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  1. - Top - End - #1
    Bugbear in the Playground
     
    Just to Browse's Avatar

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    Default Request a Homebrew: Thread 3

    Welcome! The following is copy/pasted from the original Request a Homebrew thread.

    The purpose for the Request a Homebrew thread is for anyone to request the creation of a specific homebrewed game mechanic or concept - monsters, alternate class abilities, spells, etc. Every DM has been in the position where he or she needs an exciting new monster, unique magic item, or awe inspiring spell the PCs have never seen before, but find themselves lacking the time or inspiration to put it together themselves. Rather than go it alone, this thread's mission is to give everyone access to the fevered imaginations and creation prowess of Homebrew Design's denizens.

    Below are some guidelines for this thread.

    Your Request Should Be Specific: When making a request, the more detail the better. This is not a thread for very general requests - for example "I need a magic item" or "I need a CR 2 monster" would be inappropriate requests. An appropriate request would be more along the lines of "I need a CR 2 monster, non-intelligent but not mindless, for a tomb-raiding adventure in a desert environment (Egyptian influence a plus!). The party has been fighting undead a lot so far, and I'm really looking for something that they would initially think is undead to catch them off-guard. Preferably, it should have some interesting signature ability so it's not just a 'stand there and hammer each other' fight."

    The Homebrew Should Be Fairly Small in Scope: Requests should be for homebrew that could be easily contained in one post - asking for a whole new base class or magic system would be a bit too much for this thread. The concept here is really for DMs to request something they expect to use in short order and don't have the time to develop themselves.

    Keep it Short: While some discussion of created items posted to this thread is fine, try to keep it short and sweet. If a discussion is picking up and is going beyond about 8-9 posts (not including the request post and the post presenting the finished product), please move it over to it's own dedicated thread.

    Don't Post Something Completed Looking for Feedback: Don't post something you've already made and ask for feedback on it or help with completing it. Such creations should be put into their own threads as normal.

    Linking Completed Items: If you've seen something on the boards (or elsewhere) that you think would fit the needs of the poster making the request, feel free to provide a link to it. Please don't repost them entirely to the thread, though. Posting copyrighted material without permission is of course prohibited. (Claiming someone else's work as your own will result in Infractions or other penalties.)

    Numbering: In order to keep things clear and cut down on excessive quoting of requests, please number requests (R.1, R.2, etc.), homebrewed up responses (H.1, H.2, etc) and comments (C.1, C.2, etc.).

    If anyone has any questions about the thread itself, feel free to ask them here or send me a PM.

    Let the Homebrewing begin!

    The next request should be R1112.
    Last edited by Just to Browse; 2015-04-08 at 01:21 PM.
    All work I do is CC-BY-SA. Copy it wherever you want as long as you credit me.

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    Default Re: Request a Homebrew: Thread 3

    EDIT: ALL people making requests in this thread, would you please specify the edition that you are looking for.

    C1110

    Because I feel obliged to do this...

    The Ruby Ring of Ruin should probably just be an at-will item of fireball, and the price for that is given on the guidelines on the SRD. The dispel scroll can indeed only be used by humans, but you should feel free to swap out path abilities for others as appropriate if it makes sense for your character. Don't have actual WHF rules for the book of Hoeth on me at the moment.

    H1110

    Wizarding hat... ehh. How about:

    Wizarding Hat
    You are treated as a fourth-level warp mage for some purposes. You roll 2d6 for the winds of magic and can't channel dice. You use a single lore from the Big Eight, determined by the crafter of the wizarding hat at the time. You know the first- and second-level spells from that lore.

    However, you must also take a will save against a difficulty class of 5, plus the modified casting difficulty of each spell you want to cast, whenever you try to cast a spell. If you fail, you are confused for the rest of the combat.

    Market price: 12000 GP

    Earthing Rod
    Once per day, as an immediate action, the bearer of one or more earthing rods can re-roll a roll on the miscast table (but must accept the second result).

    Market price: 6000 GP.
    Last edited by Jormengand; 2015-12-21 at 11:07 AM.

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    Ogre in the Playground
     
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    Default Re: Request a Homebrew: Thread 3

    Quote Originally Posted by Just to Browse View Post
    Spoiler: I put it in a Spoiler
    Show
    I got sidetracked by a personal project and never added the formal stuff. Thank you for the poke or I wouldn't have remembered at all.

    H 1085: Master of the Mind
    No mind is impenetrable.

