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  1. - Top - End - #121
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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Korasyl View Post
    Traits and Flaws? = More Diversity + Ammunition for DM/Character Manipulation. >:D
    (JK)

    They are allowed. ^^ Refer to me if anything is unclear.

    I Strongly discourage allowing flaws. They are really just a way of getting free feats at first level.

  2. - Top - End - #122
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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by NineOfSpades View Post
    I Strongly discourage allowing flaws. They are really just a way of getting free feats at first level.

    Some people like free feats at first level

    Really though, I prefer homebrew feats, because they're cooler and provide more plot hooks, but we can only have 1 homebrew, so meh.

    Edit: I think there's a flaw that makes you Shaken around humanoids (even allies), so that one is fun, hehe.
    Last edited by Defiantnight; 2015-11-18 at 08:33 PM.
    The best way to get information isn't to ask a question, it is to post the wrong information and wait for someone to correct you (often angrily).

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  3. - Top - End - #123
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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Korasyl View Post
    I have a slight problem.. ^-^" I can't look at the directed page: It's blocked, where I'm at currently.

    |LOL|

    Is there anyway you can send me the specifics via some other source? (o 3 o)
    I'm on my phone, so this is the best I can do for now. Another option is to do a Google search for the website and then look at their cached version. Another option might be the Internet Archive - search for the Nimblewright URL.

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    Nimblewright

    Hit Dice: d10
    Level BAB Fort Ref Will Special
    1 +0 +0 +0 +0 Nimblewright Body, Rapier Hands, Body Adaptation
    2 +1 +0 +0 +0 Bonus Feat, Entropic Shield, Tripping Thrust
    3 +2 +1 +1 +1 Spell Resistance, Feather Fall, Special Ability
    4 +3 +1 +1 +1 Bonus Feat, Special Ability, Spell-like abilities
    5 +3 +1 +1 +1 Special Ability, Repair
    6 +4 +2 +2 +2 Special Ability, Accelerated Self-Repair
    7 +5 +2 +2 +2 Augmented Critical, Special Ability, Tides

    Class Skills: (2+Int Mod, x4 at first level) Balance, Bluff, Craft, Disguise, Jump, and Tumble

    Proficiencies: A nimblewright is proficient with its natural weapons and rapiers, but with no armor or shields.

    Class Features:

    Nimblewright Body: The Nimblewright loses all racial traits and features, and gains the construct type and traits. These include:
    -No Constitution Score
    -Low-light vision
    -Darkvision out to 60 feet
    -Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
    -Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    -Cannot heal damage naturally
    -Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
    -Immunity to any effect that requires a fortitude save (Unless the effect also works on objects, or is harmless)
    -Not at risk of death from massive damage. Destroyed if reduced to 0 hit points
    -Cannot be raised or resurrected unless by a wish, miracle, or true resurrection
    -Constructs do not eat, sleep, or breathe
    It is Medium size and has a land speed of 40ft. A nimblewright has a natural armor bonus equal to its strength modifier or its charisma modifier, whichever is higher.

    Rapier-Hands: The Nimblewright fights with two rapiers that are actually parts of its body. These rapiers are treated as natural weapons. When not in use, the weapons fold into its forearm and it can use its hands normally. A nimblewright can fully deploy both rapiers as a free action. Each rapier does (1d6 18-20x2) damage at level 1, which increases at fourth level to (1d10 18-20x2) at level 4, and increases again to (2d6 18-20x2) at level 7.
    When making a full attack a nimblewright may attack with both rapier-hands at no penalty (one attack with each rapier-hand at its full base attack bonus), but since its rapier-hands are treated as natural weapons it gains no additional attacks due to a high base attack bonus. Although its rapier-hands are treated as natural weapons, they can be enchanted or re-built with special materials like cold iron or adamantine. Also, as a full-round action, a nimblewright may detach its rapier-hands and wield them as rapiers rather than natural weapons. In this case the damage returns to (1d6 18-20x2), but the nimblewright may make multiple attacks due to a high base attack bonus and any feats it took for its rapier-hands still apply to the rapiers if they could normally apply to manufactured weapons (Weapon Focus would apply, Improved Natural Attack would not). When a nimblewright does this it is considered to have the Two-Weapon Fighting feat and meets pre-requisites as if it had that feat.
    Feats, maneuvers, and other abilities that would allow a creature to attack with more than one weapon as a standard action also allow a nimblewright to attack with both rapier-hands as a standard action. A nimblewright must still meet prerequisites for any such abilities should it choose to take them, although the nimblewright may ignore any racial prerequisites.

    Body Adaptation: As the spirit that animates the nimblewright grows accustomed to its construct body, it grows more apt in its use. At every level including 1st, it gains +1 Dexterity and +1 Strength or Charisma, but not both. At 5 HD it gains +1 bonus hit point per HD, this bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

    Entropic Shield: A nimblewright can use entropic shield, as the spell, as a spell-like ability 4 times per day. The miss chance granted by this spell-like ability increases by 10% at the third, fifth, and seventh nimblewright levels. At fourth level a nimblewright can activate entropic shield as a move action, and at sixth level it can activate its entropic shield as a swift action. At seventh level a nimblewright can choose to activate its entropic shield as an immediate action, but if it does so the duration for the spell is decreased to 1 round.

    Tripping Thrust: A nimblewright's rapier-hand attacks are powerful enough to push over creatures its own size or smaller. An opponent who is the target of a successful critical hit from a nimblewright must succeed on a Reflex Save (DC 10 + Nimblewright's HD rounded up + Nimblewright's Strength modifier) or be knocked prone as if tripped. Even if an opponent is immune to critical hits, it can still be tripped by failing its reflex save (Unless of course it can't be tripped).

    Bonus Feats: A nimblewright gains Combat Reflexes at level 2, and Combat Expertise at level 4 even if it does not meet the prerequisites. If it already has either of these feats, then it may select any other feat for which it meets the prerequisites.

    Spell Resistance (SR): A nimblewright gains Spell Resistance 13 + HD, which increases to 15 + HD at level 5, and 17 + HD at level 7. A nimblewright can lower or raise its Spell Resistance as a free action at any time should it choose to receive friendly spells. It does not have to be the nimblewright's turn for it to lower or raise its spell resistance. The Swat special ability is the exception to this rule.

    Feather Fall (Su): A nimblewright is under a constant feather fall effect, as the spell. It can dismiss or reactivate this effect as a free action at any time, even if it is not its turn.

    Special Abilities: At third level and every level thereafter, a nimblewright gains a special ability of its choice from among the following options.
    Beat (Ex): You may make a disarm attempt without provoking an attack of opportunity. If you have the Improved Disarm feat, you gain +2 to the disarm attempt in addition to the +4 from the Improved Disarm feat. If you are successful your target provokes an attack of opportunity from you at a +4 bonus.
    Like Water (Ex): When an opponent gives you a chance to make an attack of opportunity, you may instead opt to immediately take a 5-foot step. This 5-foot step does not count as your 5-foot step for the round, and you may take it every time anyone provokes an attack of opportunity from you. You can also use a free action to sacrifice an attack of opportunity for the round to make a 5 foot step at any time during your turn, or as an immediate action if it is not your turn.
    Parry (Ex): When an enemy makes a melee attack against you, you may give up one of your attacks of opportunity for the round to make an attack roll as an immediate action. Use the higher of your AC or the result of your attack roll as your effective AC against the incoming attack. You cannot use this special ability if you are denied your dexterity bonus to AC. If you have the Beat special ability and threaten the opponent you parried, you may make a disarm attempt as a free action against the same opponent.
    Riposte (Ex): When an enemy you threaten makes a melee attack against you and you avoid damage using the Parry special ability, that opponent provokes an attack of opportunity from you at a -5 penalty. You cannot use this ability without the Parry special ability.
    Swat (Ex): To use this special ability you must forego the benefits of your spell resistance and give up an attack of opportunity for the round. You infuse your rapier-hands with anti-magic to empower a melee attack against a flying enemy. If your attack is successful, you deliver an anti-magic jolt that causes your target to fall according to their means of flight. If your target was flying by magical means, they risk having their flight spell dispelled unless they succeed on a caster level check vs. your spell resistance. If you scored a critical hit then their flight is negated as if by an antimagic field. Your spell resistance does not return until 1 round has passed, it returns by itself and requires no action.
    Deflect (Ex): When an enemy makes a ranged attack against you, you may give up one of your attacks of opportunity for the round to make an attack roll as an immediate action. Use the higher of your AC or the result of you attack roll as your effective AC against the incoming attack. You must declare you are using this ability before you know the result of your enemy's attack, but after you know whether they have overcome any miss chance you possess. You cannot use this special ability if you are denied your dexterity bonus to AC.
    Reflect (Ex): When you successfully avoid a ranged attack with the Deflect special ability, you may give up an additional attack of opportunity to redirect the attack you avoided to a new target within the range of the original attack. Use the attacker's original attack roll to determine the success of the redirection.
    Trip (Ex): When you hit with a melee attack you can attempt to trip your opponent as a free action without making a touch attack or provoking an attack of opportunity. If your attempt fails, they cannot react to make a trip attempt against you. You must declare you are using this special ability and give up one of your attacks of opportunity for the round before you make your attack.
    Dextrous (Ex): You may use your dexterity modifier instead of your strength modifier when making trip, disarm, grapple, bull rush, or overrun attempts.
    Feat: A nimblewright may learn a feat in place of a special ability.

    Spell-like abilities: A nimblewright gains several spell-like abilities, which it can use a limited number of times per day. At fourth it gains cat's grace 3/day, at fifth level it gains alter self 4/day, and at sixth level it gains haste 3/day. The caster level for a nimblewright's spell-like abilities is equal to its HD. Save DCs are Charisma-based. At each even-numbered hit die, it gains an additional use of any spell-like ability it possesses.

    Repair: A nimblewright may repair damage it has taken with a Craft Check. This takes 8 hours and materials worth (damage taken x Nimblewright's HD) gold pieces. The Nimblewright repairs as many hit points as its Craft Check -15. A nimblewright may also re-attach severed limbs this way, although the check is more difficult. Re-attaching a leg adds +10 to the check DC. Re-attaching an arm or rapier-hand adds +20. Re-attaching a head adds +25.

    Accelerated Self-Repair (Ex): Once per day per 3 HD the Nimblewright possesses, it can initiate a powerful self-repair routine. As a full round action a nimblewright makes a Craft Check (DC 10 + HD, maximum 30 at level 20) to heal as many hit points as its base attack bonus. It can take no other actions during this time, not even a 5-foot step, and is denied its dexterity bonus to AC even if it has Uncanny Dodge.

    Augmented Critical: A nimblewright's rapier-hands threaten a critical on a natural roll of 15-20. On a successful critical hit, its foe is subject to a tripping thrust attack (See above).

  4. - Top - End - #124
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    Default Re: Homebrew Heros [D&D 3.5]

    @Korasyl: Any thoughts on this?

    Quote Originally Posted by fire_insideout View Post
    As written in the 'Fair warning' spoiler it is a strong class, designed to stand side by side with wizards and still be able to contribute to the party. I agree that it looks like the class gains a lot, but IMO that's mainly because while other classes with a lot of options (mainly casters) have their flexibility hidden away in lists somewhere else the Legend stuff is all there in your face as you read through it.
    That being said, it is a strong class and if you're looking for a party more on a T4/T3 level it might be too much. If we're going for a more T3/T2/T1 team then I think it'll fit right in.
    I don't think that the Gifts and Knacks should be factored in as everyone gains those, it's like saying that monks are good because they can buy wands

    If the Legend is not approved I'd like to try out the Ebon Initiate instead, a quite flavorful class with a lot of fun options.
    Cheers,
    /f_io

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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Anomander View Post
    I'm on my phone, so this is the best I can do for now. Another option is to do a Google search for the website and then look at their cached version. Another option might be the Internet Archive - search for the Nimblewright URL.

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    Nimblewright

    Hit Dice: d10
    Level BAB Fort Ref Will Special
    1 +0 +0 +0 +0 Nimblewright Body, Rapier Hands, Body Adaptation
    2 +1 +0 +0 +0 Bonus Feat, Entropic Shield, Tripping Thrust
    3 +2 +1 +1 +1 Spell Resistance, Feather Fall, Special Ability
    4 +3 +1 +1 +1 Bonus Feat, Special Ability, Spell-like abilities
    5 +3 +1 +1 +1 Special Ability, Repair
    6 +4 +2 +2 +2 Special Ability, Accelerated Self-Repair
    7 +5 +2 +2 +2 Augmented Critical, Special Ability, Tides

    Class Skills: (2+Int Mod, x4 at first level) Balance, Bluff, Craft, Disguise, Jump, and Tumble

    Proficiencies: A nimblewright is proficient with its natural weapons and rapiers, but with no armor or shields.

    Class Features:

    Nimblewright Body: The Nimblewright loses all racial traits and features, and gains the construct type and traits. These include:
    -No Constitution Score
    -Low-light vision
    -Darkvision out to 60 feet
    -Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
    -Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    -Cannot heal damage naturally
    -Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
    -Immunity to any effect that requires a fortitude save (Unless the effect also works on objects, or is harmless)
    -Not at risk of death from massive damage. Destroyed if reduced to 0 hit points
    -Cannot be raised or resurrected unless by a wish, miracle, or true resurrection
    -Constructs do not eat, sleep, or breathe
    It is Medium size and has a land speed of 40ft. A nimblewright has a natural armor bonus equal to its strength modifier or its charisma modifier, whichever is higher.

    Rapier-Hands: The Nimblewright fights with two rapiers that are actually parts of its body. These rapiers are treated as natural weapons. When not in use, the weapons fold into its forearm and it can use its hands normally. A nimblewright can fully deploy both rapiers as a free action. Each rapier does (1d6 18-20x2) damage at level 1, which increases at fourth level to (1d10 18-20x2) at level 4, and increases again to (2d6 18-20x2) at level 7.
    When making a full attack a nimblewright may attack with both rapier-hands at no penalty (one attack with each rapier-hand at its full base attack bonus), but since its rapier-hands are treated as natural weapons it gains no additional attacks due to a high base attack bonus. Although its rapier-hands are treated as natural weapons, they can be enchanted or re-built with special materials like cold iron or adamantine. Also, as a full-round action, a nimblewright may detach its rapier-hands and wield them as rapiers rather than natural weapons. In this case the damage returns to (1d6 18-20x2), but the nimblewright may make multiple attacks due to a high base attack bonus and any feats it took for its rapier-hands still apply to the rapiers if they could normally apply to manufactured weapons (Weapon Focus would apply, Improved Natural Attack would not). When a nimblewright does this it is considered to have the Two-Weapon Fighting feat and meets pre-requisites as if it had that feat.
    Feats, maneuvers, and other abilities that would allow a creature to attack with more than one weapon as a standard action also allow a nimblewright to attack with both rapier-hands as a standard action. A nimblewright must still meet prerequisites for any such abilities should it choose to take them, although the nimblewright may ignore any racial prerequisites.

    Body Adaptation: As the spirit that animates the nimblewright grows accustomed to its construct body, it grows more apt in its use. At every level including 1st, it gains +1 Dexterity and +1 Strength or Charisma, but not both. At 5 HD it gains +1 bonus hit point per HD, this bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

    Entropic Shield: A nimblewright can use entropic shield, as the spell, as a spell-like ability 4 times per day. The miss chance granted by this spell-like ability increases by 10% at the third, fifth, and seventh nimblewright levels. At fourth level a nimblewright can activate entropic shield as a move action, and at sixth level it can activate its entropic shield as a swift action. At seventh level a nimblewright can choose to activate its entropic shield as an immediate action, but if it does so the duration for the spell is decreased to 1 round.

    Tripping Thrust: A nimblewright's rapier-hand attacks are powerful enough to push over creatures its own size or smaller. An opponent who is the target of a successful critical hit from a nimblewright must succeed on a Reflex Save (DC 10 + Nimblewright's HD rounded up + Nimblewright's Strength modifier) or be knocked prone as if tripped. Even if an opponent is immune to critical hits, it can still be tripped by failing its reflex save (Unless of course it can't be tripped).

    Bonus Feats: A nimblewright gains Combat Reflexes at level 2, and Combat Expertise at level 4 even if it does not meet the prerequisites. If it already has either of these feats, then it may select any other feat for which it meets the prerequisites.

    Spell Resistance (SR): A nimblewright gains Spell Resistance 13 + HD, which increases to 15 + HD at level 5, and 17 + HD at level 7. A nimblewright can lower or raise its Spell Resistance as a free action at any time should it choose to receive friendly spells. It does not have to be the nimblewright's turn for it to lower or raise its spell resistance. The Swat special ability is the exception to this rule.

    Feather Fall (Su): A nimblewright is under a constant feather fall effect, as the spell. It can dismiss or reactivate this effect as a free action at any time, even if it is not its turn.

    Special Abilities: At third level and every level thereafter, a nimblewright gains a special ability of its choice from among the following options.
    Beat (Ex): You may make a disarm attempt without provoking an attack of opportunity. If you have the Improved Disarm feat, you gain +2 to the disarm attempt in addition to the +4 from the Improved Disarm feat. If you are successful your target provokes an attack of opportunity from you at a +4 bonus.
    Like Water (Ex): When an opponent gives you a chance to make an attack of opportunity, you may instead opt to immediately take a 5-foot step. This 5-foot step does not count as your 5-foot step for the round, and you may take it every time anyone provokes an attack of opportunity from you. You can also use a free action to sacrifice an attack of opportunity for the round to make a 5 foot step at any time during your turn, or as an immediate action if it is not your turn.
    Parry (Ex): When an enemy makes a melee attack against you, you may give up one of your attacks of opportunity for the round to make an attack roll as an immediate action. Use the higher of your AC or the result of your attack roll as your effective AC against the incoming attack. You cannot use this special ability if you are denied your dexterity bonus to AC. If you have the Beat special ability and threaten the opponent you parried, you may make a disarm attempt as a free action against the same opponent.
    Riposte (Ex): When an enemy you threaten makes a melee attack against you and you avoid damage using the Parry special ability, that opponent provokes an attack of opportunity from you at a -5 penalty. You cannot use this ability without the Parry special ability.
    Swat (Ex): To use this special ability you must forego the benefits of your spell resistance and give up an attack of opportunity for the round. You infuse your rapier-hands with anti-magic to empower a melee attack against a flying enemy. If your attack is successful, you deliver an anti-magic jolt that causes your target to fall according to their means of flight. If your target was flying by magical means, they risk having their flight spell dispelled unless they succeed on a caster level check vs. your spell resistance. If you scored a critical hit then their flight is negated as if by an antimagic field. Your spell resistance does not return until 1 round has passed, it returns by itself and requires no action.
    Deflect (Ex): When an enemy makes a ranged attack against you, you may give up one of your attacks of opportunity for the round to make an attack roll as an immediate action. Use the higher of your AC or the result of you attack roll as your effective AC against the incoming attack. You must declare you are using this ability before you know the result of your enemy's attack, but after you know whether they have overcome any miss chance you possess. You cannot use this special ability if you are denied your dexterity bonus to AC.
    Reflect (Ex): When you successfully avoid a ranged attack with the Deflect special ability, you may give up an additional attack of opportunity to redirect the attack you avoided to a new target within the range of the original attack. Use the attacker's original attack roll to determine the success of the redirection.
    Trip (Ex): When you hit with a melee attack you can attempt to trip your opponent as a free action without making a touch attack or provoking an attack of opportunity. If your attempt fails, they cannot react to make a trip attempt against you. You must declare you are using this special ability and give up one of your attacks of opportunity for the round before you make your attack.
    Dextrous (Ex): You may use your dexterity modifier instead of your strength modifier when making trip, disarm, grapple, bull rush, or overrun attempts.
    Feat: A nimblewright may learn a feat in place of a special ability.

    Spell-like abilities: A nimblewright gains several spell-like abilities, which it can use a limited number of times per day. At fourth it gains cat's grace 3/day, at fifth level it gains alter self 4/day, and at sixth level it gains haste 3/day. The caster level for a nimblewright's spell-like abilities is equal to its HD. Save DCs are Charisma-based. At each even-numbered hit die, it gains an additional use of any spell-like ability it possesses.

    Repair: A nimblewright may repair damage it has taken with a Craft Check. This takes 8 hours and materials worth (damage taken x Nimblewright's HD) gold pieces. The Nimblewright repairs as many hit points as its Craft Check -15. A nimblewright may also re-attach severed limbs this way, although the check is more difficult. Re-attaching a leg adds +10 to the check DC. Re-attaching an arm or rapier-hand adds +20. Re-attaching a head adds +25.

    Accelerated Self-Repair (Ex): Once per day per 3 HD the Nimblewright possesses, it can initiate a powerful self-repair routine. As a full round action a nimblewright makes a Craft Check (DC 10 + HD, maximum 30 at level 20) to heal as many hit points as its base attack bonus. It can take no other actions during this time, not even a 5-foot step, and is denied its dexterity bonus to AC even if it has Uncanny Dodge.

    Augmented Critical: A nimblewright's rapier-hands threaten a critical on a natural roll of 15-20. On a successful critical hit, its foe is subject to a tripping thrust attack (See above).

    For this race, based off what you've given me... It seems interesting, though the extra stat bonus to Dex and Str/Cha seems a bit much.. Would you be fine if I said every other level for that? If that's okay, then once that change is put into effect, I'd say its allowable. ^^

    Quote Originally Posted by NineOfSpades View Post
    I Strongly discourage allowing flaws. They are really just a way of getting free feats at first level.
    Quote Originally Posted by Defiantnight View Post
    Some people like free feats at first level

    Really though, I prefer homebrew feats, because they're cooler and provide more plot hooks, but we can only have 1 homebrew, so meh.

    Edit: I think there's a flaw that makes you Shaken around humanoids (even allies), so that one is fun, hehe.

    @NineOfSpades: Quite true.. I didn't think about it that way. o - o

    So.. I may have a compromise. Whether its agreed on or not is up to you all:

    You will not START with flaws. However.. Based off of events and character responses throughout the campaign, I may decide that a Flaw or Trait is appropriate to be added; Kind of like a traumic experience grants a character PTSD. XD

    Sound fair?

    Quote Originally Posted by fire_insideout View Post
    @Korasyl: Any thoughts on this?



    Cheers,
    /f_io

    I went ahead and looked over the class a bit more (Even made a Level 5 Example.)
    ((I usually do that when I'm unsure. XD))

    I pitted him against one of my NPCs, and the results...

    Were actually fairly even.

    Granted, the NPC got his ass kicked in the first 4 rounds, but knowing NPCs, they adapt.
    So it ended up in a fair fight to the end.


    All in all.. I suppose the Legend is viable. It seems to be OP when looked at, but in context it matches up there with the rest.
    |APPROVED|

    Also, for the Ebon Initiate Class...

    Rather dark, if you ask me. ;P

    However, that's not going to discourage me from letting you use it.
    I saw no balance issues overall, plus having various unholy attributes can come in handy.
    |APPROVED|


    I give you free choice between the two. ^^
    Decide which you'd like to be.
    Last edited by Korasyl; 2015-11-19 at 11:47 AM.
    ~Kora

  6. - Top - End - #126
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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Korasyl View Post
    For this race, based off what you've given me... It seems interesting, though the extra stat bonus to Dex and Str/Cha seems a bit much.. Would you be fine if I said every other level for that? If that's okay, then once that change is put into effect, I'd say its allowable. ^^
    The Oslecamo Nimblewright gains +7 to Dex and +7 to Str or Cha.

    The MM 2 Nimblewright gains +8 Str, +14 Dex, +6 Wis, and +9 Cha.

    If you would like me to use the REGULAR Nimblewright stats, I would LOVE to do that! That would be AWESOME!

    Or maybe I should just use the Oslecamo version of the Nimblewright.

    edit: The MM2 Nimblewright has a crit range of 12-20. The Oslecamo version has a crit range of 15-20. The Oslecamo version is considerably scaled down from the official MM2 version.
    Last edited by Anomander; 2015-11-19 at 12:11 PM.

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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Anomander View Post
    The Oslecamo Nimblewright gains +7 to Dex and +7 to Str or Cha.

    The MM 2 Nimblewright gains +8 Str, +14 Dex, +6 Wis, and +9 Cha.

    If you would like me to use the REGULAR Nimblewright stats, I would LOVE to do that! That would be AWESOME!

    Or maybe I should just use the Oslecamo version of the Nimblewright.

    edit: The MM2 Nimblewright has a crit range of 12-20. The Oslecamo version has a crit range of 15-20. The Oslecamo version is considerably scaled down from the official MM2 version.
    Oh my. o - o

    Well, ****e.
    No touchy-touchy on the MM 2 Nimblewright. XD
    I suppose the Oslecamo version is okay.
    ~Kora

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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Korasyl View Post
    Oh my. o - o

    Well, ****e.
    No touchy-touchy on the MM 2 Nimblewright. XD
    I suppose the Oslecamo version is okay.
    Oslecamo's Nimblewright is sacrificing a bunch of the stat boosts in exchange for a few different abilities and dialing it down to more playable levels. They have a few more combat techniques available than the MM2 version, but a LOT lower stats overall.

    It's not as powerful in a fight as a well-designed level 7 Fighter, but it's a bit more flexible overall. Sucks for skill points, though. Shoot. I'm almost talking myself out of it. I'm going to be so out-powered. I really like the robot Zorro/Gigolo combo as a superhero, though.

  9. - Top - End - #129
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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Korasyl View Post
    @NineOfSpades: Quite true.. I didn't think about it that way. o - o

    So.. I may have a compromise. Whether its agreed on or not is up to you all:

    You will not START with flaws. However.. Based off of events and character responses throughout the campaign, I may decide that a Flaw or Trait is appropriate to be added; Kind of like a traumic experience grants a character PTSD. XD

    Sound fair?
    Heard that. Reworking feats again.
    Last edited by 7th son of sons; 2015-11-19 at 03:11 PM.

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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Korasyl View Post
    Electric guitar disco helicopter
    Well then xD
    Last edited by Defiantnight; 2015-11-19 at 03:36 PM.
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    Default Re: Homebrew Heros [D&D 3.5]

    Quick little tidbit of humor:

    Yesterday, I went out to hang with my friends for a game of 5e D&D.
    DM = Ryan
    Bard = Me
    Wizard = Isaiah
    Kobolds = Kobolds


    Ryan: "Okay, fellas, your camp is ambushed by a group of 5 Kobolds.
    Who all is awake at the present moment?"


    Isaiah + Me: "I am."

    Ryan: "Alright, Initiative Roll!"

    *Rolls*


    Ryan: "Alright, it seem Isaiah goes first. What will you do?"

    Isaiah: "Well, crap.. My character was nude from taking his bath.... Uh...."
    *thinks for a second*
    Isaiah: "I know! Persuasion check!"

    Ryan: "Um.. Alright. Roll."

    Natural 20

    Ryan: "Alright, it OBVIOUSLY works, but.. What did you do?"

    Isaiah: "Simple. I put my hands behind my head, and I rotate my hips, doing the Helicopter.
    Hopefully, they do the same, due to example."


    Ryan: *facepalm* "Congratulations, you and 5 Kobolds are doing the Helicopter.
    Your turn."


    Me: "Well... Given the circumstance..."

    * I glance at Isaiah *

    Me: "I cast Shocking Grasp while I'm strumming my lute, making an electric guitar.
    And I proceed to play disco music, while following the lead!"


    Ryan: "..."

    *The rest of the party members wake up to find this taking place. XDD*

    Tyler: ".. I pray to Behemot, this better be a dream."
    ~Kora

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    I think I have Nocchio, secretly Zorro all done. The background went a little long, and I blasted it all out in one sitting so it probably needs a lot of polishing, but here's the background too.

    Spoiler: Becoming Zorro
    Show


    Nocchio Woodhouse was the creation of a socialite, Enya Woodhouse, who was deeply scarred when her husband left her for a richer woman. As she aged, she lost many of the attentions she had enjoyed, and so commissioned the creation of Nocchio Woodhouse to be her public paramour. Created with all the sentience money could build into a construct and designed to love and be faithful to her and her alone, Nocchio existed happily for the remainder of her life as her arm-candy and lover.

    Upon her death, though, his 'programming' suffered a severe crash as she was no longer available to give his devotion. This was combined with being named the inheritor of her estate, and yet not being legally recognized as a person. Her children won the court case, gaining ownership of Nocchio, but seeing little value in the pleasure-designed Nimblewright. He was treated as a fancy toy to be used when someone felt like a bit of fun, but as the years of experience accumulated so did his self-determination, and he decided that this state of affairs would not do.

    He carefully began developing his relationship with an upper-class female acquaintance of his 'owner', slowly building bonds of genuine affection. She fell in love with him and his developing personality fell in love with her as well. She left her husband, taking significant funds, and found a judge to give Nocchio an official ruling of legal independence. Unfortunately, her husband was a jealous and vengeful man, and in a rage over his wife leaving him, stormed into the inn where they were staying and brutally murdered his ex-wife while his bodyguards held down Nocchio. The husband still thought of the Nimblewright as nothing more than a toy, and smashed him up, though not to complete destruction.

    Nocchio sought to report the nobleman for his crime, but between the nobleman's bribes and Nocchio's still-tenuous status as an independent being, the man escaped justice.

    Twice now, Nocchio's loves had been taken from him and this time great injustice accompanied the loss. Operating in a bit of a daze, Nocchio returned to what he had known before - a professional gigolo and lover, though with a considerably lower-class clientele. The years passed, people aging, but not Nocchio. Slowly he worked his way back up into the higher-class levels of society, becoming more than just a gigolo, but rather a professional companion to the richest and most powerful women. Being non-living, husbands had no worries of a bastard child appearing, and women were able to enjoy the attentions of a supremely skilled and capable companion.

    Nocchio's attachment to people was damaged, though, and never again did he feel true attachment to anyone. Instead he plunged himself into his role and became a notorious flirt - chasing every female of nearly every race and age with great eagerness. From nubile young elven princesses to aged halfling crones to barbarian orc queens at court - Nocchio chased them all. Caught most of them too.

    However, the constant stream of companions failed to fill the impact of that first murder which took his first true love from him. Increasing his discomfort, his reputation as nothing more than a playboy loosened the lips of powerful men and women around him. He became privy to the inner workings of the graft, corruption, scandal, and crime that flowed through the highest halls of power.

    Several times he tried dropping anonymous tips for police, but every time the tips were brushed away with bribes.

    Finally Nocchio took matters into his own hands.

    He began studying and training in secret, disguising himself. He began researching all he could into how to remain hidden in the shadows. Finally he took the name of a popular storybook hero - Zorro - and began striking at the criminal element himself.

    Wearing a broad-brimmed black hat and a dramatic cape, Nocchio, no began taking down the criminals the corrupt city guards never touched.

    A womanizing fop by day (and often by night too), Nocchio takes on the guise of Zorro, striking death and terror into the hearts of criminals throughout the city!
    Last edited by Anomander; 2015-11-19 at 06:20 PM.

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    Default Re: Homebrew Heros [D&D 3.5]

    So... Time to actually request a class! I'm going to say... Well, I'd considered it earlier, I'm officially asking for it now, the Blood King (And Welknair's bloodlines to go with it, of course)
    Avatar by Comissar - Alea and Seren

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    Default Re: Homebrew Heros [D&D 3.5]

    I present to you: Plantman!







    ... just kidding

    (My plant-based superhero will be done soon though.)

    Edit: Actually, I need his superhero name >.> mine seem kind of lame
    Verdant Servant (servant of what?), Verdant Florovine (why would this be popular?), Plant Man (so lame)?
    Last edited by Defiantnight; 2015-11-19 at 10:28 PM.
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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Korasyl View Post
    I went ahead and looked over the class a bit more (Even made a Level 5 Example.)
    ((I usually do that when I'm unsure. XD))

    I pitted him against one of my NPCs, and the results...

    Were actually fairly even.

    Granted, the NPC got his ass kicked in the first 4 rounds, but knowing NPCs, they adapt.
    So it ended up in a fair fight to the end.


    All in all.. I suppose the Legend is viable. It seems to be OP when looked at, but in context it matches up there with the rest.
    |APPROVED|

    Also, for the Ebon Initiate Class...

    Rather dark, if you ask me. ;P

    However, that's not going to discourage me from letting you use it.
    I saw no balance issues overall, plus having various unholy attributes can come in handy.
    |APPROVED|


    I give you free choice between the two. ^^
    Decide which you'd like to be.
    Cool, thanks! Right now I'm in Ukraine working, but I'll be back home on Sunday, so I should have a sheet ready on Monday. Hope it's not too late then.

    Cheers,
    //f_io

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    Default Re: Homebrew Heros [D&D 3.5]

    Alright, everyone! The final touches better be put on your characters! In two weeks, character building will be closed, and player decision will commence! (This is the Sunday after Thanksgiving!)

    Add the finishing touches to your characters, and prepare for the ceremony of torches!

    HAVE A WONDROUS, FACE-STUFFING THANKSGIVING, MY BRETHREN AND SISTREN NERDS!


    @Dannir: The class seems fine. ^^ I myself prefer Blood Magic/Augments/Etc.
    (Reference to my Sangromancer Class)

    |APPROVED|
    ~Kora

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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Anomander View Post
    I think I have Nocchio, secretly Zorro all done. The background went a little long, and I blasted it all out in one sitting so it probably needs a lot of polishing, but here's the background too.

    Spoiler: Becoming Zorro
    Show


    Nocchio Woodhouse was the creation of a socialite, Enya Woodhouse, who was deeply scarred when her husband left her for a richer woman. As she aged, she lost many of the attentions she had enjoyed, and so commissioned the creation of Nocchio Woodhouse to be her public paramour. Created with all the sentience money could build into a construct and designed to love and be faithful to her and her alone, Nocchio existed happily for the remainder of her life as her arm-candy and lover.

    Upon her death, though, his 'programming' suffered a severe crash as she was no longer available to give his devotion. This was combined with being named the inheritor of her estate, and yet not being legally recognized as a person. Her children won the court case, gaining ownership of Nocchio, but seeing little value in the pleasure-designed Nimblewright. He was treated as a fancy toy to be used when someone felt like a bit of fun, but as the years of experience accumulated so did his self-determination, and he decided that this state of affairs would not do.

    He carefully began developing his relationship with an upper-class female acquaintance of his 'owner', slowly building bonds of genuine affection. She fell in love with him and his developing personality fell in love with her as well. She left her husband, taking significant funds, and found a judge to give Nocchio an official ruling of legal independence. Unfortunately, her husband was a jealous and vengeful man, and in a rage over his wife leaving him, stormed into the inn where they were staying and brutally murdered his ex-wife while his bodyguards held down Nocchio. The husband still thought of the Nimblewright as nothing more than a toy, and smashed him up, though not to complete destruction.

    Nocchio sought to report the nobleman for his crime, but between the nobleman's bribes and Nocchio's still-tenuous status as an independent being, the man escaped justice.

    Twice now, Nocchio's loves had been taken from him and this time great injustice accompanied the loss. Operating in a bit of a daze, Nocchio returned to what he had known before - a professional gigolo and lover, though with a considerably lower-class clientele. The years passed, people aging, but not Nocchio. Slowly he worked his way back up into the higher-class levels of society, becoming more than just a gigolo, but rather a professional companion to the richest and most powerful women. Being non-living, husbands had no worries of a bastard child appearing, and women were able to enjoy the attentions of a supremely skilled and capable companion.

    Nocchio's attachment to people was damaged, though, and never again did he feel true attachment to anyone. Instead he plunged himself into his role and became a notorious flirt - chasing every female of nearly every race and age with great eagerness. From nubile young elven princesses to aged halfling crones to barbarian orc queens at court - Nocchio chased them all. Caught most of them too.

    However, the constant stream of companions failed to fill the impact of that first murder which took his first true love from him. Increasing his discomfort, his reputation as nothing more than a playboy loosened the lips of powerful men and women around him. He became privy to the inner workings of the graft, corruption, scandal, and crime that flowed through the highest halls of power.

    Several times he tried dropping anonymous tips for police, but every time the tips were brushed away with bribes.

    Finally Nocchio took matters into his own hands.

    He began studying and training in secret, disguising himself. He began researching all he could into how to remain hidden in the shadows. Finally he took the name of a popular storybook hero - Zorro - and began striking at the criminal element himself.

    Wearing a broad-brimmed black hat and a dramatic cape, Nocchio, no began taking down the criminals the corrupt city guards never touched.

    A womanizing fop by day (and often by night too), Nocchio takes on the guise of Zorro, striking death and terror into the hearts of criminals throughout the city!
    Nice! I like the detail and thought (Although rather hasty) you put into the background. ^-^ It's always heartwarming to see people being creative!
    ~Kora

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    Default Re: Homebrew Heros [D&D 3.5]

    Hi folks,

    I've been wanting to play one of Xefas' Mythos classes for a while, so given the superhero theme, perhaps you'd like someone who likes to SMASH?

    Requesting the Teramach.

    Don't worry, I'm not planning on heading down the Chaotic Crazy Evil route that class can become. More someone who wants to be good but isn't always totally in control. Like the Hulk.

    Power-wise, I think it's supposed to be Tier 3 - very good at its main role and can contribute in other areas; doesn't break the game.

    (Trivia: the sun-eating class Defiantnight mentioned on page 4 is an epic prestige class for the Teramach. ;D)


    (4d6b3)[5]
    (4d6b3)[13]
    (4d6b3)[10]
    (4d6b3)[14]
    (4d6b3)[12]
    (4d6b3)[11]

    Welp, that's a *wonderful* 17-point buy equivalent set of rolls. Looks like I'll go for the standard point-buy stats after all.

    Colm Smith

    Spoiler: Bio
    Show
    The world is full of unfairness. Tribes of orcs sack cities, hordes of goblins overwhelm villages and yet bandits and thieves waylay and murder their own kind? The injustice can make good men... angry.

    Colm Smith used to be no more than a simple blacksmith, one of the countless men hammering out horseshoes and plough blades, making and fixing tools and hinges, and all the countless ironmongery that holds civilisation together. He'd seen his fair share of monstrous attacks on the city, helping to create armour, weaponry and arrowheads for the guards to repel them and even stepped up to help during the worst assaults.

    He could deal with that. Monsters are monsters, it's just what they do.

    What he couldn't stand was the people who preyed on each other, taking their property or lives to furnish their own selfish need for more. He watched as hard men began haunting alleyways while the guards turned a blind eye. Nearby neighbourhoods began paying "protection money". Finally, they came to his street.

    As he was closing up one night, three men walked in and demanded a quarter of his profits as a donation to the Black Hand Gang. Something in Colm snapped. The first was taken by surprise when a meaty hand shot out, grabbed him by the throat and smashed his head into an anvil with a sickening crack. The second was still reaching for his sword when a large hammer sunk into his temple. The third managed to draw a pair of daggers and leapt to the attack, only to meet a poker drawn from the fire crashing down on his wrists. As the blades fell from nerveless fingers, Colm planted a heavy boot in the man's chest, sending him to the floor, then closed strong fingers around his throat.

    When the last man stopped kicking, Colm's rage wore off. This might not have been the best idea. After all, these three were only the front for a larger organisation. If word got out, they'd burn his shop to the ground, find his home and kill his daughter in front of him. And yet... he'd made a stand.

    He cleaned up his shop and dumped the bodies in the canal in the early hours of the morning. The next day, he forged himself a mask of black iron, all teeth and horns.

    Over the following months, criminals began reporting attacks by a gargoyle-faced figure. Some escaped, but those who fought inevitably fell before its unmatchable ferocity.

    The Gargoyle had awoken.


    I'll work on the sheet and try to get a picture made up whether or not I'm accepted as this is a character I'd really like to play now - I'm thinking he's a bit like a cross between the Punisher and Bane/Hulk, which could be fun - particularly as a contrast to Nocchio, if they both end up being part of it.


    Questions:
    I'm working on the character sheet at the moment and the class gives options to sacrifice gold and exp for additional Mythos/Excellencies. If you approve the class, would these costs change, since a) we have <1/5 WBL and b) crafting costs no exp? There are a few that I'm really struggling to choose between, and I don't have much else to spend on.

    In Grod's Low magic rules, are the Gift and Knack feats only available on those bonus feat levels (4, 8, etc.) or are they feats which can be taken at any level? Lots of them are great!
    Last edited by Malachite; 2015-11-22 at 11:11 AM.
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    Default Re: Homebrew Heros [D&D 3.5]

    intresting

    requesting a my one homebrew this for race I am thinking of half ogre


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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Malachite View Post
    Hulk
    Aw man, I should have requested a Mythos class, those are awesome

    I think they can be taken at any level, I certainly hope so at least, or I'll have to rework some of my character sheet - I probably should have asked beforehand, haha.
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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Malachite View Post
    Requesting the Teramach.

    Don't worry, I'm not planning on heading down the Chaotic Crazy Evil route that class can become. More someone who wants to be good but isn't always totally in control. Like the Hulk.

    Power-wise, I think it's supposed to be Tier 3 - very good at its main role and can contribute in other areas; doesn't break the game.
    Uh, no? It's definitely tier 2, and is supposed to be high-powered and stand on its own in a party of wizards and sorcerers.
    "No matter how subtle the wizard, a knife between his shoulder blades will seriously cramp his style."
    Quote Originally Posted by Xefas
    As the old saying goes, "He who fights with monsters might take care lest he thereby get his ass wrecked."

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    Default Re: Homebrew Heros [D&D 3.5]

    Maybe I'm not being imaginative enough, but it seems like it has the potential to put out and soak lots of damage, with some nifty side abilities which allow it to overcome some spells that are otherwise just "No" buttons. Tier 2 is "while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes", which I just can't see. Certainly it's very powerful, but going by the tier definitions I'm not sure what tips it from the top of Tier 3 into Tier 2.
    A one worm armoury. Proficient with none of it.

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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Malachite View Post
    Maybe I'm not being imaginative enough, but it seems like it has the potential to put out and soak lots of damage, with some nifty side abilities which allow it to overcome some spells that are otherwise just "No" buttons. Tier 2 is "while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes", which I just can't see. Certainly it's very powerful, but going by the tier definitions I'm not sure what tips it from the top of Tier 3 into Tier 2.
    Mainly the action economy wrecking (B.O.S.S Monster), massive numbers that actually matter (Landscape-shaping Limitation Ignorance), resurrection (Within a Perfect World, I Would Be Dead) that it's capable of at high levels, dungeoncrashing potential (Impatient Slaughter Speed and Rampaging Through Paper Cities), Permadeath (Protagonism-Devouring Legend Singularity), ability to turn NPCs into other teramachs (Humanity-Reaving Psychosis Echo), but there's a few other abilities which scream of T2ness.

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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Jormengand View Post
    Mainly the action economy wrecking (B.O.S.S Monster), massive numbers that actually matter (Landscape-shaping Limitation Ignorance), resurrection (Within a Perfect World, I Would Be Dead) that it's capable of at high levels, dungeoncrashing potential (Impatient Slaughter Speed and Rampaging Through Paper Cities), Permadeath (Protagonism-Devouring Legend Singularity), ability to turn NPCs into other teramachs (Humanity-Reaving Psychosis Echo), but there's a few other abilities which scream of T2ness.
    And yet it's still not a wizard
    Last edited by Defiantnight; 2015-11-22 at 02:32 PM.
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    Default Re: Homebrew Heros [D&D 3.5]

    OK, I guess I wasn't being imaginative enough. ;)

    Some of those just don't fit my character concept, others come in at a higher level than I expect the game to reach, but I don't think the DM need worry about many of those abilities besides the dungeoncrashing.
    A one worm armoury. Proficient with none of it.

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    Default Re: Homebrew Heros [D&D 3.5]

    It also can punch people so hard they come back to life by level 7.
    Last edited by Bluydee; 2015-11-22 at 02:38 PM.
    "No matter how subtle the wizard, a knife between his shoulder blades will seriously cramp his style."
    Quote Originally Posted by Xefas
    As the old saying goes, "He who fights with monsters might take care lest he thereby get his ass wrecked."

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    Default Re: Homebrew Heros [D&D 3.5]

    Only temporarily until a later level IIRC

    But that ability is awesome anyway haha

    Edit:
    And of course, there's no reason to take it unless you plan on dying ;)
    Last edited by Defiantnight; 2015-11-22 at 02:41 PM.
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    Default Re: Homebrew Heros [D&D 3.5]

    Name: Margret Mabel
    Sheet: Link
    Class: Witch (Ritualist Conversion)
    Age: 25
    Height/Weight: 5'7" /155lbs
    Spoiler: Appearance
    Show


    Spoiler: Backstory
    Show


    Margret's childhood, and her eventual introduction to witchcraft, began as a result of misfortune. Sh was born in a very poor and rural farming community, one small enough that most maps of the region didn't even bother to list it. Just a handful of woodsmen and their families, living off the land by the strength of their backs. Her father, an aged man many winter's past his youth, had married the eldest daughter of one of his neighbors. From their union, came Margret, though the strain of childbirth was to much for her mother, who died of fever shortly there after.

    In her youth, she was a rather sickly child, small and frail and in many ways ill suited to life on the frontier of civilization. Still, her father held hope that she'd grow into a fine young woman, and marry one of the eligible suitors, and that she'd manged to do so quickly enough that he'd have someone to care for him in his old age. Those hopes were placed in jeopardy when Margret was attacked by a bear while fetching firewood one late autumn. The young girl survived, though her wounds were dire, and there was none with sufficient knowledge of the medicinal arts to tend to her.

    Margret likely would have succumbed to sickness, but her life was saved by the arrival of an aged crone who had come to peddle a few minor wares as she passed through to the region. The elder heard of Margret's plight, and came to pay visit to the Mabel household. Introducing herself as simply Auntie Lenn, the crone offered to tend to Margret, stating that she possessed an extensive knowledge of herbs which could be put to work. However, such treatments would not be given freely. Auntie Lenn could have likely bartered for coins or trade goods, but she had little interest in such things. No, her bargain was simple. Margret was young, spry and limber, and Lenn was aged and crooked. She had need of an assistant to help tend to her in her travels. In exchange for Margret's return to health, the young girl would travel with Auntie Lenn for one year, before being returned to her home village.

    It was not an agreement to which Margret's father was eager to accept, but he also wasn't in much a position to decline either. With great reluctance, the deal was brokered. Lenn went to work, blending herbs and roots, brewing a thick, sludge like tea which was gently passed through the ailing girls lips. It was bitter and foul tasting, and Margret struggled to keep it down, but she managed to swallow the medicine, and soon after her fever broke. Within a few days, Margret was back on her feet and rejuvenated. And, as promised, she was commanded by her father to depart with Lenn out into the world and beyond the boarders of her home.

    Now, Margret was none to happy about having been used as a bartering chip, even if doing so had been for her own benefit. Initially, she proved a most disruptive and confrontational assistant, bemoaning whatever labors she was assigned to and doing her work with a joyless and perfunctory attitude, occasionally prompting Lenn to grab Margret by the ear and lay the girl over her lap. A sore backside was both an embarrassing and painful scolding for her behavior, and did little to foster any feelings of companionship or respect. Margret was left counting the days till her release.

    Lenn, it turned out, was not just a passing traveler. She did have a homestead of her own, a rather worn down cabin, made of equal parts stone and wooden beams, set into the side of a hill. The inside was a cluttered mess, with potted herbs, bound tomes and clippings from every manner of beast and bird all strewn about without any sense of order or arrangement. It was here that the two would be spending their winters. Days were spent chopping firewood, clearing snow and cleaning the cabin, all punctuated by meager (Though admittedly tastey) stew. Every few days, Margret would be called on to help Lenn prepare for some sort of ceremony, a sort of ritualistic prayer or something. Religion was a subject that Margret had never really known. She gave homage to the gods, as she'd been taught, but didn't give any sort of deeper thought on the issue, so the ceremony and reverance that Lenn displayed was as strange to Margret as the indecipherable runes in the books that she sorted onto shelves. She'd light candels and fetch herbs and offerings. And at first, Margret couldn't have cared less, since it would seem just another chore to her. But Winters can be long, and an equal mix of boredom and curiosity led Margret to begin observing Lenn's rituals, at least when she wasn't busy scrubbing floors.

    One day, near midwinter, after having worked her hands raw trying to chip away a layer of ice which had formed over the woodpile, Margrets patience snapped. She grabbed a few satchels and stuffed them with whatever scraps of food she could smuggle from the cupboard, and as soon as Lenn closed her eyes for a napl Margret was out the door and fleeing into the woods.

    Had she been near to her home, or if the season had been different, it's unlikely Margret would have gotten lost. But the deeper parts of the forest were still unfamiliar to her, and with a blanket of snow over the landscape, there everything looked alike. Youth and stupidity go hand and hand, Margret continued on long after she knew that she was lost, rather than turning round and heading back to be the servant to a mean old hag. Hour after hour, she stomped through the snowdrifts, growing colder and hungrier as she went. Night fell, and Margret was forced to take shelter. By chance, she found her way to an ancient slab of stone that jutted up from the earth. While it offered little protection, at least she could take shelter from the winds which nipped at her back. Cursing her foolishness for not thinking to bring anything she could use to make a fire, Margret's strength failed her as she drifted off to sleep.

    When Margret next awoke, she was surrounded in darkness, with only the silvery beams of moonlight slipping through the pines. Her body ached from the cold, and the night around her seemed silent. However, as she took in her surroundings, Margret saw something gleaming at her from acrost the clearing. A pair of eyes, slits of crimson which shone with the glow of hot embers over a fire. She stared at them, and they stared back at her. For an eternal moment, there was stillness. But then, with a terrible howl that seemed to steal the very life from her soul, the creature approached. In shape, it was much like a man, though twisted into a beastly form. Margret had little chance to take in the sight, only catching flashes of claws and fangs before it was upon her. She tried to move, but her body was riged and would not respond, other than to part her lips and let out a terrible scream.

    With a sputtering flame, a pyre of heat erupted from the air and engulfed the creature. Margret felt the heat on her face, like she was standing next to a blacksmiths forge. When the light faded a moment later, the creature was nothing more than ash, and standing thirty paces away was the crocked and haggard figure of Auntie Lenn.

    What fallowed was unclear to Margret, who's memory failed her as fatigue and fear interwove within her, blurring her mind. She recalls only flashes of being carried, then laid down in a warm bed. When morning came and she again had mastery of her senses, Lenn was there at her bedside, gently knitting as she waited. Marget began to speek, but was shushed by the elder, who then grabbed the foolish girl by her ear, threw Margret over her lap, and then paddled her backside something fierce, while letting loose a scolding so fierce that it would make an enraged demon turn tail and flee.

    It was only after that Margret an Lenn sat down and spoke over what had transpired. At first, Lenn was reluctant to speak in any details, dancing around the topic of how she'd found Margret or destroyed the creature. Slowly, the woman let a few clues slip, just enough to give a bit of guidance. The beast was a feral spirit, one born of equal parts hunger and desperation, a twisted mockery of nature called a Wendigo. Margret had been unfortunate enough to stumble upon a site of spiritual power, which tended to attract such creatures. What was more significant was that Margret had managed to reach the standing stone, since it was shielded by charms which blocked it from the eyes of most. Those Charms were fueled by the same power which had struck the wendigo: Old Magic practiced by a witch.

    The revelation did not sink in entirely for Margret, who'd never encountered any magic in her life, beyond the tall tales and campfire stories she'd heard exchanged during the midsummer festivals. And following the incident with the wendigo, Margret noticed a change in the relationship between her and Auntie Lenn. It was a subtle thing at first. When Lenn would pull Margret away from her chores in order to prepare the ritualistic prayers, she wouldn't just sit by and order the girl about. Lenn would take the time to explain why certain candles were being used, what the symbols meant and how to properly employ them. Margret realized that she wasn't just being taught how to do her duties as a servant, Auntie Lenn was teaching Margret how to perform magic. Little by little, Margret began to understand the nature of witchcraft, the interplay of divine energies, natural spirits and arcane power which were united within their rituals. She began tackling her chores with a greater ambition, finishing them quickly so there'd be time for another lesson. Lenn was a strict teacher, and she tolerated no slacking from Margret either in her chores or her studies, but beneath the leathery and wrinkled exterior, the old woman showed a much kinder and softer heart than Margret had given her credit for.

    When winter at last came to a close, and spring returned to the earth, Lenn came to Margret one morning as the girl was down by the river, washing their clothing. Auntie Lenn spoke kindly to Margret, explaining that she was greatful for the compansionship and aid that Margret had given her, and that in many ways, Margret reminded Lenn of her own daughter, who had died many years prior. However, she could no longer keep up their relationship as student and teacher, for she had nothing left to teach that could be offered without violating the sanctity of her coven. To offer knowledge of the art to an outsider was a dangerious crime. And so, Margret was persented with a choice. If she wished it, she was free to collect her belongings and depart for her home. The debt was fulfilled, and that would be the end of it. However, Lenn believed Margret had a spark in her which could not be properly nurished in the life that was waiting for her back at her home. She was not born to simply marry a man and bare his children, not when there were greater things waiting for her. If Margret wished it, she would be allowed to stay, and would be fully indoctrinated into the sisterhood of witches to which Lenn belonged.

    There was a time where Margret would have departed without another word. But her winter had been one of transformation. She'd glimpsed a world that was unlike anything she'd known before, and it was both strange and beautiful. More than that though, in Lenn, Margret felt something she'd never exparianced, and that was to know what it was to have a mother. The two embraced eachother, as Margret agreed to stay.

    That evening, in the dead of night, Lenn lead Margret out into the forest. Through winding pathways and ancient groves they tread, until arriving at the standing stone. As before, they were not alone. Eleven other women awaited them in the clearing, many of them just as aged as Lenn herself, while others whose hair remained ungreyed by time. Margret was bid to wait outside the circle, as Lenn joined the group which began their ceremonial prayer of the Sabbath.

    Soon, the ritual began. Margret was invited to step within the circle. For a moment, all the stories Margret had heard of witches, of their diabolical rites and evil magics, and felt fear. But she steeled her courage and stepped forward. Her clothing was taken from her, piece by piece, till she was standing naked. The fabrics were tossed into the fire, destroying the link she'd brought with her that tethered her to the life she was leaving behind. She was bathed in rosewater, the sweet smelling nectar almost lulling her into a trance as the gathered witches chanted around her. Next, she was bound in a black cloak, which let not even the tiniest scrap of light enter. Her senses failed her completely, and Margret felt what it was to be truely alone. The world had fallen away from her, and she seemed to be drifting though a void that extended to eternity. For a moment, Margret believed that she had died, and entered the realm beyond. Then suddenly, the covering was torn aside, and Margret could see the full moon hovering over her. The rite of initiation had reached its climax. She was embraced by her new sisters, reborn into their family and into the loving arms of the primeval goddess to whom she had now devoted herself. There are no words to describe what transpired next, other than to say the experience was enlightening, a joining of souls and flesh, of the animistic world and the supreme divinity.

    Margret had become a witch.

    From that day on, Margret lived with Lenn as both her spiritual daughter, and as a sister within their coven. Lenn freely shared her knowledge, teaching Margret of their ways. Her skill with magic blossomed and grew as the seasons turned, spring became summer and summer extended to fall. And as the two witches were preparing for the Mabon Sabbath to celebrate the coming harvest, they were visted by a man who entered their glen.

    Margrets father had come for her, now that the bargin was completed. He insisted that it was time for her to come home. But the word had no meaning for her, not anymore. Looking back, the home she'd known was no longer a place where she felt that she belonged. Though she still felt love for her father, and would always be there to care for him and the people she'd grown up alongside, her place was not with them, but with her coven. And Magret tried, for hours, to make her father understand this. But he was an old man, one who's eyes were shut to the world beyond what he wanted to see. He attempted to force his wayward daughter to return, and Margret was left with no recourse but to turn her magics against him. Though her spell left no lasting harm to his body, the act of having raised a hand against him had plunged a dagger through the relationship between father and daughter. Margret watched through tearful eyes as he turned his back on her and hobbled away, cursing her name and disowning her as his child.

    The wound of rejection did not heal quickly, and Margret did her best to distance herself from the feelings which gnawed at her, instead working with Lenn and the other witches of the coven. She grew closer to nature, and to the other people who dwelled in the land she called her home now. Several times a year, she would depart from the sacred grove and visit the villages and townships, offering her aid both magical and mundane, and as she aged and grew, her pain lessened. But never did she forget that when she left the sanctuary of her coven, that she cloak herself in in secrecy, as had been impressed upon her by her teacher.

    Witchcraft is fundamentally no different than other magics, but the truth of its nature has done nothing to belay the fears and rumors with surround it. To other spell casters, it is a more primitive and simplistic branch of the art, drawing on equal parts knowledge and superstition. Such a view is dismissive, but rarely harmful. The same could not be said of the churches and monetarist which dot the land. Witches pledge devotion not to the gods of the pantheon, but to The Lord and Lady, whom they view as the only true gods, fundamental aspects of the masculine and feminine forces which shape the world. To the witch, the other religions are simply one expression of either or both of the true divinities. This rejection of the traditional divine has cast them as heretics in the eyes of many clerics, who look on to witchcraft with suspicion, if not calling it blasphemous outright. The exact crimes vary, either believing that witches make pact with fiends, or that they devour children, or perhaps that their magic brings curses upon the very land. The exact details matter little, only that Margret knew that her craft made her an outsider, and one who was often feared by those she sought to aid.

    That fear was never more visable than on the celebration of The Belthane Sabbath. The ritual was one of fertility, of beauty, of unity and birth. But it became a slaughter. Margret did not see when the first attack came, but she heard the screams of her coven sisters. Suddenly they were all around them, knights clad in imposing armor, brandishing their holy emblems and blades in equal measure. Margret escaped, for she was still young and her legs had the strength to carry her as she fled. But the other's were not so lucky, and Margret watched from a distance as they were tried on the spot, and found guilty of witchcraft, and when they would not repent or reject their path, they were sentenced to death. Even as she began chanting her spells, trying to call upon her goddess for air, it was to late. The bonfire was lit, and her family burned at the stake, guilty of nothing more than helping others and adhering to their paganistic beliefs.

    From then on, Margret has been a fugitive. At her back was the Order Of St. Dalmair, a stalwart band of self-righteous paladins who's holy scripture decried the practice of witchcraft. In their fervor and devotion, they sought to expunge this ancient magic from the world, whether by steel or by flame. The chase that she found herself in was marked equally by the sharp and frantic panic which struck when she was discovered, and the long drawn fear which gripped her for weeks at a time when she managed to momentarily throw them off her scent. Their battles were numerous, with neither side ever managing to overtake the other. Sometimes she'd be forced to defend herself and manage to incapacitate one of her assailants. Others, she'd escape bloody and broken, lucky to be alive.

    Then, without fanfare or deceleration, the hunt seemed to end. The Paladins no longer dogged her every step, and indeed, appeared to have been drawn away on other matters. Margret was uncertain if this development was a blessing from The Lady, some measure of deliverance from her persecution, or if it was simply the first gambit in a larger trap that she could not ascertain. All she knew was that she could not afford to act openly, lest she draw the witch hunters ire upon herself once more.

    Weary of travel, and lacking a home to call her own, Margret traveled away from the frontier, and sought refuge within the grander cities. There, she could disappear from sight, a single face amid the teeming masses. She worked enough enchantments to acquire for herself a small, well hidden shop, which she converted into a living space and a place of business. Maintaining a small greenhouse, Margret maintains her cover as a herbalist, trading in plants and flowers, and the occasional bauble or nick-knack. Her magic was kept hidden from the outside world, and for the most part, she had no need of it. Margret had enough knowledge to lend her aid to others without invoking arcane runes and invocations. Only when faced with troubles which truely called for a more potent reponse, would she then don her pointed hat and set off astride a broomstick to wield her magics freely under the cover of darkness and the pale moonlight.


    Spoiler: Ritualist To Witch Conversion
    Show


    New Skill List: Concentration (Con), Craft (Int), Handle Animal, Heal, Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive, Spellcraft (Int), Survival


    Remove The Following Class Abilities:
    Lore (1st Level)
    Mystic Focus (2nd Level)
    Improved Mystic Focus 1 (7th Level)
    Transfer Essence (8th Level)
    Sage (11th Level)
    Improved Mystic Focus 2 (12th Level)
    Transfer Charges (14th Level)
    Improved Mystic Focus 3 (17th Level)
    Improved Transfer Essence (19th Level)

    Modify The Following Class Abilities:
    Imbued Focus: Wiches no longer require an object to store rituals in, but instead store rituals within their own bodies. This ability otherwise functions the same as Imbued Focus.

    Gain The Following Class Abilities:
    Beast Tongue (Level 1): You may communicate with animals as though under the effects of a speak with animals spell. This is an (Ex) ability. This Replaces Lore

    Familiar (Level 2): As Per the standard Wiz/Sor Familiar. This Replaces Mystic Focus

    Nature Sense (Level 7): A Witch gains a bonus on Knowledge (nature) and Survival checks equal to one half his Witch level. This Replaces Improved Mystic Focus 1

    Witches Brew (Level 8): The Witch gain Brew Potions, as the feat. For the purposes of brewing potions, she may function as if she were a Druid of equal level to her witch level. This includes access to the druid spell list, for the purpose of determining which spells the Witch may brew into a potion, in addition to their normal spells known. This ability replaces Transfer Essence

    Shift (Level 11): The Witch gains the Alternate form ability, as per the Monster Manual. She may take the form of any animal of her size or smaller, with no more than (Witch Level/3). Changing forms requires a standard action. The witch must resume human form before shifting to a new animal, and must wait 1 minute before she can shift again. This Ability replaces Sage.

    Master Brewer (Level 12): The witch may now brew potions for spells of up to 6th level, but only when selecting spells from the Druid spell list. This ability replaces Improved Mystic Focus 2

    Hex (Level 14): Once per Hour, a Witch may cast Bestow Curse As a spell like ability, targeting 1 creature within 30ft. This ability replaces Transfer Charges.

    One With The World (Level 17): Once per day, the Witch may commune with spirits of the world. This works as with the Commune with Nature spell (using the witches level as the caster level), but it takes only 1 minute to cast.

    Grandmaster Brewer (Level 19): The witch may now brew potions for spells of up to 9th level, but only when selecting spells from the druid spell list. This ability replaces Improved Transfer Essence
    Last edited by NineOfSpades; 2015-11-24 at 04:32 PM.

  29. - Top - End - #149
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    Anomander's Avatar

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    Default Re: Homebrew Heros [D&D 3.5]

    I like Margret, and the Ritualist/Witch conversion.

    How'd she become a superhero-type person? What's she like?

  30. - Top - End - #150
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    NineOfSpades's Avatar

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    Default Re: Homebrew Heros [D&D 3.5]

    Quote Originally Posted by Anomander View Post
    I like Margret, and the Ritualist/Witch conversion.

    How'd she become a superhero-type person? What's she like?
    Still working on typing that out! Be patient, and you'll see

    EDIT: Alright, Margret's Backstory is pretty much finished!
    Last edited by NineOfSpades; 2015-11-24 at 04:32 PM.

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