A Monster for Every Season: Summer 2
You can get A Monster for Every Season: Summer 2 now at Gumroad
Page 3 of 6 FirstFirst 123456 LastLast
Results 61 to 90 of 164
  1. - Top - End - #61
    Ogre in the Playground
     
    SamuraiGuy

    Join Date
    Jul 2010
    Gender
    Male

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Sample NPC, assuming elite array:

    Spoiler
    Show

    (am bad at names)
    Human Dragonflame Dancer 5
    Str: 14
    Dex: 16
    Con: 13
    Int: 10
    Wis: 8
    Cha: 12

    HP: 33
    Speed: 30 ft
    Initiative: +7
    AC: 18, touch 13, FF 15

    Feats: Improved Initiative (human)
    Two-Weapon Fighting (1)
    Martial Study (Burning Blade) (3)

    Attack: Masterwork shortsword +6, 1d6+1+1d6 fire, 19-20/x2 or club +6, 1d6+3+1d6 fire

    Full Attack: 2 masterwork shortswords +4/+4, 1d6+1+1d6 fire, 19-20/x2 and appendages, 1d6 fire damage to all within 5 feet, Reflex DC 15 half

    Dance 2/day (+4 Dex, +2 melee attacks for 5 rounds)
    Smokescreen
    Flame Companion (7 HD)
    Flame Blast 5d8
    1 1st level spell/day (Shield prepared)
    Resist Fire 10

    Equipment:
    2 masterwork shortswords (630)
    Club
    Mithril, +1 chain shirt (2400)
    Cloak of resistance +1 (1000)
    270 gp

    Saves:
    Fort +3
    Ref +8
    Will +1

  2. - Top - End - #62
    Ogre in the Playground
     
    Jarian's Avatar

    Join Date
    Apr 2010
    Location
    Crazytown
    Gender
    Female

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    Denying Hand Style gets a stamp of approval, save for its final ability.
    The ability still eats your immediate action, and thus is limited to 1/round. All the 17th level ability does is let you deflect rays and no longer consume nen to use it. I assume you overlooked this, as the rest of the comment seems to assume you can use it at will.
    My forum avatars appear to have decomposed in my absence. C'est la vie.
    Homebrewer's Signature
    If you use any of my homebrew, or even if you just have a strong opinion on it, please let me know. Feedback is always useful.

  3. - Top - End - #63
    Titan in the Playground
     
    Qwertystop's Avatar

    Join Date
    Mar 2010
    Gender
    Female

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Would my Metamagic Feats and Split-personality Template need prebuilt characters?
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  4. - Top - End - #64
    Ogre in the Playground
     
    SwashbucklerGuy

    Join Date
    Jul 2008
    Location
    London, England

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Here is my contribution:

    Aerithil Greenstride: Elven Fey Champion 6
    Spoiler
    Show

    Alignment: Chaotic Neutral
    Str: 14
    Dex: 14 (12+2)
    Con: 10 (12-2)
    Int: 10
    Wis: 8
    Cha: 17 (16+1 (L4))

    HP: 8+4d8=26
    Speed: 20 ft
    Initiative: +2
    AC: 19, touch 13, FF 17

    Saves:
    Fort +5
    Ref +4
    Will +4
    Fey Immunities (Ex): At 5th level, you gain Immunity to sleep spells and effects, and a +4 racial saving throw bonus against enchantment spells or effects.
    You also gain DR5 / Cold Iron. increased to DR9 / Cold Iron by fey feats.

    Attacks:
    +7 MW Longspear 1d8+3
    +7 MW Longsword 1d8+2

    Feats:
    (1) Fey Skin
    (3) Fey Power
    (B) Skill Focus: Bluff
    (6) Fey Presence

    Fey Auras: +2
    Senses: as Dragon Shaman aura, dragon magic Pg 86
    Vigor: as Dragon Shaman Aura, PHBII Pg 13
    Fey Skin: as "Toughness" Dragon Shaman aura, dragon magic Pg 86
    Grace: increases your allies effective dex bonus for the purpose of AC and Reflex saves.
    Swiftness: as Dragon Shaman aura, dragon magic Pg 86

    Fey Path:Mischief's Champion

    Powers:
    Fey Power I powers: usable at will.
    Nixie Knacks: Gain swim speed and ability to breathe water.
    Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
    Breath of Mist: Create a fog cloud as the spell.

    Spell Like Abilities: 1/ day
    charm monster
    deep slumber
    disguise self

    Touch of Vitality (Su): 6x3=18hp

    Skills:
    Bluff: 3 +3 +3 =9
    Concentration: 3+0=3
    Escape Artist: 3+2=5
    Sleight of Hand: 3+2=5

    Equipment:
    ring of Protection +1 (2000)
    +1 chainmail (3150)
    MW Longspear (305)
    MW Logsword (320)

    Tactics:
    Aerithil is a buffer and battlefield controller, he works best with others using aura of grace or swiftness to allow stealth or movement, switching to Fey Skin during battle to grant allies DR and then to vigor to accelerate their healing. Breath of mist is used liberally to provide cover and tactical advantage and to cover escape if necessary.
    If alone Aerithil prefers to remain close to water, where he can use his fey powers to easily evade detection.
    Aerithil saves his spell like abilities for a last resort he won't squander them on the first opportunity.

    Aerithil could be encountered as an Ally or an Enemy depending on the situation.
    If used as an Enemy Aerithil would work best as a member of a group (possibly the leader) as his best party role is 2nd line melee / passive buffer.
    Last edited by only1doug; 2011-05-03 at 05:17 AM. Reason: Updated Changed Auras
    Doug

    Currently GMing :
    Moonshae Mysteries IC / OOC / Central Map / west rooms map / east rooms map
    Moonshae Tales IC / OOC / Map
    Map of Area

  5. - Top - End - #65
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
    Oct 2008
    Location
    Freljord

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Edited the first post to include two NPC templates that I often use for myself when making NPCs. Well, I usually use the first, but others might find the second to be handier.

    Also, one of my players noticed this thread (whoops!) and looked over the monks I used. He pointed out that at higher levels, arguskos' monk would become a whole lot more powerful. I'd love to playtest that and see how they'd match up against decent characters of the same level, but it will take a while before my players will get there, sadly.

    Quote Originally Posted by dragonsamurai77 View Post
    Sample NPC, assuming elite array:
    Looking over the Dragonflame Dancer, I have some thoughts about it, which I will PM later (or post in its thread if you continue to work on it and bump it), so I won't use it in this week's session just yet, but might later. Sound good?

    Quote Originally Posted by Jarian View Post
    The ability still eats your immediate action, and thus is limited to 1/round. All the 17th level ability does is let you deflect rays and no longer consume nen to use it. I assume you overlooked this, as the rest of the comment seems to assume you can use it at will.
    Ahh, yes, I did make that assumption. That makes it a lot better, considering the only ones who will make only one attack at that level will be spellcasters with poor spell choice.

    Quote Originally Posted by master256 View Post
    Would my Metamagic Feats and Split-personality Template need prebuilt characters?
    For the Metamagic feats you could ask if someone else wants to use them in their NPC build. I'm not really willing to touch the split-personality one though... I think that'd get too much for me to handle in a session.

    Quote Originally Posted by only1doug View Post
    Here is my contribution:

    Aerithil Greenstride: Elven Fey Champion 6
    Spoiler
    Show

    Alignment: Chaotic Neutral
    Str: 14
    Dex: 14 (12+2)
    Con: 10 (12-2)
    Int: 10
    Wis: 8
    Cha: 17 (16+1 (L4))

    HP: 8+4d8=26
    Speed: 20 ft
    Initiative: +2
    AC: 19, touch 13, FF 17

    Saves:
    Fort +5
    Ref +4
    Will +4
    Fey Immunities (Ex): At 5th level, you gain Immunity to sleep spells and effects, and a +4 racial saving throw bonus against enchantment spells or effects.
    You also gain DR5 / Cold Iron. increased to DR9 / Cold Iron by fey feats.

    Attacks:
    +7 MW Longspear 1d8+3
    +7 MW Longsword 1d8+2

    Feats:
    (1) Fey Skin
    (3) Fey Power
    (B) Skill Focus: Bluff
    (6) Fey Presence

    Fey Auras: +2
    Senses: as Dragon Shaman aura, dragon magic Pg 86
    Vigor: as Dragon Shaman Aura, PHBII Pg 13
    Fey Skin: as "Toughness" Dragon Shaman aura, dragon magic Pg 86
    Grace: grants a morale bonus to the dexterity bonus of allies within 30'
    Swiftness: as Dragon Shaman aura, dragon magic Pg 86
    Fey Path:Mischief's Champion

    Powers:
    Fey Power I powers: usable at will.
    Nixie Knacks: Gain swim speed and ability to breathe water.
    Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
    Breath of Mist: Create a fog cloud as the spell.

    Spell Like Abilities: 1/ day
    charm monster
    deep slumber
    disguise self

    Touch of Vitality (Su): 6x3=18hp

    Skills:
    Bluff: 3 +3 +3 =9
    Concentration: 3+0=3
    Escape Artist: 3+2=5
    Sleight of Hand: 3+2=5

    Equipment:
    ring of Protection +1 (2000)
    +1 chainmail (3150)
    MW Longspear (305)
    MW Logsword (320)

    Tactics:
    Aerithil is a buffer and battlefield controller, he works best with others using aura of grace or swiftness to allow stealth or movement, switching to Fey Skin during battle to grant allies DR and then to vigor to accelerate their healing. Breath of mist is used liberally to provide cover and tactical advantage and to cover escape if necessary.
    If alone Aerithil prefers to remain close to water, where he can use his fey powers to easily evade detection.
    Aerithil saves his spell like abilities for a last resort he won't squander them on the first opportunity.

    Aerithil could be encountered as an Ally or an Enemy depending on the situation.
    If used as an Enemy Aerithil would work best as a member of a group (possibly the leader) as his best party role is 2nd line melee / passive buffer.
    Grand. The suggestions on how to use him will surely be helpful. Thanks!
    Last edited by Morph Bark; 2011-04-27 at 10:40 AM.
    YouTube channel:

    The Asobimashow thread |Homebrewer's Signature | Avatar by Strawberries

  6. - Top - End - #66
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    I'll begin working on a few build for you to use. Just a few clarification should I use the standard array, elite array or a point buy to create them ?
    As for equipment standard Npc wealth ?
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
    Show

    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  7. - Top - End - #67
    Ogre in the Playground
     
    SamuraiGuy

    Join Date
    Jul 2010
    Gender
    Male

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post


    Looking over the Dragonflame Dancer, I have some thoughts about it, which I will PM later (or post in its thread if you continue to work on it and bump it), so I won't use it in this week's session just yet, but might later. Sound good?
    Fair enough.

  8. - Top - End - #68
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
    Oct 2008
    Location
    Freljord

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by zagan View Post
    I'll begin working on a few build for you to use. Just a few clarification should I use the standard array, elite array or a point buy to create them ?
    As for equipment standard Npc wealth ?
    Either use the elite array for simplicity, or use 30 point buy if you want to. That's close to what my players have.

    And looking over the NPC wealth table on DMG page 127... sure. To be honest, I never looked at that table before.
    YouTube channel:

    The Asobimashow thread |Homebrewer's Signature | Avatar by Strawberries

  9. - Top - End - #69
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    Either use the elite array for simplicity, or use 30 point buy if you want to. That's close to what my players have.
    Okay.

    Quote Originally Posted by Morph Bark View Post
    And looking over the NPC wealth table on DMG page 127... sure. To be honest, I never looked at that table before.
    Me neither, but it does serve as a common reference, so I'll use that.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
    Show

    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  10. - Top - End - #70
    Titan in the Playground
     
    Qwertystop's Avatar

    Join Date
    Mar 2010
    Gender
    Female

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    Quote Originally Posted by master256 View Post
    For the Metamagic feats you could ask if someone else wants to use them in their NPC build.
    All right then, I'll ask.

    "Does anyone want to use my metamagic feats in an NPC for their own homebrew class?"
    Last edited by Qwertystop; 2011-04-27 at 02:24 PM.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  11. - Top - End - #71
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by master256 View Post
    All right then, I'll ask.

    "Does anyone want to use my metamagic feats in an NPC for their own homebrew class?"
    While both seem interesting and I might be willing to use them when building my spirit manifester Npc. I think it would be great if they were written in the standard feat format:

    Name [type]
    Prerequisite:
    Benefit:

    And with a better wording. As it stand they are far from clear.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
    Show

    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  12. - Top - End - #72
    Troll in the Playground
     
    Ziegander's Avatar

    Join Date
    Oct 2008
    Location
    Pabrygg Keep
    Gender
    Male

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Argol Gorgon, CR 6
    Humanoid (Human) Swordsaint

    Spoiler
    Show
    Init +3; Senses none; Listen +4, Spot +4
    Languages
    - - - - - - - - - - - - - - - - - - - -
    AC 17 (-1 Dex, +6 Armor, +2 Shield), touch 9, flat-footed 17
    hp 50 (6 HD)
    Fort +8, Ref +3, Will +8
    - - - - - - - - - - - - - - - - - - - -
    Speed 30ft land
    Melee MW Morningstar +11, 1d8+0
    Ranged See spells/spell-like abilities

    Space 5 ft Reach 5 ft
    Base Atk +6 Grp +6
    Atk Options Spell Channeling
    Special Action Quick Cast 4/day
    Spell-like Abilities At will - Resistance, Acid Splash, Electric Jolt, Ray of Flame, Ray of Frost, Disrupt Undead, and Arcane Mark.
    - - - - - - - - - - - - - - - - - - - -
    Abilities Str 10, Dex 8, Con 13, Int 12, Wis 18, Cha 14
    Feats Improved Initiative, Dodge, Combat Casting, Mobility, Extra Quickening
    Skills Balance +8, Concentration +10, Handle Animal +11, Intimidate +11, Ride +11, Spellcraft +10
    Possessions
    MW Morningstar (308gp), Breastplate (200gp), Heavy Steel Shield (20g), Periapt of Wisdom +2 (4000gp), Magebred Heavy Warhorse (400gp), Potion of Enlarge Person (300gp), General Adventuring Gear and roughly 450gp.

    Spells (Read Carefully):

    **It is very important to remember that the casting mechanics of the Swordsaint are drastically different than probably any spellcaster you've ever seen. Be sure to read through the Spells section included here carefully. Dice or cards are recommended for tracking randomly granted spells.

    Spoiler
    Show

    A Swordsaint learns divine spells from the Swordsaint spell list, spending time in study and in meditation to master their power. In order to cast a spell a Swordsaint must have a Wisdom score of at least 10+spell level. The save DCs of a Swordsaint's spells are based on his Wisdom. A Swordsaint's caster level is equal to his class level. Swordsaints do not get bonus spells.

    A Swordsaint's spells do not use spell slots like a normal spellcaster. By spending 15 minutes in prayer/meditation, he is granted spells from his list of spells known. When his spells are granted, some are granted at random and some he may choose himself. The first number in the S.Granted part of the above table is the total spells granted at random. These randomly granted spells are considered to be readied. The second number is the number of spells which the Swordsaint is able to choose for himself. These chosen spells are considered to be withheld.

    When his spells are granted he cannot choose any spell he knows more than once, except if done randomly. Swordsaints may re-perform the granting ritual any time they can spend 15 minutes in prayer. A Swordsaint may only cast spells which are readied. After he has cast all of his readied spells, if he has any withheld spells those spells are now readied.

    For example, an 11th level Swordsaint is granted 7 spells after spending 15 minutes in prayer. From his spells known, the Swordsaint may choose any four of them but none more than once; these are withheld. The other three spells are granted randomly and are readied.

    Despite similarities to the Crusader class, the Swordsaint does not automatically recover his cast spells at the start of each encounter, although he may recover his cast spells in the following ways:

    • At the end of each of the Swordsaint's turns, if he is below 0 hit points but alive he recovers a single cast spell at random. That spell is readied.

    • Whenever an enemy provokes an attack of opportunity from the Swordsaint, rather than take that attack of opportunity he may recover a single cast spell at random. That spell is withheld.

    • Whenever the Swordsaint reduces a foe to 0 or fewer hit points with a melee attack, if that foe had more than 0 hit points before the Swordsaint's attack he may spend a swift action to recover all his cast spells. Half of those spells, rounded up and chosen at random, are readied; the others are withheld.


    A Swordsaint may not learn or cast any spell with a descriptor that is opposed to his alignment. For example, a Chaotic Swordsaint cannot learn or cast a spell with the [Law] descriptor. The ever so rare True Neutral Swordsaint is able to learn and cast spells with any alignment descriptors.

    At 5th level, and every three levels thereafter, a Swordsaint may lose a single spell known, to learn a new spell, of any level, up to the highest level of spells he knows.


    Spells known: 1st - Beastland Ferocity, Ebon Eyes, Improvisation, Ray of Enfeeblement, and Shocking Grasp. 2nd - Cure Moderate Wounds, Electric Vengeance, Knight's Move. (None are prepared; read the spells section above.)

    Attunement (Sp): Swordsaints know the following Orisons, and can cast them at-will: Resistance, Acid Splash, Electric Jolt, Ray of Flame, Ray of Frost, Disrupt Undead, and Arcane Mark.

    Serenity (Su): Swordsaints may substitute any melee weapon for the divine focus component of spells they cast and may cast spells with somatic components even if his hands are full as long as he holds a melee weapon in one of his hands. As long as he holds a melee weapon in one of his hands he ignores material components of spells as if he possessed the Eschew Materials feat.

    Further, when making a melee attack, rather than adding his Strength modifier to the attack roll, he may add his Wisdom modifier if it is higher.

    Divine Grace (Su): Starting at 2nd level, a Swordsaint adds his Charisma modifier to all saving throws he makes.

    Spell Channeling (Ex): As a standard action, a Swordsaint of 3rd level or higher may make a melee attack in combination with casting a spell, both the attack and spell targeting the same foe, the spell effecting the foe if the attack hits. The spell is cast before the attack roll is made, and whether the attack hits or misses, the spell remains cast. If the attack misses the spell fizzles and is wasted. A Swordsaint may only cast spells with a range of touch, or ranged touch with this ability.

    Spells that generate multiple touches, or rays, charge the Swordsaint's weapon for multiple attacks. Each time he attacks with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While the Swordsaint's weapon remains charged in this way if he chooses to cast another spell with his Spell Channeling ability any charges currently held in his weapon are lost.

    Saintly Resolve (Ex): Beginning at 4th level, a Swordsaint's dedication to the spiritual realm rather than the physical allows him to temporarily set aside pain and injury. You have a delayed damage pool that allows you to forestall the effects of attacks made against you. This pool begins at 0 at the start of each encounter. When you are attacked, any hit point damage you would be dealt is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. This damage is reduced as normal by effects such as Damage Reduction or Energy Resistance, and healing effects may, at the Swordsaint's choice, restore hit points currently lost from the hit point total OR reduce the total damage in his delayed damage pool.

    Special effects tied to an attack, such as energy drain, stunning, and so forth, still effect you as normal, and such effects are not delayed by this ability. For example, when damaged by a poisonous spider bite, the Swordsaint may delay some or all of the hit point damage, but must immediately make the Fortitude saving throw to avoid being poisoned.

    At 4th level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that is dealt directly to your hitpoints as normal. The maximum damage your pool may hold increases by 5 points at 8th, 12th, 16th, and 20th level.

    Spell Strike (Sp): At 4th level, for every 5 points in a Swordsaint's delayed damage pool, a Swordsaint gains a +2 insight bonus bonus on caster level checks made to overcome spell resistance, and +1 to the save DCs of spells cast through his Spell Channeling ability.

    Quick Cast (Ex): Starting at 6th level, a Swordsaint may cast a single spell, once per day, as a swift action. At 10th level and every five levels after a Swordsaint may use this ability an additional time each day.


    Tactics: Depend heavily on spells granted, readied, and withheld, though in all cases this is a Swordsaint tailored to soaking up lots of damage and posing a multi-threat against a party. If Ebon Eyes is readied he may choose to dwell in darkness and ambush an unwary party. If Improvisation is readied he will certainly have it running before the party gets there (6 hour duration) and apply up to a +3 bonus to attacks or saves judiciously through the course of battle. The other spells all have much more straightforward combat applications, serving to augment his damage, increase his survivability, and assist him in moving across the battlefield.
    Last edited by Ziegander; 2011-04-28 at 04:20 AM.
    Homebrew


    Other Stuff
    Spoiler
    Show
    Special Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!

  13. - Top - End - #73
    Titan in the Playground
     
    Qwertystop's Avatar

    Join Date
    Mar 2010
    Gender
    Female

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by zagan View Post
    While both seem interesting and I might be willing to use them when building my spirit manifester Npc. I think it would be great if they were written in the standard feat format:

    Name [type]
    Prerequisite:
    Benefit:

    And with a better wording. As it stand they are far from clear.
    What's unclear about them? Also, the only deviation from the standard format was the lack of the word "Benefit" before the benefit.
    (The one I want tested the most is the Spreading Maximize one).
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  14. - Top - End - #74
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    master256: Response in pm.

    Here's my first build, a Tiny Thief CR 6 (earliest Prc entry)

    Spoiler
    Show

    Orn Pintir
    KoboldRotD p39 NinjaCad p5 5 / Tiny thief 1 (minimized)
    Size and Type Tiny Humanoid (Dragonblood, Reptilian)
    Hit Dice 6d6+6 (33 hp)
    Initiative +6
    Speed 30 ft (6 squares)
    Armour Class 23 (+2 size, +6 Dex, +1 natural, +3 Wisdom, +1 bonus), touch 22, flat-footed 17
    Base Attack Bonus/Grapple +3/-9
    Attack Claw +11 (1d2-4 (min 1)) plus +3d6 Sudden Strike if appropriate plus +1d6 Sneak Attack if appropriate
    Full Attack 2 Claws +11 (1d2-4 (min 1)) plus Bite +9 (1d2-4 (min 1)) plus +3d6 Sudden Strike if appropriate (on each attack) plus +1d6 Sneak Attack if appropriate (on each attack)
    Space/Reach 2 + ½ ft/0 ft
    Special Attacks Ki power (5/day), Sudden strike +3d6, Ghost Step, Minimize, Sneak attack +1d6
    Special Qualities Darkvision 60ft, Light sensitivity, Slight Build, Weapon Familiarity, AC bonus (Wis +3, +1), Trapfinding, Poison Use, Great leap
    Saves Fort +4, Ref +13, Will +5 (+7 if ki pool not empty)
    +2 on all save against gaze attack
    Abilities Str 2, Dex 22, Con 14, Int 10, Wis 16, Cha 8 (30 point buys)
    Skills Balance +17, Craft (trapmaking) +2, Hide +27 (size), Jump +11 (+15 if taking a running start), Move Silently +15, Profession (miner) +5, Search +2, Spellcraft +5, Tumble +17, Use magic Devices -1 (+1 with scroll), Use Rope +6 (+8 involving binding)
    Feats
    1st: DarkstalkerLoM p179, 3rd: Weapon Finesse, 6th: Multiattack
    Racial feat: Martial Weapon Proficiency (heavy pick and light pick)
    Treasure // Equipment Purple Worm Poison (1 dose), Gloves of Dexterity +2, Sundark GogglesRotD p122, Cloak of Resistance +1 (Total: 5710gp)

    When Small Orn stat change as follow:
    Spoiler
    Show

    Size and Type Small Humanoid (Dragonblood, Reptilian)
    Initiative +5
    Speed 30 ft (6 squares)
    Armour Class 21 (+1 size, +5 Dex, +1 natural, +3 Wisdom, +1 bonus), touch 20, flat-footed 16
    Base Attack Bonus/Grapple +3/-5
    Attack Claw +10 (1d2-3 (min 1)) plus +3d6 Sudden Strike if appropriate plus +1d6 Sneak Attack if appropriate
    Full Attack 2 Claws +10 (1d2-3 (min 1)) plus Bite +8 (1d2-3 (min 1)) plus +3d6 Sudden Strike if appropriate (on each attack) plus +1d6 Sneak Attack if appropriate (on each attack)
    Space/Reach 5 ft/5 ft
    Saves Ref +12
    Abilities Str 4, Dex 20
    Skills Balance +16, Hide +22 (size), Jump +12 (+16 if taking a running start), Move Silently +14, Tumble +16, Use Rope +5 (+7 involving binding)


    Orn speak Draconic

    Light sensitivity (Ex): Kobold are dazzled in bright sunlight or within the radius of a daylight spell.

    Slight Build (Ex): The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

    Weapon Familiarity: Kobolds may treat greatpicks as martial weapons, rather than exotic weapons.

    AC bonus (Ex): When unarmored add wisdom + 1 to AC

    Ki Power (Su): 2 + wis times day can use ninja ability. If at least one remaining +2 bonus on will save.

    Sudden strike (Ex): If attacking a target denied dex to AC (and only then) deal +3d6 precision damages. Within 30ft only if making a ranged attack. creature immune to critical hit or with concealement are immune to this damage.

    Trapfinding (Ex): Can find trap with DC higher than 20. Can use disable devices on magic trap.

    Ghost Step (Su): Can spend a use of Ki power as a swift action to become invisible for 1 round

    Poison use (Ex):: Never risk poisoning when applying poison to a weapon.

    Great leap (Ex): Always Jump as if running with Run feat and +4 bonus on jump check.

    Minimize (Su):: Your long exposure to effect that reduce your size have taught you the trick to do it yourself. Starting at 1st level, as a standard action at will you can become one size category smaller you gain a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum effective Strength score of 1) and a size bonus to attack and to AC depending on your new size (see table). If your new size is Tiny, you have a space of 2 1/2 feet and a natural reach of 0 feet (meaning that you must enter an opponent’s square to attack). If your new size is Diminutive, you have a space of 1 foot and a natural reach of 0 feet. This doesn’t change your speed. The duration of this ability is 24 hour but you can dismiss it’s effect as a free action once per round.
    For Orn the adjustment are as follow -2 Str, +2 dex, +2 Att/AC, -8 to grapple and +12 to hide (because of Slight build)

    Sneak Attack (Ex): As the rogue ability fo the same name. +1d6.


    I think the best use would be an attack while the PC sleep in an area with plenty of hiding place.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
    Show

    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  15. - Top - End - #75
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    As it is currently written, wouldn't the Kobold be considered Fine sized because of the slight build ability? If I remember correctly, both the Half-Giant and the Goliath are Medium sized in their monster entry, despite the Powerful Build ability granting them large size for checks and rolls.

    Wow, I am dumb. Yes, the tiny size was on purpose, because of the prestige class. Sorry.
    Last edited by LOTRfan; 2011-04-27 at 04:23 PM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  16. - Top - End - #76
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Here are NPCs for three of my homebrew Paladin/Ranger variants, each set up for levels 4, 5, and 6.

    LN Desert Dwarf Witch Slayer
    Spoiler
    Show

    {table=head]ECL|4|5|6
    Level|Paladin 4|Paladin 5|Paladin 6
    Strength|14|14|14
    Dexterity|10|10|10
    Constitution|15|15|15
    Intelligence|10|10|10
    Wisdom|8|8|8
    Charisma|16|16|16
    HP|30|38|45
    Speed|20 ft|20 ft|20 ft
    Initiative|+4|+4|+4
    AC//Touch//Flat|18//10//18|19//10//19|19//10//19
    Fort//Ref//Will|+10//+5//+4|+10//+5//+4|+11//+6//+5
    |+4 saves vs. spells/SLAs or +2 vs. SU, +2 saves vs. poison|+4 saves vs. spells/SLAs or +2 vs. SU, +2 saves vs. poison|+4 saves vs. spells/SLAs or +2 vs. SU, +2 saves vs. poison
    Spell Resistance|12|13|14
    BaB|+4|+5|+6/+1
    Attack|Mwk Greatsword +7 melee (2d6+3/19-20)|Mwk Greatsword +8 melee (2d6+3/19-20)|+1 Greatsword +9 melee (2d6+4/19-20)
    |Composite Longbow +4 ranged (1d8+2/x3)|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6 ranged (1d8+2/x3)
    Full Attack|Mwk Greatsword +7 melee (2d6+3/19-20)|Mwk Greatsword +8 melee (2d6+3/19-20)|+1 Greatsword +9/+4 melee (2d6+4/19-20)
    |Composite Longbow +4 ranged (1d8+2/x3)|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6/+1 ranged (1d8+2/x3)
    Maneuvers|R-Moment of Perfect Mind|R-Moment of Perfect Mind|R-Moment of Perfect Mind
    |R-Emerald Razor|R-Emerald Razor|R-Emerald Razor
    |Crusader's Strike|Crusader's Strike|Crusader's Strike
    |---|---|Foehammer
    Stances|---|Martial Spirit|Martial Spirit
    Special Abilities|Aura of Non-magic|Aura of Non-magic|Aura of Non-magic
    |Detect Magic|Detect Magic|Detect Magic
    |Smite Magic 1/day (+3/+4)|Smite Magic 2/day (+3/+5)|Smite Magic 4/day (+3/+6)
    |Divine Grace|Divine Grace|Divine Grace
    |Lay on Hands (12/day)|Lay on Hands (15/day)|Lay on Hands (18/day)
    |Divine Health|Divine Health|Divine Health
    |Aura of Suppression|Aura of Suppression|Aura of Suppression
    |Spell Resistance 12|Spell Resistance 13|Spell Resistance 14
    |---|Charging Smite ACF|Charging Smite ACF
    |---|---|Remove Magic 1/day (+8 touch, +6 check)
    Feats|1-Power Attack|1-Power Attack|1-Power Attack
    |3-Improved Initiative|3-Improved Initiative|3-Improved Initiative
    |---|---|6-Extra Smiting
    Skills|Concentration +9|Concentration +10|Concentration +11
    |Spellcraft +7|Spellcraft +8|Spellcraft +9
    Equipment|Mwk Greatsword|Mwk Greatsword|+1 Greatsword
    |Mwk Full Plate|+1 Full Plate|+1 Full Plate
    |Composite Longbow (+2 Str)|Composite Longbow (+2 Str)|Composite Longbow (+2 Str)
    |Vest of Resistance +1|Vest of Resistance +1|Vest of Resistance +1
    |---|---|700 gp debt (feel free to downgrade the Full Plate to masterwork if you want)[/table]

    Notes: Desert Dwarf is from Unearthed Arcana.
    Tactics: Move in cautiously with a Power Attack enhanced Emerald Razor. At ECL 5+, perform a charging smite against any obvious spellcasters, otherwise just use your sole smite normally. You have VERY good saves against spells and spell resistance too, so unprepared spellcasters may have trouble breaching your defenses. Feel free to save your wrath for spellcasters who use effects that bypass them. At level 6+, Remove Magic can get you out of a bind or remove someone's magical defenses, although it's not reliable against singular effects. Strong martial opponents can give you trouble, but don't forget your Lay on Hands ability if you can get yourself out of the line of fire after being damaged.


    CN Azurin Divine Champion
    Spoiler
    Show

    {table=head]ECL|4|5|6
    Level|Paladin 4|Paladin 5|Paladin 6
    Strength|14|14|14
    Dexterity|12|12|12
    Constitution|13|13|13
    Intelligence|10|10|10
    Wisdom|8|8|8
    Charisma|16|16|16
    HP|26+4|33+5|39+6
    Speed|20 ft|20 ft|20 ft
    Initiative|+4|+4|+4
    AC//Touch//Flat|19//11//18|20//11//19|20//11//19
    Fort//Ref//Will|+9//+6//+4|+10//+6//+4|+10//+7//+5
    |+1 saves vs. fear|+1 saves vs. fear|+1 saves vs. fear
    Damage Reduction|None|None|1/Lawful
    BaB|+4|+5|+6/+1
    Attack|Mwk Greatsword +8 melee (2d6+3/19-20)|Mwk Greatsword +9 melee (2d6+3/19-20)|+1 Greatsword +10 melee (2d6+4/19-20)
    |Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6 ranged (1d8+2/x3)|+1 Composite Longbow +8 ranged (1d8+3/x3)
    |---|---|+1 Armor Spikes +10 melee (1d6+3)
    Full Attack|Mwk Greatsword +8 melee (2d6+3/19-20)|Mwk Greatsword +9 melee (2d6+3/19-20)|+1 Greatsword +10/+5 melee (2d6+4/19-20)
    |Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6 ranged (1d8+2/x3)|+1 Composite Longbow +8/+3 ranged (1d8+3/x3)
    |---|---|+1 Armor Spikes +10/+5 melee (1d6+3)
    Invocations|Virtuous Blessing|Virtuous Blessing|Virtuous Blessing
    |||Aligned Armament
    Special Abilities|Aligned Aura|Aligned Aura|Aligned Aura
    |Detect Infidel|Detect Infidel|Detect Infidel
    |Smite Infidel 2/day (+3/+5)|Smite Infidel 3/day (+3/+6)|Smite Infidel 4/day (+3/+8)
    |Divine Grace|Divine Grace|Divine Grace
    |Faithful Grasp (12/day, +6 touch)|Faithful Grasp (15/day, +7 touch)|Faithful Grasp (18/day, +8 touch)
    |Divine Health|Divine Health|Divine Health
    |Aura of Courage|Aura of Courage|Aura of Courage
    |---|Charging Smite ACF|Charging Smite ACF
    |---|---|Remove Disease 1/week
    Feats|B-Sapphire Smite (1 essentia)|B-Sapphire Smite (1 essentia)|B-Sapphire Smite (2 essentia)
    |1-Power Attack|1-Power Attack|1-Power Attack
    |3-Improved Initiative|3-Improved Initiative|3-Improved Initiative
    |---|---|6-ANY FEAT
    Skills|Diplomacy +10|Diplomacy +11|Diplomacy +12
    |Use Magic Device +10|Use Magic Device +11|Use Magic Device +12
    Equipment|Mwk Greatsword|Mwk Greatsword|Mwk Greatsword
    |Mwk Full Plate|+1 Full Plate|+1 Full Plate
    |Composite Longbow (+2 Str)|Composite Longbow (+2 Str)|Composite Longbow (+2 Str)
    |Vest of Resistance +1|Vest of Resistance +1|Vest of Resistance +1
    |---|---|Mwk Armor Spikes
    |---|---|950gp[/table]

    Note: Statistics include active invocations. The free feat at level 6 can be used for anything you feel like.
    Tactics: Move in cautiously with a Power Attack enhanced Smite. Your smiting ability will dramatically improve a few hits, which can be all it takes to end a battle. Faithful Grasp can be used as an accurate, if limited attack, but you can stretch it further with Power Attack and your Smite ability. At ECL 5+, you can perform a charging smite against any obvious infidels, giving you a even more oomph on your initial attack. If your hit points run low, you can heal yourself with Faithful Grasp and you can refresh your temporary hit points by recasting Virtuous Blessing. Don't forget that you automatically confirm critical hits against appropriately-aligned opponents at ECL 6, thanks to Aligned Armament.


    TN Human Psychic Tracker
    Spoiler
    Show

    {table=head]ECL|4|5|6
    Level|Ranger 4|Ranger 5|Ranger 6
    Strength|10|10|10
    Dexterity|16|16|16
    Constitution|13|13|13
    Intelligence|12|12|12
    Wisdom|14|14|14
    Charisma|8|8|8
    HP|22|28|33
    Speed|30 ft|30 ft|30 ft
    Initiative|+3|+3|+3
    AC//Touch//Flat|17//13//14|17//13//14|17//13//14
    Fort//Ref//Will|+6//+8//+4|+6//+8//+4|+7//+9//+5
    BaB|+4|+5|+6/+1
    Attack|Glaive +4 melee reach (1d10/x3)|Glaive +5 melee reach (1d10/x3)|Glaive +6 melee reach (1d10/x3)
    |Mwk Deep Crystal Longbow +8 ranged (1d8/x3)|Mwk Deep Crystal Longbow +9 ranged (1d8/x3)|+1 Deep Crystal Longbow +10 ranged (1d8+1/x3)
    Full Attack|Glaive +4 melee reach (1d10/x3)|Glaive +5 melee reach (1d10/x3)|Glaive +6/+1 melee reach (1d10/x3)
    |Mwk Deep Crystal Longbow +8 ranged (1d8/x3)|Mwk Deep Crystal Longbow +9 ranged (1d8/x3)|+1 Deep Crystal Longbow +10/+5 ranged (1d8+1/x3)
    Rapid Shot|Mwk Deep Crystal Longbow +6/+6 ranged (1d8/x3)|Mwk Deep Crystal Longbow +7/+7 ranged (1d8/x3)|+1 Deep Crystal Longbow +8/+8/+3 ranged (1d8+1/x3)
    Power Points|7 (ML 4th)|9 (ML 5th)|11 (ML 6th)
    Powers Known|Entangling Ectoplasm|Entangling Ectoplasm|Entangling Ectoplasm
    ||Specified Energy Adaptation|Specified Energy Adaptation
    |||Vigor
    Special Abilities|Favored Enemy (Aberration +2)|Favored Enemy (Aberration +2)|Favored Enemy (Aberration +2)
    |Favored Enemy (Favored Target +2)|Favored Enemy (Favored Target +4)|Favored Enemy (Favored Target +4)
    |---|Favored Enemy (Undead +2)|Favored Enemy (Undead +2)
    |Psionic Tag (+2)|Psionic Tag (+4)|Psionic Tag (+4)
    |Psionic Combat Style (archery)|Psionic Combat Style (archery)|Psionic Combat Style (archery)
    |Favored Target (5/day)|Favored Target (5/day)|Favored Target (5/day)
    |Enemy Mind (100 feet)|Enemy Mind (100 feet)|Enemy Mind (100 feet)
    Feats|R1-Track|R1-Track|R1-Track
    |H-Point Blank Shot|H-Point Blank Shot|H-Point Blank Shot
    |1-Precise Shot|1-Precise Shot|1-Precise Shot
    |R2-Psionic Shot|R2-Psionic Shot|R2-Psionic Shot
    |3-Rapid Shot|3-Rapid Shot|3-Rapid Shot
    |---|---|R6-Improved Psionic Shot
    |---|---|6-Psionic Meditation
    Skills|Autohypnosis +9|Autohypnosis +10|Autohypnosis +11
    |Concentration +8|Concentration +9|Concentration +10
    |Survival +9|Survival +10|Survival +11
    |Tumble +9|Tumble +10|Tumble +11
    |Hide +9|Hide +10|Hide +11
    |Move Silently +9|Move Silently +10|Move Silently +11
    |Spot +9|Spot +10|Spot +11
    |Listen +9|Listen +10|Listen +11
    Equipment|Mwk Deep Crystal Longbow|Mwk Deep Crystal Longbow|+1 Deep Crystal Longbow
    |Mwk Chain Shirt|Mwk Chain Shirt|Mwk Chain Shirt
    |Cloak of Resistance +1|Cloak of Resistance +1|Cloak of Resistance +1
    |Glaive|Glaive|Glaive
    |---|1000gp|300gp[/table]

    Note: Don't forget to include the bonuses from Point Blank Shot against nearby enemies. Favored enemies can be changed to anything appropriate.
    Tactics: A quick manifestation of Targeted Mind through your Favored Target ability will give you your Favored Enemy bonus against anything not immune to mind-affecting abilities. If you don't have a lot of time to set up, or you're doing it in combat, you can do so as a move action by spending two daily uses instead of one. Entangling Ectoplasm will prevent your enemy from escaping and open him up to your Psionic Shot and Deep Crystal enhanced bow shots. Energy Adaptation and Vigor can keep you alive against magical or physical assaults. Try not to let your enemies get too close to you.

    Last edited by Garryl; 2011-05-13 at 05:44 PM. Reason: Witch Slayer SR miscalculated. Forgot to account for Psychic Tracker's Rapid Shot feat.
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

  17. - Top - End - #77
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
    Oct 2008
    Location
    Freljord

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Thanks for the NPCs so far! They look really interesting.

    Garryl, are your three classes fit to work together really well? If they would work just as well seperately, I plan on using them in different sessions.

    The Tiny Thief will probably need a specific situation for it to appear in, like being tasked to steal something from the PCs, so that might not show up in the next session just yet, but I have had plans for something like that.

    The Swordsaint fits my purposes perfectly; it's almost scary!
    YouTube channel:

    The Asobimashow thread |Homebrewer's Signature | Avatar by Strawberries

  18. - Top - End - #78
    Troll in the Playground
     
    Ziegander's Avatar

    Join Date
    Oct 2008
    Location
    Pabrygg Keep
    Gender
    Male

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    The Swordsaint fits my purposes perfectly; it's almost scary!
    Mwahahaha! Also, if you prefer, swap out the Dodge and Mobility feats for Improved Toughness and Unbreakable Resolve for a more solid hit point chassis. I only gave him Dodge and Mobility to set him up for Elusive Target.

    EDIT: Oh, and I fixed his HP, I don't know how it was so low. I think I was using d6s when I determined his average hp before. He's much sturdier now.
    Last edited by Ziegander; 2011-04-28 at 04:22 AM.
    Homebrew


    Other Stuff
    Spoiler
    Show
    Special Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!

  19. - Top - End - #79
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    Garryl, are your three classes fit to work together really well? If they would work just as well seperately, I plan on using them in different sessions.
    You can use them together or apart, whichever you prefer. They're designed to function alone, but nothing stops them from working together. The Divine Champion has some helpful buffing invocations, the Psychic Tracker appreciates having someone to keep the heat off of him, and the Witch Slayer... well, he doesn't actually have much group synergy (other than Aura of Suppression), but he makes a good distraction against traditional spellcasting enemies and still has the basic defenses needed to take a hit or two at this level, although as NPCs with NPC wealth they're all pretty fragile compared to PCs and tough monsters. A trio of them at 4th level should be a strong challenge for your party.

    Also, I miscalculated the Witch Slayer's Spell Resistance. It's 5 + level + Cha, not 10 + level + Cha.

    Er, but yes, feel free to use them apart. They were designed to be usable independently from each other. I look forward to seeing how it goes.
    Last edited by Garryl; 2011-04-28 at 10:09 AM.
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

  20. - Top - End - #80
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    The Tiny Thief will probably need a specific situation for it to appear in, like being tasked to steal something from the PCs, so that might not show up in the next session just yet, but I have had plans for something like that.
    Great ! I'm in no hurry in any case. If you up is level at 7th level he become much more effective with the Underfoot combat feat gain at this level.

    Here my spirit manifester:

    Spoiler
    Show

    Tirip Leaonder
    Wood ElfMMI p104 Spirit Shaman 5Cad p14 / Spirit Manifester 1
    Size and Type Male Medium Humanoid (Elf)
    Hit Dice 6d8+12 (39 hp)
    Initiative +2
    Speed 30 ft (6 squares)
    Armour Class 18 (+2 Dex, +4 armor, +2 shield), touch 12, flat-footed 16
    Base Attack Bonus/Grapple +3/+3
    Attack MW Shortspear +4 (1d6)
    Full Attack MW Shortspear +4 (1d6)
    Space/Reach 5 ft/5 ft
    Special Attacks Chastise Spirit, Detect Spirit, Blessing of the Spirit, Spirit manifestation, Spirit Shape (Rabbit and Raccon, Active 4 rounds/day, DC 14)
    Special Qualities Immunity to magic sleep effects, Low-light vision, Spirit Guide, Wild Empathy (+5+cha bonus), Follow the guide
    Saves Fort +8, Ref +3, Will +9
    +2 racial saving throw bonus against enchantment spells or effects
    Abilities Str 10, Dex 14, Con 14, Int 8, Wis 16, Cha 16 (30 point buys)
    Skills Balance +0, Climb -2, Concentration +5, Escape Artist +0, Hide +0, Jump -2, Knowledge (arcana) +3, Knowledge (nature) +7, Listen +5 (+7 if sharing square with spirit guide), Move Silently +0, Search +1, Sleight of Hand +0, Spellcraft +7, Spot +5 (+7 if sharing square with spirit guide), Swim -4, Tumble +0
    Feats
    1st: Spell Focus (Conjuration), 3rd: Spirit ImageSee below, 6th: Augment Summoning
    Spirit shaman bonus feat: Alertness (only when spirit guide share his square)
    Racial Feat: Martial Weapon Proficiency (longsword, rapier, longbow and shortbow)
    Treasure Cloak of Charisma +2, MW shortspear, MW Chain Shirt, MW Heavy Wooden Shield, Wand of Faerie Fire, Potion of Cure Light Wound x2 (Total: 5570gp)

    Tirip speak common and elven.

    Search Door (Ex)::A wood elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

    Spellcasting: Caster level 5th, Wisdom for max spell level and bonus spell, Charisma for saving throw
    3rd: 3/day Sleet Storm (DC 17)
    2nd: 5/day Summon Nature Ally II (+4 Str and Con from augment summoning
    1st: 7/day Entangle (DC 14), Produce Flame, Obscuring Mist
    0: 6/day, Detect Magic, Flare (DC 13), Guidance

    Spirit Guide: Tririp as chosen a Rabbit as his spirit guide at first level.

    Wild Emapthy: A spirit shaman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The spirit shaman rolls 1d20 and adds her spirit shaman level and her Charisma modifier to determine the wild empathy check result.
    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the spirit shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
    A spirit shaman cannot use this ability to influence magical beast.

    Chastise Spirit (Su): As a standard action Tirip can deal 5d6 damage to all spirit within 30 feets of him. A will save (DC 12+cha) halves this damage. He can use this ability 3+cha times per day.

    Detect Spirit (Sp): At will Tirip can use Detect undead as a spell-like ability but it detect spirit instead of undead.

    Blessing of the Spirit (Sp): At will Tirip can spend 10 minutes to gain the benefit of a protection from evil spell, except that it work against all spirit and last until dismissed or dispel.

    Follow the guide (Su): If Tirip fail a save against enchantment spell or effect, he can attempt it again 1 round later at the same DC. He can only do so once per spell or effect.

    Spirit manifestation (Su): At first level, a Spirit Manifester learn how to manifest her spirit guide more fully into the world, this allow the guide to better help her and also to become a stronger spirit. Her spirit guide appear as an illusory animal of the kind chosen when she first gained it as a spirit shaman (but see Spirit shape below). Her guides speed and movement mode depend on the animal it represent (detailed below) and it acts during her turn each round. It follows her mental commands perfectly in effect, it is merely an extension of her will, unless otherwise directed the spirit guide always share the Spirit Manifester square. The spirit guide has no real substance and doesn’t even count as a creature, thus it can’t attack but it can affect creatures or objects sharing a square with the guide, the effect depend on it’s shape (detailed below). It occupies a 5-foot space. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. The spirit guide is treated as a spell whose level is equal to half the Spirit Manifester caster level, minimum 1 and maximum 9. If it is dispelled, it automatically reforms in the Spirit Manifester square at the start of the following round. A spirit guide can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from the Spirit Manifester at the start of her turn, or if she ever lose line of effect to it, it instantly reappears in her square.
    The Spirit Manifester only gained benefit of the Alertness feat when the spirit guide share her square.

    Spirit Shape (Su): At first level, a Spirit Manifester also learn how to change the appearance of her spirit guide. The spirit guide shape influences it’s movement mode and most importantly the effect it has on creature it’s sharing a square with. These effects are positive or negative and passive or active. A positive effect apply when the spirit guide share a square with an allies (including the Spirit Manifester herself) and grant some sort of bonus. A negative effect apply when the spirit guide share a square with a foe and inflict some sort of penality with no save, if the spirit guide simultaneously share a square with an ally and a foe both effect apply to the appropriate creature.
    As a swift action a Spirit Manifester can render the Spirit active this apply a second bonus or penality but offer a save, Fortitude, Reflex or Will depending on shape (DC 10 + Spirit Manifester level + Cha modifier in all case). The spirit guide can be active for a total number of round per day equal the Spirit Manifester class level + her Wisdom or Charisma modifier whichever is higher. These rounds need not be consecutive and she can return the spirit guide to a passive state as a free action. While active the passive effect still apply to all concerned creature.
    It take move action for a Spirit Manifester to change the shape of her spirit guide. A Spirit Manifester as access to only a limit number of animal shape, one determined by her choice when gaining the Spirit guide ability as a spirit shaman plus one per Spirit Manifester level.
    The detail on each spirit guide shape can be found below.
    Tirip as acces to the Rabbit and Raccon shape.

    Rule for Spirit manifesting
    Spoiler
    Show


    Each description use the following format:

    Animal Name
    Description of the Spirit guide in that shape
    Speed: Speed and movement mode, fly speed is always perfect
    Special attacks: Special attack when in full manifestation if any
    Special qualities: Special quality when in full manifestation if any
    Abilities: Adjustment made to determine spirit guide abilities scores
    Saves: The type of save need to avoid or reduce the active effect, the save must be made each round that the target creature share a square with the spirit guide the DC being 10 + Spirit Manifester level + Cha modifier
    Positive effect: Effect on allies
    -Passive: Bonus grant as long as the spirit guide share a square with an ally.
    -Active: Indicated the detail on effect.
    Negative effect: Effect on foes
    -Passive: Penality inflict as long as the spirit guide share a square with a foe.
    -Active: Indicated the detail on effect.

    Rabbit
    Spoiler
    Show

    Speed: 30 ft. (6 squares)
    Special attacks: None
    Special qualities: Spirit agility
    Abilities: Dex: +4 Con: +0 Int: +0 Wis: -2 Cha: +4
    Saves: Will
    Positive effect:
    -Passive: Grant a +10ft bonus to speed (all movement mode), this increase to +20ft at five and +30ft at ten.
    -Active: Grant the effect of the haste spell. Unlike most other active effect this does not increase at level five but at level ten the creature can also take an additional move action per round.
    Negative effect:
    -Passive: Inflict a -10ft penality to speed (all movement mode), this increase to -20ft at five and -30ft at ten.
    -Active: Inflict the effect of the slow spell. Unlike most other active effect this does not increase at level five but at level ten the creature can’t take any action as if under the effect of the Hold person spell, but this work no matter the creature type.

    Spirit agility (Ex): The spirit guide never provoke attack of opportunity by moving out of a threatened square.


    Raccoon
    Spoiler
    Show

    Speed: 30 ft. (6 squares), climb 20 ft.
    Special attacks: None
    Special qualities: Spirit mask
    Abilities: Dex: +4 Con: +0 Int: +4 Wis: -2 Cha: +0
    Saves: Reflex
    Positive effect:
    -Passive: Grant a +2 bonus on Reflex save, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
    -Active: If the creature succeed on a Reflex save against an attack that would have a lesser effect on such a successful save, it instead completely negates the effect. Unlike most other active effect this does not increase at level five but at level ten in addition to the lower level effect the creature automatically succeed on all Reflex save.
    Negative effect:
    -Passive: Inflict a -2 penality on Reflex save, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
    -Active: When rolling a Reflex save the creature must roll twice and take the lower of the two result. Unlike most other active effect this does not increase at level five but at level ten in place of the lower level effect the creature automatically failed on all Reflex save.

    Spirit mask (Su): The spirit guide is always considered to be under the effect of a see invisibility spell.



    Homebrew feat
    Spirit Image
    You’ve learn how to create an illusion of your spirit guide
    Prerequisite
    Spirit guide class feature, Spellcraft 4 ranks
    Benefit
    A number of time per day equal to your Charisma modifier you can use silent image as a spell like ability with a caster level equal to your character level, the save DC is Charisma based. The image can only take the form of your spirit guide form. For examples a Spirit shaman with a wolf spirit guide could only create silent image of a wolf.


    If you want to raise his level you need to put his skill point (3 per level) in concentration until he reach max. I couldn't put any before 6th level so he could qualify for the prc. You'll notice lot's of skill but that's because of the armor check penalty from both armor and shield.

    As for strategy well, he use battlefiel control with entangle, sleet storm and the negative effect of the rabbit. To make sure they fail their reflex save for entangle he use the raccon negative effect. He deal damage with his summon creature or with produce flame.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
    Show

    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  21. - Top - End - #81
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
    Oct 2008
    Location
    Freljord

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    I have to apologize to those who had expected to see results soon. I had my fifth session for this campaign tonight and was unable to use any homebrew in it due to the session lasting one hour shorter than usual (partly due to a player forgetting her character sheet and us quickly re-statting the character). Due to that and half the party being out of the fight for the first part of the session, the combat that started at the very end of last session took a bit longer, and even worse was that they decided to take on a second group rather than flee from them after the wall got blasted open by an adamantine anchor.

    This means that it will be 2 weeks 'til the next session. On the plus side, this also means I can plan strategy and plot a little better ahead.


    On another plus, I totally passed my driving theoretical exam today. Thanks to those who wished me luck!
    YouTube channel:

    The Asobimashow thread |Homebrewer's Signature | Avatar by Strawberries

  22. - Top - End - #82
    Troll in the Playground
    Join Date
    Feb 2010
    Gender
    Intersex

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    On another plus, I totally passed my driving theoretical exam today. Thanks to those who wished me luck!
    Congrats! =D

    I'll probably mix up an NPC for you, tho he'll be kinda strong.

    I could also throw together a set of hilariously painful encounters involving kobolds for you, but that'd be a bigger investment of time, and I'd use them later in my game, so... laziness.

  23. - Top - End - #83
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Congratulations on the driving exam. Now comes the hard part. Good luck.

    Also, here's another NPC for when you have the chance.

    TN Human Warblade/Crusader/Swordsage using Meta Discipline

    Spoiler
    Show

    {table=head]ECL|4|5|6
    Level|Warblade 3/Crusader 1|Warblade 3/Crusader 1/Unarmed Swordsage 1|Warblade 4/Crusader 1/Unarmed Swordsage 1
    Strength|16|16|16
    Dexterity|13|13|13
    Constitution|14|14|14
    Intelligence|10|10|10
    Wisdom|12|12|12
    Charisma|8|8|8
    HP|33|40|48
    Speed|20 ft|20 ft|20 ft
    Initiative|+5|+6|+6
    AC//Touch//Flat|19//11//18|20//11//19|20//11//19
    Fort//Ref//Will|+8//+3//+3|+8//+5//+5|+9//+5//+5
    BaB|+4|+4|+5
    Attack|Mwk Spiked Chain +8 melee reach (2d4+4)|Mwk Spiked Chain +9 melee reach (2d4+4)|+1 Spiked Chain +10 melee reach (2d4+5)
    |Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6 ranged (1d8+2/x3)
    Full Attack|Mwk Spiked Chain +8 melee reach (2d4+4)|Mwk Spiked Chain +9 melee reach (2d4+4)|+1 Spiked Chain +10 melee reach (2d4+5)
    |Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6 ranged (1d8+2/x3)
    Maneuvers|||
    Warblade|Wolf Fang Strike|Wolf Fang Strike|R-Followup Strike*
    |Steel Wind|Steel Wind|Steel Wind
    |R-Sapphire Nightmare Blade|R-Sapphire Nightmare Blade|R-Sapphire Nightmare Blade
    |R-Sudden Leap|R-Sudden Leap|R-Sudden Leap
    |R-Surging Blow*|R-Surging Blow|R-Surging Blow
    Crusader|R-Crusader's Strike|R-Crusader's Strike|R-Crusader's Strike
    |R-Stone Bones|R-Stone Bones|R-Stone Bones
    |R-Leading the Attack|R-Leading the Attack|R-Leading the Attack
    |R-Opening Strike*|R-Opening Strike*|R-Opening Strike*
    |R-Redoubled Focus*|R-Redoubled Focus*|R-Redoubled Focus*
    Swordsage|---|R-Cloak of Deception|R-Cloak of Deception
    |---|R-Shadow Jaunt|R-Shadow Jaunt
    |---|R-Moment of Perfect Mind|R-Moment of Perfect Mind
    |---|R-Reactive Focus*|R-Reactive Focus*
    |---|Mountain Hammer|Mountain Hammer
    |---|Rabid Wolf Strike|Rabid Wolf Strike
    Stances|Punishing Stance|Punishing Stance|Punishing Stance
    |S-Efficient Recovery*|S-Efficient Recovery*|Efficient Recovery*
    |---|Flame's Blessing (Fire Resistance 5)|Flame's Blessing (Fire Resistance 10)
    |---|---|S-Martial Reflexes*
    Special Abilities|Battle Clarity (Reflex saves)|Battle Clarity (Reflex saves)|Battle Clarity (Reflex saves)
    |Weapon Aptitude|Weapon Aptitude|Weapon Aptitude
    |Uncanny Dodge|Uncanny Dodge|Uncanny Dodge
    |Battle Ardor (critical confirmation)|Battle Ardor (critical confirmation)|Battle Ardor (critical confirmation)
    |Furious Counterstrike|Furious Counterstrike|Furious Counterstrike
    |Steely Resolve 5|Steely Resolve 5|Steely Resolve 5
    |---|Quick to Act +1|Quick to Act +1
    |---|Discipline Focus (Shadow Hand)|Discipline Focus (Shadow Hand)
    Feats|H-Exotic Weapon Proficiency (Spiked Chain)|H-Exotic Weapon Proficiency (Spiked Chain)|H-Exotic Weapon Proficiency (Spiked Chain)
    |1-Improved Initiative|1-Improved Initiative|1-Improved Initiative
    |3-Extra Granted Maneuver|3-Extra Granted Maneuver|3-Extra Granted Maneuver
    |---|B-Improved Unarmed Strike|B-Improved Unarmed Strike
    |---|B-Weapon Focus (Shadow Hand weapons)|B-Weapon Focus (Shadow Hand weapons)
    |---|---|6-Combat Reflexes
    Skills|Concentration +9|Concentration +10|Concentration +11
    |Tumble +3|Tumble +4|Tumble +5
    |Balance +3|Balance +4|Balance +5
    |Jump -1|Jump +0|Jump +1
    |Intimidate +6|Intimidate +7|Intimidate +8
    |---|Listen +3|Listen +3
    Equipment|Mwk Spiked Chain|Mwk Spiked Chain|+1 Spiked Chain
    |Mwk Full Plate|+1 Full Plate|+1 Full Plate
    |Composite Longbow (+2 Str)|Composite Longbow (+2 Str)|Composite Longbow (+2 Str)
    |Cloak of Resistance +1|Cloak of Resistance +1|Cloak of Resistance +1
    |25gp remaining|25gp remaining|675gp debt[/table]

    Note: Meta Discipline maneuvers are marked with a star (*).
    Tactics: Level 4 and 5 are pretty simple. Just attack as normal for a low level martial adept, relying on your maneuvers for damage and your hit points, armor, and Steely Resolve to survive. The Crusader maneuvers are more defensive, while the Warblade ones are generally aggressive. Sudden Leap can give you some space to take advantage of your spiked chain's reach, although full plate really kills your Jump checks. Feel free to sacrifice any excess or worthless Crusader granted maneuvers to Surging Blow. At ECL 5, you gain a large number of Swordsage maneuvers, chosen more for utility than pure offense or defense. Reactive Focus can get you out of Punishing Stance if you're attacked, or shunt you into Flame's Blessing if you're struck by fire. At ECL 6, you gain Combat Reflexes and Martial Reflexes, allowing you to use strikes for AoOs. Followup Strike also helps you finish enemies you've wounded in the previous round.
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

  24. - Top - End - #84
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
    Oct 2008
    Location
    Freljord

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Garryl View Post
    Congratulations on the driving exam. Now comes the hard part. Good luck.
    Quote Originally Posted by NineThePuma View Post
    Congrats! =D

    I'll probably mix up an NPC for you, tho he'll be kinda strong.

    I could also throw together a set of hilariously painful encounters involving kobolds for you, but that'd be a bigger investment of time, and I'd use them later in my game, so... laziness.
    Heh, thanks for the congrats. I actually expect the practical exam to be easier for me, seeing as I've been having lessons for a long time (this theoretical was my third, I've also had several one-month breaks due to me or the instructor going on holidays in succession of one another) and aside from parking, I got it all down pretty well.


    Feel free to keep the NPCs coming! More NPCs means I have more choice in using them and the greater there is a chance that one of them perfectly fits the situation (PCs are currently in a desert and might be heading off into direction of a Las Vegas-like city, if that helps).

    Of course, if there are people who DM in real life for a group and who wish to join in on this service, feel free to poke me, leave a post, etcetera.
    Last edited by Morph Bark; 2011-05-01 at 08:04 AM.
    YouTube channel:

    The Asobimashow thread |Homebrewer's Signature | Avatar by Strawberries

  25. - Top - End - #85
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Here's a trio of Shifter, using my substitution level and for the swordsage one f my metainitiation feat. They can be use either together or separatly, they are supposed to be brother and sister but you change that of course.

    Totemist:
    Spoiler
    Show

    Dent Eco
    Male Longtooth ShifterECS p18 Totemist 5MoI p29 (Shifting stat with braid)
    Size and type Large Humanoid (Incarnum, Shapechanger)
    Hit Dice 5d8+15+5 (42 hp)
    Initiative +dex
    Speed 30 ft (6 squares)
    Armour Class 14 (-1 size, +2 dex, +3 armor), touch 11, flat-footed 12
    Base Attack Bonus/Grapple +3/+15
    Attack +1 Bite +10 (1d8+16) (+1 att and dmg if charging)
    Full Attack Spear +10 (2d6+12) plus +1 Bite +5 (1d8+16)
    Space/Reach 10 ft/10 ft
    Special Attacks Shifting (1+/day, 7 rounds), Soul Shifting
    Special Qualities Low-light vision, Cobalt Shifting, Illiteracy, Totem chakra bind (+1 capacity), Chakra Bind (Crown, Hand, Feet)
    Saves Fort +7, Ref +6, Will +1
    Abilities Str 26, Dex 14, Con 16, Int 8, Wis 10, Cha 8
    Skills Balance +12, Climb +18, Jump +18, Listen +8, Spot +8, Survival +8
    Feats 1st: Cobalt ChargeMoI p35, 3rd: Expand Souldmeld Capacity (Totem)MoI p38
    Equipment Braid of Dire ShiftingRoE p174 (one, used when shifting), Gauntlets of Ogre Power +2, MW Studded Leather Armor, Spear (Total 4277gp)

    Dent speak common

    When not shifting Dent as the following altered stat:
    Spoiler
    Show

    Size and type Medium Humanoid (Incarnum, Shapechanger)
    Initiative +3
    Armour Class 17 (+3 dex, +3 armor, +1 natural), touch 13, flat-footed 14
    Base Attack Bonus/Grapple +3/+9
    Attack Spear +9 (1d8+9) (+1 att and dmg if charging)
    Full Attack Spear +9 (1d8+9)
    Space/Reach 5 ft/5 ft
    Saves Ref +7
    Abilities Str 22, Dex 16
    Skills Balance +13, Climb +16, Jump +16

    When not shifting Dent invest 1 point of essentia in the Totem avatar to gain a +1 enhancement bonus to natural armor because he can invest essentia in his his Soul shifting ability only while shifting.


    Shifting (Su): Dent posses the Longtooth trait and can shift once per day for 7 round. While shift he gain a +2 bonus to Strength and a bite attack dealing 1d6+1 per four character level points of damage.

    Meldshaping: Meldshaper Level 5, Essentia 5, Essentia Capacity 1 (3 for Totem)
    Soulmeld shaped:
    Lycantrope Avatar: (Occupy Brow chakra, bound to Totem) 3 invested essentia, Grant +8 insight bonus to Balance, Climb and Jump, Grant a +4 insight bonus to Strenght
    Dread CarapaceMoI p65: (Occupy Feet chakra), Grant a +2 bonus to damage and -1 penalty to attack with bite attack
    Totem AvatarMoI p90: (Occupy Shoulder chakra), Grant 5 bonus Hit point
    Blink ShirtMoI p60: (Occupy Heart chakra), Teleport 10 feet as a standard action
    Incarnum Feat:
    Cobalt Charge:1 invested essentia, +1 insight bonus to attack and damage roll at the end of a charge
    Class feature:
    Soul Shifting: 1 invested essentia, +1 enhancement bonus to attack and damage roll with bite

    Cobalt Shifting: A shifter totemist who takes the 1st-level racial substitution level learns to blend their study of soul energy with their innate wild nature. You treat incarnum feats as shifter feats for the purpose of determining the number of times per day you can use your shifting ability and the ability’s duration.
    This substitution feature replaces the standard Totemist's Wild empathy class feature.

    Totem Chakra Bind: Dent can bind soulmeld to his totem chakra and the essentia capacity of any soulmeld bind to the totem chakra is improved by 1.

    Soul Shifting: A shifter totemist who takes the 3rd-level racial substitution level learns to use incarnum to augment their ability to shift. While shifting, as a swift action, you can invest essentia in your shifting ability as if it was a soulmeld. This grant you a bonus depending on the specific trait as follow:
    -Longtooth: For every point of essentia you invest in your shifting ability, you gain a +1 enhancement bonus on attack and damage roll made with your bite.
    If you have multiple shifter traits (from the extra shifter trait feat for example) the benefit from invest essentia apply to all of them.
    This substitution feature replaces the standard Totemist's Totem protection class feature.

    Chakra Bind: Dent as access to the Crown, Feet and Hand Chakra.

    NOTE: If you increase his level I recommend giving him the Bonus essentia feat at 6th level.


    Binder
    Spoiler
    Show

    Jambe Eco
    Female Longstride ShifterECS p18 BinderToM p11 5 (Shifting)
    Size and type Medium Humanoid (Shapechanger)
    Hit Dice 3d8+2d10+10 (34 hp)
    Initiative +6
    Speed 50 ft (10 squares)
    Armour Class 22 (+6 Dex, +4 armor, +1 shield, +1 dodge), touch 17, flat-footed 15
    Base Attack Bonus/Grapple +3/+3
    Attack +1 Rapier +10 (1d6+5)
    Full Attack +1 Rapier +10 (1d6+5)
    Space/Reach 5 ft/5 ft
    Special Attacks Shifting (2/day, 8 rounds),
    Special Qualities Low-Light vision, Scent, Soul Binding (1 vestiges), Pact Augmentation (+2 to damage), Suppress Sign
    Saves Fort +6, Ref +8, Will +4
    Abilities Str 14, Dex 22, Con 14, Int 8, Wis 10, Cha 10
    Skills Balance +8, Climb +4, Intimidate +8, Jump +18, Perform (dance) +4, Tumble +16
    Feats
    1st: Longstride EliteECS p57, 3rd: Shifter AgilityRoE p115
    Binder Bonus: Extra Shifter Trait (Wildhunt)
    Vestiges granted: Martial Weapon Proficiency (Rapier, Shortsword), Weapon Finesse (Rapier, Shortsword only), Whirlwind Attack
    Equipment +1 Rapier, Mithral Chain Shirt, MW Light Steel Shield, Potion of Haste (Total 4329gp)

    When not shifting Jambe as the following altered stat:
    Spoiler
    Show

    Initiative +5
    Speed 30 ft (10 squares)
    Armour Class 21 (+5 Dex, +4 armor, +1 shield, +1 dodge), touch 16, flat-footed 15
    Base Attack Bonus/Grapple +3/+3
    Attack +1 Rapier +9 (1d6+5)
    Full Attack +1 Rapier +9 (1d6+5)
    Space/Reach 5 ft/5 ft
    Special Attacks Shifting (2/day, 8 rounds),
    Special Qualities Low-Light vision, Soul Binding (1 vestiges), Pact Augmentation (+2 to damage), Suppress Sign
    Saves Fort +6, Ref +7, Will +4
    Abilities Dex 20
    Skills Balance +7, Jump +10, Tumble +15


    Jambe speak common

    Shifting (Su): Jambe posses the Longstride trait and the Wildhunt (secondary trait), she can shift twice per day for 8 rounds. While shift she gain a +2 bonus to Dexterity, a +20 ft bonus to her land speed and the scent special quality.

    Soul Binding (Su): Binder level 5, 1 vestige max 3rd level, Binding check +5
    PaimonToM p43:
    Dance of death: Move to speed and make a single melee attack against each creature move past.
    Paimon’s Dexterity: +4 bonus to Dexterity
    Paimon’s Skill: Can use Tumble untrained, gain a +4 bonus to Tumble and Perform (Dance)
    Uncanny Dodge: As the rogue class feature.

    Pact Augmentation: Jambe gain two abilities from a specific list, he normally choose the +1 insight bonus to damage roll twice for a +2 bonus.

    Suppress Sign (Ex): When Jambe make a successful pact with a vestige she can show or suppress the vestige sign as a swift action.


    Swordsage:
    Spoiler
    Show

    Griffe Eco
    Male Razorclaw ShifterECS p18 Unarmed SwordsageToB p15/20 5 (Shifting)
    Size and type Medium Humanoid (Shapechanger)
    Hit Dice 5d8+10 (32 hp)
    Initiative +6
    Speed 30 ft (6 squares)
    Armour Class 17 (+5 dex, +2 wisdom), touch 17, flat-footed 12
    Base Attack Bonus/Grapple +3/+7
    Attack Unarmed Strike +7 (1d8+5)
    Full Attack Unarmed Strike +7 (1d8+5) plus 2 Claws +2 (1d6+3)
    Space/Reach 5 ft/5 ft
    Special Attacks Shifting (2/day, 6 rounds)
    Special Qualities Low-Light vision, Discipline focus (Shifting, Shadow hand), Quick to Act +1, AC bonus, Extra shifting
    Saves Fort +3, Ref +9, Will +6
    Abilities Str 18, Dex 20, Con 14, Int 8, Wis 14, Cha 8
    Skills Concentration +10, Balance +15, Climb +6, Hide +13, Jump +14, Tumble +13
    Feats
    1st: Adaptive StyleToB p28, 3rd: Extend Maneuversee below
    Swordsage bonus: Improved Unarmed Strike, Weapon Focus (Claw)
    Equipment Gloves of Dexterity +2, Potion of Owl’s Wisdom (Total: 4300gp)

    When not shifting Jambe as the following altered stat:
    Spoiler
    Show

    Base Attack Bonus/Grapple +3/+6
    Attack Unarmed Strike +6 (1d8+4)
    Full Attack Unarmed Strike +6 (1d8+4) plus 2 Claws +1 (1d6+2)
    Abilities Str 16
    Skills Climb +5, Jump +13


    Griffe speak common.


    Shifting (Su): Griffe posses the Razorclaw trait and can shift 2 per day for 6 rounds. While shift he gain a +2 bonus to Strength and two claw attack dealing 1d4+1 per four character level points of damage.

    Maneuvers and Stances: Initiator level 5, 10 maneuvers know, 6 readied, 2 stances
    Maneuvers
    1st: Burning BladeToB p52*, Clinging Shadow StrikeToB p76, Distracting EmberToB p52, Sudden leapToB p89*, Wind StrideToB p56*, Wolf Fang StrikeToB p90
    2nd: Cloak of DeceptionToB p76*, Burning BrandToB p52*, Flashing SunToB p54
    3rd: Mind Over BodyToB p64*
    Stances
    1st: Blood in the WaterToB p86, Child of ShadowToB p76
    3rd: Claws of the Dire Tigersee below*
    *: Indicated readied maneuver or stance currently used

    Unarmed Damage: Griffe gain a improved unarmed strike as a bonus feat. And deal damage with his unarmed strike equal to that of a monk of his level, 1d8.

    Discipline focus (Shifting) (Ex): At 1st level, the shifter swordsage learns a special way to use their shifting in conjunction with the martial discipline.
    This benefit changes depending on your shifter trait:
    -Razorclaw: The claws granted by your shifting are considered discipline weapon of your chosen discipline for all purposes and you gain the benefit of the weapon focus (claw) feat.
    This substitution feature replaces the standard Swordsage Discipline focus (Weapon focus).
    Griffe as chosen Desert Wind as his chosen discipline at this level.

    Quick to Act: Griffe gain a +1 bonus on initiative check.

    AC bonus: Griffe add his wisdom modifier to AC when wearing no armor. (The most logical modification given the unarmed adaptation)

    Discipline focus (Insightful Strike) (Ex): Griffe had his wisdom modifier to his attack roll when using Desert Wind strike.

    Extra shifting (Ex): At 5th level, the shifter swordsage uses his mastery of martial techniques to better tap into their wild nature. You gain another use per day of your shifting ability, and your shifting lasts one round longer.
    This substitution feature replaces the standard Swordsage quick to act +2. Reduce the bonus granted by this ability by 1 each time.

    ------------------------------------------------

    Claws of the Dire Tiger
    Tiger Claw (Stances)
    Level: Shifter swordsage 3
    Prerequisite: One Tiger Claw maneuver
    Initiation action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stances

    You know the secret to increase the effectiveness of your natural weapon, and you are delighted in demonstrating the result to your enemy.

    While you are in this stance, the damage of the natural weapon you gain while shifting increases by one step, as if you were one size category larger. Each time you hit an opponent with one of the effected natural weapon, on the next round you increases the damage done by this weapon by another step against that opponent until the end of the encounter to a maximum of 4 step. For example a longtooth shifter has a bite attack dealing 1d6 damage (+1 per 4 character level + str + other bonus) with this stance this change to 1d8 if he hit with his bite an opponent on the next round his bite will deal 2d6 damage if he hit again on the next round he will deal 3d6 damage.
    This effect stacks with any other effect that would increase the damage dealt by your natural weapon.

    Extend maneuver [Metainitiation]
    You know how to make your move last longer
    Prerequisite
    Initiator level 3rd
    Benefit
    An extended maneuver lasts twice as long as normal. A maneuver with a duration of concentration or instantaneous is not affected by this feat. To use an extend maneuver you must expand a maneuver at least one level higher than the extend maneuver.
    Note: A maneuver with a duration of “End of turn” change to “End of next turn” with this feat.
    Special
    A fighter may select this feat as one of his fighter bonus feats.
    Special
    A warblade may select this feat as one of his warblade bonus feats.

    NOTE: At sixth level he could really use the shifter multiattack feat, later perhaps Great rend too.
    Last edited by zagan; 2011-05-01 at 10:59 AM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
    Show

    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  26. - Top - End - #86
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
    Oct 2008
    Location
    Freljord

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Thanks to those three shifters, I now have a great idea for a sub-plot! Awesomeness. This idea will also allow for me to easily incorporate other homebrew-based NPCs into my campaign. I'll start cookin' up my little plan and expand upon it and have some of the results up within two weeks time.
    YouTube channel:

    The Asobimashow thread |Homebrewer's Signature | Avatar by Strawberries

  27. - Top - End - #87
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    Thanks to those three shifters, I now have a great idea for a sub-plot! Awesomeness. This idea will also allow for me to easily incorporate other homebrew-based NPCs into my campaign. I'll start cookin' up my little plan and expand upon it and have some of the results up within two weeks time.
    Awesome ! I can't wait, thanks.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
    Show

    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  28. - Top - End - #88
    Ogre in the Playground
     
    SwashbucklerGuy

    Join Date
    Jul 2008
    Location
    London, England

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Updated My Sample NPC with recent changes to his class abilities.
    Doug

    Currently GMing :
    Moonshae Mysteries IC / OOC / Central Map / west rooms map / east rooms map
    Moonshae Tales IC / OOC / Map
    Map of Area

  29. - Top - End - #89
    Orc in the Playground
    Join Date
    May 2006
    Location

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Class can be found here

    NPC can be found in spoiler below:

    Spoiler
    Show
    Marigold Underhill, CR 3
    Humanoid (halfling) Unfledged
    Init +1; Senses normal.; Listen +4, Spot +0
    Languages Common Halfling Dwarven
    - - - - - - - - - - - - - - - - - - - -
    AC 12 (+1 Dex,+1 size), touch 12, flat-footed 11
    hp 14 (5 HD)
    Fort +2, Ref +3, Will +3
    - - - - - - - - - - - - - - - - - - - -
    Speed 20 feet
    Melee +6 unarmed strike (1d10+2)
    Space 5 ft Reach 5 ft
    Base Atk +2 Grp -2
    Atk Options
    Special Action
    Spell-like Abilities
    - - - - - - - - - - - - - - - - - - - -
    Abilities Str 10, Dex 13, Con 11, Int 12, Wis 13, Cha 14
    Feats Skill Focus (Profession (shepherd)), Skill Focus (Perform (flute))
    Skills Craft (knitting) +4, Profession (shepherd) +5, Perform (flute) +6
    Possessions Shepherd’s Crook, Flute, Knitting Needles.
    - - - - - - - - - - - - - - - - - - - -
    Metamorphosis (X)
    Illiteracy (X)
    Tagalong (X)
    Instant Metamorphosis (X)
    Partial Metamorphosis (X)
    Improved Metamorphosis (X)
    Quote Originally Posted by Newtkeeper View Post
    Dude, we're geeks. Overanalysis is our job.
    Quote Originally Posted by Tingel View Post
    You are funny, ideasmith.
    Quote Originally Posted by Vadskye View Post
    I really like the way the Awareness school came about. I created a Detection subschool, which you reinterpreted into a conceptually distinct Awareness subschool. Then I misinterpreted what you meant and created yet another conceptually (slightly) distinct Awareness subschool. Teamwork!
    My Extended Signature

  30. - Top - End - #90
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Feel free to use anything in my extended signature (I want my feedback!).