    Prerequisites:
    • Capable of casting 2nd-level illusion and enchantment spells
    • Spellcraft 8 ranks
    • Spell Focus (Illusion) or Spell Focus (Enchantment)


    HD: d6
    Good Saves: Will
    Skills: 4 + Intelligence modifier

    Level Special
    1 Restricted casting, bonus feat
    2 Once a fool
    3 Susceptible Mind
    4 Creeping vulnerability
    5 Crack the mind

    Proficiencies: The master of the mind does not gain any new proficiencies.

    Spellcasting: At every level, a master of the mind gains spells as though he had taken a level in a spellcasting class he already possessed. If he has more than one such class, he must choose one.

    Restricted casting: Magic of the mind forces its users to specialize. The spells advanced by this class's spellcasting must use enchantment and illusion spells. If the class is a prepared caster (like wizard or cleric), one spell of each spell level that is prepared must be an illusion spell and one spell of each spell level that is prepared must be an enchantment spell. If the class is a spontaneous caster (like sorcerer or favored soul), one spell known of each spell level must be an illusion spell and one spell known of each spell level must be an enchantment spell. Only then can the master of the mind learn or prepare any other spells. If the class being advanced is not a prepared or spontaneous caster, talk to your DM to work out an acceptable substitute.

    Bonus Feat: If a master of the mind does not have Spell Focus (Illusion) he gains it. If he does not have Spell Focus (Enchantment) he gains it.

    Once a fool (Ex): By probing the minds of his targets, a master of the mind can cast his spells to greater effect. Any creature affected by one of his illusion spells has a -2 to saves against enchantment spells he casts, and vice versa.

    Susceptible Mind (Su): Those who are under the effects of a master of the mind's spells are connected to his magic. Whenever a creature would suffer a save penalty from Once a fool, they can be affected with any spell of the appropriate school in addition to any of the spell's normal targets. This can only be done with spells one level lower than the master of the mind's maximum.

    Spoiler: Example
    Show

    If you affect a target with crushing despair, you can cast phantasmal killer on them and one other creature. Normally phantasmal killer only allows you to target 1 creature, but because the target suffers a -2 penalty to saves against illusion spells and phantasmal killer is an illusion spells, they are an eligible target. You can't do this if phantasmal killer is the highest-level spell you can cast, so you could perform this as a level 9 wizard but not a level 7 wizard.


    Creeping Vulnerability (Ex): The probing magic of a master of the mind grows stronger, allowing him to make even the weakest offense circumvent defenses. If a master of the mind fails to affect a creature with an enchantment or illusion spell, they still suffer the appropriate effects of Once a fool for 1 round per caster level.

    Crack the Mind (Su): Those who devote themselves can conquer any mental bastion. As a standard action, a master of the mind can expend a spell slot and force a target to make a Will Save (DC 15 + 1/2 levels in advanced spellcasting class + highest mental attribute modifier). A creature that fails this save loses any immunity to [Mind-Affecting] effects, but has a +5 on saves against them. If the creature instead has a bonus against [Mind-Affecting] effects, that bonus is reduced by 5 or changed to +5, whichever is less.
    C 1085 Not a problem. It happens. Two things about Crack the Mind you might want to clarify though:

    No listed duration. I doubt it, but is the effect meant to be permanent?

    Is it possible to Crack a creature's mind twice to negate the +5?
    Kaedanis Pyran, tai faernae.
    Spoiler: Quotes
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    Quote Originally Posted by Lycan 01 View Post
    Roland just endorsed a crack pairing?


    Did... did we break the universe?
    Quote Originally Posted by SassyQuatch View Post
    It is a major flaw in the game. Destroy a moon? Sure. Talk to somebody a hundred miles away, that's going to be difficult.
    Quote Originally Posted by Rizban View Post
    Realistically speaking... D&D style magic doesn't exist, so... let's ignore reality.

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    Dwarf in the Playground
     
    SwashbucklerGuy

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    Default Re: Request a Homebrew: Thread 3

    R1112

    I humbly seek racial substitution levels for the following:

    Azurin Crusader

    Duskling Swordsage

    Skarn Warblade

    My deepest thanks in advance!
    "Bender knows love, and love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"- Bender Bending Rodriguez

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    Troll in the Playground
     
    PirateGirl

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    Default Re: Request a Homebrew: Thread 3

    R. 1113 and 1114

    I'd like to see the The Kryt (1113) and the Gorgatopus (1114) converted to 3.5. See here:
    http://www.koboldpress.com/k/front-p...p#.VSfAG_nF-So

    Thanks in advance

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Request a Homebrew: Thread 3

    R1115
    I'd like to request an archetype for the druid that allows it to use metal items, whole warforg-y flavor is a plus.

