A Monster for Every Season: Summer 2
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  1. - Top - End - #121
    Ogre in the Playground
     
    zagan's Avatar

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

    Okay, I've create another character for you, A killoren druid/poisoner . ECL 7 but perhaps a little weak.

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    Monev
    CN Medium Female KillorenRoW p102
    Type: Fey
    Druid 5 / Poisoner 2
    Init +2, Senses: Listen +4, Spot +12
    Languages Common, Sylvan, Elven, Gnome, Druidic
    ------------------------------------------------
    AC 16, touch 12, flat-footed 14 (+2 dex, +2 armor, +1 shield, +1 natural)
    hp 45 (7 HD(d8))
    Fort +10, Ref +4, Will +7
    +2 against enhancement
    +4 against fey spell-like abilities
    Immunity Magic sleep, Poison
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Scimitar +6 (1d6+2 /18-20)
    Space 5 ft Reach 5 ft
    Base Atk +4, Grp +5
    Druid Spells Prepared (CL 5th, Wisdom based)
    3rd: Poison (DC 14)
    2nd: Bear’s Endurance (DC 14), Flaming Sphere (DC 14), Resist Energy (DC 14)
    1st: Entangle (DC 13), Faerie Fire, Longstrider, Magic Fang (DC 13)
    0th: Detect Magic (2), Detect Poison (2), Guidance (DC 12)
    Spontaneous casting: Summon nature ally
    Poisoner Spells Prepared (CL 2th, Intelligence based)
    1st: Breath of the JungleSpc p39, Summon Toxic Creature I
    Poison
    5 doses: Phase Spider poison (Injury, 1d8 con, DC 21) last only 24 hour
    2 doses: Drow Poison (Injury, Unconsciousness, DC 13)
    Supernatural Abilities Wild Shape (1/day, 5 hours, Max 5 HD animal)
    Extraordinary Abilities Wild empathy (+5)
    -----------------------------------------------
    Abilities Str 12, Dex 14, Con 14, Int 15, Wis 14, Cha 10 (30 points buy)
    SQ Killoren trait, Animal companion (none), Nature sense, Woodland Stride, Trackless Step, Resist Nature’s Lure, Venomous Companion (Phase spider, EPL 3), Poison crafting,
    Feats 1st: Master of PoisonDoTU p51, 3rd: Skill Focus (Craft (poison)), 6th: Natural BondCad p111
    Skills Appraise +2 (+4 for poison), Concentration +12, Craft (poison) +17, Handle Animal +12, Heal +10, Hide +4, Knowledge (nature) +16, Listen +4, Move Silently +4, Ride +4, Spot +12, Survival +8
    Possessions +1 Scimitar, +1 Leather armor, MW Light Wooden Shield, Amulet of Natural Armor +1, Cloak of Resistance +1, Masterwork Tool (craft (poison)) (Total 6678gp + drow poison 150gp)

    Killoren trait:
    -Low-light vision
    -Immunity to magic sleep and effect, +2 racial bonus against enhancement spell or effect
    -+2 racial bonus on handle animal and survival check
    -Cold iron anathema (Su): -2 penalty on attack roll with cold iron weapon
    -Manifest nature might (Su): Can manifest one of three aspect each day. Gain the benefit of that aspect until next morning. Monev generally use the aspect of the hunter: +2 racial bonus to hide, listen, move silently and spot and +2 to initiaitve

    Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

    Animal Companion: Monev doesn’t posses an animal companion but she add half her druid level to her poisoner level to determine her venomous companion ability.

    Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

    Wild Emapthy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid 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 druid 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 druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

    Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

    Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

    Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

    Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
    Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
    The form chosen must be that of an animal the druid is familiar with.
    A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
    The new form’s Hit Dice can’t exceed the character’s druid level.

    Venomous Companion: Monev possess a Phase spider companion, it’s Effective poisoner level to determine her abilities is 3 (half druid level (2) + poisoner level (2) + Natural bond (3) – adjustment (3))

    Poison crafting: Monev can create temporary poison by harvesting it from a creature.

    Non-core detail:
    -Master of poison: Apply poison as a swift action. No Aoo and no poisoning yourself.
    -Natural Bond: Add 3 to effective druid level to determine companion ability max equal HD
    -Virulent Poison: DC of poison attack improved by 2
    -Breath of the jungle: Create a mist 40ft radius 20ft high, 1 minute level, DC of poison or disease in the mist increase by 2

    Phase Spider Venomous Companion:
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    N Large Female Magical Beast
    Init +7, Senses: Darkvision 60 ft., low-light vision, Listen +1, Spot +6
    ------------------------------------------------
    AC 17, touch 12, flat-footed 14 (–1 size, +3 Dex, +5 natural)
    hp 66 (7 HD(d10))
    Fort +9, Ref +8, Will +3
    ------------------------------------------------
    Speed 40 ft. (8 squares), climb 20 ft.
    Melee Bite +9 melee (1d6+4 plus poison)
    Space 10ft Reach 5ft
    Base Atk +7, Grp +12
    Atk Options Poison (1d8 con, DC 21)
    Supernatural Abilities Ethereal Jaunt (CL 15th)
    Extraordinary Abilities Envenom Weapon
    -----------------------------------------------
    Abilities Str 17, Dex 17, Con 18, Int 7, Wis 13, Cha 10
    SQ Share Spells
    Feats1st: Ability Focus (poison), 3rd: Improved Initiative, 6th: Virulent PoisonSS p40
    Skills Climb +11, Move Silently +11, Spot +6

    Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane.
    A typical phase spider’s body is 8 feet long. It weighs about 700 pounds.
    Phase spiders cannot speak.

    Combat
    Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane.

    Ethereal Jaunt (Su): A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).

    Poison (Ex): Injury, Fortitude DC 21, initial and secondary damage 1d8 Con. The save DC is
    Constitution-based

    Skills: A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

    Share Spells (Ex): At your option, you may have any spell (but not any spell-like ability) you casts upon yourself also affect your venomous companion. The venomous companion must be within 5 feet of you at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the venomous companion if the companion moves farther than 5 feet away and will not affect the creature again, even if it returns to you before the duration expires.
    Additionally, you may cast a spell with a target of “You” on your venomous companion (as a touch range spell) instead of on yourself. You and your venomous companion can share spells even if the spells normally do not affect creatures of the companion’s type.

    Envenom Weapon (Ex): As a move action, when your venomous companion is within 5 feet of you, it can apply any contact or injury poison it posses to any one weapon you are holding. The poison remain potent for 1 minute or until you successfully hit a creature with the weapon, whichever come first.



    Do you also want her wildshape stat in a favorite form or would you prefer to improvise depending on the situation ?

    Also could you tell us what book you have acces to ? That way we know what we can use without needing to add detail on it.

    Edit: If you receive an alert with three copy of this message it's normal. Something happen when I post and it appear three time. I've removed the two copy.
    Last edited by zagan; 2011-06-06 at 02:03 PM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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

  2. - Top - End - #122
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    Morph Bark's Avatar

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

    I have access to just about all 3.5 books, but I hate needing to break out a whole lot of them in preparation.

    Friday's session went alright, though I did accidentally end up giving the players an item that might be more useful than initially thought. I haven't been able to write out a decent full report yet for my campaign journal and such though, because tomorrow I have an exam and on Friday I need to have a 6000 word paper finished.
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  3. - Top - End - #123
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Hey there. It's been a while. I'd just like to report that I've put up the last two session I've had here where some of the results can be found. (The Seventh, Eighth and Ninth Sessions have the relevant encounters. Ninth not as much, but it is the awesomest.)

    I didn't get to use the Witch Hunter Paladin sadly, as during that session one of the spellcasters was absent and I had planned to seperate the two spellcasters from the others to fight him.

    The Psionic Tracker Ranger I should've used more tactically and definitely not alone in the second encounter he was in, but in the first it went well, just as good as a Ranger does and in the second encounter he did manage to nail a good hit in and get off a power.

    The Divine Champion Paladin had already fallen by then, his dying body looted by goblins (however, he was not dead, so he may return later on).

    The Fey Champion I cut out of the first encounter because I feared his auras and attacks would make the encounter too hard, due to two players being absent at the time. He appeared later on in another encounter, auras fully active, which helped a great deal in helping the low-level soldiers hit the party members (the Warblade was actually dying by the end and the Scout wasn't in good shape either). He later on charmed the Warblade so she wouldn't attack him, otherwise he would've died real easy - though it resulted in potentially much worse things... at least for the party!


    Right now I don't know where things are going to go next yet, but if they end up in the large city they were wanting to go to, I can throw in a lot of stuff. I'm also at least planning to use this class and this one at some point, as they fit the setting perfectly.

    Now I just need to find some homebrew Pirate stuff... or desert pirate stuff... or air pirate stuff...
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  4. - Top - End - #124
    Bugbear in the Playground
     
    Kellus's Avatar

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

    Quote Originally Posted by Morph Bark
    Right now I don't know where things are going to go next yet, but if they end up in the large city they were wanting to go to, I can throw in a lot of stuff. I'm also at least planning to use this class and this one at some point, as they fit the setting perfectly.
    That would be outstanding, thank you! My group's had a lot of fun with it, and I'd love to hear how it goes!

    EDIT: Also, if you're looking for pirate material I've got a class here which might be useful.
    Last edited by Kellus; 2011-06-29 at 07:45 PM.

  5. - Top - End - #125
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    I was just about to ask you to playtest the Fabricator for me--I appreciate it. I look forward to hearing how it goes!

  6. - Top - End - #126
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    Indigo Trickster (CR 9)
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    Ezreal D'agon
    Human Indigo Trickster
    Medium Humanoid
    Hit Dice: 9d8+18 (58hp)
    Initiative: +9 (+3 DEX +2 Quick to Act, +4 Improved Initiative)
    Speed: 30 ft
    Armour Class: 22 (+3 Dex, +6 armor, +3 AC Bonus), touch 16, flat-footed 19
    Base Attack Bonus/Grapple: +9/+11
    Attack: +1 scimitar +12 (1d6+3, 18-20/x2)
    Full Attack: +1 scimitar +10/+5 (1d6+3, 18-20/x2) and +1 scimitar +10/+5 (1d6+3, 18-20/x2)
    Ranged Full Attack: +1 dart +11/+6 (1d4+3, x2) and +1 dart +11/+6 (1d4+3, x2)
    Space/Reach: 5 ft/5 ft
    Special Qualities: Invocations, AC Bonus, Quick to Act +2, Evasion, Lowered Guard -2, Arcane Fission, Uncanny Agility
    Saves: Fort +5, Ref +9, Will +2
    Abilities: Str 14, Dex 16, Con 14, Int 16, Wis 8, Cha 8 (28pb)
    Skills: Bluff +4, Concentration +7, Disable Device +15, Escape Artist +8, Gather Information +4, Hide +15, Knowledge (arcana) +8, Knowledge (local) +8, Listen +11, Move Silently +15, Open Lock +6, Search +8, Sense Motive +4, Spellcraft +8, Spot +11, and Tumble +15
    Feats: Improved Initiative (human), Indigo Aptitude (1), Quick Draw (3), Two Weapon Fighting (indigo trickster), Extra Invocation (6), Improved Two Weapon Fighting (indigo trickster), Extra Invocation (9)
    Treasure: +1 scimitar, +1 mithril breastplate, +1 darts (x50)

    Class Ability I: Quick To Act +2 (+2 to initiative, already added in stats)

    Class Ability II: AC Bonus (+INT to all AC as long as in light armor and not helpless, already added in stats)

    Class Ability III: Lowered Guard -2 (Opponents that are denied DEX by him have a -2 AC penalty for 1 round, his selected invocations Phantom Duo and Arcane Detonation deny DEX)

    Class Ability IV: Arcane Fission (he can duplicate a 1handed weapon that counts as a light weapon when wielded off-hand, it disappears after a round if it leaves his hands)

    Class Ability V: Trickster's Savvy (Likely won’t matter.)

