10 minutes, the arrenon can transform itself into a whirlwind that it can maintain for up to 3 rounds. In this form, the arrenon can move through the air or along the ground at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 40 feet tall. The arrenon controls the exact height, but it must be at least 10 feet. The arrenon’s movement while in whirlwind form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the arrenon moves into or through the creature’s space. Creatures of Medium size or smaller might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 16) when it comes into contact with the whirlwind or take 2d6 slashing damage and be blinded for one round from the whirling sand. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Shifting Sands (Ex): Due to the constantly shifting and moving form of the arrenon, it benefits from concealment, giving a 20% miss chance to all attacks made against it.

Sand healing (Su): Any time the arrenon is in contact with a quantity of sand larger than itself, it collects sand into its form, healing the listed amount each round it remains in contact.



It's currently 1 AM where I live, so I'm off to bed, but I promise to do the final revenant tomorrow.

R 641
Awesome I didn't think of the incorporeal thing (me being stupid :P)

Looking good so far, the only thing I saw was the sand healing, lacks an amount, unless I missed it, or you're going to finish later on. I'm an idiot I just noticed it.... :P
Anywho! Thanks!

Maho-Tsukai
2011-07-17, 06:44 PM
R646

I would like an ACF for archivists that makes them good necromancers, specifically by giving them assess to rebuke undead(which is absolutely necessary to me)but adding more flavorful additions then just trading something for rebuke would be cool, but not necessary. You have as much creative freedom as you want here so long as the archivist gets full rebuke on par with a cleric(none of this "rebukes as a cleric of X levels less.." stuff)

dspeyer
2011-07-18, 12:00 AM
H646

Hmm, archivists don't really have any class features of comparable power, so how about...

Specialist Archivist
Like wizards, archivists can specialize in a particular school at the cost of two other schools (though divination is not special for archivists). Unlike wizards, they do not get extra spells-per-day for this. Instead, they gain special abilities related to the school. For example, an archivist(necromancer) can rebuke undead like an evil cleric of his level.

I suppose I should fill in the other schools, though it doesn't sound like you'll use them.

Hazzardevil
2011-07-18, 05:17 AM
R647

I would like to request a few alternative classes for the ghost base classes on ghostwalk, and possibly prestige classes that focus on ghost abilitys, this is for a gestalt game.
There is a fighter and a caster one thus far.

DracoDei
2011-07-18, 12:08 PM
C 644
Wouldn't it be simpler to say extreme skill focus give a +5 to any skill, makes you pay 5 skill ranks from that skill, makes you lose half your class skills, and forces you to always put as many ranks as possible in the selected skill at every level, including the level you gained this feat at? These ranks will replace any paid to get this feat, up to all 5. Requires skill focus in that skill, max ranks in that skill and ranks in less than half of your class skills.
That works.
H 644
Version 1.0
Tried to highlight the changes in red.
Extreme Skill focus
Pre-requisites: Skill ranks in less than half of your class skills for one class that you have, Skill Focus in one of the class skills, max skill ranks in that same class skill.
Drawbacks: Lose 5 ranks from the selected skill.Remove half the class skills from that class. Skills so removed always count as cross-class for you from now on, regardless of which class you are advancing in. You may not remove the skill that this feat applies to. Whenever you gain a level in ANY class (base or prestige) that has that skill on its class skill list you MUST put as many skill points as allowed into that skill.
Benefits: You gain a +5 bonus to that skill. This stacks with everything, especially skill focus. You must then move all your skill ranks that you gained at this level up into that skill or move 5 skill ranks gained at this level-up into that skill, whichever is less. (In other words, the skill must be as high as possible both before and after the level-up that gained you this feat.)
Special: You may take this feat twice, each time it applies to a different skill and re-halves the number of skills you must have no ranks in, and that are removed from your class skill lists. Both times you must select the same class for it to effect the skill list for. In other words your class skill list becomes on quarter the size after the second selection (and you must have had no ranks in the other three quarters of the original class skill list).



A bit worried about how this might interact with class that get "All Knowledge skills" let alone "All Skills".

Qwertystop
2011-07-18, 12:15 PM
That works.
H 644
Version 1.0
Tried to highlight the changes in red.
Extreme Skill focus
Pre-requisites: Skill ranks in less than half of your class skills for one class that you have, Skill Focus in one of the class skills, max skill ranks in that same class skill.
Drawbacks: Lose 5 ranks from the selected skill.Remove half the class skills from that class. Skills so removed always count as cross-class for you from now on, regardless of which class you are advancing in. You may not remove the skill that this feat applies to. Whenever you gain a level in ANY class (base or prestige) that has that skill on its class skill list you MUST put as many skill points as allowed into that skill.
Benefits: You gain a +5 bonus to that skill. This stacks with everything, especially skill focus. You must then move all your skill ranks that you gained at this level up into that skill or move 5 skill ranks gained at this level-up into that skill, whichever is less. (In other words, the skill must be as high as possible both before and after the level-up that gained you this feat.)
Special: You may take this feat twice, each time it applies to a different skill and re-halves the number of skills you must have no ranks in, and that are removed from your class skill lists. Both times you must select the same class for it to effect the skill list for. In other words your class skill list becomes on quarter the size after the second selection (and you must have had no ranks in the other three quarters of the original class skill list).



A bit worried about how this might interact with class that get "All Knowledge skills" let alone "All Skills".

This looks great. Why would skill lists of "All" be a problem? There's no way to add new skills to the game, so all that would happen is that you take the full list of skills, then remove half, just like any other class.

DracoDei
2011-07-18, 12:28 PM
This looks great. Why would skill lists of "All" be a problem? There's no way to add new skills to the game,
Wrong, but mostly irrelevant to my concern. The psionics books added Auto-hypnosis, Psicraft, and Use Psionic Device. ToB added Martial Lore. Some book added Iajatsu(sp) focus.

so all that would happen is that you take the full list of skills, then remove half, just like any other class.
Craft, Profession, and, to a lesser extent, Knowledge can be expanded out to a very large number of skills... craft and profession especially people only take ranks in a few of (if any) in all but the most unusual cases. Thus dropping them doesn't effect the build AT ALL.

Cipher Stars
2011-07-18, 01:11 PM
Some book added Iajatsu(sp) focus.

Oriental Adventures...

ericgrau
2011-07-18, 05:05 PM
Craft, Profession, and, to a lesser extent, Knowledge can be expanded out to a very large number of skills... craft and profession especially people only take ranks in a few of (if any) in all but the most unusual cases. Thus dropping them doesn't effect the build AT ALL.
Hmm, craft, perform and profession should be made ineligible for removal. Knowledges would probably have to stay though.

DracoDei
2011-07-18, 05:49 PM
Hmm, craft, perform and profession should be made ineligible for removal.
So they don't count either way? That could work AFIACT.
Or they each count as ONE skill for this (All Craft, All Perform, All Profession)? That could also work I think.

edsaurus
2011-07-19, 05:31 AM
I'm requesting a Soul Hound class, taken from LineageII, as a PRC for DnD 3.5

VarianArdell
2011-07-19, 06:41 AM
R.633: I would request a reworking of the Fleshwarper prestige class, with more focus on outsiders or other types of creatures instead of aberrations. Thanks in advance.

repost 1/3 tencharmin

Maho-Tsukai
2011-07-24, 05:11 PM
@dspeyer

Please, do fill out the other schools if you can. I may not want to use them, but I have players who would and I may also(occasionally) use enchantment(though I am more partial to necro.)

userpay
2011-07-24, 05:15 PM
R650
If anyone might be interested in this request... I've been reading through the Apprentice Adept series and finding myself wanting to play as a particular race from it, the unicorns, however they differ from the typical fantasy unicorn. From the wikipedia entry with some of my own additions on what they left out.

DnD 3.5
Unicorns in the Apprentice Adept series are somewhat different from those traditionally described in fantasy. First, Phaze's unicorns are as intelligent as humans. Also, they are not colored in blacks and greys like horses but rather in more dramatic colors. For instance, one unicorn character, Clip, is a blue stallion with red "socks," that is, ankles. In addition to their coloring, unicorns with socks can actually remove them. If humans don them, the socks cast the illusion that the human is in fact a unicorn of the sock color. Furthermore, unicorns in Phaze are shapeshifters; most can learn two other forms. If a unicorn learns to shift into a hawk, he can fly in that form; if a human, he can speak. Finally, unicorns in the series have hollow horns which they use as musical instruments. Each unicorn character described in the books has a distinct instrument. For instance, Clip's horn sounds like a saxophone, while his sister Neysa's horn makes harmonica sounds.

They also are resistant towards magic, generally only the most powerful magic users can actually affect them though if the caster is enclosed in a ring of unicorns it becomes extremely difficult (potentially requiring epic level) to cast. Also in human form they have a 'button horn' on their forehead where if it is covered they can't transform.

As to the musical ability I'm thinking along the lines of their horn counts as a masterwork instrument and they also get an inherent perform (wind) skill bonus that extends to their other forms. They also have they're own horn language that might translate to Sylvan well enough and one could argue in DnD terms that they could cast in this form. In regards to being shapeshifters the book seems to describe it as occurring instantaneously and from my recollection the two forms they can turn into almost always seems to be humanoid (2nd) and a flight capable creature (3rd). I would hope that the races combat skills would beable to scale through the levels so that it's viable to fight in unicorn form much less survivable in all forms. As to magical ability the horns do seem to have a sort of curing ability but thus far its been demonstrated rarely (once?) and only with diseases.

The Improved Monster Classes's Unicorn (http://www.giantitp.com/forums/showpost.php?p=9235441&postcount=86) might be a good reference.

edit: Sock clarification.

The shapechanger abilities aren't transfered with the socks, the socks only project an illusion that other wearers appear as a unicorn of similar color. As to whether or not the unicorn can still transform while not wearing the socks I'm not sure, they didn't try/say though as far as I know the only limitation is the horn being covered. I should note that its the hind leg socks that can be taken off and again it doesn't say but I think only the unicorn can allow the socks to be taken off of him/herself (ie unicorn's will that makes the 'socks' socks).

Caiphon
2011-07-24, 05:50 PM
R. 648

Hey guys, i need some help because my Dm challenged me to came back next session with an answer to a problem, so please help me :smallsmile:

I need some way (be it feats or spells) that let me achieve rebuking for a sorc/wizard. And also, if you create/point me to a source that allows rebuking undead, outsiders, magical beasts, plants, oozes, aberrations, vermin, fey, elementals, dragons, or constructs (not all in the same feat/spell) I will be glad to give you a cookie and a thank you very much!

Thanks you in advance!
Caiphon

Maho-Tsukai
2011-07-24, 06:19 PM
Something similar was done for the wizard for me in this very thread, actually...by ericgrau...


" H 629

ACF, unholy necromancer: Lose familiar. Gain command undead as a cleric of equal level. Cast each necromancy spell at the cleric level if clerics can cast it EDIT: Add cleric necromancy spells to your spell list, using the lower of the two spell levels if a spell is on both the wizard/sorcerer and cleric list. The following spells are 1 level higher: all conjurations except those with the [cold] descriptor and except phantom/soul spells (phantom steed, mordenkain's faithful hound, trap the soul), all transmutations that don't buff friendlies without transforming them (polymorph / iron body / etc. are still 1 level higher, haste is not 1 level higher, pyrotechnics is 1 level higher) and all evocations except those with the [cold] descriptor. Optional alignment rule: any non-good (neutral ok)."

You may want to use that.

Dr paradox
2011-07-29, 04:54 AM
R 651

Does anybody have rules for awarding XP based on social interaction on a standard scale in D&D? 4e, specifically.

Debihuman
2011-07-29, 07:00 AM
Guys, please make sure to NUMBER your requests. Go back and edit your posts if necessary. It's hard to comment and respond without it.

Edsaurus, your number should be R 648. .

This includes COMMENTARY about a posts too.

I refer you to the very first post in this thread.



Your Request Should Be Specific: When making a request, the more detail the better. This is not a thread for very general requests - for example "I need a magic item" or "I need a CR 2 monster" would be inappropriate requests. An appropriate request would be more along the lines of "I need a CR 2 monster, non-intelligent but not mindless, for a tomb-raiding adventure in a desert environment (Egyptian influence a plus!). The party has been fighting undead a lot so far, and I'm really looking for something that they would initially think is undead to catch them off-guard. Preferably, it should have some interesting signature ability so it's not just a 'stand there and hammer each other' fight."

The Homebrew Should Be Fairly Small in Scope: Requests should be for homebrew that could be easily contained in one post - asking for a whole new base class or magic system would be a bit too much for this thread. The concept here is really for DMs to request something they expect to use in short order and don't have the time to develop themselves.

Keep it Short: While some discussion of created items posted to this thread is fine, try to keep it short and sweet. If a discussion is picking up and is going beyond about 8-9 posts (not including the request post and the post presenting the finished product), please move it over to it's own dedicated thread.

Don't Post Something Completed Looking for Feedback: Don't post something you've already made and ask for feedback on it or help with completing it. Such creations should be put into their own threads as normal.

Linking Completed Items: If you've seen something on the boards (or elsewhere) that you think would fit the needs of the poster making the request, feel free to provide a link to it. Please don't repost them entirely to the thread, though. Posting copyrighted material without permission is of course prohibited. (Claiming someone else's work as your own will result in Infractions or other penalties.)

Numbering: In order to keep things clear and cut down on excessive quoting of requests, please number requests (R.1, R.2, etc.), homebrewed up responses (H.1, H.2, etc) and comments (C.1, C.2, etc.).

Thanks for keeping this thread so tidy for so long!

Debby

Milo v3
2011-07-29, 07:10 AM
R 649.
A creature called Amber Bee. A large Vermin with Extraplanar subtype. It should be bee themed in its abilities. I would also like it to have Mending at will and the abilitity to phase through wood as an earth elemental phases through earth. CR should be mid levels.

Debihuman
2011-07-29, 07:17 AM
C 649

What bee themes are you looking for? Otherwise you could just slap the Extraplanar subtype on a Giant Bee.

Debby

Milo v3
2011-07-29, 07:29 AM
A powerful poison, hive mind, magic honey, some plant themed abilities, etc. Things like that I guess. I think abilities like that would fit the flavour of the creature.
Also I wanted to make sure it had Wood Glide.
The reason I don't just want to add the Extraplanar subtype of giant bees is because it needs to be an average challenge for 4 level 8-10's.

Debihuman
2011-07-29, 08:37 AM
C 649.

I'm not sure how wood glide would work. Wood is usually found in piles separated from one another. Ditto for trees. If you go through a tree, you just come out the other side. Since they can fly, they don't need to go through wood or trees, they would just fly around them.

Hivemind with the queen makes sense.

Rather than straight vermin, these should probably be low-intelligence magical beasts from the Beastlands.

I'll see what I can do for you.

Debby

userpay
2011-07-29, 09:57 AM
Guys, please make sure to NUMBER your requests. Go back and edit your posts if necessary. It's hard to comment and respond without it.

Edsaurus, your number should be R 648. .

This includes COMMENTARY about a posts too.

I refer you to the very first post in this thread.



Thanks for keeping this thread so tidy for so long!

Debby

Sorry about that, added R650 to my request.

Milo v3
2011-07-29, 05:36 PM
C 649.

I'm not sure how wood glide would work. Wood is usually found in piles separated from one another. Ditto for trees. If you go through a tree, you just come out the other side. Since they can fly, they don't need to go through wood or trees, they would just fly around them.

Hivemind with the queen makes sense.

Rather than straight vermin, these should probably be low-intelligence magical beasts from the Beastlands.

I'll see what I can do for you.

Debby

C 649.

I think Wood Glide could work with plants and trees (Living or dead), and would be useful because there plane of origin is the Elemental Plane of Wood, were everything is made from trees and plants.
The Magical beasts makes sense, but what do you mean from the beastlands?

ericgrau
2011-07-29, 06:04 PM
C 649
I was thinking wood glide is useful because many town buildings are made of wood, mainly their walls and ceilings.

Debihuman
2011-07-29, 08:57 PM
C & H: 649

Except the bees can fly and have no need to wood glide since they fly passed any obstacles, trees, buildings etc. They can fly over building and could swoop down a chimney (as long as no fire was burning as bees traditionally hate smoke) or out a doorway or large window. Flying negates the need for wood glide.

You could just make a Wood Element Giant Bee but they probably wouldn't have magic honey. That would simply be adding the Elemental Wood Template to a Giant Bee (Manual of the Planes pg. 196). It also makes the creature a Plant. That didn't sound like what you wanted.

[Edit] the Elemental Plane of Wood would be hostile to anyone making buildings from the wood and there are few animals so it would be difficult to have a thriving culture there. And as I said earlier, most roofs would be thatched rather than wood. Using wood on that plane should be a risky endeavor.

Meanwhile here's my interpretation of the Amber Bee from the Elemental Plane of wood (not an elemental as that's what you wanted). Let me know what you think.


Amber Bee (Extraplanar)
Medium Magical Beast
Hit Dice: 7d10+7 (45 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (Good)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +7/+9
Attack: Sting +9 melee (1d6+3 plus poison)
Full Attack: Sting +9 melee (1d6+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., hive mind, immunity to poison, low-light vision, magical honey
Saves: Fort +6, Ref +9, Will +3
Abilities: Str 14, Dex 15, Con 12, Int 3, Wis 12, Cha 9
Skills: Spot+12, Survival +12*
Feats: Ability Focus (Poison), Flyby Attack, Lightning Reflexes
Environment: Elemental Plane of Wood, Warm Forests and Jungles
Organization: Solitary, buzz (2-5), or hive (11-20)
Challenge Rating: 6
Treasure: No coins; ¼ goods (honey only); no items
Alignment: Always Neutral Evil
Advancement: —
Level Adjustment: 8-9 HD (Large) [Queen only]

Amber bees are more powerful and more aggressive than their mundane and giant cousins. Like other bees, they are territorial and patrol areas far from their hive. While they are most commonly found on the Elemental Plane of Wood, their honey has gained notoriety among those that travel the many planes. Unfortunately, domesticating these creatures for profit has proved a constant failure.

The queen bee is an advanced bee with the following stats: Str 22, Dex 13, Con 16, Int 6, Wis 12, Cha 9 She also has a +2 size bonus to Armor Class.

Amber giant bees have a limited understanding of Common and cannot speak. Only the Queen can speak Common.

Hive Mind (Ex): All bees within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No bee in a group is considered flanked unless all of them are.

Magical Honey (Su): The silky smooth texture and deep golden color of the honey from these bees is known to be a restorative to anyone who eats it. Eating at least one serving (one ounce) of this honey acts as a potion of cure light wounds and heals 1d8+1 points of damage. However, substances that are poisonous, have no effect on these bees. If bees obtain their nectar from certain flowers, the resulting honey can be detrimental and acts as a potion of cause light wounds causing 1d8+1 points of damage instead. 10% of magical honey is detrimental.

Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Con. The save DC is Constitution-based and includes a +2 racial modifier. An amber bee that successfully stings another creature pulls away, leaving its stinger in the creature. Unlike other bees, the amber bee does not die. It takes 1d4 days for an amber bee to grow another stinger.

Skills: Amber bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

2 or 3 amber bees should be sufficient to challenge your party.

Debby

Milo v3
2011-07-29, 09:38 PM
C: 649

The Ability to pass through walls seems to be a good ability in my opinion. especially since ever building in there homeplane is made of wood.
Why would it be an Elemental? Salamanders aren't elementals.

Debihuman
2011-07-29, 10:17 PM
See H.649 above. Ninja'd. FYI, most walls and ceilings aren't just made of wood. A giant bee could easily go through a thatched roof. Most roofs would be thatched not wood. The walls might be wood but the roof would be too heavy if also made of wood and would likely collapse. The rafters would be wood but there is a lot of space between rafters.

C 650: Interesting. Unicorn with Shapechanger abilities that can be transferred via its magical socks. If the socks are on loan, can the unicorn still change shape?

Debby

userpay
2011-07-29, 10:42 PM
See H.649 above. Ninja'd. FYI, most walls and ceilings aren't just made of wood. A giant bee could easily go through a thatched roof. Most roofs would be thatched not wood. The walls might be wood but the roof would be too heavy if also made of wood and would likely collapse. The rafters would be wood but there is a lot of space between rafters.

C 650: Interesting. Unicorn with Shapechanger abilities that can be transferred via its magical socks. If the socks are on loan, can the unicorn still change shape?