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    Default Re: Request a Homebrew: Thread 3

    Quote Originally Posted by Debihuman View Post
    R. 1113 and 1114

    I'd like to see the The Kryt (1113) and the Gorgatopus (1114) converted to 3.5. See here:
    http://www.koboldpress.com/k/front-p...p#.VSfAG_nF-So

    Thanks in advance

    Debby
    On it! stupid character limits...
    Have you had enough of unreasonably high LA's and unplayable monsters in 3.5? Then check out the LA-assignment thread! Don't hesitate to give feedback!

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    Default Re: Request a Homebrew: Thread 3

    Quote Originally Posted by Debihuman View Post
    R. 1113 and 1114

    I'd like to see the The Kryt (1113) and the Gorgatopus (1114) converted to 3.5. See here:
    http://www.koboldpress.com/k/front-p...p#.VSfAG_nF-So

    Thanks in advance

    Debby
    Spoiler: H. 1113
    Show
    Kryt
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 7d8+21 (52 hp)
    Speed: 25 ft. (5 squares)
    Initiative: +4
    Armor Class: 18 (+8 natural), touch 10, flat-footed 18
    Base Attack/Grapple: +7/+13
    Attack: Bite +13 melee (1d8+9) or Quarterstaff +13 melee (1d6+6)
    Full-Attack: Quarterstaff +13/+8 melee (1d6+6) and Bite +8 melee (1d8+9)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Hold Breath, Read Entrails, Haunting Vision, Darkvision 60 ft.
    Saves: Fort +5 Ref +5 Will +9
    Abilities: Str 22, Dex 10, Con 17, Int 7, Wis 19, Cha 8
    Skills: Sense Motive +10, Spot +8, Listen +8
    Feats: Improved Initiative, Alertness, Endurance
    Environment: Temperate marches or underground
    Organization: Solitary, Band (4-7 plus one cleric of 3rd-5th level), or tribe (20-50 plus three clerics of 2nd-4th level and a leader of 6th-8th level)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Level Adjustment: +2

    A Kryt's proportions are similar to a dwarf's, but they look like humanoid turtles. Kryts live in small tribal communities. They average a bit over 4 feet tall and weigh around 300 pounds.

    Kryts speak common, though some tribes speak undercommon instead.

    Combat

    Kryts are ferocious warriors that fight in groups ranging from a few to dozens of combatants. They rely on their thick shells for protection and attack by biting and staff-fighting. Not very intelligent, Kryts rarely employ elaborate tactics, though they may use their divinations to find out information about their enemies.

    Hold Breath
    A Kryt can hold its breath a number of rounds equal to four times its constitution score before it risks drowning.

    Read Entrails (Su)
    Once per day, a Kryt can spend 10 minutes studying the fresh entrails of a Small or larger creature sacrified specifically for this purpose. After those ten minutes, the Kryt gains the answer to a single question concerning a specific goal, event or activity to occur within a number of days equal to its hit dice. This does not take into account any influence knowing the answer may have.

    For example, a Kryt can try to divine when a group of adventurers will reach their village, but the divination obviously no longer applies if it then decides to gather a group of warriors and kill the adventurers before they progress any further.

    Haunting Vision (Su)
    Once per round, as an immediate action, a Kryt can respond to a being attacking it by causing a vision of the creature's death to appear. This is a mind-affecting fear effect.

    The affected creature must make a DC 17 Will saving throw or be frightened for 1 round, after which the vision disappears. If it succeeds on the saving throw, it is instead shaken for the same duration.

    Kryts As Characters
    Kryt characters possess the following racial traits.

    - +12 Strength, +6 Constitution, -4 Intelligence, +4 Wisdom, -2 Charisma
    -Medium size
    -A Kryt's base land speed is 25 ft.
    -Racial Hit Dice: A Kryt begins with seven levels of monstrous humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
    -Racial Skills: A Kryt's monstrous humanoid levels give it skill points equal to 10 (2 + Int modifier, minimum 1). Its class skills are Intimidate, Listen, Sense Motive, Spot and Swim
    -Racial Feats: A Kryt's monstrous humanoid levels give it three feats.
    -Weapon Proficiency: A Kryt is proficient with all simple weapons.
    - +8 natural armor bonus
    -Natural Weapons: Bite (1d8)
    -Special Qualities: Hold Breath, Read Entrails, Haunting Vision, Darkvision 60 ft.
    -Automatic Languages: Common. Bonus Languages: Orc, Goblin, Aquan, Undercommon
    -Favored Class: Cleric. Most Kryts worship a mysterious god who, according to their claims, will eventually destroy reality. These clerics have access to the Death, Destruction, Evil, Fate, Knowledge and Oracle domains.
    -Level Adjustment +2


