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  1. - Top - End - #91
    Troll in the Playground
     
    Amechra's Avatar

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    Default Re: I'm bored; anyone want some homebrew made?

    I'll work on some more stuff tonight; I've been kinda busy with classes, but I have no classes tomorrow, so...
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    I'm back to playing videogames for the internet! Current games: Lenna's Inception and Alundra.

  2. - Top - End - #92
    Bugbear in the Playground
     
    BardGuy

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    Default Re: I'm bored; anyone want some homebrew made?

    Are you going to let people know if you are not going to do their requests?

  3. - Top - End - #93
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    Amechra's Avatar

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    Default Re: I'm bored; anyone want some homebrew made?

    Yes, I will; I'm getting around to most of them.

    To business; I'm not going to do the Bloodcaster; I took a look at it, and I'm not a fan of the numbers in that case. If you want me to... poke... Eiji-kun, I'll do it.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    I'm back to playing videogames for the internet! Current games: Lenna's Inception and Alundra.

  4. - Top - End - #94
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    Default Re: I'm bored; anyone want some homebrew made?

    Quote Originally Posted by Amechra View Post
    To business; I'm not going to do the Bloodcaster


    Wait... to which bloodcaster where you referring there were two blood casting classes "requested".

  5. - Top - End - #95
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    Amechra's Avatar

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    Default Re: I'm bored; anyone want some homebrew made?

    The one Eiji-Kun started (the point-based one.) Quite frankly, I'm not quite interested in bloodcasting thematically, so it is harder for me to come up with neat abilities for them to use.

    Assassins, on the other hand...

    Assassin

    "I'm not nice people. My job is to take nice people, and... inhume them.

    Be a dear and get out of my way; my client kind of wants that sad sack of a person you're protecting to cease moving. I don't want collateral damage, alright?"


    Hit Die: d6
    Skill Points: 4+int
    Skill Points at 1st Level: 4*(4+int)

    {table=head]{colsp=6}Table 1: Assassin|{colsp=4}Spells Per Day
    Level|BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th
    1|+0|+0|+2|+0|Sneak Attack +1d6, Poison Use|-|-|-|-
    2|+1|+0|+3|+0|Evasion, Virulence (+1)|-|-|-|-
    3|+2|+1|+3|+1|Sneak Attack +2d6, Bonus Feat|-|-|-|-
    4|+3|+1|+4|+1|Uncanny Dodge, Virulence (+1, -1)|0|-|-|-
    5|+3|+1|+4|+1|Sneak Attack +3d6, Hidden Knife (Hidden)|0|-|-|-
    6|+4|+2|+5|+2|Virulence (+2, -1), Terror in the Night, Bonus Feat|1|-|-|-
    7|+5|+2|+5|+2|Sneak Attack +4d6, Nowhere Step (10')|1|-|-|-
    8|+6/+1|+2|+6|+2|Improved Uncanny Dodge, Virulence (+2, -2)|1|0|-|-
    9|+6/+1|+3|+6|+3|Sneak Attack +5d6, Hidden Knife (Shifting), Bonus Feat|1|0|-|-
    10|+7/+2|+3|+7|+3|Virulence (+3, -2), Silent Knife|1|1|-|-
    11|+8/+3|+3|+7|+3|Sneak Attack +6d6, Nowhere Step (20')|1|1|0|-
    12|+9/+4|+4|+8|+4|Improved Evasion, Virulence (+3, -3), Bonus Feat|1|1|1|-
    13|+9/+4|+4|+8|+4|Sneak Attack +7d6, Hidden Knife (Befuddling)|1|1|1|-
    14|+10/+5|+4|+9|+4|Virulence (+4, -3), Hide in Plain Sight|2|1|1|0
    15|+11/+6/+1|+5|+9|+5|Sneak Attack +8d6, Bonus Feat, Nowhere Step (30')|2|1|1|1
    16|+12/+7/+2|+5|+10|+5|Virulence (+4, -4), Unassailable Pockets|2|2|1|1
    17|+12/+7/+2|+5|+10|+5|Sneak Attack +9d6, Hidden Knife (Invisible)|2|2|2|1
    18|+13/+8/+3|+6|+11|+6|Virulence (+5, -4), Bonus Feat|3|2|2|1
    19|+14/+9/+4|+6|+11|+6|Sneak Attack +10d6, Nowhere Step (40')|3|3|3|2
    20|+15/+10/+5|+6|+12|+6|Virulence (+5, -5), Never to Wake Again|3|3|3|3[/table]

    The assassinís class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    Weapon and Armor Proficiency: An Assassin is proficient in all simple and martial weapons, as well as all Light armors. An Assassin may cast Assassin spells while wearing light armor without incurring the normal arcane spell failure chance; however, like any other arcane spellcaster, an Assassin wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

    Sneak Attack (Ex): You are a dirty fighter; you strike people hard, without warning, from the shadows.

    An Assassinís attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Assassin flanks their target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Assassin levels thereafter. Should the Assassin score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, an Assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    An Assassin can sneak attack only living creatures with discernible anatomiesóundead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. An Assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An Assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Poison Use (Ex): You are especially good at spreading disgusting and dangerous substances all over your weapons.

    An Assassin never risks poisoning themselves when they apply poisons to their weapon.

    Evasion (Ex): You have to be able to dodge quite a few things in your line of work. Like explosions.

    Whenever an Assassin of at least 2nd level succeeds on a Reflex save against an effect that deals half damage on a successful save, they instead take no damage. Evasion can be used only if the Assassin is wearing light armor or no armor. A helpless Assassin does not gain the benefit of evasion.

    Virulence (Su): You know a few charms and whispered incantations that make the poisons that you use a fair bit more dangerous.

    At 2nd level, an Assassin adds +1 to the save DC for any poison that they personally apply and use; for example, an Assassin that slipped some poison into a person's drink would gain this benefit, as would one that made an attack with a poisoned weapon. At 6th level, and every 4 levels thereafter, the bonus they gain on their save DC is increased by +1.

    At 4th level, an Assassin reduces the number of rounds that they have to wait before their target makes their save against the secondary effect of the poison by 1 round. At 8th level, and every 4 levels thereafter, the number of rounds before the Secondary effect of the poison occurs is further reduced by 1 round.

    Bonus Feat (Ex): An Assassin knows all sorts of tricks that let them be better at, well, assassinating people. It's quite simple, people.

    At 3rd level, and every 3 levels thereafter, an Assassin gains a single Ambush or Metamagic feat that they qualify for as a bonus feat.

    Uncanny Dodge (Ex): You have undergone a massive amount of training to protect your vitals from assault; this is a good thing, since you rather like your kidneys, and would prefer that they weren't stabbed.

    An Assassin of at least 4th level retains their Dexterity bonus to AC (if any), even if they are caught flat-footed or attacked by an invisible creature. However, they still lose their Dexterity bonus to AC if immobilized.

    If an Assassin already has uncanny dodge from a different class, they automatically gain Improved Uncanny Dodge instead.

    Spellcasting: Spellcasting is just another trick of the trade that you... pick up along the way. Isn't it?

    Beginning at 4th level, an Assassin gains the ability to cast a small number of arcane spells, which are drawn from the Assassin spell list. An Assassin must choose and prepare her spells in advance.

    To prepare or cast a spell, an Assassin must have an Intelligence score equal to at least 10 + the spell level. The DC for a saving throw against an Assassinís spell is 10 + the spell level + the Assassinís Intelligence modifier.

    Like other spellcasters, an Assassin can cast only a certain number of spells of each spell level per day; their base allotment is shown in Table 1: Assassin. In addition, they receive bonus spells per day if they have a high Intelligence score. When the above table specifies that an Assassin has 0 spells per day of a given level, they gain only the bonus spells they would be entitled to based on their Intelligence score for that spell level.

    An Assassin may prepare and cast any spell on the Assassin spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.

    Through 3rd level, an Assassin has no caster level. At 4th level and higher, their caster level is equal to one-half their Assassin level.

    Hidden Knife (Ex): What was that? Did you hear something? The guards thought they did. Then you melted out of the shadows, and made sure they wouldn't make a sound.

    An Assassin of at least 5th level may, at the end of any action in which they made any number of attacks and have either cover or concealment, may make a Hide check as a free action at a -10 penalty.

    Once they've reached 9th level, they may move up to 5ft as a free round before making their Hide check, as long as their movement ends in a place where they would have either cover or concealment. The penalty to hide checks that they suffer is reduced to -5.

    Once they've reached 13th level, if they succeed on a hide check against a creature that they had damaged in the preceding action, that creature is treated as flat-footed against all attackers other than you for 1 round, and suffers a -5 penalty to all Spot checks against creatures other than you for the same duration.

    Once they've reached 17th level, they may move up to 10ft before making their Hide check, with the same restrictions as the 9th level version, and take no penalty to their Hide check when using this class feature.

    Terror in the Night (Su): Guards are superstitious; they think the bogeyman is out in the night-time. They're wrong; that is, unless you ARE the bogeyman...

    An Assassin of at least 6th level ignores any poison immunity that is not derived from a creature's type. In addition, if they poison a creature while attacking from hiding, that creature is Shaken for 1 minute if they fail their save against the poison.

    Finally, they add the bonus to save DCs from Virulence to the ability damage dealt by poisons that they use.

    Nowhere Step (Ex): An Assassin that can't move with utter stealth is quite useless at his or her job, wouldn't you think?

    An Assassin of at least 7th level may take a move action to move 10' while hidden; if they do so, they do not have to make new Hide or Move Silently checks for their movement, and their movement doesn't trigger traps.

    At 11th level, and every 4 levels thereafter, the distance they move as a move action while using this class feature increases by 10'.

    Improved Uncanny Dodge: You know what this does; I'll edit it in later.

    Silent Knife (Su): You know how to make an entirely silent kill. Entirely.

    Whenever an Assassin of at least 10th level successfully makes a sneak attack against a creature, that attack, and its consequences, make no sound. In addition, the creature that they struck is treated as if they were within the area of a Silence spell for 1 minute after they are struck; subsequent attacks extend the duration by another minute.

    Improved Evasion: You know what this does; I'll edit it in later.

    Hide in Plain Sight: You know what this does; I'll edit it in later. Yes, this does allow you to use Hidden Knife even when you are too far away from shadows and such.

    Unassailable Pockets (Su): It has always been troublesome being stopped at blockades and being forced to empty your pockets. Luckily, this isn't a problem anymore.

    An Assassin of at least 16th level effectively has an infinite bonus on all Sleight of Hand checks to hide an object on their person; in addition, any object that is hidden on their person is immune to Divination effects.

    Never to Wake Again (Su): When you kill someone, they tend to not get back up. Ever again.

    Whenever an assassin of at least 20th level reduces a creature to 0 or less hit points, that creature dies and cannot be resurrected by any force barring artifacts or deific interference. This is not a death effect.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    I'm back to playing videogames for the internet! Current games: Lenna's Inception and Alundra.

  6. - Top - End - #96
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    RedWizardGuy

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    Default Re: I'm bored; anyone want some homebrew made?

    Not bad. Although I'd personally call the capstone Eternal Slumber or something shorter. Otherwise seems pretty good.
    Newest Work: Pyromancer - My submission for Base Class Contest X
    Vote here.

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    Quote Originally Posted by chess435 View Post
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  7. - Top - End - #97
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    Default Re: I'm bored; anyone want some homebrew made?

    So... the BFC/Minion master base class thing?
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
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  8. - Top - End - #98
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    Amechra's Avatar

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    Default Re: I'm bored; anyone want some homebrew made?

    Quote Originally Posted by bobthe6th View Post
    So... the BFC/Minion master base class thing?
    Working on it...

    EDIT: Dang it; that didn't work.

    I basically can't figure out a way to balance it out without one of two outcomes:

    1. You have a ton of "summons" that go down in one shot, but which you probably are going to be losing track of, and which would be a bitch to balance out action-wise. As in, there isn't a way that you could give them effective attacks and such without breaking the game in half.

    2. You're left with a few simple "summons" which, by the dint of needing them to be simple, are rather boring in how you play them, and which have a knife's-edge wide margin between "not worth the actions to summon them" and "you can kill everything."

    (An explanation for the end of the second one; the way to balance out a bunch of simple summons is having them take a certain number of hits to kill, rather than having HP. They would have to lack ability scores, or at least share them.)


    I wash my hands of it, and I wish anyone else who tries luck.
    Last edited by Amechra; 2013-01-31 at 05:24 PM.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    I'm back to playing videogames for the internet! Current games: Lenna's Inception and Alundra.

  9. - Top - End - #99
    Bugbear in the Playground
     
    BardGuy

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    Default Re: I'm bored; anyone want some homebrew made?

    Update on my request: Influence and emotion should be necessary if spellsouts go away. I edited my post in the main gramarie thread to reflect this. I understand they are both a bit more complex than the other four, and emotion will be a female dog to balance right, but too many spells involve emotion or influence effects for them to be removed from gramarie all together.

  10. - Top - End - #100
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    Goblin

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    Default Re: I'm bored; anyone want some homebrew made?

    How about yon ring using prestige class?
    Last edited by togapika; 2013-02-01 at 04:59 AM.
    Quote Originally Posted by Fredaintdead View Post
    *high fives*
    Someone get this man a medal, because he either reads my posts or my mind.

    Avvy by azuyomi244
    A Warforged Warlock who thinks he's a gnome in a power-suit?

  11. - Top - End - #101
    Barbarian in the Playground
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    Default Re: I'm bored; anyone want some homebrew made?