Debby

The shapechanger abilities aren't transfered with the socks, the socks only project an illusion that other wearers appear as a unicorn of similar color. As to whether or not the unicorn can still transform while not wearing the socks I'm not sure, they didn't try/say though as far as I know the only limitation is the horn being covered. I should note that its the hind leg socks that can be taken off and again it doesn't say but I think only the unicorn can allow the socks to be taken off of him/herself (ie unicorn's will that makes the 'socks' socks).

Domriso
2011-08-01, 01:01 AM
Alright, so, I've got an idea for a really annoying monster to fight, pretty much a fun one-shot enemy. I would stat it up myself, but I'm a bit rusty on my skills, and I don't have the motivation to do so, but I don't want to forget about it, so I'll leave it up to my Playgrounders to make.

R. 654

TORRENTIAL PUPPETEER
"Ma'am, I just... I can't explain it. We know all the reports, and we were ready to fight the creatures, but... they weren't there. As soon as we started to get close enough to one to strike it, it would jump behind a pillar or corner and then disappear. We must have trudged through that downpour for an hour trying to find those shadow-creatures, but we didn't get a single one. My advice is, if you see a storm coming on, get inside. Otherwise you might not be here the next day."
~Alphonso, captain of the City Watch, commenting on his encounter with a torrential puppeteer

The torrential puppeteer is a strange beast, huge and ungainly, but rarely seen. This is because it has adopted one of the most common strategies amongst creatures: looking like something else.

The torrential puppeteer's true form looks something akin to a giant, floating cloud. However, it is usually a very dark blue, and it stands out against the sky, especially since they rarely follow the wind.

However, few torrential puppeteer's choose to be seen voluntarily. Instead, the torrential puppeteer uses the natural rainfall of an area as cover, floating amongst the clouds to hunt. Torrential puppeteers feed mostly on highly sugary materials, which they use to produce the gases in their bodies, but other materials such as meat (usually small animals, such as dogs and cats) and beans; basically anything which can keep it aloft.

Because the torrential puppeteer floats so high in the sky, it would seem they would find it difficult to reach the ground, which is very true. While they can control their buoyancy to a point, they cannot float too close to the ground. Instead, the torrential puppeteer possesses long, thin tendrils which can reach up to 300 feet in length. While not very strong, the torrential puppeteer can release electricity through them (another defensive feature, to appear more like a thunderstorm), killing their prey, at which point they produce a dissolving agent to quickly break down the material. From there, they simply suction the dissolved material up into the sky, using their tendrils like straws.

While the process is slow and tiresome, torrential puppeteers subtly alter the terrain of areas in which they hunt, changing wind routes to bring more rain. In times of great stress, a torrential puppeteer can actually call the rain itself, allowing itself to feed.

But, perhaps the most insidious of the torrential puppeteer's abilities, and that from which they gain their name, the torrential puppeteer can slightly alter the light within the shade of large rainstorms, making different shapes appear. In industrial areas, the torrential puppeteer has learned that humanoid shapes often draw others out (or scare them away), and this has become a common tactic. While they only infrequently assault humanoids directly, herding them away from their hunting grounds is a common occurrence.

As previously stated, torrential puppeteers eat almost anything which can produce the gas they need. While many foods (and objects) can work, many torrential puppeteers tend to develop "tastes" for certain things, which can be a problem in industrial areas. Torrential puppeteers who develop a taste for sugar can often decimate sugar cane plots, and woe be for the bee-farmers with a torrential puppeteer who likes honey. The rare torrential puppeteer who decides to eat primarily meat can become a menace for pets, or even to people.

It is possible for torrential puppeteers to simply siphon already produced gases off from other sources, such as from swamps and volcanoes, but this tends to produce a "high" in the torrential puppeteers. Torrential puppeteers intoxicated by these fumes often act in very strange ways, such as assaulting clouds, sending bolts of electricity in strange patterns, and attempting to make designs in fields. As can be imagined, this can be very dangerous, and so it is not a happy time to be caught around a drunk torrential puppeteer.

Torrential puppeteers reproduce through a strange form of cross-pollination. Because their populations are so low, and because they tend to form certain specific hunting grounds, the most usual form of breeding comes from young torrential puppeteers which are in the process of finding a hunting ground of their own. When they meet an already established torrential puppeteer, there is usually a non-violent confrontation, during which cross-pollination occurs.

From that point on, if either torrential puppeteer possesses enough food (which is usually only the already stationary torrential puppeteer), they begin to bud, growing several dozen smaller torrential puppeteers on their bodies. These grow steadily for 4 to 8 months (depending on the food supply), growing in size and filling with gas. After they reach about 3/4ths the normal size of a torrential puppeteer, they break off and float away, off to find their own home. It is unusual for all of the torrential puppeteers bred in this way to survive, which keeps them fairly rare.

In odd circumstances, it has been known for torrential puppeteers to become members of a community, being fed by the community in exchange for bringing regular rainfall. These torrential puppeteers are often the most intelligent and social of their lot, usually engaging in activities that are rare amongst other torrential puppeteers, such as art (via electrical displays, or using their dissolving agents to "sculpt"), music (they can produce slow, bellowing noises, much like bagpipes), and literature (though their stories are often simple, and usually written across giant fields). Because of their high sociability, they tend to breed more often than other torrential puppeteers, resulting in higher populations in these areas.

MECHANICS
Essentially, what I'm looking for is a large Aberration (probably Huge or maybe Gargantuan in size). They possess a rather nasty electric shock attack, deliverable through their tendrils, and a very weak acid attack, also deliverable through their tendrils. Because of their high height, I imagine they will be a somewhat annoying opponent to face, but I also imagine them to be a sort of encounter that pops up from time to time from the beginning of a campaign, only to be actually "fought" at higher levels, though this could be taken in other directions.

In addition to the attacks, the tendrils are strong, so a particularly talented, or foolhardy, player could choose to climb them. They can support up to 500 pounds of weight, though the torrential puppeteer doesn't like to be climbed, and will likely attempt to be rid of them.

Obviously their ability to make vague shapes in the rain is something special. Due to their nature, I imagine they can make these shapes at rather far distances, using them to lead their prey or competitors away.

Other than that, the only real ability I can think of is some way to make severe weather storms once a week.

Some things to note: torrential puppeteers are sentient, but only just, probably 4 or 5 Intelligence. They can move fast, probably 100+ feet per round, even if they are often lazy and just loft about. I'm not sure if I have anything off the top of my head.

And, since I'm dumb, I forgot to throw this in there, I'm looking for D&D 3.5/Pathfinder, whatever's easier for people.

Qwertystop
2011-08-01, 07:40 AM
C. 650:
Awesome!

Maho-Tsukai
2011-08-01, 10:35 AM
R 651

I am not sure if I can request 4e homebrew but if I can I would like somebody to take a stab at making powers for the wizard class that have the necromancy keyword that would allow one to use necromancy as their primary school with the mage build and not totally suck for taking powers with the necromancy keyword. I would like powers that deal with summoning undead minion(s) alla servitude in death and shackles of the grave, as well as better control options...would somebody be willing to make such powers for me?

Xzoltar
2011-08-01, 01:14 PM
R652: Incarnum Vampire Tamplate

For a Major Vampire-like NPC I need something with more Incarnum feel than the basic vampire. There's already the Incarnum Wraith and Incarnum Zombie that the NPC will have as defender of the Incarnum Crypt.

So what im looking is a Creature of the Night that use Incarnum (so is basic abilities need to be able to get boosted via Essentia allocation), some power may have to be taken as feat or salient abilities, but the core is to have a Vampire that use Incarnum. The Vampire Weakness are optional as they dont have been showed in game, so any other weakness or none is fine too.

userpay
2011-08-01, 01:35 PM
Alright, so, I've got an idea for a really annoying monster to fight, pretty much a fun one-shot enemy. I would stat it up myself, but I'm a bit rusty on my skills, and I don't have the motivation to do so, but I don't want to forget about it, so I'll leave it up to my Playgrounders to make.

R. 650

TORRENTIAL PUPPETEER


C. 650:
Awesome!

Um... are you guys sure you've got the number right? Mine is 650 and its a unicorn request...

Domriso
2011-08-01, 02:00 PM
Oh, crap, did I number mine wrong? I just went back and found the last request entry I had seen and put that as the number. Sorry 'bout that; I'll go and change mine then. So, I'm 651, Maho-Tsukai's is 652, and Xzoltar's is 653?

Kellus
2011-08-01, 02:19 PM
R652: Incarnum Vampire Tamplate

For a Major Vampire-like NPC I need something with more Incarnum feel than the basic vampire. There's already the Incarnum Wraith and Incarnum Zombie that the NPC will have as defender of the Incarnum Crypt.

So what im looking is a Creature of the Night that use Incarnum (so is basic abilities need to be able to get boosted via Essentia allocation), some power may have to be taken as feat or salient abilities, but the core is to have a Vampire that use Incarnum. The Vampire Weakness are optional as they dont have been showed in game, so any other weakness or none is fine too.

H. 652

This is something along the same lines which can be applied to anyone, not just a vampire. It's basically an Incarnum PrC that turns people into vampires. As an added benefit, this means you can present the NPC at several different levels of advancement if he's a recurring villain.

The Sanguine Souldrinker (http://www.giantitp.com/forums/showpost.php?p=4538886&postcount=5)

userpay
2011-08-01, 02:21 PM
Oh, crap, did I number mine wrong? I just went back and found the last request entry I had seen and put that as the number. Sorry 'bout that; I'll go and change mine then. So, I'm 651, Maho-Tsukai's is 652, and Xzoltar's is 653?

I think you'd be 654 actually. All I've had on mine is a comment though.
edit: er well ya you might be 651 since yours was before... bah little sleep makes brain work funny.
editedit: I don't know, a few requests have been made between yours going up so not sure if everyone else should change their numbers or if you should just go to the end since their done in no particular order as far as I can tell.

Domriso
2011-08-01, 09:02 PM
Okay, I bumped mine to 654. I think that should make everything hunky-dory.

dspeyer
2011-08-02, 12:56 AM
@dspeyer

Please, do fill out the other schools if you can. I may not want to use them, but I have players who would and I may also(occasionally) use enchantment(though I am more partial to necro.)

Let's see what I've got:


Specialist Archivist
Like wizards, archivists can specialize in a particular school at the cost of two other schools (though divination is not special for archivists). Unlike wizards, they do not get extra spells-per-day for this. Instead, they gain special abilities related to the school according to this table:



Abjuration Cast all abjurations at 5 above your caster level
Conjuration Choose one: All creatures you call or summon are telepathically bonded to you allowing you to use their senses and give precise instruction regardless of language OR you may prepare spells with the healing descriptor over already-prepared spells by studying your prayerbook for a full round per spell
Divination Your divination spells never fail or backlash by chance (though they are effected by interference or saves normally).
Enchantment You can peer into any living creature's soul, discovering its most fundamental desires and what acts are in accordance with or contrary to its nature. Anything which blocks the detect alignment spells also blocks this ability.
Evocation Whenever you deal damage to an enemy, regardless of how, you deal an extra 25%
Illusion Anyone attempting to penetrate your illusions with a divination spell (e.g. true seeing) must exceed your caster level check or silently fail.
Necromancy Rebuke undead like a evil cleric of your archivist level (regardless of your own alignment)
Transmutation You may cast spells with range:personal as range:touch using a slot two higher than normal. This is not metamagic and cannot be reduced.



Some of these are kind of meh, but I don't think more time is going to help.

userpay
2011-08-02, 01:03 AM
*facepalms* Regarding my request R650 (http://www.giantitp.com/forums/showpost.php?p=11487427&postcount=1331) I just realized I didn't specify which system I was hoping for it to be in, which would be DnD 3.5.

Hazzardevil
2011-08-02, 02:20 PM
R655?
I would like a replacemet for that overpowered monstrousity class feature from Ruby Knight Windicter, specifically that one that lets you convert turn undead to a swift action. I would like something a bit more evil or necromancy themed really, although I would still like it to consume turn attempts.

ZardozSpeaks
2011-08-11, 04:04 PM
R 651
I'm looking for a monster, homebrew, official, 3rd party whatever. The monster is some kind of stationary abberation that spawns small worm/leech monsters. The Monster should be huge or bigger, have little offensive capibility, but perhaps a few defense options aside from spawning. The monster should be CR 3-6.

Alternatively, if anyone has a small vermin, HD2 or less to use for the worms, and I can stat up the mother. Is there an official dire worm or dire leech? I found the Dire Maggot in Lords of Madness, its a bit bigger and stronger than what I'm looking for. The spawn should be less than cr 1 so I can spawn alot of them.

The monster will be faced by 3 pcs, all lvl 4. 2 wizards and a Chaos Monk, in general they're pretty strong.

userpay
2011-08-11, 04:55 PM
R 651
I'm looking for a monster, homebrew, official, 3rd party whatever. The monster is some kind of stationary abberation that spawns small worm/leech monsters. The Monster should be huge or bigger, have little offensive capibility, but perhaps a few defense options aside from spawning. The monster should be CR 3-6.

Alternatively, if anyone has a small vermin, HD2 or less to use for the worms, and I can stat up the mother. Is there an official dire worm or dire leech? I found the Dire Maggot in Lords of Madness, its a bit bigger and stronger than what I'm looking for. The spawn should be less than cr 1 so I can spawn alot of them.

The monster will be faced by 3 pcs, all lvl 4. 2 wizards and a Chaos Monk, in general they're pretty strong.

Wrong number, you should be 656 I believe.

TravelLog
2011-08-11, 05:52 PM
R 657 and 658

I'm looking for two homebrews.

The first is for a base class based around the idea of "Learning through Consumption". Basically, I'd like to play a class that starts off as something of a bard/rogue that uses Shadow Magic to absorb knowledge/power/skills/spells etc. from defeating opponents (maybe through application of a specific technique) and then either keeps those abilities or converts them into something else that improves the class. For example, maybe by killing a powerful druid character, it gains a watered-down version of the Wild Shape power (maybe it gains a nature ability or a single transformation from a weaker druid kill) or gains a Psionic power from killing a Psion (maybe something better from killing an Illithid). Basically, the stronger the foe, the better the gain. If possible, also recommend a race/build options, but if that is hoping for too much, then don't worry about it.

The second homebrew is for a class for a character I'd like to model after Jarlaxle Baenre from R.A. Salvatore's Forgotten Realms novels. Go nuts with this one and have fun.

Ragingsystem
2011-08-17, 07:27 AM
R.659
I'm requesting a new race for 3.5.

The fluff behind the race is that they are suits of armor that have literally come to life due to the emotions of the previous owners.

A major thing about them is they have to be metal armor, They get an AC bonus = to that armors normal ac bonus, and they have to be enchantable like normal armor.

Mind you they aren't possessed by the previous owner they are just alive due to their emotions or will power.

I would prefer LA 0 but +1 or 2 is acceptable and kind of encouraged if you want to make it more powerful.

Debihuman
2011-08-17, 08:44 AM
C 651 for neilthrun You should check out the leech swarm over at WotC's archives. However, I'm reposting for your behalf in spoiler below. It has 2 HD.


Leech Swarm
Diminutive Vermin (Aquatic, Swarm)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 5 ft. (1 square), swim 5 ft.
Armor Class: 14 (+4 size), touch 14, flat-footed 14
Base Attack/Grapple: +1/--
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Special Attacks: Anesthetic, blood drain, disease, distraction, lingering leeches
Special Qualities: Darkvision 60 ft., hide in plain sight, immune to weapon damage, salt vulnerability, swarm traits, vermin traits
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 1, Dex 10, Con 12, Int --, Wis 10, Cha 2
Skills: Hide +12*{0 ranks, +12 size}, Move Silently +2*, Swim +10
Feats: --
Environment: Temperate or tropical marshes or freshwater
Organization: Solitary, infestation (2-5 swarms), or epidemic (6-15 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: --

A squelching mass of tiny black slug-like horrors engulfs everything it touches, quivering and slithering over every exposed surface.

Leech swarms typically lie quiescent in stagnant pools, waiting for prey to come to them. While they are capable of surviving out of water, they will rarely stray more than 5 feet from the water's edge (though some leeches will cling to creatures after they leave the water).

Combat

A leech swarm will move slowly toward any creatures in the water and attach to them, using their anesthetic to remain unnoticed so that they may drain as much blood as they desire before dropping off and returning, engorged with blood, to the water.

Anesthetic (Ex): Unlike other swarms, a leech swarm is not distracting to creatures within it (until they notice the leeches; see below), and in fact often goes unnoticed until it is too late. The victim of a leech swarm's attack must make a DC 15 Survival check to notice the swarm's attack, and a DC 15 Search check will reveal the leeches crawling into and under a person's garments or armor and attached to their skin. This Search check is made with a +1 bonus per point of Constitution drained by the leech swarm, as the leeches become engorged with blood and easier to find.

Blood Drain (Ex): In any round in which it begins its turn with a living creature in its space, a leech swarm will drain blood, dealing 1d3 points of Constitution damage. Once the swarm has inflicted 4 or more points of Constitution damage to that target, the leeches detach and become quiescent again until they have digested their feast (requiring one hour). This has no effect on blood drained from other creatures; a leech swarm may drain blood equal to 6 points of Constitution from each creature within its space. Creatures leaving the swarm after the leeches have dropped off must still contend with lingering leeches.

Creatures with a natural armor bonus of +5 or better are immune to the blood drain attack of a leech swarm and are not subject to lingering leeches, but still suffer normal damage and a risk of disease from contact with a leech swarm.

Disease (Ex): Red ache -- swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Note that unlike other swarms, a leech swarm's distraction ability comes into play only after the leeches have been noticed. While the anesthetic effect remains in place, creatures are not distracted by a leech swarm.

Hide in Plain Sight (Ex): A submerged leech swarm can hide anytime it is submerged in murky or weedy water, even while being observed.

Lingering Leeches (Ex): If a leech swarm has successfully drained blood from a creature, many of the leeches from the swarm will remain attached even after the creature has left the swarm behind. These leeches will continue to inflict 1 point of damage and drain blood for 1 point of Constitution each round for 1d4 rounds after the creature leaves the swarm. This blood drain does not count against the swarm's maximum drain. The anesthetic ability described above also applies to noticing and finding these lingering leeches. The lingering leeches can be attacked as a leech swarm, and any attack that inflicts even 1 hit point of damage will cause them to drop off (though this does not count against the hit points of the leech swarm from which they came).

Salt Vulnerability (Ex): A leech swarm suffers damage from contact with salt. A pound of salt is as effective against a leech swarm as a flask of alchemist's fire. A handful of salt tossed upon a leech swarm inflicts 1d3 points of damage. The leech swarm or one or more of its victims must be at least partially out of the water to be attacked with salt; salt is ineffective against a leech swarm if it is completely submerged.

Skills: A leech swarm has a +2 bonus on Move Silently checks. A leech swarm has a +4 bonus on Hide and Move Silently checks in water.
A leech swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks.

A leech swarm has a +10 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Debby

Noxsis
2011-08-17, 10:52 AM
r.660 can i request a psycopomp sorcerer bloodline for pathfinder please and thank you

ScIaDrd
2011-08-17, 03:29 PM
R.633: I would request a reworking of the Fleshwarper prestige class, with more focus on outsiders or other types of creatures instead of aberrations. Thanks in advance.

C/H 663 While I don´t have LoM, and the WotC online excerpt I found lists only the Fleshwarper table but not the actual class features (I mean...seriously? What a derp.:smallsigh:) I actually can´t homebrew anything for you, but I think this (http://www.giantitp.com/forums/showthread.php?t=205119&highlight=Xenoalchemist) might be quite helpful to you.
Sorry if it turns out to be no help at all.:smallredface:

Garryl
2011-08-17, 06:00 PM
R.659
I'm requesting a new race for 3.5.

The fluff behind the race is that they are suits of armor that have literally come to life due to the emotions of the previous owners.

A major thing about them is they have to be metal armor, They get an AC bonus = to that armors normal ac bonus, and they have to be enchantable like normal armor.

Mind you they aren't possessed by the previous owner they are just alive due to their emotions or will power.

I would prefer LA 0 but +1 or 2 is acceptable and kind of encouraged if you want to make it more powerful.



H 659

How does this look?



