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DarkShard
2008-03-10, 08:45 PM
Hi, Shard here. This is the thread where I will be posting all my homebrew ideas. First, the slightly damned race, the

Jakkai

Physical Description
When born, Jakkai are barely half a foot long. Fully grown, Jakkai are approximately 2'6" to 3' tall. Jakkai are great climbers, and their prehensile tails help them hang from branches or anything else like possums with ease. Their large, bat-wing shaped, flexible ears are usually held up, but flop down to the sides of their heads when tired or to express emotions.Spring through Autumn, Jakkai have light goldenrod fur, a cream-colored belly, and brown on their feet, hands, back, heads, and ears. Their fur is short, except on the top of their heads. All Jakkai have different cheek patterns, and their eye color is extremely varied.In the winter, Jakkai grow a white and grey winter coat. This way, they don't need extra layers of clothing to deal with the cold like Humanoids do.
Personality
----?

Lands
Jakkai usually live in hidden villages away from Humanoid civilization. Jakkai villages are few in number and extremely widespread across the lands of the world. They can be located just about anywhere, from mountains to forests or even near the ocean.

Relations
----?

Alignment
Their isolated tedencies make them mostly neutral, leaning towards chaos or law.

Religion
They worship Gaia, “The Great Mother”, and some of the twelve guardians.

• -2 Str,+2 Dex , Jakkai are nimble and fast, but their small stature hinders their strength.

• Monstrous Humanoid
• +5 Climb
• Winter Coat (Ex): A Jakkai grows a Winter Coat during winter or the normal cold season. This coat grants him Cold Resistance of 5+2 times his character levels above one. When a Jakkai has a Winter Coat in snowy terrain, he gains a +5 bonus on his Hide check. If said Jakkai is not wearing armor or wearing whitish clothing, it increases to a +10
• Small Size
• 40 ft Move
• Favored Class – Sorceror or Rogue
• Automatic Languages: Common.
• Level Adjustment +0

Idea and quotes: Raizap.com/sdamned

New spells:

Cataclysm

Illusion

Level: Sor/Wiz 6 , Clr 8
Components:S
Casting time: One Standard Action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

By touching a creature’s forehead, you give them a vision of pure anihilation. If they fail their Will save, they take 3d10 points of damage + 2 per caster level, get a -2 to saving throws and attack rolls, and come under a fear effect, as per the Fear spell, until they rest. If they succeed, they simply take 2d8 points of damage.


Cataclysm, Mass

Illusion

Level: Sor/Wiz 8 , Clr 9
Components:S,V
Casting time: One Standard Action
Range: 10 ft radius, centered on caster
Target: creatures within the radius
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You prophesies the apocalypse to the surronding area, doing damage to them. If they fail their Will save, they take 2d8 points of damage + 2 per caster level, get a -2 to saving throws and attack rolls, and come under a fear effect, as per the Fear spell, until they rest.

Power Reversal

Evocation

Level: Sor/Wiz 9
Components:S,V, AF
Casting time: One Standard Action
Range: Short (25 + 5 per caster level)
Target: 1 living creature
Duration: Instantaneous
Saving Throw: no
Spell Resistance: Yes

You shoot a thin, silvery beam from your outstreched fingertip, and if it hits, it deals 1d8 points of damage per the targets character level.

arcane focus: Ring of Spell Turning

Mace of Pestilence: This minor Artifact borders on a unique magic Item, if it weren’t for the fact that nobody knows how to make one. It is a +1 mace does 1d8+3 damage, and has an oval shaped hole where if the purged Eye of Grumush is forged, the 2 Artifacts merge and become The Mace of Cleansing Flames. If they are forged without purging it, it becomes the Infernal Mace. It is not sentient, being an incomplete Artifact. Once per day, upon attacking an Animal, Vermin, or creature with a disease, you can choose to envelop the Mace with a light of purity that strikes the creature. But if the attack misses, the power is wasted. If the attack hits, the attacked creature must make a Reflex save. If it fails, the attackers attack bonus goes up by 7, and the diseased creature is cured. This bonus stacks with any other extra bonuses the attacker has. If the creature is killed by this power (named Smite Pestilence), then the dead creature is disintegrated, as with the Disintegrate spell. Once per 2 days, the wielder can lay this Mace on an ally and purge him of any disease, but only once per use. As with the merging ability mentioned above, you cannot have both the Mace of Pestilence, and the Mace of Cleansing Flames or Infernal Mace. There is rumored to be more than one of these.

