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Battlefield
2008-04-10, 07:15 PM
I have decided to homebrew a few things for you all to use. Sadly, I don't have much up at the moment.

-Added Descriptions to classes
-Added Chekar and Chekar King
-Added Malus's Mathmentics and Mirror

(warning: long post)
Items

Libram Strategica Minima

This brass-bound book could barely be called such. It has only 10 pages, and it looks like a herd of nail-footed cattle decided to stamede all over it. Touching it, you hear faint words coming from inside the book. Inside is a small crystal that says:

"You know, today is a good day to prepare Levitate and Acid Sphere. Also, don't touch anything with blue circles..."

The Libram Strategica Minima is the third in a series of magical guides, including the Libram Magnanima and the Libram Flora, created by John Librara. It was designed as a help-guide for everyday problems people may have. If only it was perfected before Librara was burnt to death by an arsonist.

The Libram Strategica Minima has three main features. Firstly, a small amber crystal can tell you helpful hints about the day ahead. This acts as a Divination spell cast by an 11th level cleric, usable once a day.

Secondly, the libram contains 10 spells as pages. These are included as scrolls in the creation of the book, and may be spells from the wizard and cleric spell lists. It can be used as a Wizard's Spellbook or as normal scrolls. the pages disappear if use as scrolls.

John Librara was a fan of checkers. To defend himself, he added a final ability. Once per day, the owner of the book can summon 2d4 Chekars and 1 Chekar King, under the command of the summoner. These last for 2 minutes or until defeated.

Faint Divination, Conjuration, and Universal. CL 11th. Craft Wonderous Item, Scribe Scroll, divination, summon monster III, ten scrolls. Market Price: 26400 gp. Cost to Create: 13200 gp and 1056 xp.

Malus's Mirror of Mathematic Magick
This mirror doesn't have any trimming or edges. It is as though the mirror was a polished stone. The markings on the surface switch from 1+1 to 3-2 to 5x2 and so on.

Malus was a genius. He discovered Cobler's equation, which calculates the amount of power needed to power a small town. His invented the Millikam, or the amount of magic to make a 1 gram pebble float. He was so intelligent that he was the first mortal Strategien to rule the Plane of Intellect. This is one of the tools he made to help him in his studies.

Malus's Mirror is a simple mirror with three simple enchantments. When placed on a pile of objects, it will tell you the exact worth in gold of the entire group altogether. This can be used as a free action.

It can also be used to measure the amount of magic in the area in Millikams. 1 to 120 means slightly magical. 130-250 means moderatly magical. 260-400 mean greatly magical. 415+ mean godly or artifact magic. It can be hard to read, since Millikam measurement have varied over the years.

Finally, It can use Malus's Mathematics 2/day as a 5th level wizard.

Moderate Divination. CL 5th. Craft Wonderous Item, Identify, Detect Magic, Malus's Mathematics. Market Cost: 1100 gp. Cost to Create: 550 gp and 44 xp.

Chekar Coin
This is a small wooden "coin", painted red or black, and with a star imprinted on one side and a crown on the other. There seems to be nothing strange about it.

This is another small invention of John Librara. If tossed and lands on the ground, it will summon a Chekar to fight for the tosser for 1 minute, or until slain. Once used, the coin is destroyed. There are rumors of another kind of Chekar coin that summons a Chekar King instead...

No Enchantment (Faint Conjuration). CL 10th. Craft Wonderous Item, summon moster I. Market Price: 500gp. Cost to Create: 250gp and 20 xp.



Monsters

Chekar
Small Construct
2d10+10 HD (21 HP)
Speed 20 ft. (4 squares)
Init: +6
AC 15 (10 base + 2 dex + 1 size +2 nat); touch 13; flat-footed 13
BAB +1; Grp +2
Attack Slam +3 melee (1d3+2, x2)
Full-Attack Slam +3 melee (1d3+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Rushing
Special Qualities Construct Immunities, DR 2/Magic, Diagonal Movement
Saves Fort +0 Ref +2 Will +1
Abilities Str 15, Dex 14, Con -, Int 2, Wis 12, Cha 6
Skills Listen +4, Spot +3
Feats Improved Initiative
Environment The Plane of Intellect
Organization Single, Trio, or Team (8-12)
Challenge Rating 2
Treasure Standard, Usually gems
Alignment Always Lawful Neutral
Advancement 3-5 HD (Small)

A small red wooden disc sits rotating in the corner. As you get closer, the amber "eye" floating above the disc notices you. It rushes towards you and pushes you out the window...

This small construct is one off the many inhabitants of the Plane of Intellect. They were originally discovered by Joseph Karbord, who named them for their similarity to the popular board game. They have a fondness for knocking into people and eating snickerdoodles. No one knows why.

