Inhuman Bot
2008-08-13, 04:54 PM
Hello, homebrewers. Well, for those of you who have played the world ends with you, I would like some help. I'am not a particuarly experiance homebrewer for 3.5, so I was wndering if anyone would be able to help me make the noise into 3.5 monsters, or if you think it would work at all.
In addition to this, I would like help creating a base class, the ESP'er.
I'll post my starting ideas in a little bit, but I would like help for this. In anycase, thanks!:smallsmile:
Well, my idea for the ESP'er Class abilities so far:
Hit die: D6
Class skills:
Bluff ,Concentration ,Diplomacy ,Escape artist, Gather Information , Intimadate , Knowledge (Local), Knowledge (Psionics), Knowledge (The planes), Listen, Perform, Profession,Psicraft, Search, Sense Motive, Sleight of Hand, Spellcraft, Use magic device. Use Psionic Device.
Class Abilities:
Level Base Attack F/R/W/saves Special
1 +0 +0/+0/+2 Player Pin I, Pins (2)
2 +1 +1/+0/+3 Pins (3)
Special Descriptions:
Player Pin: After Becoming a player, One recives a player pin. This Small Metal disk allows the player to use powers such as scanning peoples thought, Imprinting Ideas, Seeing Noise, and Protecting from other mental effects. At level one, the Player pin Provides: A +2 Bonues to Sense motive checks, and A +2 Bonues against mind affecting abilites.
Pins: As a player grows in power, he will use various pins to let himself fight. These powers range from creating fire to Raining rocks down from the sky. A player can choose pins from the following pool, if he meets the level needed:
Force rounds: As magic missle. (level 1)
Cure Drink: The player heals 1d8 hp. This may only be used on the player and can be used 3 times a battle. (Level 1)
It's only a very rough draft, but comments would be nice. I would like advice on layouts and balanicng, as well as ideas for Noise. Thanks!:smallsmile:
In addition to this, I would like help creating a base class, the ESP'er.
I'll post my starting ideas in a little bit, but I would like help for this. In anycase, thanks!:smallsmile:
Well, my idea for the ESP'er Class abilities so far:
Hit die: D6
Class skills:
Bluff ,Concentration ,Diplomacy ,Escape artist, Gather Information , Intimadate , Knowledge (Local), Knowledge (Psionics), Knowledge (The planes), Listen, Perform, Profession,Psicraft, Search, Sense Motive, Sleight of Hand, Spellcraft, Use magic device. Use Psionic Device.
Class Abilities:
Level Base Attack F/R/W/saves Special
1 +0 +0/+0/+2 Player Pin I, Pins (2)
2 +1 +1/+0/+3 Pins (3)
Special Descriptions:
Player Pin: After Becoming a player, One recives a player pin. This Small Metal disk allows the player to use powers such as scanning peoples thought, Imprinting Ideas, Seeing Noise, and Protecting from other mental effects. At level one, the Player pin Provides: A +2 Bonues to Sense motive checks, and A +2 Bonues against mind affecting abilites.
Pins: As a player grows in power, he will use various pins to let himself fight. These powers range from creating fire to Raining rocks down from the sky. A player can choose pins from the following pool, if he meets the level needed:
Force rounds: As magic missle. (level 1)
Cure Drink: The player heals 1d8 hp. This may only be used on the player and can be used 3 times a battle. (Level 1)
It's only a very rough draft, but comments would be nice. I would like advice on layouts and balanicng, as well as ideas for Noise. Thanks!:smallsmile: