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    Orc in the Playground
     
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    Default Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Just thought that anyone who got bored might like a thread that posted random ideas for PrCs and spells every so often. These are made by generators found here: HERE and there: THERE. If anyone finds generators that would work for feats or other things appropriate to the thread please post a link to them so I can include extra challenges.

    The idea is to make something based on the names provided, but you don't have to actually call the thing you make whatever comes up with the generator.

    This week's prestige class (or class variant, feat, etc.) challenges:
    Dark Doctor
    Neuroscout

    Hyperwizard

    Bonus challenge for crazy curious highlighting people: Tiger Glyph Artificer

    This week's spell (or invocations, infusions, etc.) challenges:
    Sylvan Sludge
    Deadly Exorcism
    Jagged Doors


    Let the brewing commence!
    Last edited by TheLonelyScribe; 2010-07-31 at 04:42 PM.

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    Firbolg in the Playground
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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Heh, I love playing around with that class generator. I was thinking of making some from the names anyway (got things like Dragon Artificer, which makes me think 'badass'.)

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Is nooo-one interested in this? Come on, this is your chance to make a Sorcery Balloonist for god's sakes!

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    Firbolg in the Playground
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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by TheLonelyScribe View Post
    Is nooo-one interested in this? Come on, this is your chance to make a Sorcery Balloonist for god's sakes!
    I'm still interested, but can't really devote a lot of time to it right now. I've got an exam tomorrow.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    I might make an arch exorcist.
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    Firbolg in the Playground
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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    OK, Lightning Scout, go!

    LIGHTNING SCOUT

    Lightning is a powerful force. Some creatures are born with some inherent electrical power. Some realise their power by becoming Elemental Savants or the like. Some embody the speed and lethality of the lightning inside them by becoming Lightning Scouts.

    BECOMING A LIGHTNING SCOUT
    All Lightning Scouts have at least a few levels in Scout to give the required Skirmish ability, although some do multiclass to other similar classes, such as Rogue or Ninja.

    ENTRY REQUIREMENTS

    Special: Skirmish +1d6/+1 AC, Uncanny Dodge and Evasion class features

    Class Skills
    The Lightning Scout's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
    Skills Points at Each Level: 6 + int

    Hit Dice: d8

    THE LIGHTNING SCOUT
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Speed Increase

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Lightning Speed, Swift Sneaking, Skirmish|+10ft

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Lightning Agility|+20ft

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Lightning Weaponry|+30ft

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Lightning Skirmish|+40ft

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Lightning Jump|+50ft
    [/table]

    Weapon Proficiencies: A Lightning Scout gains no proficiencies.

    Skirmish: Lightning Scout levels stack with Scout levels for determining the damage/AC boost gained from Skirmish

    Lightning Speed: The Lightning Scout has an extraordinary speed, granted by the power running through him. At 1st level, the Lightning Scout gains a 10ft insight bonus to speed. This increases by 10ft each Lightning Scout level.

    Swift Sneaking: The penalty to Hide and Move Silently checks for moving are reduced by an amount equal to your Lightning Scout level.

    Lightning Agility: A Lightning Scout can use its Dexterity modifier instead of its Strength modifier for Climb, Jump and Swim checks. It also gains a dodge bonus to AC equal to it's Lightning Scout level.

    Lightning Weaponry: The inherent energy of the Lightning Scout manifests in electricity that arcs around his weaponry, natural or otherwise. All attacks made by the Lightning Scout now deal extra electricity damage equal to twice their HD.

    Lightning Skirmish: When using Skirmish, a Lightning Scout can choose to change it into a Lightning Skirmish. Lightning Skirmishes deal an extra 1d6 in damage, and all damage dealt is electricity damage. They also gain an extra +1 AC, and all bonus AC is a dodge bonus.

    Lightning Jump: 3 times per encounter, a Lightning Scout can move so quickly, they cannot be hit, or even noticed. This works like Dimension Door, but only works if the Lightning Scout has line of effect to the target area.
    Last edited by Volthawk; 2010-06-17 at 03:23 PM.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    9/10, if we're in to ratings. A cool and fairly balanced class, the only reason I didn't give you 10 is because it lacks some more immediately lightning-based abilities earlier on. However, it's great for a what was meant to be a little homebrew exercise, and don't feel any need to change it.

    Who will do what next?

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    Default Seek Killer [3.5 Spell]

    Seek Killer
    Divination
    Level: Brd 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
    Duration: 1 min./level
    Saving Throw: None
    Spell Resistance: No

    This spell functions like locate creature, except this spell locates a recent victim's killer.

    You slowly turn and sense when you are facing in the direction of the killer to be located, provided it is within range. You also know in which direction the creature is moving, if any.

    Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.

    Material Component
    A strand of hair, a piece of skin, or some blood from the victim of the killer.
    Last edited by Temotei; 2010-09-02 at 01:36 AM.
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    Default Lantern Mark [3.5 Spell]

    Lantern Mark
    Evocation [Light]
    Level: Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 0 ft.; see text
    Effect: One mark
    Duration: Instantaneous; see text
    Saving Throw: None
    Spell Resistance: No

    This spell allows you to create a mark upon a surface. A lantern mark becomes a holdable light source shedding light equal to that of a lantern, ready for use in the hands of any creature that triggers the effect. The light lasts for 10 min./level after being triggered.

    Until it is triggered, the lantern mark is inactive (though visible at a distance of 60 feet). Covering or hiding the mark renders the lantern mark ineffective until removal of the cover.

    As a default, a lantern mark is triggered whenever a creature does one or more of the following, as you select: looks at the mark; touches the mark; passes over the mark; or passes through a portal bearing the mark. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a lantern mark can't trigger it (even if it meets one or more of the triggering conditions, such as looking at the mark). Once the spell is cast, a lantern mark’s triggering conditions cannot be changed.

    You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a lantern mark can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify.

    A lantern mark can be removed by a successful dispel magic targeted solely on the mark. An erase spell removes the lantern mark. Destruction of the surface where a lantern mark lies destroys the mark but also triggers it.

    Lantern mark can be made permanent with a permanency spell. A permanent lantern mark that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.
    Last edited by Temotei; 2012-08-11 at 08:55 PM.
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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by TheLonelyScribe View Post
    Just thought that anyone who got bored might like a thread that posted random ideas for PrCs and spells every so often. These are made by generators found here: HERE and there: THERE.
    I can't turn down a random generator challenge. (I'm involved in a story-writing one on another forum; work twelve separate Seventh Sanctum generator outputs into a cohesive whole.)

    [hr]Heaven's Haunting
    Illusion (Phantasm) [Good, Fear, Mind-affecting]
    Level: Cleric 3, Pal 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: See text
    Saving Throw: Will negates, then Will partial; see text
    Spell Resistance: Yes

    The subject of this spell is haunted by the wrongness of their actions and a feeling of condemnation by the celestial powers. The exact manifestation of the haunting varies from one subject to another; it might be the sounds of weeping, whispers of disappointment, or an imagined look of horror on the faces of passers-by.

    The subject is shaken, taking a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Whenever attempting to actively perform an evil deed, the subject must immediately make a Will save or become frightened, attempting to flee the situation or individual that tempted it to do evil.

    The duration of heaven's haunting depends on the alignment of the subject. If cast on a creature that is neither good nor evil, the spell lasts for one hour per caster level. Each hour, the subject makes a new saving throw to resist being shaken for the next hour. (A new saving throw is still required whenever attempting an evil deed.)

    If cast on an evil creature, the spell instead lasts for one day per caster level, and the subject makes a new saving throw each day. If cast on a good creature, the spell ends immediately with no effect.

    If the subject was ever of good alignment, they take a -4 penalty on all saving throws against this spell, and the durations are doubled. Any creature with the evil subtype gains a +10 bonus on all saving throws against this spell.

    Heaven's haunting cannot be dispelled, but can be removed by remove curse or other effects that would end a bestow curse spell. If the subject's alignment moves one step towards good, the spell ends, even if the subject is now merely neutral.
    [hr]

    And now some feedback on the previous spells.

    Quote Originally Posted by Temotei View Post
    Seek Killer
    Very nice. I'd suggest tightening up a few aspects of its working, though. How long can the "recent" victim have been dead? What defines the "killer"? The easiest answer is "the creature that brought them to -10hp, or if the victim bled to death, the one who last dealt lethal damage". But that fails to cover a whole raft of special cases: poison, traps, etc. etc. "DM says" is a convenient way out.

    Quote Originally Posted by Temotei View Post
    Lantern Mark
    This leaves me with a lot of questions about how it actually works. You can have a mark that, when touched or looked at, immediately creates a lantern in the subject's hand? (Sounds like conjuration more than evocation.) If not for that mention of an actual lantern, I would have thought you were describing a spell that lights up when people "turn it on".

    The duration says "see text", but the text doesn't specify any duration. It sounds like it might be "permanent until discharged", but then you say it can be made permanent by permanency.

    Also, you talk about leaving the radius of the spell, by which I take it you mean going more than 60 ft. away? That's the only range ever mentioned. What happens when you do this? Does the lantern disappear and go back "into" the lantern mark?

    If not (and maybe even if so), the permanent version is a great way to create infinite lanterns. Pull out one lantern (from each mark you possess!) every ten minutes for the rest of your life -- ka-ching!
    Last edited by Peregrine; 2010-07-16 at 12:43 PM. Reason: Slight format tweak
    I support paladins and the alignment system.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    OK, I'll bite :) It took me a while to understand this at first, but here goes!

    Sorcery Balloonist

    Conjuration [Creation]

    Level: Bard 3
    Components: S, M
    Casting Time: 1 standard action
    Range: One object touched; see text
    Effect: One Balloon
    Duration: Instantaneous
    Saving Throw: Special, see text.
    Spell Resistance: Special, see text.


    "A feather, a sprinkle of silver, a dash of garnet, and a pinch of sulfur. I have a feeling someday, people will be making these by the thousands."
    -Dervin Malech Squigglebottom Buttonvest esq. Gnomish Inventor

    This spell functions similarly to Imbue with Spell Ability, only imbuing single spells into balloons. The caster designates which spell, up to 2nd level, will be imbued to the balloon, uses any components necessary in casting, and casts the spell into the balloon. The spell need not have a target to be imbued, for instance a Flare spell can be placed inside the balloon just as easily as a Daze Monster spell. For the spell to be activated, the balloon must simply be popped, thus discharging the spell. Any spell imbued uses the caster's level for all effects, including DC and spell resistance, if any.

    Material components: A small animal bladder, a feather, and a breath of air.



    Hope that works for you... Think, a Flare spell here, Fear there, Ghost Sound, set up to small trip wires, needles just waiting to pop them... Besides, there are some people that just cannot resist the urge to pop a balloon...
    Whale by Darwin, who understands the importance of detail and realism. Whales need air after-all.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?

    During the inauguration of an emperor where the "party" was framed for his assassination.

    My Somniletum

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by Peregrine View Post
    Very nice. I'd suggest tightening up a few aspects of its working, though. How long can the "recent" victim have been dead? What defines the "killer"? The easiest answer is "the creature that brought them to -10hp, or if the victim bled to death, the one who last dealt lethal damage". But that fails to cover a whole raft of special cases: poison, traps, etc. etc. "DM says" is a convenient way out.
    Good idea. I'll put in more information on what defines the killer and possibly a time limit on the dead's killer. How does a week sound? Otherwise, I'm just leaving the time limit "zero."

    This leaves me with a lot of questions about how it actually works. You can have a mark that, when touched or looked at, immediately creates a lantern in the subject's hand? (Sounds like conjuration more than evocation.) If not for that mention of an actual lantern, I would have thought you were describing a spell that lights up when people "turn it on".
    Actually, that would be interesting. I might make it a movable light activated by the mark, similar to a lantern mechanically, but cooler.

    Anyway, then evocation fits better. As it is now, conjuration would fit better, I agree. I was originally going to put it as conjuration, but...sleep deprivation?

    The duration says "see text", but the text doesn't specify any duration. It sounds like it might be "permanent until discharged", but then you say it can be made permanent by permanency.
    You're right. I copy-pasted that from the symbol of death spell.

    Also, you talk about leaving the radius of the spell, by which I take it you mean going more than 60 ft. away? That's the only range ever mentioned. What happens when you do this? Does the lantern disappear and go back "into" the lantern mark?
    That, I believe, is another copy-paste error.

    If not (and maybe even if so), the permanent version is a great way to create infinite lanterns. Pull out one lantern (from each mark you possess!) every ten minutes for the rest of your life -- ka-ching!
    Eh. Dancing lights seems more convenient for creating permanent lanterns. You get four for every permanency, after all, if I remember correctly.

    I expected this for lantern mark. I'll clean it up, but expect a few holes to need patching up even after that.

    Done cleaning up, so far. Point out anything I've missed.
    Last edited by Temotei; 2010-07-15 at 02:51 AM.
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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    It's still alive!

    Hah, I was originally thinking sorcery balloonist was going to be a PrC, and involve the kind of balloons you fly about in, but it works as a spell too, I suppose.

    I'm in the process of generating the next set of challenges, so happy homebrewing to everybody!

    Edit: New challenges now written in to the top post. Enjoy!
    Last edited by TheLonelyScribe; 2010-07-15 at 10:40 AM.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by TheLonelyScribe View Post
    Astral Digger
    Mystic Smith

    Wrath Paladin

    Call Dwarves
    Spirit's Sanity
    Circle of Silver
    These are tough--mainly because a lot of the things we could do with them have already been done somewhere. I think the only one I have an idea for right now is circle of silver. I'll see what I can do.
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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by TheLonelyScribe View Post
    Call Dwarves
    lol

    --

    Ok, I saw Wrath Paladin and had to cook something up. Basically a specialized Divine Crusader.

    Wrath Paladin

    Prerequisites:
    Alignment: Any non-neutral. Must match chosen Deity.
    Base Attack Bonus: +7
    [b]Knowledge (Religion): 3 ranks
    Base Fortitude Save: +5


    HD: d10
    Skills: 2+int. Skill list as Divine Crusader (Concentration, Diplomacy, Intimidate, Knowledge [religion], Ride, and all 3 STR-based skills)

    {table]Level|BAB|Fort|Ref|Will|Class Features|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1|0|2|0|0|Wrath Domain, Divine Wrath|0|-|-|-|-|-|-|-|-
    2|1|3|0|0|Primal Blessing|1|0|-|-|-|-|-|-|-
    3|2|3|1|1|Boundless|2|1|0|-|-|-|-|-|-
    4|3|4|1|1|Strength's Blessing|2|2|1|0||-|-|-|-
    5|3|4|1|1||3|2|2|1|0|-|-|-|-
    6|4|5|2|2|Indomitable Focus (Wis Damage/Drain)|3|3|2|2|1|0|-|-|-
    7|5|5|2|2|Warblessing|3|3|3|2|2|1|0|-|-
    8|6|6|2|2||3|3|3|3|2|2|1|0|-
    9|6|6|3|3||3|3|3|3|3|2|2|1|0
    10|7|7|3|3|Indomitable Focus (Mind-affecting)|3|3|3|3|3|3|2|2|1[/table]

    Wrath Domain: At 1st level, The Wrath Paladin gains access to the Wrath Domain (Spell Compendium) and its domain power (sacrifice Wisdom to gain a bonus to Strength at a 2:1 rate for [Cleric level] rounds). See spellcasting below.

    Spellcasting: A Wrath Paladin's spell list, predictably, consists only of the spells on the Wrath domain's list. Unlike normal domain casters, the Wrath Paladin is not limited to only one spell/day/level. When determining what level of spells he may cast and bonus spells/day, use the Wrath Paladin's Wisdom score before applying the penalties for using the domain ability. Spell DCs are based on current wisdom (though see Strength's Blessing). Thus, a Wrath Paladin with a Wisdom of 16 could cast up to 6th level spells, even if his Wisdom score is currently a 3. The spell DC, in this instance, would be 10+ spell level - 4, as it's still Wis-based.

    Divine Wrath: When you choose to use the Wrath Domain ability, you may choose to use your effective Cleric level (your caster level in this class), or you may choose to use duration: encounter. If you use this second option, you may not voluntarily dismiss the effect. Finally, while in a Divine Wrath, you gain a bonus on all Concentration checks equal to your levels in this class.

    Primal Blessing: If you possess a Rage or similar ability, you may cast spells from the Wrath domain while in a rage. This also applies to Rage acquired via the Rage spell (thus making yourself a viable target for such a spell) and Tenser's Transformation. You may make concentration checks to cast spells (though you may not Cast Defensively), but not other uses of the concentration skill. Other restrictions from a rage, such as activating Spell Trigger items or Combat Expertise, still apply.

    Boundless: You may choose to use your Wrath Domain ability as many times as you wish. Every time you attempt to use the ability after the first, you are Fatigued for 5 minutes afterwards. You may only use a Divine Wrath once per encounter.

    Strength's Blessing: While in a Divine Wrath, you may choose to use your Strength Modifier in place of your abysmal Wis modifier for the purpose of figuring spell DCs. Whenever you use this ability, the bonus to your strength score from Divine Wrath is lowered by 2 for the duration of this use -- your Wisdom penalty is not lessened. If you do not have 2 or more bonus points of STR from using Divine Wrath, you may not use this ability.

    Indomitable Focus: Your blind rage is focused on one objective: the destruction of your opponent. At 6th level, you become immune to Wisdom Drain or Wisdom Damage while in a Divine Wrath. You are not immune to penalties to your Wisdom score, but they may not lower your Wisdom to 0, as usual for ability score penalties.
    At 10th level, you become immune to mind controlling and mind-affecting effects, as through a magic circle spell, for as long as your Divine Wrath persists.

    Warblessing: You may treat all spells from the Wrath Domain as swift actions, as though the Quicken Spell feat were applied but with no adjustment to the spell's level. You may also hold concentration on a Wrath domain spell as a Swift action and even cast other Wrath domain spells while maintaining concentration on another spell.

    ---

    Could use a better capstone. Obviously, I saw "wrath", had recently seen the domain, and went crazy-go-nuts with it. I think I did a decent job of synergizing abilities whilst also creating tension in them. Choosing to lower your strength bonus in return for a very potent Song of Discord, for instance. Your high STR bonus is better the longer you get to keep it up, but Song of Discord is best used at the outset of an encounter as well. Tell me whatcha think, etc.

    I also explicitly avoided Mettle, as while I negated some of the drawbacks of a floored Wisdom (he can't be insta-disabled via Wis damage, he's not totally open to mind control), I still want his low Will saves and low Wis scores to remain a weakness.

    For reference, Wrath domain spells:
    1st: Rhino's Rush
    2nd: Bull's Strength
    3rd: Rage
    4th: Shout
    5th: Righteous Might
    6th: Song of Discord
    7th: Tenser's Transformation
    8th: Shout, Greater
    9th: Storm of Vengeance
    Last edited by Pechvarry; 2010-07-16 at 02:21 PM.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by TheLonelyScribe View Post
    This week's spell challenges:
    Call Dwarves
    Yoink!

    (This may make a better 9th-level spell for the Dwarf domain (Spell Compendium) than elemental swarm.)

    [hr]Honoured Ancestors
    Conjuration (Calling) [Good, Law]
    Level: Cleric 9
    Components: V, S, F, DF
    Casting Time: 10 minutes
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Two or more dwarven ancestors, no two of which can be more than 30 ft. apart; see text
    Duration: Instantaneous; see text
    Saving Throw: None
    Spell Resistance: No

    Mockingly described as "Call Dwarves" by at least one famous elven mage, this potent spell calls on the aid of the spirits of revered dwarven ancestors.

    1d3+1 spirits answer the call, taking on the form of an ancestor spirit (see below). You may request one or more individual dwarves by name while casting the spell (though you might get a different creature anyway). No bargaining time is required (unlike planar ally spells); you must name the purpose for which you are calling on the ancestors as part of the casting of the spell.

    Called ancestors will fight for you in one encounter, or perform a task taking up to 1 round per caster level. If asked to do a task for longer, to a maximum of 1 day per caster level, the task must clearly serve dwarven interests or the dwarven ethos. Regardless of the duration of the task, no dwarven ancestor will answer a call to service that violates their lawful good alignment or is harmful to the dwarven people (though they may, for instance, fight against rebellious dwarves who threaten a good dwarven city).

    The dwarven ancestors may also be called to act as guardians for a sacred dwarven site. This location must be hallowed when the ancestors are summoned, and the caster must stand within the hallowed area. The guardians can move outside the hallowed area, but not beyond the range of honoured ancestors, as measured from the centre of the hallowed area.

    Dwarven ancestors on guard duty generally require that their site remain actively tended. Unless the site is of special significance to the dwarven deity, they will return to their home plane after no more than one year of neglect.

    The focus component for this spell—one or more stone statues of dwarves—is optional. If provided, then the summoned spirits will each immediately inhabit a statue, gaining the powers of an ancestor statue (also below). If there are more ancestor spirits than statues, the remainder will stay in ancestor spirit form, unless and until a statue becomes available, at which time they may use their possess statue ability (requiring 10 minutes).

    Focus: One or more masterfully crafted stone statues, of Medium or Large size, each worth 6,000 gp (Medium) or 12,000 gp (Large).
    [hr]
    Ancestor Spirit

    {table=head]|Ancestor Spirit|Ancestor Statue, Medium|Ancestor Statue, Large
    Size/Type|Medium Outsider (Good, Extraplanar, Incorporeal, Lawful)|Medium Construct (Good, Lawful)|Large Construct (Good, Lawful)
    Hit Dice|6d8+30 (57 hp)|10d10+20 (75 hp)|12d10+30 (96 hp)
    Initiative|+4|+0|−1
    Speed|Fly 40 ft. (8 squares) (perfect)|20 ft. (4 squares)|15 ft. (3 squares)
    Armor Class|17 (+4 Dex, +3 deflection), touch 17, flat-footed 13|25 (+15 natural), touch 10, flat-footed 25|26 (−1 size, −1 Dex, +18 natural), touch 8, flat-footed 26
    Base Attack/Grapple|+6/—|+7/+11|+9/+21
    Attack|Axe of the ancestors +12 melee (1d10+1/×3) or incorporeal touch +10 melee (weigh the heart)|Dwarven waraxe +12 melee (1d10+6) or slam +11 melee (1d8+6)|Dwarven waraxe +17 melee (2d8+12) or slam +16 melee (2d6+12)
    Full Attack|Axe +12/+7 melee (1d10+1/×3) and incorporeal touch +5 melee (weigh the heart)|Waraxe +12/+7 melee (1d10+6) and slam +6 melee (1d8+4)|Waraxe +17/+12 melee (2d8+12) and slam +11 melee (2d6+8)
    Space/Reach|5 ft./5 ft.|5 ft./5 ft.|10 ft./10 ft.
    Special Attacks|Axe of the ancestors, summon archon, weigh the heart, wrathful gaze|Summon archon, stonefoot, wrathful gaze|Summon archon, stonefoot, wrathful gaze
    Special Qualities|Damage reduction 5/chaotic or evil, darkvision 60 ft., dwarven heritage, incorporeality, possess statue, stonecunning|Abandon statue, construct traits, darkvision 60 ft., dwarven heritage, low-light vision, stability, stonecunning|Abandon statue, construct traits, damage reduction 10/adamantine, darkvision 60 ft., dwarven heritage, low-light vision, stability, stonecunning
    Saves|Fort +10, Ref +9, Will +10|Fort +3, Ref +3, Will +8|Fort +4, Ref +3, Will +9
    Abilities|Str —, Dex 18, Con 21, Int 13, Wis 20, Cha 17|Str 18, Dex 10, Con —, Int 13, Wis 20, Cha 17|Str 27, Dex 8, Con —, Int 13, Wis 20, Cha 17
    Skills|Appraise +10 (+12 stone or metal), Diplomacy +12, Intimidate +12, Knowledge (history) +10, Knowledge (religion) +10, Listen +14, Search +10 (+12 to notice unusual stonework), Sense Motive +14, Spot +14|Same as ancestor spirit|Same as ancestor spirit
    Feats|Ability Focus (weigh the heart), Combat Reflexes, Weapon Focus (axe of the ancestors)|Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (dwarven waraxe)|Awesome Blow, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (dwarven waraxe)
    Challenge Rating|6|8|9
    Alignment|Always lawful good|Always lawful good|Always lawful good[/table]

    An ancestor spirit is the insubstantial form of an honoured dwarf from the Upper Planes, returned to the material plane to serve the interests of the dwarven people and their deity.

    Ancestor statues are ancestor spirits that have entered into a masterwork stone statue crafted in the likeness of a dwarf. Almost all statues carved for this purpose are depicted wielding dwarven waraxes, which the ancestor statue is able to employ to full effect in combat.

    One in ten such statues carries a shield and wields its waraxe one-handed (add +2 shield bonus to AC, but reduce damage accordingly). One in twenty wields a dwarven urgrosh instead. Such ancestor statues have Weapon Focus with the urgrosh (instead of with the waraxe) and replace their Improved Overrun feat with the Two-Weapon Fighting feat, even though they do not meet the prerequisite.

    Statues not originally intended to be inhabited by an ancestor spirit will frequently be depicted with no weapon, and must rely on their slam attack. Such statues have Weapon Focus with their slam attack.

    Ancestor statues share the skill ranks of their ancestor spirit forms, though their feats are derived from their Hit Dice as normal, and are more suited to their corporeal state.

    Ancestor spirits and ancestor statues speak Celestial, Common and Dwarven.

    Abandon statue (Ex): When reduced to 0 hp or otherwise destroyed, or when it wishes to do so (a free action), the dwarven spirit possessing an ancestor statue leaves its stone form and becomes an ancestor spirit.

    The ancestor spirit has full hit points, unless it was injured before entering the statue. If the ancestor statue has used its summon archon or wrathful gaze ability, the ancestor spirit cannot also use this ability during the same day or against the same creatures, respectively.

    Axe of the ancestors (Su): An ancestor spirit wields an insubstantial weapon with the statistics of a +1 ghost touch dwarven waraxe. This weapon cannot be separated from the ancestor spirit by any means.

    Dwarven heritage (Ex): An ancestor spirit or ancestor statue has a +2 racial bonus on saving throws against all spells and spell-like abilities, a +1 racial bonus on attack rolls against humanoids of the orc and goblinoid subtypes, and a +4 dodge bonus to armor class against creatures of the giant type. It has a +2 racial bonus on saving throws against poison, should any unusual poison be crafted that can affect it. It also possesses the stonecunning special quality, and ancestor statues have the stability special quality.

    Ancestor spirits and ancestor statues share the dwarf’s +2 racial bonus on Appraise checks that are related to stone or metal items, but not the bonus on Craft checks, as ancestor spirits and ancestor statues do not engage in crafting.

    Possess statue (Su): Given 10 minutes and a suitable statue (see the honoured ancestors spell), an ancestor spirit can take possession of a stone body and become an ancestor statue.

    The ancestor statue has full hit points, unless the stone structure was damaged before the spirit possessed the statue. If the ancestor spirit has used its summon archon or wrathful gaze ability, the ancestor statue cannot also use this ability during the same day or against the same creatures, respectively.

    Summon archon (Sp): Once per day as a standard action, an ancestor spirit or ancestor statue can summon a hound archon or lantern archon. The summoning lasts for one minute. This is the equivalent of a fifth-level spell.

    Weigh the heart (Sp): If an ancestor spirit hits with its incorporeal touch attack, the creature struck must succeed on a Fortitude save (DC 17) or be subject to the following effects. More than one effect may be applicable to each creature.
    • Good creatures are healed of 1d8 points of damage or 1d4 points of damage to one ability score.
    • Lawful creatures receive a +2 morale bonus to attack and damage rolls for 5 rounds.
    • Neutral creatures are slowed for 1 round.
    • Evil creatures take 1d8 points of damage.
    • Chaotic creatures are stunned for 1 round.
    • Orcs, goblinoids and giants cannot attack the ancestor spirit or any dwarf for 1 round. (Chaotic orcs, goblinoids or giants are stunned for 1 round, then unable to attack the ancestor spirit or any dwarf for 1 round.)
    A dwarf receives a doubled effect: twice the healing or damage, a +4 morale bonus, or 2 rounds stunned or slowed.

    This is the equivalent of a 2nd-level spell. The save DC is Charisma-based and includes the benefit of the ancestor spirit’s Ability Focus feat.

    Stonefoot (Ex): An ancestor statue that makes a successful overrun against a creature of its size or smaller deals automatic slam damage (Reflex save for half damage; DC 19 for a Medium ancestral statue, 24 for Large). The save DC is Strength-based.

    Wrathful gaze (Su): As a free action, an ancestor spirit or ancestor statue can make a gaze attack at a range of up to 30 ft. Creatures meeting this gaze must succeed on a Will save or be shaken. Chaotic evil creatures are frightened instead. Creatures that are neither chaotic nor evil make the saving throw with a +4 bonus.

    This is a mind-affecting fear effect that lasts for 24 hours, but it is suppressed 1d4 rounds after the ancestor spirit or ancestor statue is more than 300 ft. from the affected creature, or loses line of effect. Whether or not the save is successful, a creature cannot be affected by the wrathful gaze of the same ancestor spirit or ancestor statue for 24 hours.

    The saving throw DC against this gaze attack is 16 for an ancestral spirit, 18 for a Medium ancestral statue, and 19 for a Large ancestral statue. The save DCs are Charisma-based.
    Last edited by Peregrine; 2010-08-11 at 02:59 AM. Reason: Oops, forgot natural armor and DR. NOW it's finished!
    I support paladins and the alignment system.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by Pechvarry View Post
    Wrath Paladin
    Very cool. Basically, not very versatile, but very powerful at what it can do. Probably tier 2 in that sense. It could definitely get pretty crazy DCs on it's spells by boosting it's strength score, but I don't know whether that's a problem or not.

    Honoured Ancestors
    What can I say? Just awesome. Can't wait until the ancestor spirits are fully statted out.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by TheLonelyScribe View Post
    Very cool. Basically, not very versatile, but very powerful at what it can do. Probably tier 2 in that sense. It could definitely get pretty crazy DCs on it's spells by boosting it's strength score, but I don't know whether that's a problem or not.
    While potent, I doubt I'd place it at tier 2. If it's even tier 3, it's probably rather low on the spectrum. Their STR-based DCs aren't astronomically higher than pure casters - probably 4-5ish higher on average - but they only apply to Shout, Greater Shout, Song of Dischord, and Storm of Vengeance. While potent spells, it's rather hard to break a campaign with Storm of Vengeance alone. And, of course, being a melee focused class, taking the hit to STR every time they use Strength's Blessing hurts. I'd consider lowering the penalty to STR for using the ability to -1 instead of -2.

    Also probably a good idea: lower their Will growth to Poor.

    The fact that Illumian (STR bonus spells) Crusaders (or other Mettle meshes) make the best entry is a bit worrisome, but blarg.

    EDIT: as more "fun" than serious, I understand this probably isn't the place to fret over concepts too much, but now it's bothering me. I'm lowering the Will save progression to Poor and upping their HD to d10 (where I originally wanted it). D10 + average BAB seems odd, but these guys get OGL's Transformation and lots of other goodies.
    Last edited by Pechvarry; 2010-07-16 at 02:17 PM.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    I'm almost afraid to post my spell now that honored ancestors is up.

    Now that I think about it, though...hm. New idea for circle of silver. What if it was an item instead of a spell?

    I'm going to make a circle of silver item. As a bonus, I'm making howling draught.
    Last edited by Temotei; 2010-07-16 at 11:09 PM.
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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by TheLonelyScribe View Post
    What can I say? Just awesome. Can't wait until the ancestor spirits are fully statted out.
    Quote Originally Posted by Temotei View Post
    I'm almost afraid to post my spell now that honored ancestors is up.
    Heh... I may have overdone it slightly on this one.
    I support paladins and the alignment system.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    No! Not the second page! HOMEBREWER SMASH!!!

    Astral Digger
    You have honed your magical capabilities in the astral plane to the extent that you can swipe precious metals from the emptiness in-between worlds, traversing the aether in a way very much like the tunnels of a miner.
    Prerequisites: Profession (mining) 8 ranks, able to cast at least one 1st level conjuration spell, must have visited the astral plane
    Benefit: When on the astral plane you can use the profession (mining) skill even when there is nothing to mine from. On the astral plane you gain a +3 bonus to profession (mining) checks. In addition, you may make a profession (mining) check once every three days instead of once a week. However, this filching of precious resources from between the world might have unforeseen consequences (adventure hook alert!).
    Normal: You can only mine when the appropriate equipment and resources are around. It takes a week to make money with the profession skill.


    Not great, but O.K for a bump.
    Last edited by TheLonelyScribe; 2010-07-18 at 02:55 PM.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by TheLonelyScribe View Post
    No! Not the second page! HOMEBREWER SMASH!!!

    Astral Digger
    You have honed your magical capabilities in the astral plane to the extent that you can swipe precious metals from the emptiness in-between worlds, traversing the aether in a way very much like the tunnels of a miner.
    Prerequisites: Profession (mining) 16 ranks, Skill Focus (profession [mining]), able to cast at least one 4th level conjuration spell, must have visited the astral plane
    Benefit: When on the astral plane you can use the profession (mining) skill even when there is nothing to mine from. On the astral plane you gain a +3 bonus to profession (mining) checks. In addition, you may make a profession (mining) check once every three days instead of once a week. However, this filching of precious resources from between the world might have unforeseen consequences (adventure hook alert!).
    Normal: You can only mine when the appropriate equipment and resources are around. It takes a week to make money with the profession skill.


    Not great, but O.K for a bump.
    Those prerequisites are pretty dang heavy. I'd take away the spell requirement, lower the skill requirement, and get rid of Skill Focus (Profession (mining)).
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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by Temotei View Post
    Those prerequisites are pretty dang heavy. I'd take away the spell requirement, lower the skill requirement, and get rid of Skill Focus (Profession (mining)).
    Duly noted. Pretty sure that I still want at least SOME spellcasting, if only for flavour.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by TheLonelyScribe View Post
    Duly noted. Pretty sure that I still want at least SOME spellcasting, if only for flavour.
    Note that you still have to be 7th level to even be able to take the feat if the prerequisite is 10 ranks.

    It's really weak, still, but it's better.
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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    However, I don't see a great many of characters visiting the astral plane too early in their career. Since this isn't really a place for perfectly balanced, rigorous homebrew, howabout let's call it a day at 8 and see what everybody else is making.

    Other stuff: Does this dress make me look like a DRAGON? Rules for Glamerweaving

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by TheLonelyScribe View Post
    call it a day at 8
    Five more hours, then.

    Yum. Homebrew.

    EDIT: You meant ranks. I got that as soon as I posted.
    Last edited by Temotei; 2010-07-18 at 02:57 PM.
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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    I hope this is in line with what you want form this thread or if you’d prefer people stick to your challeneges, but I went to the sites you linked to and started playing with the generators.
    Anyway, I got the term "Pyroduelist" that made me think of a western style quick-shooter that used small blasts of fire.
    Here it is.

    HD
    d8

    Requirements
    BAB +5

    Class Skills
    Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Str), Search (Int), Sense Motive (Cha), Slight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

    Skill Points/Level
    8 + Int Mod

    {table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
    1st | +1 | +0 | +2 | +0 | Flame Shot, Fiery Instinct, Fire Resistance, Speed
    2nd | +2 | +0 | +3 | +0 | Bonus Feat
    3rd | +3 | +1 | +3 | +1 | Difficult Target
    4th | +4 | +1 | +4 | +1 | Bonus Feat, Animal Companion
    5th | +5 | +1 | +4 | +1 | Evasion
    6th | +6 | +2 | +5 | +2 | Bonus Feat, On Your Toes
    7th | +7 | +2 | +5 | +2 | Flame Burst
    8th | +8 | +2 | +6 | +2 | Bonus Feat, Dual Flame Shot
    9th | +9 | +3 | +6 | +3 | Fiery Temper
    10th | +10 | 37 | +7 | +3 |Bonus Feat, Firewalk, Fire Door, Improved Animal Companion[/table]

    Flame Shot (Su)
    A Pyroduelist shoot a small ball of flame from his finger tips as an Attack Action. This counts as a Ranged Attack with a range equal to 20 feet multiplied by his Class Level. A Pyroduelist's Flame Shot deals 1d12 damage/Class Level + 1 damge/Class Level (1d12+1 at level 1; 10d12+10 at level 10). The Flame Shot's critical hit threat range and damage is 18-20/x3

    Fiery Instinct
    A Pyroduelist gains a bonus equal to their Class Level to all Initiative Rolls.

    Fire Resistance
    A Pyroduelist has Fire Resistance equal to 10 x Class Level.

    Speed
    A Pyroduelist’s Speed increases by +5 Feet/Class Level. If the Pyroduelist is mounted and for a number of minutes equal tot heir Class Level this applies to the Mount as well.

    Bonus Feat
    At every even level a Pyroduelist gains a Bonus feat from the following list: Acrobatic, Agile, Alertness, Athletic, Combat Reflexes, Deceitful, Deft Hands, Dodge, Mobility, Endurance, Diehard, Improved Critical (Flame Shot), Improved Initiative, Lightning Reflexes, Negotiator, Nimble Fingers, Persuasive, Point Blank Shot, Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Manyshot, Shot On The Run, Run, Self-Sufficient, Skill Focus, Stealthy, Toughness, Track, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon Focus (Flame Shot), Weapon Specialization (Flame Shot), Greater Weapon Focus (Flame Shot), Greater Weapon Specialization (Flame Shot)
    He must qualify for the Feat in order to take it.

    Difficult Target
    All ranged attacks against a Pyroduelist suffer from a miss chnace equal to 5% x Class Level.

    Animal Companion
    A Pyroduelist gains an Animal Companion just like a Druid.
    A Pyroduelist’s Animal Companion also has a 30 foot Cone of Fire Breath Weapon that deals 1/2 the Pyroduelist’s Flame Shot dmage. For the purposes of Animal Companion advancment a Pryoduelist counts as a Druid of his Class Level.

    Evasion
    A Pyroduelist can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Pyroduelist is wearing light armor or no armor. A helpless Pyroduelist does not gain the benefit of evasion.
    Special: if a Character already has Evasion then this acts as
    Improved Evasion
    This ability works like evasion, except that while the Pyroduelist still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Pyrodueslist does not gain the benefit of improved evasion.

    On Your Toes
    A Pyroduelist is never Flat-Footed.

    Flame Burst (Su)
    A Pyroduelist may, as a Standard Action, discharge a fiery explosion centered on himself with a radius of 5 Feet for ever 2 Class Levels. The fire harms neither himself nor his equipment, but deals his Flame Shot damage to everything else within range. Creatures may make a Reflex saving throw to take half damage, DC equals 10 + Class Level + Cha modifier.

    Dual Flame Shot
    A Pyroduelist may dual wield his Flame Shot as two separate light ranged weapons.

    Fiery Temper
    Whenever a Pyroduelist takes combat damage he may choose one ability score and gain a +2 bonus tot hat score for a number of rounds equal to his Class Level. These bonuses stack.

    Firewalk (Su)
    A Pyrosuelist can literally walk on air. He moves at his normal speed in all directions, including vertically, but cannot move more than double his speed in a round if using this ability. A firewalking Pyroduelist leaves footprints of flame in the air that disperse in 2 rounds, but his tread does not deal damage.
    If the Pyroduelist is mounted and for a number of minure equal to his Class Level this applies to the Mount as well.
    This ability requires no activation and may be used as part of any movement.

    Fire Door (Su
    A Pyrokineticist may transport himslef and others disappearing in a non-harmful burst of flame and reappearing somewhere e lse with range. This ability is as the spell dimension door at a Caster Level equal to the Pyroduelist’s Class Level

    Improved Animal Companion
    At 10th Level a Pyroduelist counts as a 20th Level Druid for the purposes of Animal Companion advancement.
    Also the Animal COmpanion’s Breath Weapon increases to dealing 3/4 of the Pyroduelist’s Flame Shot damage.


    It's not perfect, but it seems like a decent first draft.
    I'm not so sure about Evasion, but I couldn't think of anything better to give them.
    (As always with me) any ideas and input is much appreciated.
    One thing I'm unsure about is the order that the Class Features should be given in...
    Last edited by Rowanomicon; 2010-07-19 at 12:21 AM.
    Quote Originally Posted by EvilElitest View Post
    You are a god
    Many thanks to Bisected8 for the Jokertar.

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by Rowanomicon View Post
    I hope this is in line with what you want form this thread or if you’d prefer people stick to your challeneges, but I went to the sites you linked to and started playing with the generators.
    Hey, it's homebrew.
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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Eh, what the hell, I'll be the odd-man-out and do some 4e

    Wrathful Crusader
    "Take solace in the knowledge that your death will bring peace to others."

    Prerequisite: Paladin

    You became a paladin not only to protect the innocent, but also to punish the corrupt and unjust. You thought the others would be like you, but it became apparent that they all shared one crippling flaw: they were too willing to grant mercy to the minions of evil. They believe that none are beyond saving, but you know better; you've seen all too often how the redeemed slip back into their vile ways. Perhaps someone you know fell victim to a creature that had supposedly repented of their sins, or maybe you were simply born with an innate hatred of evil. Whatever the case, you've set out on a crusade with one goal: to make sure that evil "repents" once and for all.


    Wrathful Crusader Path Features

    Swift Retribution (11th level): When you spend an action point to take an extra action, you can use your divine challenge as an immediate reaction, even if you have already used it this turn.

    Divine Justice (11th level): You gain a +1 bonus to attack rolls against creatures marked by you.

    Fanaticism (16th level): Whenever you deal radiant damage to a target marked by you, that creature gains vulnerability 5 against radiant damage until the end of your next turn.


    Wrathful Crusader Prayers

    Code:
    Holy Wrath					Wrathful Crusader Attack 11
    --------------------------------------------------------------------------
    With a single burst of holy power you smite all those with hostile intentions
    towards you and your allies.
    --------------------------------------------------------------------------
    EncounterDivine, Radiant
    Standard Action		Close burst 3
    Target: Each enemy in burst
    Attack: Charisma vs. Will
    --------------------------------------------------------------------------
    Hit: 2d8 + Charisma modifier radiant damage. If the target makes any attack
    before the end of your next turn, it takes another 1d8 + Charisma modifier
    radiant damage.
    --------------------------------------------------------------------------
    Special: The first time you are bloodied in an encounter, make a saving
    throw. If you pass, this power recharges, and using it takes only a minor
    action for the remainder of the encounter.
    Code:
    Marked for Judgement				Wrathful Crusader Utility 12
    --------------------------------------------------------------------------
    Drawing upon your faith and conviction you channel divine energy into every
    swing, dooming those you have deemed unrighteous.
    --------------------------------------------------------------------------
    DailyDivine, Radiant
    Minor Action		Personal
    --------------------------------------------------------------------------
    Effect: Until the end of the encounter, all attacks you make against targets
    marked by you deal radiant damage equal to your Charisma modifier, in addition
    to their normal effects.
    Code:
    Penance in Death				Wrathful Crusader Attack 20
    --------------------------------------------------------------------------
    With a single righteous blow you seal the target's fate — it must pay the
    ultimate price for its crimes.
    --------------------------------------------------------------------------
    DailyDivine, Radiant, Weapon
    Standard Action		Melee weapon
    Target: One creature
    Attack: Strength vs. Reflex
    --------------------------------------------------------------------------
    Hit: 4[W] + Charisma modifier radiant damage. If the target is marked by you
    or bloodied, this attack does an extra 2[W] radiant damage and the target is
    weakened (save ends).
    Sincerest thanks to Qwernt for the amazing avatar.

