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    smile The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    This is the place where I shall put all my 3.5 and Pathfinder homebrew creations. It will mostly be spells, monsters, items, and prestige classes, but other things may also be included.

    When I build things, I always keep simplicity, ease of use, and fun in mind. I favor playability over realism, and fluff over mechanics.

    I would very much appreciate criticism, feedback, and most of all, requests. I will be happy to make stats and fluff for anything you wish, be it an adaptation of something that already exists, or a new idea entirely.

    I hope you can find something in here that you will put to use.
    Last edited by Chainsaw Hobbit; 2011-07-10 at 09:49 PM.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    PYROMANIC
    "I like to watch things BURN!"
    - Grint, Kobold Pyromaniac

    Fire is a destructive force that ruins, consumes, and defaces everything in its path. It exists only to destroy and devour, extinguishing life and toppling mighty creations. It is hard to control, dangerous, and quite painful to work with. No wonder it is so popular amongst teenagers.

    Pyromaniacs are those who take the use of fire to a whole new level. They greatly enjoy wielding it for personal gain, for a cause, and even just for fun. If fire doesn't fix it, they want nothing to do with it.

    They have to ability to conjure white blades of fire which they use to cut down their foes. They can also summon great masses of the stuff which they can use to wreck everything in their path. As they begin to master the art, they gain whole new abilities such as the power to surround themselves in a swirling cloud of flame.

    Role: Pyromaniacs are best in medium-range combat. They are frailer than hardcore melee fighters and don't have the raw offensive power of single-class mages. They do, however, have their own way of turning the tide of a battle by wearing down foes with a stream of damage and debuffing, and then swooping in to finish them off. One of their strengths is their ability to effect many targets at the time, and at higher levels they can even bring down (or at least scatter) whole groups of foes in a single round.

    Alignment: Because fire is unpredictable, organic, yielding, and randomly destructive, pyromaniacs favor chaotic alignments. Though lawful pyromaniacs exist (most notably hobgoblins), they are rare and usually evil.

    Hit Die: d8

    REQUIREMENTS

    To become a pyromaniac, a character must fulfill the following criteria:
    • Spellcasting: Ability to cast 3rd level arcane spells, and ability to cast at least two spells that deal fire damage.
    • Base Attack Bonus: +3.


    CLASS SKILLS

    The pyromaniac's class skills include Climb, Acrobatics, Intimidate, Spellcraft, and Knowledge (Arcana).
    Skill Points Per Level: 4 + Int Modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Flame Blast 4d6, Flame Blade, Fire Resistance 10|

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Draining Heat|+1 level of existing arcane spellcasting class

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Flame Blast 5d6, Scalding Air|+1 level of existing arcane spellcasting class

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Flame Blade +1, Burn Everything|

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Flame Blast 6d6, Crippling Flame Blade, Fire Resistance 15|+1 level of existing arcane spellcasting class

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Ignite Foe|+1 level of existing arcane spellcasting class

    7th|
    +7/+2
    |
    +5
    |
    +6
    |
    +2
    |Flame Blade +2, Flame Blast 7d6, Swirling Fire|

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Burning Wound|+1 level of existing arcane spellcasting class

    9th|
    +9/+4
    |
    +6
    |
    +7
    |
    +3
    |Flame Blast 8d6, Fwacoom|+1 level of existing arcane spellcasting class

    10th|
    +10/+5
    |
    +7
    |
    +x
    |
    +3
    |Flame Blade +3, Burn the Masses, Fire Resistance 20|[/table]

    CLASS FEATURES:

    The following are the class features of the pyromaniac prestige class.

    Fire Resistance (SU): At 1st level, you reduce all fire damage you take by 10 points. The resistance increases to 15 at 5th level, and 20 at 10th level.

    Flame Blade (SP): At any time, you can conjure a blade of fire that can only be wielded by you, acts like a scimitar, and deals fire damage on a successful hit. You can dismiss the weapon whenever you like, and can only have one in existence at any time. At 4th level, the blade gains a +1 bonus to attack rolls and damage rolls. The bonus increases to +2 at 7th level, and +3 at 10th level.

    Flame Blast (SP): At 1st level, you gain an ability that allows you to make a ranged touch attack with a 30 foot range. On a hit, the target takes 4d6 fire damage. This power requires a standard action, and can be done as many time per day as you like. You add an extra d6 to the damage roll at every odd-numbered level above first.

