A Monster for Every Season: Summer 2
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  1. - Top - End - #61
    Bugbear in the Playground
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Quote Originally Posted by Zaydos View Post
    Which of the three, if any, would you like to double vote for?
    Oh wow my reading skills need work. Double vote on Beast Tamer.

  2. - Top - End - #62
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Double Vote for Expanded Dragonblood, I would especially like to see a pairing of the Saurian Dragon with some sort of Lizardfolk (I headcannon Lizardfolk as linked with dinosaurs, not dragons, probably due to associating them with the Reptites from Chrono Trigger).

    My other two votes will go towards Werewolf and Vile Feats.

    The Race I would most like to see a 20 level progression for is Elan, since I love me some psionics.

  3. - Top - End - #63
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    I'd like to vote for Werewolf (maybe some Catlord-inspired powers?), Vile Feats and Vestige Priest.
    For the Racial Class I suggest Changeling, which is always much intriguing. My double vote goes to Werewolf.
    Also I'd like to say, great work so far as always!

  4. - Top - End - #64
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    I will put a one vote in fiendpact medium, make a Ekolid progression with spawn. One vote goes to vile feats and the two votes go to mana magic. I have a great idea for an Izzet class capstone, if you are making a class.

    And I would love to see an elf paragon. They have so much fluff of sorcery and archery, as well as woodland supremacy, but none of it is in the race.
    Spoiler: Quotes!!
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    Quote Originally Posted by Saintheart View Post
    Wouldn't a half-elf/half-orc be a Fork?
    Quote Originally Posted by Chronos View Post
    And besides, it's a ludicrous way of breaking the game by twisting rules beyond all recognition. Kobolds have to be involved in there somewhere.

  5. - Top - End - #65
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    If I understand it, I double vote vile feats.

    Changeling paragon!

  6. - Top - End - #66
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    On each paragon:

    Elan: Yeah I'd probably go 1-6 level psionic powers (unique list) and a variety of defensive abilities some requiring PP and some not. I actually made a 10 level PrC on the same basic concept Elan Exemplar. The PrC notably differs from how I'd do a base class in not getting psionic powers instead focusing more on the concept of doing other things with Power Points; because I was trying not to just make a Psion PrC. As a base class it would not have that restriction, but would probably get many of the same class features (just spread out more).

    Elf: This is one of the three actually likely to get made (along with dwarf and changeling), and you hit on some of the reasons. Again would probably end up with Bard level casting (not sure if prepared or spontaneous, Int based either way, drawn from Wizard list with some Dru/Ran additions, resulting in a more versatile but arguably weaker casting compared to duskblade which gets several spells at a reduced level and more per day) with reduced spells per day, maybe on a Full BAB chassis (maybe not), and get a mix of melee and archery abilities; bonus feats to make archery usable (Precise, Rapid, Many, maybe Point Blank and/or Shot on the Run) and abilities to enable Dex based melee (Weapon Finesse, ability to use Dex instead of Str for damage with finessable weapons, some ability to mix casting with melee attacks). Would get an ability to temporarily enchant 5 arrows/class level each day as up to +1/2 class level weapons (total enhancement) rounded up. Probably would get some stealth abilities too.

    Changeling: This is the one I've thought about least of the three people have shown interest in, yet still relatively likely to be made. Probably would end up with a mix of Alternate Form/Wild Shape based abilities (including eventual at-will assumption of weaker forms) and spy-master ones (including minor telepathic abilities and thought reading). Like I said I haven't thought about this one as much, depending upon when they'd start gaining wild shape and how powerful it would be they might even end up with bad BAB to make more room for shapeshifting and spying.

    And now for why I'm really making this post, to tally votes while it's still easy:

    Spoiler: Votes Tally
    Show

    Beast Tamer: 2
    Courtier: 1
    Expanded Dragonblood: 2
    Fiendpact Medium: 1
    Mana Magic: 2
    Vestige Priest: 1
    Vile Feats: 5
    Werewolf: 4


    Other notes:
    Personally I associate Lizardfolk primarily with the other branch of archosaurs, i.e. crocodiles and alligators, over dinosaurs but dinosaur lizardfolk are fun (I still loves saurials). And reptites are only a little to blame on my side. Only a little.

    Izzet class is still going to be on the back burner for a while. If Mana Magic wins I will be making the first steps towards it which is making some Izzet spells. But it'll probably be a while, among other things I think I need to rejigger some things in the Simic Biomancer (reduce their grafts, maybe their evolutions as well) and I want to do that first so I can attempt to maintain internal balance between them.