Soul Shell

When a warrior fights in battle for a long time, his armor, the shell that protects him from the vicious blows of his enemies, is sometimes said the be as much a part of him as his very soul. Sometimes, when the warrior moves on, he leaves a bit of his soul behind.
• -2 Charisma - Existing as part of and as a tool of another for so long, rather than coming into being as an entity of their own, subdues the personalities of Soul Shells.
• Medium size.
• 30 foot base land speed - Soul Shells of medium or heavier armor may still be slowed, however.
• Construct type with the Living Construct and Incarnum subtypes - Soul Shells gain life through their previous wearers' souls infusing them over time.
• Armor Body: Soul Shells are suits of armor infused with life. Each Soul Shell is made from a suit of armor, combined with the various accoutrements often worn with them (such as the padding beneath most metal armors, greaves, gauntlets, and so forth). A Soul Shell can be any normal, non-magical, masterwork suit of armor that is normally made of metal. Soul Shells of armor that does not cover the entire body include padded, leather, or chainmail leggings, boots, gloves, and helmets sufficient to create a humanoid form. They are always considered to be wearing the armor that is their body. A Soul Shell's body can be enhanced and improved as normal for masterwork armor. Soul Shells are not automatically proficient with their bodies, but they only suffer half the normal non-proficiency penalties (rounded down) if they aren't. The weight of a Soul Shell's armor body does not count towards its encumbrance.
• Hardness: While they are living beings, and thus more easily harmed, Soul Shells still maintain some of the resilience of objects. Soul Shells have hardness 1, which reduces the damage they suffer from all sources by 1 point.
• Past Impressions: Some of a Soul Shell's previous user wears off on them, influencing their abilities. A Soul Shell gains one of the following, chosen at 1st level:

Warrior: A Soul Shell previously used by warriors gains a bonus feat from the Fighter feat list, and treats Fighter as a favored class.
Arcanist: A Soul Shell previously used by arcane spellcasters has its body's Arcane Spell Failure reduced by 10% (minimum 0), and treats Duskblade as a favored class.
Faithful: A Soul Shell previously used by divine spellcasters gains the granted power of a single domain chosen at 1st level, and treats Cleric as a favored class. It gains the benefits as a Cleric of half its character level (minimum 1), or of its effective Cleric level, whichever is greater. The Soul Shell gains no other benefits of the domain.
Sneak: A Soul Shell previously used by stealthy and skillful wearers has its body's Armor Check Penalty reduced by 3 (to a minimum of -0), and its Max Dex Bonus increased by 2, and treats Ranger as a favored class.
Psionic: A Soul Shell previously used by manifesters gains Hidden Talent as a bonus feat, and treats Psychic Warrior as a favored class.
Soulbound: A Soul Shell previously used by Binders gains its choice of Bind Vestige or any feat that requires Soul Binding as a bonus feat, and treats Binder as a favored class.
Incarnate: A Soul Shell previously used by meldshapers gains a single Incarnum feat as a bonus feat, and treats Soulborn as a favored class. Additionally, the Soul Shell's body does not interfere with its ability to bind soulmelds to its Soul chakra, should it have access to it.
Sublime: A Soul Shell previously used by a student of the Sublime Way gains Martial Study as a bonus feat, gains a +2 bonus to its initiator level (to a maximum of its character level), and treats Crusader as a favored class.
• Favored Class: See Past Impressions.
• Level Adjustment: +0

As a result of the Living Construct subtype, Soul Shells also have the following traits:
• Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
• Unlike other constructs, a living construct does not have low-light vision or darkvision.
• Unlike other constructs, a living construct is not immune to mind-influencing effects.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
• A living construct cannot heal damage naturally.
• Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
• Unlike other constructs, a living construct can use the run action.
• Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
• A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
• Can be raised or resurrected.
• Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
• Does not need to sleep, but must rest for 8 hours before preparing spells.

Soul Shells weigh roughly 100 lb. plus twice the weight of the armor they are made from. They have no maximum age.


Feats

Special Material Body [Racial]
Prerequisites: Soul Shell
Benefits: Choose a single material from the following list. Your body is considered to be made from that material instead of its normal material. You may choose one of the following materials: adamantine, cold iron, darkwood, dragonhide, mithral, or wildwood (RotW). At the DM's discretion, other materials may be available.
Special: This feat can only be taken at 1st level during character creation.

Exquisite Construction [Racial]
Prerequisites: Soul Shell
Benefits: Choose a single armor template from those provided in DMG2. Your body is considered to have been made with that template. At the DM's discretion, other templates may be available.
Special: This feat can only be taken at 1st level during character creation.

flabort
2011-08-17, 09:58 PM
R 661?
One can have specialist wizards, what with picking one school to focus in and two to drop, but sorcerers have none of it.
I want a Specialist Sorcerer (variant, so you're not making a base class), just a generic way of gaining a benefit from specializing in one school (stuff like extra spells known & /day in that school, but reduced spells/day? Or something?).
It should be compatible with the replaced familiar feature from UA (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm), at least, although the other two I don't mind, yet*.

*R 662?
As a follow up to the last one, for each school, make a variant that replaces something the Specialized Sorcerer gets for specializing that the Wizard doesn't.
Actually, I notice that there's a wizard one that replaces bonus spells/day from specialization, and the sorcerer will likely get those too. But the wizard specialists generally get to "lose" prepared spells to spontaneously cast some, which is something that is pointless on the sorcerer. So make the sorcerer's equivalent ability.

Ragingsystem
2011-08-18, 03:45 AM
H 659

How does this look?



Soul Shell

When a warrior fights in battle for a long time, his armor, the shell that protects him from the vicious blows of his enemies, is sometimes said the be as much a part of him as his very soul. Sometimes, when the warrior moves on, he leaves a bit of his soul behind.
• -2 Charisma - Existing as part of and as a tool of another for so long, rather than coming into being as an entity of their own, subdues the personalities of Soul Shells.
• Medium size.
• 30 foot base land speed - Soul Shells of medium or heavier armor may still be slowed, however.
• Construct type with the Living Construct and Incarnum subtypes - Soul Shells gain life through their previous wearers' souls infusing them over time.
• Armor Body: Soul Shells are suits of armor infused with life. Each Soul Shell is made from a suit of armor, combined with the various accoutrements often worn with them (such as the padding beneath most metal armors, greaves, gauntlets, and so forth). A Soul Shell can be any normal, non-magical, masterwork suit of armor that is normally made of metal. Soul Shells of armor that does not cover the entire body include padded, leather, or chainmail leggings, boots, gloves, and helmets sufficient to create a humanoid form. They are always considered to be wearing the armor that is their body. A Soul Shell's body can be enhanced and improved as normal for masterwork armor. Soul Shells are not automatically proficient with their bodies, but they only suffer half the normal non-proficiency penalties (rounded down) if they aren't. The weight of a Soul Shell's armor body does not count towards its encumbrance.
• Hardness: While they are living beings, and thus more easily harmed, Soul Shells still maintain some of the resilience of objects. Soul Shells have hardness 1, which reduces the damage they suffer from all sources by 1 point.
• Past Impressions: Some of a Soul Shell's previous user wears off on them, influencing their abilities. A Soul Shell gains one of the following, chosen at 1st level:

Warrior: A Soul Shell previously used by warriors gains a bonus feat from the Fighter feat list, and treats Fighter as a favored class.
Arcanist: A Soul Shell previously used by arcane spellcasters has its body's Arcane Spell Failure reduced by 10% (minimum 0), and treats Duskblade as a favored class.
Faithful: A Soul Shell previously used by divine spellcasters gains the granted power of a single domain chosen at 1st level, and treats Cleric as a favored class. It gains the benefits as a Cleric of half its character level (minimum 1), or of its effective Cleric level, whichever is greater. The Soul Shell gains no other benefits of the domain.
Sneak: A Soul Shell previously used by stealthy and skillful wearers has its body's Armor Check Penalty reduced by 3 (to a minimum of -0), and its Max Dex Bonus increased by 2, and treats Ranger as a favored class.
Psionic: A Soul Shell previously used by manifesters gains Hidden Talent as a bonus feat, and treats Psychic Warrior as a favored class.
Soulbound: A Soul Shell previously used by Binders gains its choice of Bind Vestige or any feat that requires Soul Binding as a bonus feat, and treats Binder as a favored class.
Incarnate: A Soul Shell previously used by meldshapers gains a single Incarnum feat as a bonus feat, and treats Soulborn as a favored class. Additionally, the Soul Shell's body does not interfere with its ability to bind soulmelds to its Soul chakra, should it have access to it.
Sublime: A Soul Shell previously used by a student of the Sublime Way gains Martial Study as a bonus feat, gains a +2 bonus to its initiator level (to a maximum of its character level), and treats Crusader as a favored class.
• Favored Class: See Past Impressions.
• Level Adjustment: +0

As a result of the Living Construct subtype, Soul Shells also have the following traits:
• Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
• Unlike other constructs, a living construct does not have low-light vision or darkvision.
• Unlike other constructs, a living construct is not immune to mind-influencing effects.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
• A living construct cannot heal damage naturally.
• Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
• Unlike other constructs, a living construct can use the run action.
• Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
• A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
• Can be raised or resurrected.
• Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
• Does not need to sleep, but must rest for 8 hours before preparing spells.

Soul Shells weigh roughly 100 lb. plus twice the weight of the armor they are made from. They have no maximum age.


Feats

Special Material Body [Racial]
Prerequisites: Soul Shell
Benefits: Choose a single material from the following list. Your body is considered to be made from that material instead of its normal material. You may choose one of the following materials: adamantine, cold iron, darkwood, dragonhide, mithral, or wildwood (RotW). At the DM's discretion, other materials may be available.
Special: This feat can only be taken at 1st level during character creation.

Exquisite Construction [Racial]
Prerequisites: Soul Shell
Benefits: Choose a single armor template from those provided in DMG2. Your body is considered to have been made with that template. At the DM's discretion, other templates may be available.
Special: This feat can only be taken at 1st level during character creation.


C.659

That is perfect! Thank you very much!

Kellus
2011-08-18, 11:30 AM
R 661?
One can have specialist wizards, what with picking one school to focus in and two to drop, but sorcerers have none of it.
I want a Specialist Sorcerer (variant, so you're not making a base class), just a generic way of gaining a benefit from specializing in one school (stuff like extra spells known & /day in that school, but reduced spells/day? Or something?).
It should be compatible with the replaced familiar feature from UA (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm), at least, although the other two I don't mind, yet*.

*R 662?
As a follow up to the last one, for each school, make a variant that replaces something the Specialized Sorcerer gets for specializing that the Wizard doesn't.
Actually, I notice that there's a wizard one that replaces bonus spells/day from specialization, and the sorcerer will likely get those too. But the wizard specialists generally get to "lose" prepared spells to spontaneously cast some, which is something that is pointless on the sorcerer. So make the sorcerer's equivalent ability.

H. 661/662?

Not really clear on what you want differently between those two requests, but if you want a decent and clever specialist sorcerer I direct you to ChumpLump's marveled sorcerer (http://www.giantitp.com/forums/showpost.php?p=3456364&postcount=10).

Noxsis
2011-08-18, 01:01 PM
for some reason i seem to ignored no matter what i request so heres a new one that i hope someone will actually make

R.663 a tiefling/assimir like race for the psycopomps type outsiders from the pathfinder carrion crown adventure path. parts 5 and 6 list two each

i would still like someone to do R.660 though

Fitz10019
2011-08-18, 01:39 PM
R 664 3.5e

I would like a variant on the Clay Golem (MM1). While standing on a natural source of clay, I want it to throw lumps of clay that stick to PCs, doing minor damage but adding to their encumbrance (say, 10 lbs?) unless removed. One round later the lump slides down to a leg joint and solidifies into a golem hand grappling to immobilize that limb. To keep the Clay Golem as a CR 10, what DCs and mechanics should this attack have, and what standard Clay Golem abilities should be scaled down? The golem-ness is not as necessary as the clay-ness, but it is a creature set there to guard a source of magical clay.

flabort
2011-08-18, 02:42 PM
H. 661/662?

Not really clear on what you want differently between those two requests, but if you want a decent and clever specialist sorcerer I direct you to ChumpLump's marveled sorcerer (http://www.giantitp.com/forums/showpost.php?p=3456364&postcount=10).

C 661
Thanks!
I had the sneaking suspicion someone had already done that.

C 662
So both a Specialist Evoker and Marveled Evoker can give up their familiar to gain a bonus on spells of an energy type, as per Energy Affinity (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#energyAffinity). But only a specialist evoker can take energy substitution or Overcome Resistance. So for each school, I need a similar variant that Marvels can take, but not Specialists.

Edit: spellcheck.

super dark33
2011-08-19, 03:42 PM
R 665. i request a mook monster, to be a flyig eye the fires beams at enemies.
CR planned: 2

R 666. i would like to have the guardien of hell from Doom 3.

Cipher Stars
2011-08-19, 04:16 PM
:smallsigh: 666, there goes my favorite number.

R:667

I want some more Tags (http://www.giantitp.com/forums/showthread.php?t=211341).

Namely: Baleful Polymorph, Animate Dead, Create Undead, and Raise Dead. Summoning tags would be great as well, thanks.
Otherwise there are already a good selection..

Karoht
2011-08-19, 04:18 PM
R: 668
Wedgie spell, or curse effect.

Wedgie, Super Wedgie, Atomic Wedgie.

TravelLog
2011-08-19, 04:27 PM
R 657 and 658

I'm looking for two homebrews.

The first is for a base class based around the idea of "Learning through Consumption". Basically, I'd like to play a class that starts off as something of a bard/rogue that uses Shadow Magic to absorb knowledge/power/skills/spells etc. from defeating opponents (maybe through application of a specific technique) and then either keeps those abilities or converts them into something else that improves the class. For example, maybe by killing a powerful druid character, it gains a watered-down version of the Wild Shape power (maybe it gains a nature ability or a single transformation from a weaker druid kill) or gains a Psionic power from killing a Psion (maybe something better from killing an Illithid). Basically, the stronger the foe, the better the gain. If possible, also recommend a race/build options, but if that is hoping for too much, then don't worry about it.

The second homebrew is for a class for a character I'd like to model after Jarlaxle Baenre from R.A. Salvatore's Forgotten Realms novels. Go nuts with this one and have fun.

Reposting since it seems to have been skipped

Kellus
2011-08-19, 04:31 PM
Reposting since it seems to have been skipped

H 657

Off the top of my head you might be able to adapt the connoisseur (http://www.giantitp.com/forums/showthread.php?t=93577) into something like you're looking for by giving it some shadow flavour and replace some things with a shadowcasting progression. Actually, I'll see what I can do later tonight, since I like the idea.

ScIaDrd
2011-08-22, 09:38 AM
r.660 can i request a psycopomp sorcerer bloodline for pathfinder please and thank you
Calling dibs on this, if I may. Shoulbe be to done today evenig or tomorrow.
My deepest apologies for being so extremly late but here goes:
Last guide bloodline
Those with sorcerer powers come from all walks of life, but you follow that last one.
Just as body is caried to it´s final rest and a a soul walka to it´s final destiny, you giude those dead who´had lost their way. The guides of spirits ,psychpomps are of your kind.
Nobody really knows how that happened but maybe your mother was touched by ghost or the experience of seeing a loved one die altered you so thoroughly even your blood carries the experience.
Since thwn ´re youre driven to destroy the undead wherever you find them and ensure that the souls of the dead pass on to the other side peceafuly.

Class sklil: Knowledge (Religion)

Bonus spells: Early judgment ( 3rd), Ghostbane dirge (5th), Symbol of healing (7th), Death ward (9th), Pillar of life (11th), undeath to death (13th), Repulsion (15th), Sunburst (17th), Astral projection (19th).

Bonus feats: Arcane strike, Abillity Focus (Soul´s rest), Combat casting, Great Fortitude, Ectoplasmic spell, Iron Will, Improved spirit sense Skill focus: Knowledge (Religion),

Bloodline arcana: You get a +1 to spell save DCs whenever targeting undead.

Bloodline powers: As your power grows, your connection to the psychopomps deepens, and you can draw upon it´s magic to protect peasants from the dead horrors.

Spirit sense (Su) At 1st level the sorcer can perceive, locate and tell apart living and undead creatures as with the blindsight abllity, just like a psychpomp can.


Spurnig void´s grasp (Ex) At 3rd level you gain cold resistence 5 and a +2 bonus to Fortitude saving throws against negative energy and death effects. At 9th level these bonuses improve to cold resistence 10 and a +4 bonus to saving throws.


Soul´s rest (Sp) At 9th level you can take a standard action to emit spirtual energy in a 20- foot burst centered on you (+5 ft per every two additional Sorcerer levels) that forces all incorporeal undead in the affected area to make a Will save against DC (10 + ½ Sorcerer level + caster´s Cha modifier) or be immediately transported into the Boneyard for judgement. You can use this power a number of times per day equal to 3+ (your Charisma modifier).


Walking with spirits (Su) At 15h level you can take a standard action to become ethereal amd insubstantial, along with your equpment as though using the spell ethereal jaunt for a number of rounds equal to half your Sorcerer level rounded up + (your Charisma modifier) per day. These rounds need not be consecutive and may be split between uses as desired.

Addtionaly, while using this power you gain a +2 bonus to any of the following skills when you´re interacting with ghosts or spirits.
The eligible skills are: Bluff, Diplomacy, Intimidate, and Sense motive.


Keeper of the treshold (Su) At 20th level you realize the full potential of your connection to the psychpomps. You gain resistence to electricity 10 and your cold resistence increases to 15. Addtitionaly, (Cha mod) times per day you can take a standard action to imbue the weapons in the hands of yourself and allies adjecent to you with a ghost touch effect. These affcted get a bonus equal to your (cha mod) to attack and wepon damage rolls against undead. Both of these effects last (Cha mod) rounds.

Improved spirit sense
Your natural insight into the supernatural world deepens.
Prerequisites: Spirit sense abillity.
Benefits: The range of your sprit sense abillty increases by 30 feet.
Special: You can select this feat multiple times. It´s effects stack.


I´m having this vague feeling it´s way too defensive/support oriented, and have a feeling the level 15 and 20 ablities might be owerpowered or simply off.( Maybe a +4 bonus on Walking with spirts there instead?) I´m sorta proud of the idea I had for the capstone there, though.
Also, those Cleric spells on an arcane list are giving me weird vibes.
But anyway it´s my first Pathfinder hombrew ever so please PEACH. It really needs it.

heavyfishcannon
2011-08-22, 10:30 AM
R 658 & R 659
R 658
Could someone do stats for a band of CR 5 monsters for pathfinder? They would have control over fire (Mental control) And they can take off/ reattach each other's body parts. basically, these guys (http://www.youtube.com/watch?v=kiUt5HuW3xc)

R659
Could someone also stat out level 20 nuckalavee? (http://www.bogleech.com/nuckelavee.html)

I intend to use it as the endboss for a heavily Scottish influenced campaign I plan on running. (I will make a thread for it soon.)

Sir_Chivalry
2011-08-23, 11:23 PM
R660

Could someone either homebrew or point me in the direction of a feat similar to Swift Hunter, but for monk/warlock mix? Preferably one that advances eldritch blast and unarmed damage at least, preferably with some other thing advanced.

Delegreg
2011-08-24, 04:43 AM
Reposting as a last chance :

Q642 (http://www.giantitp.com/forums/showpost.php?p=11392954&postcount=1297) and C642 (http://www.giantitp.com/forums/showpost.php?p=11399498&postcount=1299)

Pretty please ?

SoliaTera
2011-08-24, 10:30 AM
R672
A feat(in the form of a poision sac the user swallowed as the focus) that also the user to disgusted poison and use them as breath weapons(rather they be contact, Injury ect). I would like for it to produce its own special poision and for it to increase with leveling(raises either damage or dc). oh also for it to grant a spell list similar to mother cyst feat which improves poision dc saves, has some dam dealing and includes cloud kill Please and thank you

Garryl
2011-08-24, 01:21 PM
R660

Could someone either homebrew or point me in the direction of a feat similar to Swift Hunter, but for monk/warlock mix? Preferably one that advances eldritch blast and unarmed damage at least, preferably with some other thing advanced.