    Class Ability VI:
    Evasion

    Class Ability VII: Uncanny Agility (you may spend 2 surge points to take an additional swift or immediate action. You may only use this ability once per round.)


    Invocation list: Least: 7 Lesser: 4 (DC 17 for all)

    Least: Rogue's Cunning, Indigo Jaunt, Indigo Spark, Blur, See the Unseen, Sudden Opportunity, Silent Image

    Lesser: Arcane Detonation, Bait n' Switch, Crashing Wave, Phantom Duo

    Tactics:
    - uses Blur before combat if given the opportunity
    - if a successful ambush, a creative use of Silent Image from hiding could be useful, especially if it gets attacked and you can Arcane Detonation it
    - start combat with Crashing Wave for a pouncing full attack, with Sudden Opportunity activated if the target is denied their DEX (for example, if they haven't acted yet)
    - use surge'd Phantom Duo and move them adjacent to other opponents but not immediately attack (delaying until right before it expires works best)
    - if you're about to be attacked, surge'd Bait n' Switch to immediately swap positions with one of your figments
    - if your figment (Phantom Duo, Silent Image) is attacked, Arcane Detonation makes them pay for it!
    - Uncanny Agility lets you have one extra immediate or swift action per turn for 2 surge points for more ridiculous combos
    - Indigo Jaunt lets you get beside an opponent for a full attack when Crashing Wave isn't an option, or even Bait n' Switch works too if you have a figment beside him
    - Sudden Opportunity + Lowered Guard can make sure you're hitting the target and racking up surge points, while Indigo Spark gives your attacks a little more oomph


    Here ya go. Gear is a modest +1 scimitar and mithril breastplate because I wasn't sure what the budget should be like or what loot you want to give the PCs. Easiest way to buff him is a potion of bull's strength, cat's grace, the +int one, gloves of DEX, cloak of resistance, the usual. Tell me if there's anything you want changed.

    Thanks for trying the class out!

  7. - Top - End - #127
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    Morph Bark's Avatar

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

    No problemo, Dralnu! Thanks a lot for the tactics as well, it helps a lot.

    From the fluff you gave the Indigo Trickster, I figure he might function as a nice sort of sidekick for an assassin figure I am planning on incorporating a lot, giving plenty of chance for screentime.

    Quote Originally Posted by The Witch-King View Post
    I was just about to ask you to playtest the Fabricator for me--I appreciate it. I look forward to hearing how it goes!
    I have since used the Fabricator some and found the mixture of magic with the arcane tools to be a fulfilling combo. I have to say though that you should note in the Arcane School class feature that they do not get bonus spells from it (at least, I think that's the intention?) and the class does not mention how you bond with a handcrossbow or revolver, which seems vital.

    If you want to read some about the encounter, it's in the eleventh/twelfth session starting here.
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  8. - Top - End - #128
    Ogre in the Playground
     
    Beholder

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

    It's a Paladin!

    CR 7

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    Name Arthur
    Race Class: LG Human Paladin
    Medium Humanoid
    Hit Dice 7d10+35 (60)
    Initiative +5
    Speed 30 ft
    Armour Class 30 (+1 Dex, +10 Armor, +3 Shield, +6 Misc), touch 17, flat-footed 23
    Base Attack Bonus/Grapple +7/+2/+11
    Attack Greatsword: +14 (2d6+6 19-20 x2)
    Full Attack Greatsword: +14/+9 (2d6+6 19-20 x2)
    Space/Reach 5 ft/5 ft
    Special Attacks Smite Evil 3/day Greatsword, Full attack: +20/15 (2d6+20 19-20 x2) Force Will save versus being Sickened, another versus becoming Dazed. DC 19 for both. His target is Staggered even on a successful Save. Gains +6 AC for one round when using a Smite. The attack doesn’t autofail on a natural one.
    Special Qualities Divine Grace, Divine Health, Mettle, Divine Reflexes, Divine Defense
    Saves Fort +17, Ref +13, Will +15
    Abilities Str 18, Dex 12, Con 18, Int 10, Wis 10, Cha 22
    Skills Irrelevant.
    Feats Improved Toughness, Power Attack, Improved Initiative, Iron Will, Lightning Reflexes.
    Treasure +2 Belt of Magnificence, +2 Full Plate, +1 Animated Heavy Steel Shield, MW Greatsword.

    Spell list: O level-Bless, Cure Minor Wounds, Detect Magic, Guidance, Light, Purify Food and Drink, Read Magic, Resistance, Virtue

    1st level-Bless Weapon, Bless Water, Cure Light Wounds, Deafening Clang, Deflect (Lesser), Detect Poison, Detect Undead, Divine Favor, Divine Protection, Endure Elements, Energized Shield (Lesser), Entropic Shield, Golden Barding*, Guiding Light, Lionheart, Magic Weapon, Moment of Clarity, Protection from Evil, Remove Fear, Resist Planar Alignment, Rhino's Rush, Shield of Faith, Silverbeard, Sticky Saddle*, True Strike, Warning Shout

    2nd level-Aid, Angelskin, Bear's Endurance, Blade Brothers, Bull's Strength, Cat's Grace, Clear Mind, Crown of Might, Crown of Protection, Crown of Smiting**, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Energized Shield, Fell the Greatest Foe, Flame of Faith, Heroism, Holy Spurs*, Mark of Doom**, Quick March, Remove Disease, Resist Energy, Second Wind, Shield Other, Strength of Stone, Traveler's Mount* Undetectable Alignment, War Cry, Zeal, Zone of Truth

    3rd level-Aid (Mass), Blessing of Bahamut, Cure Serious Wounds, Daylight, Death Ward, Deflect, Diamondsteel, Dispel Magic, Divine Retaliation, Divine Sacrifice***, Grace, Invisibility Purge, Heal Mount*, Holy Mount*, Knight's Move, Magic Circle Against Evil, Magic Vestment, Magic Weapon (Greater), Mantle of Good, Prayer, Protection from Energy, Regal Procession, Righteous Fury, Undead Bane Weapon, Visage of the Deity (Lesser)


    Spells per day: 0-3, 1-5, 2-4, 3-1

    Class Ability I: Aura of Good (Included in his stats, just remember the debuffs. +2 for him, -2 for all evil characters on saves an attack rolls. Thirty foot radius.)

    Class Ability II: Iron Spirit (Doesn’t matter for this fight)

    Class Ability III:Detect Evil (As a swift action to identify the appropriate target to smite.)

    Class Ability IV: Lay on Hands: 84 pts. (He’ll use this on himself if his HP’s fall to low. )

    Class Ability V: Turn Undead (Likely won’t matter.)

    Class Ability IV: Battle Blessing

    Tactics: Arthur will generally start off combat with a swift action detect evil and a standard action Dispel Magic, unless he has a caster buddy to do so. If he does he’ll use Greater Magic Weapon instead. He’ll finish off turn one by drawing his sword and announcing his presence.

    Round two: Charge and Smite the one who has the greatest evil Aura, using a Swift action Rhino’s Rush or True Strike, depending on whether his target is concealed and if he wants to power attack. If he Can’t charge his chose target he’ll instead either cast a Swift action Zeal, move on to a more chargeable target. If he’s already in melee he can cast a swift action True strike or Strength of Stone and Full attack smite and Evil target into the ground.

    Round three has enough variables that I can’t suggest anything other than to keep to Melee and make use of his swift action spells and power attack Smites.

    If Arthur has time to prebuff before the battle he should already have his sword out and most minute and hour per level buffs up. Maybe a round per level buff as well.


    You should adjust his equipment as necessary, and his feats to if you plan to make him recurring. I chose feats that wouldn't make too much of a difference as it's the class features that need testing. Warning: He's rather powerful for a CR 7, as I intended this class to be a powerful tier three. He should save against pretty much everything with his feat selection and class abilities and be totally unaffected.

    Thanks for testing him, this is my first real homebrew project.
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  9. - Top - End - #129
    Firbolg in the Playground
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    I have a few things I'd like you to try out, if you wouldn't mind.

    Guardian: CR 6
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    Bastion
    Warforged Guardian
    Medium Construct [Living Construct]
    Hit Dice6d12+24 (63 HP)
    Initiative +0
    Speed 20 ft
    Armour Class 24 (+11 Armor, +3 shield), touch 10, flat-footed 24
    Base Attack Bonus/Grapple +6/+9
    Attack Warhammer +10 Melee (1d8+4)
    Full Attack Warhammer +10/+5 melee (1d8+4)
    Space/Reach 5 ft/5 ft
    Special Attacks
    Special Qualities Adamantine Plating, DR 2/adamantine, Light Fortification, Living Construct Traits
    Saves Fort +9, Ref +3, Will +6
    Abilities Str 16, Dex 10, Con 18, Int 8, Wis 10, Cha 12
    Skills List only relevant skills
    Feats Adamantine Plating, Power Attack, Stand Still, Improved Bull Rush
    Treasure +1 heavy steel shield, +1 warhammer, Cloak of Resistance +1

    Guardian Stance (Ex): A guardian’s most well-known ability is the use of the guardian stance, a technique drilled into every guardian. As a swift action, the guardian may plant themselves in place, becoming an immovable bastion of defense. At it’s most basic level, this stance grants you a bonus equal to your class level (+6) against any attempt to Bull rush, overrun, trip, lift, push, or in any way move you against your will by either magical or physical means, as well as to grapple checks. This effect lasts as long as you remain in place, but ends immediately if you are moved or choose to move.
    As you grow in power, however, the stance grants you and nearby allies additional effects.
    Stone: While in the stone stance, you become as the earth, an immovable boulder. You grant all allies adjacent to you a +4 bonus to AC, and all enemies within your threatened area take a -4 penalty to attack rolls against your allies. This penalty does not apply to attacks against you. Finally, you gain DR 5/adamantine and a +2 bonus to all saves.

    Armored Offense (Ex):A guardian is fully accustomed to fighting in armor, and can turn the heavy bulk of his armor into a deadly offensive weapon. While wearing heavy armor, you may add a bonus equal to your armor’s base armor bonus plus your shield’s base shield bonus to attack and damage rolls on a charge and strength checks made to bull rush an opponent (+3). This bonus cannot exceed ½ your class level (minimum 1)

    AC Bonus (Ex): A guardian can maximize the protection provided by his armor. A guardian increases his armor bonus by an amount shown on the table (+2) as long as he is wearing armor. Force effects, such as inertial armor, mage armor, or bracers of armor, do not count for this purpose.

