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  1. - Top - End - #91
    Ogre in the Playground
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    May 2013

    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Celestia View Post
    I don't accept the argument that things should be under balanced because cheese exists. I'm not going to build a caster PrC on the basis of Loredrake Kobolds. Balance the floor, not the ceiling.
    Actually, I used Lordrake Kobolds as a bypass I'd accept. And it's making the cheese harder to get. How many 9th level spells are stuff that's needed to deal with situations not caused by 9th level spells or stuff above CR 20? And it's hardly the ceiling to grab a save-or-lose-forever Touch spell and use it with an ability that negates SR. And my suggested thing moves the level needed for 9ths up to 20, right at the edge of Epic.

  2. - Top - End - #92
    Ogre in the Playground
     
    Celestia's Avatar

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    Dec 2016
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    Canterlot, Equestria
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    Female

    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Morphic tide View Post
    Actually, I used Lordrake Kobolds as a bypass I'd accept. And it's making the cheese harder to get. How many 9th level spells are stuff that's needed to deal with situations not caused by 9th level spells or stuff above CR 20? And it's hardly the ceiling to grab a save-or-lose-forever Touch spell and use it with an ability that negates SR. And my suggested thing moves the level needed for 9ths up to 20, right at the edge of Epic.
    And how, exactly, is Imprisonment significantly different from any other save or lose as far as enemies are concerned? Does your DM continuously bring back every enemy you defeat if you don't do something to get rid of them permanently? Or does getting rid of them just get rid of them? In that case, the "forever" aspect may as well just be fluff.

    And here's the thing: if the game gets up to level 17, it won't just be the players using 9th level spells. So this whole unsupported and fallacious claim that 9ths are only necessary for combating 9ths isn't even remotely relevant because the players are going to be put up against encounters with 9th level spells, anyways.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!

  3. - Top - End - #93
    Ogre in the Playground
    Join Date
    Apr 2007
    Location
    Boston, MA

    Default Re: Princess Celestia's Homebrew Corner

    If one were building 3.5 from scratch, it might make sense to have that sort of rule, but compared to a lot of PrCs, losing 1 is still fine, especially given that it takes 1 to enter. The most useful place to compare it to would be the +0 PrCs http://brilliantgameologists.com/boa...p?topic=5198.0 in which case the power level is about the same.
    My homebrew:

    Spoiler
    Show


    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  4. - Top - End - #94
    Ogre in the Playground
     
    Celestia's Avatar

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    Dec 2016
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    Canterlot, Equestria
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    Default Warforged Warden

    The Warforged Warden

    Race: Warforged
    Alignment: Any Neutral
    Hit Die: d10

    Level BAB Saves Special
    1 +1 +2/+2/+0 Spirit Animal Transformation, Spirit Animal Ability Scores (+4, +2, +0), Warforged Body
    2 +2 +3/+3/+0 Animal Senses, Track
    3 +3 +3/+3/+1 Animal Empathy, Speak With Animals
    4 +4 +4/+4/+1 Spirit Animal Special Ability (Lesser)
    5 +5 +4/+4/+1 Warforged Armor Enhancement (Lesser), Bonus Feat
    6 +6 +5/+5/+2 Spirit Animal Ability Scores (+8, +4, +2), Spirit Animal Special Ability (Lesser)
    7 +7 +5/+5/+2 Spirit Animal Companion
    8 +8 +6/+6/+2 Spirit Animal Special Ability (Lesser)
    9 +9 +6/+6/+3 Evasion
    10 +10 +7/+7/+3 Spirit Animal Special Ability (Moderate), Bonus Feat
    11 +11 +7/+7/+3 Spirit Animal Ability Scores (+12, +6, +2), Nature's Fury
    12 +12 +8/+8/+4 Spirit Animal Special Ability (Moderate)
    13 +13 +8/+8/+4 Esoteric Mind
    14 +14 +9/+9/+4 Spirit Animal Special Ability (Moderate)
    15 +15 +9/+9/+5 Warforged Armor Enhancement (Greater), Bonus Feat
    16 +16 +10/+10/+5 Spirit Animal Ability Scores (+16, +8, +4), Spirit Animal Special Ability (Greater)
    17 +17 +10/+10/+5 Nature's Wrath
    18 +18 +11/+11/+6 Spirit Animal Special Ability (Greater), Master of Beasts
    19 +19 +11/+11/+6 Scion of Nature
    20 +20 +12/+12/+6 Spirit Animal Special Ability (Greater), Bonus Feat
    Class Skills (4 + Int)
    Balance, Climb, Concentration, Craft, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim, Tumble

    Weapon and Armor Proficiency: A Warforged Warden is proficient only in her natural weapons.