H660

Ascetic Supplicant
Prerequisites: Eldritch Blast 2d6, Improved Unarmed Strike
Benefits: Your Monk and Warlock levels (if any) stack to determine the damage you deal with unarmed strikes, your Eldritch Blast damage, and your caster level for your invocations. You may use your Wisdom modifier in place of your Charisma modifier to determine the save DCs of your Warlock invocations. In addition, you may apply Eldritch Essences to your unarmed strikes as though they were Eldritch Blasts. This does not apply to Blast Shapes or other abilities that specifically modify your Eldritch Blasts.

flabort
2011-08-24, 04:21 PM
R661

C 672 Something's wrong.
My request a page or two back was 662.
In fact, the thread was up to 668, then someone got confused, and the rest of us did.
This should be 672, not 661.

SoliaTera
2011-08-24, 11:12 PM
sry ill correct it

Hazzardevil
2011-08-25, 04:07 PM
R662
I'd like a racial Paragon for a British people, playing up to Stereotypes and casting progression.

TravelLog
2011-08-25, 06:00 PM
R662
I'd like a racial Paragon for a British people, playing up to Stereotypes and casting progression.

How's this? This is my first homebrew ever, so let me know what you think.

Her Majesty’s Gentleman

http://fc04.deviantart.net/fs71/i/2011/159/7/4/mac_screenshot_june___11_by_mrsnerg-d3iczyh.png

I say old bean, honor dictates I challenge you to a duel. –Edward Laughton III, Ninth Duke of Kent and Earl of Hardwick

Her Majesty’s Gentlemen are, above all else, protectors of the Queen, willingly laying down their lives to defend her. Still, some of Her Majesty’s Gentlemen are…rough around the edges when trouble comes by.

BECOMING A Her Majesty’s Gentlemen

Becoming a Her Majesty’s Gentleman is no easy task, and many spend their entire lives in the pursuit of it, only to fail time and again. Her Majesty’s Gentlemen must prove their loyalty, intelligence, and ability to the crown and must be recognized by other members of the nobility as deserving of the title. Though technically anyone can become a Her Majesty’s Gentleman, few indeed are those who actually manage to do so.

ENTRY REQUIREMENTS
To qualify to become a Her Majesty’s Gentleman, you must fulfill all the following criteria.
Alignment: Her Majesty’s Gentlemen are always lawful. Non-evil
Feats: Hooliganism, Improved Hooliganism, Bearing of Nobility, Rejection of Past Vices: (Hooliganism), Calm Under Pressure, Loyalty to the Crown, Improved Loyalty to the Crown, Superior Loyalty to the Crown
Skills: Craft (Pipe) 6 Ranks, Craft (Tea) 7 Ranks, Soccer-playing 5 ranks, Knowledge (Nobility) 10 Ranks, Knowledge (Law) 8 Ranks, Condescension 6 Ranks, Diplomacy 8 Ranks
Special: Must have been named a Knight of the Realm by the Queen herself and been granted a title of nobility no lower than Baron. Must own a monocle and pipe, as well as a dark coat and white gloves. Elaborately coifed mustache not required, but recommended.
Special: Must be able to cast fourth level spells.

Class Skills

Craft (Pipe), Craft (Tea), Condescension, Soccer-Playing, Knowledge (Nobility), Knowledge (Law), Knowledge (Arcana), Knowledge (Weather), Search, Spot, Listen, Diplomacy, Gather Information, Polite Conversation

Skills Points at Each Level: 6 + int

Hit Dice: d8


Her Majesty's Gentlemen
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+1|+2|Redirected Hooliganism, Noble Bearing

2nd|+1|+0|+1|+3|Lovely Weather We’re Having

3rd|+2|+1|+2|+3|Care for a Spot of Tea (2/day)

4th|+3|+1|+2|+4| We Call it Football

5th|+3|+1|+3|+4|Ducal Bearing

6th|+4|+2|+3|+5|Greater Redirected Hooliganism, Care for a Spot of Tea (4/day)

7th|+5|+2|+3|+5| I Daresay…, Elementary my Dear

8th|+6/+1|+2|+4|+6| I Insist on that Tea

9th|+6/+1|+3|+4|+6| Care for a Pint?, Hooligan’s Rage

10th|+7/+2|+3|+5|+7| God Save the Queen

[/table]

Weapon Proficiencies: A Her Majesty’s Gentleman is proficient with all simple and martial weapons, and automatically gains Exotic Weapon Proficiency: Cricket Bat, as a bonus feat at 1st Level, regardless of whether they would naturally qualify for it.

Spellcasting: Given their heritage, it is no surprise that Her Majesty's Gentlemen are excellent at understanding the arcane arts. At each level as a Her Majesty's Gentleman, characters progress in whatever spell casting class they were in upon entering the prestige class. They also gain access to all spells of the [Good] and [Law] descriptor as long as they are of the appropriate level. Furthermore, they may choose one spell from the [Protection] domain per day, to use as an at-will 3/day Spell-like ability, as long as they would normally be able to cast it based on their level.

Redirected Hooliganism (Ex): Her Majesty’s Gentlemen have learned, through long practice, to subdue their more brutish tendencies and redirect such energy to nobler pursuits. As such, Her Majesty’s Gentlemen may add their Wisdom modifier to attack rolls.

Noble Bearing (Su): Becoming a Her Majesty’s Gentleman is no easy feat, and all those that have achieved such heights have the bearing of nobility. Her Majesty’s Gentlemen project an aura of nobility out to 10 feet. All non-hostile entities must make a DC15 Will save or be awed.

Lovely Weather We’re Having (Ex): By 2rd level, Her Majesty’s Gentlemen are masters of chit chat. As a swift action during combat, Her Majesty’s Gentlemen may, once per encounter, withdraw themselves and a single enemy from combat for a chat based on a DC20 Con save. Affected enemies are removed from combat along with the Her Majesty’s Gentleman for 1d6 rounds. Neither may be harmed by any ill-effects. At the end of the time limit, the Her Majesty’s Gentleman may make a Diplomacy check (DC 20+(ECL+3)). If they succeed, the enemy will fight for the party for 1d6 rounds.

Care for a Spot of Tea (Ex): At 3rd level, Her Majesty’s Gentlemen know that tea is the sovereign remedy for all ills. They may, 2/day, give tea to another being, healing that person or creature all damage they may have sustained in the past two rounds. This ability can never be used by the Her Majesty’s Gentleman on himself.

We Call it Football (Ex): Knowledgeable as they are, upon reaching 4th level, a Her Majesty’s Gentleman may gently correct the misconceptions of another creature a number of times equal to their ECL/3, minimum one. If the creature or person fails a DC25 Will save, any single piece of information they know is changed to fit the desires of the Her Majesty’s Gentleman.

Ducal Bearing (Su):By 5th level, a Her Majesty’s Gentleman is fully at home around nobility. Their aura of nobility now extends to 30 feet, with a DC 25 Will save.

Greater Redirected Hooliganism (Ex): With greater practice, Her Majesty’s Gentlemen have become even more suited to noble pursuits, leaving their hooligan tendencies far behind. At 6th level, they may now add their Wisdom Modifier x 1.5 to their attack rolls and ½ Wisdom modifier to damage rolls.

I Daresay… (Su): By 7th level, Her Majesty’s Gentlemen have become an entrenched part of the nobility, and have come to understand what it means to be a noble. They can show no weakness or surprise. Her Majesty’s Gentlemen are now immune to sneak attack damage and gain a +5 to Diplomacy and Bluff checks.

Elementary My Dear (Su): By 7th level, Her Majesty’s Gentlemen have gained extensive familiarity with the works of Sir Arthur Conan Doyle. With this knowledge, Her Majesty’s Gentlemen gain +5 on Gather Information, Search, and Spot checks. Further, they are able to discern an enemies weaknesses. As a standard action once per encounter, they may deduce any elemental weaknesses possessed by an enemy, as well as their type, subtype, and species.

I Insist On That Tea (Ex): By 8th level, Her Majesty’s Gentlemen have become diplomatic forces of nature. They may, as a swift action 3/day, force an enemy out of combat for 1d6 rounds (while remaining in combat themselves), using their Diplomacy ranks+15 against Will. A save lowers the rounds out of combat to 1d3.

Care for a Pint? (Su): By 9th level, Her Majesty’s Gentlemen have begun to miss the freedom of their younger days. When they consume alchohol, Her Majesty’s Gentlemen take -2 Int, -4 Cha per pint consumed. In exchange, they gain DR 3/-- and +2 on both attack and damage rolls. Further, they are immune to fatigue and exhaustion. This stacks a maximum of four times.

Hooligan’s Rage After consuming four full pints, all thoughts of nobility and bearing are gone from the mind of Her Majesty’s Gentlemen. They enter a state of raw fury and are unaffected by mind-affecting, paralyzing, poisoning, entangling effects and are automatically stabilized if they go under 0 health. They receive a further +4 to damage rolls.

God Save the Queen (Su): At 10th level, the Her Majesty’s Gentleman has reached the upper echelons of the nobility. Their aura of nobility extends out to 60 feet and those affected must make a DC40 Will Save or be awed for 1d6 rounds. Success leaves them dazed for the same period. Finally, Her Majesty’s Gentleman is henceforth treated as an Outsider with the lawful subtype and gains DR 15/Axiomatic. They can also cast Protection from Chaos and Protection from Evil as at-will abilities.

137beth
2011-08-25, 08:43 PM
How's this? This is my first homebrew ever, so let me know what you think.

Her Majesty’s Gentleman

http://fc04.deviantart.net/fs71/i/2011/159/7/4/mac_screenshot_june___11_by_mrsnerg-d3iczyh.png

I say old bean, honor dictates I challenge you to a duel. –Edward Laughton III, Ninth Duke of Kent and Earl of Hardwick

Her Majesty’s Gentlemen are, above all else, protectors of the Queen, willingly laying down their lives to defend her. Still, some of Her Majesty’s Gentlemen are…rough around the edges when trouble comes by.

BECOMING A Her Majesty’s Gentlemen

Becoming a Her Majesty’s Gentleman is no easy task, and many spend their entire lives in the pursuit of it, only to fail time and again. Her Majesty’s Gentlemen must prove their loyalty, intelligence, and ability to the crown and must be recognized by other members of the nobility as deserving of the title. Though technically anyone can become a Her Majesty’s Gentleman, few indeed are those who actually manage to do so.

ENTRY REQUIREMENTS
To qualify to become a Her Majesty’s Gentleman, you must fulfill all the following criteria.
Alignment: Her Majesty’s Gentlemen are always lawful. Non-evil
Feats: Hooliganism, Improved Hooliganism, Bearing of Nobility, Rejection of Past Vices: (Hooliganism), Calm Under Pressure, Loyalty to the Crown, Improved Loyalty to the Crown, Superior Loyalty to the Crown
Skills: Craft (Pipe) 6 Ranks, Craft (Tea) 7 Ranks, Soccer-playing 5 ranks, Knowledge (Nobility) 10 Ranks, Knowledge (Law) 8 Ranks, Condescension 6 Ranks, Diplomacy 8 Ranks
Special: Must have been named a Knight of the Realm by the Queen herself and been granted a title of nobility no lower than Baron. Must own a monocle and pipe, as well as a dark coat and white gloves. Elaborately coifed mustache not required, but recommended.
Special: Must be able to cast fourth level spells.

Class Skills

Craft (Pipe), Craft (Tea), Condescension, Soccer-Playing, Knowledge (Nobility), Knowledge (Law), Knowledge (Arcana), Knowledge (Weather), Search, Spot, Listen, Diplomacy, Gather Information, Polite Conversation

Skills Points at Each Level: 6 + int

Hit Dice: d8


Her Majesty's Gentlemen
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+1|+2|Redirected Hooliganism, Noble Bearing

2nd|+1|+0|+1|+3|Lovely Weather We’re Having

3rd|+2|+1|+2|+3|Care for a Spot of Tea (2/day)

4th|+3|+1|+2|+4| We Call it Football

5th|+3|+1|+3|+4|Ducal Bearing

6th|+4|+2|+3|+5|Greater Redirected Hooliganism, Care for a Spot of Tea (4/day)

7th|+5|+2|+3|+5| I Daresay…, Elementary my Dear

8th|+6/+1|+2|+4|+6| I Insist on that Tea

9th|+6/+1|+3|+4|+6| Care for a Pint?, Hooligan’s Rage

10th|+7/+2|+3|+5|+7| God Save the Queen

[/table]

Weapon Proficiencies: A Her Majesty’s Gentleman is proficient with all simple and martial weapons, and automatically gains Exotic Weapon Proficiency: Cricket Bat, as a bonus feat at 1st Level, regardless of whether they would naturally qualify for it.

Spellcasting: Given their heritage, it is no surprise that Her Majesty's Gentlemen are excellent at understanding the arcane arts. At each level as a Her Majesty's Gentleman, characters progress in whatever spell casting class they were in upon entering the prestige class. They also gain access to all spells of the [Good] and [Law] descriptor as long as they are of the appropriate level. Furthermore, they may choose one spell from the [Protection] domain per day, to use as an at-will 3/day Spell-like ability, as long as they would normally be able to cast it based on their level.

Redirected Hooliganism (Ex): Her Majesty’s Gentlemen have learned, through long practice, to subdue their more brutish tendencies and redirect such energy to nobler pursuits. As such, Her Majesty’s Gentlemen may add their Wisdom modifier to attack rolls.

Noble Bearing (Su): Becoming a Her Majesty’s Gentleman is no easy feat, and all those that have achieved such heights have the bearing of nobility. Her Majesty’s Gentlemen project an aura of nobility out to 10 feet. All non-hostile entities must make a DC15 Will save or be awed.

Lovely Weather We’re Having (Ex): By 2rd level, Her Majesty’s Gentlemen are masters of chit chat. As a swift action during combat, Her Majesty’s Gentlemen may, once per encounter, withdraw themselves and a single enemy from combat for a chat based on a DC20 Con save. Affected enemies are removed from combat along with the Her Majesty’s Gentleman for 1d6 rounds. Neither may be harmed by any ill-effects. At the end of the time limit, the Her Majesty’s Gentleman may make a Diplomacy check (DC 20+(ECL+3)). If they succeed, the enemy will fight for the party for 1d6 rounds.

Care for a Spot of Tea (Ex): At 3rd level, Her Majesty’s Gentlemen know that tea is the sovereign remedy for all ills. They may, 2/day, give tea to another being, healing that person or creature all damage they may have sustained in the past two rounds. This ability can never be used by the Her Majesty’s Gentleman on himself.

We Call it Football (Ex): Knowledgeable as they are, upon reaching 4th level, a Her Majesty’s Gentleman may gently correct the misconceptions of another creature a number of times equal to their ECL/3, minimum one. If the creature or person fails a DC25 Will save, any single piece of information they know is changed to fit the desires of the Her Majesty’s Gentleman.

Ducal Bearing (Su):By 5th level, a Her Majesty’s Gentleman is fully at home around nobility. Their aura of nobility now extends to 30 feet, with a DC 25 Will save.

Greater Redirected Hooliganism (Ex): With greater practice, Her Majesty’s Gentlemen have become even more suited to noble pursuits, leaving their hooligan tendencies far behind. At 6th level, they may now add their Wisdom Modifier x 1.5 to their attack rolls and ½ Wisdom modifier to damage rolls.

I Daresay… (Su): By 7th level, Her Majesty’s Gentlemen have become an entrenched part of the nobility, and have come to understand what it means to be a noble. They can show no weakness or surprise. Her Majesty’s Gentlemen are now immune to sneak attack damage and gain a +5 to Diplomacy and Bluff checks.

Elementary My Dear (Su): By 7th level, Her Majesty’s Gentlemen have gained extensive familiarity with the works of Sir Arthur Conan Doyle. With this knowledge, Her Majesty’s Gentlemen gain +5 on Gather Information, Search, and Spot checks. Further, they are able to discern an enemies weaknesses. As a standard action once per encounter, they may deduce any elemental weaknesses possessed by an enemy, as well as their type, subtype, and species.

I Insist On That Tea (Ex): By 8th level, Her Majesty’s Gentlemen have become diplomatic forces of nature. They may, as a swift action 3/day, force an enemy out of combat for 1d6 rounds (while remaining in combat themselves), using their Diplomacy ranks+15 against Will. A save lowers the rounds out of combat to 1d3.

Care for a Pint? (Su): By 9th level, Her Majesty’s Gentlemen have begun to miss the freedom of their younger days. When they consume alchohol, Her Majesty’s Gentlemen take -2 Int, -4 Cha per pint consumed. In exchange, they gain DR 3/-- and +2 on both attack and damage rolls. Further, they are immune to fatigue and exhaustion. This stacks a maximum of four times.

Hooligan’s Rage After consuming four full pints, all thoughts of nobility and bearing are gone from the mind of Her Majesty’s Gentlemen. They enter a state of raw fury and are unaffected by mind-affecting, paralyzing, poisoning, entangling effects and are automatically stabilized if they go under 0 health. They receive a further +4 to damage rolls.

God Save the Queen (Su): At 10th level, the Her Majesty’s Gentleman has reached the upper echelons of the nobility. Their aura of nobility extends out to 60 feet and those affected must make a DC40 Will Save or be awed for 1d6 rounds. Success leaves them dazed for the same period. Finally, Her Majesty’s Gentleman is henceforth treated as an Outsider with the lawful subtype and gains DR 15/Axiomatic. They can also cast Protection from Chaos and Protection from Evil as at-will abilities.

Too many prerequisites! With 8 feats as prerequisites, you wouldn't be able to take your first level until you had 18 other levels (that's assuming you are a human). You've also listed a lot of different skills...most classes don't get enough skill points for that.

TravelLog
2011-08-25, 08:55 PM
I posted it normally and greatly reduced the requirements. Would you PEACH it more fully in the regular Homebrew forum?

dspeyer
2011-08-26, 01:19 AM
That is awesome.

What can you do with the condescension skill? Make NPCs more hostile?

Also, nitpick, lawful outsiders generally have DR/anarchic or /silver.

dspeyer
2011-08-27, 12:50 AM
H657

I don't know shadow magic, but this seems a natural fit for psionics:

Illithid Hunger Adept

{table=head]level|bab|fort|ref|will|special|power points|morsels
1|0|0|0|2|native psionics, eat mind|4|3
2|1|0|0|3|eat knowledge|12|4
3|1|1|1|3|eat skill|21|4
4|2|1|1|4|eat power, eat spell|32|5
5|2|1|1|4|eat invocation|45|5
6|3|2|2|5|eat maneuver, eat proficiency|62|6
7|3|2|2|5|eat feat|80|6
8|4|2|2|6|eat skill trick|99|7
9|4|3|3|6|eat class feature|121|7
10|5|3|3|7|eat racial ability|144|8
11|5|3|3|7|eat power, greater|170|8
12|6|4|4|8|eat spell, greater|197|9
13|6|4|4|8||225|10
14|7|4|4|9||254|11
15|7|5|5|9||284|12
16|8|5|5|10||314|13
17|8|5|5|10||345|14
18|9|6|6|11||376|15
19|9|6|6|11||408|16
20|10|6|6|12|eat salient divine ability|444|16[/table]
HD: d4
Skills: 6+int
Class skills: Autohypnosis, Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge(local), Knowledge(psionics), Psicraft, Sense Motive, Speak Language

native psionics (su): The only powers a IHA knows natively are Mind Link and Mind Thrust. However, they are treated as knowing powers of level half their class level for purposes of any feat or prc that requires knowing powers of a level (e.g. expanded knowledge)
eat mind (su): An IHA can eat the mind of a creature that was killed less than 5 minutes ago. This grants the IHA power points equal to the victim's hit dice, grants the IHA knowledge of exactly what capabilities the victim had in life, allows the IHA to take any specific facts from the victims mind and allows the IHA to convert the victims abilities into morsels according to the rules below. Morsels are special psionic powers. There is a strict limit to how many morsels an IHA can hold, and once that limit is reached any new morsel must displace an old one. Once displaced, a morsel is gone forever. If not displaced, a morsel may be kept forever. If the victim ever returns to life, they will no longer have any abilities which have been eaten.
eat knowledge (su): costs 1pp, grants bonus to check on a single knowledge skill equal to victim's ranks or 3+IHA's hit dice whichever is less.
eat skill (su): costs 2pp, same as eat knowledge but any skill
eat power (su): copy a known psionic power, except that the base pp cost is doubled
eat spell (su): make a known or prepared spell into a power, with pp cost 4 x level. Drop verbal. somatic and cheap material components -- retain expensive material or xp costs.
eat invocation (su): least: 4pp, lesser: 8pp, greater: 12pp, dark: 16pp
eat maneuver (su): 4pp. must have sufficient initiator level
eat proficiency (su): 1pp for 1 hour of proficiency with specific weapon, shield or armor type
eat feat (su): pp cost is twice the lowest level at which the feat could be gained. If the feat is passive, the power grants 1 hour of it. Ignore any restrictions on when the feat can be used.
eat skill trick (su): costs 1pp, otherwise like feat
eat class feature (su): same as eat feat, but class feature
eat racial ability (su): gain a special ability or attack. Cost is victims racial hit dice, or 1 if it has none. You must have any requisite anatomy (e.g. a tail for a tail-sweep). Otherwise like eat feat. You cannot gain spellcasting this way.
eat power, greater (su): like eat power, but cost not doubled
eat spell, greater (su): like eat spell, but cost is 2xlevel
eat salient divine ability like eat feat, but for sda

Maho-Tsukai
2011-08-28, 05:26 PM
R658

I am looking for a prestige class for non-Dread Necro arcane spellcasters focused on making them them superior to Clerics when it comes to minionmancy. Things I would like to see would be some Horned Harbringer-level undead control/animation cap-boosting, Some way to obtain desecrate or an effect like it, some means of getting inflict spells or another method of healing your minions, and also a full power Rebuke(so none of this based on PrC class levels or "Rebukes as a cleric of X levels less then your character level.).

