A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Orc in the Playground
     
    WhiteWizardGirl

    Join Date
    Sep 2010
    Location
    In a field of starlight
    Gender
    Female

    Default Local Speakeasy: Home Brewing 3.X Competition II: The Wild Side

    THE WILD SIDE

    Spoiler: Large Image
    Show
    Credit to Danyiart on Deviantart http://danyiart.deviantart.com/


    ~Welcome to the jungle, we've got fun and games~
    ~And the days go by, water flowing underground, Into the Blue again~
    ~I wanna lose control, uh oh~
    ~Looking for some trouble tonight, Take my hand, I'll show you the wild side~

    Welcome one and all to the 3.X Local Speakeasy, custodian of many Home Brews. Bring a new brew to the table, or have a taste of someone else's. The 'brews in this fine establishment are not your heavy Base Classes, or the ever popular 10 level Prestige Classes. Here patrons enjoy lighter fare: Feats, Skill Tricks or Uses, Spells, Powers, Invocations, Vestiges, Soulmelds, and Maneuvers for those looking to add a little flavor to their day, Alternate Class Features, Racial Substitution Levels, Prestige Classes of few levels, and Monsters for those seeking a bit more kick, and for guests of hearty guts, we also take and provide Alternate Rules for Magic and Combat. But ah, I hear you say, the Theme is the thing...

    This month's theme is
    WILD

    Druids, Barbarians, and Rangers of new flavor, or something totally different. Fey that frenzy nearby mortals, Wild Magic, and more, anything Wild, Unpredictable, or from Mother Earth is all big game here.

    Rules
    • Entry must not be a base class, nor a prestige class exceeding 3 levels, and must be for 3.X [changed from 5 levels because 5 now seems like just enough to be too crowded]
    • Entry must be original, and made for this contest
    • Entry must be related to the theme
    • Entry must be completed by August 15th, 2016
    • Entry must be easy to read (templates will be provided)
    • Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry)


    Breaking any of these rules will disqualify you, and plagiarism will get you reported.

    Bring forth your best!

    Ladies, Gentlemen, Distinguished Patrons and Brewers, Entities of Great Signifigance, and all the rest of you...

    Let us begin!

    Chat Thread is here. Please only post entries in this thread, the chat thread is for everything other than entries.

    Spoiler: Credits
    Show
    Credit to Guns n Roses for the song Welcome to the Jungle, Talking Heads for the song Once in a Lifetime, Deathray for the song I Wanna Lose Control, Ke$ha for the song Die Young
    Credit to Temotei for most of the Class template, to Zaydos for the other templates other than Monster, ACF, and RSL

    I believe that the darkness reminds us what light can be


    My Extended Homebrew Signature

  2. - Top - End - #2
    Orc in the Playground
     
    WhiteWizardGirl

    Join Date
    Sep 2010
    Location
    In a field of starlight
    Gender
    Female

    Default Re: Local Speakeasy: Home Brewing 3.X Competition II: The Wild Side

    Templates

    Prestige Class Name
    Put an optional image of your class here!
    Put a quote by or about a member of your class here!
    A general description of what your class is!
    Adventures: Why your class might adventure.
    Characteristics: What your class is capable of.
    Alignment: What alignment or alignments your class may have and why.
    Religion: What deities or ideals your class follows, if any, and why.
    Background: How you become part of your class and why.
    Races: What races most often have members of your class, as well as any races that cannot join, along with why.
    Other Classes: How your class relates to other classes, positively or negatively, and why.
    Role: What your class does in and for a party.
    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
    Prerequisites:
    To become a CLASS NAME, a character must fulfill all the following criteria.
    Criteria:
    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...
    Skill Points per Level: x + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
    1st
    +x
    +x
    +x
    +x
    Class Ability Casting
    Spoiler: PrC Template
    Show
    [CENTER][b][SIZE=3][U]Prestige Class Name[/U][/SIZE][/b]
    Put an optional image of your class here!
    [i]Put a quote by or about a member of your class here![/i][/center]
    A general description of what your class is!
    [b]Adventures:[/b] Why your class might adventure.
    [b]Characteristics:[/b] What your class is capable of.
    [b]Alignment:[/b] What alignment or alignments your class may have and why.
    [b]Religion:[/b] What deities or ideals your class follows, if any, and why.
    [b]Background:[/b] How you become part of your class and why.
    [b]Races:[/b] What races most often have members of your class, as well as any races that cannot join, along with why.
    [b]Other Classes:[/b] How your class relates to other classes, positively or negatively, and why.
    [b]Role:[/b] What your class does in and for a party.
    [b]Adaptation:[/b] How a DM might change your class to fit into their campaign or unique world setting.
    [b]Prerequisites:[/b]
    To become a CLASS NAME, a character must fulfill all the following criteria.
    [b]Criteria:[/b]
    [B]GAME RULE INFORMATION[/B]
    CLASS NAME's have the following game statistics.
    [B]Abilities:[/B] A brief description of what ability scores are important to your class.
    [B]Alignment:[/B] What alignments are available to your class are listed here. "Any" is a possibility.
    [b]Hit Die:[/b] dx
    [B]Class Skills[/B]
    The CLASS NAME's class skills (and the key ability for each skill) are...
    [B]Skill Points per Level:[/B] x + Int modifier

    [B]C[SIZE=1]LASS NAME[/SIZE][/B]
    [table="class:head alt1 alt2 thick_outer_border, width: 100%"]
    [tr]
    [th][b]Level[/b][/th]
    [th][b]Base Attack Bonus[/b][/th]
    [th][b]Fort Save[/b][/th]
    [th][b]Ref Save[/b][/th]
    [th][b]Will Save[/b][/th]
    [th][b]Special[/b][/th]
    [th][b]Spellcasting[/b][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]Casting[/td]
    [/tr]
    [/table]


    Alternate Class Features:
    Feature Name
    Description
    Class: Class in which the feature may be traded
    Level: Level at which the feature may be selected
    Replaces: Existing feature replaced by this alternate
    Benefit: The new feature
    Spoiler: ACF Template
    Show
    [b][u]Alternate Class Features:[/u][/b]
    [b][SIZE=3]Feature Name[/size][/b]
    Description
    [b]Class:[/b] Class in which the feature may be traded
    [b]Level:[/b] Level at which the feature may be selected
    [b]Replaces:[/b] Existing feature replaced by this alternate
    [b]Benefit:[/b] The new feature


    Racial Substitution Levels:
    Class Substitution Name
    Description
    Hit Dice:
    Requirements:
    Race, and levels at which they are taken
    Class Skills
    Skill changes (or lack thereof)
    Skill Points at Each Level: x+Int modifier (or 4x this as beginning character)

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
    1st
    +x
    +x
    +x
    +x
    Class Ability Casting

    Class Features
    Ability (Ex, Su, Sp, Ps, etc.):
    Spoiler: RSL Template
    Show
    [b][u]Racial Substitution Levels:[/u][/b]
    [b][SIZE=3]Class Substitution Name[/size][/b]
    Description
    [b]Hit Dice:[/b]
    [b]Requirements:[/b]
    Race, and levels at which they are taken
    [b]Class Skills[/b]
    Skill changes (or lack thereof)
    [b]Skill Points at Each Level:[/b] x+Int modifier (or 4x this as beginning character)

    [B]C[SIZE=1]LASS NAME[/SIZE][/B]
    [table="class:head alt1 alt2 thick_outer_border, width: 100%"]
    [tr]
    [th][b]Level[/b][/th]
    [th][b]Base Attack Bonus[/b][/th]
    [th][b]Fort Save[/b][/th]
    [th][b]Ref Save[/b][/th]
    [th][b]Will Save[/b][/th]
    [th][b]Special[/b][/th]
    [th][b]Spellcasting[/b][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]Casting[/td]
    [/tr]
    [/table]

    [SIZE=3][B]Class Features[/B][/SIZE]
    [B]Ability (Ex, Su, Sp, Ps, etc.): [/B]


    Feats:
    Name
    Description of feat.
    Prerequisites:
    Benefit: What the feat actually does mechanically.
    Special: Any additional information about the feat, for example whether it can be taken more than once.
    Spoiler: Feat Template
    Show
    [b][u]Feats:[/u][/b]
    [b]Name[/b]
    Description of feat.
    [b]Prerequisites:[/b]
    [b]Benefit:[/b] What the feat actually does mechanically.
    [b]Special:[/b] Any additional information about the feat, for example whether it can be taken more than once.


    Spells:
    Name
    School (subschool) [Descriptors]
    Level: Where it goes on spell lists.
    Components:
    Casting Time:
    Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
    Target: Only one
    Effect: of these
    Area: three
    Duration:
    Saving Throw: Excluded from personal spells.
    Spell Resistance: Excluded from personal spells.
    Descriptive text
    Game mechanic effect.
    Spoiler: Spell Template
    Show
    [b][u]Spells:[/u][/b]
    [b]Name[/b]
    School (subschool) [Descriptors]
    [b]Level:[/b] Where it goes on spell lists.
    [b]Components:[/b]
    [b]Casting Time:[/b]
    [b]Range:[/b] Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
    [b]Target:[/b] Only one
    [b]Effect:[/b] of these
    [b]Area:[/b] three
    [b]Duration:[/b]
    [b]Saving Throw:[/b] Excluded from personal spells.
    [b]Spell Resistance:[/b] Excluded from personal spells.
    [i]Descriptive text[/i]
    Game mechanic effect.


    Powers:
    Name
    Discipline [Descriptors]
    Level: Where it goes on power lists.
    Display:
    Manifesting Time:
    Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
    Target: Only one
    Effect: of these
    Area: three
    Duration:
    Saving Throw: Excluded from personal powers.
    Power Resistance: Excluded from personal powers.
    Power Points: Also XP cost here
    Descriptive text
    Game mechanic effect.
    Augmentation:
    Spoiler: Power Template
    Show
    [b][u]Powers:[/u][/b]
    [b]Name[/b]
    Discipline [Descriptors]
    [b]Level:[/b] Where it goes on power lists.
    [b]Display:[/b]
    [b]Manifesting Time:[/b]
    [b]Range:[/b] Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
    [b]Target:[/b] Only one
    [b]Effect:[/b] of these
    [b]Area:[/b] three
    [b]Duration:[/b]
    [b]Saving Throw:[/b] Excluded from personal powers.
    [b]Power Resistance:[/b] Excluded from personal powers.
    [b]Power Points:[/b] Also XP cost here
    [i]Descriptive text[/i]
    Game mechanic effect.
    [b]Augmentation:[/b]


    Invocations:
    Name
    Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
    Game mechanic effect (don’t forget range and duration).
    Spoiler: Invoc. Template
    Show
    [b][u]Invocations:[/u][/b]
    [b]Name[/b]
    Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
    Game mechanic effect (don’t forget range and duration).


    Vestiges:
    Name
    Vestige Level:
    Binding DC:
    Special Requirement: Y/N
    Who/what your vestige is.
    Legend: Legend behind the vestige.
    Special Requirement: If it has a special requirement list it here.
    Manifestation: What the vestige looks like when it manifests.
    Sign: The physical manifestation of the pact on your body.
    Influence: The mental influence the vestige applies to you, and what actions it objects to.
    Granted Abilities: A brief description of the general abilities.
    Ability name: Ability effect. Repeat a few times.
    Spoiler: Vestige Template
    Show
    [b][u]Vestiges:[/u][/b]
    [B][SIZE=3]Name[/SIZE][/B]
    Vestige Level:
    Binding DC:
    Special Requirement: Y/N
    Who/what your vestige is.
    [b]Legend:[/b] Legend behind the vestige.
    [b]Special Requirement:[/b] If it has a special requirement list it here.
    [b]Manifestation:[/b] What the vestige looks like when it manifests.
    [b]Sign:[/b] The physical manifestation of the pact on your body.
    [b]Influence:[/b] The mental influence the vestige applies to you, and what actions it objects to.
    [b]Granted Abilities:[/b] A brief description of the general abilities.
    [i]Ability name:[/i] Ability effect. Repeat a few times.


    Mysteries:
    Name
    Path Category, Path Name
    Level/School:
    Range:
    Target: Only one
    Effect: of these
    Area: three
    Duration:
    Saving Throw: Excluded from personal spells.
    Spell Resistance: Excluded from personal spells.
    Fluff description
    Game mechanics
    Spoiler: Mystery Template
    Show
    [b][u]Mysteries:[/u][/b]
    [B][SIZE=3]Name[/SIZE][/B]
    [b]Path Category, Path Name[/b]
    [b]Level/School:[/b]
    [b]Range:[/b]
    [b]Target:[/b] Only one
    [b]Effect:[/b] of these
    [b]Area:[/b] three
    [b]Duration:[/b]
    [b]Saving Throw:[/b] Excluded from personal spells.
    [b]Spell Resistance:[/b] Excluded from personal spells.
    [i]Fluff description[/i]
    [b]Game mechanics[/b]


    Utterances:
    Name
    Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
    Level:
    Range:
    Target: Crafted Tool only.
    Duration:

    If Evolved Mind:
    Normal: Fluff description
    Mechanic description.
    Reversed: Fluff description
    Mechanic description.

    If not:
    Fluff description
    Mechanic description.
    Spoiler: Utterance Template
    Show
    [b][u]Utterances:[/u][/b]
    [B][SIZE=3]Name[/SIZE][/B]
    [b]Lexicon:[/b] Whether it’s Evolved Mind/Crafted Tool/Perfected Map
    [b]Level:[/b]
    [b]Range:[/b]
    [b]Target:[/b] Crafted Tool only.
    [b]Duration:[/b]

    If Evolved Mind:
    [b]Normal:[/b][i] Fluff description[/i]
    Mechanic description.
    [b]Reversed:[/b][i] Fluff description[/i]
    Mechanic description.

    If not:
    [i]Fluff description[/i]
    Mechanic description.


    Maneuvers:
    Name
    Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
    Level:
    Prerequisites: If any
    Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
    Range: Commonly melee attack or personal.
    Target: Normally 1 creature or You.
    Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
    Saving Throw: If a save is allowed.
    Fluff description
    Mechanics.
    Spoiler: Manuver Template
    Show
    [b][u]Maneuvers:[/u][/b]
    [B][SIZE=3]Name[/SIZE][/B]
    Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
    [b]Level:[/b]
    [b]Prerequisites:[/b] If any
    [b]Initiation Action:[/b] Typically standard (strike), swift (boost or stance), or immediate (counter).
    [b]Range:[/b] Commonly melee attack or personal.
    [b]Target:[/b] Normally 1 creature or You.
    [b]Duration:[/b] Exempted from strikes with instantaneous effects. Stances have Stance.
    [b]Saving Throw:[/b] If a save is allowed.
    [i]Fluff description[/i]
    Mechanics.


    Soulmelds:
    Name
    Descriptors: None is an option.
    Classes: What classes get this meld.
    Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
    Saving Throw: None is an option.
    Fluff description
    Mechanics.
    Essentia: Bonus from investment.

    Chakra Bind (Chakra)
    Fluff description
    Mechanics.
    Spoiler: Soulmeld Template
    Show
    [b][u]Soulmelds:[/u][/b]
    [B][SIZE=3]Name[/SIZE][/B]
    [b]Descriptors:[/b] None is an option.
    [b]Classes:[/b] What classes get this meld.
    [b]Chakra:[/b] What chakras it can occupy. (Totem) is included for Totemist melds.
    [b]Saving Throw:[/b] None is an option.
    [i]Fluff description[/i]
    Mechanics.
    [b]Essentia:[/b] Bonus from investment.

    [B][SIZE=3]Chakra Bind (Chakra)[/SIZE][/B]
    [i] Fluff description[/i]
    Mechanics.


    MONSTER NAME
    SIZE TYPE (Subtypes)
    Hit Dice: XdY+Z (? hp)
    Initiative: +X
    Speed: X ft.
    Armor Class: X, touch Y, flat-footed Z
    Base Attack/Grapple: +X/+Y
    Attack: ATTACK NAME +X (XdY+Z/crit range)
    Full Attack: ATTACK NAME +X (XdY+Z/crit range)
    Space/Reach: X ft./Y ft.
    Special Attacks:
    Special Qualities:
    Saves: Fort +X, Ref +Y, Will +Z
    Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
    Skills:
    Feats:
    Environment:
    Organization:
    Challenge Rating:
    Treasure:
    Alignment:
    Advancement:
    Level Adjustment:

    Descriptive text
    Combat Abilities
    Ability (Ex, Su, Sp, Ps, etc.):
    Spoiler: Monster Template
    Show
    [B][SIZE=3]MONSTER NAME[/SIZE][/B][HR][/HR][B]SIZE TYPE (Subtypes)[/B]
    [B]Hit Dice:[/B] XdY+Z (? hp)
    [B]Initiative:[/B] +X
    [B]Speed:[/B] X ft.
    [B]Armor Class:[/B] X, touch Y, flat-footed Z
    [B]Base Attack/Grapple:[/B] +X/+Y
    [B]Attack:[/B] ATTACK NAME +X (XdY+Z/crit range)
    [B]Full Attack:[/B] ATTACK NAME +X (XdY+Z/crit range)
    [B]Space/Reach:[/B] X ft./Y ft.
    [B]Special Attacks:[/B]
    [B]Special Qualities:[/B]
    [B]Saves:[/B] Fort +X, Ref +Y, Will +Z
    [B]Abilities:[/B] Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
    [B]Skills:[/B]
    [B]Feats:[/B]
    [B]Environment:[/B]
    [B]Organization:[/B]
    [B]Challenge Rating:[/B]
    [B]Treasure:[/B]
    [B]Alignment:[/B]
    [B]Advancement:[/B]
    [B]Level Adjustment:[/B]

    Descriptive text
    [SIZE=3][B]Combat Abilities[/B][/SIZE]
    [B]Ability (Ex, Su, Sp, Ps, etc.): [/B]

    I believe that the darkness reminds us what light can be


    My Extended Homebrew Signature

  3. - Top - End - #3
    Bugbear in the Playground
     
    LordOfCain's Avatar

    Join Date
    Jul 2015

    Default Re: Local Speakeasy: Home Brewing 3.X Competition II: The Wild Side

    Feats:
    Name: Wild Flight [Heritage]
    This feat is meant to represent someone who is in tune with their fey heritage and uses it to their advantage.
    Prerequisites: Fey Heritage and Fey Skin
    Benefit: This feat grants a 10 ft + an additional 5 ft./3 levels flight speed. While a character is using flight from this feat, they lose 2 damage reduction granted by the Fey Skin feat. If they use it for more than 10 rounds consecutively they take 1d2 points of damage per round of use after it.

    Name: Improved Wild Flight
    Improved Wild Flight improves the flight of someone with the Wild Flight feat.
    Prerequisites: Wild Flight
    Benefit: A character with the Improved Wild Flight feat moves 5 feet faster when flying and can move 2 more rounds before taking damage.
    Special: This feat can be taken more than once, its effects stack.
    Last edited by LordOfCain; 2016-07-15 at 04:53 PM.

  4. - Top - End - #4
    Banned
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: Local Speakeasy: Home Brewing 3.X Competition II: The Wild Side

    The Wild
    "There aren't even rules for sleeping, you know!"
    - Miko Miyazaki, OotS #224

    The wilderness is a dangerous place. In reality, it isn't trivial for someone with basic survival training to get along in the wild with no chance of starving or getting lost. You need shelter, and you need sleep, and you need food, and you need water, and it's not easy to get those - you also need air, of course, but that's usually easier to find.

    Whether or not a creature breathes, sleeps and/or eats is given in the entry of that creature type. A creature who has to eat also has to drink. All creatures need shelter, unless they're immune to all weather effects that appear in the region they're in. The information on which creature types need what is summarised below:

    Type Breathe Eat/Drink Sleep
    Aberration Yes Yes Yes
    Animal Yes Yes Yes
    Construct No No No
    Deathless No No No
    Dragon Yes Yes Yes
    Elemental No No No
    Fey Yes Yes Yes
    Giant Yes Yes Yes
    Humanoid Yes Yes Yes
    Magical Beast Yes Yes Yes
    Monstrous Humanoid Yes Yes Yes
    Ooze Yes Yes No
    Outsider Yes No No
    Outsider (Native) Yes Yes Yes
    Plant Yes Yes No
    Undead No No No
    Vermin Yes Yes Yes

    Air
    "Air, I should explain, becomes the wind when it is agitated".
    - Titus Lucretius Carus, On the Nature of Things

    Breathing rules are given in the section on suffocation. Note that suffocation should never be able to increase someone's hit points. Further, the character should be entitled to a save to prevent each stage of suffocation. A creature who "Suffocates" in the third round is dead, to be clear.

    The exact same is true of drowning.

    Shelter
    "One had to build shelters. One had to make pockets and live inside them."
    - Lorrie Moore, Like Life

    Creatures need shelter to survive. In general, a creature who moves through rain suffers from cold dangers of one level colder than the actual cold level after just twenty minutes, and heat dangers of one level hotter than the actual heat level in the same time. Even heat and cold themselves are dangerous: each level of heat or cold reduces a creature's speed both in combat and overland by one quarter. Creatures in unearthly heat or cold can only hope to stagger about at a rate of 5 feet per round and hope to reach some pre-built shelter or the edge of the heat or cold.

    A shelter takes about an hour to make, and usually requires a DC 20 appropriate craft or survival check. You must have some materials handy. Depending on the materials you have handy, it may be faster or slower, and easier or harder. For example, if you try to turn an abandoned animal den for a large animal into a shelter, you may only need 10 minutes and a DC 10 check. If you try to turn a stone pillar into a shelter, it could easily take hours and the DC might be as high as 50. Creating a shelter with no materials whatever is simply impossible. If you fail the check to make a shelter, you waste half the time you would have spent doing so.

    A shelter causes you to ignore rain effects and treat the heat or cold as one step better. You can make shelters that are better than this, but it takes twice as long and you need to pass another check.

    Sleep
    "Sleep is that golden chain that ties health and our bodies together."
    - Thomas Dekker

    Most creatures need sleep to survive. If a creature who needs sleep goes without proper sleep for longer than three times their constitution score in hours, they become fatigued. If they go for three times this long, they are exhausted. If they go for six times this long, they immediately fall asleep and if they can't, they die. A creature who becomes fatigued in this way must take a will save at DC 20 every ten minutes they are sitting or lying down or fall asleep. A creature who becomes exhausted must take a DC 20 will save every hour they are not sitting or lying down and every round they are, or fall asleep. A good sleep of eight hours sets the time without sleep back by three times your constitution modifier, and fractions or multiples of this time set it back by an equivalent fraction or multiple of this value.

    A standing creature who falls asleep takes 1d6 points of falling damage if they fall onto a hard surface.

    To sleep, a creature usually needs a fairly comfortable surface, such as a bedroll. If you don't have one, you are at risk of not falling asleep until you actually become fatigued.

    Water
    "Thousands have lived without love, not one without water"
    - W. H. Auden, First Things First

    Most creatures must drink to survive. The exact parameters of this are given on Sandstorm, page 15.

    More importantly, you cannot simply take the DC 10 check to get along in the wild and mysteriously find water unless you have some water to find: there must be some rivers, or you must stop to gather and purify rain and you must have the equipment to do so in that case, or you must melt ice, or find some other way to get water.

    Many rivers are infected with filth fever (as though it were an ingested disease). A character who drinks from a river near muddy terrain must save against the disease. Some rivers are also infected with blinding sickness, and a character who drinks from one must save against that. Filth fever is caused by mud, and blinding sickness is usually caused by excrement.

    A character who tries to drink salt water actually hastens their demise, unless the salt is at a very low concentration.

    Food
    "You don't need a silver fork to eat good food."
    - Paul Prudhomme

    Most creatures must eat to survive. A character who needs food and who does not eat properly for three times their constitution score in hours is sickened. A character who does not eat properly for ten times their constitution score in hours is also nauseated. A character who does not eat properly for thirty times their constitution score in hours has a 50% chance to lose each action. A character who does not eat properly for fifty times their constitution score in hours dies. A decent meal sets the time back by 3 times the character's constitution modifier.

    More importantly, you cannot simply take the DC 10 check to get along in the wild and mysteriously find food unless you have some food to find: there must be some animals to hunt, berries to find, or otherwise a way to obtain food. If you want to hunt an animal, you must fight and kill it in combat: the survival check just finds you enough sources of food to support you and one other person per 2 points above 10 (if that many exist in the area), but you and your allies must choose whether or not to attempt to take advantage of them as they appear.

    Some food may be infected with disease. Food half-eaten by bats commonly causes red ache (as though it were an ingested disease), for example. Raw meat often causes a variety of diseases.

    Company and Sanity
    "The mind is its own place, and in itself can make a heaven of hell, a hell of heaven."
    - John Milton, Paradise Lost Book I

    All creatures who are not immune to mind-affecting abilities will eventually go insane without company. While two creatures may eventually get sick of each other, at least they'll have someone to be with. Being on your own, however, is often debilitating.

    A creature can hold out alone for ten days per point of wisdom before starting to feel the effects of insanity. Each day from then on, they must take a will save (DC 20) or suffer from insomnia for the entire day and night (see the section on insomnia).

    Conditions
    “Maybe we all have darkness inside of us and some of us are better at dealing with it than others.”
    - Jasmine Warga, My Heart and Other Black Holes

    Sometimes, it is difficult for a character to survive because they are suffering from one or more health conditions. Some are physical, others mental, yet others part of each; all are real and none deserves to be belittled. Here are some of the conditions that can make survival difficult.

    The following section is potentially disturbing to read for some; if so, you do not need to read it and it is not at all required.

    Anorexia
    A creature with Anorexia attempts to eschew eating. If they don't pass a DC 20 will save each day, they cannot eat anything more than a quarter of a proper meal during that day.

    Asthma or Cystic Fibrosis
    Despite being two unrelated conditions, both Asthma and Cystic Fibrosis are similar enough to have an essentially identical effect. Each time a character with either condition runs, or every hour in any case, they have a 1% chance to be affected by the symptoms, even if they are asleep. They cannot breathe properly and begin to suffocate, albeit at half speed. It takes one minute of doing nothing but attempt to recover to stop the effects, and then the sufferer is entitled to a DC 20 fortitude save immediately, and each round they continue to attempt to recover, to stop the symptoms.

    Another creature who knows what they're doing can recognise Asthma or Cystic Fibrosis with a DC 20 heal check, with a +10 bonus if they've seen it before. They know offhand how to treat it if they roll high enough to pass the check without needing the bonus, or if they've seen the treatment performed before. The treatment for each condition is different. This allows them to help a creature who has fallen unconscious to recover.

    Bulimia or Rumination Syndrome
    Although unrelated, these two conditions are similar in their effects. A creature with either condition who eats anything must take a save at DC 20 - will for Bulimia and fortitude for Rumination Syndrome - or throw it back up 2d6 minutes later.

    Insomnia
    A creature with Insomnia cannot sleep unless exhausted without spending 2 hours just trying to get to sleep. Even then, the creature must pass a DC 20 will save or a DC 30 autohypnosis check, whichever is easier.

    Narcolepsy
    A creature with Narcolepsy automatically fails any save to attempt to stop falling asleep if they are exhausted, uses the normal rules for suddenly falling asleep while exhausted if they are fatigued, and uses the normal rules for suddenly falling asleep while fatigued if they are neither.

    Polydipsia
    A creature with polydipsia suffers the effects of thirst at twice the normal rate.

    Polyphagia
    A creature with polyphagia suffers the effects of starvation at twice the normal rate.

    Feats, Flaws, and Spells
    “Sometimes there's not a better way. Sometimes there's only the hard way.”
    - Mary E. Pearson, The Fox Inheritance

    One feat, Endurance, has additional functionality:

    Endurance
    Benefit
    You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

    Further, your constitution is treated as 4 points higher to determine the effects of hunger, thirst and lack of sleep.

    Normal
    A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

    Special
    A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.


    Some flaws are provided below which are likely to provide an inconvenience for the character above and beyond the kind of flaw which is taken for an easy feat with no real drawback. They are as follows:

    Danger-Born: Your character takes a -2 penalty to all D20 rolls and all damage rolls when in a location safer than an improvised shelter.
    Disorder: Your character suffers from your choice of Anorexia, Asthma, Bulimia, Cystic Fibrosis, Insomnia, Narcolepsy, Polydipsia, Polyphagia, or Rumination Syndrome. If it is cured or removed somehow, you lose this flaw and the bonus feat from it. You can take this flaw more than once, but you must choose a different condition each time and cannot have both Asthma and Cystic Fibrosis, Bulimia and Rumination Syndrome, or Insomnia and Narcolepsy.
    Tired: Your character needs to sleep twice as often.


    One spell, Bestow Curse, has an additional functionality. Add the following to the list of possible curses:

    • The character suffers from your choice of Anorexia, Asthma, Bulimia, Cystic Fibrosis, Insomnia, Narcolepsy, Polydipsia, Polyphagia, or Rumination Syndrome. They cannot have both Asthma and Cystic Fibrosis, Bulimia and Rumination Syndrome, or Insomnia and Narcolepsy.


    The following are new spells that make use of these rules:

    Exhausting Strike
    Necromancy
    Level: Assassin 2, Blackguard 3, Cleric 3, Paladin of Slaughter/Tyranny 3, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Your attacks sap the target's strength, rather than their health.

    Whenever you would deal damage to a creature who needs sleep, instead that creature is treated as having spent additional sleepless hours equal to the damage you would have dealt. Apply damage reduction and resistances first.

    Remove Disorder
    Conjuration (Healing)
    Level: Cleric 7, Healer 6
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Target: Only one
    Effect: of these
    Area: Creature touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    You relieve a creature of one disorder.

    You end a creature's Anorexia, Asthma, Bulimia, Cystic Fibrosis, Insomnia, Narcolepsy, Polydipsia, Polyphagia, or Rumination Syndrome.

    Vacuum
    Evocation [Air]
    Level: Sor/Wiz 9
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400-ft + 40-ft/caster levels)
    Area: 100 ft radius sphere.
    Duration: 1 hour.
    Saving Throw: Fortitude partial (See text)
    Spell Resistance: No.
    You remove all the air from an area.

    You choose an area within range, and all the air in the area disappears. Creatures reliant on air follow the normal suffocation rules. The vacuum causes 2d6 cold damage and 1d4 untyped damage each round to each creature in the area.
    Last edited by Jormengand; 2016-07-25 at 12:41 PM.

  5. - Top - End - #5
    Barbarian in the Playground
    Join Date
    Jan 2016
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    Aiur, low orbit
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    Default Re: Local Speakeasy: Home Brewing 3.X Competition II: The Wild Side

    Lizardfolk


    -----The Lizardfolk have lived content in their swamps for centuries, following ancient customs unswervingly. Guided by their priests, they have survived wars and hardships aplenty.
    -----The newer generations, however, have begun to question their elders. They are no longer content to merely survive, they want to thrive. The priests, while wise, do little more than push the desire of their deity. A deity who wishes for little else than its people to survive and propagate, showing little care for the desires of its people. As such, many have begun to turn to the Old Ways, druidic traditions of their ancestors.


    Personality: Lizardfolk can vary from proud and reserved, to boisterous and uncouth.

    Physical description: Most lizardfolk resemble a bipedal alligator or crocodile with a small fin on the back of their head. They typically range from 6 to 7 feet tall with green, gray, or brown scales. They also possess a tail, 3 to 4 feet in length, that they use for balance and swimming. On average, a lizardfolk weighs from 200-250 pounds. There is a negligible size difference between male and female lizardfolk.

    Relations: Relations with other races are highly dependent upon how those other races have interacted with a particular tribe of lizardfolk. For example, if tribe A had been harassed by human settlers they would likely hold a dim view of humans. Tribe B lives near the shore and trades with locathath on regular basis, and view them as allies/friends.
    -----Troglodytes, however, are frequently the subjects of enmity. Some clans of troglodytes move into the lizardfolk’s wetlands where both must then compete for the limited resources. Furthermore, in their lust for steel the Troglodytes draw the ire of humanoid races, which may be incorrectly vented upon the lizardfolk.

    Alignment: Lizardfolk as a race tend towards neutral alignment, as it is the most practical from a survival perspective. Individuals may vary, but most retain a degree of neutrality.

    Religion: The deity Semuanya (Se-moo-on-I-ya), who has been their patron deity for centuries, is beginning to fall out of favor. While devoted to the survival and propagation of the lizardfolk race, Semuanya is lethargic and takes little action itself. Its clergy are growing fewer, and the druids and shamans are gaining ground. Just as wise and more willing to act, it is easy to understand their newfound popularity.

    Lands: Warm/tropical wetlands and swamps are typically claimed by lizardfolk, who strive to defend them against outsiders. Tribal borders within the swamps are typically natural features, such as streams and rock formations.
    -----Their first permanent settlement, Aradi, has been founded scarcely months ago under the leadership of Blacktooth; an archdruid named for the black dragon skull that sits atop his runestaff. While the news of this event has reached the outside world, the nature of this place remains a mystery.

    Languages: Most lizardfolk speak Draconic as their native tongue, as it has been used as long as they can remember. Common is gaining prevalence as a trade language among the newer generations.

    Names: A lizardfolk typically possesses a name that either describes themself or a valued accomplishment. A few take their tribe or clan’s name as a surname.

    Adventures: Lizardfolk that take up the path of the adventurer typically either seek to explore the world, or have been exiled from their tribe.


    Lizardfolk characters possess the following racial traits.
    • +2 Constitution, -2 Intelligence. Lizardfolk are hardy, but not as smart as your average human.
    • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    • Humanoid (Reptillian). Lizardfolk are humanoids with the reptilian subtype.
    • A lizardfolk’s base land speed is 30 feet.
    • +2 natural armor. Lizardfolk possess sturdy scales which serve as a rudimentary armor.
    • +4 racial bonus on Jump and Balance checks. Lizardfolk are able to use their tails to balance and jump better than other races.
    • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
    • Favored Class: Druid.

    Age: Lizardfolk are considered adults at approximately the same age as humans, but can live longer in peaceful conditions.
    Adulthood Simple classes* Moderate classes** Complex classes*** Middle Age Old Venerable Maximum Age
    15 years +1d6 +1d10 +3d6 50 years 75 years 100 years + 3d20 years

    *ex: Barbarian, Rogue, Sorcerer
    **ex: Bard, Fighter, Paladin, Ranger
    ***ex: Cleric, Druid, Monk, Wizard

    Height and Weight:
    Base Height Height Modifier Base Weight Weight Modifier
    5’10’’ +2d8 200 lb. x(1d4) lb.


    Spoiler: Racial Feats
    Show


    Strong Swimmer [Racial]
    You are a strong swimmer and able to hold your breath longer than others of your kind..
    Prerequisites: Lizardfolk
    Benefit:You gain a +4 racial bonus on swim checks and can hold your breath for 4xConstitution score rounds instead of the standard 2xConstitution score rounds.
    Special: This feat may only be taken once.

    Sturdy Scales [Racial]
    Your scales are exceptionally resilient.
    Prerequisites: Lizardfolk
    Benefit: Your natural armor bonus increases from +2 to +5.
    Special: This feat may only be taken once.

    Wild Warrior [Racial]
    You are stronger than your fellows and are able to bring claws and a toothed bite to bear.
    Prerequisites: Lizardfolk, First level only
    Benefit: You gain +2 Strength, 2 claw attacks(1d4, primary natural weapons) and a bite attack (1d4, secondary natural attack).
    Special: This feat may only be taken at first level.



    Spoiler: Racial Substitution Levels
    Show

    Racial Substitution Levels:
    Lizardfolk Bowmaster

    The Lizardfolk Bowmasters are advanced scouts, trained to use their bows to great effect against their foes. Not only able to hit hard on the move, they are also skilled at delivering precise, aimed blows.

    Hit Dice: d8
    Requirements:
    Lizardfolk, about to take the corresponding level of Scout
    Class Skills
    No change
    Skill Points at Each Level: 8+Int modifier (4x at first level)

    BOWMASTER
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +0
    +2
    +0
    Skirmish (+1d6), Archery Training, Trapfinding
    2nd
    +1
    +0
    +3
    +0
    Battle Fortitude +1, uncanny dodge, Aim
    4th
    +3
    +1
    +4
    +1
    Bonus Feat, Marksmanship
    10th
    +7/+2
    +3
    +7
    +3
    Blindsense 30ft., Improved Evasion
    Class Features


    Archery training (Ex): Lizardfolk Bowmasters train extensively with their bows, and often outmatch scouts of similar experience in feats of archery.

    A lizardfolk bowmaster may treat their scout level as granting a base attack bonus equal to their level, for bows* only. They also gain proficiency in the longbow.


    Aim (Ex): Most scouts excel using hit-and-run tactics, but lose potency when forced into remaining in place. The lizardfolk bowmasters have developed a method to focus their aim, and deal grievous wounds.

    As a full-round action, a lizardfolk bowmaster may fire an arrow at a single target and deal extra damage equal to their skirmish bonus damage. They also gain a bonus to the attack roll equal to the AC bonus they would gain from skirmish (if any). The feats Rapid Shot and Manyshot do not work with Aim. Aim only functions with bows*


    Marksmanship (Ex): One of the typical shortcomings of relying on precision damage is the immunity that many creatures possess. However, one must only know where to strike.

    A lizard folk bow master has a 50% chance to ignore immunity to critical hits, except for oozes and incorporeal creatures. It increases to 100% at eight level. This applies to any weapon(s) wielded by the bowmaster.


    Improved Evasion (Ex): This ability works as the rogue ability of the same name.

    *longbow, shortbow, etc. , not crossbows


    Feats
    Dodge Arrow
    You are able to deftly dodge incoming projectiles.
    Prerequisites: Dodge, Dex 15+
    Benefit: Once per round when you would normally be hit with a ranged weapon, you may evade it such that you take no damage from it. You must be aware of the attack and not flat-footed.

    Attempting to dodge a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be dodged.

    Extra Dodge
    You are particularly adept at evading projectiles.
    Prerequisites: Dodge Arrow, Dex 17+
    Benefit: You may dodge an additional ranged weapon each round.
    Special: This feat may be taken multiple times. Each time after the first, the minimum Dexterity prerequisite increases by two. (ex: Dex 19+ for the second time, Dex 21+ for the third time, etc.)
    Last edited by Grand Arbiter; 2016-08-15 at 08:33 AM. Reason: Racial Substitution Levels

  6. - Top - End - #6
    Troll in the Playground
    Join Date
    Dec 2013
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    turkey
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    Default Re: Local Speakeasy: Home Brewing 3.X Competition II: The Wild Side

    can old but not completely published brew works if yes then I might try my paw in this contest

  7. - Top - End - #7
    Bugbear in the Playground
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    Default Re: Local Speakeasy: Home Brewing 3.X Competition II: The Wild Side

    Wild Magic Surge [Metamagic]
    Sometimes, a wizard just wants to cut loose.
    Prerequisites: Non-spontaneous arcane spell casting, any two other metamagic feats
    Benefit: You may lose a prepared spell to engage in a Wild magic surge as a standard action. Wild magic surges have several effects related to the type of spell that was sacrificed to power them, and have greater effects based on the level of the spell sacrificed. Wild magic surges are not spells or spell-like abilities, function in anti-magic fields, are not subject to spell resistance, and cannot be dispelled. Whenever a wild magic surge is used, roll a 1d6-2. In all cases for the remainder of this feat description, spell level refers to the level of the spell sacrificed plus the result of that die roll. If a spell's level is reduced to zero by the die roll, the spell is lost but no effect happens. When a 6 is rolled, the wild magic surge is based off of a different spell's school. Roll a d8 to determine which one. Spells without a school also roll a d8 to determine the effect.

    Spoiler: Effects by school of sacrificed spell.
    Show
    (1) Abjuration: You gain a deflection bonus to AC, saves, and SR equal to 3 times the level of the spell sacrificed.

    (2) Transmutation: You gain a bonus to all abilities equal to the level of the sacrificed spell. This lasts for 2 rounds per level of the sacrificed spell.

    (3) Necromancy: A surge of negative energy bursts from your position. All creatures in a radius equal to 10 feet per level of the sacrificed spell take 1 negative level unless they make a will save of 10 + the sacrificed spell's level + your intelligence bonus, starting with the nearest creature and stopping when it has dealt out negative levels equal to the sacrificed spell's level. You heal 5 hp per negative level inflicted, and gain any excess as temporary hitpoints. If all creatures in radius have made their saves or been dealt a negative level and there are still negative levels to inflict, the nearest creature who didn't make their saving will get another negative level, and then the next creature who failed their save and so on until the levels are all dealt, or there are no creatures left in the radius who haven't made a save.

    (4) Evocation: An explosion erupts from your position. It deals 2d6 damage per level of the spell sacrificed. Half the damage is fire and half is force. The fire damage can be halved by making a reflex save of DC 10 + sacrificed spell's level + your intelligence bonus. The radius of the burst is 5 feet per level of the spell sacrificed.

    (5) Enchantment: Any creature trying to target you with a spell, ability, or attack must make a will save of DC 10 + the sacrificed spell's level + your intelligence bonus. If they fail, they lose that action. Spells and abilities with limited uses lose a use. After saving twice in a row successfully, a creature becomes immune to this ability until it is used again. It lasts for 2 rounds per level of the sacrificed spell.

    (6) Illusion: This creates an explosion which appears to be identical to the evocation ability, but is an illusion. Creatures in the blast area must make a Will save versus DC 10 + the sacrificed spell's level + your intelligence bonus or take the damage. If they fail this save, they can still make a reflex save to halve the fire damage. You also become invisible for 2 rounds per level of the sacrificed spell, or until you make an attack, or take an offensive action as per the invisibility spell.

    (7) Conjuration: You gain fast healing equal to the level of the sacrificed spell and can teleport up to 10 feet per level of the sacrificed spell as an immediate action. This lasts for 2 rounds per level of the sacrificed spell.

    (8) Divination: You gain a +2 insight bonus per level of the sacrificed spell to all d20 rolls for 2 rounds per level of the sacrificed spell.
    Last edited by sengmeng; 2016-08-11 at 12:18 PM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.

  8. - Top - End - #8
    Orc in the Playground
     
    WhiteWizardGirl

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    Sep 2010
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    Default Re: Local Speakeasy: Home Brewing 3.X Competition II: The Wild Side

    Hermitic Monk

    Not all who seek perfection of self cloister themselves away in monasteries, some choose to embrace nature, and let it into themselves. These monks wander the wilderness, and become one with it.

    These Alternate class features are intended to all be taken together, as an archetype (With the exception of the choice between Wild Shape and Shapeshift), but I decided to split them up to see what I was trading for what.

    Alternate Class Features: Hermitic Monk
    Nature's Necessary Skills
    Hermitic Monks tend to worry less about people and more about nature, and their skill set reflects that.
    Class: Monk
    Level: 1st
    Replaces: Diplomacy, Knowledge (arcana, religion) Class skills
    Benefit: The monk instead treats Handle Animal, Knowledge (nature), and Survival, and gains Wild Empathy, as the Druid Class Feature.

    Shapeshift
    Hermitic monks do not see cleansing one's body as perfection, but rather the ability to embrace the many forms of nature.
    Class: Monk
    Level: 1st
    Replaces: Proficiency with non-Simple Monk Weapons, Unarmed Strike, Purity of Body, Wholeness of Body, Empty Body
    Benefit: The monk gains Shapeshift, and all of its progressions, as the Druid Alternate Class Feature (Page 39, PH2). The Natural Attacks of the forms she takes are treated as monk weapons for the purpose of Flurry of Blows, and replace her unarmed attacks for the purpose of Ki Strike.

    Resist Nature's Lure
    Hermitic Monks are familiar with the dangers of the wild, and their minds move with nature.
    Class: Monk
    Level: 3rd
    Replaces: Still Mind
    Benefit: As the Druid Class Feature.

    Wild Shape
    Hermitic monks do not see cleansing one's body as perfection, but rather the ability to embrace the many forms of nature.
    Class: Monk
    Level: 5th
    Replaces: Purity of Body, Wholeness of Body, Empty Body
    Benefit: The monk gains Wild Shape, and all of its progressions, as the Druid Class Feature. The Natural Attacks of the forms she takes are treated as monk weapons for the purpose of Flurry of Blows, and are treated like her unarmed attacks for the purpose of Ki Strike.

    Venom Immunity
    Hermitic Monks build up immunity over time to some of nature's deadlier elements.
    Class: Monk
    Level: 11th
    Replaces: Diamond Body
    Benefit: As the Druid Class Feature (provides same bonus as Diamond Body, but has more suited name).

    Tree Stride
    Hermitic Monks Learn to move very quickly through their domains.
    Class: Monk
    Level: 12th
    Replaces: Abundant Step
    Benefit: The monk may use the spell Tree Stride at will, save that the effects are slightly altered. Rather than the spell lasting an hour per level, it simply activates whenever the monk steps into a tree. Rather than binding itself to a single type of tree, the type to use for the spell is determined only by the kind you step into. The monk may not use this spell to remain inside the tree, she must travel or leave the tree in the same round she uses the ability.

    I believe that the darkness reminds us what light can be


    My Extended Homebrew Signature

  9. - Top - End - #9
    Orc in the Playground
     
    WhiteWizardGirl

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    Sep 2010
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    Default Re: Local Speakeasy: Home Brewing 3.X Competition II: The Wild Side

    Contest closed, voting here!

    I believe that the darkness reminds us what light can be


    My Extended Homebrew Signature

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