    Spirit Animal Transformation (Ex): A Warforged Warden, unlike most of her race, possesses an intrinsic connection to the forces of nature. Perhaps she was made this way, or perhaps it is the intervention of a particular god. It could even be something else entirely. Whatever the reason, she has been blessed with an extraordinary gift: the ability to transform. She can turn into a single animal of a specific kind. This is her spirit animal which guides her in life. She can change between her to forms at will as a move-equivalent action that does not provoke attacks of opportunity. Her form is permanent until she changes again, and it is a real, physical alteration. It is not an illusion, not is it magical. It cannot be suppressed or dispelled, and not even True Seeing will reveal anything. Her spirit animal form is as natural to her as her warforged form. If she falls unconscious or dies, she remains in whichever form she was in at the time, and limbs that are cut off also retain their current state. When she transforms, her type is unchanged, and she retains the appearance of whatever armored plating she possesses. Therefore, her spirit animal form looks like a robotic version of the animal. Regardless, animals identify her as a normal animal of that kind, acting just as they would if such an animal were before them.

    The available spirit animals are badger, bear, falcon, horse, tiger, snake, and wolf. Warforged Wardens in aquatic environments can also take crocodile, octopus, shark, or whale. These forms each grant different natural weapons (replacing the Warforged's Slam attack) as well as their own special abilities. The Warforged Warden retains all her normal abilities when transformed, provided that her spirit animal form possesses the necessary features to perform such an ability. Each spirit animal possesses it's own movement modes which replace those of the Warforged Warden. These movement speeds are reduced normally if she possesses an Adamantine Body. Lastly, the spirit animal form grants bonuses to her ability scores. Each spirit animal has a primary, secondary, and tertiary ability score that grants +4, +2, and +0, respectively. Every five levels after the first, the primary ability score bonus increases by +4, and the secondary ability score bonus increases by +2. At level six and every five levels thereafter, the tertiary ability score bonus increases by +2. Certain spirit animals are restricted in the types of Warforged armor plating that can be used.

    Certain spirit animals are also of a size other than medium. These animals gain additional ability score modifiers on top of the normal ones. Small: +2 Dexterity, Large: +2 Strength, Huge: +4 Strength.

    Badger (Any plating): Con (P), Dex (S), Str (T); Medium size; Speed 30 ft, Burrow 10 ft; 2 Claws (1d6) (P), Bite (1d8) (S); Dire Badger's Rage ability (can voluntarily end it with a Will save vs. DC10 + 1/2 level)

    Bear (Any plating): Str (P), Con (S), Dex (T); Large size; Speed 40 ft; 2 Claws (1d8) ( P), Bite (2d6) (S); Brown Bear's Improved Grab ability; +4 racial bonus on Swim checks

    Falcon (No Adamantine): Dex (P), Con (S), Str (T); Small size; Speed 10 ft, Fly 80 ft (average); 2 Talons (1d4) (P), Bite (1d4) (S); Weapon Finesse as a bonus feat (applicable in Warforged form); +8 racial bonus on Spot checks

    Horse (Any plating): Con (P), Str (S), Dex (T); Large size; Speed 60 ft; 2 Hooves (1d8) (P), Bite (1d6) (S); Endurance and Run as bonus feats (applicable in Warforged form)

    Snake (Any plating): Dex (P), Con (S), Str (T); Madium size; Speed 20 ft, Climb 20 ft, Swim 20 ft; Bite (1d6); Viper's Poison ability; +4 racial bonus on Hide, Listen, and Spot checks; +8 racial bonus on Balance and Climb checks; can take 10 on Climb and Swim checks even if threatened; can use Dexterity bonus on Climb checks if it is higher; can use the run action while swimming

    Tiger (Any plating): Str (P), Dex (S), Con (T); Large size; Speed 40 ft; 2 Claws (1d8) (P), Bite (2d6) (S); Tiger's Pounce ability; +4 racial bonus on Balance, Hide, and Move Silently checks; +8 racial bonus on Hide checks in tall grass or undergrowth

    Wolf (Any plating): Dex (P), Str (S), Con (T); Medium size; Speed 50 ft; Bite (1d8) (P), 2 Claws (1d6) (S); Wolf's trip ability; +2 racial bonus on Hide, Listen, Move Silently, and Spot checks; +4 racial bonus on Survival checks when tracking by scent

    Crocodile (No Ironwood): Str (P), Con (S), Dex (T); Medium size; Speed 20 ft, Swim 30 ft; Bite (1d8) (P), Tail Slap (1d12) (P); Crocodile's Improved Grab ability; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use the run action while swimming