    Quote Originally Posted by Amechra View Post
    To business; I'm not going to do the Bloodcaster; I took a look at it, and I'm not a fan of the numbers in that case. If you want me to... poke... Eiji-kun, I'll do it.
    Well, if you don't mind to poke Eiji-kun, I suppose it's better than nobody, but I'd still prefer if it was you.

    Whatever you do, thank you already.

  12. - Top - End - #102
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    Lizardfolk

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    biggrin Re: I'm bored; anyone want some homebrew made?

    Hey AMechra, think you could throw your 2 cents in here:http://www.giantitp.com/forums/showthread.php?t=269888
    "A Barbarian attacks with his Axe. A Warlord attacks with his Barbarian."




  13. - Top - End - #103
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    Default Re: I'm bored; anyone want some homebrew made?

    Quote Originally Posted by bobthe6th View Post
    So... the BFC/Minion master base class thing?
    Quote Originally Posted by Amechra View Post
    Working on it...

    EDIT: Dang it; that didn't work.

    I basically can't figure out a way to balance it out without one of two outcomes:

    1. You have a ton of "summons" that go down in one shot, but which you probably are going to be losing track of, and which would be a bitch to balance out action-wise. As in, there isn't a way that you could give them effective attacks and such without breaking the game in half.

    2. You're left with a few simple "summons" which, by the dint of needing them to be simple, are rather boring in how you play them, and which have a knife's-edge wide margin between "not worth the actions to summon them" and "you can kill everything."

    (An explanation for the end of the second one; the way to balance out a bunch of simple summons is having them take a certain number of hits to kill, rather than having HP. They would have to lack ability scores, or at least share them.)


    I wash my hands of it, and I wish anyone else who tries luck.
    Hmm, interesting. Bob, what type of minion-master were we thinking? (Yes I'm chilling here to wast time and procrastinate doing things that matter more, but I am rather intimately familiar with most all minion mechanics, so I mat be able to at least give a few tips...)
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  14. - Top - End - #104
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    Default Re: I'm bored; anyone want some homebrew made?

    Quote Originally Posted by Garryl View Post
    That class [Archon Disciple] needs some serious reworking
    Looking back at it, you're right. I wasn't thinking clearly when I wrote that and it wound up not actually being good at anything. Let's try again.

    The Archon Disciple v2
    Spoiler
    Show


    BAB Fort Ref Will Special Invocations known
    General Offensive Benevolent
    0 2 2 2 Light Ray 1d3, Least Invocations 2 0 0
    1 3 3 3 Light Ray 1d6 2 1 0
    2 3 3 3 2 1 1
    3 4 4 4 Light Ray 2d6 2 2 2
    3 4 4 4 Lantern Invocations 3 2 2
    4 5 5 5 Light Ray 3d6 3 3 2
    5 5 5 5 3 3 3
    6 6 6 6 Light Ray 4d6 4 3 4
    6 6 6 6 4 4 5
    7 7 7 7 Light Ray 5d6 5 5 5
    8 7 7 7 Hound Invocations 5 5 6
    9 8 8 8 Light Ray 6d6 5 6 6
    9 8 8 8 6 6 6
    10 9 9 9 Light Ray 7d6 6 7 7
    11 9 9 9 7 7 8
    12 10 10 10 Light Ray 8d6 8 8 8
    12 10 10 10 Trumpet Invocations 8 8 9
    13 11 11 11 Light Ray 9d6 8 9 9
    14 11 11 11 Light Ray 10d6 9 9 9
    15 12 12 12 Light Ray 11d6 10 10 10

    Hit Die: d8
    Skills: 6+int
    Class Skills: Balance, Concentration, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (any), Listen, Perform (any), Search, Sense Motive, Spot, Survival, Tumble

    Proficiencies: Archon disciples are proficient with all simple weapons and light and medium armor.

    Alignment: Must be lawful good or neutral good.

    Light Ray(su): Ranged touch attack within 30 ft that overcomes all damage reduction.

    Invocations(sla): Like a warlock, an archon disciple knows a fixed number of invocations and can use them as often as she likes. Invocations which require a standard action provoke attacks of opportunity. Unlike a warlock, an archon disciple's invocations are divided into three categories and learned seperately. Also unlike a warlock, the save dc for an archon disciple invocation is 10 + 1/2 class level + cha mod. Caster level is class level if relevant. Any invocation which states "any creature hit by the archon disciples light" can be suppressed at the disciple's option.

    Summary of invocations:

    Level General Offensive Benevolent
    Least minor archon traits evil focus cure light wounds
    detect alignment light weapon remove fear
    orisons aura of menace aid
    Lantern flight light cone magic circle against evil
    lantern form light spear healing light
    tongues spare the innocent cure serious wounds
    illuminate frightening light remove curse/deafness/blindness/poison/disease
    Hound teleport and plane shift light ball panacea
    hound form light volley restoration
    hound's senses greater light weapon healing aura
    archon defenses universal trip aura of faithfulness
    Trumpet pray trumpet heal
    musician's cunning paralyzing light supreme heroism
    devotions prismatic light regenerate


    Combination rules:
    Only one of light weapon, greater light weapon, light cone, light ball and light volley can be used at any one time.
    Light spear cannot be combined with light weapon or greater light weapon.
    Evil focus and spare the innocent cannot be combined with healing light.

    Invocation details:
    Spoiler
    Show


    Least General Invocations

    Minor Archon Traits: Immunity to electricity and petrification, +4 on saves against poison, darkvision to 60 ft

    Detect Alignment: An archon disciple with the invocation always perceives alignment auras as if in the third round of detect evil, good, law and chaos -- except that she is never stunned by overwhelming auras.

    Orisons: All 0th level cleric spells

    Least Offensive Invocations

    Evil Focus: When striking an evil being with light, roll d10s.

    Light Weapon: As a swift action, an archon disciple with this invocation can mold her light ray into a melee weapon she is proficient with. The weapon is typical for its kind except that instead of base damage, it deals light ray damage (and other effects, if she has those invocations). The weapon does not make touch attacks, but it does overcome all damage reduction.

    Aura Of Menace: Any enemy within 20 feet of an archon disciple with this invocation must make a dc 12 + 1/2 class level + cha mod will save or be shaken for 24 hours. An enemy who makes this save once need not do so again against the same archon disciple for another 24 hours.

    Least Benevolent Invocations

    Cure Light Wounds: As spell, at will, standard action

    Remove Fear: As spell, at will, standard action

    Aid: As spell, at will, standard action

    Lantern General Invocations

    Flight: Same speed as base, perfect maneuverability, continuous

    Lantern Form: An archon disciple with this invocation can take on the form of a tiny glowing orb. Changing in and out of this form is a standard action

    Tongues: As the spell, continuous

    Illuminate: An archon disciple with this invocation can use the spells light, dancing lights, daylight, and continual flame at will as standard actions.

    Lantern Offensive Invocations

    Light Cone: Light ray takes the shape of a cone, range is halved.

    Light Spear: Light ray range is quadrupled

    Spare The Innocent: An archon disciple with this invocation may choose when using light ray to have it not effect either good or nonevil creatures.

    Frightening Light: Any creature hit by a light ray from an archon disciple with this invocation must make a will save or become frightened for 1d4 rounds.

    Lantern Benevolent Invocations

    Magic Circle Against Evil: as spell, continuous

    Healing Light: An archon disciple with this invocation can turn the energy in her light rays into positive energy, which heals the living, damages undead and has no effect on objects or constructs.

    Cure Serious Wounds: As spell, at will, standard action

    Remove Curse/Deafness/Blindness/Poison/Disease: Remove all these conditions with a single touch and standard action.

    Hound General Invocations

    Teleport And Plane Shift: As spells, at will, standard action

    Hound Form: Take the form of any dog or wolf as if by a polymorph spell. Shifting in or out is a standard action.

    Hound's Senses: Gain a +8 sacred bonus on listen and survival checks, plus the track feat and the scent ability.

    Archon Defenses: DR 10/evil and SR class level+10.

    Hound Offensive Invocations

    Light Ball: An archon disciple with this invocation can throw a seed of light up to 400 ft and then have it burst in ball of light 20ft radius that does her light ray damage. See the fireball spell for detailed mechanics.

    Light Volley: An archon disciple with this invocation may make a full ranged attack with light rays as with a ranged weapon.

    Greater Light Weapon: As light weapon, but the weapon has magic properties. The total enhancement bonus of the weapon may not exceed (class level - 10) / 2. Changing the enhancements is a swift action.

    Universal Trip: When an archon disciple with this invocation deals damage with her light, she may make an opposed check of her charisma vs. the targets dexterity. If hers is higher, the target falls prone as if tripped.

    Hound Benevolent Invocations

    Panacea: As the spell, at will, standard action

    Restoration: As the spell, at will, standard action, ignore material component

    Healing Aura: An archon disciple with this invocation always radiates positive energy, healing all leaving beings and damaging all undead within 40' by 2hp/round. This can be suppressed as a standard action, and resumed as a swift one.

    Aura Of Faithfulness: All allies within 40' of an archon disciple with this invocation gain a +4 sacred bonus on will saves.

    Trumpet General Invocations

    Pray: An archon disciple with this invocation can request a spell from the assembled host of trumpet archons. She may select any spell from the cleric list or air, destruction, good, law, or war domains of up to 7th level that does not have a material or xp component. She performs a 5-minute ritual to bring the spell into her. At the end of the ritual, she casts the spell.

    Musician's Cunning: An archon disciple with this invocation receives a +8 sacred bonus on all diplomacy, gather information, intimidate, knowledge, perform and sense motive checks.

    Devotions: An archon disciple with this invocation gains the air, destruction, good, law, and war devotion feats.

    Trumpet Offensive Invocations

    Trumpet: Standard action. All enemies within 100' must make a fort save or be paralized for 1d4 rounds.

    Paralyzing Light: Any creature hit by the light of an archon disciple with this invocation must make a fort save or be paralized for 1d4 rounds.

    Prismatic Light: An archon disciple with this invocation fills her light with ever-shifting colors. Any creature hit by the light is effected as if by Prismatic Spray.

    Trumpet Benevolent Invocations

    Heal: As the spell, at will, standard action

    Supreme Heroism: As Greater Heroism, but the morale bonus is +6

    Regenerate: As the spell, at will, standard action

    Last edited by dspeyer; 2015-06-03 at 10:19 PM.

  15. - Top - End - #105
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    Assuming this is also still active, based on your other post, I just thought of something I've wanted done for a long time but never got around to.

    Replace evil and good with selfish and altruist. Sounds easy at first, but lots of spell descriptors need to be altered. Negative energy isn't selfish, after all.
    Last edited by Omnicrat; 2013-02-11 at 09:03 AM.

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    Quote Originally Posted by dspeyer View Post
    Looking back at it, you're right. I wasn't thinking clearly when I wrote that and it wound up not actually being good at anything. Let's try again.

    The Archon Disciple v2
    Spoiler
    Show

    {table=head]BAB|Fort|Ref|Will|Special|{colsp=3}Invocations known
    |||||General|Offensive|Benevolent
    0|2|2|2|Light Ray 1d3, Least Invocations|2|0|0
    1|3|3|3|Light Ray 1d6|2|1|0
    2|3|3|3||2|1|1
    3|4|4|4|Light Ray 2d6|2|2|2
    3|4|4|4|Lantern Invocations|3|2|2
    4|5|5|5|Light Ray 3d6|3|3|2
    5|5|5|5||3|3|3
    6|6|6|6|Light Ray 4d6|4|3|4
    6|6|6|6||4|4|5
    7|7|7|7|Light Ray 5d6|5|5|5
    8|7|7|7|Hound Invocations|5|5|6
    9|8|8|8|Light Ray 6d6|5|6|6
    9|8|8|8||6|6|6
    10|9|9|9|Light Ray 7d6|6|7|7
    11|9|9|9||7|7|8
    12|10|10|10|Light Ray 8d6|8|8|8
    12|10|10|10|Trumpet Invocations|8|8|9
    13|11|11|11|Light Ray 9d6|8|9|9
    14|11|11|11|Light Ray 10d6|9|9|9
    15|12|12|12|Light Ray 11d6|10|10|10[/table]
    Hit Die: d8
    Skills: 6+int
    Class Skills: Balance, Concentration, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (any), Listen, Perform (any), Search, Sense Motive, Spot, Survival, Tumble

    Proficiencies: Archon disciples are proficient with all simple weapons and light and medium armor.

    Alignment: Must be lawful good or neutral good.

    Light Ray(su): Ranged touch attack within 30 ft that overcomes all damage reduction.

    Invocations(sla): Like a warlock, an archon disciple knows a fixed number of invocations and can use them as often as she likes. Invocations which require a standard action provoke attacks of opportunity. Unlike a warlock, an archon disciple's invocations are divided into three categories and learned seperately. Also unlike a warlock, the save dc for an archon disciple invocation is 10 + 1/2 class level + cha mod. Caster level is class level if relevant. Any invocation which states "any creature hit by the archon disciples light" can be suppressed at the disciple's option.

    Summary of invocations:
    {table=head]Level|General|Offensive|Benevolent
    Least|minor archon traits|evil focus|cure light wounds
    |detect alignment|light weapon|remove fear
    |orisons|aura of menace|aid
    |||
    Lantern|flight|light cone|magic circle against evil
    |lantern form|light spear|healing light
    |tongues|spare the innocent|cure serious wounds
    |illuminate|frightening light|remove curse/deafness/blindness/poison/disease
    |||
    Hound|teleport and plane shift|light ball|panacea
    |hound form|light volley|restoration
    |hound's senses|greater light weapon|healing aura
    |archon defenses|universal trip|aura of faithfulness
    |||
    Trumpet|pray|trumpet|heal
    |musician's cunning|paralyzing light|supreme heroism
    |devotions|prismatic light|regenerate[/table]

    Combination rules:
    Only one of light weapon, greater light weapon, light cone, light ball and light volley can be used at any one time.
    Light spear cannot be combined with light weapon or greater light weapon.
    Evil focus and spare the innocent cannot be combined with healing light.

    Invocation details:
    Spoiler
    Show


    Least General Invocations

    Minor Archon Traits: Immunity to electricity and petrification, +4 on saves against poison, darkvision to 60 ft

    Detect Alignment: An archon disciple with the invocation always perceives alignment auras as if in the third round of detect evil, good, law and chaos -- except that she is never stunned by overwhelming auras.

    Orisons: All 0th level cleric spells

    Least Offensive Invocations

    Evil Focus: When striking an evil being with light, roll d10s.

    Light Weapon: As a swift action, an archon disciple with this invocation can mold her light ray into a melee weapon she is proficient with. The weapon is typical for its kind except that instead of base damage, it deals light ray damage (and other effects, if she has those invocations). The weapon does not make touch attacks, but it does overcome all damage reduction.

    Aura Of Menace: Any enemy within 20 feet of an archon disciple with this invocation must make a dc 12 + 1/2 class level + cha mod will save or be shaken for 24 hours. An enemy who makes this save once need not do so again against the same archon disciple for another 24 hours.

    Least Benevolent Invocations

    Cure Light Wounds: As spell, at will, standard action

    Remove Fear: As spell, at will, standard action

    Aid: As spell, at will, standard action

    Lantern General Invocations

    Flight: Same speed as base, perfect maneuverability, continuous

    Lantern Form: An archon disciple with this invocation can take on the form of a tiny glowing orb. Changing in and out of this form is a standard action

    Tongues: As the spell, continuous

    Illuminate: An archon disciple with this invocation can use the spells light, dancing lights, daylight, and continual flame at will as standard actions.

    Lantern Offensive Invocations

    Light Cone: Light ray takes the shape of a cone, range is halved.

    Light Spear: Light ray range is quadrupled

    Spare The Innocent: An archon disciple with this invocation may choose when using light ray to have it not effect either good or nonevil creatures.

    Frightening Light: Any creature hit by a light ray from an archon disciple with this invocation must make a will save or become frightened for 1d4 rounds.

    Lantern Benevolent Invocations

    Magic Circle Against Evil: as spell, continuous

    Healing Light: An archon disciple with this invocation can turn the energy in her light rays into positive energy, which heals the living, damages undead and has no effect on objects or constructs.

    Cure Serious Wounds: As spell, at will, standard action

    Remove Curse/Deafness/Blindness/Poison/Disease: Remove all these conditions with a single touch and standard action.

    Hound General Invocations

    Teleport And Plane Shift: As spells, at will, standard action

    Hound Form: Take the form of any dog or wolf as if by a polymorph spell. Shifting in or out is a standard action.

    Hound's Senses: Gain a +8 sacred bonus on listen and survival checks, plus the track feat and the scent ability.

    Archon Defenses: DR 10/evil and SR class level+10.

    Hound Offensive Invocations

    Light Ball: An archon disciple with this invocation can throw a seed of light up to 400 ft and then have it burst in ball of light 20ft radius that does her light ray damage. See the fireball spell for detailed mechanics.

    Light Volley: An archon disciple with this invocation may make a full ranged attack with light rays as with a ranged weapon.

    Greater Light Weapon: As light weapon, but the weapon has magic properties. The total enhancement bonus of the weapon may not exceed (class level - 10) / 2. Changing the enhancements is a swift action.

    Universal Trip: When an archon disciple with this invocation deals damage with her light, she may make an opposed check of her charisma vs. the targets dexterity. If hers is higher, the target falls prone as if tripped.

    Hound Benevolent Invocations

    Panacea: As the spell, at will, standard action

    Restoration: As the spell, at will, standard action, ignore material component

    Healing Aura: An archon disciple with this invocation always radiates positive energy, healing all leaving beings and damaging all undead within 40' by 2hp/round. This can be suppressed as a standard action, and resumed as a swift one.

    Aura Of Faithfulness: All allies within 40' of an archon disciple with this invocation gain a +4 sacred bonus on will saves.

    Trumpet General Invocations

    Pray: An archon disciple with this invocation can request a spell from the assembled host of trumpet archons. She may select any spell from the cleric list or air, destruction, good, law, or war domains of up to 7th level that does not have a material or xp component. She performs a 5-minute ritual to bring the spell into her. At the end of the ritual, she casts the spell.

    Musician's Cunning: An archon disciple with this invocation receives a +8 sacred bonus on all diplomacy, gather information, intimidate, knowledge, perform and sense motive checks.

    Devotions: An archon disciple with this invocation gains the air, destruction, good, law, and war devotion feats.

    Trumpet Offensive Invocations

    Trumpet: Standard action. All enemies within 100' must make a fort save or be paralized for 1d4 rounds.

    Paralyzing Light: Any creature hit by the light of an archon disciple with this invocation must make a fort save or be paralized for 1d4 rounds.

    Prismatic Light: An archon disciple with this invocation fills her light with ever-shifting colors. Any creature hit by the light is effected as if by Prismatic Spray.

    Trumpet Benevolent Invocations

    Heal: As the spell, at will, standard action

    Supreme Heroism: As Greater Heroism, but the morale bonus is +6

    Regenerate: As the spell, at will, standard action

    I just now noticed that this got posted. It looks great!
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  17. - Top - End - #107
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    Quote Originally Posted by Pyromancer999 View Post
    If you're still taking requests, I'd like a base class that's like the Apostle of Peace from Book of Exalted Deeds: non-combatant that's peaceful, but is still able to make a sizable impact on gameplay.
    Once again, hoping this has sat long enough.

    Champion of Peace
    Spoiler
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    Lvl BAB Fort Ref Will Special Spells per Day
    0 1 2 3 4 5 6 7 8 9
    1 0 0 0 2 Code of Conduct, Turn Undead 3 2
    2 1 1 1 3 Pacifying Touch, Domains 4 3
    3 1 1 1 3 4 3 1
    4 2 1 1 4 5 3 1 1
    5 2 2 2 4 Turn Fiends 5 3 2 2
    6 3 2 2 5 5 4 2 2 1
    7 3 2 2 5 5 4 3 2 1 1
    8 4 3 3 6 Find the Cause 6 4 3 2 2 2
    9 4 3 3 6 6 4 3 3 2 2 1
    10 5 3 3 7 6 5 3 3 3 2 1 1
    11 5 4 4 7 Hold Attention 6 5 4 3 3 2 2 2
    12 6 4 4 8 6 5 4 3 3 3 2 2 1
    13 6 4 4 8 6 5 4 4 3 3 3 2 1 1
    14 7 5 5 9 Dispel Violence 6 6 4 4 4 3 3 2 2 2
    15 7 5 5 9 Improved Metamagic 6 6 5 4 4 3 3 3 3 2
    16 8 5 5 10 Domain Lists 6 6 5 4 4 4 3 3 4 3
    17 8 6 6 10 Bind Promise 6 6 5 5 5 4 4 4 4 3
    18 9 6 6 11 Improved Metamagic 6 6 6 6 5 5 5 4 4 4
    19 9 6 6 11 Beguiler List 6 6 6 6 6 6 5 5 5 4
    20 10 7 7 12 Mass Ressurection 6 6 6 6 6 6 6 6 6 5

    Hit Die: d6
    Skills: 6+int
    Class Skills: Bluff, Concentration, Diplomacy, Gather Information, Knowledge(any), Perform(any), Sense Motive, Spellcraft

    Proficiencies
    A champion of peace is not proficient with any weapons or armor.