Anybody think they can tackle this one?

RedWarrior0
2011-08-28, 10:52 PM
R 663

From the DF Devlog:
I tried the butcher command in the arena, and the necromancer managed to raise both a skeleton and a walking hollow skin... which I suppose I'll keep since it makes about as much sense as a walking skeleton.

So, could someone make me a Undead Skin?

ericgrau
2011-08-31, 02:53 AM
H 658
Is this for the ACF and feats I made? Well I noticed you can't get both feats until level 9, which is annoying for anyone focusing on it. You could loosen the level pre-req so you can get both feats by level 6. Here's a PrC based off of Hierophant to take the minion making even further on that ACF, at the expensive of casting ability.

Miniomancer, 5 level PrC
Requirements: Knowledge (religion) 15 ranks, able to rebuke and command undead, spell focus (necromancy) or extra turning or any feat related to undead
Poor BAB, poor fort, poor ref, good will, d4 HD
Each level increases your caster level and your level for the purpose of rebuking, but not your spells per day.
Each level select one of the special abilities below. You may select the same ability multiple times, and the effects stack.

Mastery of Undead (Su)
Add a +4 bonus to your rebuking checks. If your check allows you to command undead, add 6 to the number of HD of undead commanded (you may not use this second bonus to rebuke additional undead, only command). This ability only affects undead, even if you somehow have the ability to rebuke other creatures.

Command Power (Su)
This special ability increases the miniomancer's effective level by 2 when determining whether or not an undead creature is commanded rather than rebuked. Thus the highest HD commanded, half of this level, increases by 1. This is in addition to the effective level automatically gained with each level of miniomancer which applies to all aspects of rebuking. This ability only affects undead, even if you somehow have the ability to rebuke other creatures.

Foul Reach (Su)
A miniomancer with this ability increases the range of his necromancy spells by 1 category: touch to close, close to medium, or medium to long (the maximum). If the spell requires a melee touch attack, the miniomancer must make a ranged touch attack instead. Each time this ability is selected increase the range another step, to a limit of long.

Delegation of Command (Su)
This ability allows a miniomancer to transfer one or more uses of his rebuke undead ability to a willing creature. This transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of turning attempts per day allowed to the miniomancer is reduced by the number transferred. The recipient rebukes undead using the miniomancer's rebuking level (and any Mastery of Undead, Command Power or other bonuses) but uses her own charisma modifier.

You may come up with other related special abilities with DM approval.

I'm not sure how the balance comes out on these. If undead CR scales at a rate of 1 per HD it should be ok, but if it's too much less than that the PrC might become too weak later without something else like a magic item similar to a phylactery of undead turning to help you keep up. EDIT: I noticed that create greater undead gives you a pretty good deal here, whereas say an army of skeletons not so much. Another metagame note: this is meant to be a very dippable PrC, taking levels as you need them.

Maho-Tsukai
2011-08-31, 02:49 PM
Good attempt, but not what I am looking for, I stated above I wanted a way to increase my controllable undead from animate dead and wanted a way to make up for the lack of desecrate....the latter being MASSIVELY HUAGE since desecrate means the cleric is better then you, even with your ACF the cleric still laughs his *** off at how pathetic you are at animation, because you lack desecrate.

ericgrau
2011-09-01, 07:23 AM
So consider it an oversight and add desecrate and similar undead related spells to the list. It's not any better than casting animate dead twice though as it does nothing to boost your rebuking, unlike consecreate. It's protection for your undead against turning if they're camping a specific area, or to raise more uncontrolled undead if camping a specific area but otherwise doesn't seem like all that special of a spell. Especially since PCs tend to be on the move rather than setting up base. And if you have a situation where you want to have a desecrate prepared ahead of time so you can raise twice as many undead, why not animate dead ahead of time?

Here I'll make it easier, add these spells to the unholy necromancer list even though they aren't necromancy:
1: hide from undead
2: desecrate
3: undetectable alignment
5: unhallow (you must know a spell to tie it to the unhallow)

Similar spells from non-core sources would also be added. Undetectable alignment isn't really undead related but I added it anyway at a higher level as it seemed like a staple given the class' nongood alignment requirement (if the DM enforces such things). Otherwise I still left out unholy/evil spells.

Noxsis
2011-09-01, 08:08 PM
R. 659 can someone make some psychopomps about 2 to 6 would be nice please and thank you. (psychopomps are a type of netural outsider from pathfinder)

SirDalyus
2011-09-02, 08:48 AM
R.660 I would like a heroic tier fourth edition class for a specific NPC.

He is a denizen of the shadow plan, and uses shadow magic to replicate effects normally associated with necromancy. The party are just about to confront a priest of Orcus, and instead run into this fellow trying to seal the Priest into a coffin. The party and the NPC have gotten the wrong end of the stick and have attacked each other. The NPC is animating the skeletons with shadow energy so that the party, who he believes are cultists, cannot re-animate them.

The NPC is a follower of the Raven Queen. I'm thinking he would be a leader class, summoning a small amount of minions and then using his powers to buff and heal them, with a small amount of long range offensive powers. I'm thinking that some form of darkvision would be a good class feature, as well as the ability to teleport between shadows a small amount of times per day, or at most once per encounter.

TechnoScrabble
2011-09-03, 05:39 AM
R 661

It would be greatly appreciated if somebody could stat up a minecraft creeper for DnD 3.5.

flabort
2011-09-03, 12:29 PM
H/C 661: Already done. (http://www.giantitp.com/forums/showthread.php?t=212996) Thank Strawberry man for that one.

RedWarrior0
2011-09-04, 02:28 PM
So as not to fudge up the numbering system, I'm mentioning that my previous post is now R 663:


Animated hollow skin request

dspeyer
2011-09-06, 12:17 AM
H663

Skin

Can effect any creature with a skin (not exoskeleton). Hair and feathers are preserved, but all internal organs are carved out.

Change to mindless undead and adjust hit dice as with skeleton. Normal undead and mindless traits and immunities. Skins cannot speak in any way.

Attacks: A skin keeps its original attacks except for bite attacks. It keeps any weapon or armor proficiencies (even if from class levels).

Hardness: if the base creature had natural armor, lose that but gain an equal amount of DR/-

Immune to Bludgeoning: no matter how hard the blow, the skin deforms around it and then bends back into shape.

Semblance of Life: +8 bonus to all disguise checks to make the skin resemble its former self. However, the skin's mindless and silent nature may give it away no matter how good the disguise.

Light as a Balloon: A skin is only 1/8 the weight of the original creature, while keeping the cross-section. This has many effects:
-12 penalty on bull rushes
+8 on jump checks
when falling, falls 5 feet on the first round and 10 in any successive rounds. Never takes or deals falling damage. This applies even if the fall is from its own high jump.
effected by wind as if 4 size categories smaller
can be used as a sail, but this causes a -4 penalty to all profession(sailor) checks with the resulting boat


CR +0
LA - (mindless)

The following is rumor and madness, pay it no heed:

Goes Pop
Falling Anvil (Strike) [Chaos]
Level 2
Prerequisites 1 Falling Anvil maneuver, 1 Narrow Bridge maneuver
Action 1 standard action
Range Melee
Target One Undead Skin
Duration 2d4 rounds
Save Fort Negates
Make a touch attack against an undead skin with a piercing weapon. If it connects, it deals 1 point of damage. The skin must then make a fort save (dc 12+your cha modifier) or begin deflating. For 1d4 rounds, it flies randomly at 40ft/round (roll d8 each for theta and phi). Then, if it has not yet received magical healing, it falls (like a normal object) to the ground looking like a normal (not undead) skin. It spends the next 1d4 rounds reinflating itself, after which it is back to normal. During its reinflation, it is helpless.

flabort
2011-09-06, 10:44 AM
R 664?
A template to apply to any mindless undead, that turns them intelligent, gives them LA based on certain conditions (LA 0 for a 2 HD zombie human? or something like that?), and lets them apply half Cha mod to HP at each level. They should stay undead, though.

Biguds
2011-09-06, 11:14 AM
R 665
An unique inevitable :smallbiggrin:

He need some powers similars to pathfinder inquisitor, really good at "tanking" and social skills [intimidade included].

Cool roman theme to.

He uses a adamantine bastard sword [retractable in his right arm], metal feathered wings, a ranged attack option.

And, at last, Damage Reduction, Regeneration [bypassed by "chaos"], high armor class, Spell Like`s = kolyarut with a cool plus.

PS: He´s CR is 21

Thanks

Shadow Lord
2011-09-06, 06:25 PM
R666

I'd like to request...


Drum roll


A Dragon Monster Class For Pathfinder!

Noxsis
2011-09-07, 09:03 AM
i second R.666 i want to see some primal dragon monster classes for pathfinder

flabort
2011-09-13, 11:02 PM
R 667 Re-requesting + re-numbering something from before. (And explaining it better)
The Marveled (http://www.giantitp.com/forums/showpost.php?p=3456364&postcount=10) Sorcerer ACF (By ChumpLump; Thanks for linking me to it, guys) is basically a Specialist Sorcerer. So it should be possible to use some of the Specialist (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm) variants.
As it is, the Marveled Sorcerer only qualifies for 1/3rd of them, and loses it's familiar. Fortunately, while a lot of the variants wouldn't even work with a spontaneous caster, none of the ones a Marveled <X> qualifies for do that. So a Marveled Conjurer and a Specialist Conjurer can both take the Rapid Summoning option. But a Marveled Evoker can't take Enhanced Summoning or Spontaneous Summoning (Which would be pointless).

I don't want you to remedy that. Instead, I want something the Marveled <X> can take, but the Specialist <X> can't. One variant per school, that take away something the Marveled Sorcerer gets, but gives him a unique ability useful to him, that has to do specifically with the school.
And I repeat, the Specialist Wizard, even if he took the same school, cannot be allowed to qualify to take this variant too.

Twin Dragons
2011-09-14, 08:18 AM
C. 668 [OGL & Pathfinder] Here's a request:

Plush Golems (all with minimum amount of HD), please include purchase cost.
- Fine
- Diminutive
- Tiny
- Small
- Medium
- Large

Magic item that is bonded to a golem that allows wearer/user to command it.

Debihuman
2011-09-14, 04:06 PM
C. 668 Lord of Sarunia (your request is 668 as best as I can tell so please number it)

See here for the Plush Golem: http://creaturecatalog.enworld.org/converted/view_c.php?CreatureID=946

Debby

Mulletmanalive
2011-09-14, 04:18 PM
C.666 This falls clearly outside the remit of this thread.

Tryasking someone like Soft Serve, Stycol or Hyudrai

Master Thrower
2011-09-14, 05:27 PM
R 668. An ooze based prc preferably full caster

Karoht
2011-09-15, 09:27 AM
R 668. An ooze based prc preferably full caster
With all due respect, I had R 668 a few pages back. I'll gladly bump myself to R669 though.

R669
Spell-Wedgie
Need-Level? Effects?
Full spell line-Wedgie, Super Wedgie, Atomic Wedgie.

ScIaDrd
2011-09-15, 01:37 PM
R 668. An ooze based prc preferably full caster

H668
Maybe you´ll like this PRC I made a long time ago for this thread , but it is only tangentially related to oozes, it is more like a general transmuter PRC (I seem to remember that sombody originally requested it as a counterpart to an Abjurant champion), so what about this (http://dungeons.wikia.com/wiki/Oozebound_(3.5e_Prestige_Class)) class instead?
Anyway, let me post it stil., maybe it will inspire you or somebody else on things ooze related , and that is good enough, no?

So, here goes: The Metamorphic mage

Metamorphic mage
Altering, molding tweaking and twisting, that are the true feats of magic,. We mages can do all that, but we can do much more, we can even transform and shape ourselves to be better, faster and stronger, or even completely malleable and fluid, to avoid even the most terrible blows.
-Haran Agrippa, metamorphic mage.

Metamorphic mage
Hraran Agrippa was known to be a recluse, as shortly after finishing his under a master , he dvelved into ancient arcane tomes and forgotten archives to learn more about what he considered the ultimate form of wizardry. After finding out that book and colleagues can´t teach him anything new anymore, he decided to set out on an adventure, hoping to discover more sources of magical lore on his travels.
Haran found himself a companion by the name of Rogar who was an exceptional swordfighter. Although friendly and intelligent, he was quite disdainful of magic and loved to prove it by continually beating Haran in their practice duels. Hoping to prove he can match him and further his research at the same time, the mage tried to invent new tactics and spells that would allow him to challenge a warrior in close combat. Haran succeeded only partially but after narrowly escaping a titanic black pudding they encountered during spelunking he was inspired to emulate the abilities on ooze which was the secret that allowed him to prove his companion wrong. After many advetures and saving a village from a zombie outbreak they settled down and Haran started teaching his discoveries to other mages.
Entry Requirements:
To qualify to become a metamorphic mage, a character must fulfill all the following criteria:
Skills: Knowlege (Arcana) 8 ranks Knowledge (nature) 4 ranks
Feats: Spell Focus (transmutation)
Spells: Must be able to cast multiple 3rd level arcane spells.

Class skils:
The metamorphic mage´ s class skills (and the key abilities for each skill) are Bluff(Cha), Craft (Int), Decipher Script (Int), Dipolmacy (Cha), Handle Animal (Cha), Listen (Wis) Knowledge (arcana, architecture and engineering, dungeoneering, nature, local) (Int) Listen (Wis), Sense motive (Wis) Spot (Wis)
Skill Points at Each Level: 6+int mod

Metamorphic mage[
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+0|
+2 |Mage´s blade |+1 level of existing spellcasting class

2nd|
+1|
+1|
+1|
+3|Transmutation aptitude, Armored mage |+1 level of existing spellcasting class

3rd|
+2|
+1|
+1|
+3| Fortifying magic, Greater mage´s blade|+1 level of existing spellcasting class

4th|
+2|
+1|
+2|
+4|Transmutation mastery|+1 level of existing spellcasting class

5th|
+3|
+2|
+2|
+4|Oozeform|[/table]

Class features
All the following are class features of the Metamorphic mage

Weapon and armor proficiency
The metamorphic mage does not gain proficiency in any new weapon type, but he learns to use light armor and light shields.

Spells per day/ spells known
When a new metamorphic mage level except the 5th is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 3rd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 3rd-level spells before he became an metamorphic mage, he must decide to which class he adds each level of Mmetamorphic mage for the purpose of determining spells per day.

Mage´s blade(Sp)
Att 1st level the mage learns how to enhance weapons far more efficiently than other mages can He can use Magic weapon as a spell -like ability a number of times per day equal to his metamorphic mage level. Caster level for this ability equals (metamorphic mage level plus ½ highest arcane spellcaster level)

Transmutation Aptitude ( Ex)
At second level the spellcaster´s studies of alteration magic bear fruit. He can add one extra 1st level Transmutation spell to his spells known

Armored mage(Ex)
Learning how to improve one´s body and how to become both an effective mage and a capable warrior also requires finding out how to prevent encumbrance from interfering with magic At 2rd level the mage reduces spell failure chance from armor and shields he is proficient with by 5% and an additional 5% with each successive level to maximum of 20% at 5th level.

Fortifying magic (Sp)
At third level the mage´s understanding, of the power of magic that augments his prowess increases so he can cast any one of the following spells that he knows: Bear´s endurance, Bull´s strength ,. Cat´s grace , Eagle´s splendor, Fox´s cunning and Owl´s wisdom as a spell-like ability a number of times per day equal to his metamorphic mage level. Caster level for this ability equals (metamorphic mage level plus ½ highest arcane spellcaster level)
At fourth level he can choose to use another known spell from this list as a spell-like ability, with the same limitations.

Greater mage´s blade( Sp)
At third level the magican ´s ability to enhance weapons rises to new heights. He can use Greater magic weapon as a spell-like ability once per day and and gains an extra daily use with each following metamorphic mage level. Caster level for this ability equals (metamorphic mage level plus ½ highest arcane spellcaster level)

Transformation mastery (Ex)
At 4h level the mage uncovers a wellspring of new knowledge, He gains number of spells known equal to his casting ability modifier (eg. Intelligence for Wizards). these spell can be of any level he can cast, but he can gain only one spell of the highest level he can cast. When he gains this abilit,y he can choose to permanently exchange a number of spells for other spells that have the same total spell level, much like a sorcerer can. For example he can exchange two 1st level spells for a 2nd level one, or vice versa. He cannot get a spell of a higher level than he can cast.

Oozeform (Su)
At 5th level a metamorphic mage achieves the pinnacle of his art, and learns to assume a truly mutable and malleable form, that of an of an ooze. This functions as the alternate form ability except that the mage can change into any ooze up to one size lager than his original unchanged size. The transformation lasts up to ten minutes per metamorphic mage level per day allows the user to use the natural attacks and special qualities of his new form(except immunity to mind affecting effects), and does not allow the user to recover hit points. His ooze form is immune to poison as normal, but any toxins thatt target him in his ooze from function as normal once the mage ]returns to his original form but he gets a +4 circumstance bonus to his Fortitude save. The mage must be familiar with the ooze he wants to transform into.

Persistent oozeform
Prerequisites: Oozeform class ability
Benefits: The character can use his Oozeform ability for additional ten minutes per day.
Special: This feat can be taken multiple times. It´s effects stack.


PEACH please?

H670
Can anyone help me with fleshing out the mechanics of a psionic power idea I have? I thinking of something like an AMF (antipsionic field but whatever) that gradually erodes away the magic, instead of shutting it off outright.
Let me explain what I´m thinking off with an example:

There is is a power that is within that AMF´s area and that power gradually decreases its effective level (or caster level or augument PP or something) due to that negation field and loses effectiveness until its level reaches 0 and it dissipates.
I would also like for that negation effect to get stronger the closer to its source you get, but I´m not sure how it is possible to mechanically represent in an elegant enough way.

Any help would be apprecitated. Thanks!

ericgrau
2011-09-16, 10:22 AM
C 670
I was about to make this until I realized I didn't have time to balance it. But here's something to get it started: The power drains power points (or spell levels) from a power or spell each round. For example it could be 4 power points out to X radius, 2 power point out to 2 * X radius and 1 power point out to 4 * X radius. 1 power point <=> 1/2 spell level. Augments (if any) get drained away first at random. Treat a partially drained augment the same as a fully drained one, except that the drain will not move on to a second augment until the first is fully drained. Ditto for metamagic/meta-psionics. Once all augments and metamagic are gone, you drain the spell or power itself. Damage is reduced in proportion to spell levels or power points lost, while other effects are only partially likely to occur in proportion to the amount drained. For example a 5th level effect spell with 1/2 a spell level drained away is 90% likely to affect any given creature. Or for a 6th level effect spell with 1 spell level drained away, it's only 5/6th likely to affect something (roll a d6).

Balance: Duration should be in rounds and power level between dispel and NSF/AMF. A larger duration and/or faster drain would make it better than NSF/AMF since, even though it's not quite as strong, your powers targetted outside the field aren't affected.

Ilorin Lorati
2011-09-16, 12:59 PM
I've done a few attempts on this feat, but couldn't get it to where it wasn't just awkward so I'm looking to more experienced people for help.