    Ekolid could make a fun possessing fiend. Spawn creation would make an interesting challenge to balance (then again FPM was the class I realized 3 months after making was not a fever dream so I am really unsure about its balance to begin with), because making CR 4 minions (or even just friendly to you demons) is really powerful until they just stop being mechanically useless without some sort of limit and scaling which would feel odd.

    Finally: Vile Feats are now in the lead. As this will be getting made right before October begins I whole-heartedly approve of evil feats winning.
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  7. - Top - End - #67
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Toss in a vote for vile feats and double vote for mana magic (I can suggest cards to make all day ). Would Illumian be workable for a Level 20 RP? If not, I'll take Half-Elf. They're more interesting than elves to me because of the possibility to make them more unique.
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    Quote Originally Posted by digiman619 View Post
    Spoiler: True Facts
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  8. - Top - End - #68
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    If not Ekolid, then what about Nabasau (sp?). Feeding to grow strong would be awesome!
    Spoiler: Quotes!!
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    Quote Originally Posted by Saintheart View Post
    Wouldn't a half-elf/half-orc be a Fork?
    Quote Originally Posted by Chronos View Post
    And besides, it's a ludicrous way of breaking the game by twisting rules beyond all recognition. Kobolds have to be involved in there somewhere.

  9. - Top - End - #69
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Quote Originally Posted by JBPuffin View Post
    Toss in a vote for vile feats and double vote for mana magic (I can suggest cards to make all day ). Would Illumian be workable for a Level 20 RP? If not, I'll take Half-Elf. They're more interesting than elves to me because of the possibility to make them more unique.
    Illumian would actually be workable and quite cool. Anachronity made one already on the idea here which is one reason I didn't include illumian as an option. I would not do it the same way. Which brings to the second reason. I would have to dive into that bag of worms called Truespeak to make one that would satisfy myself, they are living beings of words of power how could I not incorporate truename magic into such a class, but I really don't want to do that in the foreseeable future.

    Please ignore the struck through text, checking the rules I am required to ignore that portion of your response entirely

    Quote Originally Posted by Elandris Kajar View Post
    If not Ekolid, then what about Nabasau (sp?). Feeding to grow strong would be awesome!
    Nabassu has some similar problems in that it represents a transformation of short term/refualable resources into permanent ones which tends to cause problems. Now of course this just means instead of gaining some permanent gain you would get short term benefits for killing something especially with a death gaze ability. Nabassu are actually one of my favorite demons, the reason they are lacking from FPM is similar to why Obyriths in general are, they don't typically make such pacts. That said if I expand upon FPM I am going to have to expand into such fiends. Ekolid and Nabassu are actually the two main ones that I can think of that I vaguely remember regretting not including (vaguely because I only remembered it when I glanced over the class after starting to make it again and remembering wait didn't I already make this?).

    Also you might be interested in this. This is what happens when an idea does refuse to leave.

    And Votes Tallied

    Spoiler: Votes Tallied
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    Beast Tamer: 2
    Courtier: 1
    Expanded Dragonblood: 2
    Fiendpact Medium: 1
    Mana Magic: 4
    Vestige Priest: 1
    Vile Feats: 6
    Werewolf: 4
    Peanut Half-Dragon Necromancer by Kurien.

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  10. - Top - End - #70
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Is that it? Did mana magic lose? Oh well at least vile feats won.
    Spoiler: Quotes!!
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    Quote Originally Posted by Saintheart View Post
    Wouldn't a half-elf/half-orc be a Fork?
    Quote Originally Posted by Chronos View Post
    And besides, it's a ludicrous way of breaking the game by twisting rules beyond all recognition. Kobolds have to be involved in there somewhere.

  11. - Top - End - #71
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Quote Originally Posted by Elandris Kajar View Post
    Is that it? Did mana magic lose? Oh well at least vile feats won.
    No it's just a running tally, I update it whenever I post (and there's been votes), the voting doesn't close for several more days. Werewolf still has a chance to win. I am just highlighting the one in the lead with a color based upon what it is.
    Peanut Half-Dragon Necromancer by Kurien.

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  12. - Top - End - #72
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Whew. Close alarm. The colored text confused me.

    I said it in the actual thread, but the elf paragon is awesome!
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    Quote Originally Posted by Saintheart View Post
    Wouldn't a half-elf/half-orc be a Fork?
    Quote Originally Posted by Chronos View Post
    And besides, it's a ludicrous way of breaking the game by twisting rules beyond all recognition. Kobolds have to be involved in there somewhere.

  13. - Top - End - #73
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Quote Originally Posted by Elandris Kajar View Post
    Whew. Close alarm. The colored text confused me.

    I said it in the actual thread, but the elf paragon is awesome!
    I might shouldn't change formatting on a whim, just thought it... would help people rig votes? Umm...