    Spoiler: H.1114
    Show
    Gargoctopus
    Size/Type: Large Monstrous Humanoid (Aquatic)
    Hit Dice: 10d8+20 (65 hp)
    Speed: 30 ft. (6 squares), Swim 40 ft., Climb 30 ft.
    Initiative: +1
    Armor Class: 15 (+2 natural, +3 armor), touch 10, flat-footed 15
    Base Attack/Grapple: +10/+19
    Attack: Tentacle +14 melee (2d8+5) or Bite +14 melee (1d8+5)
    Full-Attack: 4 Tentacles +10* melee (2d8+9) and Bite +8* melee (1d8+9)
    Space/Reach: 10 ft./5 ft. (15 ft. with tentacles)
    Special Attacks: Constrict, Improved Grab, Tentacle Slam, Tentacle Toss
    Special Qualities: Amphibious, Spider Climb, Ink Cloud, Darkvision 60 ft., Telepathy 90 ft.
    Saves: Fort +5 Ref +8 Will +10
    Abilities: Str 21, Dex 12, Con 14, Int 20, Wis 17, Cha 15
    Skills: Not going to assign 91 skill points, just put them in knowledges or something.
    Feats: Multiattack, Master of Knowledge, Swim-By Attack, Power Attack
    Environment: Any Aquatic
    Organization: Solitary or expedition (2-7)
    Challenge Rating: 7
    Treasure: Double standard
    Alignment: Usually True Neutral
    Level Adjustment: -

    A Gargoctopus stands about 9 feet tall and weighs around 600 pounds. They appear as large humanoids with four long tentacles instead of arms.

    Gargoctopi speak common and aquan, and almost all know several more languages.

    *Power Attack is used for -4 to the attack roll.


    Combat

    Gargoctopi prefer to talk rather than fight. If this is not possible, they attack their foes in a flurry of tentacles. When low on health, a Gargoctopus will release a cloud of ink, then flee.

    Amphibious (Ex)
    Gargoctopi can breathe both air and water.

    Constrict (Ex)
    A Gargoctopus deals 1d6+5 points of damage with a successful grapple check.

    Improved Grab (Ex)
    To use this ability, a Gargoctopus must hit a large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Ink Cloud (Ex)
    A Gargoctopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud spreads through water and air and provides total concealment. All vision within the cloud is obscured.

    Tentacle Slam (Ex)
    As a full-round action, a Gargoctopus can slam all creatures it is currently grappling into a solid surface within its reach. This deals 1d12+5 points of damage to all grappled creatures and also forces them to make a DC 17 fortitude saving throw (the save DC is constitution-based). Failure means they are dazed for 1 round.

    Tentacle Toss (Ex)
    As a standard action, a Gargoctopus can throw a medium or smaller creature it is currently grappling. Treat this is a thrown weapon attack with a range increment of 15 ft. for each size category the creature is smaller than the Gargoctopus. If the Gargoctopus throws the creature into a square currently occupied by another creature, both take 2d6 points of damage and fall prone. Otherwise, the tossed creature takes 2d6 points of damage and falls prone.

    Spider Climb (Ex)
    A Gargoctopus can climb sheer surfaces as though with a Spider Climb spell.

    Skills
    A Gargoctopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    It also has a +8 racial bonus on Climb checks, and can always choose to take 10 on a Climb check, even if distracted or endangered.
    Last edited by Inevitability; 2015-04-10 at 03:13 PM.
    Have you had enough of unreasonably high LA's and unplayable monsters in 3.5? Then check out the LA-assignment thread! Don't hesitate to give feedback!

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    Orc in the Playground
     
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    Default Re: Request a Homebrew: Thread 3

    R1116

    Hey Homebrew Savants!

    I'm specifically looking for corvid-themed spells for my 12th Level Wizard. Specifically, 0th through 6th level Wiz/Sorc spells.

    By corvid-themed, I mean they should have a title name, visual and/or action-based thematic manifestation of a crow, raven, magpie, jackdaw ... or the plural of said birds (i.e. "a murder of crows").