    Code of Conduct:
    A champion of peace must never harm another living being, except for outsiders with the evil subtype. Harm includes hit point damage, ability score damage, causing massive pain, lasting psychological damage, or restricting in such a way that the champion's allies can harm the creature. It does not include nonlethal damage. Free-willed constructs count as living beings for these purposes.
    A champion of peace who breaks this code immediately loses all class abilities, including spellcasting. Immediately includes if the champion tried to use a spell to violate the code, that spell would fail. A fallen champion of peace can regain her abilities from an atonement spell.

    Spellcasting:
    A champion of peace prepares and casts spells from the cleric list using wisdom. She can lose a prepared spell to cast an equal or lesser level cure spell, just as a cleric can.

    Turn Undead(su):
    A champion of peace turns undead as a cleric of the same level.

    Pacifying Touch(su):
    A champion of peace gains the ability to pacify hostile or angry creatures by touch. The effect is similar to the calm emotions spell. The champion can affect only a single target with each use of the ability, and must touch the target. A touched creature receives no saving throw and spell resistance does not apply. The pacifying touch does not suppress positive emotions, just anger, rage, and hostility. The champion of peace can make a caster level check as if casting dispel magic, to dispel certain mind-affecting spells affecting the target. The pacifying touch can only dispel spells that incite violent emotions in the target, such as fear or rage.

    Domains:
    A champion of peace chooses two domains. These may be anything except for evil or war (and to select chaos or law, she must have that alignment). She gains the special abilities of the domains and may prepare spells from them. Unlike a cleric, a champion of peace has no seperate domain slot, but may use any or none of her daily spells for domain spells.

    Turn Fiends(su):
    A champion of peace can turn and destroy outsiders with the evil subtype as if they were undead.

    Find the Cause(su):
    Often the key to untangling a conflict is to understand it. Therefore, the upper planes provide a champion of peace with knowledge. Once per week, the champion may enter a deep meditative trance while pondering a conflict. An hour later, she emerges with a full understanding of its roots. She does not learn any information held secret by magics a solar cannot penetrate.

    Hold Attention(su):
    A peaceful solution is of little use if no one knows about it. Therefore the upper planes enhance a champion of peace's ability to be heard. Once per day, she may speak with the voice of the upper planes. Anyone within earshot must make a will save (dc 12 + 1/2 class level + cha mod) or stop what they were doing and listen. People do not need to stop doing things which are necessary for survival, including defending themselves against anything that is still attacking. For every 5 ranks the champion has in perform(oratory), the save dc is increased another 2.

    Dispel Violence(su):
    Three times a day, a champion of peace can dispel all magics within 400 ft that induce or facilitate violence as if by greater dispel magic except that the champion gains a +30 sacred bonus to the caster level check.

    Improved Metamagic(su):
    The costs of all metamagic feats are decreased by one, to a minimum of zero.

    Domain Lists(su):
    A champion of peace can prepare spells from any domain list except evil or war. She does not gain the associated special powers.

    Bind Promise(su):
    Sometimes the key to ending a conflict is to build trust. With the full willing concent of the parties involved, a champion of peace can place a geas to maintain a promise. Once the geas is in place, the recipient will fullfill it to the best of his ability. Even if it becomes impossible, he will still try. If it becomes logically incoherent (for example, if he promises to protect something which no longer exists in any form) it will disperse. The geas can be removed by disjunction, miracle or similar effects (not wish or greater dispel magic), but the one seeking to remove it must make a dc 50 caster level check to do so.

    Beguiler List(su):
    A champion of peace can prepare and cast spells from the beguiler list.

    Mass Ressurection(su):
    Even in failure, a champion of peace can succeed. Once per year, she may perform a mass ressurection. Every dead person within her range of vision is effected as if by a ressurection spell. Those who died of old age or whose souls are unwilling to return are unaffected. No material components are required.
    Last edited by dspeyer; 2015-06-04 at 01:11 PM.

  18. - Top - End - #108
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    Is it just me, or did that cleric casting get boosted above cleric casting, and those abilities get boosted above what a cleric has essentially making it a cleric fix? (always odd when you notice you're looking at another cleric fix. )
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Never to Wake Again (Su): When you kill someone, they tend to not get back up. Ever again.

    Whenever an assassin of at least 20th level reduces a creature to 0 or less hit points, that creature dies and cannot be resurrected by any force barring artifacts or deific interference. This is not a death effect.
    Aren't divine spells deific interference? Maybe you should change it to "epic divine magic."
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    Are you familiar with Problem sleuth? If yes, then make the Arbitor class with Sepulchritude as capstone ability and the Tectrix of the Arbitor/Tectrixcalibur.
    If you are not familiar then I highly reccomand reading it.
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  21. - Top - End - #111
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    Default Re: I'm bored; anyone want some homebrew made?

    Quote Originally Posted by drack View Post
    Is it just me, or did that cleric casting get boosted above cleric casting, and those abilities get boosted above what a cleric has essentially making it a cleric fix? (always odd when you notice you're looking at another cleric fix. )
    Generally, cleric fixes *nerf* clerics rather than empower them.

    But Champion of Peace is based on Apostle of peace, which is a double-speed caster. The idea is that being obligatorily peaceful in such a violence-filled world as D&D *requires* an overpowered class to function. I can't speak to this from experience -- I don't actually know anyone who's played a peaceful character.

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    Ah... but people call monk empowering "fixing", so I can't see why it wouldn't be used the same way. Oh well, that clarifies it a bit.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  23. - Top - End - #113
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    Making the monk more powerful is usually called a fix because the monk is weak and impotent. Making the cleric weaker is called a fix because clerics are titans, capable of forcing the world to bend to their whims.

  24. - Top - End - #114
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    Then hat would you suggest as the word for making a cleric stronger?
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Buffing. Or cheating.

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    Holy cow just saw this thread and I have to say some of the idea's are awesome can't wait to see how they turn out.
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    Quote Originally Posted by Amechra View Post
    Alright, first request I felt like doing... THE LIGHTNING WARRIOR!!!1!! (the name is intentional.)