    Focused Defense (Ex): A guardian has been trained to maximize their defenses in combat. At 2nd level and above, as a free action once per round, you may designate a single opponent you can see. Against this opponent, you gain a +1 dodge bonus to AC. This bonus lasts until you choose a new opponent. At 8th, 14th, and 19th level, this bonus increases by 1.

    Uncanny Dodge (Ex): At 2nd level, a guardian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a guardian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    Mettle (Ex): At 3rd level and higher, a guardian can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping guardian does not gain the benefit of mettle.

    Fast Healing (Ex): At 3rd level and higher, the guardian is able to push themselves to keep fighting, even in the face of grievous injury. You gain fast healing 1. At 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th, and 20th level, the fast healing increases by one point. (Fast healing 2)

    Bonus Feat: At 4th, 8th, 12th, 16th, and 20th level, you gain a bonus feat from the following list: Active Shield Defense, Agile Shield Fighter, Armor Specialization, Blood-Spiked Charger, Combat Expertise, Combat Reflexes, Cometary Collision, Defensive Sweep, Defensive Throw, Great Fortitude, Greater Powerful Charge, Hold the Line, Improved Bull Rush, Improved Combat Expertise, Improved Grapple, Improved Overrun, Improved Shield Bash, Improved Sunder, Improved Toughness, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Phalanx Fighting, Power Attack, Powerful Charge, Shield Charge, Shield Slam, Shield Sling, Shield Specialization, Shield Ward, Stand Still, Steadfast Determination.

    Impassible: The guardian’s trained to prevent the movement of others. At 4th level and above, while you are in your guardian stance, all enemies treat squares you threaten are as difficult terrain.

    Improved Uncanny Dodge (Ex): At 6th level, a guardian can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the guardian.
    The exception to this defense is that a rogue at least four levels higher than the guardian can flank him (and thus sneak attack him).
    If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

    Dazing Strike (Ex): At 6th level, a guardian can make a special dazing attack once per encounter. The guardian must declare an attack to be a dazing attack before making the attack. If the attack misses, the use is wasted. If the attack hits, the target must make a fortitude save (DC 16) or be dazed for one round. At 12th and 18th level, you gain an additional use of this ability per encounter.

    Tactics:
    Bastion will rarely fight unless the PCs are actively threatening his allies. He'll enter guardian stance at the first sign of combat, with as many allies next to/behind him as possible. If the enemies close in on him, he'll keep them occupied while maintaining his guardian stance. If they close in and try to go for his allies, he'll use his dazing strike on the most immediate threat. If they stay back to pelt him/his allies with spells or ranged attacks, he'll charge toward them, targeting the physically weakest with a PAed charge/dazing strike, taking advantage of his Armored Offense bonuses, then plant himself in guardian stance. He'll do his best to keep as many enemies as possible in his threatened area with short movements ending with him landing in his guardian stance and attacking the most immediately threatening. This is to keep them moving slowly due to the difficult terrain and keep the -4 penalty on their attack rolls against his allies.


    I'll be back later with more.
    My Homebrew
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    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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  10. - Top - End - #130
    Bugbear in the Playground
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Alright I have a couple of classes I would like to see tested:

    Lunar Scythe LV8/CR9
    Spoiler
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    CG Tiefling, Medium Humanoid (Outsider (Native))
    Hit Dice 44 (8d8)
    Initiative +3
    Speed 30 ft
    Armour Class 13 (+3 Dex, etc), touch 12, flat-footed 10
    Melee/Grapple/Ranged +9(+12)*/+9*/+9*
    *this includes ability modifiers and modifications from class abilities, the number listed in parenthesis is with the enchantment bonus
    Attacks Scythe (+13, 2d4 piercing or slashing, 20/x4)
    Space/Reach 5 ft/5 ft
    Special Attacks see class abilities for more
    Special Qualities 60ft darkvision, Darkness 1/day (as caster of level), Cold resistance of 5, Electricity resistance of 5, Fire resistance of 5, and see class abilities for more
    Saves Fort +2, Ref +2, Will +6
    Abilities* Str 15, Dex 16, Con 12, Int 8, Wis 17, Cha 8
    *Includes racial modifiers
    Battle-Relevant Skills Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), and Tumble (Dex)
    Feats Combat Reflexes, Chaos Devotion (Complete Champion), Destruction Devotion (Complete Champion), and Weapon Focus Scythe
    Equipment/Treasure Scythe w/ Shadow Striking enchantment (tome of magic), Ring of Nullification (tome of magic)*, and Dust of Disappearance (see dms guide)*
    *these may be a bit much for loot, but I figure they will be used up in battle

    Spellcasting:
    You gain the ability to cast lambents. You learn a new lambent at first level, second level, and every 3 levels after. You may not choose a lambent of a higher level than you have access to. The save for these lambents is 13 + 1/2 level + wisdom modifier – lambent level. This save is decreased by 3 during the day and on the night of the new moon, but is increased by 3 on the night of a full moon. The reason for this save is that a higher level spell is harder to cast, which in turn makes it easier to resist, as well as to represent the changing state of the moon.
    Lambents are not considered arcane or divine magic. They otherwise interact with other spells normally. A lambent may be affected by any feat or ability that arcane or divine spellcasting can (limited within the parameters of lambents of course). Lambents may still impose spell failure (as if they were arcane spells) and still require concentration checks should the situation arise. Spell resistance never applies to lambents, unless otherwise stated. A lambent always takes a standard action to cast, unless modified by an outside factor.
    Instead of spell slots, uses per day, or spell points each of your lambents have a recharge time based on the level of lambents you have access to as follows:
    Each of your highest level lambents have a recharge time of 1 hour, your next highest 30 minutes, your third highest 15 minutes, your fourth highest 1 minute, and your fifth highest 2d4 rounds.
    Each time you learn a new lambent you may also swap out an older lambent for a lambent of equal or lower level (to that swapped out).

    Lambents Known: Placidity (Level 1, DC19*), Lunar Revenance (Level 1, DC19*), Entropic Maw (Level 2, DC18*), and Entropic Touch (Level 2, DC18*)
    *DC decreased by 3 during day or new moon, but increased by 3 on the night of a full moon

    Class Ability I: Scythe Focus:
    Wielding a scythe does not interfere with the somatic components of any lambents you cast.

    Class Ability II: Initiate of Selene:
    When attacking with a scythe you may substitute your wisdom in place of strength for attack rolls.

    Class Ability III: Shadowed Strike:
    You may add your wisdom modifier to all damage rolls with a scythe against an opponent you have concealment against.

    Class Ability IV: Threatening Edge:
    Enemies treat all squares you threaten with a scythe as difficult terrain.

    Class Ability V: Moonwalk [Su]:
    Once per round as an immediate action you may teleport up to twice your base land speed. This does not end your turn (like dimension door might) and if it was used in response to an attack the attack hits before the teleport.

    Class Ability VI: Lunar Miasma [Su]:
    Your mere presence drives your foes mad. Whenever you make an aggressive action towards an opponent all opponents, including the one you attacked, within 30ft must make a will save DC 5 + 1/2 level + wisdom modifier or be confused as per the spell for the next 1d4 + 1 rounds. This DC is increased by 10 on the night of a full moon. Additionally any lycanthrope who fails its save is forcefully transformed into its animal form and may not exit that form for 1d4 + 1 rounds.
    Any opponent that succeeds on their will save is immune to this effect for the next 24 hours. This ability is a mind-effecting compulsion. Chaotic aligned targets are immune to this ability.
    You may suppress or resume this ability as a swift action.

    Class Ability VII: Stardust [Su]:
    Anytime you use moonwalk you may choose to release a bright flash of light. Anyone, other than yourself, within 5ft must make a reflex save of 10 + 1/2 level + wisdom modifier or be blinded for 1 round. This flash of light takes place before any attack can be made against you.

    Tactics:
    If the lunar scythe can, she will fight her opponents in complete darkness, using her darkness ability if it isn't present.
    The lunar scythe will jump in and out of melee dealing damage with her scythe and fleeing with moon walk. She will avoid using her lambents for as long as possible.
    If the lunar scythe finds herself in trouble she will use her lambents and save moonwalk for when she knows a large attack is coming (hoping stardust will work).


    Malefic Horrer LV6
    Spoiler
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    LE Human, Medium Humanoid
    Hit Dice 34 (6d8)
    Initiative +1
    Speed 50 ft
    Armour Class 15 (+1 Dex, +4 armor), touch 11, flat-footed 14
    Melee/Grapple/Ranged +6*/+6*/+5*
    *this includes ability modifiers
    Attacks Longsword (+7, 1d8 slashing, 19/x2)
    Space/Reach 5 ft/5 ft
    Special Attacks see class abilities
    Special Qualities see class abilities
    Saves Fort +2, Ref +2, Will +5
    Abilities Str 14, Dex 13, Con 12, Int 8, Wis 10, Cha 17
    Battle-Relevant Skills Bluff (Cha), Climb (Str) Concentration (Con), Disguise (Cha), Intimidate (Cha), Jump (Str), Listen (Wis) Sense Motive (Wis), and Spot (Wis).
    Feats Dodge, Mobility, Spring Attack, and Evasive Reflexes (tome of battle)
    Equipment/Treasure Masterwork Longsword, Chain Shirt Armor, and Ring of Freedom of Movement

    Class Ability I:Dread Blast [Sp]:
    A dread blast is a ray with a range of 60ft + 5ft per 2 malefic horror levels that uses a standard action to cast. It has a spell level equivalent equal to half your malefic horror levels to a maximum of 9th level. The dread blast is not subject to spell resistance and your target must make a will save DC 10 + 1/2 your level + charisma or be shaken. A target who fails by 5 or more is instead frightened and a target who fails by 10 or more is instead panicked. The fear effect lasts for a number of rounds equal to half your dread blast's level plus your charisma modifier.
    Multiple uses of dread blast do not stack with each other for the purposes of level of fear, but continue to stack with other fear effects normally. A dread blast is subject to arcane spell failure for anything other than light armor or a buckler.

    Class Ability II:Nightmares [Su]:
    At each level indicated (see chart) you gain the use of a new nightmare of your choice as long as your qualify for its rank (see parenthesis beside nightmares). A nightmare may not affect your target unless they fail their fear save, but usually has no save of its own.
    You may choose from the following nightmares:
    Nightmares Known: Absolute Force, Obliterating Power, Arcane Ivy, Dispelling Strike, Reversed Force, and Belligerent Flash.

    Class Ability III:Path of Speed
    +20ft to your base land speed.
    skirmish +1d6 damage (as the scout).

    Class Ability IV:Nightmare Blade [Su]:
    As a standard action you may deliver a nightmare you know as part of a melee strike. Your melee attack must deal damage for this to function and your target is entitled to a DC 10 + 1/2 level + charisma modifier will save to negate the nightmare.

    Class Ability V:Resistance to Fear:
    You gain a +4 bonus to any roll to resist a fear effect or a fear-based effect.

    Class Ability VI:Fearless:
    You become immune to fear effects.

    Tactics:
    The malefic horror will focus on using his dread blast (with nightmares) and try to keep at a distance as long as possible. Should he be unable to keep away he will fight in melee using his nightmare blade ability until he can do so.
    Last edited by eftexar; 2011-08-29 at 11:03 PM.

  11. - Top - End - #131
    Banned
    Join Date
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Spekk Gruhl Warblade.
    28 pt buy
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    Spekk
    Gruhl Warblade 3
    Medium Humanoid
    Hit Die 3d8+9 3d12+9 54 HP
    Initiative +5
    Speed 30 ft
    Armour Class 19 (+1 Dex,+2 nat.+2 enhance), touch 11, flat-footed 19
    Base Attack Bonus/Grapple +5/+8
    Attack +9 DMG(LGS): 3d6+5
    Full Attack +9(GSword)/+3(gore)
    Space/Reach 5 ft/5 ft
    Special Attacks Gore att: +3 DMG:1d8+5
    Special Qualities Powerful Build, Scent
    Saves Fort +10, Ref +5(+6), Will +4
    Abilities Str 16, Dex 12, Con 17, Int 12, Wis 10, Cha 8
    Skills Intimidate+9 Surival+13 Jump+8 Spot+8 Listen+8 Martial Lore+8
    Feats Endurance, Power Attack, Weapon Focus (Large Greatsword)
    Improved Initiative, Martial Study(Crusader Strike)
    Treasure
    +1 Great Sword, +1 Breastplate, (2)Potion of Cure moderate Wounds
    Cloak of Resistance+1
    Maneuver list:
    Moment of Perfect Mind*
    Emerald Razor*
    Wall of Blades
    Steel Wind
    Charging Minotaur*
    (Crusader Strike*)

    Punishing Stance
    Class Ability I:
    Battle CLearity: +1 on reflex while not flat footed
    Class Ability II:
    Uncanny Dodge: retain dex bonus to AC when flat footed
    Class Ability III:
    Battle Ardor: +1 to critical confirmation

  12. - Top - End - #132
    Titan in the Playground
     
    Morph Bark's Avatar

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

    So during my last session my players ended up meeting up with the goblin mafia and got invited to the local assassin's guild by its leader and his assistant (Ezreal the Indigo Trickster), who managed to sneak into their ship pretty easily, so bonus points on the stealthy side for the Indigo Trickster.

    At the assassin's guild they were tested in battle by three of the members, a Barbarian (nick)named (Patchouli) Guy and the Lunar Scythe and Malefic Horror. I thought of including the Warforged Guardian as well, but he'd be rather out of place there, plus the Lunar Scythe got killed by a phantasmal killer spell in the first round (DC 21 or something holy scheissnuggets) and I didn't just want to throw him away too. The Malefic Horror unfortunately failed to use his bull-rushing lambent to get the PC Warmage into an ooze-filled pit and therefore had to suffer a firecube and then some Devoted Spirit to the face.

    They will be remembered raised.
    YouTube channel:

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

  13. - Top - End - #133
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    jiriku's Avatar

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

    Morph, are you looking for anything in particular right now?
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


  14. - Top - End - #134
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    GuyFawkes's Avatar

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

    Hope you'd be able to use this class, and any feedback would be much appreciated.

    Tasha Gospel
    Assault Magic Marksman Lvl 9
    Spoiler
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    CG Human, Medium Humanoid
    Hit Dice (9d8+18) 58
    Initiative +10
    Speed 30 ft
    Armour Class 20 (+4 Dex, +5 AC bonus), touch 19, flat-footed 16
    BAB/Grapple +9/+9
    Attack +1 Pistol +14(1d10+5, x3) (or whatever stats for pistols your campaign uses)
    Full Attack +1 Pistol +14/+9(1d10+5, x3) and +1 Pistol +14/+9(1d10+5, x3) (or whatever stats for pistols your campaign uses)
    Space/Reach 5 ft/5 ft
    Special Attacks see class abilities for more
    Special Qualities see class abilities for more
    Saves Fort +5, Ref +10, Will +9
    Abilities Str 8, Dex 18, Con 14, Int 8, Wis 16, Cha 8
    Skills Balance +11, Intimidate +6, Hide +11, Move Silently +11, Spot +10, Tumble +11, Use Magic Device +6
    Feats Combat Reflexes, Two-Weapon Fighting, Point-Blank Shot, Rapid Shot, Precise Shot, Improved Initiative
    Equipment/Treasure +1 Pistols x2, Dagger x2



    Mana Pool : Store mana points equal to his twice his class level plus his Wisdom modifier [(2 x class level) + Wis mod]. Regain expended mana points at a rate of one point per round.

    AC Bonus: Add Wisdom modifier as a bonus to AC.

    Mana Gun: Shoot mana bullets from firearms instead of bullets. At fifth level, mana shots are considered magical for purposes of overcoming damage reduction.

    Marksman: Add his Dexterity modifier to damage rolls when using firearms. He may also specialize in one of the following fighting styles:

    Assault:Gains the Two-Weapon Fighting and add half Dexterity modifier to off-hand weapon damage rolls.

    Precision: Add your Dexterity bonus to damage for ranged attacks. This ability stacks with the bonus from the Marksman ability. Gains the Far Shot. These benefits only apply when using a single firearm.

    Command: Gain Supporter ability at 1st level instead of 4th. Supporter can be of any PHB class, casters only gain up to 7th level spells.

    Dimensional Gallery: All weapons designated as mana guns can be stored in the Dimensional Gallery, an extradimensional space, and can be stored and retrieved from it as a free action.

    Reflex Shooting: Gain a +1 bonus to initiative, and an additional +1 every four levels after.

    Mana Manipulation: At third level, the magic marksman gains enough knowledge in mana to be able to manipulate and use it, allowing him to perform incredible feats in combat. He learns the mana manipulation techniques listed below.

    There are two types of mana manipulation techniques: active(A) and expended(X). Expended techniques are one-time use techniques. In order to use it again, you have to expend mana points equal to the cost of the technique. Expended techniques can only be used once per round. Active techniques are techniques that persist until the end of the encounter unless otherwise noted. You must have at least one mana point to keep active techniques activated. A magic marksman can have a maximum number of active mana manipulation techniques equal to his Wisdom modifier. This can be any combination of techniques from any level. He can execute as many expended techniques as is allowed by his mana pool.

    Third level techniques are initiated as a move action at third level, swift action at ninth, and free action at fifteenth, unless noted otherwise. Ninth level techniques are initiated as a move action at ninth level and swift action at fifteenth, and fifteenth level techniques are initiated as a move action, unless noted otherwise.

    Supporter: At fourth level, the marksman gains the ability to create his supporter. By spending an entire day a sentient puppet that aids him in battle. By spending a whole day and 2,000 gp worth of materials and components, the magic marksman can create his supporter.

    The supporter acts as a level one warforged fighter, gaining the abilities of both a warforged and a fighter, except that its size category is Small instead of Medium. For determining its ability scores, use the same method used for generating the marksman’s ability scores. The supporter requires the marksman to allot two mana points for it to operate. The supporter also gains levels at the same time as the marksman, and the allotted mana points required to operate it increases by one point per two levels it gains.

    The supporter cannot equip items other than weapons and shields, but it can benefit from armor enchantments like any warforged and other magical effects, as well as effects from the magic marksman’s mana manipulation techniques. The supporter can also be stored in the Dimension Gallery when not in use, and retrieving it and powering it up is a free action and a standard action respectively. When a supporter reaches 0 HP, it automatically returns to the marksman’s Dimensional Gallery and can only be used again after the marksman has taken an 8 hour rest.

    Uncanny Dodge

    Mana Adjustment: By allotting mana points to his guns, he can add damage to his shots. For every point allotted, the marksman gains a +1 bonus to damage rolls for one-handed firearms and +2 for two-handed firearms. At level five, the maximum allowable points that can be allotted to his guns is two. At level ten, the maximum is equal to his Wisdom modifier.

    Advanced Marksman: Gain the Evasion ability, as well as other benefits depending on his chosen style.

    Assault: Whenever making ranged attacks with his mana guns, you do not provoke attack of opportunities. You also threaten an area thirty feet in radius. In addition, he gains one of the techniques below.

    Precision: Gain the Sharpshooting ability. In addition, he gains one of the techniques below.

    Command: Gain the ability to allot more mana points to his supporter to a maximum equal to his Wisdom modifier. In addition, he gains one of the techniques below.

    Mana Surge: Gains additional one point of mana per round. This increases to two bonus mana points per round at level twelve, and three bonus mana points per round at level eighteen.

    Battle Field: As a swift action, he can designate a thirty-foot radius space where the marksman can control his mana bullets to move in any direction as he pleases. This space is can be centered anywhere inside the markman's gun's range. This technique uses up five mana points and lasts for a number of rounds equal to his Wisdom modifier or until dismissed. Any enemy inside this space loses their Dexterity bonus to AC from attacks made by the marksman. The magic marksman also gains blindsense against any enemy inside his Battle Field.

    Improved Uncanny Dodge


    Mana Manipulation Techniques:
    Spoiler
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    Third Level Techniques

    Bullet Shaper (A): By spending one mana point, you can alter the shape of your mana bullets to deal slashing, piercing, or bludgeoning damage for purposes of overcoming damage reduction. Switching from one type to another costs one mana point. Switching back to piercing damage is considered terminating the effect of this technique.

    Burst of Speed (X): You focus your mana onto your feet, allowing you to move at insane speeds. By spending two mana points, you can move up to your speed.

    Float (X): By spending one mana point, you can reduce your fall speed, as the feather fall spell. This is an immediate action.

    Mana Armor (A): You surround yourself with mana that blocks incoming damage. By spending one mana point, you gain +4 armor bonus to AC.

    Mana Radar (X): By spending two mana points, you can expand your mana to a sixty foot radius and you are able to detect and pinpoint the location of any creature within this area in that round, even those with invisibility. You are unable to know if the invisible creature moves after using this technique unless you have other ways of detecting invisible creatures.

    Phantom (A): By spending two mana points, you create a thin layer of mana around you that refracts light, shifting your image as seen by other observers. This grants you concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. At ninth level, you can expend five mana points to gain the effect of displacement (50% miss chance), and at fifteenth level, he can expend ten mana points to gain true concealment (20% miss chance) which cannot be foiled by the true seeing spell. You can select which one to activate.

    Flashbang (X): As a standard action, you can target any square within your range. All enemies within a thirty-foot radius of the target point must make a Fortitude save against a DC of 10 + ½ class level + Wisdom modifier or be blinded for one round.


    Ninth Level Techniques

    Unstoppable (A): You channel your mana to surround your entire body, creating a layer that cancels out any effect that impedes movement, magic or otherwise. By spending five mana points, you gain freedom of movement.

    Elemental Bullets (A): You can set your mana shots to a particular energy type. By expending four mana points, you can imbue your shots with any energy type. Changing from one energy type to another costs four mana points, as well as returning the bullet’s property to neutral.

    Body Relocation (X): You manipulate the space around you, bending it to your will, allowing you to instantly move from one point in space to another. By spending five mana points, you can relocate to any point you can see, as the Dimension Door spell.

    Flight (A): You use your mana to negate the effects of gravity around you. By spending five mana points, you gain the ability to fly, as the fly spell, except you fly at a speed equivalent to your land speed and with an average maneuverability. At fifteenth level, you can pay double the cost to fly at twice your movement speed and with perfect maneuverability.

    Refresh (X): When inflicted by any status effect, you can use your mana to cleanse your body of these effects. By spending four mana points, you remove all negative effects inflicted on you. You cannot use this technique when under effects that inhibit you from doing any action, such as when under charm effects.

    Vanish (A): By expending ten mana points, you vanish from sight. This effect does not end even when attacking as per effect of greater invisibility spell.

    Scatter Shot: By spending five mana points, the marksman can shoot a blast that hits all enemies within a thirty-foot radius, with the center anywhere within your gun’s range. You make separate attack rolls for all enemies within the area.

    Stunning Shot (X): By spending five mana points, all ranged attacks made by your mana gun in that round have a chance to stun the enemy when they hit. The enemy must make a Fortitude save with a DC equal to 10 + ½ class level + Dexterity modifier or be stunned for one round.


    Marksman Techniques:
    Spoiler
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    Advanced Marksman Techniques

    Speed Shot: Once per encounter plus one per five levels after level six, as a swift action, when the marksman attacks with a full attack, he can use this ability to add one additional attack, but all shots take a -2 penalty to attack. This bonus attack stacks with extra attacks granted by Rapid Shot, haste, and other similar abilities.

    Agility: Once per encounter plus one per five levels after level six, as a swift action, when the marksman activates this ability, he is not subject to attacks of opportunity caused by movement for the remainder of his turn. This may be initiated in the middle of a move.

    Flanking Shot: Once per encounter plus one per five levels after level six, a magic marksman can designate one attack he makes as a flanking shot. When the attack hits, the opponent is considered flanked for the rest of the marksman’s turn.

    True Shot: Once per encounter plus one per five levels after level six, as a standard action, a magic marksman can make a single ranged attack. This attack is made at his highest attack bonus, and the attack receives a +20 insight bonus to hit. If this attack hits, he deals an additional 4d6 points of damage.

    Bullet Parry: Once per encounter plus one per five levels after level six, as an immediate action, whenever an opponent makes an attack with a ranged or thrown weapon against you or an ally within 30 ft. of you, after they make their attack roll, you may use this technique to make a single attack roll with your mana guns. The target of the attack may use the higher of his AC or your attack roll as his effective AC against his attack.



    Tactics:
    If the marksman is able to gain a surprise round, he will use this to buff himself up with techniques such as mana armor, phantom, and vanish. If not, he may use the first round maneuver to cast at least one technique and then attack. If he has trouble hitting, he may use his battle field ability and then pour down his marksman techniques. If he has mana to spare, he can use mana adjustment to up his damage output or use other mana manipulation techniques such as stunning shots or flashbang.

    For the supporter, you can use it to harass the marksman's opponents and to provide flanking for allies.
    Last edited by GuyFawkes; 2011-09-05 at 03:37 AM.

  15. - Top - End - #135
    Bugbear in the Playground
     
    molten_dragon's Avatar

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

    This is an awesome idea morph. I'd love to see a couple of my projects tested. Links for both of my projects are in my signature.

    First off is the Hunter, a ranged martial adept and somewhat similar to ranger. Stats for a level 9 NPC hunter are below

    Spoiler
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    Lurien
    Male Elf
    Level 9 Hunter
    Medium Humanoid
    Hit Dice 9d8+9 (53 HP)
    Initiative +6
    Speed 30 ft
    Armour Class 21 (+6 Dex, +5 armor), touch 16, flat-footed 15
    Base Attack Bonus/Grapple +9/+10
    Attack Longbow +16 ranged (1d8+1) or dagger +10 melee (1d4+1)
    Full Attack Longbow +16/+11 ranged (1d8+1) or dagger +10/+5 melee (1d4+1)
    Space/Reach 5 ft/5 ft
    Special Attacks Maneuvers, Beast mind 2/day (skills, feat, senses, +2 on ability score)
    Special Qualities Immunity to sleep, low-light vision
    Saves Fort +7, Ref +12, Will +6
    Abilities Str 12, Dex 22, Con 12, Int 12, Wis 12, Cha 10
    Skills Escape artist +18, Hide +18, Listen +15, Move silently +18, Spot +15, Survival +13, Tumble +18
    Feats Point blank shot, precise shot, improved precise shot, iron will, defensive archery, Track
    Treasure +1 mithril chain shirt, +1 mighty composite longbow (+1), +2 gloves of dexterity, anklet of translocation, 8x +1 flaming arrows, 20 silver arrows, 10 adamantine arrows, 20 cold iron arrows, 40 arrows, dagger

    Maneuvers Known: Eagle Eye, Longshot, Eagle Strike, Heavy Impact*, Sniper Shot*, Improved Eagle Strike*, Arm shot*, Greater stinging strike*, Penetrating shot*

    Stances Known: Sniper's stance, Rushing tumble

    Beast Mind: In order to better stalk and kill his prey, a hunter can enter a focused mental state where he emulates the abilities of the most effective hunters from the animal kingdom. This is usable once per day at 2nd level and one additional time per day for each 4 levels after that. Each time the hunter enters a state of Beast Mind, he may choose a different animal to emulate. A state of beast mind lasts for a number of rounds equal to 5+ the hunter’s wisdom bonus.

    At 2nd level, Beast Mind grants the hunter an inspiration bonus to 2 skills equal to half his hunter level (rounded down) and the use of a single feat (regardless of whether he meets the prerequisites). At 4 level, Beast Mind grants the hunter increased senses. At 8th level, Beast Mind grants the hunter a +2 inspiration bonus to a particular ability score. This bonus increases to +4 at 12th level, and +6 at 16th level. The particular bonuses granted vary based on what animal the hunter seeks to emulate, as shown below.
    {table]Animal|Skills|Feat|Senses|Ability Score
    Wolf|Survival and Tumble|Improved Trip|Scent|Constitution
    Leopard|Jump and Move Silently|Spring Attack / Shot on the Run1|Darkvision2|Dexterity
    Bear|Balance and Intimidate |Improved Grapple|Scent|Strength
    Bat|Listen and Spot|Blind Fight|Blindsense 30 ft.|Dexterity
    Wolverine|Climb and Escape Artist|Diehard|Tremorsense|Strength
    Crocodile|Hide and Swim|Great Cleave|Scent|Constitution[/table]
    1. The hunter can act as if he has Spring Attack if he is making melee attacks, and can act as if he has Shot on the Run when making ranged attacks.
    2. If the hunter already has darkvision, add another 60 feet to the range.


    Tactics: Lurien prefers to attack foes who are unaware of his presence, firing from foes when he is hidden, and as far away as terrain allows. He generally starts combat in his sniper's stance and uses a powerful maneuver such as improved eagle strike or arm shot, possibly coupled with penetrating shot (if he can line it up properly) during the surprise round. The next round, he enters beast mind (generally bat) and uses sniper shot to duck back out of his enemies' sight. The 2nd round of combat, he makes a single ranged attack and renews maneuvers, followed by using sniper shot again in the 3rd round. He attempts to remain out of melee combat for as long as possible, but if it does come to that, he will generally switch to rushing tumble stance and use defensive archery to mitigate the worst effects of using his bow in melee.



    The other is a bit different. I'm trying to expand on the list of creatures which can be summoned with the summon nature's ally spells, since they don't get much love in RAW. I don't have an NPC for this one, but if you happen to use anything which can cast SNA, and would like to try the expanded list, I'd love to hear what you think.
    Last edited by molten_dragon; 2011-09-05 at 07:20 AM.
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Aww, Bastion didn't get used...

    But still, hopefully in the next batch. In the meantime, I have some more idea for you to use. Is CR 6 still the go-to level?
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  17. - Top - End - #137
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Hmm... Sounds like it was an interesting fight. I'm curious though, how did somebody get a DC 21 ability already? Anyways I guess you didn't get to see much the mechanics of the lunar scythe in action, but thoughts malefic horror's so far?

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

    Quote Originally Posted by jiriku View Post
    Morph, are you looking for anything in particular right now?
    I wasn't until the last encounter. I think what I am mostly looking for right now is a perfect counter-party to mine. Or rather, some of the characters that are starting to overshadow the rest.

    The party now includes an undead warmage/binder who favours binding Malphas for invisibility and sneak attack. He has Arcane Thesis on his fireballs, which I am considering on asking him to perhaps replace with a different feat if he overshadows the others too much in combat. However, the other party members are either just moderately competent damage-dealers (the ranged Scout and spiked chain Swordsage) or focus on debuffs (the Beguiler and Dread Necromancer), so those members are more melee-oriented (or debuffing to help the melee). Since I gave the Warmage a kind of Energy Substitution ability for his spells only (due to all the "underpowered Warmage blargh" I've heard and figured it'd put him up to snuff with psionic characters), that means I might need something against that. Perhaps any classes that deal Charisma damage and/or have high energy resistances?

    The other newcomer is a Warforged Crusader with Adamantine Body. He's probably more easily overcome though and not as much of a problem right now, but someone with Devoted Spirit maneuvers have been standard fare for the last few campaigns.

    Someone who can boost Fort saves and Reflex saves would be very great as well, partially due to the Dread Necromancer's high Charisma (24 or such).

    Quote Originally Posted by molten_dragon View Post
    This is an awesome idea morph.
    Thanks!

    And in combination with the Magic Marksman, those will make for a good ranged duo.

    Quote Originally Posted by Admiral Squish View Post
    In the meantime, I have some more idea for you to use. Is CR 6 still the go-to level?
    One of them, yes. If you or others can provide several (3+, including Bastion that makes for at least 2 more) of that level it makes for a balanced encounter.

    Quote Originally Posted by eftexar View Post
    Hmm... Sounds like it was an interesting fight. I'm curious though, how did somebody get a DC 21 ability already? Anyways I guess you didn't get to see much the mechanics of the lunar scythe in action, but thoughts malefic horror's so far?
    The Dread Necromancer Kobold has a Charisma of 24 and Phantasmal Killer is a level 4 spell, so the save would be DC 21.

    I might have misremembered and that it was the Beguiler Gnome instead, who has a lower Charisma, but then the save was DC 19 and I rolled rather poorly that night, so he rolled neither his necessary natural 13 Will nor 17 Fort.

    The Malefic Horror did fine enough, but his problem was that the fight started in close quarters, so I'll have to re-use him in a fight with more distance.


    Btw, close combat fighters and sneaky assassins that can evade Mindsight somehow (does Darkstalker do that? idk) would most likely be dangerous to anyone but the Crusader. So to summarize as Jiriku kindly asked, I'd love to see:
    • A (prestige) class that can buff himself or others very well, especially AC, Fort save and Ref save-wise.
    • A (prestige) class that can lock others down in melee
    • A (prestige) class that can bestow special conditions (like sickened, shaken, fatigued, etc).
    • A (prestige) class that can get energy immunities or deal Charisma damage.
    • A (prestige) class that focuses on fighting undead.
    • A healer (prestige) class to make sure the above class characters don't die too fast.


    Preferably these would be of level 7, just a tish below my party's current level, but it would not make the fight too hard for them, at least if they are all present. Classes that combine two or more of the above are perfectly fine too of course.
    Last edited by Morph Bark; 2011-09-05 at 05:46 PM.
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    This opponent (well, group of opponents really) uses the remixed fighter in my sig with the Commanding Fighting Style ACF. It also uses a number of new feats that you'll find in the same post that details the Commanding Fighting Style. He can buff either his party's AC or saves (the default stats are buffing saves), and is fairly effective at lockdown, especially when using Art of War to improve his trips and bull rushes and Supporting Strike to Kick Them While They're Down. Additionally, his social skills are strong enough to seriously challenge a socially oriented PC in a roleplaying encounter. His stats assume a 32 point buy. His feat choices are only modestly optimized, and you could probably make him a little more tricky if you wanted to by juggling them around.

    His fiendish wolves benefit from his auras, are trained to seek flanking opportunities, and make hella trip attacks. The wolves also move fast enough to get stuck in among the PCs right away, which should protect them from getting wiped with a fireball.

    Captain Elrham Wolfhame and 3 fiendish wolves - EL7:

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    Captain Elrham Wolfhame CR 6
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    N Medium humanoid (human) fighter 6
    Init +1; Senses Listen -1, Spot -1
    Auras
    Resilient Troops +2, 60 ft radius
    Art of war +4, 60 ft radius

    DEFENSE
    AC 20, touch 11, flat-footed 19 (+1 Dex, +9 armor)
    Hp 56 (6d12+12)
    Fort +11, Ref +9, Will +10
    Special Defenses combat aura, commanding aura

    OFFENSE
    Speed 20 ft
    Melee guisarme +8/+3 (2d4+5/x3) or shortsword +8/+3 (1d6+3/19-20)
    Melee Improved Dungeon Crasher Bull Rush +11 (8d6+9)
    Ranged mighty composite longbow +8/+3 (1d8+3/x3) (110 ft range increment; 10 increments)
    Space 5 ft; Reach 5 ft (10 ft with guisarme)
    Special Attacks bull rush (see above), trip +7
    Combat Auras Known
    Motivate care: +2 circumstance bonus to AC
    Resilient troops: +2 circumstance bonus to all saving throws
    Commanding Auras Known
    Art of War: +4 circumstance bonus to bull rush, disarm, sunder, and trip attempts
    Master of Opportunity: +4 circumstance bonus to Armor Class against attacks of opportunity.
    Master of Tactics: +4 circumstance bonus on damage rolls when flanking.

    STATISTICS
    Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 18
    Base Atk +6; Grp +9
    Skills Bluff +15, Diplomacy +19, Heal +3, Intimidate +15, Sense Motive +10
    Key Skills Bluff, Diplomacy, Sense Motive
    Feats Extra Key Skill (Bluff), Improved Dungeon Crasher, Iron Will, Lightning Reflexes
    Commanding Style Feats Commanding Aura, Grant Move Action, Supporting Strike
    Fighter Bonus Feats Dungeon Crasher, Improved Bull Rush, Lead From the Front, Power Attack
    Equipment full plate +1, guisarme +1, ring of resistance +2, healing belt
    Special Qualities Commanding Fighting Style, Exceptional Strength, Martial Aptitude

    SPECIAL ABILITIES
    Exceptional Strength (Ex): adds +50% of Strength bonus to damage rolls, grapple checks, Strength checks, and Strength-based skill checks.
    Grant Move Action (Ex): Standard: allies within 30 feet take an immediate move action. 1/day.
    Improved Dungeon Crasher (Ex): You gain +4 competence bonus on saves and AC vs traps. You gain +10 on Strength checks to break a door, wall, or similar obstacle.
    In addition, during a bull rush, if you force an opponent to move into a solid object, your momentum crushes him against it, dealing 8d6+9 bludgeoning damage.
    Lead From the Front (Ex): Tactical feat, offers different benefit in place of standard Aid Another benefit.
    Get up, soldier: Ally stands from prone without provoking an attack of opportunity.
    Kick them while they're down: For next turn, enemy struck needs full-round action to stand up.
    Move it, soldier: Ally you're aiding takes free 5-foot step.
    Hold it right there: For next turn, enemy struck cannot take 5-foot steps.
    Martial Aptitude (Ex): May retrain fighter bonus feats with 1 hour of practice.
    Supporting Strike (Ex): Make a free Aid Another check on a successful melee hit. 1/round.


    3 Fiendish Wolves CR 1 each
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    N Medium magical beast (extraplanar)
    Init +2; Senses darkvision 60 ft, low-light vision, scent, Listen +3, Spot +3
    Auras
    Resilient Troops +2, 60 ft radius
    Art of war +4, 60 ft radius

    DEFENSE
    AC 14, touch 12, flat-footed 14 (+2 Dex, +2 natural)
    Hp 13 (2d8+4)
    Fort +7, Ref +7, Will +3
    Special Defenses resist cold 5, resist fire 5, spell resistance 7

    OFFENSE
    Speed 50 ft
    Melee bite +3 (1d6+1)
    Special Attacks Smite Good (+2 dmg) 1/day, Trip +5

    STATISTICS
    Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6
    Base Atk +1; Grp +2
    Skills Jump +10, Listen +5, Spot +5, Swim +3, Survival +1 (+5)
    Racial Skill Modifiers Survival +4 when tracking by scent
    Feats Track (B), Weapon Focus (bite)
    Last edited by jiriku; 2011-09-05 at 11:08 PM.
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    What is the terrain of your setting like? I have some monsters, if you want to use them, but they are largely dependent upon the terrain of the party. For instance, you could have some really interesting encounters with Fey via the Barksinger and Everflowere and some Variant Dryads (would probably need quite a few of the Dryads to Challenge the party, but one of each variety could be interesting, encounter wise).

    However, if the characters are in more of a frozen climate, something more like the Dryad of the Sanguine Holly (what's with all of the dryads I have made at this level range? It's kind of unnerving) might be better.

    Also, what is the theme of your campaign like? It would be rather awkward to be suggesting Dryads and such when you campaign is set mostly on the water, which it is. Thus, the Water or Sea Nymphs make more sense, or the Tchidda, if they come ashore in a gambling house, seeing as the party is most likely pirates.

    Of course, if you are looking for classes only, that is a different thing entirely, and also, in my opinion, not as easily testable. But anyway. If you are using monsters, feel free to use those, and if you want me to, I could probably format them into encounter basis.

    I will see if I have any PrCs or base classes that could be used.
    Last edited by unosarta; 2011-09-05 at 08:03 PM.
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  21. - Top - End - #141
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    I just wanted to ask, since it looked like you used the Swordsaint in a single encounter, how did it go? From reading it, it seems like the Swordsaint really didn't contribute much to that encounter, but I'd still like to hear your thoughts.
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    e
    • A (prestige) class that can buff himself or others very well, especially AC, Fort save and Ref save-wise.
    • A (prestige) class that can lock others down in melee
    • A (prestige) class that can bestow special conditions (like sickened, shaken, fatigued, etc).
    • A (prestige) class that can get energy immunities or deal Charisma damage.
    • A (prestige) class that focuses on fighting undead.
    • A healer (prestige) class to make sure the above class characters don't die too fast.


    Preferably these would be of level 7, just a tish below my party's current level, but it would not make the fight too hard for them, at least if they are all present. Classes that combine two or more of the above are perfectly fine too of course.
    I bolded the ones my Paladin fix does well, italicized those that it can do competently, and underlined something that it could do with the proper feat selection. I already have it up on this page. Of course a Paladin isn't always appropriate.
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Talking about healers, the Protector of the Hidden Gate prestige class is a Psionic healer/negative energy user, which specializes in using the Energy Powers that allow for energy substitution to Substitute for both Positive and Negative energy. The system it uses is based on alignment, and is kind of complicated (I.E. you have to choose whether or not to use Positive energy, which heals Good creatures and harms Evil creatures, or Negative energy, which harms Good creatures and heals Evil creatures; of course, the harm is Negative energy, and the heal is positive energy so it can get kind of complicated when you introduce undead), but it would also make combats interesting, and the number of Energy powers is quite large, and should be able to sustain the character. I will work on making an NPC tomorrow.

    So, it turns out I was able to do it tonight.

    Ohrim Sohnn (EL 8)
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    Ohrim Sohnn
    Human Psion (Egoist) 5/Protector of the Hidden Gate 2
    Medium Humanoid
    Hit Dice 5d4+2d6+16 (41 HP)
    Initiative +7
    Speed 30 ft
    Armour Class 14 (+3 Dex, +1 Natural Armor), touch 13, flat-footed 11
    Base Attack Bonus/Grapple +4/+3
    Space/Reach 5 ft/5 ft
    Special Attacks Psionics
    Special Qualities Gate to the Heart, Light and Shadow
    Saves Fort +3, Ref +4, Will +7
    Abilities Str 8, Dex 16, Con 14, Int 22, Wis 10, Cha 8
    Skills Heal +11
    Feats Self Sufficient, Mind Over Body, Improved Initiative, Empower Power
    Treasure Amulets of Natural Armor +1, Headband of Intellect +2, Handy Haversack

    Powers Known: 1st-- Energy Ray, Inertial Armor, My Light, Telempathic Projection, and Vigor.
    2nd-- Energy Stun, Energy Push, Specified Energy Adaption, and Biofeedback.
    3rd-- Energy Burst, Energy Bolt, Energy Wall and Body Adjustment.
    4th-- Psionic Dimension Door, and Energy Adaption.

    Power Points: 67 Power Points per day.

    Gate to the Heart (Su): Whenever Ohrim heals himself with his Body Adjustment power, he may choose to also heal a friendly ally within 30 feet for the same amount. This is not positive or negative energy, and does not harm undead.

    Light and Shadow: For any power that deals damage and allows Ohrim to choose the type of damage (E.G. Fire, Cold, Electricity, Sonic, etc.), he may choose to deal Positive Energy or Negative Energy instead. Positive energy heals those who are of the good alignment, and deals negative energy to those who are of the evil alignment. Negative energy deals negative energy to those who are of the good alignment, and heals those who are evil. The healing from this effect is positive energy, and does harm undead, and the negative energy heals undead. Neutral creatures affected by Ohrim’s energy line of powers’ must be designated as allies or enemies by Ohrim. Allies are treated as good for the purposes of this ability, and enemies are considered evil.

    Strategy
    Ohrim’s main strategy is basically going all out. He will heal his allies when they require healing, but otherwise he is free to blast opponents with Fire, Cold, Electricity, Acid, Sonic or Negative energy damage. Most of the time, these objective will go hand in hand, if the opposing forces are all of the same alignment, and the group that Ohrim fights with are of the same alignment. If they are not, he will use the single targeting powers to heal and harm more accurately, lest face the wrath of his allies. He is able to face damage better than most healers, thanks to the dual effectiveness of the Body Adjustment power, healing both himself and an ally within 30 feet. Because his defences are rather poor, compared to those of others, he utilizes Inertial Armor and Psionic Dimension Door fairly extensively (although he is wary of the last, since it consumes quite a few Power Points.
    Last edited by unosarta; 2011-09-05 at 10:44 PM.
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    • A (prestige) class that can buff himself or others very well, especially AC, Fort save and Ref save-wise.
    • A (prestige) class that can bestow special conditions (like sickened, shaken, fatigued, etc).
    • A healer (prestige) class to make sure the above class characters don't die too fast.


    Preferably these would be of level 7, just a tish below my party's current level, but it would not make the fight too hard for them, at least if they are all present. Classes that combine two or more of the above are perfectly fine too of course.

    Medic and related feats. Obviously not meant to be fought alone.
    The Medic class has a wide variety of healing and buff spells, along with a few debuffs, such as Slow, Ray of Exhaustion, and Hold Person. Medics are spontaneous, Wisdom-based arcane spellcasters who know their entire spell list (similar to Beguilers, Dread Necromancers, and Warmages), so they can pull up whatever spell is best for the current situation. Battlefield Treatments supplement the spell list, granting other, useful effects similar to Bardic Music. Between spontaneous casting and the Restorative Treatment feat, most debuffs and conditions should be easily removed. Haste, Prayer, and Rage are some of the few offensive buffs a Medic can cast. Slow, Ray of Exhaustion, Ray of Enfeeblement, Hold Person, and Deep Slumber are effective debuffing spells. Other useful spells include the stat booster line, Protection from and Magic Circle against alignment, Heroism, Shield of Faith, and Resist and Protection from Energy.
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    Human Medic 7
    Ability Scores: 8/13/14/12/16/10

    49 hp
    AC 20, Touch 11, Flat 19
    +5 Fort, +7 Reflex, +9 Will
    +6 ranged attack bonus with rays and other ranged spells
    +4 melee attack bonus with melee attacks and touch spells

    Spellcasting: CL 7th, Save DC 13 + level
    0th - 6/day
    1st - 7/day
    2nd - 7/day
    3rd - 5/day

    Class Features:
    Armored Mage (no ASF in medium armor and shield)
    Healing Hands (healing spells heal 3 + 2x spell level additional hp)
    Remote Healer (healing spells have 30 ft. range)
    Universal Healer (use healing and battlefield treatments on just about anything)
    Battlefield Treatment 11/day
    - Anesthetize (3 targets)
    - First Aid 2 (2 targets, fast healing 2, 13 hp healed at end)
    - Innoculate (Heal check replaces saves vs. poison and disease)
    - Stimulant (1 target, +2 skill checks, +1 saves, +5' movement)
    - Psychiatry (Heal check replaces saves vs. charm and compulsion)
    Advanced Learning
    - Ray of Enfeeblement

    Feats:
    B-Battlefield Triage (expend an extra use of battlefield treatment when casting a spell to maintain the treatment)
    1-Extra Treatment
    3-Restorative Treatment (expend a battlefield treatment for lesser restoration as an SLA, or 2 uses for restoration)
    6-Improved Healing Hands

    Skills:
    Concentration +12 (10)
    Spellcraft +11 (10)
    Knowledge (nature) +11 (10)
    Heal +13 (10)
    Listen +13 (10)
    Spot +13 (10)

    Equipment (7200g)
    1350g +1 breastplate
    1150g +1 heavy shield
    1000g Cloak of Resistance +1
    3000g Lesser Rod of Extend Spell
    -- light crossbow
    -- morningstar
    700g ???

    Spell List:
    0th (15) - Create Water, Cure Minor Wounds, Daze, Deathwatch, Delay Disease (SpC), Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Touch of Fatigue, Virtue

    1st (18) - Bless, Command, Cure Light Wounds, Daze Monster, Delay Poison, Endure Elements, Goodberry, Healthful Rest (SpC), Lesser Restoration, Lesser Vigor (CD), Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, Remove Paralysis, Sanctuary, Shield of Faith, Sleep, Stabilize (SpC), Ray of Enfeeblement (advanced learning)

    2nd (27) - Aid, Barkskin, Bear's Endurance, Bull's Strength, Calm Emotions, Cat's Grace, Close Wounds (SpC), Consecrate, Cure Moderate Wounds, Death Knell, Deep Slumber, Eagle's Splendor, Fog Cloud, Fox's Cunning, Gentle Repose, Ghoul Touch, Heroism, Hold Person, Hydrate (Sa), Make Whole, Owl's Wisdom, Rage, Remove Blindness/Deafness, Remove Disease, Resist Energy, Shield Other, Status

    3rd (21) - Blindness/Deafness, Cauterizing Flame*, Contagion, Create Food and Water, Cure Serious Wounds, Dispel Magic, Haste, Helping Hand, Insignia of Healing (RoD), Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Mass Lesser Vigor (CD), Neutralize Poison, Prayer, Protection from Energy, Ray of Exhaustion, Remove Curse, Restoration, Slow, Vigor (CD), Water Breathing

    *New spell.
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    • A (prestige) class that can buff himself or others very well, especially AC, Fort save and Ref save-wise.
    • A (prestige) class that can lock others down in melee
    • A (prestige) class that can bestow special conditions (like sickened, shaken, fatigued, etc).
    • A (prestige) class that can get energy immunities or deal Charisma damage.
    • A (prestige) class that focuses on fighting undead.
    • A healer (prestige) class to make sure the above class characters don't die too fast.


    Preferably these would be of level 7, just a tish below my party's current level, but it would not make the fight too hard for them, at least if they are all present. Classes that combine two or more of the above are perfectly fine too of course.

    I have the answer to all of your problems, with a full level progression from 1-9. His tactics are not to kill, but to buff allies, debuff enemies, heal, and generally make the players' lives as frustrating as possible (as only an Unseely Fey can). Typically, he'd want to meet up with them first, help them out, and get them to trust him. His goal would be to learn as much about them all as possible, in advance, even while covertly messing with them with Still-Silent cantrips or orisons whenever the chance for a cheap laugh presents itself. If this grief-inspiring little troll is made the leader of the anti-party, he has the social potency, psychological profile, cultural profile, and the personal potential to (rolls willing) fill whatever role said anti-party needs (though being reduced to healer/anti-caster seems to be the twin roles he'd do the most good in).

    Troll Face”, Level 9 Gruwaar Wild Mage
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    CN Small Fey

    Attributes: 30 pts
    Strength: 10-2= 08 (-1)
    Dexterity: 10+2=12 (+1)
    Constitution: 12-2=10 (+0)
    Intelligence: 10+0=10 (+0)
    Wisdom: 12-2+10 (+0)
    Charisma: 18+4=26 (+8) (both level bumps in Cha, +4 from Cloak)

    HP: 9d4(29 typical)
    AC: 10 + 2 + 2 + 4 = 18
    Touch: 10 + 2 + 0 + 4 = 16
    Flat: 10 + 0 + 2 + 4 = 16
    Speed: 20(30 while prone)
    Darkvision: 60 ft.
    Languages: Common, Sylvan and Undercommon.
    Spell-Like Abilities: Disguise Self 1/day. Caster level 1st.

    Saves:
    Fort: 3 + 0 + 0 = 3
    Ref: 6 + 1 + 0 = 7
    Will: 6 + 0 + 0 = 6

    Skills:
    Bluff : 9 + 8 + 0 = 17
    Concentration : 9 + 0 + 0 = 09
    Diplomancy : 9 + 8 + 0 = 17
    Gather Information : 9 + 8 + 0 = 17
    Intimidate : 9 + 8 + 0 = 17
    Spellcraft : 9 + 0 + 0 = 09

    Flaws:
    1: Noncombatant (-2 Melee)
    1: Inattentive (-4 Listen and Spot)

    Feats:
    1: Silent Spell
    1: Still Spell
    1: Heighten Spell
    3: Widen Spell
    3 Class: [Wild Mage] Contained Chaos
    6: Quicken Spell
    9: Extend Spell
    9 Class: Enlarge Spell

    Class Abilities:
    1: 'Divine Metamagic'
    3: Bonus Feat
    5: Improved Counterspell
    7: Wild Reversal
    9: Bonus Feat

    Spells:
    0: x -2
    1: x -3
    2: x -4
    3: x -5
    4: x -6
    5: y -12

    Equipment: 580gp
    Mask made out of the preserved face of a troll.
    Hooded Monk Outfit
    Thistledown Padded Armor: +1AC, +10Dex, -0ACP, 0%SpellFail, 5lbs, 2hard, 5hp, 405gp
    +4 Cloak of Charisma: +4 Enhance to Charisma, 16000gp
    Mithral Buckler: +1AC, -0ACP, 0%SpellFail, 2lbs, 15hard, 5hp, 1015gp
    +3 Ring of Protection: +3 Deflect bonus, 18000gp