    She has a Raven familiar and a lot of gear and build-characteristics that resemble her beloved corvids.

    Thank you for reading ... and your consideration!
    Last edited by Miss Disaster; 2015-04-14 at 06:42 PM.

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    Default Re: Request a Homebrew: Thread 3

    C1116

    If you look at the Lore of Beasts from my Warp Mage class, and grab the Flock of Doom, remove its casting value and augment, and probably bump it up a level, that should work.

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    Troll in the Playground
     
    PirateGirl

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    Default Re: Request a Homebrew: Thread 3

    C. 1116 She can use summon swarm to summon a murder of crows. There are these two spells corvid's cunning and the mass version See here: http://www.d20pfsrd.com/magic/3rd-pa...rvid-s-cunning. You could allow her to use blood crow strike spell (see here: http://www.d20pfsrd.com/magic/all-sp...od-crow-strike).

    Unfortunately a lot of spells that would fit the theme are druid spells. For a niche character, you might want to allow a specialized spell list to allow animal messenger (corvids only) and the like such as calm animal and hold animal as well. Fly spell and wingbind from the Draconomicon could be on her list though they are not specifically corvid-related spells.

    Also, you could alter existing spells so that eagle's splendor becomes magpie's splendor. Change obscuring mist to obscuring feathers. Glibness could be raven's glibness. Her mount spell could summon a oversized flightless bird like an emu or ostrich (no flying birds as it should be on par with a pony or light warhorse). If you want to keep with a theme her mount could be as black as a crow.

    Debby

    P.S. Thanks Dire Stirge for the critters!
    Last edited by Debihuman; 2015-04-15 at 08:02 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Planetar

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    Default Re: Request a Homebrew: Thread 3

    R1112

    Could someone try making D&D/Pathfinder weapon stats for the Charge Blade from Monster Hunter 4?

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    Daemon

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    Default Re: Request a Homebrew: Thread 3

    H1117 (The Charge Blade one)

    Already made one for 5E, but it's a legendary magic weapon: http://www.giantitp.com/forums/showt...9#post19100469

    Also with a Switch Axe and a Gunlance (No IG yet)
    DMs only roll dice for the sound they make

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    Default Re: Request a Homebrew: Thread 3

    C 1116

    Thanks, Jormengand! I'll research it tonight.

    ***

    And Debby, those are excellent suggestions. While I've already "re-wallpapered" some of my spells in corvid-thematics, you definitely gave me some new ideas to explore with your spell tweaks. Plus you reminded me of working towards some Spell Research options (to get some of those Druid spells) once my wizard gets some more downtime in the campaign.

    ***

    To note, I found a rather obscure spell in the Secrets of Sarlona sourcebook (Eberron). It's called Raptor Cloud ... and right out of the gate it has a bunch of nifty benefits where the game mechanics are an ideal fit for my theme needs. It might be a bit overpowered at 4th level though ...
    Last edited by Miss Disaster; 2015-04-15 at 08:54 PM.

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    Default Re: Request a Homebrew: Thread 3

    C/H1116:

    The Flock of Doom (Cast on 5+)
    Conjuration
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./ level)
    Target: All enemies in range
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    You call upon a terrible flock of birds to attack your enemies. Each round, all enemies in the flock of doom take 2 points of damage.

    Cast on an 8+: The flock has a long range and deals 3 points of damage each round.

    I suggest making the normal version a level 2 spell and the cast on 8+ version a level 3 spell, as warp mage spells tend to be far better than wiz/sor spells, plus you don't have to roll to cast it.

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    Default Re: Request a Homebrew: Thread 3

    H1108

    Patron (Prestige Class)


    The patron is the man of influence, of wealth, and power. The patron does not adventure, such is beneath them, the patron is the man behind the group. The patron knows what they want, and they know that there is little need to risk their lives personally.

    Becoming a Patron:

    Becoming a patron is partially a matter of survival instinct, partially a matter of wealth, and partially a matter of the ability to manipulate that wealth and through it manipulate others.

    Prerequisites

    Skills: Diplomacy 10 ranks, Gather Information 10 ranks, Profession (any) 5 ranks.
    Feats: Leadership or Landlord and either Negotiator or Skill Focus (Diplomacy)
    Special: Must own a Business (DMGII page 180), have a stronghold, a noble title, or 100,000 GP in trade goods or otherwise liquid wealth.

    Class Skills:
    The Patron's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Survival (Wis), and Use Magic Device (Cha).
    Skill Points per Class Level: 8 + Int.