    And thanks.
    Peanut Half-Dragon Necromancer by Kurien.

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  14. - Top - End - #74
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    I have to throw my double vote to the vile feats, ease those get neat fast. Then dragon blood and then fiend pack.

    Edit: TIEFLING PARAGON. ALL OF THE TIEFLING PARAGON. If you can't tell tieflings are my favorite.
    Last edited by nikkoli; 2015-09-26 at 09:20 PM.

  15. - Top - End - #75
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Quote Originally Posted by nikkoli View Post
    I have to throw my double vote to the vile feats, ease those get neat fast. Then dragon blood and then fiend pack.
    Remember to note the requirement for double voting (bolded section).

    Quote Originally Posted by Zaydos View Post
    I will be taking votes in this thread as to what to expand upon from the following list. On the 29th if anything has gotten votes from at least 3 people I will work on expanding the thing with the most votes. Feel free to vote for up to 3 things, and feel free to tell me what you'd like to see or suggest new things (though no promises there). Each account is allowed up to 3 votes and may not vote for the same thing more than once, regardless of any multiple personalities they may possess. In addition you may select one thing you vote for to vote for a second time but to do so you must tell me which of the races, spoilered below, you would most like to see a 20 level racial paragon style class for. There is no guarantee that I will make any of these or if I do the one that wins but it will be good to know.
    Just because I made the elf does not mean I'm not thinking about doing more. They will have to wait till November, but still thinking about it and it's nice to get a feel for what might interest people.

    Will wait to tally for a bit.
    Peanut Half-Dragon Necromancer by Kurien.

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  16. - Top - End - #76
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Ye got back before my edit got in

  17. - Top - End - #77
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Quote Originally Posted by nikkoli View Post
    I have to throw my double vote to the vile feats, ease those get neat fast. Then dragon blood and then fiend pack.

    Edit: TIEFLING PARAGON. ALL OF THE TIEFLING PARAGON. If you can't tell tieflings are my favorite.
    Quote Originally Posted by nikkoli View Post
    Ye got back before my edit got in
    It was that or forget I hadn't said it for 2 days until I decided "I should tally things as an excuse to bump the thread".

    Speaking of which since the votes have actually changed I will be tallying things this post.

    However first I want to state my approval of tieflings. I am personally upset by 3.x's decision to give them a Dex bonus and a Cha penalty since in 2e they were +Int +Cha (-Str -Con) and they'd be a more equal line up compared to Aasimar as +Int +Cha. I wouldn't care but tieflings may be my favorite (non-dwarf?) D&D race. Plus, like changelings, they make my girlfriend smile (they've been my favorite race other than perhaps dwarf since I was a small child so that's not the primary reason there). They are also a racial paragon class that might get made in October because I think demonspawn counts as something vaguely Halloween/Horror themed, right? Even if they're the defector from decadence as oft as not.

    Probably limited invocations (1 or 2 per grade), reduced sneak attack... Not really sure what else they'd have which is probably why they'll be a bit if they get done at all.

    And now

    Spoiler: Running Tally
    Show
    Beast Tamer: 2
    Courtier: 1
    Expanded Dragonblood: 3
    Fiendpact Medium: 2
    Mana Magic: 4
    Vestige Priest: 1
    Vile Feats: 8
    Werewolf: 4


    I continue to approve of Vile Feats being in the lead.
    Peanut Half-Dragon Necromancer by Kurien.

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  18. - Top - End - #78
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Maybe for tiefling paragon 1-20 you could do stuff that focuses on different fiends? Like have options to gain powers more like a tanar'ri or baatezu or yugoloth? Idk if it's just pathfinder or tieflings in general that are just fiendish humans or what have you.

  19. - Top - End - #79
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Quote Originally Posted by nikkoli View Post
    Maybe for tiefling paragon 1-20 you could do stuff that focuses on different fiends? Like have options to gain powers more like a tanar'ri or baatezu or yugoloth? Idk if it's just pathfinder or tieflings in general that are just fiendish humans or what have you.
    Well going through 2e to 5e...

    2e: Tieflings are humans who are part demon up to and possibly even beyond 50%. Some combinations (Balor + human woman, Succubus + human think it might have been male only) resort in special half-breeds which are "full" tanar'ri (Cambions and Alu-Fiends respectively). Anyone who is 1/2 devil is a tiefling... at least if the other half is human. Tieflings have a base set of abilities, but Monte Cook introduced a table of random tiefling abilities representing the various different heritages one may have. Also had a random table of inhuman features. It was cool. Monte Cook's Planescape books remain the best RPG supplements I have ever bought and I really should look into Numenera. The 'loths are never the ancestors of tieflings because of their racial purity kick.