Eye of Grumush: This minor Artifact borders on a unique magic Item, if it weren’t for the fact that nobody knows how to make one. It is an Amulet shaped like an Eye. It is sentient, and it is Chaotic Evil, but if any Good Cleric purges it, it becomes Chaotic Neutral. It can only talk to people touching it. If a Good character tries to put it on, it grips on to his neck and Dominates him, as per the spell. Once the Dominated character is unconscious, the Eye of Grumush can be removed. If it is not removed before the character wakes up, he will continue to be Dominated. If a Good character puts it on, but is immune to dominate, the Eye will be silent, and the Character will not gain any of its inherent bonuses and will not be able to use any of its powers. Once it is purged, the wearer may use its powers. Its powers are as follows: 2/day Color Spray 1/day Burning Hands 1/2days Invisibility 1/3days Fireball. If it is forged and merged with the Mace of Pestilence without being purged, it turns into the Infernal Mace. If it is purged and merged, it turns into the Mace of Cleansing Flames. As with the merging ability mentioned above, you cannot have both the Eye of Grumush, and the Mace of Cleansing Flames or Infernal Mace. There is rumored to be more than one of these.

Infernal Mace: A direct conduit to the unholy powers of Grumush. No one but Evil Clerics of Grumush can wield its true power. Its powers are not known because no one lives to document them. It is especially deadly to Elves. There are rumors of an Evil Cleric raining fires of Unholy vengeance on an entire continent. Any attempt to make an Infernal Mace automatically fails if there is already one in existence. There is already one of these in existence. You cannot unmerge an Infernal Mace.

Mace of Cleansing Flames: This is the merged version of the Mace of Pestilence and the purged Eye of Grumush. It is a flaming +3 mace with no slots anywhere. It deals 1d8+5 damage. It is sentient and Choatic Neutral. Here are its powers: 3/day Smite Pestilence 2/day Remove Disease 1/day invisibility 1/2days Fireball 1/3days True Seeing. It is not as powerful as the Infernal Mace because it is not a direct conduit to Grumush power. You cannot unmerge a Mace of Cleansing Flames.

More later.

Gwyn chan 'r Gwyll
2008-03-10, 09:00 PM
So, the Jakkai are Monkey-people, by my understanding.

Normally, races don't have odd Racial ability modifiers. It makes them unbalanced. If you have a Jakkai Rogue, and you place 15 Str and 15 Wis, then they would only go down to 14, not reducing the ability Modifier, leaving it at +2.

DarkShard
2008-03-11, 08:51 AM
Originally it was -2 Strength, but then someone told me it was a bit harsh and so I changed it. Was I right the first time. And they are more like rabbit-rat-squirrel people I guess. I don't think it's ever clearly defined.

AKA_Bait
2008-03-11, 09:16 AM
Was I right the first time.

Yes. :-)

Overall seems ok.

DarkShard
2008-03-13, 10:11 AM
Ok, updated with three new spells.

Burley
2008-03-13, 10:40 AM
• Winter Coat (Ex): A Jakkai grows a Winter Coat during winter or the normal cold season. This coat grants him Cold Resistance of 5+2 times his character levels above one. When a Jakkai has a Winter Coat in snowy terrain, he gains a +5 bonus on his Hide check. If said Jakkai is not wearing armor or wearing whitish clothing, it increases to a +10.

Wait...so...a +0 LA that can ignore a lot of spells at second level? Cold Resistance 10 is pretty big deal, and I've never seen a race with it that doesn't have an LA. Your race (If I understand the description correctly) has cold resistanse 5 at first level, 9 at second, 11 at third and so on? So, practical immunity at 20th?
I suppose only being able to use the ability in Cold weather is a draw back, on it's own. But, I'd say that, when it has this coat, the fur may catch fire. Like whenever the Jakkai has the Winter Coat and is hit with a fire spell, there is an X% chance that it'll be singed and he'll lose part of his Cold Resistance until the hair regrows in...1d4 weeks?

Is that too harsh for what you're going for?


I really like your Power Reversal spell, though.

DarkShard
2008-03-13, 05:32 PM
Update: My artifacts.

Edit: Here is my new Prestige Class: The DM, and my contest monster, Assimilator Flies.

Dungeon Master



HD: d8

Requirements
Alignment: any Neutral
Skills: 26 Int 28 Str 24 Cha
Feats: Improved Initiative, Quicken Spell, Silent Spell, Still Spell, Maximize Spell
BAB: +3
Spellcasting: Must be able to cast 5th level Arcane and/or Divine spells
Special: Must have been a DM once (Current Dm’s Discretion)
Class-Skills: Bluff, Intimidate, Climb, Swim, Listen, Spot, Search, Scry, Concentration, Diplomacy, Lore, Craft, Knowledge (All)
Skill points per level: 2+Character Level
Level BAB Fort Ref Will Special
1st +0 +0 +0 +0 Fudge the Roll (Su)
2nd +1 +1 +1 +1 --
3rd +1 +1 +1 +1 Lucky Shot (Su)
4th +2 +2 +2 +2 --
5th +2 +2 +2 +2 Convenient Relief (Su)
6th +3 +3 +3 +3 --
7th +3 +3 +3 +3 Plot Twist (Su)
8th +4 +4 +4 +4 --
9th +4 +4 +4 +4 Deus Ex Machina (Su)
10th +5 +5 +5 +5 Power Expansion (Ex)

Fudge the Roll (Su): Once per day, choose on creature in your sights, whether true line of sight or by Divination. The next time that creature makes an attack roll or saving throw it automatically fails.

Lucky Shot (Su): Once per day: choose an ally in your sights (Includes yourself). The next time they attack, they get a +20 on their attack roll. But on that attack, they can’t get a critical hit.

Convenient Relief (Su): Once per day, choose an ally in your sights (Includes yourself). The next time they would go below 0 hp, they are left with one hp instead.

Plot Twist (Su): Once per day, the caster of this ability shoots a corkscrew shaped beam of light from his fingertip. Roll a d20, and it does the following: 1-2: Disintegrate spell, 3-4: Sleep, 5-6: FireBall, 7-8: Lightning Bolt, 9-10: Hold Monster, 11-12: Confusion, 13-14:Ray of Frost, 15-20: Cure Moderate Wounds. You can use these spells at your caster level, or the minimum caster level.

Deus Ex Machina (Su): Once per week you can use this ability. The (Real) DM invokes some random malady on all surrounding enemies that are hostile towards you (Such as a –2 to damage, -2 to attack rolls, -2 to saving throws, random disease, Etc).

Power Expansion (Ex): You gain an extra use of each of the DM powers per day (or per week; 2/day, 3/day…) in this level and for every 2 levels after; at 12th, 14th, 16th, Etc.

Assimilator Flies
Diminutive Magical Beast (Swarm)
HD 10d10+20 (75 hp)
Speed Fly 20 ft (Average)
Init: +5
AC 19; touch 19; flat-footed 14
+5 Dex +4 Size
Base Attack/Grapple: +10/-
Attack Swarm attack 2d6
Full-Attack Swarm attack 2d6
Space/Reach: 10 ft./0 ft..
Special Attacks Assimilate, Distraction
Special Qualities Swarm Subtype, Hive Mind
Saves Fort +9, Ref +12, Will +6
Abilities Str 1, Dex 20, Con 14, Int 12, Wis 12, Cha 5
Skills N/A
Feats N/A
Environment Underground, caves, basements
Organization Single, Hive(2-5), Assimilator(6-9)
Challenge Rating 7
Treasure none
Alignment always neutral
Advancement by HD
Level Adjustment none

You hear a high pitched buzzing noise, and you turn aroung to see your teammate covered head to toe in giant flies. He screams as he tries to tear them off but to no avail. He grows smaller and smaller as he leaves only his equipment behind. Before they envelop you, you notice that one new fly has joined the swarm.
Combat
Assimilator Flies attack the nearest living creature they can, using their Assimilate Special attack to add to their swarm, wishing to transform everything.

Assimilate(Su): Once a foe is nauseated by the Assimilator Flies Distraction, the Swarm can cover the creature, trying to assimilate it into the swarm. The creature gets a reflex save (DC 10+ 1/2 AF’s HD) to try and get the Assimilator Flies off. A helpless creature gets no save. If it fails, they are transformed into an Assimilator Fly, leaving behind all equipment. They must then make a Will save (DC 10+ 1/2 AF’s HD) to avoid becoming consumed by the swarms hive mind. If they fail, they are consumed by the hive mind, cannot control their actions, and the swarm gains Temporary Hp equal to the creature’s remaining Hp. If they succeed, they can control their actions, but are still a fly. They also do not give the swarm extra Hp. To restore a non-consumed victim’s state, you must cast a Remove Curse spell on them. To restore a consumed victim’s state, you must first defeat the AF swarm, then you must cast Remove Curse spell on the ones that drop to the ground(the ones that drop were originally humanoid.).

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Hive Mind: A single Swarm has a Hive Mind that determines it’s actions. This means that it is vulnerable to mind affecting effects.

Immunity: Due to it’s size, Assimilator Flies are immune to weapon damage.

More later.