    Draining Heat (SU): At 2nd level, whenever you score a critical hit with your flame blast, the target takes 1 point of Strength damage, and 1 point of Constitution damage. They must have taken at least 1 point of damage from the attack for this effect to function.

    Scalding Air (SP): At 3rd level, you gain the ability to push your foes back with superheated air three times per day. It is a ranged touch attack that requires no action and has a range of 10 feet. On a hit, the target is pushed back 15 feet and takes 2d10 fire damage. They can make a saving throw with a DC of 20 + your highest ability modifier to avoid being pushed back.

    You can also use this power to deflect missile weapons. After the ranged attack roll is made, you can spend a free action to make a ranged touch attack of your own. If your roll exceeds that of the attacker, the arrow or other projectile is averted.

    Burn Everything (SU): At 4th level, whenever you use a spell that deals fire damage and targets multiple creatures, all creatures damaged by the spell take an amount of fire damage equal to half the damage they took from the spell the next round.

    Crippling Flame Blade (SU): Whenever you roll a natural 20 on an attack with your flame blade, the unlucky target takes 1d4 points of Constitution damage.

    Ignite Foe (SU): Five times per day, after hitting with your flame blade, you can choose to ignite the target. When ignited, a creature takes 2d10 fire damage at the start of your turn for 1d4 rounds.

    Swirling Fire (SP): Once per day, as a full-round action, you can surround yourself in a 10-foot aura of swirling fire that lasts for 2d4 rounds. At the start of your turn, all creatures within the aura takes 6d6 fire damage. This damage can be halved with a successful reflex save.

    Burning Wound (SU): Whenever you are hit be a melee attack, the attacker must make a reflex save to avoid taking 2d6 fire damage. Flaming blood erupts from your injury and scorches your foe.

    Fwacoom (SU): When you cast a spell that deals fire damage, for each creature effected, the spell does an extra 5 damage to each target. This effect can not increase the damage to any target by any more than 15.

    Burn the Masses (SP): When you start your turn, each enemy within 15 feet must make a reflex with a DC equal to 20 + your highest ability modifier save to avoid taking 1d12 fore damage.You can suppress this power if you like, and you have to actively perceive a creature before it can by damaged by this effect.


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

    For those of you who like to skim, I made a list of things the PrC gets that makes it awesome:
    • D8 hit die.
    • Full BAB.
    • A fire-based melee attack that functions as a scimitar and constantly gets better.
    • An at-will ranged touch attack that deals fire damage and constantly gets better.
    • Lots of powers that juice up fire attacks.
    • A couple of all-new fire attacks that are quite nasty, but can only be accessed at higher levels.
    • Good Fortitude and Reflex saves.
    • Average skill points.
    • Decent class skills.
    • Pretty easy entry requirements.


    It was originally designed to be tier 3, but turned out closer to tier 2.
    Last edited by Chainsaw Hobbit; 2011-08-07 at 11:12 AM.

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    Bugbear in the Playground
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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    I really like this class and I think its abilities fit well together.
    Scalding air is probably my favorite, but I think that it could use a progression in damage and distance pushed.
    And as for the fire resistance, I would just grant immunity at the final level of this class.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Pick me! Pick me! Can you make a prestige class and bloodline and perhaps archetype for blasty sorcerers?
    ~ Thanks to Crimmy for Richardtar ~

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Shadow Lord View Post
    Pick me! Pick me! Can you make a prestige class and bloodline and perhaps archetype for blasty sorcerers?
    I'll get to work on some blasty sorcerer options.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Yay
    ~ Thanks to Crimmy for Richardtar ~

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    PAINBRINGER BLOODLINE

    Your mind trembles and spasms with charges of charges of irrational sadism. You are driven to lash out at other creatures by your own twisted mind, which claws at your soul and gnaws at your sanity. You inflict pain and death not only out of utility, but so that you might know release.

    Class Skill: Intimidate.

    Bonus Spells: Corrosive Touch (3rd), Mad Hallucination (5th), Pain Strike (7th), Terrible Remorse (9th), Symbol of Pain (11th), Eyebite (13th), Plague Storm (15th), Horrid Wilting (17th), Transmute Blood to Acid (19th).

    Bloodline Acana: Whenever you cast a spell with the word "pain" in its name, the spell has a +5 bonus to overcome spell resistance, and the saving throw DC (in any) is increased by +5.

    Bloodline Powers: The spark of blood lust flows through you and manifests in several different ways. You are immediately granted the ability to wrack creatures with agony just by touching them, and your power skyrockets from that point on.
    Finger of Agony (SP): Starting at 1st level, you can inflict great pain with a touch of your finger. To do so, you must make a melee touch attack. It you hit, the target takes 1d6 points of nonlethal damage and loses one of their actions on their next turn. You add a d6 to the damage dealt at every odd numbered level level after that.

    Impervious (SU): Starting at 3rd level, you master your own body, rendering you immune to physical pain. Any nonlethal damage you take is halved, and you are immune to pain effects. You also gain an extra hit point, and another one at every even-numbered afterwards.

    Wreck Body (SP): At 9th level, you gain the ability to torture a creature by making their flesh and bones warp beyond their natural limits. You giggle manically as they spasm and crumple to the floor. This power can be used a number of times a day equal to your charisma modafirer, can effect any creature within 50 feet, and deals 10d6 points of damage. A successful fortitude save with a DC equal to 10 + your Charisma modifier + half your sorcerer level can cut the damage in half.

    Sadistic Rush (SU): At 15th level, whenever you deal more than 30 points of lethal or nonlethal damage with a spell, you can choose to either move up to you're speed, or take a standard action.

    Insatiable Sadism (SU) At 20th level, whenever you deal lethal or nonlethal damage, you regain hit points equal to half the damage dealt. This ability can only come into action once per round.
    Last edited by Chainsaw Hobbit; 2011-07-10 at 05:08 PM.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    That's... awesome. The only problem that I can see with it, is that Sadistic Rush allows you to cast another spell, which can get another Sadistic Rush. Maybe make it once per round?
    ~ Thanks to Crimmy for Richardtar ~

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Shadow Lord View Post
    That's... awesome. The only problem that I can see with it, is that Sadistic Rush allows you to cast another spell, which can get another Sadistic Rush. Maybe make it once per round?
    I just fixed it. I'm going to do some spells now. Maybe some feats also.
    Last edited by Chainsaw Hobbit; 2011-07-10 at 05:12 PM.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Twilight Muse View Post
    I just fixed it. I'm going to do some spells now. Maybe some feats also.
    Thanks, Twilight. You're a very good person. I'm baking you a cookie now, and it shall be sent to you presently.
    ~ Thanks to Crimmy for Richardtar ~

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Cool. Maybe I could request a less sucky than the actual Knightly prestige class? Some that doesn't use spellcasting or tob, instead giving good knightly abilities (maybe some different paths so it could work for several different orders?).
    My Homebrew
    5e - The Artificer (of Alancia)
    AGE of Darkness, converting World of Darkness to AGE
    Dungeons & Dark Souls, bringing the Souls universe to your 5e


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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by DiBastet View Post
    Cool. Maybe I could request a less sucky than the actual Knightly prestige class? Some that doesn't use spellcasting or tob, instead giving good knightly abilities (maybe some different paths so it could work for several different orders?).
    Sure. I would love to.

    I will make a knight base class that does not use stances, maneuvers, or spellcasting. It will have a focus on fighting multiple opponents, to feel heroic.
    Last edited by Chainsaw Hobbit; 2011-07-10 at 08:13 PM.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Rentaromon View Post
    Maybe you can help me with something i have been working on in pathfinder. Ive wanted a class that is fast and agile like a monk but can wield weapons with the skill of a fighter, specificly polearms. Ive worked a bit on it but only the bare basics, if you want to help GREAT! Use what you want, ignore what u want.



    Weapon Master:
    Wisdom AC-AC bonus-Movement bonus as monk
    Weapon Specilization: light-1hand-2hand
    Light: when using only light weapons you add your wisdom modifier to your attack bonus, to a maximum of half your class level.
    At lvl 5 you gain sneak attack with light weapons equal to your class lvl -4.
    1-hand: when using a 1 handed weapon and a open hand you may add your class level to a combat maneuver of your choice, at level 9 you add another combat maneuver and another at 16 and 20. You may choose from disarm ,trip, sunder, push/pull, and bull rush
    2-hand: when using a 2 handed weapon
    Weapon Tricks:

    Bonus combat Feats: At lvl 1,4,8,12,16,20 you gain a bonus combat feat.

    Signature Weapon: Gain weapon focus and specialization in a weapon at lvl 3.