  30. - Top - End - #30
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    imp_fireball's Avatar

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    Default Re: Homebrew Challenges of the Week! (3.5 assumed, but others welcomed)

    Quote Originally Posted by Pechvarry View Post
    lol

    --

    Ok, I saw Wrath Paladin and had to cook something up. Basically a specialized Divine Crusader.

    Wrath Paladin

    Prerequisites:
    Alignment: Any non-neutral. Must match chosen Deity.
    Base Attack Bonus: +7
    [b]Knowledge (Religion): 3 ranks
    Base Fortitude Save: +5


    HD: d10
    Skills: 2+int. Skill list as Divine Crusader (Concentration, Diplomacy, Intimidate, Knowledge [religion], Ride, and all 3 STR-based skills)

    {table]Level|BAB|Fort|Ref|Will|Class Features|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1|0|2|0|0|Wrath Domain, Divine Wrath|0|-|-|-|-|-|-|-|-
    2|1|3|0|0|Primal Blessing|1|0|-|-|-|-|-|-|-
    3|2|3|1|1|Boundless|2|1|0|-|-|-|-|-|-
    4|3|4|1|1|Strength's Blessing|2|2|1|0||-|-|-|-
    5|3|4|1|1||3|2|2|1|0|-|-|-|-
    6|4|5|2|2|Indomitable Focus (Wis Damage/Drain)|3|3|2|2|1|0|-|-|-
    7|5|5|2|2|Warblessing|3|3|3|2|2|1|0|-|-
    8|6|6|2|2||3|3|3|3|2|2|1|0|-
    9|6|6|3|3||3|3|3|3|3|2|2|1|0
    10|7|7|3|3|Indomitable Focus (Mind-affecting)|3|3|3|3|3|3|2|2|1[/table]

    Wrath Domain: At 1st level, The Wrath Paladin gains access to the Wrath Domain (Spell Compendium) and its domain power (sacrifice Wisdom to gain a bonus to Strength at a 2:1 rate for [Cleric level] rounds). See spellcasting below.

    Spellcasting: A Wrath Paladin's spell list, predictably, consists only of the spells on the Wrath domain's list. Unlike normal domain casters, the Wrath Paladin is not limited to only one spell/day/level. When determining what level of spells he may cast and bonus spells/day, use the Wrath Paladin's Wisdom score before applying the penalties for using the domain ability. Spell DCs are based on current wisdom (though see Strength's Blessing). Thus, a Wrath Paladin with a Wisdom of 16 could cast up to 6th level spells, even if his Wisdom score is currently a 3. The spell DC, in this instance, would be 10+ spell level - 4, as it's still Wis-based.

    Divine Wrath: When you choose to use the Wrath Domain ability, you may choose to use your effective Cleric level (your caster level in this class), or you may choose to use duration: encounter. If you use this second option, you may not voluntarily dismiss the effect. Finally, while in a Divine Wrath, you gain a bonus on all Concentration checks equal to your levels in this class.

    Primal Blessing: If you possess a Rage or similar ability, you may cast spells from the Wrath domain while in a rage. This also applies to Rage acquired via the Rage spell (thus making yourself a viable target for such a spell) and Tenser's Transformation. You may make concentration checks to cast spells (though you may not Cast Defensively), but not other uses of the concentration skill. Other restrictions from a rage, such as activating Spell Trigger items or Combat Expertise, still apply.

    Boundless: You may choose to use your Wrath Domain ability as many times as you wish. Every time you attempt to use the ability after the first, you are Fatigued for 5 minutes afterwards. You may only use a Divine Wrath once per encounter.

    Strength's Blessing: While in a Divine Wrath, you may choose to use your Strength Modifier in place of your abysmal Wis modifier for the purpose of figuring spell DCs. Whenever you use this ability, the bonus to your strength score from Divine Wrath is lowered by 2 for the duration of this use -- your Wisdom penalty is not lessened. If you do not have 2 or more bonus points of STR from using Divine Wrath, you may not use this ability.

    Indomitable Focus: Your blind rage is focused on one objective: the destruction of your opponent. At 6th level, you become immune to Wisdom Drain or Wisdom Damage while in a Divine Wrath. You are not immune to penalties to your Wisdom score, but they may not lower your Wisdom to 0, as usual for ability score penalties.
    At 10th level, you become immune to mind controlling and mind-affecting effects, as through a magic circle spell, for as long as your Divine Wrath persists.

    Warblessing: You may treat all spells from the Wrath Domain as swift actions, as though the Quicken Spell feat were applied but with no adjustment to the spell's level. You may also hold concentration on a Wrath domain spell as a Swift action and even cast other Wrath domain spells while maintaining concentration on another spell.

    ---

    Could use a better capstone. Obviously, I saw "wrath", had recently seen the domain, and went crazy-go-nuts with it. I think I did a decent job of synergizing abilities whilst also creating tension in them. Choosing to lower your strength bonus in return for a very potent Song of Discord, for instance. Your high STR bonus is better the longer you get to keep it up, but Song of Discord is best used at the outset of an encounter as well. Tell me whatcha think, etc.

    I also explicitly avoided Mettle, as while I negated some of the drawbacks of a floored Wisdom (he can't be insta-disabled via Wis damage, he's not totally open to mind control), I still want his low Will saves and low Wis scores to remain a weakness.

    For reference, Wrath domain spells:
    1st: Rhino's Rush
    2nd: Bull's Strength
    3rd: Rage
    4th: Shout
    5th: Righteous Might
    6th: Song of Discord
    7th: Tenser's Transformation
    8th: Shout, Greater
    9th: Storm of Vengeance
    Combine that with muscle mage (homebrew on this board), or have an ogre or orc (possibly gray orc) rolling with it.
    -------

    I've got an idea for a very powerful magic item.

    Something like a voodoo doll (not necessarily a doll, but the same principle), except it requires a whole lot of preparation before use - like setting up an alchemist's lab; so it can't really be used in combat unless the lab is already there while there is a combat encounter.

    I saw Red Sonja (the movie with whatshername, the bad actress), where they had a scene (near the end, around 8:30 of the clip, I think) of a wizard (or an alchemist/wizardy whatever guy) doing that.

    Also, something that involves such power that one can lose control over it, invoking the 'super power overload' trope.
    Last edited by imp_fireball; 2010-07-19 at 04:39 AM.

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