    More seriously, the entire idea behind the class goes from "you are fast" at first level to "you fling lightning bolts around? Oh, those are your melee attacks" at high levels.

    Enjoy, LrdoftheRngs.

    Spoiler
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    Image!

    Lightning Warrior

    I flicker back and forth between being a man and a bolt of lighting. Technically. It's rather a bit much, sometimes...

    HD: d10
    Skill Points per Level: 4+int
    Skill Points at First Level: (4+int)*4

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+0|+0|+2|+2|Nervous Energy, Lightning Touch (+1d6), Lightning Speed
    2|+1|+0|+3|+3|Bonus Feat, Lightning Step
    3|+2|+1|+3|+3|Lightning Touch (+1d6/+1), Evasion
    4|+3|+1|+4|+4|Arcing Defense
    5|+3|+1|+4|+4|Lightning Touch (+2d6/+1), Bonus Feat
    6|+4|+2|+5|+5|Energized Muscles, Gather Charge (Move)
    7|+5|+2|+5|+5|Lightning Touch (+2d6/+2)
    8|+6/+1|+2|+6|+6|Bonus Feat, Spark
    9|+6/+1|+3|+6|+6|Lightning Touch (+3d6/+2), Improved Evasion
    10|+7/+2|+3|+7|+7|Charge Differential
    11|+8/+3|+3|+7|+7|Lightning Touch (+3d6/+3), Bonus Feat, Quick Reactions
    12|+9/+4|+4|+8|+8|Shock Shield, Gather Charge (Swift)
    13|+9/+4|+4|+8|+8|Lightning Touch (+4d6/+3), Quicker than Lightning
    14|+10/+5|+4|+9|+9|Bonus Feat, Leaping Sparks
    15|+11/+6/+1|+5|+9|+9|Lightning Touch (+4d6/+4)
    16|+12/+7/+2|+5|+10|+10|Gather Charge (Immediate), Arc Generator
    17|+12/+7/+2|+5|+10|+10|Lightning Touch (+5d6/+4), Bonus Feat
    18|+13/+8/+3|+6|+11|+11|Shock Absorber
    19|+14/+9/+4|+6|+11|+11|Lightning Touch (+5d6/+5)
    20|+15/+10/+5|+6|+12|+12|Bonus Feat, Living Storm[/table]'

    Class Skills for a Lightning Warrior are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

    Weapons and Armor Proficiency: A Lightning Warrior is proficient in all simple and martial weapons, as well as any weapon that could be affected by Weapon Finesse. In addition, they are proficient in all light armor.

    Nervous Energy (Ex): The humanoid body isn't really designed for holding egregious amounts of energy; however, there is a workaround, in the form of nerves... And, well, once you're supercharging your brain with electricity, you get some effects that look a lot like psionics.

    A Lighting Warrior may take [Psionic] feats even if they do not have a pool of power points, and may acquire Psionic Focus as if they had a single power point.

    A Lightning Warrior may expend their Psionic Focus to "take 15" on Initiative checks.

    Lightning Touch (Su): A Lightning Warrior is holding a primal force all bundled up in their nerves, and they need an outlet for it somehow. And so it beads in any metal they wear like some kind of... lightning. The hard part is getting it into a usable state.

    A Lightning Warrior may, as part of a ritual that takes a minute, fill up any weapon that could be affected by the Weapon Finesse feat or light armor with electricity. If they do so, they may deal an additional 1d6 Electricity damage whenever they make an attack with that weapon. At 5th level, and every 4 levels thereafter, the bonus damage from this ability increases by 1d6, and their reach while wielding a weapon enhanced by this class feature increases by 5'.

    In addition, once the Lightning Warrior has reached 3rd level, they gain a +1 dodge bonus to their armor class and a +1 bonus to their reflex saves whenever they wear armor that was enhanced by this class feature. At 7th level, and every 4 levels thereafter, these bonuses increases by 1.

    Finally, a Lightning Warrior may expend their Psionic Focus as part of either a Standard action or Full-Round action spent attacking to gain a +3 bonus to attack rolls against creatures wearing metal armor for the duration of that action.

    Lightning Speed (Ex): When you hold lightning in your brain and blood, you are bound to react more quickly.

    A Lightning Warrior gains Weapon Finesse as a bonus feat. In addition, once per round as a Swift action, they may expend their Psionic Focus to make a single attack at their highest base attack bonus.

    Bonus Feat (Ex): Lightning brings flashes of light in the dark, that illuminate your flaws so you can better... fix them.

    At 2nd level, and every 3 levels thereafter, a Lightning Warrior gains a bonus feat; these bonus feats must be [Fighter] or [Psionic] feats.

    They must qualify for any bonus feats they take.

    Lightning Step (Su): When you have lightning singing in you, it's very easy to move like lightning.

    A Lightning Warrior of at least 2nd level may expend their Psionic Focus as part of a Move Action; if they do so, they increase their speed by 10ft for every die of bonus damage they gain from their Lightning Touch ability, and add half their class level to Tumble checks to avoid attacks of opportunity.

    In addition, once per round as a Swift action, they may expend their Psionic Focus to move up to 10ft for every die of bonus damage from Lighting Touch. If they would only move 10ft as part of that Swift action, they do not provoke attacks of opportunities from their movement.

    Evasion (Ex): Only fools believe that they can hit lightning; it works the other way around, fools!

    Whenever a Lightning Warrior of at least 3rd level successfully makes a Reflex save against an effect that would deal half damage on a successful saving throw, they instead take no damage. They lose the benefits of this ability if they are wearing armor heavier than Light, or if they are helpless.

    Arcing Defense (Su): If you did manage to strike lightning, what would it do to you? Would it simply pass through you, burning your organs to a crisp?

    As long as a Lighting Warrior of at least 4th level is benefiting from a dodge bonus to armor class from their Lighting Touch class feature, they gain the ability to rebuke attempts to harm them.

    Whenever they would be hit by a melee or ranged attack, they may expend their Psionic Focus and an attack of opportunity; if they do so, the effects vary based on whether the attack was a melee attack or a ranged attack.

    If it was a melee attack, their attacker takes damage equal to the Lightning Warrior's bonus damage from Lighting Touch.

    If it was a ranged attack, the attack automatically misses, as the projectile is struck by a furious veil of sparks.

    This class feature may not be used on ranged touch attacks.

    Finally, whenever the Lightning Warrior would take electricity damage, they may expend their Psionic Focus as an Immediate action to take minimum damage from the electricity, their own charge countering that of the offending shock.

    Energized Muscles (Ex): The truth is, lightning holds a lot of energy; enough to make up for pathetic weaknesses of the flesh. The shear quickness of the jolt shores up any weaknesses that they might have.

    A Lightning Warrior of at least 6th level may add their Dexterity modifier as a bonus to all Strength checks, and may expend their Psionic Focus as a free action whenever they are using a Combat Maneuver to halve the bonus that their opponent would gain from size.

    In addition, they add their Dexterity modifier to damage instead of their their Strength modifier whenever they wield a weapon that uses their Dexterity modifier as a bonus to attack rolls.

    Gather Charge (Ex): It takes a lot of energy to build up a full charge; fortunately, over time, it becomes easier and easier to do this kind of thing more quickly.

    A Lightning Warrior of at least 6th level may make a Concentration check to regain their Psionic Focus as a move action.

    At 12th level, they may make that Concentration check as a Swift action.

    At 16th level, they may make that Concentration check as an Immediate action.

    Regardless of how many actions they gain, they may not make a check to regain their Psionic Focus more than once per round.

    Spark (Su): It's strange what kind of things percolate in the head of a man filled with sparks and shocks. Sometimes, ideas just start firing off...

    A Lightning Warrior of at least 8th level may craft Alchemical Items, even though they aren't a spellcaster; in addition, they may use a Concentration check in place of Craft (Alchemy) checks and any Craft checks intended to make objects out of metal.

    Finally, if they expend their Psionic Focus as part of a Craft check (or replacement Concentration check), they may make that check to figure out how much work they've done that day, still using the price in Silver Pieces to determine their progress.

    Improved Evasion (Ex): Flicker, flicker, and you are gone.

    Whenever a Lightning Warrior of at least 9th level fails a Reflex save against an effect that deals half damage on a successful save, they instead take half damage.

    Charge Differential (Su): Everything is charged; even the blood inside a perfectly mundane man is charged. It's just enough to pull a weapon towards a man.

    Whenever a Lightning Warrior of at least 10th level expends their Psionic Focus to improve an attack made as a Standard action, or to make an attack as a Swift action, that attack is made as a Touch attack.

    Quick Reactions (Su): It would not be befitting that someone who is a scion of lightning to be slow, would it?

    A Lightning Warrior of at least 11th level may choose to "take 15" on their Initiative checks at will, without expending their Psionic Focus.

    In addition, they gain a second Swift or Immediate action each round, which may only be used on class features from this class.

    Finally, they may use the Swift action facets of the Lightning Speed and Lightning Step class features as Immediate actions.

    Shock Shield (Su): The shear impertinence of others, using lightning against you, its rightful lord! They will take the brunt of your vengeance!

    A Lightning Warrior of at least 12th level always takes minimum damage from any effect that would deal Electricity damage to them.

    In addition, a Lightning Warrior can choose to treat any attack made against them as any combination of ranged or melee for the purpose of their Arcing Defense class feature, and may affect Ranged Touch Attacks with that class feature.

    Quicker than Lightning (Ex): You simply flicker between wherever you are, and wherever you wish to go; it is a thing of beauty.

    Whenever a Lightning Warrior of at least 13th level enhances a move action with their Lightning Step class feature, or moves as a Swift or Immediate action, they don't provoke attacks of opportunity for moving.

    In addition, if they move through another creature's space as part of any movement that does not provoke an attack of opportunity, they may make an attack of opportunity against that creature.

    Leaping Sparks (Su): Lightning does not fly; it simply moves where it needs to go, regardless of petty concerns like "gravity."

    A Lighting Warrior of at least 14th level may enhance a Run action with the Lightning Step class feature as if it were a move action.

    In addition, when they enhance their move actions (or Run actions) with their Lightning Step class feature, they gain a Fly speed with Perfect maneuverability equal to their land speed for the duration of that action.

    Arc Generator (Su): It is shear folly to believe that you are safe from lightning if you can't see the sky; a similar principle applies in this situation.

    A Lightning Warrior of at least 16th level automatically confirms any critical hits threatened by an attack enhanced by Lightning Touch, or which was gained from Lightning Speed.

    In addition, in any round in which the Lightning Warrior expends their Psionic Focus to power a class feature, they may double their reach for the purpose of all of their attacks.

    Shock Absorber (Su): You practically live as lightning, so it makes no sense that you would be harmed by electricity.

    A Lightning Warrior of at least 18th level is immune to Electric damage; in addition, if they would be harmed by Electric damage, they instead regain their Psionic Focus.

    Living Storm (Su): It has finally happened; you have shed your mortal "shell", and can now show the world what a true maestro of lightning can do.

    Upon reaching 20th level, a Lightning Warrior's type changes to Elemental, though they may still be resurrected as if they were their original type.

    In addition, they may hold two Psionic Focuses at once, and if they do not have a Psionic Focus held at the beginning of their initiative count, they may make a Concentration check to regain a Psionic Focus as a free action that round.

    Finally, any move action or Run action that they make is automatically modified by Lightning Step, without the expenditure of a held Psionic Focus.
    Talkin to my DM about letting me use this in his campaign xD
    GENERATION 16: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
    OBEY THE SIG! please

    Tremble mabliki vur brengulch, hexlith tepohaic confn ekess nomeno treskri.

  28. - Top - End - #118
    Orc in the Playground
     
    NecromancerGirl

    Join Date
    Feb 2011

    Default Re: I'm bored; anyone want some homebrew made?

    Can I get a redone of the PF class of a souleater one that is no longer a caster based class and allows just better abilities.
    My pride and joy of all my characters: http://pifro.com/pro/view.php?id=6247

  29. - Top - End - #119
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: I'm bored; anyone want some homebrew made?

    Had a conversation today that basically went like this:

    "I've been playing this Druid with an int of 6."

    "That is the lowest int I've ever heard of on a druid."

    "Eh, we take what the dice give us. I basically play her like a puppy"

    "At least since you're a druid you can actually be a puppy half the time"

    From there we got the idea that she should be a magical beast that is sometimes human.

    So that's the request. Make a druid class for magical beasts where wild shape lets them take a humanoid form.

  30. - Top - End - #120
    Ogre in the Playground
     
    FreakyCheeseMan's Avatar

    Join Date
    Jul 2009
    Gender
    Male

    Default Re: I'm bored; anyone want some homebrew made?

    It may be too late to get requests in, but hopefully this is an easy one.

    I'd like to see a Monk-ish class with some Artificer casting. Specifically, the infusions the artificer can use, to bestow weapon and armor enchantments - let the monk do the same, but only for his own fists and skin. This goes beyond just +1 bonuses - Artificers can give specific enchantments, so it'd give the monk a huge boost to versatility.

    Beneath that, I'd just say a fixed version of a normal monk - full BAB, decent HP, and maybe something to let them add their wisdom bonus to HP when they level, instead of CON. Or maybe WIS to attack rolls and damage, instead of STR. Or maybe both, or let them choose. You know more about balance than I do.

    Oh, and I almost forgot: Something that lets a Swarm be a PC. Not something that lets a PC sometimes use a spell or class feature to turn into a swarm, but have something that actually is a swarm, able to take class levels. Just to see the look on the DM's face.
    Last edited by FreakyCheeseMan; 2013-02-13 at 09:52 PM.

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