    Hit Dice: d8

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Streams of Revenue
    2nd
    +1
    +0
    +0
    +3
    Patron's Magic
    3rd
    +1
    +1
    +1
    +3
    Ear to the Ground
    4th
    +2
    +1
    +1
    +4
    Greater Streams of Revenue
    5th
    +2
    +1
    +1
    +4
    Greater Patron's Magic

    Weapon and Armor Proficiencies: A patron gains no new weapon and armor proficiencies.

    Streams of Revenue (Ex): A patron is well connected, their fingers digging deep into many different pies. Beginning at 1st level a patron gains a +3 on all checks made to run a business and is assumed to make enough weekly income to keep themselves in style and make an additional amount beyond such each week equal to twice the result of a Diplomacy in gold. This is in addition to gold they actively work to obtain (such as by running a business, making profession checks, etc).

    Patron's Magic (Su/Sp): Beginning at 2nd level a Patron learns some basic defensive and divinatory magic to oversee their interests and to protect themselves from unwanted assailants. A Patron is able to ward themselves constantly as if with a Nondetection spell (this is a supernatural ability). In addition they gain the following as spell-like abilities each 1/day with a caster level of 3 times their Patron level: Status (duration increased to 1 day/caster level), Identify (casting time 1 round), Protection from Chaos, Protection from Evil, Protection from Good, and Protection from Law.

    Ear to the Ground (Ex): A patron has contacts everywhere, making new ones as they go. A patron may make a Gather Information check 1/day in 10 minutes instead of its normal time. They may duplicate the effects of a Legend Lore spell 1/day when in a Small City or larger population center (this is the result of investigative minions not magic). Finally 1/week they may make a Gather Information check in response to coming upon a problem, they are treated as if they had made that Gather Information check in any community they have been in within the last week.

    Greater Streams of Revenue (Ex): At 4th level a Patron's Streams of Revenue improves. They gain a +6 on checks made to run a business (instead of +3), and make five times the result of a Diplomacy check in gold each week through their various sources. Finally if they have the Landlord feat they are considered 2 levels higher for the purposes of that feat.

    Greater Patron's Magic (Su/Sp): Beginning at 5th level a Patron learns more of the defensive and divinatory magic that is so necessary in their line of work. They gain the protective benefits of a continual Mind Blank. In addition they may use Analyze Dweomer, Greater Scrying, and Telepathic Bond (except the duration is 1 day/caster level) each as a spell-like ability 1/day with a caster level of three times their Patron level.
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    Default Re: Request a Homebrew: Thread 3

    R1117

    I played Shadows over Mystara a bit and I would like someone to remake the spell "Sticks to Snakes" to work in 3.5

    R1118

    I need an ability for a monster, that is supposed to "Copy" the type of its opponent for an encounter and depending on the type, gain some form of bonus. For example, Copying Giant type could be increasing size category or giving powerful build, whichever you think is more fair.
    Last edited by Yasahiro; 2015-04-26 at 06:01 PM.
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    Default Re: Request a Homebrew: Thread 3

    R1119
    can some one make (or apply )half construct template to tentacle whip from eberron setting and give me its new stats

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    Default Re: Request a Homebrew: Thread 3

    C. 1117, C. 1118 and C. 1119

    Quote Originally Posted by Yasahiro View Post
    R1117

    I played Shadows over Mystara a bit and I would like someone to remake the spell "Sticks to Snakes" to work in 3.5
    If you would be so kind as to post the spell, I'm sure I could convert it using WoTC's own Conversion Manual (and then updating it to 3.5)
    R1118
    I need an ability for a monster, that is supposed to "Copy" the type of its opponent for an encounter and depending on the type, gain some form of bonus. For example, Copying Giant type could be increasing size category or giving powerful build, whichever you think is more fair.
    This is probably a BAD idea unless you want to just use a complete double. Changing abilities is immensely time consuming in battle and you'll be spending a lot of time updating the monster. Is that how you want to spend your time as DM? How about an ability that makes copies of Special Abilities instead?

    Anything You Can Do, I Can Do Better (Su): Three times a day as a Standard action, the creature can perfectly mimic any extraordinary, supernatural or spell-like ability of a creature it has seen. It uses the same DCs as the original creature and does the same damage (if any) as the original creature. The creature being copied must succeed at Will save (DC 10 + Creature's HD + Charisma modifier) or be stunned for 1 round. Abilities that grant things like flight and darkvision last for as many rounds as the creature has HD.