Combat

Chekars will rush diagonally at thier opponent, tripping or bullrushing him en masse. After incapacitating him, they move on to the next target. They work best under the command of a Chekar King or a spellcaster.

Diagonal Movement: A Chekar can only move diagonally during a battle. If bullrushed, moved magically, or forced to move horizontally or vertically, the Chekar doesn't move and instead takes 1d4 damage for every 5 feet it would have moved.

Rushing: A Chekar can easily trip or push people by slamming into them. A chekar counts as have Improved Bullrush and Improved Trip.


Chekar King
Medium Construct
5d10+20 HD (48 HP)
Speed 30 ft. (6 squares)
Init: +6
AC 17 (10 base + 3 dex + 4 nat); 13 touch ; 14 flat-footed
BAB +3; Grp +6
Attack Saw +6 melee (1d6+3, x3)
Full-Attack Saw +6 melee (1d6+3, x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Superior Rushing, Sawblade, Command Chekars
Special Qualities Construct Immunities, DR 10/Magic, Diagonal Movement
Saves Fort +1 Ref +3 Will +2
Abilities Str 17, Dex 16, Con -, Int 4, Wis 12, Cha 8
Skills Listen +4, Spot +4, Jump +5
Feats Improved Initiative, Power Attack
Environment The Plane of Intellect
Organization Single, Employ (one Chekar King and two Chekars), or Battle (2 Chekar Kings and 9-15 Chekars)
Challenge Rating 5
Treasure Normal and 1d3 1st level scrolls
Alignment Always Lawful Neutral
Advancement 6-7 HD (Medium)

A large black wooden disc sits rotating on the pedestal, with blades rotating in various directions. As you get closer, the amber "eye" floating above the disc notices you. The crystal flashes and the other Chekars begin to awaken...

Chekar Kings were made by the rulers of the Plane of Intellect to keep the Chekars in, well, check. Though they are more powerful than their subjects, they tend to stay in back and direct the battle.

Combat

Chekar Kings will stay behind their subjects, directing their actions. Only if directly threatened will the Chekar King enter combat. If seriously wounded, the Chekar King will call a retreat to his subjects.

Command Chekars: Chekar Kings were specifically designed to control the Chekars. By spending a full-round action, a Chekar King can give all Chekars within 20' either a +2 dodge bonus to AC or +2 on all attacks for 1 round.

Diagonal Movement: A Chekar King can only move diagonally during a battle. If bullrushed, moved magically, or forced to move horizontally or vertically, the Chekar King doesn't move and instead takes 1d4 damage for every 5 feet it would have moved.

Sawblade: Chekar Kings are equipped with several small blades around their discs, wounding anyone it touches. It deals 2d6+3 damage on a successful Bull Rush.

Superior Rushing: A Chekar King is excellent at incapacitating enemies. A Chekar King counts as have Improved Bullrush and Improved Trip, and gets an additional +2 to tripping and bullrushing.




Ethereal Destroyer
*Coming Soon*

Mote
*Coming Soon*


Classes

Wild Mage
Rewrite as a base class
"I wish that those purple banarabbits would stop following us."

*Coming Soon*

Forsmarr
Heavy Warrior that specializes in one weapon
"GO FOR THE EYES BOO!"

*Coming Soon*

Overmind
Psionic Transmuter/Enchanter
"Yes, I will end you"

*Coming Soon*

Help me get more ideas. :smallfrown:

Will be working on the classes next.

Battlefield
2008-04-10, 07:16 PM
Continues

Including:

Spells

Malus's Mathematics
Divination
Level: Wiz/Sor 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round/CL
Saving Throw: Will saves
Spell Resistance: No

You suddenly feel as though the universe no longer likes you

When cast at someone, this spell destroys their luck. For the duration of the spell, The target loses a random thing. The character rolls 2d6 and takes the lowest for the chart:

1- The target loses (CL) Hitpoints.
2- The target loses one random nonmagical item for the duration of the spell
3- The target takes a -1 penalty on all attacks
4- The target cannot swim, jump, or climb (DM's Choice) for the duration of the spell
5- The target loses 1d10 coins.
6- Does nothing at all



What the...
3 Wild Magic Spells
*Coming Soon*

Wall of Blades
*Coming Soon*

Fire at Will
Damage as an immeadiate action
*Coming Soon*

Prestige Classes

Mountain Deepseer
*Coming Soon*

Feats

Chaos Incarnate
*Coming Soon*

Races

Thall
Omnimental Descendants
*Coming Soon*

Battlefield
2008-04-11, 05:44 PM
:smallfrown: *sigh*

Even the threads made after mine get more posts...

@v Done

GoC
2008-04-11, 06:48 PM
:smallfrown: *sigh*

Even the threads made after mine get more posts...

Stat out the checker king and I'll give you a review.