    Octopus (No Ironwood or Adamantine): Dex (P), Str (S), Con (T); Medium size; Speed 20 ft, Swim 30 ft; Arms (1d8) (P), Bite (1d6) (S); Octopus's Improved Grab ability; Octopus's Ink Cloud ability; Octopus's Jet ability; +4 racial bonus on Hide checks; +10 racial bonus on Escape Artist checks; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use run action while swimming

    Shark (No Ironwood): Str (P), Dex (S), Con (T); Large size; Speed 0ft, Swim 60 ft; Bite (2d6); Shark's Blindsense ability; Shark's Keen Scent ability; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use run action while swimming

    Whale (No Ironwood): Con (P), Str (S), Dex (T); Huge size; Speed 0 ft, Swim 50 ft; Bite (2d6); Orca's Blindsight ability; +4 racial bonus on Listen and Spot checks, suppressed if Blindsight is negated; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use run action while swimming

    When the Warforged Warden transforms into her spirit animal form, all her equipment merges into her body and returns when she changes back. Any magic items she wore continue granting their benefits, but anything that must be activated to use becomes useless.

    A Warforged Warden can speak in her spirit animal form, but, as she lacks hands, she cannot manipulate objects or perform somatic components.

    A Warforged Warden possesses the Shapechanger subtype and is immune to polymorphing effects.

    Warforged Body: At first level, a Warforged Warden gains a bonus feat from the following list: Adamantine Body, Ironwood Body, Mythril Body, Psiforged Body, Spiked Body, or Unarmored Body

    Animal Senses (Ex): A second level Warforged Warden has become more attuned with her spirit animal. While in spirit animal form, she gains Low-light Vision and Scent.

    Track: At level two, a Warforged Warden gains Track as a bonus feat.

    Animal Empathy (Ex): At level three, a Warforged Warden can understand and communicate with animals on an instinctual level. She gains Animal Empathy as a Druid of her Warforged Warden level.

    Speak With Animals (Sp): At third level, a Warforged Warden has grown closer to nature and has started receiving nature's blessing. She can use Speak With Animals as a spell-like ability with a caster level equal to her class level. This ability is usable a number of times per day equal to her Wisdom modifier (minimum 1).

    Spirit Animal Special Ability (Ex): At fourth level and every two levels after, a Warforged Warden acquires one special ability chosen from the list of Spirit Animal Special Abilities. She can only select special abilities that are available to her chosen spirit animal. At levels four, six and eight, she gains one lesser ability. At levels ten, twelve, and fourteen, she gains one moderate or two lesser abilities. At levels sixteen, eighteen, and twenty, she gains one greater, two moderate, one moderate and two lesser, or four lesser abilities. At every level that she gains a new ability, she can choose to replace a previously selected one with a different ability of the same level.

    Warforged Armor Enhancement (Su): At level five, a Warforged Warden gains an enchantment to her Warforged armor plating from the list of Lesser Armor Enhancements. At level fifteen, she gains an enhancement from the list of Greater Armor Enhancements. She can also choose to replace her lesser enhancement with a different lesser enhancement at level fifteen. These enchantment do not count against her limit for normal armor enchantment unless she takes the Lesser Enhancement Bonus or Greater Enhancement Bonus armor enhancements.

    Bonus Feats: At every fifth level, a Warforged Warden gains either a bonus Warforged feat or Fighter Bonus feat.

    Spirit Animal Companion: Upon reaching level seven, a Warforged Warden gains the services of an animal companion. The companion acquired is based on her spirit animal. Badger: Dire Badger, Bear: Brown Bear, Falcon: Falcon (Eagle), Horse: Heavy Warhorse, Snake: Medium Viper, Tiger: Tiger, Wolf: Dire Wolf, Crocodile: Crocodile, Octopus: Octopus, Shark: Medium Shark, Whale: Orca. The spirit animal companion advances with the Warforged Warden, gaining additional hit dice, ability increases, and special abilities according to the table Spirit Animal Companion. For the brown bear, tiger, and dire wolf, treat the Warforged Warden as being three levels lower. For the falcon and octopus, treat the Warforged Warden as being three levels higher. If the spirit animal companion ever dies, the Warforged Warden can acquire a new one by performing a ritual that takes 24 hours and costs 100 gp.

    Nature's Fury (Sp): By level eleven, a Warforged Warden becomes filled with the power of nature's magic. She can choose three spells of up to 5th level off the Druid spell list. She can now use those spells as spell-like abilities with a caster level equal to her class level. They are each usable a number of times per day equal to her Wisdom modifier (minimum 1).

    Esoteric Mind (Ex): The mind of an average Warforged is already unusual being a living construct, but the Warforged Warden is nearly incomprehensible to others. The rigid structure and order of the construct juxtaposed with the anarchic and wild freedom of the animal creates a self-contradicory mess that is impossible to read or control. At level thirteen, a Warforged Warden becomes immune to mind-affecting effects.

    Nature's Wrath (Sp): An seventeenth level Warforged Warden has attained an even higher plateau of nature magic. She can choose one spell of up to 8th level off the Druid spell list. She can now use that spell as a spell-like ability with a caster level equal to her class level. It is usable a number of times per day equal to her Wisdom modifier (minimum 1).

    Master of Beasts (Su): A eighteenth level Warforged Warden has become like unto royalty in the animal kingdom, and like any royal, she can command her subjects. She gains an aura of leadership and control. Any animal (except animal companions or special mounts) with fewer hit dice than the Warforged Warden who comes within 30 feet of her immediately becomes subject to a Dominate Animal spell hightened to 9th level with a caster level equal to her class level. The domination effect lasts for as long as the animal remains within the aura and for 1 min/level after. If the animal succeeds on its save against this aura, it cannot be affected by it again for 24 hours.

    Scion of Nature (Su): By level ninteen, a Warforged Warden has been fully reclaimed by nature. Her body becomes covered in moss and/or mushrooms and various sprouts and flowers grow out from between her plates. Her Warforged armor bonus increases by 4, and she gains Regeneration 5. She takes normal damage from acid, fire, and sonic. She can also use Entangle, Plant Growth, and Speak With Plants as at will spell-like abilities with a caster level equal to her class level. Finally, she gains a +8 camouflage bonus on Hide checks in forested and swampy terrain and any area with an abundance of plants.

    ------------------------------

    Spoiler: Spirit Animal Special Abilities (Lesser):
    Show

    Bear's Toughness (Bear): You are hardier than most and can take a lot more punishment. You gain Great Fortitude and Improved Toughness as bonus feats (applicable in Warforged form).

    Constrict (Snake, Crocodile, Octopus): You have learned how to squeeze the life out of your foes. You gain the Constrict special attack which deals damage equal to your Bite attack (Snake), Arms attack (Octopus), or Tail Slap attack (Crocodile). You deal Constrict damage automatically on a successful Grapple check.

    Deadly Venom (Snake): Your venom is even more lethal. It deals 1d8+1 Con damage and gains a +2 racial bonus on the save DC.

    Feline Reflexes (Tiger): You possess the incredible reflexes of a cat. You gain Lightning Reflexes as a bonus feat (applicable in Warforged form). When you fall at least ten feet, you can make a Reflex save (DC15) to land on your feet and take damage as if you had fallen 10 feet less per point over 15 rolled.

    Feral Weapons (All): Your natural weapons are even deadlier than normal. All your natural weapons increase one die category. (Applicable in Warforged form)

    Ferocity (All): When you are severely wounded, your instincts kick in, and you fight like a cornered animal. You gain the Ferocity ability.

    Honed Attack (All): You are skilled at targeting the weak points in your enemies. All your natural weapons gain a critical threat range of 19-20 and deal 3 damage on a successful critical hit. (Applicable in Warforged form)

    Improved Grab (Badger, Falcon, Snake, Tiger, Wolf, Shark, Whale): You are adept at grabbing and holding opponents. You gain the Improved Grab ability. It activates off of Claw/Talon attacks (Badger, Falcon, Tiger, Wolf) or Bite attacks (Snake, Shark, Whale).

    Night Eyes (All): Your eyes are well adjusted to the dark. You gain Improved Low-light Vision and Darkvision 60 ft. You also gain a +2 bonus on Spot checks in shadowy illumination.

    Powerful Legs (Badger, Bear, Horse, Tiger, Wolf, Crocodile, Octopus): Your legs are stronger and faster than normal. Your base land speed increases by 20 ft, and you gain a +4 bonus on Jump and Tumble checks.

    Predator's Leap (Badger, Bear, Falcon, Horse, Wolf, Octopus): You have learned how to leap upon your foes with a deadly flurry of attacks. You gain the Pounce ability.

    Prodigious Growth (Falcon, Snake, Wolf, Crocodile, Octopus): You are bigger than normal. Your size increases by one stage, your natural weapons increase one die step in damage, and your strength increases by 2.

    Rake (Badger, Bear, Falcon, Tiger, Wolf): Your ferocity in battle allows you to get in some extra scratches under certain circumstances. You gain the Rake special attack which deals damage equal to your Claw/Talon attack. You can make Rake attacks on a Pounce, and they are considered secondary weapons. You deal Rake damage automatically with a successful Grapple check.

    Robust Tail (Whale): Your tail is tougher and stoner than normal. You gain a Tail Slap attack that deals damage one die step higher than your Bite attack. It is a secondary weapon.

    Rough Hide (Shark): Your body is covered in rough, pointed scales. Whenever you are attacked by a natural weapon or unarmed strike, your opponenet takes 1d4+Con piercing damage.

    Streamlined Body (Snake, Crocodile, Octopus, Shark, Whale): Your body was built for speed, and water flows right off of it. Your base swim speed increases by 20 ft, and you gain a +4 bonus on Escape Artist checks.

    Trip (Badger, Bear, Horse, Tiger, Crocodile): You know how to apply your strength and weight to knock down your foes. You gain the Trip ability. It activates off of your Bite attack (Badger, Bear, Tiger, Crocodile) or Hoof attack (Horse).

    Workhorse (Horse): You have a strong back and are adept at exerting yourself. Your carrying capacity is doubled, and you gain a +2 bonus on all Strength checks and Strength-based skill checks.

    Spoiler: Spirit Animal Special Abilities (Moderate):
    Show
    Blood Frenzy (Shark): The taste of blood triggers an uncontrollable bloodlust within you. Whenever you deal damage to a living creature, you Rage, gaining a +4 bonus to Strength and Constitution and a -2 penalty to AC until either you or your opponent are dead. You can attempt to voluntarily end this Rage will a Will save (DC10 + 1/2 level).

    Brilliant Pattern (Snake, Tiger, Octopus): The colorful pattern on your body can hypnotize and confuse your enemies. As a standard action that provokes attacks of opportunity, you can attempt to hypnotize all creatures that can see you as a gaze attack. Affected creatures must make a Will save (DC10 + 1/2 level + Charisma modifier) or become Confused for 1d4+1 rounds.

    Deft Flight (Falcon, Horse*): You are faster and more agile in the air. Your fly speed increases by 30 ft, and your maneuverability increases to good. *A horse may only take this if she has the Pegasus's Wings ability.

    Earthbond (Badger): You have a deeper connection to the earth, and can feel the ground around you. You gain Tremorsense 60 ft.

    Evasive Maneuvers (Falcon): Your aerial acrobatics are incredible to behold. Once per round, when you are attacked in a round in which you moved at least 30 ft, you can attempt a Tumble check as a free action against a DC equal to the opponent's attack roll. If you are successful, the attack misses, and you avoid all damage and effects of it.

    Frenzied Assault (All): You are able to tap into the beast within and attack with greater ferocity. If you have multiple natural weapons, you gain Multiattack as a bonus feat and can make an extra attack with your primary weapon at a -5 penalty. If you only have one natural weapon, then you gain a full iterative attack routine with it.

    Furious Rage (Badger): When you rage, your Strength and Constitution increase by +6 each.

    Hunter's Stalk (Falcon, Snake, Tiger, Wolf, Crocodile, Shark): You are an expert at sneaking up and ambushing your prey. You gain Darkstalker as a bonus feat, and you gain a +4 bonus on Hide and Move Silently checks.

    Mighty Wings (Falcon, Horse): Your wing muscles are more powerful than normal. You can carry up to a medium load while flying. You can also flap your wings hard enough to conjure a blast of wind. As a standard action that provokes attacks of opportunity, you can create an effect identical to the spell Gust of Wind with a caster level of half your hit dice that lasts for as many rounds as you continue flapping, spending a standard action each turn (maximum of up to Constitution modifier).

    Monstrous Strength (Bear, Whale): Your large, bulky body makes you even stronger than normal. Your spirit animal strength bonus increases by +4.

    Nature's Freedom (All): You run wild through the outdoors, unhindered by anything. As long as you are in a natural environment, you are constantly under the effects of Freedom of Movement.

    Pack Hunting (Wolf): You are skilled at fighting side-by-side with others and know how to take advantage of your enemies' distraction. When flanking, you gain a +4 bonus on attack and damage rolls, a +2 Dodge bonus to AC, and your critical threat range doubles. This is in addition to the normal benefits of flanking.

    Pegasus's Wings (Horse): You have tapped into the more mystical side of your spirit animal and grow two feathered pegasus wings out of your back. You gain a Fly speed of 60 feet with average maneuverability.

    Poison Spit (Snake): You have learned how to launch your venom at a distance. As a standard action that does not provoke attacks of opportunity, you can make a ranged touch attack against an opponent within 20 ft. If successful, the opponent takes 1d6 Acid damage and suffers your Poison.

    Polar Conditioning (Bear, Whale): Your body is adept at surviving in the harshest of arctic environments. You never suffer negative effects for cold weather, and you gain Cold Resistance 30.

    Prehensile Tentacles (Octopus): You have learned to use your tentacles with much finer dexterity. Your tentacles can now manipulate objects as if they were hands. They still cannot perform somatic components, however.

    Sprint (Tiger): You have tapped into a cousin to your spirit animal and become as fast as a Cheetah. You gain the Sprint ability, and your base land speed increases by 20 ft.

    Swallow Whole (Falcon, Snake, Crocodile, Shark, Whale): You have learned how to consume your opponents with one swift gulp. You gain the Swallow Whole ability. Your gizzard deals bludgeoning damage equal to your Bite attack and Acid damage equal to 1d4/3 levels. Your gizzard has hit points equal to 1/8th your hit point total and an AC equal to 10 plus your Warforged armor bonus.

    Trample (Badger, Bear, Horse, Snake, Tiger, Wolf, Crocodile, Octopus): You know how to barrel through enemies, crushing them underfoot. You gain the Trample ability. Damage is equal to twice your Claw attack (Badger, Bear, Tiger, Wolf), Hoof attack (Horse), Bite attack (Snake), Tail Slap attack (Crocodile), or Arms attack (Octopus).

    Unicorn's Horn (Horse): You have tapped into the more mystical side of your spirit animal and grow the horn of a unicorn upon your head. You gain a Horn attack that deals damage two die steps higher than your Hoof attack. It becomes your primary weapon while your hooves become secondary.

    Wind's Blessing (All): The speed of the wind aids in your attack. As a swift action, you can become Hasted for a number of rounds up to your Constitution modifier. Afterwards, you suffer a -2 penalty on attack rolls, saves, and skill checks for twice that duration. You cannot become Hasted again until the duration on the penalties expires.

    Wounding Attack (All): You know how to rip and tear flesh leaving an even deeper wound. Whenever you hit with a Bite, Claw, Talon, or Horn attack, you deal one point of Constitution damage, Fortitude negates (DC10 + 1/2 level + Strength modifier).

    Spoiler: Spirit Animal Special Abilities (Greater):
    Show
    Blood Hunger (Shark): Your body metabolizes flesh to restore you. Whenever you deal damage with your Bite attack, you heal hit point equal to half the damage dealt.

    Child of the Night (Wolf): You have tapped into the more mystical side of your spirit animal and gain power the durability of a werewolf. You gain DR10/silver, your natural weapons increase one die step in damage, and your spirit animal bonuses to Strength and Constitution increase by +2 each.

    Danger Sense (All): Your instincts have reached an almost supernatural level. You are constantly under the effects of Foresight.

    Devastating Charge (Horse): You can perform a one horse cavalry charge at your enemies. Whenever uou charge, your natural weapons deal 3 damage, or 4 on a Horn attack. In addition, if you have Trample, you can do so during your charge, gaining 3 damage on it. In addition, any creature dealt damage from this charge must make a Fortitude save (DC10 + 1/2 level + Strength modifier) or become stunned for one round.

    Hibernation (Bear): You have learned the art of resting away your troubles. You can enter a sleep-like trance. During this trance, you gain Fast Healing 20. The trance ends as soon as you reach full hit points, and upon waking up, all negative status effects affecting you are removed.

    Incite Rage (Badger): Your savagery in battle is inspiring to others. Whenever you Rage, all allies within 30 feet of you can choose to also Rage as a first level Barbarian.

    Jaw Snap (Crocodile): Your jaw is so powerful that it has the potential to decapitate your foes. Your Bite attack is treated as a Vorpal weapon.

    Nature's Shroud (All): You are protected within the bosom of nature. As long as you are in a natural environment, you are constantly under the effects of Death Ward.

    Perfect Flight (Falcon): Your flying skills are unmatched. Your fly speed increases by 50 ft, and your maneuverability increases to perfect. In addition, when you are in the air, you gain a 20% miss chance.

    Perfect Specimen (All): You are the epitome example of your spirit animal. Your size increases one category, your natural weapons increase one die step in damage, your spirit animal bonuses to Strength and Constitution increase by +6 and +4, respectively, and all your spirit animal special attacks that grant a save have their DC increased by +2

    Sonic Shout (Whale): You have honed your echolocation to such a fine level that you can weaponize it. As a standard action that provokes attacks of opportunity, you can let out a conical burst of sonic energy with the same range as your Blindsight any creature caught in the area takes 1d8/2 levels sonic damage, Reflex half (DC10 + 1/2 level + Constitution modifier). This ability can be used once per minute.

    Tentacle Typhoon (Octopus): Your tentacles have enough strength to attack on their own. You replace your Arms attack with eight Tentacle attacks, each one dealing damage one die step lower that your Arms attack.

    Tiger Guard (Tiger): You possess the noble guardian spirit of the tiger and protect your allies. All allies within 30 feet of you receive a bonus on saves and AC equal to your Wisdom modifier. In addition, all allies adjacent to you are treated as having partial cover. Lastly, you get a bonus on attack and damage rolls equal to your Wisdom modifier against any enemy that dealt damage to an ally since your last turn.

    Toxic Blood (Snake): Your body is saturated with lethal poison. Whenever you take damage from a melee attack that does piercing or slashing damage, your opponent automatically takes 1d6 Acid damage and suffers your Poison.


    Spoiler: Warforged Armor Enhancements
    Show
    Lesser:
    Disguise: You can Disguise Self at will.

    Ghost Touch: Your armor becomes ghost touched.

    Lesser Enhancement: Your armor gains a +2 enhancement bonus.

    Light: You constantly sheds light as a torch. It can be suppressed or resumed with a command word.

    Livewood Body: You gain Fast Healing 1. This enhancement can only be taken if you have the Ironwood Body feat.

    Minor Resistance: You gain Resistance 10 to two elements: Acid, Cold, Electricity, Fire, or Sonic.

    Stealth: You do not suffer from armor check penalty on Hide and Move Silently checks. You also gain a +4 bonus on Hide and Move Silently checks.

    Greater:
    Greater Enhancement: Your armor gains a +5 enhancement bonus.

    Heavy Fortification: You become immune to critical hits.

    Lightweight: Your armor check penalty is reduced by three (minimum zero). If you have the Adamantine Body feat, you are now treated as wearing light armor.

    Major Resistance: You gain Resistance 30 to two elements: Acid, Cold, Electricity, Fire, or Sonic.


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    Warforged Warden Level Additional Hit Dice Bonus Strength Bonus Dexterity Bonus Constitution Bonus Natural Armor Special
    <7 3 +0 +0 +0 +1 Link
    7-9 6 +2 +0 +0 +2 Evasion
    10-12 9 +4 +2 +0 +3 Devotion
    13-15 12 +6 +4 +2 +4 Multiattack
    16-18 15 +8 +6 +4 +5 Improved Evasion
    19+ 18 +10 +8 +6 +6 Size Increase
    Last edited by Celestia; 2017-02-06 at 11:47 AM.
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    Default Re: Warforged Warden

    I'm not generally a fan of race-specific base classes, but my own aesthetic preferences aside, this is well done. My only major comment is that I wouldn't include the neutral alignment requirement. Since one might become a Warforged Warden involuntarily, forcing neutrality seems unnecessary.
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    Default Re: Warforged Warden

    Quote Originally Posted by JoshuaZ View Post
    I'm not generally a fan of race-specific base classes, but my own aesthetic preferences aside, this is well done. My only major comment is that I wouldn't include the neutral alignment requirement. Since one might become a Warforged Warden involuntarily, forcing neutrality seems unnecessary.
    How in the world would one involuntarily choose a class?
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    Default Re: Warforged Warden

    Quote Originally Posted by Celestia View Post
    How in the world would one involuntarily choose a class?
    Not as a player, but as a PC; the idea of divine intervention making someone take the class for example. Note that there are a lot of classes where it is plausible that a player chose their class but the PC did not. Wilder is one example.
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    Default Re: Warforged Warden

    Quote Originally Posted by JoshuaZ View Post
    Not as a player, but as a PC; the idea of divine intervention making someone take the class for example. Note that there are a lot of classes where it is plausible that a player chose their class but the PC did not. Wilder is one example.
    ...Wat? .__.

    Are you trying to make a case for a fictional character's right to choose an alignment? That is so ridiculous that I'm not even going to address it.
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    Default Re: Warforged Warden

    Quote Originally Posted by Celestia View Post
    ...Wat? .__.