    Unless the base creature is very stupid, it will mimic the best abilities. Without knowing more about the creature, it's difficult to judge what would be overpowered or underpowered. CR range?

    C. 1119

    Quote Originally Posted by khadgar567 View Post
    R1119
    can some one make (or apply ) half construct template to tentacle whip from Eberron setting and give me its new stats
    First, do you have a half-construct template to apply? If not, that should be done first. Not sure how this would work with a symbiont that you could graft. I know the half-golem template could cause you to become a full construct (and then it should lose its symbiont subtype and could no longer be grafted). I don't know of any half-construct templates though. Will look around for you. Actually, adding a template is easy you just do what it says to the base creature. The trick is finding a suitable half-golem template.

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    Last edited by Debihuman; 2015-04-27 at 11:30 AM.
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    Default Re: Request a Homebrew: Thread 3

    Not sure if this would warrant its own thread or not, but...

    R. 1120 I need some help with an idea I had for a Summoner archetype called the "Effigist", which, instead of summoning their Eidolon directly onto the Material Plane, forces it to inhabit a special construct called an Effigy.

    Some thoughts as to what this would entail:

    -Eidolon has the Construct type instead of Outsider
    -Effigy determines base body type and provides a small number of inherent Evolutions which can be changed/replaced at any time through Craft and/or expenditure of GP instead of via evolution points; smaller evolution point pool in exchange
    -Cannot summon Eidolon without Effigy present, but ritual to summon Eidolon is quicker.
    -If Eidolon is slain, Effigy is destroyed and must be restored/replaced before Eidolon can be summoned again
    -At higher levels, Effigy may gain ability to transform into a secondary form with different evolutions of equal cost to the main form
    -Effigy might also gain inherent Magic Armor enhancements with level
    -Considering granting Animate Object variation instead of Summon Monster as class feature

    This isn't a definite list of things the class must have, just some thoughts toward what this Archetype would have to fit the theme of "Construct Eidolon". Feel free to add or change things if it would make it work better.
    Last edited by Mr.Cobalt; 2015-04-27 at 06:43 PM.

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    Default Re: Request a Homebrew: Thread 3

    C1117

    Huh, apparently one of Dragon Magazines actually converted the spell. Nevermind this request.

    C1118

    Nonono. It's more like...

    Each type, like Magical Beast, Monstrous Humanoid, Giant, etc... will only provide one benefit. The monster is supposed to mimic the type, at random unless it has appropriate feat, at the beginning of the encounter. It lasts for entire encounter, it can't change it.

    If such a creature was in the party, or even paired off with some monsters... You have to remember that some DMs try to keep monsters thematic to the situation or dungeon. If the party has to clear the crypt, usually undead would be encountered, no?

    I cannot see this being harder to keep track of than a creature who has a choice between Sheltered Vitality, Claws of the Beast, Enlarge Person etc. And casts one at random, depending on types of enemies, at the beginning of encounter and it lasting for entire encounter.
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    Default Re: Request a Homebrew: Thread 3

    C1118

    Quote Originally Posted by Yasahiro View Post
    Nonono. It's more like...

    Each type, like Magical Beast, Monstrous Humanoid, Giant, etc... will only provide one benefit. The monster is supposed to mimic the type, at random unless it has appropriate feat, at the beginning of the encounter. It lasts for entire encounter, it can't change it.
    Clearly you should make a list for each creature type exactly what can be mimicked. I doubt you'd be happy with any list I made.

    If such a creature was in the party, or even paired off with some monsters... You have to remember that some DMs try to keep monsters thematic to the situation or dungeon. If the party has to clear the crypt, usually undead would be encountered, no?
    Yes, there are thematic situations but just because a party is in a crypt doesn't mean that only undead will be encountered.

    I cannot see this being harder to keep track of than a creature who has a choice between Sheltered Vitality, Claws of the Beast, Enlarge Person etc. And casts one at random, depending on types of enemies, at the beginning of encounter and it lasting for entire encounter.
    Changing size: See here: http://www.d20srd.org/srd/improvingM...#sizeIncreases

    If you change size during combat. this chart shows how your stats change. You would also have to change all skills that correspond to those stats and since Str and Con change hit points change, attack and damage could change. it's not just adding a feat.

    Debby
    Last edited by Debihuman; 2015-04-27 at 10:37 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Request a Homebrew: Thread 3

    R1121
    just for a insane idea(I just dont want to roll int check) can any one make a gunslinger monk archetype (long as its d&d any addition works) that uses flintlocks as martial weapon

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    Default Re: Request a Homebrew: Thread 3

    C. 1121 Did somebody just say "Gun Kata Monk"? Because I'm pretty sure I heard "Gun Kata Monk".

    Ooh, bonuses to Attack of Opportunity with monk weapon (i.e. "attuned" gun)?

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    Default Re: Request a Homebrew: Thread 3

    H1120

    Effigy

    A summoner may choose to create an eidolon that is bound to an effigy instead of a normal eidolon. This choice must be made at first level, much like an archetype, but unlike archetypes it cannot be combined with archetypes, even ones that don't replace the eidolon.

    An effigy is treated much like a mechanical warrior with a few exceptions. The effigy uses this progression to determine its systems and SL:

    Level Systems
    1st Right Arm
    2nd Left Arm
    3rd Body
    4th Legs
    5th Back
    6th Head
    7th Left Shoulder
    8th Right Shoulder
    9th Other
    10th Upgrade!
    11th Right Arm
    12th Left Arm
    13th Body
    14th Legs
    15th Back
    16th Head
    17th Left Shoulder
    18th Right Shoulder
    19th Other
    20th Upgrade!

    At each level, the system on the table is granted. At 10th level, the SL of all systems becomes 2 and at 20th it becomes 3. These systems replace the eidolon's evolutions.

    An effigy follows the biped's starting abilities, including gaining its free evolutions even though effigies otherwise do not have evolutions.

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    Default Re: Request a Homebrew: Thread 3

    C. 1120

    Quote Originally Posted by Jormengand View Post
    H1120

    Effigy

    A summoner may choose to create an eidolon that is bound to an effigy instead of a normal eidolon. This choice must be made at first level, much like an archetype, but unlike archetypes it cannot be combined with archetypes, even ones that don't replace the eidolon.

    An effigy is treated much like a mechanical warrior with a few exceptions. The effigy uses this progression to determine its systems and SL:
    Eh... I was kinda hoping for something more within the normal Pathfinder rules, not just a different Homebrew re-skinned to somewhat match my description.

    And I don't want to eliminate normal Eidolon evolutions entirely, just have the idea that a small percentage of them (possibly some of the "free" Base Form evolutions) being modular by nature of being provided by the Effigy's construction while the rest are ethereal extensions added by the presence of the Eidolon in the Effigy and follow the normal rules for Eidolon evolutions.

    I do like the idea of the Effigy providing fixed stats instead of using normal Base Form rules; it might more easily lend itself to the starting "free" evolutions being the modular ones, and I suppose it's only fair that the modular evolutions would be from a limited list of mostly limbs and physical alterations.

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    Default Re: Request a Homebrew: Thread 3

    C1120

    Anything much more than that would be beyond the scope of this thread; an alternative is to offer systems as high-cost evolutions for an effigy and give it the living construct type. Or, look at the rules for making constructs and see if you can find anything useful in there.

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    Default Re: Request a Homebrew: Thread 3

    R 1122

    Anyone seen "Witcher" series? Books, (bad) serial, (quite good) videogames and so on?

    I wanted to create Witcher class for D&D5e by myself, but it turns out I'm not best on creating content for game I don't even fully comprehend (yet. yet.)

    So my request is Witcher. As base class (admit it, making it race + class is bit too much). Partially immune to poisons and diseases, fighting with two-handed swords using Dex. With extremally limited at-will spellset (fire, gust of wind, calm animal, ect, maybe with cooldowns?). Focused at killing (mostly) non-intelligent beings that are dangerous to common people... for price (ok, this one is fluff). Light (leather) armor is nice touch. Oh, yeah, they do alchemy as well. And most people dislike them so basing casting off cha would be bad idea.

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    Default Re: Request a Homebrew: Thread 3

    Quote Originally Posted by Mr.Cobalt View Post
    C. 1121 Did somebody just say "Gun Kata Monk"? Because I'm pretty sure I heard "Gun Kata Monk".

    Ooh, bonuses to Attack of Opportunity with monk weapon (i.e. "attuned" gun)?
    if you can do it than (Daniel Bryan says)YES YES YES maybe using ki to perform moves like wanted movie(curving shots or attacking two monsters with same attack)

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    Default Re: Request a Homebrew: Thread 3

    C. 1121

    This thread may be helpful: http://paizo.com/cgi-bin/WebObjects/...ads%2Frzs2mvv0

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    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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