    3e: They introduce the Half-Fiend template and remove Cambions and Alu-Fiends entirely . Tieflings are now < 50% fiend by definition and no longer attempted to be balanced against PHB races. Sometimes tieflings come from atavistic inheritance of fiendish traits. There is no random tiefling abilities table For some reason they have a Charisma penalty. The 'loths lack detail in this edition.

    3.5: UA introduced LA buyoff which might make a tiefling almost worth playing. The 'loths manage even less detail and some rather un-'loth-like things.

    4e: Tieflings look like something out of WoW and are no longer humans with fiendish blood within the past few generations but descendants of an ancient kingdom which made pacts with demons. They are restored to their original ability score bonuses (Int and Wis). I consider this a mixed bag of things. Do the 'loths even exist anymore?

    5e: Tieflings are once again noted for infernal blood but it's less fleshed out than in older editions so you can go with 3e and 4e and maybe even 2e interpretations. Do the 'loths even exist anymore?

    In general, though, I'd personally focus less on specific fiends since when playing a tiefling I am very rarely trying to emulate a fiend, and also because I made Fiendpact Medium already and a little refluff and it works for that as is... I think. I should read it in detail at some point.

    Current thoughts are 1 or 2 Invocations of each grade, Sneak Attack at 1st, 4th, 7th, ... up to +7d6 at 19th, some abilities to represent their human heritage as well as their fiendish (Umm... not sure), loss of Cha penalty (as a ribbon), Cha bonus (less of a ribbon). There would be some improvement of fiendish abilities, probably DR X/material (Silver for Devil heritage, Cold Iron for Demon) and if 2 invocations are given of each grade 1 for each grade would be fixed by fiendish heritage (devil vs demon). If I did things for specific heritages (I'm part osyluth) it'd probably just be as an ACF for one level. Since I'd be aiming for tier 3, preferably firmly tier 3, they'd probably end up somewhat stronger than Warblade (tier 3, arguably tier 4), rogue (tier 4, arguably tier 3), or warlock (tier 4, arguably tier 3). Probably coming out as some sort of hybrid rogue-warlock with decent (sub warblade) damage without resorting to hellfire glaive. Keep them physically pretty human, no claws, wings, fangs, and focus more on the magic-rogue aspect of a tiefling with a touch of the assassin. Keep the fiendish traits non-visually obvious; things like improved resistances, poison immunity, etc. Find some ability to really express that a tiefling is human as well as demon, and uses both together to rise to higher than either can go alone.

    And now I'm thinking about tieflings who come about from a mingling of fiendish bloodlines and have decent from both devils and demons. I'd say erinyes but they are implied to be able to faithfully reproduce with human males and birth erinyeses (erinyedes? I'm not good with Greek plurals). So umm... part Osyluth and part Hezrou, and mostly human.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Mana magic system (with a preference towards Dimir/Rakdos/Izzet/Golgari/dammit anything I love that system), mana magic system again. And Changeling for the racial paragon class.
    LGBTA+itP

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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Quote Originally Posted by Zaydos View Post
    Find some ability to really express that a tiefling is human as well as demon, and uses both together to rise to higher than either can go alone.
    Well, demons are conceptually known for possession, devils for contracts, and yugoloths for anarcho-capitalism, so...

    They all meet at bending others to your will through mental and physical manipulation, so how about something like "corrupting" others? Not the kind that needs a mutation table, but just warping peoples' thoughts and perception until they do the things you want, and don't give two ****s about anything that doesn't relate to their (your) personal goals?

    Since it should look mundane, how about it actually be mundane? Tieflings don't really need magic to ruin you, a few bribes here and a few threats there - maybe a bout of sabotage to make it convincing - can handle that just fine. Magic just speeds things up.

    And another thing: 4e Tiefs getting back their old scores makes no sense to me. 4e Tieflings are super-gypsies with racial temper problems, and 3e's +Dex/-Cha actually makes sense for that. The fluff went one way and the crunch went the other, and we ended up with Tieflings who preferred to make pacts with anything other than devils. How does that even happen?

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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Quote Originally Posted by VoodooPaladin View Post
    Well, demons are conceptually known for possession, devils for contracts, and yugoloths for anarcho-capitalism, so...

    They all meet at bending others to your will through mental and physical manipulation, so how about something like "corrupting" others? Not the kind that needs a mutation table, but just warping peoples' thoughts and perception until they do the things you want, and don't give two ****s about anything that doesn't relate to their (your) personal goals?

    Since it should look mundane, how about it actually be mundane? Tieflings don't really need magic to ruin you, a few bribes here and a few threats there - maybe a bout of sabotage to make it convincing - can handle that just fine. Magic just speeds things up.