    Signature Weapon Improved: Gain improved weapon focus and specialization at lvl 8.
    This is your project, so I would appreciate it you removed it from my thread and started your own. I may work on it when I have time, or perhaps work aspects of it into my other projects.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Twilight Muse View Post
    This is your project, so I would appreciate it you removed it from my thread and started your own. I may work on it when I have time, or perhaps work aspects of it into my other projects.
    wow did not expect that responce. u said the main thing you wanted was requests so i gave you one. i realy havent worked on this idea at all i just threw some random ideas for a class that seems to be missing. if its not something you want to do then ill let it die.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Rentaromon View Post
    wow did not expect that responce. u said the main thing you wanted was requests so i gave you one. i realy havent worked on this idea at all i just threw some random ideas for a class that seems to be missing. if its not something you want to do then ill let it die.
    Sorry. It seemed like you were posting a half-baked homebrew creation and asking for comments. If you were simply posting a list of ideas, I would be happy to help.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Twilight Muse View Post
    Sorry. It seemed like you were posting a half-baked homebrew creation and asking for comments. If you were simply posting a list of ideas, I would be happy to help.
    id say it was 50% half-baked 50% list of ideas.

    i had planned on doing something with the idea but i realy am not shure what i want to do with it. i was messing with the idea of special skills for the class like the rogue and barbarian has but there realy is no point when almost everything i could think of was already a feat.

    one idea i thought up was some way to get BaB based feats earlyer, like he counts his BaB as +2 higher for feats or something.

    if u want to help id be thankfull, if u dont ill leave u alone

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    a bit of an ambitious request I have...

    Any chance you can make a Base class, based very close to the Dragoon job class from Final Fantasy XI, which I fear you may hate me for this, will also need a Familiar that levels up, with the class (in the form of the little blue wyvern that tags along with the Dragoon)?
    Last edited by Razgriez; 2011-07-11 at 05:46 AM.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Razgriez View Post
    a bit of an ambitious request I have...

    Any chance you can make a Base class, based very close to the Dragoon job class from Final Fantasy XI, which I fear you may hate me for this, will also need a Familiar that levels up, with the class (in the form of the little blue wyvern that tags along with the Dragoon)?
    Well you would certainly have to gave me more information, since I've never played any installment of Final Fantasy. If I knew more, I could probably do something for you.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Twilight Muse View Post
    Well you would certainly have to gave me more information, since I've never played any installment of Final Fantasy. If I knew more, I could probably do something for you.
    http://wiki.ffxiclopedia.org/wiki/Dragoon

    That's pretty much the entire list of the Dragoon's Abilities from FF11

    The quick, basic history of the Dragoon Class in Final Fantasy: Originally, little more than mounted knights who specialized in polearms (primarily spears and lances) essentially, akin to the type of mounted infantry unit in military history. Over time, they broke away from the historical reference, and became essentially knights who emulated Dragons (Typically the good/holy dragons, such as Bahumet) Their typical trademark abilities is wear Medium or heavy armors, wield Spear/lance like pole arms, depending on the game ((FFXI for example, pretty much let Dragoons wield just about any kind, including, spears, lances, naginatas, halberds, and so on and so forth. Essentially, if it could feasibly be used for primarily thrusting, as well as some slashing, and it was a blade on a stick and not a great axe or scythe. Dragoons used it.)

    The Dragoon in FFXI, main role is a Damage Dealer, It hits stuff, along with it's little blue Wyvern buddy, deals damage, and builds up "Tactical Points" (TP) to unleash a Limit Break/Special attack known as a Weapon Skill. but thanks to it's Wyvern pet's unique nature, can take on a multi role purpose, depending on the sub job that was equipped.
    Depending on the Sub job selected, a Dragoon's wyvern can either unleash elemental breath attacks, or Healing breaths that restore HP, or removes some Debuffs.

    The most commonly seen special attack for Dragoon is "Jump" which lets them jump extremely fast high into the air, before plummeting down, spear first, to land on an enemy.

    In FFXI, it takes this to a much further extreme, as of the most latest updates to the game, there are at least 5 different Jump abilities, each having a different effect, and 3 of which (Jump, High Jump, and Super Jump) which gain additional effects, while the Dragoon is under the effects of it's special desperation/Limit Break like ability, "Spirit Surge". The best way I can describe this, is that the Wyvern and Dragoon, merge their spirits temporarily, to turn things up to 11, and then some.

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)


    DRAGOON (converted from some Final Fantasy game)
    Dragoons utilize a unique fighting style that focuses on using bizarre arcane magic to jump very long distances so they can impale unsuspecting foes with tridents. They also keep adorable dragon pets that savagely maul their foes. For more information, see their Final Fantasy Wiki page.

    Role: The job of a dragoon is to dish out large amounts of damage in a very short time, breaking up enemy ranks and crippling powerful foes. They use their magical jumping powers to get close to their enemies, at which point they stab them and then jump away before they can be hit. Meanwhile, their wyvern companions fly overhead and scour enemies with fire, making them easier targets. Dragoons are somewhat frail compared to barbarians and fighters, but make up for this with superior mobility and offensive power. It is intended to be somewhere between tier 2 and 3.

    Hit Die: d8.

    Starting Wealth: 2d10 x 10 gp, average 100 gp.

    Weapon and Armor Proficiency: Trident, scale mail, chain mail, light shields, leather armor, padded armor.

    CLASS SKILLS
    The dragoon's class skills include Acrobatics, Climb, Intimidate, Heal, Ride, and Survival.
    Skill Ranks Per Level: 4 + Int modifier.

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Uncanny Jump, Trident Training, Wyvern

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Trident Mastery +1, Painful Stab

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Improved Jump, Unbalancing Trident

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Trident Mastery +2, Careful Jump

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Breath Synergy, Trident Defense

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Trident Mastery +3, Devastating Trident

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Whirling Entry

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Trident Mastery +4, Manipulating Trident

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Sacrifice Wyvern

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    |Trident Mastery +5, Explosive Takeoff

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Weakening Trident

    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Trident Mastery +6, Mind-Numbing Trident

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    |Durable Wyvern

    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Trident Mastery +7, Enfeebling Trident

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Blood-Letting Trident

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Trident Mastery +8, Jarring Trident

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Rewarding Trident

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Trident Mastery +9, Brutal Trident

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Persistent Trident

    20th|
    +20/+15/+10/+5
    |
    +x
    |
    +x
    |
    +6
    |Trident Mastery +10, Avenging Trident[/table]

    CLASS FEATURES
    All of the following are class features of the Dragoon.

    Trident Training (EX): You gain a +1 bonus to attack rolls with tridents.

    Uncanny Jump (SP): As a move action you can use magic to leap up to your speed. You fly in a straight line 10 feet in the air. Taking off provokes an opportune attack from each adjacent enemy, but landing does not.

    Wyvern (SU): A number of time per day equal to your charisma modifier, you can summon a wyvern to any space within 10 feet of where you are as a free action. It has a telepathic connection to you and obeys your every command. It stays for a number of rounds equal to your dragoon level before returning to its extra-planar home by default, but can by dismissed any time as a free action. If it is slain, it disappears and returns to life on its home plain, but cannot be summoned for the rest of the day.

    It has the following statistics:

    Tiny dragon
    Init + your dragoon level
    - - - - - - - - - -
    DEFENSE
    AC 13 + your dragoon level; touch and flatfooted -2
    hp 10 + twice your dragoon level
    Saves + your dragoon level
    - - - - - - - - - -
    OFFENSE
    Melee claws + your dragoon level (1d4 + half your dragoon level)
    Special Attacks breath
    Speed fly 40
    - - - - - - - - - -
    STATISTICS
    Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
    - - - - - - - - - -
    SPECIAL ABILITIES
    Breath (EX): Once for every time the wyvern is summoned, it can unleash a blast of fire on an unlucky foe within 10 feet as a standard action. The attack deals fire damage equal to 1d6 + your dragoon level, and can be halved by succeeding on a reflex save with a DC equal to 11 + your dragoon level.

    Trident Mastery (EX): You gain a +1 bonus to damage rolls using tridents. This bonus increases by +1 at every odd-numbered level starting at 4th.

    Painful Stab (EX): Whenever you roll the minimum possible amount of damage with your trident, you can re-roll the damage.

    Improved Jump (SU): Your jump speed is increased by 10 feet.

    Unbalancing Trident (EX): Foes you hit with your trident the same round you use your uncanny jump power lose all damage reduction and resistances for 1d4 rounds.

    Careful Jump (EX): Your uncanny jump power does not provoke opportune attacks.

    Breath Synergy (EX): You gain a +2 bonus to attack rolls against creatures that have been damaged by your wyvern's breath during the last minute.

    Trident Defense (EX): You gain a +2 bonus to AC while wielding a trident.

    Devastating Trident (EX): Once per day, after hitting with your trident you can choose to do double the maximum possible damage instead of rolling for damage.

    Whirling Entry (EX): After landing from an uncanny jump, you can choose to use your whirling entry power. If you do, all adjacent creatures must make a reflex save with a DC equal to 15 + half your dragoon level. If they fail, they take damage equal to your dragoon level. You must be welding a trident to do this.

    Manipulating Trident (EX): After hitting a foe with your trident, you can choose to throw them. They must make a fortitude save with a DC equal to 20 + half your dragoon level. If they fail, they slide 5 feet in a direction of your choice.

    Sacrifice Wyvern (SP): As a free action, you can make your wyvern explode. The wyvern dies, and each creature within 5 feet of it takes fire damage equal to 2d10 + your dragoon level. This damaged can be halved by succeeding on a reflex save with a DC equal to 20 + half your dragoon level.

    Explosive Takeoff (SP): Whenever you use uncanny jump, you can choose to use your explosive takeoff power. If you do, each creature adjacent to where you started from must make a reflex save with a DC equal to 15 + half your dragoon level. If they fail, they are pushed back 5 feet and take fire damage equal to your dragoon level.

    Weakening Trident (SP): Once par day, after hitting a creature with your trident, you can choose to have them take 1d6 Constitution damage.

    Mind-Numbing Trident (SP): Once per day, after hitting a foe with your trident, you can choose to render them unable to use any spells or spell-like abilities for 1d4 rounds. They can avoid this effect by succeeding on a Will save with a DC equal to 20 + half your dragoon level.

    Durable Wyvern (SP): When your wyvern takes damage for any reason other than you sacrificing it, you can choose to take the damage instead.

    Enfeebling Trident (SP): Once per day, after hitting a creature with your trident, you can choose to have them take 1d6 Strength damage

    Blood-Letting Trident (SP): Once per day, after hitting a foe with your trident, you can choose to deliver and awful bleeding wound. They take half the damage they too fro the attack at the start of your next turn. This does not include ability damage.

    Jarring Trident (SP): Once per day, after hitting a foe with your trident, you can choose to have them take extra damage equal to twice your dragoon level.

    Rewarding Trident (SP): Whenever you defeat a foe with your trident, you regain hit points equal to twice the number of hit dice they had.

    Brutal Trident (SP): Whenever you score a critical hit with your trident, the target must make a fortitude save with a DC equal to 15 + Half your dragoon level. If they fail, they take an extra 100 points of damage.

    Persistent Trident (SU): Whenever you miss a foe with your trident, you gain a +3 bonus on your next attack roll against them, so long as it happens before the end of your next turn.

    Avenging Trident (SU): You gain a bonus to damage rolls with your trident equal to half the number of hit points you are below maximum.
    Last edited by Chainsaw Hobbit; 2011-07-25 at 10:17 PM.

  21. - Top - End - #21
    Barbarian in the Playground
     
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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Twilight Muse View Post
    This class will be finished later.



    DRAGOON (converted from some Final Fantasy game)
    Dragoons utilize a unique fighting style that focuses on using bizarre arcane magic to jump very long distances so they can impale unsuspecting foes with tridents. They also keep adorable dragon pets that savagely maul their foes. For more information, see their Final Fantasy Wiki page.

    Role: The job of a dragoon is to dish out large amounts of damage in a very short time, breaking up enemy ranks and crippling powerful foes. They use their magical jumping powers to get close to their enemies, at which point they stab them and then jump away before they can be hit. Meanwhile, their wyvern companions fly overhead and scour enemies with fire, making them easier targets. Dragoons are somewhat frail compared to barbarians and fighters, but make up for this with superior mobility and offensive power.

    Hit Die: d8.

    Starting Wealth: 2d10 x 10 gp, average 100 gp.

    Weapon and Armor Proficiency: Trident, scale mail, chain mail, light shields, leather armor, padded armor.

    CLASS SKILLS
    The dragoon's class skills include Acrobatics, Climb, Intimidate, Heal, Ride, and Survival.
    Skill Ranks Per Level: 4 + Int modifier.

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Uncanny Jump, Trident Training, Wyvern

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Trident Mastery +1, Painful Stab

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Improved Jump, Unbalancing Trident

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Trident Mastery +2, Careful Jump

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Breath Synergy, Trident Defense

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Trident Mastery +3

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Class Ability

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Trident Mastery +4

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Class Ability

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    |Trident Mastery +5

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Class Ability

    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Trident Mastery +6

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    |Class Ability

    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Trident Mastery +7

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Class Ability

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Trident Mastery +8

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Class Ability

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Trident Mastery +9

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Class Ability

    20th|
    +20/+15/+10/+5
    |
    +x
    |
    +x
    |
    +6
    |Trident Mastery +10[/table]

    CLASS FEATURES
    All of the following are class features of the Dragoon.

    Trident Training (EX): You gain a +1 bonus to attack rolls with tridents.

    Uncanny Jump (SP): As a move action you can use magic to leap up to your speed. You fly in a straight line 10 feet in the air. Taking off provokes an opportune attack from each adjacent enemy, but landing does not.

    Wyvern (SU): A number of time per day equal to your charisma modifier, you can summon a wyvern to any space within 10 feet of where you are as a free action. It has a telepathic connection to you and obeys your every command. It stays for a number of rounds equal to your dragoon level before returning to its extra-planar home by default, but can by dismissed any time as a free action. If it is slain, it disappears and returns to life on its home plain, but cannot be summoned for the rest of the day.

    It has the following statistics:

    Tiny dragon
    Init + your dragoon level
    - - - - - - - - - -
    DEFENSE
    AC 13 + your dragoon level; touch and flatfooted -2
    hp 10 + twice your dragoon level
    Saves + your dragoon level
    - - - - - - - - - -
    OFFENSE
    Melee claws + your dragoon level (1d4 + half your dragoon level)
    Special Attacks breath
    Speed fly 40
    - - - - - - - - - -
    STATISTICS
    Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
    - - - - - - - - - -
    SPECIAL ABILITIES
    Breath (EX): Once for every time the wyvern is summoned, it can unleash a blast of fire on an unlucky foe within 10 feet as a standard action. The attack deals fire damage equal to 1d6 + your dragoon level, and can be halved by succeeding on a reflex save with a DC equal to 11 + your dragoon level.

    Trident Mastery (EX): You gain a +1 bonus to damage rolls using tridents. This bonus increases by +1 at every odd-numbered level starting at 4th.

    Painful Stab (EX): Whenever you roll the minimum possible amount of damage with your trident, you can re-roll the damage.

    Improved Jump (SU): Your jump speed is increased by 10 feet.

    Unbalancing Trident (EX): Foes you hit with your trident the same round you use your uncanny jump power lose all damage reduction and resistances for 1d4 rounds.

    Careful Jump (EX): Your uncanny jump power does not provoke opportune attacks.

    Breath Synergy (EX): You gain a +2 bonus to attack rolls against creatures that have been damaged by your wyvern's breath during the last minute.

    Trident Defense (EX): You gain a +2 bonus to AC while wielding a trident.
    That's pretty darn cool, dude.
    ~ Thanks to Crimmy for Richardtar ~

  22. - Top - End - #22
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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Could you perhaps make an ACF for me? Not an entire class, mind you, but rather an ACF for the wizard...the ACF in question would be made to allow the wizard to equal the Necro cleric in the undead animation department, and I would somehow want it to have the following things(though you can do whatever else you want with it, it just must have the following..):

    -Full powered Rebuking. None of this "Rebukes of a cleric X levels lower then your class level" stuff. It must have rebuking totally on par with a cleric of a level equal to itself.

    - Some way to obtain animate dead as a level 3 and desecrate as a level 2. This can be anything you can want as long as you are assured to get animate dead as a level 3 spell and desecrate as a level 2.

    - Some way to get the spell General of Undeath easily.

    - No dependence on Wisdom

    Obviously, I want more with it then that, but those are what is absolutely necessary....however...if you don't feel an ACF is a big enough project then I would LOVE for you to brew up a Necromancer class that is a TIER 1 fullcaster who dose NOT use wisdom as it's casting stat...however, if your too swamped an ACF is perfectly fine by me.

    So, would you be willing to take on one of those two projects for me?

    Also...interesting class...if only there was stats for the Turks, Rufas, Kefka and Sephiroth...gives me an idea for a later request...
    Last edited by Maho-Tsukai; 2011-07-12 at 07:02 PM.
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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Maho-Tsukai View Post
    Could you perhaps make an ACF for me? Not an entire class, mind you, but rather an ACF for the wizard...the ACF in question would be made to allow the wizard to equal the Necro cleric in the undead animation department, and I would somehow want it to have the following things(though you can do whatever else you want with it, it just must have the following..):

    -Full powered Rebuking. None of this "Rebukes of a cleric X levels lower then your class level" stuff. It must have rebuking totally on par with a cleric of a level equal to itself.

    - Some way to obtain animate dead as a level 3 and desecrate as a level 2. This can be anything you can want as long as you are assured to get animate dead as a level 3 spell and desecrate as a level 2.

    - Some way to get the spell General of Undeath easily.

    - No dependence on Wisdom

    Obviously, I want more with it then that, but those are what is absolutely necessary....however...if you don't feel an ACF is a big enough project then I would LOVE for you to brew up a Necromancer class that is a TIER 1 fullcaster who dose NOT use wisdom as it's casting stat...however, if your too swamped an ACF is perfectly fine by me.

    So, would you be willing to take on one of those two projects for me?

    Also...interesting class...if only there was stats for the Turks, Rufas, Kefka and Sephiroth...gives me an idea for a later request...
    You might wanna also ask for a way to increase the amount of undead your can have animated with Animate Dead, ala Dread Necromancer, perhaps.
    ~ Thanks to Crimmy for Richardtar ~

  24. - Top - End - #24
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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    True, but I want him to have creative freedom, here...and the deathbound domain power can do that already. Thus, if we are making an ACF(which is what those criteria where for) you could potentially stack the homebrew ACF with the domain powers ACF to swap your bonus feats for domain powers, allowing you to nab the deathbound domain's granted power. There is a 3rd party PrC for arcane casters that grants a weak rebuke if you don't already have rebuke but advances rebuke if you already have it. Taking these two ACFs plus that could get you a perfect arcane necro who is in no way inferior to the cleric necromancy-wise, and since you PrC'ed you won't miss your other bonus feats..

    However, if Twilight Muse wants to make a whole class out if this then yes, a way to increase controllable HD would be awesome.
    Last edited by Maho-Tsukai; 2011-07-12 at 07:09 PM.
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    Strength- 11
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    Constitution- 12
    Intelligence- 15
    Wisdom- 17
    Charisma- 16

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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Maho-Tsukai View Post
    True, but I want him to have creative freedom, here...and the deathbound domain power can do that already. Thus, if we are making an ACF(which is what those criteria where for) you could potentially stack the homebrew ACF with the domain powers ACF to swap your bonus feats for domain powers, allowing you to nab the deathbound domain's granted power. There is a 3rd party PrC for arcane casters that grants a weak rebuke if you don't already have rebuke but advances rebuke if you already have it. Taking these two ACFs plus that could get you a perfect arcane necro who is in no way inferior to the cleric necromancy-wise, and since you PrC'ed you won't miss your other bonus feats..

    However, if Twilight Muse wants to make a whole class out if this then yes, a way to increase controllable HD would be awesome.
    However, why aim for a Necromancer on par with a Cleric-Necromancer? If this is to be an ACF that is a Wizard specialized in the Death to Undeath part of Necromancy, why not make them superior to the Cleric-Necromancer?
    ~ Thanks to Crimmy for Richardtar ~

  26. - Top - End - #26
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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Because I want him to remain tier 1, that's why. Give the ACF TOO MUCH power and it may require drawbacks that knock it down a tier. I'd rather then be equal to the cleric at necromancy and tier 1 then better then the cleric at it and tier 2-tier 3. If I wanted the latter a class for that already exists, it's called the Dread Necromancer.
    Awesome evil Necro-Cleric Avatar created by Ceika

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    Strength- 11
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    Intelligence- 15
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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Quote Originally Posted by Maho-Tsukai View Post
    Because I want him to remain tier 1, that's why. Give the ACF TOO MUCH power and it may require drawbacks that knock it down a tier. I'd rather then be equal to the cleric at necromancy and tier 1 then better then the cleric at it and tier 2-tier 3. If I wanted the latter a class for that already exists, it's called the Dread Necromancer.
    Cleric is actually superior to the Dread Necromancer, because of certain Domain abilities. And it makes me ANGRY!
    ~ Thanks to Crimmy for Richardtar ~

  28. - Top - End - #28
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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    No, the Dread Necromancer is clearly better then the cleric at ANIMATION. His army will be larger, end of story. However, if you really want to see a wizard ACF that makes him better at the cleric in regards to undead animation then I suppose I can add that to my request.

    So for Twilight Muse, consider that an addition to my request.
    Last edited by Maho-Tsukai; 2011-07-12 at 07:25 PM.
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    Strength- 11
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    Intelligence- 15
    Wisdom- 17
    Charisma- 16

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  29. - Top - End - #29
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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    Hm, fighting multiple opponents? That seems extremely interesting. I will wait for it.
    My Homebrew
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    Default Re: The Amazing Homebrew Compendium (for D&D 3.5 and Pathfinder - Taking Requests)

    My hands are a little full with the dragoon at the moment, and I have also received requests to make a weaponmaster PrC and some blasty sorcerer options. I will consider making a necromancer that is on par with th necro cleric once all that is out of the way.

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