R. 671

A nonmagical feat that allows the use of a raven NPC as a medium or long range scout; IE a ranged perception check. Ideally, the raven returns and reports on what it saw after the fact.

Pyromancer999
2011-09-16, 01:18 PM
I've done a few attempts on this feat, but couldn't get it to where it wasn't just awkward so I'm looking to more experienced people for help.

R. 671

A nonmagical feat that allows the use of a raven NPC as a medium or long range scout; IE a ranged perception check. Ideally, the raven returns and reports on what it saw after the fact.

C. 671

If it's non-magical you're looking for, this feat (http://www.wizards.com/default.asp?x=dnd/re/20031118a) by WoTC should do, although it can't actually say anything unless it's magical and whatnot.

Ilorin Lorati
2011-09-16, 01:40 PM
C. 671

If it's non-magical you're looking for, this feat (http://www.wizards.com/default.asp?x=dnd/re/20031118a) by WoTC should do, although it can't actually say anything unless it's magical and whatnot.

C. 671 (2?)

That would actually work. Internally, the race I want this used for will be able to understand generally what the Raven was trying to communicate, and this is much better than just such a limited scope feat.

Thanks.

Corrik
2011-09-16, 02:02 PM
R. 672

Rules for the knife/wire weapons of the character Hai from Darker than Black.

Milo v3
2011-09-16, 04:41 PM
R. 672

Rules for the knife/wire weapons of the character Hei from Darker than Black.

I think I've seen stats for this before will post link when I find it.
Note: I might be mistaken so someone should make the stats incase I am wrong.

Debihuman
2011-09-17, 08:07 AM
C. 672 Rules for Wire for Hei from Darker than Black can be found on the D&D Wiki.

http://www.dandwiki.com/wiki/Wire_%283.5e_Equipment%29

Debby

The Anarresti
2011-09-17, 02:54 PM
R. 673
I'm looking for a highly intelligent (at least a 14 INT) undead creature who stalks and kills living creatures, possibly at the behest of more powerful undead or evil clerics. Similar to this zombie type. (http://www.thezombiehunters.com/zombies.php#hunter) Preferably in the CR 8 range.

Corrik
2011-09-18, 01:11 PM
C. 672 Rules for Wire for Hei from Darker than Black can be found on the D&D Wiki.

http://www.dandwiki.com/wiki/Wire_%283.5e_Equipment%29

Debby

Awesome thanks.

Howler Dagger
2011-09-18, 06:03 PM
R 674 [4e]Im looking for homebrew formorian monsters of levels 14-19, for use in a campaign that starts out in Astrazalian. Please PM me, because it will be a PbP and i dont want players looking at the to find the stats. Dont use essentials style, if their is one (i dont know if there is).

Dhraseon
2011-09-28, 10:12 PM
R 675. I hope the number is correct. Ok so I would like to humbly request that someone make or show me a werewolf template (3.5e). It doesn't have to be anything fancy or anything and there's no rush 'cus I wouldn't even get to use it for awhile. Thanx in advance. :smallsmile:

P.s. I'm going to use it in a campaign I will one day Dm. (hopefully)
:smallconfused:

flabort
2011-09-28, 11:14 PM
R 675. I hope the number is correct. Ok so I would like to humbly request that someone make or show me a werewolf template (3.5e). It doesn't have to be anything fancy or anything and there's no rush 'cus I wouldn't even get to use it for awhile. Thanx in advance. :smallsmile:

P.s. I'm going to use it in a campaign I will one day Dm. (hopefully)
:smallconfused:

C 675 Don't even have to homebrew one (http://www.d20srd.org/srd/monsters/lycanthrope.htm), we've got one in Core already.

Now, if you meant with less HD and LA, that someone will have to homebrew.

Dhraseon
2011-09-29, 08:36 AM
C 675 Don't even have to homebrew one (http://www.d20srd.org/srd/monsters/lycanthrope.htm), we've got one in Core already.

Now, if you meant with less HD and LA, that someone will have to homebrew.

Awesomesuace! Thanks so much never would have guessed to look in the core :smallsmile:

ScIaDrd
2011-09-30, 07:33 PM
With all due respect, I had R 668 a few pages back. I'll gladly bump myself to R669 though.

R669
Spell-Wedgie
Need-Level? Effects?
Full spell line-Wedgie, Super Wedgie, Atomic Wedgie.

H669
Spoilered below for your convinience.
Wedgie
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched that is currently wearing clothes on its lower body.
Duration:[/ Instaneous
[b]Saving Throw: Will negates
Spell Resistance: Yes

Not even all the grace and diginity you project as a wizard can prevent you from indulging in a little juvenile humor now and then.
- Reginald the Sly, wizard and a renowned prankster

Make a meele touch attack against an eligible target while casting this spell. If you hit, the target´s breeches, skirt or similar clothes twist, warp and force themselves uncomfortably into his anatomy, imposing a -1 circumstance penalty on attack rolls, skill checks, the higher of dodge AC,or Dexterty bonus AC and Reflex saves for 1 round.

Super wedgie
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: ] Creature touched that is currently wearing clothes on its lower body.
Duration: Instaneous
Saving Throw: Will negates
Spell Resistance: Yes

The jocks used to call this one ‘(un)necessary roughness‘ , and some of the less fortunate wizards still shudder with fearful memories of first year in Arcane arts school when using this spell.
- Reginald the Sly, recounting the memories of his apprentice years.

As the Wedgie spell but the circumstace penalty is -2 instead, and the target moves at two-thirds normal speed (rounded down to the nearest 5-ft increment), decreasing the distance it can jump accordingly. These effects last 1d2 rounds, but the target can take a move action (that provokes attacks of opprtunity ) to adjust his clothes and negate the penalty.

Atomic wedgie
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched that is currently wearing clothes on its lower body.
Duration: Instaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes
This was the big one. A prank so terrible that only the meanest bullies used it, and only in dire emergencies, when some dork really, really neeed to be put in his right place.
The most fearful, and by his admission, inspiring memory of Reginald the Sly, wizard, now a famous prankster, and oddly enough, spell inventor.
As the Wedgie spell, but every time the targets takes a move or standard action , there is a 20% he becomes blinded (-2 to AC, loses Dex bonus to AC, -4 penalty on Search checks, and Strength- and Dexterity-based checks, , automatically fails at Spot checks and other checks and activities requiring vision. All opponents have total concealment –protected by 50% miss chance- relative, to the character ) for his next round.

Humbling hoist
Conjuration (Summoning)
Level: Brd 3, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 stadard action
Range: Close (25 feet +5 ft/level)
Target:One creature that is currently wearing clothes on its lower body
Duration: 1 round/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: No
I think up a spell to mess with somebody´s underwear as a joke, and then some conjurer schlub comes along and starts thinking that some extra precise summoning is enough to let him steal my idea! Not cool, though, I do appreciate the humor of the spell.
- Reginald the Sly, inventor of the Wedgie line of spells, on the Humbling hoist spell.

This spell conjures a thick wooden stick with a metal hook on the end behind the target, positioned so that the target´s trousers, skirt, or similar clothes snag on the hook, leaving him hanging in the air with his feet about a foot´s height above the ground. Characters so affected are unable to move from their current position, are flat-footed and take a -4 circumstance penalty on attack rolls with non- reach melee weapons, and a -2 circumstance penalty to attack rolls with ranged weapons fired with two hands, such as any kind of bows. Obviously he is severely restricted in what kind of actions he can perform, but the exact nature of these impediments is decided by the GM.
The embarrassing predicament the target finds himself in gives him a -4 circumstance penalty to Bluff, Diplomacy, Intimidate and other social interaction checks. (or even -6 o or more, if the humiliated character is encountered by young kids or his hated enemies who will undoubtedly use the occasion to indulge in their schadenfreude.) However, if the target uses a Bluff check or some other means to play up his embarrassment or gain the onlookers´ sympathy (possibly even coaxing them into putting him down) , the penalty becomes a bonus instead.
If there are no allies nearby who can put him down (a standard action, via Aiding another), the character can free himself by making an Escape artist check against the spell´s save DC as a standard action, or by destroying the stick holding him up. It has hardness 5, 14 hitpoints and AC equal to (10+ target´s size modifier)

Arcane focus: A thick, at least a foot long wooden stick with a hook on the end, like a walking stick or a shepherd’s crook.

And now, it is silly shonen anime slapstick time! (I just tought you would like a warning, if these things are not your cup of tea, even though I hope these spells should be workable. But I´m still not exactly sure that Ten thousand years.. should be a 4th level spell geven that it requres a focus, a costly

Thousand years of pain
Evocation [Force]
Level: Brd 2, Sor/Wiz 2
Components: V, S, F,
Casting Time: 1 standard action
Range: Close (25 feet +5 ft/level)
Target: One creature with discernible anatomy.
Duration: Instaneous
Saving Throw: Reflex negates
Spell Resistance: No

Okay, now this is getting weird.
- Reginald the Sly on the Thousand years of pain spell.

As you cast this spell, you create an ephemeral force construct in the shape of two hands clasped together with their index fingers outstretched. The hands fly to the target and poke him in the hindquarters with such force he takes 1d6+( half caster level, rounded up) points of nonlethal bludgeoning damage, and is launched into the air, landing 1d8+(caster´s key ability score modifier, rounded up to the nearest 5- foot increment) feet away . Creatures affected by this spell always land on their feet.

Arcane focus
A smooth leather glove.

Ten thousand years of death
Transmutation
Level: Brd 4, Sor/Wiz 4
Components: V, S, M, F,
Casting Time: 1 standard action
Range: Close (25 feet +5 ft/level)
Target: One creature with discernible anatomy
Duration: One round/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes

Wha…what? Sweet merciful Mystra, somebody get both of them a cleric!
-Reginald the Sly, witnessing the first casting of this spell by his arch nemesis whose name is now lost to the mists of time.
Some say this was the last push that made the prankster wizard descend into madness, and he now roams the planes calling himself the Mischievous magician, the Tricksy Transmuter, the Capricious Conjurer, and many other names.
There are many legends about him and no one has ever seen him, but they say that, if you pull off a particularly brilliant prank, he always sees you, chuckling silently in approval.

While casting this spell , throw the projectile used a focus with the material component attached to it, and make a ranged touch attack. If it hits, the spell is discharged to affect that target.
The spell causes the dagger to hit the target like a Thousand years of death spell does dealing 1d6 points of piercing damage. After that, at any point during the spell´s duration, you can choose to take a free action and have the rune tag explode, dealing 6d6 points of damage to the target, half of which is bludgeoning and half is fire .The target of this spell takes full damage without a saving throw, other creatures within 10 feet distance can take a Reflex save for half damage. The explosion also happens when the spell is dismissed, subject to a failed attempt to dispel or use the erase spell, its duration ends or the target moves out of the spell´s range, unless the caster mentally commands the spell to go inert as a free action. (Which he cannot do if the spell is unsuccessfully dispelled or erased) Those affected by this spell must take a Fortitude save or be deafened and stunned for 1d3 rounds. Creatures within a 10 feet distance get a +4 bonus to their saving throw.

Arcane focus
A dagger, arrow, or some other weapon or projectile suitable for throwing, that has the material component attached to it. The magic protects arrows and other fragile objects from breaking while being used as a focus for this spell.
Material component
A paper tag inscribed with arcane runes related to fire. The ink contains semiprecious stones and the paper is of the finest quality, so the tag costs 15 gp to purchase.
The character can make them himself with supplies worth 5 gp, a DC 10 Craft (Caligraphy) or Profession (Scribe) check and a full round´s time of work.


It´s only semi-serious, but I would still like some PEACHing, please, I haven´t had much experience making spells.


R676
Some d20 Modern Talents for a psychic warrior type guy. I want him to be able to do all kinds of crazy stunts in combat and out of it , of the kind they do in wuxia movies (maybe not as extreme as running up walls or kicking people´s asses using only a sash as a weapon, this is not Exalted after all), so I think the psionic feats with a 'mind over matter' theme might be a good starting point, but I´m really drawing a blank on wuxia stuff that would fit these criteria. I should also mention that I would like those to synergize with his powers in some ways, like letting you spend PP to enhance the effects of some talents.
So, can I ask for your help? Thanks a lot in advance.

Karoht
2011-10-03, 11:34 AM
H669
Spoilered below for your convinience.
~snip~It´s only semi-serious...
Awesomeness, plus flavor text.
I'm handing this to my DM next session.

Great work!

Kol Korran
2011-10-03, 01:02 PM
R. 677

so... first time on the homebrew forum, if i'm doing something wrong i'd like to know. thanks.

I'm running a long time heroic campaign in Eberron (there is a link to the log in my sig, but it's really not necessary). and while i'm good in story telling and flavor, i suck at monster design and balance.

the party is about to (re) enter the Mournland, into the Eston mines, in order to do some plot relevant magic in some big cave. but before that, i want them to face the Guardian of the site.

now i want it to be special, that might be beaten in a straight up fight, but might also be taken down through "battle puzzle" (i'll throw in an example). both options should be viable, and equally hard. the battle as a whole shoul be hard, (one of the 3 biggest battles in the campaign) but the party will be after 2-3 encounters.

bit of a background (not utterly necessary, buthelps understand the Guardian's theme and one of it's creators)
the party met a changeling through out the campaign, that sometime helped them, sometime hindered, and is some of the "evil team". she is named The Traveler (but is based very loosely on the deirty). in short- she was a secluded artificer that creat items that absorbed some of people's personalities, which she then got to "experience fully" who they were. main things about her: )doesn't fully relate to the creature, but still)
- changling bard 1/ artificer 11 (no infusions though)/ chameleon 2

- ambiguity... anything about her seem to have multiple meanings.

- she is partially mad from her personality shard. she lost most, and no doesn't know who she is most ofthe times, flipping from one personaliy to another.

- superb artificer, an exemplar of her kind, made quite a few unique items. her most intense project was trying to get a creation forge working properly, but she only got a lot of "dumb empty minded" warfoged.

- basically she is sad, wanting attention, but expecting none. she is fine with her constructs and toys.

now, the main villain, learning on her helping the PCs, and so decided to punish her, and torture her at the same time: the guardian was created, and she was to be constrained to ti's bowels, suffering from it's twisted mind, and the proximity to the site.

soooo, will i get to the Guardian already?
well, the idea is basically as follows:
- a humongous construct, made out of fusing loosely lots of adamantine and Mithral warforged to a grotesque creature. i'm not usre about the shape, in my mind there are two: either a six-8 legged "centaur" creature with 4 arms and two heads, or some huge towering trunk, at it's base many spidery legs, and from the trunk about 6 warforged whip like whips, and 2-3 heads. only this feels more Abberation than Construct to me. other suggestions are welcomed!

- inside the mass of metal, wood, stone and magic is the captured Traveler. (incapable of acting) it should take the party a little bit to realize someone is inside, a bit more to realize who it is. i like some of the attacks (i'm thinking area attacks that reach the core?) affect the traveler as well. other things that might affect her? (this has an important effect later on)

- Size: Gargantuan/ Collosal. perhaps partly fluid shape? (depends on it's form)

- CR: about 14. (the party is 11th level, but they got resources)

- living construct, but it might be mad, or it's mind composed of many jumbled minds.

- defeating possibilities:

one would be to hack/ blast it till it drops (tough)
using terrain/ circumstances/ vulnerability to take it down (my thought is that the guardian has numerous cables to the sides of the magical mine's walls. cutting them down might reduce it's HP, or maybe even lower/severe it's powers. cutting a cable is not easy though, and each time there is a random magic discharge- energy damage, debuffing spell and so on) should be tough.
another possibility is the combination of these two (the most satisfying i think). all the options till now should be about equally tough, and viable.
and lastly- killing the traveler while the guardian still stands (it shuts it down) this should be easier, but as the traveler might give them good assistance later on, this comes at a price.


- some defenses: DR/ adamantine, high resistance to normal tactics by the party (resistance 15/ 20 fire, resistance 15/ 20 lightning), some self repair ability, perhaps even limited spell turning?(can a spell be turned through a duskblade's channeling touch)

- some attacks: mostly a brute, should also be fast (haste every few rounds?). i'm thinking of an "aura of confusion" around him (every round you save or you're confused for 1d4 rounds), and perhaps something mimicking insanity, both in itself, and causing it to enemies (though not necessarily the spell)not sure how to express this. these are the effects of the traveler bound to him.

- another strange ability: each time after being wounded for some hp, some warforged dissasemble, and act as warped minions (i think level 3-4 simple warriors/ fighters, i don't want ti to be complicated, mostly a flavour thing). perhaps after some serious hp loss (50%?) enough warforged are down that it's AC or some defenses are lost. i'd like itto go into "blooded mode" to take a term from 4E, and change just a bit (but significantly) one or two of it's powers/ stats, so on... to compensate.

the party, in case you're wondering (less important)
- they'll be at level 11 ECL. they have quite a bit more than the WBL, about 30-50% more they also use Action points from Eberron, and might have most of them. they use these liberaly.the PCs have above average HP.

- kalashtar sorc 1/ wiz 4/ ultimate magus 6: a very capable arcanist. TONS of spells, can cast at 4th level as wizard, 3rd level as sorcerer. like ray spells, fireballs, some buff spells (haste, fly) and has an 8th level nearly depleted dispel magic wand. however, she is very vulnerable, and goes down fast when hit. also has anklet of translocation.

- Aasimar cleric 10. focused on melee, but her attacks do little damage to non evil creartures (due to combination of spells), also capable healer due to magical devices, and can teleport short distances (again magical devices). the tank of the party, with AC at about 28 before buffing spells. also part buffer. a bit confused at 5th level spells, as this is the first time he played a cleric at these levels. carries lots of scrolls...

- rogue 3/ duskblade 8: the quick and agile maneuverer. mostly attack with channeled strikes- combust, shocking grasp, and dimension hop. has quite a few evasive abilities (including full concealment 2 times a day). various potions for different situations. hits most things. has bolt shirt- 1/ day teleport.

- half orc ranger 11 with an intelligent bow, who has Insane to hit bonuses, but doesn't do much damage (now replaced a feat to one that work similar to power attack but ranged). very high dex and ref, very high hp, very high perception, nice selection of spells, including 2/ day swift haste. no teleport stuff i think.

so... does anyone have an idea? i know it's long, and perhaps a bit complicated. but i trust the playgrounders!
Kol.

(search word: Tomer)

pilvento
2011-10-03, 04:11 PM
R. 678

Fellas, in an brand new campaing im playing a wildshape ranger/socut/warshaper and for the last 10 lvls i want to play a nice PRC and i love the Lion of Talanasid from exalted deeds but its a full casting PrC and of course thats its best feature.

So my DM agreed to make an adaptation to that PrC so it can be more martial oriented and no casting.
Removing 10spell casting progresion is big so i have to make or add Features/bab/hit die to compensate

My chose so far is to add the enhanced features from the daggerspellshaper (daggerclaws and enhanced wildshape) also things like fast wildshape, claw sice enhancements or animal companion enhancements.
The flavour and a good lvl 20 capstone its a MUST :smallcool:

whats your opinion on it, what are your sugestions? first time im making a PrC here at the forum so if you can also give me a hand with the table it will be a nice add to the post.

dspeyer
2011-10-05, 12:47 AM
C678

A couple of ideas, neither complete:

Wildshape powers: turn into part-feline magical beasts like griffons and chymera. Capstone: turn into half-celestial version of normally available creature.