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

    Gruwaars
    When the fey were united and the Seelie and Unseelie Courts had not yet been established, the gruwaars were there. The turn of ages and eventual sundering of the fey court heralded the gruwaar’s ascent among the Unseelie as master manipulators and dangerous foes.
    Legends speak of the gruwaars as allies to the children of Lolth. The gruwaars stood beside the dark elves in their rebellion and followed their tragic descent when the drow fell into the depths of the earth. Surface elf retribution on those gruwaars who dared stay above ground all but eliminated the race outside of the Underdark. Those few who survived have been joined over the years by those who initially fled from elven fury. They maintain their reputation for foul deeds long past—and they revel in it.
    Gruwaars are rare, even among the fey. Most sages know little of their history or their role in the history of other races. Plagues, assassinations and catastrophes throughout the ages have seen influence from the gruwaars, for reason known only to them.
    Wild and mischievous even by fey standard, the gruwaars are extremely independent. Among other races, they often serve from the shadows as advisors or assassins for those causes that amuse them. Occasionally, a gruwaar will join with an adventuring party for seemingly noble reasons, only to later reveal a darker ulterior motive.
    Gruwaars are drawn to political intrigue, but although they are amused by power and those who believe they wield it, gruwaars are not necessarily interested in wielding political and social influence themselves. They are fascinated by the motives and results that impassion those who seek and bear power. Above all else, they are intrigued by the chaos of raw, naked force. Where there is political strife, where they are clashing ideologies, where the will of rebellion threatens to upset the balance of power—the gruwaars are there.
    Personality: Gruwaars are voyeuristic by nature. They love to see individuals act in dynamic ways, especially when they themselves set the stage. The gruwaars love drama. Tragic or grand, it matters not to the gruwaar. They just like to watch the chaos unfold.
    Philosophically, gruwaars are completely individualistic in their approach to life. Their only common quality is a singular disdain for any authority that they do not influence in some fashion. As such, their motives are known only to themselves.
    Physical Description: Averaging 3 to 4 feet tall, the gruwaars do not possess the usual beauty of their fey kin. Instead, they are wiry, muscular creatures with monkey-like bodies. Gruwaar faces resemble a cross between a goblin and a cat, with large, round eyes the color of hot steel, a large brow and a maw filled with hideous canines. Their ears are long, pointed and jut out from their heads, although they can sweep them back when they choose.
    Gruwaars are covered with a fine, black fur. They have long arms with extra joints and hands ending in tiny, razor-sharp claws. Their short thighs and long forelegs cause them to appear as if they are perpetually crouched.
    When among civilized folk, the gruwaars wear loose-fitting hoods and cloaks and often remain hidden as much as possible. When confronted, they lie and bluff their way out of direct conflict. Few gruwaars are ever backed into such corners, however, and those who are usually have no compunctions about using their claws to extract themselves from difficulties.
    Relations: Among the fey, gruwaars are considered members of the Unseelie Court. They are accorded respect based on their heritage by those wise enough to recognize them for who they are. Among the Unseelie, however, the gruwaars-* are treated as dangerous miscreants at best. Some gruwaars are considered powerful players among the Unseelie, greatly respected by their peers and feared by others. Most gruwaars pay only the barest courtesy to the Unseelie Court.
    Among other races, gruwaars prefer to remain hidden or disguised. They might pretend to be familiars to young wizards and sorcerers whose vanity exceeds their skill at conjuring demon familiars. At other times, they might work in concert with others in the shadows of society, where appearances take second place to skill. The gruwaar take an active approach in concealing their motives, since it is more entertaining to watch their dupes or pawns do things of their own volition. They take great pains to ensure that their foils learn as little as possible about their nature and identities. Gruwaars are unseen players in many games—unseen, effective and dangerous.
    Alignment: Most gruwaars are chaotic and evil by nature. Despite this, more than gruwaar has sided with the forces of good in order to experiment on the ranks of a powerful evil regime. Some gruwaars specialize in tampering with certain types of ideological cultures, especially evil ones. The moral ambiguities of gruwaars are unmatched. They have saved innocents on given days only to have them sacrificed on others.
    Religion: Gruwaars revere no deity in particular. Some of their more vile members have been known to fall sway to demon princes or devil lords, however, most gruwaars are too busy (some say egotistical) to formally worship another being.
    Language: Gruwaars speak Common, Sylvan and Undercommon. The first language a young gruwaar typically learns to speak is Undercommon. Older gruwaar use this ploy to insult the Unseelie Court and other fey. When they do speak Sylvan to other fey, gruwaars enjoy using thick (but fake) accents that make them difficult to understand.
    Names: Male gruwaar commonnames are short and usually monosyllabic, while female commonnames usually have two syllables. Truenames among the gruwaar follow the method of the elves, who, in fact, adopted it from the fey.
    Male Commonnames: Greeg, Hurg, Koll, Mok, Puzz, Zor.
    Female Commonnames: Hurga, Jeeta, Juuta, Mokka, Panee, Tagri, Zora.
    Adventurers: Gruwaars love adventurer. A gruwaar adventurer always has designs on why he’s with a particular adventuring party. Perhaps he wants to join them to see what they do, with an eye down the road on a scheme to overthrow a kingdom he dislikes. Perhaps the party and he even have a mutual goal. The real trick is getting the party to accept the gruwaar into their midst. However, their wily, persuasive ways make them likeable despite their unusual appearance and often disgusting personal habits.
    Gruwaar Racial Traits
    +2 Dexterity, +2 Charisma, -2 Strength, -2 Wisdom: Gruwaars are nimble, and possess a certain charm that most other races find appealing. However, they are relatively weak and somewhat inattentive.
    Small: As small creatures, gruwaars gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls and a +4 size bonus on Hide checks. They use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
    Gruwaar base land speed is 20 feet. Gruwaars wearing light armor or no armor, with light or no encumbrance, and without items in their hands, may drop to all fours and move at a speed of 30 feet.
    Fey: As fey, gruwaars are immune to spells and effects that only affect humanoids, such as charm person. However, they can still be affected by spells such as charm monster.
    Darkvision: Gruwaars can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise like normal sight, and gruwaars can function just fine with no light at all.
    +2 racial bonus on Hide, Move Silently and Sleight of Hand checks. Gruwaars are preternaturally stealthy.
    Claws: Gruwaars are capable of making natural attacks with their sharp claws. A gruwaar has two natural attacks with their sharp claws. A gruwaar has two claw attacks that deal 1d3 points of damage plus Strength modifier.
    Spell-Like Abilities: 1/day—disguise self. Caster level 1st.
    Automatic Languages: Common, Sylvan and Undercommon. Bonus Languages: Abyssal, Dwarven, Elven, Gnome and Terran. Gruwaars know the languages of their kin as well as those among whom they live, and they learn to speak the languages of their enemies and other underground denizens.
    Favored Class: Rogue and Spellthief. A gruwaar gains +1 skill point each time he gains a level in the rogue or spellthief class.


    Edit: Fixed the test character's sheet in regards to a feat/feature slip-up.
    Last edited by Hadrian_Emrys; 2011-09-06 at 06:52 AM.
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    Quote Originally Posted by Innis Cabal View Post
    Toho has retroactive powers of awesome. He makes things that he hasn't done, and have already happened, better by his existence
    Quote Originally Posted by Ganurath View Post
    If anything, the term should be What Would Toho Do?
    Of course, in all situations the answer is Be A Badass.

  26. - Top - End - #146
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    Quote Originally Posted by unosarta View Post
    What is the terrain of your setting like?

    Also, what is the theme of your campaign like?
    The players are pirates (currently desert pirates) who have recently arrived at their destination of Las Sangas, a city with 60,000 living inhabitants, at least as much construct servants and roughly four times as many undead (most of them mindless, still more under control of others). The city is in the grip of a 400-year-old Lich and one of the three goblin mafia families that exist in the setting. I intend to have the players find out about an ancient underground temple complex from an old order of Lawful anti-undead crazies (which has long since disappeared, except for their traps and perhaps trained monsters). This will of course draw many to the site for entering it to loot it, as well as cause other Lawful anti-undead people to come out of hiding and start a revolution against the Lich, who will send servants into the temple to safeguard something he has kept hidden in there since the city was built on top of it centuries ago.

    The Fire and Land variants of dryads you made sound pretty perfect for that, I figure.

    I might even make use of Naia the Ríad, in a weakened state. She could be what the Lich wanted to keep hidden (because he is a Dry Lich, as presented in Sandstorm), as centuries ago the desert was actually a sea, but the Lich keeps it the way it is to protect himself, via use of large heat magic generators throughout the land (of which one the party has destroyed by accident).

    Quote Originally Posted by unosarta View Post
    Of course, if you are looking for classes only, that is a different thing entirely, and also, in my opinion, not as easily testable. But anyway. If you are using monsters, feel free to use those, and if you want me to, I could probably format them into encounter basis.
    As stated in the first post, I'm looking for classes, prestige classes and monsters. Well, and Tome of Battle disciplines, which I intend to use with a new humanoid-looking dragon monster I'm cooking up.

    Monster entries generally look enough like encounter blocks to me, but tactics suggestions would help tons.

    Quote Originally Posted by Lord Ruby34 View Post
    I bolded the ones my Paladin fix does well, italicized those that it can do competently, and underlined something that it could do with the proper feat selection. I already have it up on this page. Of course a Paladin isn't always appropriate.
    He wasn't appropriate with the goblin mafia or assassin's guild I used in the last session, but with next session (the temple idea I speak of above), a Paladin fits in perfectly.

    Quote Originally Posted by Ziegander View Post
    I just wanted to ask, since it looked like you used the Swordsaint in a single encounter, how did it go? From reading it, it seems like the Swordsaint really didn't contribute much to that encounter, but I'd still like to hear your thoughts.
    To be honest, I haven't gotten to use him yet.

    I wanted him to be a solo encounter, but never got around to using him. His CR is rather below the party's, so I could instead put him together with others I haven't tested yet and put them in a party.

    I noticed now however that you refer to them using the Priest spell list, but it isn't in the thread nor linked. Is the Priest another class of yours?

    Quote Originally Posted by unosarta View Post
    Talking about healers, the Protector of the Hidden Gate prestige class is a Psionic healer/negative energy user, which specializes in using the Energy Powers that allow for energy substitution to Substitute for both Positive and Negative energy.
    Quote Originally Posted by Garryl View Post
    Medic and related feats. Obviously not meant to be fought alone.
    Those looks greatly awesome. Adding them to different parties.

    Quote Originally Posted by Hadrian_Emrys View Post
    *snip*
    There are a couple of things I noticed here. Posted my comments here.
    Last edited by Morph Bark; 2011-09-06 at 07:03 AM.
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    I thought the point of the thread was to give us 'brewers the first-hand data needed to make educated tweaks in the name of balance.

    Regardless, I certainly won't complain if you don't want to give the current draft a spin. It IS your campaign, after all. *shrug*
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    Quote Originally Posted by Innis Cabal View Post
    Toho has retroactive powers of awesome. He makes things that he hasn't done, and have already happened, better by his existence
    Quote Originally Posted by Ganurath View Post
    If anything, the term should be What Would Toho Do?
    Of course, in all situations the answer is Be A Badass.

  28. - Top - End - #148
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Hadrian_Emrys View Post
    I thought the point of the thread was to give us 'brewers the first-hand data needed to make educated tweaks in the name of balance.
    It is. I am actually collecting all the playtest data together so I can put together a Tier list for Homebrew classes I've playtested. However, if from just a basic reading it is clear a class is already stronger than most Tier 1s, playtesting won't make a difference, hence why I make it a point to not test classes that are Tier 1, just plain don't work, or are tied to large homebrew systems like Xenotheurgy (because it would take me too much time to learn them before I could use them, which is a little much for a short few bits of playtesting and would be much better suited to a player trying that out for extended time).

    If at a later date you've brought it down to Tier 2 or below though, I'd be happy to playtest it for you.
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    Quote Originally Posted by Morph Bark View Post
    To be honest, I haven't gotten to use him yet.

    I wanted him to be a solo encounter, but never got around to using him. His CR is rather below the party's, so I could instead put him together with others I haven't tested yet and put them in a party.

    I noticed now however that you refer to them using the Priest spell list, but it isn't in the thread nor linked. Is the Priest another class of yours?
    Ah, okay, I thought I saw him used in one of the encounters, my bad.

    Right, the Priest is another class of mine, it should be in the thread on the last page, but I don't know if the spell list is there or not. You CAN find it here though.

    If you want, I can stat up a new version of the Swordsaint with all the changes that have been made to it and at a higher level so you can still use him as a solo encounter.
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    It is. I am actually collecting all the playtest data together so I can put together a Tier list for Homebrew classes I've playtested. However, if from just a basic reading it is clear a class is already stronger than most Tier 1s, playtesting won't make a difference, hence why I make it a point to not test classes that are Tier 1, just plain don't work, or are tied to large homebrew systems like Xenotheurgy (because it would take me too much time to learn them before I could use them, which is a little much for a short few bits of playtesting and would be much better suited to a player trying that out for extended time).

    If at a later date you've brought it down to Tier 2 or below though, I'd be happy to playtest it for you.
    According to another playgrounder, it is currently a T2-4 class. The wild range of reactions to this project crack me up.
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    Quote Originally Posted by Innis Cabal View Post
    Toho has retroactive powers of awesome. He makes things that he hasn't done, and have already happened, better by his existence
    Quote Originally Posted by Ganurath View Post
    If anything, the term should be What Would Toho Do?
    Of course, in all situations the answer is Be A Badass.

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