    First, a Beige Dragon. (if it was any other sort of dragon, that sentence would have ended in an exclamation point). This may not fit the campaign, but it was my most critically acclaimed monster, so I figured I might as well throw it in here.
    Bob
    Wyrmling Beige Dragon
    Small Dragon
    Hit Dice 5d12+5 (37 hp)
    Initiative +0
    Speed 50 ft, Fly 125 ft (Average), Swim 30 ft
    Armour Class 16 (+1 Size, +5 Natural), touch 11, flat-footed 16
    Base Attack Bonus/Grapple +5/+2
    Attack Bite +7 melee (1d6+1)
    Full Attack Bite +7 melee (1d6+1), 2 Claws +2 melee (1d4)
    Space/Reach 5 ft/5 ft
    Special Attacks Breath Weapon
    Special Qualities Immunity to Ability Drain and Ability Damage
    Saves Fort +5, Ref +4, Will +6
    Abilities Str 13, Dex 10, Con 13, Int 6, Wis 15, Cha 10
    Skills Concentration +9, Spot +4, Listen +4
    Feats (None of relevance)
    Treasure 1,247 copper pieces, contained in 53 itchy woolen socks

    Breath Weapon(Su): (simplified since a lot of the general case does not apply here) 30 foot line of Pure Elemental Ennui: Drains 1 Intelligence and 1 Charisma, a single successful Will save D.C. is 14 negates both (the DC is Wisdom based). This breath weapon is invisible, it looks like they are just having a really good yawn when they use it. Draining abilities does NOT grant the beige dragon temporary hit-points.

    Beige dragons receive a racial bonus equal to their hit-dice to Bluff checks provided the lie they are telling is less interesting than the truth, and Diplomacy checks to remain "socially invisible" (including making small-talk, avoiding faux-pas, etc).

    Note that this means that they can bluff with body-language that they are just yawning when they use their breath-weapon, with the effects seeming to be completely unrelated to them on a failed Sense Motive check.



    Going to see if I can put together a few Lords of Rest for you. Basic idea here is that the PCs should be given a free night at a what they are informed is a very pricey Inn. The structure shouldn't live up to that (adiquette(I never can spell that WORD!), but not posh), although the food should be quite good. Once they are all asleep (have the beds take it personally if they try to keep watch, perhaps to the point of using Deep Slumber on them ), have a larger number of people (IE other homebrew NPCs?) then the party could normally handle storm the Inn and try to kill them. Fortunately for them they are each sleeping in a CR 4 semi-living construct that takes the attempt to kill guests VERY VERY personally. You might even have them re-visit the Inn later and discover the skulls of the attackers incorporated into the beds headboards or as the tops to their posts with some appropriate inscriptions below.

    I am going to be a bit sparing with the equipment, partially because it is simpler for me, partially because it makes it a purer test of the Lords of Rest as a MONSTER, and partially because it very much makes sense that Lords or Rest working at an Inn wouldn't have much combat gear.

    Feel free to use different stat arrays, gear, and/or classes if you like. I am just trying to make this as easy as possible. Also, I very much realize that Bard is a highly sub-optimal choice for a race that requires physical contact to communicate outside its own species. It is their favored class (well, except for the Lawful ones who have Expert) for flavor reasons.

    All of these, including Happy-Fun Bed ("Do not Taunt Happy-Fun Bed") SHOULD be done now.
    Spoiler
    Show

    {table=head]ECL|3|4|5
    CR|4|5|6
    Level|Racial 4 HD|Racial 4 HD/Rogue 1|Racial 4 HD/Bard 2
    Strength|18|18|18
    Dexterity|10|10|10
    Constitution|-|-|-
    Intelligence|13|13|13
    Wisdom|13|13|13
    Charisma|13|13|13
    HP|52|55|59
    Speed|0 ft|0 ft|0 ft
    Initiative|+0|+4|+0
    AC//Touch//Flat|8//4//8|12//4//12|12//4//12
    Fort//Ref//Will|+1//+1//+2|+1//+3//+2|+1//+3//+5
    BaB|+3|+3|+4
    Attack|Slam +6 melee (1d8+6) OR Large Light Crossbow [Nonproficient] -1 Ranged (1d10)|Slam +6 melee (1d8+6) OR Large ?? Shortsword (1d8+2) OR Masterwork Large Light Crossbow +4 Ranged (1d10 Cold Iron, Alchemical Silver, Adamantine)|Slam +6 melee (1d8+6) OR +1 Large Longsword (1d10?+4) OR Masterwork Large Light Crossbow +5 Ranged (1d10 Cold Iron, Alchemical Silver, Adamantine)
    Full Attack

    Special Abilities|Sheet Grappling , Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Sneak Attack +1d6, Trapfinding(Irrelevant), Sheet Grappling , Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1Sheet Grappling , Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy
    Feats|None|1-Improved Initiative|1-Skill Focus(Perform[Strings])
    Skills|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling) +5, Decipher Script +9, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Knowledge(Nobility and Royalty), Perform(Strings) +12, Profession(Masseuse) +5
    Equipment|Light Crossbow (Nonproficient)|Chain-mail curtains (as per chain shirt)|Chain-mail curtains (as per chain shirt)
    20 bolts|Masterwork Cold Iron Shortsword|+1 Longsword
    2 Lamps|2 Lamps|Masterwork Large Light Crossbow|Masterwork Large Light Crossbow
    -|-|20 bolts|10 bolts
    -|-|5 Cold Iron Bolts|10 cold iron bolts
    -|-|5 Alchemical Silver Bolts|10 Alchemical Silver Bolts
    -|-|2 Adamintine Bolts|10 Adamintine Bolts
    -|-|1 Oil of Repair Light Damage|5 Oils of Repair Light Damage
    -|-|-|1 Oil of Repair Serious Damage
    -|-|-|2 Tangled-Foot Bags
    -|-|-|2 Flasks of Acid
    6 buckets of Water|6 buckets of water|6 buckets of water|Masterwork Harp(On foot-board)
    Spells Per Day|-|-|3/1
    Spells Known|-|-|Dancing Lights, Flare, Light, Mending, Message, Read Magic
    -|-|-|Comprehend Languages, Grease
    [/table]
    Semi-Living Construct Subtype(Ex): Although not quite as similar to flesh based creatures as Warforged are Lords of Rest share some of the same traits with Warforged etc. In one critical regard they surpass them: They are capable of reproduction on their own via asexual budding (see below for details). In any case they also possess the following traits:
    -Unlike other constructs, a Lord of Rest is NOT immune to mind-affecting spells and abilities.
    -Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition.
    -Unlike other constructs, a Lord of Rest is NOT immune to Energy Drain.
    -A Lord of Rest CAN NOT heal damage naturally.
    -Lords of Rest ARE Immune to critical hits, non-lethal damage, negative energy damage, stunning, ability damage, or ability drain.
    -Lords of Rest are NOT immune to death effects or necromancy effects unless such effects also fall under a separate category (such as ability drain) that they ARE immune to.
    -Lords of Rest are immune to positive and negative energy effects, meaning they are unaffected by Heal, Harm, Inflict and Cure Spells and effects. Lord of Rest monks may still use "Wholeness of Body" to repair themselves, and Lord of Rest Paladins may repair themselves or other Living or Semi-Living constructs with their "Lay on Hands" ability.
    -Depending on its individual construction a Lord of Rest may or may not be vulnerable to the following: Heat Metal/Chill Metal (As if wearing metal armor), Repel Metal or Stone(As if wearing metal armor), Rusting Grasp (Deals 2d6 points of damage, Reflex for half DC 14 + caster's ability modifier), A Rust monsters touch deals that same damage (Reflex Save DC 17 for Half). Spells such as Stone to Flesh, Stone Shape, Warp Wood, and Wood Shape never damage a Lord of Rest and, indeed, can only affect it whatsoever if it is willing.
    -A Lord of Rest responds slightly differently from other living creatures when reduced to 0 hit points. A Lord of Rest with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further damage. When its hit points are less and 0 and greater than -10, a Lord of Rest is inert. He is unconscious and helpless, and cannot perform any actions. However, an inert Lord of Rest does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
    -A Lord of Rest CAN be raised or resurrected.
    -A Lord of Rest does not need to eat, sleep, or breathe, and can NOT benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
    -Although they do not need sleep, a Lord of Rest wizard must rest for 8 hours before preparing spells.
    -A character with ranks in certain Craft Skills can attempt to repair a Lord of Rest who has taken damage. A check requires 8 hours and restores a number of hit points equal to the Craft check result -15 (minimum 0). A character can take 10 on this check but can't take 20. Applicable skills vary with the composition of the individual Lord of Rest but generally include Sewing, and Woodworking. A Lord of Rest can repair itself (and, like all craft skill checks applied to itself it requires no tools to do so).

    Anti-Vermin Aura(Su): The bedbugs NEVER bite in a Lord of Rest... because there aren't any. No normal insect or arachnid of Fine size can come within 3 feet of any part of a Lord of Rest unless under magical compulsion.

    Immobility(Ex): Because it can't move its frame, only its mattress, sheets etc, a Lord of Rest is treated as having a Dexterity of 1 for the purposes of its armor class until and unless it somehow gains a movement speed. This same restriction also prevents it from taking movement based feats including but not limited to the following: Acrobatic, Dodge, Mobility, and Spring Attack. Lords of Rest do not derive any benefit from class features, feats or spells that improve movement speed. All of these drawbacks are negated if the Lord of rest somehow gains a movement speed independent of these effects. Animate Objects, Fly, and Overland Flight are popular choices for this purpose. Due to their already being mostly animate and full self-directing, Animate Objects has a duration of 1 minute per caster level when cast only on one or more Lords of Rest.

    Sheet Grappling(Ex): A Lord of Rest can use its sheets to grapple an opponent up to three sizes larger than itself. The Lord of Rest makes a normal grapple check. If it wins, it wraps the sheets around the opponent’s head, causing that creature to be blinded until they are removed. The position of neither grappler changes as a result of this occurrence.
    A Lord of Rest deals damage equal to its slam damage value plus 1½ times its Strength bonus with a successful check against a creature up to one size larger than itself.
    A Lord of Rest of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the Lord of Rest.

    Mute Sound(Su): A Lord of Rest may damp out sounds around it, this extends only a few inches beyond the Lord of Rest and its occupants but imposes a -10 penalty on all listen checks that occur for sounds within or crossing this barrier. This also grants Sonic Resistance 1 for the Lord of Rest and its occupants. The Lord of Rest can negate or resume this effect as a full round action. This is useful when the half-orcs next door are having a wild party, or if one of the occupants snores.

    Scheduling(Ex): Lords of Rest have perfect time sense, and an EXCELLENT memory for to do lists etc. They will wake their occupants on time (usually in the most gentle and comfortable manner they can devise), and remind them of what they need to do for the day.

    Spell-like Abilities(Sp): Continuous - Prestidigitation, At Will - Lullaby (single target each time used only, touch range), 1/hour - Ghost Sound, 2/day - Deep Slumber (single target each only, touch range), 1/day - Cure Minor Wounds. A Lord of Rest casts these spells as a Sorcerer of level equal to its total CLASS LEVELS (minimum 1). Racial hit-dice make no difference.

    Telepathy(Su): As a full round action, a Lord of Rest may establish a telepathic link to any other Lord of Rest within a number of miles range equal to greater of the two Lords' HD. A Lord of Rest may only be included in one such telepathic link at a time; ending this link is a free action either Lord of Rest can take. They may also apply this ability to any other creature with a language (and in such a case can contact more than one at once), but in such cases the range is touch, and physical contact must be maintained for at least one full round before communication may begin. Note that Lords of Rest can not speak audibly, although this does not hinder their spellcasting.

    Tactics: ?????