    And another thing: 4e Tiefs getting back their old scores makes no sense to me. 4e Tieflings are super-gypsies with racial temper problems, and 3e's +Dex/-Cha actually makes sense for that. The fluff went one way and the crunch went the other, and we ended up with Tieflings who preferred to make pacts with anything other than devils. How does that even happen?
    This does remind me they need to get some resistance to charm and compulsion of some sort (bonus to saves, slippery mind, something) just because the #1 rule of tieflings is always look out for yourself. Though I think I'm going to avoid giving them an ability which is "I can bribe people to ruin your life" since a commoner can already do that, and that's what 6 or 8 skill points per level is for anyway. Now they might have magic to help, or some bonuses to certain skills such as Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (local), and Sense Motive which should cover mundane life ruining corruption somewhere in there even if I don't give them all of those. The 3rd(?) rule about tieflings is that they flourish in an urban situation even though everyone hates them as a species (rule #2) they are always able to work their way in somehow.

    A part of me does want to give them the ability to make supernaturally enforceable pacts since demons and devils both do that (devils more than demons), but that's not so much tiefling as well devil.

    Really should be something that gets to the heart of the recurring theme in (2e at least) tieflings of wanting acceptance from fiends and/or humans while also just not wanting to be noticed because of the hate and prejudice they deal with at all times. Hmm...

    Either way...

    Spoiler: Running Tally
    Show
    Beast Tamer: 2
    Courtier: 1
    Expanded Dragonblood: 3
    Fiendpact Medium: 2
    Mana Magic: 6
    Vestige Priest: 1
    Vile Feats: 8
    Werewolf: 4


    Vile Feats remain in the lead, Mana Magic just a neck behind. Werewolf is falling further afield, but with 10 to 34 hours remaining* it is still theoretically anybody's race.

    *Due to other plots and schemes it is likely to lean towards 34 so, if Vile Feats or Werewolf wins, I can work it in with something else I'm going to be doing soon.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Double vote for Vile feats, and you should do the Tiefling racial Paragon. My third vote, I guess I'll throw to Exalted feats(which if there was any hope of it winning, I would have thrown my double vote at.)
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    I can assure you that cultural depictions of dating are a trap, never trust them.
    Quote Originally Posted by Pluto! View Post
    I show him where the door is, crumple his character sheet, scatter his dice across the floor, jump on the table and shriek "Out! Out, UNCLEAN ONE!" before collapsing on the floor in tremors, gibbering unearthly blasphemies in a tongue long lost to human ears.

  24. - Top - End - #84
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    Preview for what you might see if Vile feats win:

    Awakened by Madness

    Deformity (Tongueless)

    Kin Eater

    Vile Wild Shape

    And more of course. This is a teaser.

    Voting is still open It is unlikely to close in the next 20 hours since... ulterior motives make me want to delay the posting of Vile feats until the 30th and I will not close it till either I post the materials or the max time frame is almost up.

    That said

    Spoiler: Running Tally
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    Beast Tamer: 2
    Courtier: 1
    Exalted Feats: 1
    Expanded Dragonblood: 3
    Fiendpact Medium: 2
    Mana Magic: 6
    Vestige Priest: 1
    Vile Feats: 10
    Werewolf: 4
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  25. - Top - End - #85
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    Default Re: Zaydos Decides to Expand on Past Work Again So What Would You Like to See?

    So promised 20 hours and they've passed. Therefore I declare this round of voting over. The next round will begin... once I can do it without triple posting.

    And the fruit of this round, and second entrant into the Harrowing Halloween Harvest of Horror is:

    Body of Poison [Vile]
    Your very sweat is toxic, your blood a poison which oozes forth, even your spit is potentially deadly.
    Prerequisites: Deformity (Toxin)
    Benefit: Any creature struck by one of your natural weapons or unarmed strike or which grapples you suffers the effects of your poison granted by the Deformity (Toxin) feat. In addition you may spit on a creature as a standard action, this is a ranged touch attack with a range of 10 ft which does not provoke attacks of opportunity from the target. This spit inflicts poison like your natural weapons.

    Cook Flesh [Vile]
    You are able to prepare the flesh of your species in such a way as to heal others not just yourself.
    Prerequisites: Kin Eater, and Profession (Cook) 5 ranks or Halfling.
    Benefit: You can cook the flesh of a creature so as to allow up to 5 other creatures, or ½ your ranks in Profession (Cook) worth (whichever is higher), to eat its flesh and gain the benefits of the Kin Eater feat from doing so; it must be a creature which triggers the Kin Eater feat for you regardless of what species the creatures you feed it to are.
    If you have Devour Knowledge you can cook a creature’s brain this way.
    There must be at least 1/4th a pound of meat per serving, or at least a mouthful of brain.

    Corrupted Chakra [Incarnum, Vile]
    You have corrupted one of your chakras, sanctifying it to the forces of darkness to draw more power through it.
    Prerequisite: Con 13+, Ability to shape 1 or more soulmelds.
    Benefit: When you select this feat you must choose one chakra for its effects to apply to. Any soulmeld shaped in that chakra is treated as having any essentia invested into this feat invested into it up to that soulmeld’s essentia capacity, and you gain a bonus to your meldshaper level for the purposes of this soulmeld. If the soulmeld has the [Evil] descriptor or you are on a plane with the Evil Aligned trait then each point of essentia invested into this feat is considered to be 2 points of essentia in the corresponding soulmeld up to that soulmeld’s essentia capacity.
    The scarring of your soul necessary for this feat makes you somewhat standoffish and inhuman in your responses giving you a -2 penalty to diplomacy checks. This penalty is increased by the amount of essentia you have invested in this feat.
    If you have bound a soulmeld to the selected chakra you gain an additional benefit based upon the associated chakra. All bonuses are profane.
    Chakra Benefit
    Arms +2 to Grapple checks
    Brow +2 to Search and Spot
    Crown +2 to intimidate
    Feet +5 ft land speed
    Hands +2 to sleight of hand
    Heart +1 to saving throws
    Shoulders +2 to Concentration and Survival
    Soul DR 2/-
    Throat Gain the benefits of a Tongue spell
    Totem +1 damage with natural weapons
    Waist +4 to resist Bull Rush and Trip attempts
    You gain 1 point of essentia.
    Special: You may take this feat multiple times, each time you have to select a different chakra.

    Deformity (Flesh) [Vile]
    You have scarred or burned your flesh with the blasphemous sigils of fiends, dark gods, and ancient evil powers.
    Prerequisites: Willing Deformity.
    Benefit: Your scars supernaturally harden your flesh, and you gain DR 2/good and a +1 to your natural armor, +1 more for every 2 Vile feats you possess other than this one. Your scars cover your torso and arms and any creature able to see them clearly may identify your dark allegiance with a DC 20 Knowledge (religion) check, identifying the general nature of your liege if they make DC 25. If you use a transmutation or transformative effect to transform your flesh so that these scars no longer appear (you may choose to keep them) the benefits of this feat are lost for the duration as well.

    Deformity (Heart) [Vile]
    You have removed your heart offering it up to your dark gods in exchange for their blessings, leaving nothing but a hollow whole in your chest where it should be.
    Prerequisites: Willing Deformity.
    Benefit: You are staggered in an anti-magic or dead magic zone. You gain DR 3/- and your existing DR increases by 3 (this does not increase DR /- twice). You gain a +4 profane bonus to saving throws against Death effects and a +2 untyped bonus on saving throws against injury poisons.
    Normal: You die if you rip your heart out.

    Deformity (Tongueless) [Vile]
    You have cut out your own tongue in a dark pact with ancient forces of shadow and silence.
    Prerequisites: Willing Deformity.
    Benefit: You gain a +6 profane bonus to Move Silently checks. When you successfully strike a creature in melee you may choose to forgo dealing damage to force them to make a Will save (DC 10 + 1/2 character level + Strength or Dexterity modifier + 1 per 5 points of damage which would have been dealt) or be rendered mute and unable to make any vocalizations for 1 round per Vile feat you possess.
    Special: You have no tongue, or at most a stub of one. You cannot talk, and swallowing is sort of hard.

    Demonic Rage [Vile]
    When your anger rises you take on traits of the Lords of the Abyss, your dark power seeming to bleed from you.
    Prerequisites: Ability to rage.
    Benefit: When you enter into a rage you seem to grow slightly, demonic traits growing evident upon your body; your feet changing into hooves, your face becoming mane or babau like, vestigial vrock wings extending from your back or other cosmetic changes. Any creature observing you rage may make a DC 15 Knowledge (the Planes) check to determine that the changes are fiendish in nature, and a DC 25 reveals that they are from a willing pact.
    While raging you gain a +4 bonus to Intimidate checks, DR 3/good, if you have DR X/- you gain DR X+3/good instead, and Spell Resistance 6 + your character level against spells and spell-like abilities of good aligned creatures.

    Devour Knowledge [Vile]
    You can eat the brains of your own kind to gain their knowledge and insights.
    Prerequisites: Kin Eater.
    Benefit: You may safely eat the brains of creatures of your type. If you eat the fresh brain of a slain creature which shares your type or species (in case your type has changed due to class features or templates) you can garner some of the knowledge held within. When you do so you gain knowledge of that creature’s Intelligence score, Wisdom score, Charisma score, Skill Ranks, and Feats and may choose one of the following benefits:
    • You are considered to have ranks in one skill equal to the number of ranks that creature had in it.
    • Gain the benefits of one feat the creature possessed.
    • Gain an enhancement bonus to Intelligence, Wisdom, or Charisma to make your score equal the eaten creature’s.
    • Gain knowledge of 1 question per hit die as if interrogating the eaten creature’s intact corpse with Speak with Dead.

    These benefits last for 1 hour, or in the case of questions can be asked at any time within that period as a free action.
    You do not have to eat the entire brain to gain this benefit, one mouthful is sufficient. You can only gain this benefit from any one creature once. To gain this benefit the brain you devour must be no more than 8 hours old, a Gentle Repose or Preserve Organ spell can prolong this period.
    Normal: Eating brains is unhealthy and can lead to prion disorders (mad cow disease).

    Invoke Vile Heritage (Outsider) [Vile]
    You have the ability to invoke the blood of fiends which runs through your veins temporarily granting yourself their blasphemous forms.
    Prerequisites: Character Level 3+ and Fiendish Heritage, Fiendpact Medium, Tiefling, or Half-Fiend.
    Benefit: When you take this feat select Tanar’ri or Baatezu as your fiendish heritage (if you have Abyssal Heritor feats you must select Tanar’ri; if you select Tanar’ri this feat counts as an Abyssal Heritor feat). As a swift action you may assume the form of a fiend as if with the alternate form ability except that you lose any Su abilities from your race and gain those of your assumed form and you do not replace your physical ability scores with those of the assumed form instead replacing your Racial Ability modifiers for Strength, Constitution, and Dexterity with those of the assumed form (Ability score -10 or 11 if it is odd). You may return to your natural form as a swift action, and may remain in this alternate form for up to 10 rounds each day. The form assumed is dependent upon your Effective Class Level, and chosen fiendish heritage as shown on the table below. A fiendpact medium must choose Tanar’ri or Baatezu as matches their fiendish pact (exception: if they have Abyssal Heritor feats and a Baatezu pact they may choose either). All fiends are either from MM, FCI, or FCII. You may choose a weaker fiend.
    ECL Baatezu Tanar’ri
    3 Lemure Mane
    4-6 Spinagon Rutterkin
    7-10 Bearded Devil Bar-Lgura
    11-14 Erinyes Succubus
    15-19 Bone Devil Vrock
    20+ Gelugon Glabrezu

    Kin Eater [Vile]
    You can eat the flesh of your own species to heal your own wounds, and recuperate after battle.
    Benefit: You can eat the raw flesh of a member of your own species (they may be a different subrace of the same species, for example a goblin could eat a blue but not a hobgoblin, meanwhile a drow could eat a high elf or even an aquatic elf) without medical issues. In addition if you eat 4 or more ounces of meat from a single dead creature of your species you heal hit points equal to ½ their hit dice (minimum 1), and if you are fatigued that condition is ended immediately. When healing from this ability you may heal 1 point of ability damage to one physical ability score (Strength, Constitution, or Dexterity) instead of 5 hit points. If the devoured flesh is from your close kin (2nd cousin or 1st cousin twice removed or closer) you heal 2 hp per hit die of the devoured creature, and 1 point of ability drain to one physical ability score or all ability damage to all physical ability scores.
    To heal from this feat the meat you devour must be no more than 8 hours old, a Gentle Repose or Preserve Organ spell can prolong this period. You may not heal from eating the flesh of one creature more than once.
    If you are a half breed you count as both of your halves; or all of them if you have more than 2. If you have a template such as Half-Fiend you must choose one species of fiend to count as; despite the method of promotion each type of Baatezu or Tanar’ri is in fact treated as its own species.
    Normal: Eating the raw flesh of a member of your species is a good way to get sick, especially if it is the brain or certain other organs.

    Lolth Sworn [Vile]
    You have sworn yourself to the traitor goddess betraying Larethian and the elves as she once did.
    Prerequisites: Elf, non-drow, patron deity Lolth.
    Benefit: Swearing yourself to the spider goddess she grants you some of the benefits of her superior race of elves. You gain Darkvision 30 ft, your racial bonus to saves versus Enchantment now applies to any Will save made against a spell or spell-like ability, you gain proficiency in hand crossbows, and you gain the ability use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Your caster level equals your character level minus 2, and you must be at least 3rd level to use these spell-like abilities. You are considered a drow for spells and effects and fulfilling prerequisites (with the exception of this feat). Like drows you must pass the drider test at 6th level.

    Luck of Hell [Luck, Vile]
    There is no luck greater than that granted by Asmodeus (or other archfiends).
    Prerequisite: Must devote yourself to the service of an archfiend, elder evil, great old one or evil aligned deity.
    Benefit: You can expend one luck reroll to reroll any attack roll, saving throw, skill or ability check as an immediate action. However each time you use this feat you must hunt down and kill a good aligned humanoid for no purpose other than to placate your dark master, this humanoid must be ritualistically sacrificed to the dark entity. If you do not do so within a week you lose all benefits of this feat, suffer a -1 penalty to all attack rolls, saving throws, skill and ability checks, and have fiendish bounty hunters assigned to bring in your head until you perform the requisite sacrifices (however many are owed) and atone.
    You gain one luck reroll per day.

    Nightmare Weapon Specialization [Vile]
    The darkness of your soul wears away at the sanity of your foes with each blow.
    Prerequisites: Weapon Focus, Fighter level 4+.
    Benefit: When wielding a weapon you have Weapon Focus for your attacks deal 1 point of Wisdom damage in additional to their normal damage; this Wisdom damage is multiplied on a critical hit. Evil aligned Outsiders, Aberrations, Undead, and Magical Beasts are immune to this Wisdom damage.

    Overwhelming Hatred [Vile]
    Your hatred of your foe stirs a supernatural dread within them.
    Prerequisites: Favored Enemy, Intimidate 5 ranks.
    Benefit: The first time during an encounter that you strike a creature that you have as a Favored Enemy (trigger tracked separately for each creature) it must make a Will save (DC 9 + ½ your ranks in intimidate + Str or Dex whichever you use to hit) or be shaken for 1 minute as your sheer hatred overwhelms their senses. A creature must also make this save any time you score a critical hit which deals more than 4 damage to it per hit die it possesses.

    Vile Skill Focus [Vile]
    Who needs dedication and training to an art when dark pacts and sold souls can grant a fast road to power?
    Benefit: When you take this feat select a skill. You gain a +2 profane bonus to that skill. By sacrificing an animal to the dark powers you may increase this to a +3 bonus for 1 day. By sacrificing a sapient creature you can increase this to a +4 bonus for 1 day. By sacrificing a humanoid you can increase this to a +5 bonus for 1 day. By ritualistically sacrificing an Outsider with the Good subtype or a humanoid child you can increase this to a +6 bonus for 1 day. A creature whose alignment is evil and whose species is Always [insert] Evil does not count as a valid sacrifice. A creature which it is in your interest to kill for reasons other than as part of a vile feat is grants a bonus 2 less than it would otherwise (if you kill an animal and plan to eat it you get no bonus, if you sacrifice a defeated enemy you only get a +3 total). A ritualistic sacrifice for this feat takes 1 minute and involves reciting an incantation to the dark powers which grant it to you. If you select Craft or Profession with this feat all bonuses last 1 week instead of 1 day.
    Special: This feat counts as Skill Focus for the purposes of prerequisites.
    Special: You may take this feat multiple times, each time you must select a different skill, however a single sacrifice functions for all instances of Vile Skill Focus as long as the dark beings with which you made a pact are the same for all instances.

    Vile Wild Shape [Vile, Wild]
    You can use your wild shape ability to take the form of an evil aligned magical beast or certain outsiders.
    Prerequisites: Wild shape class ability, wild shaping class level 8th.
    Benefit: You can use your wild shape ability to turn yourself into a displacer beast, hell hound, hieracosphinx, winter wolf, or worg.
    You can also turn into a fiendish version of any animal you could normally transform into. (At the DM’s discretion, other magical beast forms might be available to you. In general, this should be limited to creatures of CR 3 or lower.) You gain the extraordinary and supernatural abilities of the creature. This ability counts as a use of your wild shape ability and functions the same way.

    Writ in the Book of Names [Flaw]
    In a rite honoring the dark powers you have marred your own truename, abridging it and transforming it into something blasphemous.
    Prerequisites: Truespeak 2 ranks.
    Effect: The DC to speak your personal truename is decreased by 4, and you no longer gain a bonus to speak your own truename. If an evil outsider speaks your personal truename it may call you to its side from anywhere in the multiverse, or if you are within hearing offer you a suggestion (CL = its ranks in Truespeak); either way you may make a DC 15 + the speaker’s Int modifier Will save to resist the effect and be immune to that creature’s invocations of your truename for 1 hour. If another creature speaks your personal truename in your presence they may offer you a suggestion but the DC is only 13 + the speaker’s Int modifier, and they may not call you to their side.
    Special: You may only take a Vile feat or Fiendish Heritage as the bonus feat from this flaw.
    Last edited by Zaydos; 2015-09-29 at 10:02 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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