Martial: gain 2 tiger claw maneuvers or stances every level with crusader refreshing.

pilvento
2011-10-05, 01:07 PM
sorry, i know i wrote "martial" but i never meant it to be a ToB PrC :smallredface:

Gimur
2011-10-06, 12:25 AM
R.679
I have a Dwarf Magus in the Pathfinder system that is acclimated toward primarily lightning and sonic type effects. I'd say he's somewhat Thor-ish, except for the Dwarven Battleaxe and mechanical replacement for a hand.. But that's beside the point. What I'm looking for is either:
a. A couple of additional spells to sprinkle in for the flavor of lightning and thunder, or a storm.
b. An alternate class feature to reflect this preference and really set it apart.
Or c. A simple 3 or 5 lvl PrC to reflect the lightning/thunder theme that synergizes nicely with Magus.

jasonguppy
2011-10-07, 03:05 PM
R. 680

Can i have a race for either card soldiers or chess pieces (alice in wonderland stuff)

Pigkappa
2011-10-07, 04:26 PM
R 681
I'm DMing a game with players who have never played D&D before. One of them, the fighter, wants to be a blacksmith and put full ranks in Craft(weaponsmithing) and Craft(armorsmithing) and even took Skill Focus:weaponsmithing. I warned him that this is an awful choice, but he still took it. :smalleek:

How can I make him feel that's not totally useless? Since I think that, by RAW, there's just nothing you can do with it, some homebrewed ideas are necessary. Nothing too complicated if possible, please.

jasonguppy
2011-10-08, 09:03 AM
H 681

I have some feats somewhere for one of my old players that did that...
And a PrC

dspeyer
2011-10-09, 01:03 PM
H678

Lose: spellcasting, existing wildshape class features

Gain:

1 usage of wildshape/day every level

At level:

1 wildshape (large or tiny)
2 wildshape (griffon (http://www.d20srd.org/srd/monsters/griffon.htm)); detect evil
3 Talisid's speech; Talisid's claws
4 wildshape (chimera (http://www.d20srd.org/srd/monsters/chimera.htm)); lay on hands
5 supernatural wildshape
6 wildshape (lammasu (http://www.d20srd.org/srd/monsters/lammasu.htm)); smite evil 3/day
7 swift wildshape
8 wildshape (androsphinx (http://www.d20srd.org/srd/monsters/sphinx#androsphinx)); divine grace
9 weapon merging
10 wildshape (leonal (http://www.d20srd.org/srd/monsters/leonal)); celestialshape

detect evil / lay on hands / smite evil / divine grace: like the paladin abilities except that you may use wisdom instead of charisma if you wish and that you use your total hit dice as your paladin level.

Talisid's speech: You may converse freely with any living creature, regardless of common language, its intelligence, or your physical form.

Talisid's claws: All your attacks count as magical and good for overcoming DR.

supernatural wildshape: Gain su (but not spell-like or spellcasting) abilities of forms you wildshape into

weapon merging: If you wildshape while holding a magical weapon so that the weapon merges with your body, you may assign its enhancements to one of your natural weapons with a decrease of 1 to the total enhancement bonus. If you have multiple weapons, you may assign each to a different natural weapon. The enhancement must be appropriate to the natural weapon. For example, if you are holding a +2 seeking fiery bow and a +1 shocking sword and you turn into a griffon, you could gain a +1 fiery bite and a shocking left claw.

celestialshape: You may spend 1 wildshape usage to gain the half-celestial template for one hour. The template will be applied to whatever form you take. If you take a form to which half-celestial cannot be applied (such as a leonal), this effect is suppressed, but returns when you take one it can.

dspeyer
2011-10-09, 01:14 PM
H681

Skill trick: clever sunder

You know exactly where weak points are likely to occur in an object and can use this to your advantage in smashing them. As a swift action, you may study an object for weakness. Make an opposed craft check against the object's creator. Include in the creator's roll any circumstance bonuses or penalties he had at time of creation. If nothing has been established about the creator, assume his total bonus was exactly 10 less than the craft dc of the object. If your roll is higher, add twice the difference to all future damage rolls against the object. You may not retry this unless your craft bonus has increased.

flabort
2011-10-09, 03:52 PM
C 679
Almost got to work, but then noticed "magus", and "pathfinder". Unfortunately, I'm unfamillar with pathfinder, and am not sure if there's a 3.5 version of the Magus.
So I can't even make a 3.5 version for someone to convert. Sorry, someone else will have to do it. But I'd be willing, if I knew.

R 682
Paladin, Bard, and Ranger ACFs that lose spellcasting entirely, and have certain themes:
Ranger: I'm rather mobile, like to spend my time in high places, have absurd Jump-dependant abilities. You'll often find me in treetops, on roofs, or knocking my head against the dungeon roof.
Bard: Heh. Sorry, we don't have a front liner. Or, rather, our front liner is the fool singing his head off.
Paladin: To **** with the Code, I can rescue and heal people anyways. The ends justifies the means, now lets go! (Also, somehow add an elemental theme (with a choice as to element) to this)

R 683
Necro-Bard! (Also an ACF)

Qwertystop
2011-10-09, 04:50 PM
R 684:
A creature that is a sort of cloud that "rides" on other minds. So senses= mindsight + whatever any nearby sentients have. Communication = telepathy + commandeering nearby vocal cords. Maybe an ability to get nearby willing creatures into an ad-hoc hivemind.

Oh, and anything in its area has Concealment as far as mindsight is concerned.

Should be playable. Telekinesis is fine but not necessary (so only if you feel it's needed to make the race strong enough.

flabort
2011-10-09, 08:43 PM
C 684:
I'll get right on it. Any CR I should hit?
If you want it playable, that would be low, right?

Edit: Also, is Aberration type OK? The only other types for... "clouds"... are Ooze + elemental (all three with Incorporeal).

maximus25
2011-10-09, 09:06 PM
R 685: A color mage. Uses the colors around him to do things, for instance he could paint a length of adamantine then use the color and it takes on the properties of that object. Could make golems or bolts of color that do different things based on what object it's taken from.

flabort
2011-10-09, 10:12 PM
H 684
I'm unfamiliar with psionics, but if I never try, I'll never learn.
Figured out how to do it without Incorporeal, sort of. I think.

Cloudmind
Large Aberration (Psionic)
Hit Dice 1d8 (4 hp)
Initiative -2
Speed 0 ft (0 squares), 15 ft. Fly (perfect maneverability)
Armor Class 7 (-1 size, -2 Dex), touch 7, flat footed 7
Base Attack/Grapple +0/+4
Attack -3 melee touch (1d1)
Full Attack -3 melee touch (1d1)
Space/Reach 10 ft./10 ft.
Special Attacks Override Other
Special Qualities Blind Sight, Mind Mists, Telepathy 30 ft., Transparent
Saves Fort +0, ref -2, will +3
Abilities Str -, Dex 6, Con 10, Int 14, Wis 12, Cha 8
Skills Autohypnosis +5, Intimidate +3, diplomacy +3, move silently +2
Feats Mindsight (B), Blind fight
Environment Mountains
Organization Solitary or Mob (1 , 2-4 other creatures)
Challenge Rating 3
Treasure none
Alignment Any (Usually neutral)
Advancement By class level
level adjustment +3

Cloudminds do not speak, though they can speak telepathically, or through a dominated creature's vocal chords.

Combat
A Cloudmind will usually hang back from combat, and let any creatures it has dominated do it's work.

Blindsight (Ex)
A Cloudmind can ascertain creatures by nonvisual means within 60 feet.
It also has Mindsight as a bonus feat. It is able to use this ability normally, even in the area it creates that grants concealment against mindsight.

Override Other (Su)
A Cloudmind may use an action, to make a creature within it's Mind Mist area use an ability the Cloudmind knows, but doesn't have the ability to do (Such as cast a spell with a material component, or a martial maneuver), during the creature's next turn. It must use the same type of action (such as a standard or move action) as the creature would use to use the ability. The ability used uses the target creature's physical ability scores, and the Cloudmind's mental scores, if the ability uses any ability scores. The target creature may make a will save (DC depending Cloudmind's Wis, and on the action, see table) to resist the cloudmind's influence. If it succeeds on it's save, the cloudmind still uses it's action, but the target creature may still use it's action to do whatever it wants during it's next turn.
{table]Action|DC
Talk|15+Wis
Other free actions|10+Wis
Standard or Move actions|5+Wis[/table]
To force a creature to use an ability, the cloudmind must have the ability, either through templates, levels in the appropriate class, the correct feat, or otherwise. It does not have to be able to use the ability itself, either due to not having any limbs to do it with, or similar, but if it lost access to the ability because it broke a code of conduct, or similar, it can't force others to use the ability.
The target creature does not need to have access to the ability. The Cloudmind controls it, using it's own knowledge of the ability to direct the target creature.

Mind Mists (Su)
The Cloudmind is composed of clouds and mist, and sends out tendrils and strands of the mist that it is composed of, that hamper vision. Creatures can move through it's space as if it did not occupy any. It cannot be grappled. Any creature in it's spaces, or within 10 feet of it, are granted Cover, and additionally granted Concealment against Mindsight, and similar effects.
The Cloudmind has no limbs, and cannot carry any weapons, or objects, nor can it manipulate objects. It cannot wear armor, clothes, or anything similar. It cannot see, smell, or hear, and is immune to effects dependant on those.
However, it can use a nearby creature's senses, and see, smell, or hear through them. If it has one or more creatures within the range of this ability, it loses it's immunities to these effects, and instead only has a +2 bonus to resist them.

Telepathy (Su)
A Cloudmind can communicate telepathically with any creature within 30 feet that has an Intelligence score. The creature can respond to the Cloudmind if it wishes - no common language is needed.
A Cloudmind can relay messages through it's telepathy. If one creature which the Cloudmind has spoken to through telepathy wishes, and is still in the Cloudmind's range, another creature within the cloudmind's range can hear (or rather, receives the thoughts that the message consists of) the message the first creature sent, and then reply.
In this way, multiple creatures may communicate telepathically with eachother, as long as they remain within the Cloudmind's range. Because the cloudmind is relaying these messages, it can hear and intercept these messages. It may choose to not relay a message, but must make a Will Save equal to 10+the sender's charisma bonus to stop it from reaching the intended recipient.
When the cloudmind is relaying messages this way, creatures communicating can instinctively tell the difference between the cloudmind's and eachother's thoughts, as if telling the difference between voices. However, a cloudmind must make a will save every round that it relays three or more messages, DC equal to 10+twice the number of messages, or the messages come through muddled, or otherwise miscommunicated.

Transparent (Ex)
A Cloudmind is hard to identify, even under ideal conditions, and it takes a DC 15 spot check to notice one. Creatures who fail to notice a and walk into it suffer no ill effects (beyond any actions the might take the next round).


Cloudmind's as characters
Cloudmind's have the follwing racial traits:

No strength score - Cloudmind's cannot manipulate objects
-4 Dex, +4 Int, +2 Wis, -2 Cha
Large size: -1 penalty to Armor class, -1 penalty on attack rolls, -4 penalty to hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of medium characters
Space/Reach: 10 feet/10 feet
A Cloudmind has no base land speed, but can fly at a speed of 15 feet, with perfect maneuverability
Blindsight out to 60 feet
Mindsight as a bonus feat
Special Attacks (see above): Override Other
Special Qualities (See above): Mind Mists, Telepathy, Transparent
Automatic Languages: none. Bonus languages: Common, Orc, Auran.
Favored Class: Psion
The Cloudmind cannot use equipment or objects of any sort.
Level Adjustment +3

Still need a good name, I have "<something>-cloud" as a placeholder until I can edit in a better one.
LA +4 may be a bit harsh for such a race. It's for Dominate, though.
I might drop it down to +2, if it's too weak.

Qwertystop
2011-10-10, 10:07 AM
C 684:

Well, I was thinking Cloudmind would be a good name.

It doesn't really need Dominate, it could just have "You say it (Su): As an immediate action, the cloudmind can try to speak through another creature. The target creature within 10 feet must make a Will save or say whatever it was that the Cloudmind is trying to make it say."

Add another ability that if a creature within 10 feet fails a Will save, the Cloudmind can sense whatever it senses for 24 hours.

Also, why does it have Blindsight instead of Mindsight? Mindsight is:

A creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense--the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature can see it by some other means. The creature also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.

ericgrau
2011-10-10, 04:07 PM
H 682
These look like fun. I'm going to do them 1 at a time because of time constraints, so check back later.

Grasshopper Ranger ACF
Lose: Spellcasting.

Gain:
Somersault (Ex)
At level 4 the Grasshopper Ranger may use jump checks instead of tumble checks to move past foes. The DC is 16 to move past a medium creature or 24 to move over a medium creature (ceiling allowing) without provoking an attack of opportunity. Halve or double the DC for each size category below/above medium. Double the DC again if the ranger does not have at least a 10 foot running start. If the Grasshopper Ranger fails a check to jump over a creature by less than 5, then he completes the jump normally after the attack of opportunity. Otherwise his movement ends in the square before the creature. Unlike tumbling Somersault does not reduce speed.

Uncanny Jumper (Ex)
At level 6 the Grasshoper Ranger gets a +10 enhancement bonus to his jump checks. This bonus increases to +20 at level 9 and to +30 (the maximum) at level 13.

Standing Jump (Ex)
At level 8 the Grasshoper Ranger is always treated as having a running start for the purpose of jump checks, even if done from a stand still.

Reactive Jumper (Ex)
At level 10 the Grasshopper Ranger gains a +1 dodge bonus to AC and a +1 bonus to reflex saves whenever his movement is unimpaired and he is not flat-footed.

Wall Jump (Ex)
At level 12 a Grasshoper Ranger may make a climb check to grab a wall or other surface after a jump, without penalty, at the cost of 10 feet of movement. Furthermore he may jump horizontally off of that surface as if standing on a normal surface. Surfaces that do not provide support such as ropes that are not taut negate this ability. Jumping between two surfaces the height gained is equal to his jump check divided by 4. The relevant climb DCs are listed below for convenience (they are also in the climb skill description):
{table]Climb DC|Example Surface
10|A surface with ledges to hold on to and stand on, such as a very rough wall
15|Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree
20|An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.
25|A rough surface, such as a natural rock wall or a brick wall.
-|A perfectly smooth, flat, vertical surface cannot be climbed.
+5|Surface is slippery.
[/table]

Feather Step (Su)
At level 14 the Grasshoper Ranger may land with perfect grace onto surfaces, as if weightless. He no longer leaves tracks (as if affected by Pass Without Trace), nor does he trigger traps that are dependent on weight, such as pressure plates or pit traps, though contact traps may still be triggered. He retains this ability even while initiating or landing a jump. Furthermore surfaces that could not ordinarily support his weight may do so, even water or thin branches, provided that he moves at least 20 feet each round. Since he glides on surfaces easily without sinking, many forms of difficult terrain do not affect him.

Skybound (Su)
At level 16 the Grasshoper Ranger halves the normal DC for vertical jumps (including the height gained on his wall jumps). He may target objects or foes in melee normally after this movement, including special attacks such as charging. Furthermore he gains a +20 bonus to his speed whenever jumping unobstructed. Remember that speed increases also increase one's jump modifier.

Air Walk (SLA)
At level 18 the Grasshoper Ranger may act as if under the effect of an Air Walk spell for up to 100 rounds per day, divided as he sees fit. Activating or deactivating this ability is a free action that may only be done on the Grasshopper Ranger's turn. If a Grasshopper Ranger loses consciousness then this ability ends. However the ability may end the Grasshopper Ranger falls slowly at 60 feet per round for 1d6 rounds, as with the spell.

Recommended magic items: boots of striding and springing (read the description carefully, it stacks), ring of jumping and/or climbing (ditto), boots of speed, slippers of spider climbing. A jump modifier is one of the easiest things to optimize.
Other Notes: I made this intentionally ludicrous given how infrequently jumping is actually useful. Sommersault is the only generally useful ability, and it can be done better with a rogue dip. The abilities from level 12 and on may seem powerful, but if these aren't redundant with easily affordable magic items that you already have by that level, then you're doing something wrong.

Sir_Chivalry
2011-10-10, 07:36 PM
R686: I was looking over an old issue of Dragon and found a prestige class I would like to use (the fluff at least). Tiger Masks are servants of Rakshasa, required to only speak Infernal to their masters, who the Rakshasa scar heavily. The class from the magazine gives them claws and alter self late in the class, and is one of those "become a different type" classes. The only crunch ability really important is that they attract arrows and bolts towards themselves instead of their masters, and they have DR against arrows and bolts.

Now despite this being a PrC, I think it would work better in the form of a template. Can anyone whip up a template with the "arrow magnet" and DR abilities as the very least? Considering that the Rakshasa are no longer just vulnerable to blessed arrows, perhaps the ability to intercept attacks in general might b helpful?

Thanks in advance whoever

Debihuman
2011-10-11, 09:31 AM
R 685: A color mage. Uses the colors around him to do things, for instance he could paint a length of adamantine then use the color and it takes on the properties of that object. Could make golems or bolts of color that do different things based on what object it's taken from.

C. 685

Get yourself Marvelous Pigments and then paint things. Are you looking for a Prestige Class or new spells?

Debby

bobthe6th
2011-10-11, 12:17 PM
R687. two epic discipline feats (http://www.giantitp.com/forums/showthread.php?t=95435), based off of the Doll Judgement (http://brilliantgameologists.com/boards/index.php?topic=11940.0)and army of one (http://www.giantitp.com/forums/showthread.php?p=5710173) disciplines. hoping to use a combination in an upcoming epic game...

maximus25
2011-10-11, 12:31 PM
C. 685

Get yourself Marvelous Pigments and then paint things. Are you looking for a Prestige Class or new spells?

Debby
Prestige class.

flabort
2011-10-11, 03:02 PM
C 684:

Well, I was thinking Cloudmind would be a good name.

It doesn't really need Dominate, it could just have "You say it (Su): As an immediate action, the cloudmind can try to speak through another creature. The target creature within 10 feet must make a Will save or say whatever it was that the Cloudmind is trying to make it say."

Add another ability that if a creature within 10 feet fails a Will save, the Cloudmind can sense whatever it senses for 24 hours.

Also, why does it have Blindsight instead of Mindsight? Mindsight is:

Dominate was to... You know, for some reason, I thought that without any way to do anything itself, it would need something like that.

Name changed, atleast. Blindsight not replaced, but "boosted" with Mindsight, which since you quoted a feat, it now gets as a bonus feat.

Dominate not replaced, while that would definitely lower the LA, it has little or no, uh, ability to do anything. I'll replace it, if I can figure out what to do instead. Maybe something like, "It may use an action, to make a creature within it's Mind Mist area use an ability the Cloudmind knows, but doesn't have the ability to do (Such as cast a spell with a somatic component, or a martial maneuver), during the creature's next turn. It must use the same type of action (such as a standard or move action) as the creature would use to use the ability. The ability used uses the target creature's physical ability scores, and the Cloudmind's mental scores, if the ability uses any ability scores. The target creature may make a will save (DC depending Cloudmind's Wis, and on the action, see table) to resist the cloudmind's influence. If it succeeds on it's save, the cloudmind still uses it's action, but the target creature may still use it's action to do whatever it wants during it's next turn."

And then I'd have a table. DC 15+wis for talking, DC 10+wis for other free actions, DC 5+wis for move and standard actions.
What do you think? Better, or worse than Psionic Dominate 3/day?

Qwertystop
2011-10-11, 04:15 PM
Dominate was to... You know, for some reason, I thought that without any way to do anything itself, it would need something like that.

Name changed, atleast. Blindsight not replaced, but "boosted" with Mindsight, which since you quoted a feat, it now gets as a bonus feat.

Dominate not replaced, while that would definitely lower the LA, it has little or no, uh, ability to do anything. I'll replace it, if I can figure out what to do instead. Maybe something like, "It may use an action, to make a creature within it's Mind Mist area use an ability the Cloudmind knows, but doesn't have the ability to do (Such as cast a spell with a somatic component, or a martial maneuver), during the creature's next turn. It must use the same type of action (such as a standard or move action) as the creature would use to use the ability. The ability used uses the target creature's physical ability scores, and the Cloudmind's mental scores, if the ability uses any ability scores. The target creature may make a will save (DC depending Cloudmind's Wis, and on the action, see table) to resist the cloudmind's influence. If it succeeds on it's save, the cloudmind still uses it's action, but the target creature may still use it's action to do whatever it wants during it's next turn."

And then I'd have a table. DC 15+wis for talking, DC 10+wis for other free actions, DC 5+wis for move and standard actions.
What do you think? Better, or worse than Psionic Dominate 3/day?

Your alternative seems fine. Also, don't forget that:
1: It can cast somatic-component spells. Not Material-component ones, though.
2: It can still have a psionic class. That gives it plenty to do in combat.
3: Under "Cloudminds as Characters", you have an unnecessary apostrophe, and your [size] tag is broken

flabort
2011-10-11, 04:32 PM
Your alternative seems fine. Also, don't forget that:
1: It can cast somatic-component spells. Not Material-component ones, though.
2: It can still have a psionic class. That gives it plenty to do in combat.
3: Under "Cloudminds as Characters", you have an unnecessary apostrophe, and your [size] tag is broken

Switched Dominate with Override Other.
1: alright.
2: Right.
3: fixed.

Also, lowered LA by 1. Since it can make it's enemies attack each other, almost every round if it wishes...

Qwertystop
2011-10-13, 07:10 AM
Switched Dominate with Override Other.
1: alright.
2: Right.
3: fixed.

Also, lowered LA by 1. Since it can make it's enemies attack each other, almost every round if it wishes...

Looks pretty good. Just one thing:
Would the ability to set up a multi-mind network with Telepathy require LA changing? That is, to allow multiple creatures to all communicate with each other instead of just individual Cloudmind-and-1-creature communications?

If not, can you add it? You can probably phrase it better than me.

I'm considering making a Factotum with this, guiding just about anyone to do just about anything.

ericgrau
2011-10-13, 03:00 PM
H 682 (Elemental Paladin ACF)
Misc: Choose an element at first level: fire, water (cold), air (electricity), or earth (force). You must be from the related plane, follow a deity with it in their portfolio, or otherwise bear some loose relation to it at the DMs discretion (e.g., water for amphibious race, air for flying race, earth for an animalistic race, etc.). Elemental paladins face looser restrictions and fall similar to the way a cleric falls. Elemental paladins face no special multiclassing restrictions.

Damage (but not healing) from all earth elemental paladin special abilities is halved. Energy damage from special abilities deals double damage to vulnerable foes rather than an extra 50%.

Gain:
Elemental smite
Your smite damage becomes typed as your energy type. The bonus to attack rolls does not apply against creatures immune to your energy type, but otherwise this ability works against any creature. This ability replaces smite evil.

Elemental Aura
Similar to aura of good, except you give off a transmutation aura of appropriate strength when detected with a detect magic. This ability replaces aura of good.

Detect [Aquatic/Fast/Burrowing/Flying] Creatures
You detect creatures that oppose your element, similar to detect evil. Fire Elemental Paladins detect aquatic creatures, Water Elemental paladins can detect creatures with a land speed of 50 feet or more, Air Elemental Paladins can detect burrowing creatures (earth does not block this, unlike other detects), and Earth Elemental Paladins can detect flying creatures. This ability also detects elementals of the opposing element, but it does not detect the natural mundane element. This ability replaces detect evil.

Lay on Hands
Your Lay on Hands ability may be used to heal normally unless the target has a type or subtype diametrically opposed to your element. You may also use it to deal damage of your energy type against any target.

flabort
2011-10-13, 07:00 PM
Looks pretty good. Just one thing:
Would the ability to set up a multi-mind network with Telepathy require LA changing? That is, to allow multiple creatures to all communicate with each other instead of just individual Cloudmind-and-1-creature communications?

If not, can you add it? You can probably phrase it better than me.

I'm considering making a Factotum with this, guiding just about anyone to do just about anything.

I added this.
"A Cloudmind can relay messages through it's telepathy. If one creature which the Cloudmind has spoken to through telepathy wishes, and is still in the Cloudmind's range, another creature within the cloudmind's range can hear (or rather, receives the thoughts that the message consists of) the message the first creature sent, and then reply.
In this way, multiple creatures may communicate telepathically with eachother, as long as they remain within the Cloudmind's range. Because the cloudmind is relaying these messages, it can hear and intercept these messages. It may choose to not relay a message, but must make a Will Save equal to 10+the sender's charisma bonus to stop it from reaching the intended recipient.
When the cloudmind is relaying messages this way, creatures communicating can instinctively tell the difference between the cloudmind's and eachother's thoughts, as if telling the difference between voices. However, a cloudmind must make a will save every round that it relays three or more messages, DC equal to 10+twice the number of messages, or the messages come through muddled, or otherwise miscommunicated."

I do not think this warrants an increase of LA, or if it does, I think I may have already had the LA too high anyways, so that this "increase" doesn't affect anything.

C 682
Thanks! those look good so far. Only concern is that the Elemental Paladin may be a bit weaker than the normal paladin, but that's a fairly OK thing. Flavor over Power. And it's countered by looser restrictions anyways.
Oh, yeah, and it doesn't lose spell-casting, which was a requirement, but I guess that's pretty hard to do. Looks good, though.
Grasshopper Ranger looks awesome, too. Jump, Jump, Jump, King me. Or, wait, wrong game, sorry. Jump, Jump, Jump, Full Attack. :smallwink:

Qwertystop
2011-10-13, 07:20 PM
I added this.
"A Cloudmind can relay messages through it's telepathy. If one creature which the Cloudmind has spoken to through telepathy wishes, and is still in the Cloudmind's range, another creature within the cloudmind's range can hear (or rather, receives the thoughts that the message consists of) the message the first creature sent, and then reply.
In this way, multiple creatures may communicate telepathically with eachother, as long as they remain within the Cloudmind's range. Because the cloudmind is relaying these messages, it can hear and intercept these messages. It may choose to not relay a message, but must make a Will Save equal to 10+the sender's charisma bonus to stop it from reaching the intended recipient.
When the cloudmind is relaying messages this way, creatures communicating can instinctively tell the difference between the cloudmind's and eachother's thoughts, as if telling the difference between voices. However, a cloudmind must make a will save every round that it relays three or more messages, DC equal to 10+twice the number of messages, or the messages come through muddled, or otherwise miscommunicated."


Seems great. Thanks!

ericgrau
2011-10-14, 07:09 PM
C 682
Thanks! those look good so far. Only concern is that the Elemental Paladin may be a bit weaker than the normal paladin, but that's a fairly OK thing. Flavor over Power. And it's countered by looser restrictions anyways.
Oh, yeah, and it doesn't lose spell-casting, which was a requirement, but I guess that's pretty hard to do. Looks good, though.
Grasshopper Ranger looks awesome, too. Jump, Jump, Jump, King me. Or, wait, wrong game, sorry. Jump, Jump, Jump, Full Attack. :smallwink:

Ya I noticed the presence of paladin spellcasting after I was finished and kept kicking myself afterwards. Ya it would be hard to heal without it; since the existing spells are all buffs / healing / fix-it which is exactly what you need.

Here's a quick and dirty solution: Use paladin level x 1.5 instead of paladin level for smite and lay on hands. Double this again when healing your mount. Replace remove disease with lesser restoration 1/week, restoration 2/week, restoration 3/week, greater restoration 4/week, greater restoration 5/week. I'm kind of partial to just keeping the casting though. May also lead to monk/paladins shouting "Falcom Punch". Anyhoo...

Swordsinger Bard ACF
Lose: spellcasting

Gain:
Hit Die: d8

Saves: Good fort, good ref, poor will

(BAB is still medium)

Weapon and armor proficiencies: medium & heavy armor proficiency, light & heavy (but not tower) shield proficiency, martial weapon proficiency

Combat Singer
A swordsinger bard may begin bardic music as a swift action rather than a standard action. Maintaining concentration is also a swift action and some songs continue to have a benefit even after concentration ceases, as normal. Thus it is often better to switch between multiple songs to gain multiple benefits as an encounter progresses.

Legendary Weapon Forger
A swordsinger bard may use the craft magic arms and armor feat as if his caster level were equal to his bard level, and as if he had prepared all spells from any spell list of a level equal or lower to half his bard level minus 1. This ability does not grant the feat nor any actual spellcasting.

Instrumental Weapon (aka My Axe is an Axe aka Fluted Sword aka Obow...)
A swordsinger bard may wield an instrument that is also a weapon, or that conceals a weapon. The weapon may be some part of the instrument, or it may pop out via a spring loaded mechanism. The total cost of such a weapon is twice the sum of the costs of the instrument and weapon. Masterwork costs are also doubled, but not any magical enhancements. Any mechanism is included in this cost.

It is a DC 15 search check to notice a concealed weapon provided that the instrument is seized and closely examined. Otherwise a concealed weapon is not externally visible via mundane means. The instrument itself may also be the weapon, after being reinforced, hardened, sharpened, or etc. and it is a DC 15 spot check or DC 10 search check (if held and closely examined) to notice such a reinforcement.

A swordsinger bard may simultaneously play and fight with this weapon. The instrument must be of reasonable size and shape to be able to contain or become the weapon. A swordsinger bard need not wield such a weapon; he may sing or speak poetics or so forth while wielding a more typical weapon.

Other Comments: With heavy armor and so-so HD the swordsinger bard no longer needs a good dex, so he can focus strength like other melee. Cha becomes a useful but minor stat, for better or for worse. A new song every round enables heavy musical stacking. Inspire courage + inspire greatness effectively gives him full BAB while also helping his allies, plus a simultaneous countersong isn't shabby either. The drawback is that he doesn't have bonus feats or rage or etc. It may seem like I'm getting lazier, and maybe I am, but there's not much you can do when competing full BAB classes also have few class features. PrCing out or grabbing feats for more/better songs to exploit Combat Singer might be something to consider in a build.

Debihuman
2011-10-15, 08:21 AM
R686: I was looking over an old issue of Dragon and found a prestige class I would like to use (the fluff at least).

C. 686

Which issue of Dragon Magazine is this?

Debby

sournote103
2011-10-15, 08:59 AM
C 687
This appears to be mainly a 3.5e homebrew thread, but can people request pathfinder content here?

ericgrau
2011-10-15, 09:56 AM
It's been done at least, and I don't see why not. Not all potential responders will know much about PF though.

sournote103
2011-10-15, 10:02 AM
Ok, then I'd like to make a pathfinder request
R 688
I'd like a CR+0 version of this (http://www.d20pfsrd.com/bestiary/monster-listings/templates/lycanthrope) that could be appropriate for use by a player, if possible. Thanks.

Qwertystop
2011-10-15, 11:53 AM
R 689:
A prestige class that can use Handle Animal on sentients. Slow drain to target's INT and CHA optional.

ericgrau
2011-10-15, 08:13 PM
C 688
For those who play 3.5, he wants an LA +0 version of the linked template, bearing in mind that PF is more lax on LA than 3.5 with its CR = LA rule (and CR is ower than LA in 3.5). For that matter many people who post here are equally lax on LA, so it shouldn't be too complicated to convert.

Amechra
2011-10-15, 08:24 PM
R690: I want someone to make a PrC for my Librarian base class (http://www.giantitp.com/forums/showthread.php?t=188294) based off of this (http://bibliography.gaijinmanga.com/main.php?ch=1&pg=1).

I'd do it myself, but I'm awful at PrCs.

Sir_Chivalry
2011-10-15, 09:58 PM
C. 686

Which issue of Dragon Magazine is this?

Debby

Issue 300, sealed section.

Andion Isurand
2011-10-17, 05:37 PM
R. 691

One or more names and fluff excerpts for a lesser or intermediate elven deity.

Alignment: NG
Favored Weapon: Long Horizon (Saber -> FRCS pg. 97)
Domains: Community, Elf, Good, Knowledge, Planning, Pride, Travel and Zeal
Portfolio: achievement, academics, colleagues, discovery, exploration, learning, research, students, teachers

(8 is the most domains I found on an intermediate elven deity).

Qwertystop
2011-10-17, 07:17 PM
R. 692

A prestige class with few requirements that gives lots of different gaze attacks (and thematically similar effects that don't use the Gaze Attack mechanic, like a long-lasting cone AOE that must face in the direction of your last action). It should have several mind-affecting options (like Fascinate, Charm, Dominate), as well as other ones (like Flesh to Stone or a magic-suppressant). If possible, some sort of Flesh to Glass would be good, just for "seeing right through someone".

LarryBiscuit
2011-10-17, 08:32 PM
R. 693

I need a Prestige Class that is a balanced mix between martial and arcane and removes Arcane Spell Failure from the caster when using medium or lighter armor. I was looking at Eldritch Knight, but it didn't quite fit.

Knight of the Mind, elite guard force of the Enclave of the Mind (An arcane university of sorts and library). Equally versed in the martial and the arcane arts. I was thinking maybe some stuff that gives them a slight edge against other arcane casters?

Also need a Time Travel spell, but really just the reagents needed for it. Something that will span multiple sessions.

Edit: Derp. 3.5e, unless that is already assumed.

flabort
2011-10-17, 08:47 PM
C 693 Yes, 3.5 is assumed. Or, the default.

Edit:

R690: I want someone to make a PrC for my Librarian base class (http://www.giantitp.com/forums/showthread.php?t=188294) based off of this (http://bibliography.gaijinmanga.com/main.php?ch=1&pg=1).

I'd do it myself, but I'm awful at PrCs.

C 690 Cool webcomic. Is this that "Manga" I've been hearing about? :smalltongue:

JK, I've heard enough about manga to know what it is (I think). Like, the fact that if that was manga, the panels would be in right-to-left order, right?

Once I finish reading it enough to understand your request, I'll give it a shot.

C 692 Ah... I'm really taking on a lot already (planning a Matrix WW, lots of homebrew that I'm already working on, a few PbPs, etc.), but that seems cool. I'm guess you don't want a "Servant of the Beholder" type PrC, but just want some cool sight-based abilities, but if you could supply a little more of the kind of flavor you want...?

That said, if I have time, I might give this a shot. I'm shooting myself in the foot, I know it... But I want to try. :smallsmile:

Qwertystop
2011-10-18, 10:40 AM
C 692 Ah... I'm really taking on a lot already (planning a Matrix WW, lots of homebrew that I'm already working on, a few PbPs, etc.), but that seems cool. I'm guess you don't want a "Servant of the Beholder" type PrC, but just want some cool sight-based abilities, but if you could supply a little more of the kind of flavor you want...?

That said, if I have time, I might give this a shot. I'm shooting myself in the foot, I know it... But I want to try. :smallsmile:
Beholder-based doesn't really work because it's all ranged touch (read: spell lasers) that just happens to come from eyes. I was thinking of Gaze Attacks. The base rules for those are: Chance to trigger when within range (accidental eye contact), and the one with the gaze attack can force a save by glaring at someone. The cone-based idea I had would just be a limiter on that to reduce the power (as opposed to anyone nearby, it's directional). You could go with a chaos-and-raw-power flavor (magic is leaking out through the eyes), but I'm sure there's lots of other ways to do it.

RedWarrior0
2011-10-18, 04:17 PM
R694
I have one big-ish request, related to Binders from Tome of Magic.

Players of the Alternative Energy game at B12, don't look.

What I want is a special vestige for the evil NPCs. However, while bound, you cannot bind other vestiges. As a result, if one could bind multiple vestiges, he instead gets additional or enhanced abilities from the vestige. Most of the other stuff is described below.

The vestige is loosely based on an amalgam of the Beast and the Dragon of the book of Revelation; it is an apocalyptic creature, the abilities from binding it are mainly destructive in nature. It also has more deleterious effects on the binder's soul than most vestiges, as the Beast, whose body now lies dead in the Styx in a deep layer of the Abyss, was (and still is) a devourer of souls. Eventually, the binder's soul is eaten away completely, and his body is a vessel for the Beast.

Binding the Beast automatically results in a poor pact, so to speak. However, the binding check is still made to determine whether it is heavy or light influence (against a high DC); this check must be made once for every vestige slot available. While under light influence, the binder tends to revel in destruction and chaos, and must not attempt to avoid destruction or bloodshed. Under heavy influence, a binder's alignment is changed for the duration of the pact; A chaotic or evil creature becomes chaotic evil. Otherwise, each component of the binder's alignment is moved closer to chaotic evil. In addition, the binder must take any measures possible to cause chaos, destruction, or suffering.

The Beast's special requirement cannot be circumvented in any way. The Beast's special requirement is that its seal be drawn with the blood of a Good sentient creature dead no more than three minutes.

The Beast's sign increases in scale with each vestige slot occupied. Initially, it causes its seal to appear in red (not glowing) on the binder's forehead or right hand, at his choosing. In addition, his irises become blood red. Occupying two slots, the seal glows faintly, and the binder's skin gains a faint red tinge. With three slots occupied, the seal glows a bright red, giving off light as a candle. The binder's eyes are replaced by glowing red spheres, and his skin becomes a reddish hide. While the Beast occupies four slots, the binder's hide becomes scaly and his face gains draconic features. These are all in addition to any natural attacks the binder gets as a result of the vestige. ((And it's a dragon-demon-beast. I expect natural attacks.))
So, I have the fluff down pretty well, but it's kind of soft and chewy. Needs some crunch to it. Help would be incredi-awesome.

flabort
2011-10-18, 05:53 PM
C 690 Alright, finished reading that comic (as far as it goes).

So, you want a PrC based on... the Pages, or the Whitebox Weapons?

IMHO, In a world with wizards and warlocks, warforged and bards, rogues and druids, a Page wouldn't really stand out or be identifiable. And sorry to say, I don't think that base class is the best fit to the comic.

I'll still try to do it, but you won't be offended if I post two versions, one for your class and one not?

Amechra
2011-10-18, 08:23 PM
Whitebox Weapons, mostly.

And I don't mind; I just need more stuff to progress out from my base class into...

ericgrau
2011-10-19, 01:51 AM
H 693
Knight of the Mind
As eldritch knight except:
Requirements: Must be proficient with all martial weapons, able to cast 2nd level arcane spells
15 level PrC (so sue me)
First two levels do not grant casting. Only the first level grants a fighter bonus feat, as before.

Armored Casting
At 1st level a Knight of the Mind may cast in light or medium armor without incurring spell failure.

Automatic Extend
All spells from the spellcasting advanced by Knight of the Mind may be treated as if affected by the extend spell feat without altering the spell level. All of a Knight of the Mind's spell like abilities (from any source) are likewise extended.

Spell Like Abilities
The Knight of the Mind may use each of the spell like abilities in the table below once per day upon attaining the Knight of the Mind level indicated, with a caster level equal to his hit dice (rather than his arcane caster level). Note that spell like abilities have neither somatic nor verbal components. Unlike most spell like abilities, the save DCs are based on the mental ability score used for the spell-casting that Knight of the Mind advances.

Bonus Feat
At 2nd level and every 5 levels thereafter the Knight of the Mind gains a bonus feat as indicated in the table below.

{table]Level|Spell Like Ability|Special
1|Touch of Idiocy
2|Silence|Bonus Metamagic Feat
3|Dispel Magic
4|Enervation
5|Lesser Globe of Invulnerability
6|Spell Resistance
7|Feeblemind|Bonus Metamagic, Quicken Spell Like Ability or Empower Spell Like Ability Feat
8|Antimagic Field
9|Greater Dispel Magic
10|Spell Turning
11|Bigby's Grasping Hand
12|Protection from Spells|Bonus Metamagic, Quicken Spell Like Ability or Empower Spell Like Ability Feat
13|Mind Blank
14|Energy Drain
15|Mordenkain's Disjunction
[/table]

Tips: The quicken spell like ability feat (MM1) is handy for your lower level SLAs once you reach high enough level to use it. The empower spell like ability feat is useful on touch of idiocy, enervation and spell turning. A simple anti-caster tactic to try is to silence yourself or an object you're carrying, get close to your foe and take him down with further anti-caster SLAs since you can still cast these. Spontaneous casters and maybe some prepared casters might want to consider the silent spell feat as well.

Other Comments:While the knight's normal casting is behind a level further than the eldritch knight that's still better than getting still spell, he gets free extend, he gets 1 more BAB from lower pre-reqs, and his anti-caster SLAs are attained at or near the same level as a pure wizard or cleric. Yet against any foe that's not a caster the lost caster level is a big price to pay for only a couple points of AC and 1 BAB. If it still seems too good for your group, consider removing automatic extend.

Qwertystop
2011-10-19, 08:18 AM
New Thread (http://www.giantitp.com/forums/showthread.php?p=12056895)
(because of the 50-page limit)

Seltsamuel
2012-10-29, 02:55 PM
To stupid to read.... :smallconfused:

MrAdam
2013-10-01, 11:55 AM
I have a request for a playable race
Hurgeon-Also known as the hedge-hog folk, hurgeon are short stocky folk, resembling humanoid hedgehogs, with thick clusters of needle-like spines on their backs and their arms and legs. Hurgeon prefer to live simply in small dug out burrows excavated from the earth, the call to adventure is strong, especially with the younger ones, and while all hurgeon have the ability to roll up in a ball as a defensive ability, fighters and monks are especially dangerous, using their needle-sharp spines as weapons. Hurgeons dwell in natural places, and prefer to keep their surroundings unspoiled, as such they often take to "Wilderness" occupations like rangers and druids

Cakesnizzles
2013-10-04, 11:08 PM
I tried to make it work but i just couldn't!!!! :( A Bard class that destroys people with music, like the two brothers from "Kung-Fu Hustle"....