    Happy-Fun Bed ("Do not taunt Happy-Fun Bed")
    Lord of Rest Sword-sage 3
    Large Construct (Semi-Living Construct)
    Hit Dice 4d10+30+3d8 (65 hp)
    Initiative +1 (+1 Quick to Act)
    Speed 0 ft
    Armour Class 13 (-5 Immobility, -1 size, +5 armor, +4 Natural), touch 4, flat-footed 13
    Base Attack Bonus/Grapple +5/+13
    Attack Masterwork Large Cold Iron/Alchemical Silver Giant Mallet (AKA Warmaul) +11 melee (3d6+6, x3) OR Masterwork Large Light Crossbow +6 ranged (2d6, 19-20) OR (with improvised arsenal) Masterwork Large Cold Iron Frying Pan +11 Melee (1d8+2)
    Full Attack Masterwork Large Cold Iron/Alchemical Silver Giant Mallet (AKA Warmaul) +11 melee OR Masterwork Large Light Crossbow +6 ranged (2d6, 19-20)
    Space/Reach 10 ft/10 ft
    Special Attacks Maneuvers, Sheet Grappling
    Special Qualities Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy
    Saves Fort +2, Ref +4, Will +5
    Abilities Str 18, Dex 10, Con -, Int 13, Wis 13, Cha 13
    Skills Bluff +8, Perform(Comedy) +7, Craft(Sewing) +5, Craft (Woodworking) +5, Profession (Masseuse) +5, Sense Motive +7
    Feats Adaptive Style, Martial Study
    Treasure Masterwork Cold Iron Frying-Pan (yes, it still counts as an improvised weapon despite being a Masterwork weapon), Hand of the Mage (as a head-board decoration), Chainmail Curtains +1 (As per Chain Shirt), Masterwork Large Warmaul (AKA Giant Mallet) with one cold iron cap and one alchemical silver cap, Masterwork Large Light Crossbow, 30 regular bolts, 20 Cold Iron Bolts, 20 Alchemical Silver Bolts, 4 Adamintine Bolts

    Maneuvers:
    1st(7): Banana Peel Drop*, Brick Drop, Everyday Arsenal*, Stone Bones*, Mighty Throw, Blistering Flourish
    2nd(2): Extending Boxing Glove*, Unlucky Raincloud*

    Stances: Stance of the Looney*, Stance of Clarity
    Quick to Act: +1 to Initiative

    Discipline Focus (Weapon Focus) [Falling Anvil]: Weapon Focus feat for all weapons associated with Falling Anvil.

    AC Bonus: Wisdom modifier adds to AC to a maximum of class level... but since it doesn't have a move speed I am going to SAY that it doesn't get this bonus. Not sure though, as move speed 0 might be different from "immobilized". If so, it is a +1 AC bonus, even when flat-footed or against touch attacks.

    Semi-Living Construct Subtype(Ex): Although not quite as similar to flesh based creatures as Warforged are Lords of Rest share some of the same traits with Warforged etc. In one critical regard they surpass them: They are capable of reproduction on their own via asexual budding (see below for details). In any case they also possess the following traits:
    -Unlike other constructs, a Lord of Rest is NOT immune to mind-affecting spells and abilities.
    -Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition.
    -Unlike other constructs, a Lord of Rest is NOT immune to Energy Drain.
    -A Lord of Rest CAN NOT heal damage naturally.
    -Lords of Rest ARE Immune to critical hits, non-lethal damage, negative energy damage, stunning, ability damage, or ability drain.
    -Lords of Rest are NOT immune to death effects or necromancy effects unless such effects also fall under a separate category (such as ability drain) that they ARE immune to.
    -Lords of Rest are immune to positive and negative energy effects, meaning they are unaffected by Heal, Harm, Inflict and Cure Spells and effects. Lord of Rest monks may still use "Wholeness of Body" to repair themselves, and Lord of Rest Paladins may repair themselves or other Living or Semi-Living constructs with their "Lay on Hands" ability.
    -Depending on its individual construction a Lord of Rest may or may not be vulnerable to the following: Heat Metal/Chill Metal (As if wearing metal armor), Repel Metal or Stone(As if wearing metal armor), Rusting Grasp (Deals 2d6 points of damage, Reflex for half DC 14 + caster's ability modifier), A Rust monsters touch deals that same damage (Reflex Save DC 17 for Half). Spells such as Stone to Flesh, Stone Shape, Warp Wood, and Wood Shape never damage a Lord of Rest and, indeed, can only affect it whatsoever if it is willing.
    -A Lord of Rest responds slightly differently from other living creatures when reduced to 0 hit points. A Lord of Rest with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further damage. When its hit points are less and 0 and greater than -10, a Lord of Rest is inert. He is unconscious and helpless, and cannot perform any actions. However, an inert Lord of Rest does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
    -A Lord of Rest CAN be raised or resurrected.
    -A Lord of Rest does not need to eat, sleep, or breathe, and can NOT benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
    -Although they do not need sleep, a Lord of Rest wizard must rest for 8 hours before preparing spells.
    -A character with ranks in certain Craft Skills can attempt to repair a Lord of Rest who has taken damage. A check requires 8 hours and restores a number of hit points equal to the Craft check result -15 (minimum 0). A character can take 10 on this check but can't take 20. Applicable skills vary with the composition of the individual Lord of Rest but generally include Sewing, and Woodworking. A Lord of Rest can repair itself (and, like all craft skill checks applied to itself it requires no tools to do so).

    Anti-Vermin Aura(Su): The bedbugs NEVER bite in a Lord of Rest... because there aren't any. No normal insect or arachnid of Fine size can come within 3 feet of any part of a Lord of Rest unless under magical compulsion.

    Immobility(Ex): Because it can't move its frame, only its mattress, sheets etc, a Lord of Rest is treated as having a Dexterity of 1 for the purposes of its armor class until and unless it somehow gains a movement speed. This same restriction also prevents it from taking movement based feats including but not limited to the following: Acrobatic, Dodge, Mobility, and Spring Attack. Lords of Rest do not derive any benefit from class features, feats or spells that improve movement speed. All of these drawbacks are negated if the Lord of rest somehow gains a movement speed independent of these effects. Animate Objects, Fly, and Overland Flight are popular choices for this purpose. Due to their already being mostly animate and full self-directing, Animate Objects has a duration of 1 minute per caster level when cast only on one or more Lords of Rest.

    Sheet Grappling(Ex): A Lord of Rest can use its sheets to grapple an opponent up to three sizes larger than itself. The Lord of Rest makes a normal grapple check. If it wins, it wraps the sheets around the opponent’s head, causing that creature to be blinded until they are removed. The position of neither grappler changes as a result of this occurrence.
    A Lord of Rest deals damage equal to its slam damage value plus 1½ times its Strength bonus with a successful check against a creature up to one size larger than itself.
    A Lord of Rest of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the Lord of Rest.

    Mute Sound(Su): A Lord of Rest may damp out sounds around it, this extends only a few inches beyond the Lord of Rest and its occupants but imposes a -10 penalty on all listen checks that occur for sounds within or crossing this barrier. This also grants Sonic Resistance 1 for the Lord of Rest and its occupants. The Lord of Rest can negate or resume this effect as a full round action. This is useful when the half-orcs next door are having a wild party, or if one of the occupants snores.

    Scheduling(Ex): Lords of Rest have perfect time sense, and an EXCELLENT memory for to do lists etc. They will wake their occupants on time (usually in the most gentle and comfortable manner they can devise), and remind them of what they need to do for the day.

    Spell-like Abilities(Sp): Continuous - Prestidigitation, At Will - Lullaby (single target each time used only, touch range), 1/hour - Ghost Sound, 2/day - Deep Slumber (single target each only, touch range), 1/day - Cure Minor Wounds. A Lord of Rest casts these spells as a Sorcerer of level equal to its total CLASS LEVELS (minimum 1). Racial hit-dice make no difference.

    Telepathy(Su): As a full round action, a Lord of Rest may establish a telepathic link to any other Lord of Rest within a number of miles range equal to greater of the two Lords' HD. A Lord of Rest may only be included in one such telepathic link at a time; ending this link is a free action either Lord of Rest can take. They may also apply this ability to any other creature with a language (and in such a case can contact more than one at once), but in such cases the range is touch, and physical contact must be maintained for at least one full round before communication may begin. Note that Lords of Rest can not speak audibly, although this does not hinder their spellcasting.


    Banana Peel Drop
    Falling Anvil (Strike) [Chaos]
    Level: Swordsage 1
    Prerequisite: non-lawful alignment
    Initiation Action: 1 standard action
    Range: Your Unarmed/Natural Attack Reach
    Target: One Square
    Duration: Until Successful Trip or End of Battle

    WHOOPS!

    You drop a banana peel into any square you could target with a natural melee or unarmed melee attack (you may move away from it without it vanishing or becoming inactive). The banana peel has an AC of 9 and 2 hitpoints, but is not CONSIDERED damaged by anything other than Acid, Cold (which it takes half damage from), Electricity, or Fire. If anyone other than you enters that square they are subject to a trip attempt (this is specifically NOT an attack of opportunity). They do not get an attack of opportunity either on you or the banana peel. In lew of a touch attack by the banana peel (which can't move under its own power), the target is required to make a Will Save with a DC of 11 + your Wisdom modifer. If they fail, they step on the peel. In the case of someone trying to jump over the square with the peel in it if they fail the Will save they jump onto the peel instead of their intended destination (this consumes movement only for the amount of distance actually traveled, not the distance originally intended). Flying creatures are not effected. For purposes of this Trip attempt the peel counts as a medium sized creature with a strength modifier equal to your Charisma or Wisdom modifier (whichever is higher), and the defender ALSO counts as medium sized for this purpose (regardless of actual size) and MUST oppose the trip attempt with Dexterity, NOT Strength. Stablity bonuses apply as usual. If the defender is tripped the peel vanishes, otherwise the defender is immune to further trip attempts by that particular banana peel for one round. The peel can not itself be tripped. A character who succeeds on their will save to avoid a trip attempt may pick up that particular banana peel and put in a safe place (such as shoving it through their belt) as a standard action that provokes attacks of opportunity provided they don't leave the square before they do so. The peel loses all special properties as soon as it is picked up (except that it still vanishes at the end of combat).

    If two or more "active" banana peels generated by the same character (including via items) end up laying in the same square, then the last ones to enter the square disappear.

    If you do not have a banana with you to use for the peel, then activating this maneuver is a supernatural ability, however even something that would suppress a supernatural ability can not make the banana peel disappear or stop functioning prematurely once it has been brought into existence.
    (Thanks to zerombr for the basic idea of including banana slips.)

    Brick Drop
    Falling Anvil (Strike) [Chaos]
    Level: Swordsage 1
    Prerequisite: Non-lawful alignment
    Initiation Action: 1 standard action
    Range: 20 feet
    Target: One creature
    Duration: Instantaneous

    Crack!

    You smile crookedly at a selected creature and a brick or a moderately sized flowerpot complete with moist soil and a blossoming daisy falls towards them (no matter how low the ceiling may be, or even if there is no ceiling). It strikes as a ranged touch attack, and deals 2d6 bludgeoning damage if successful. The brick or flowerpot (including flower and soil) disappears at the end of combat.
    This maneuver is a supernatural ability.


    Everyday Arsenal
    Falling Anvil (Boost) [Chaos]
    Level: Swordsage 1
    Prerequisite: Non-lawful alignment
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 2 rounds (?)

    "Clang! Clang! Clang!" goes the frying pan! "Ring! Ring! Ring!" goes your skull!

    For the duration of this boost you take no penalties for wielding improvised weapons, and any improvised weapons you wield could as Silver, Magical and Chaotic for purposed of DR, Regeneration, etc. If your initiator level is 21 or higher they also count as Epic for such purposes.
    This maneuver is a supernatural ability.

    Stance of the Loony
    Falling Anvil (Stance) [Chaos]
    Level: Swordsage 1
    Prerequisite: Non-lawful alignment
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    You can survive almost any attack... but at the cost of your sanity. You may convert incoming hitpoint damage to wisdom burn. This effect occurs after damage reduction, and you may convert some, all, or none of the damage as you take it. This does nothing to alter any other effects other than hitpoint damage, even if you reduce the damage taken to zero(you can't reduce it further than zero). The conversion rate varies based on your Initiator level as explained on the following table.
    This maneuver is a supernatural ability.



    Level 2
    Extending Boxing Glove
    Falling Anvil (Strike) [Chaos]
    Level: Swordsage 2
    Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
    Initiation Action: 1 Standard Action
    Range: 60 feet
    Target: 1 opponent or object
    Saving Throw: Fortitude Negates Stun
    You produce a boxing glove on the end of a one handed device build around a set of lazy tongs and send the glove forth to strike an opponent. This deals damage exactly as if it were an unarmed strike performed by you, employing the Stunning Fist and Improved Unarmed Strike feats. Use your strength modifier for the damage bonus, and your dexterity modifier for the to-hit modifier. The DC to resist the stunning effect is 10+1/2 your initiator level+your wisdom modifier, and this does not count against your limit of number of times per day you can use the Stunning Fist feat (assuming you have it, which is utterly irrelevant to the execution of this maneuver). You also gain bonus damage equal to 1/2 your initiator level. Depending on your initiator level the glove may gain various properties for the purposes of bypassing damage reduction, regeneration, etc. These are summarized on the following table.

    Unlucky Raincloud
    Falling Anvil (Strike) [Chaos]
    Level: Swordsage 2
    Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
    Initiation Action: 1 standard action
    Range: 30 feet
    Target: One Creature
    Duration: Instantaneous
    Saving Throw: Reflex Half

    "Every little cloud, likes to sing <electrical sizzle> aloud!" Wareck the Pugilist werebear, while raiding a nest of giant bees for honey.

    A Tiny Raincloud zooms in from parts unknown and parks itself directly over the target's head just long enough to deliver a miniature lightning bolt to them for 3d6 damage. A reflex save with a DC of 12 + your wisdom modifier is permitted for half damage.
    This maneuver is a supernatural ability.
    Last edited by DracoDei; 2011-05-13 at 04:22 PM.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •