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.
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.