    Are you trying to make a case for a fictional character's right to choose an alignment? That is so ridiculous that I'm not even going to address it.
    No. The point is that you could plausibly have a warforged who is say lawful good, or chaotic evil or whatever, and then is subject to the divine intervention specifically mentioned in the class description.
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    Default Re: Warforged Warden

    Quote Originally Posted by JoshuaZ View Post
    No. The point is that you could plausibly have a warforged who is say lawful good, or chaotic evil or whatever, and then is subject to the divine intervention specifically mentioned in the class description.
    That is listed as a potential fluff explanation, nothing more.
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    Default Re: Warforged Warden

    Quote Originally Posted by Celestia View Post
    That is listed as a potential fluff explanation, nothing more.
    *shrug* It is your class, and it is ultimately a small issue.
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    Default Re: Princess Celestia's Homebrew Corner

    I like that the alignment " any neutral" is perfectly fine, because it puts the class in the same alignment grouping as druids, which is probably the closest official class to them.
    Also, I love the class, and I enjoy natural feeling warforged characters. Like ones that look for the reason for their existence somewhere in nature etc. The only thing I would see to give them is either simple weapon Proficiencies or the same list a druid has for when they aren't transformed, because some people might find them particularly UNnatural, should they find a giant metal tiger roaming.
    Other than that, A+ class.

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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by nikkoli View Post
    I like that the alignment " any neutral" is perfectly fine, because it puts the class in the same alignment grouping as druids, which is probably the closest official class to them.
    Also, I love the class, and I enjoy natural feeling warforged characters. Like ones that look for the reason for their existence somewhere in nature etc. The only thing I would see to give them is either simple weapon Proficiencies or the same list a druid has for when they aren't transformed, because some people might find them particularly UNnatural, should they find a giant metal tiger roaming.
    Other than that, A+ class.
    I was going to give then some basic weapon proficiencies, but then I realized that Warforged do have that Slam attack. Since they're not defenseless without weapons, I chose to value aesthetics for this call.
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    Default Sacred Magus

    The Sacred Magus

    Alignment: Any
    Hit Die: d6

    Level BAB Saves Special
    1 +0 +0/+0/+2 Dual Spell Source, Scribe Scroll
    2 +1 +0/+0/+3 Familiar
    3 +1 +1/+1/+3 Spontaneous Casting 1st
    4 +2 +1/+1/+4
    5 +2 +1/+1/+4 Bonus Feat
    6 +3 +2/+2/+5 Spontaneous Casting 2nd
    7 +3 +2/+2/+5 Turn/Rebuke Undead
    8 +4 +2/+2/+6
    9 +4 +3/+3/+6 Spontaneous Casting 3rd
    10 +5 +3/+3/+7
    11 +5 +3/+3/+7 Bonus Feat
    12 +6 +4/+4/+8 Spontaneous Casting 4th
    13 +6 +4/+4/+8 Loremaster
    14 +7 +4/+4/+9
    15 +7 +5/+5/+9 Spontaneous Casting 5th
    16 +8 +5/+5/+10
    17 +8 +5/+5/+10 Bonus Feat
    18 +9 +6/+6/+11 Spontaneous Casting 6th
    19 +9 +6/+6/+11
    20 +10 +6/+6/+12 Spontaneous Casting 7th
    Class Skills (2 + Int)
    Concentration, Craft, Decipher Script, Heal, Knowledge (All), Profession, Speak Language, Spellcraft

    Weapon and Armor Proficiency: All simple weapons and light armor. Sacred Maguses do not suffer arcane spell failure from light armor. However, they still cannot wear medium or heavy armor or shields.

    Spellcasting: A Sacred Magus is a prepared caster drawing his spells off any spell list. If a spell is at two (or more) different levels on different lists, use the version appearing first in this list of preferential order: Wizard, Cleric, Sorcerer, Druid, Bard, Paladin, Ranger, others. His primary casting ability is Intelligence. He prepares his spells from a spellbook. His spells known start with twelve 0th levels spells and three 1st levels spells plus one 1st level spell per point of intelligence modifier. At every level, he gains three spells of any level he can cast. He can also learn spells from scrolls like a Wizard. Unlike a Cleric, a Sacred Magus is not limited in aligned spells and can cast any spell regardless of alignment.

    Level Spells per Day
    0|1|2|3|4|5|6|7|8
    1 4/1/-/-/-/-/-/-/-
    2 4/2/-/-/-/-/-/-/-
    3 4/2/1/-/-/-/-/-/-
    4 4/3/2/-/-/-/-/-/-
    5 5/3/2/-/-/-/-/-/-
    6 5/4/3/1/-/-/-/-/-
    7 5/4/3/2/-/-/-/-/-
    8 5/4/4/2/-/-/-/-/-
    9 6/4/4/3/1/-/-/-/-
    10 6/4/4/3/2/-/-/-/-
    11 6/4/4/4/2/-/-/-/-
    12 6/4/4/4/3/1/-/-/-
    13 7/4/4/4/3/2/-/-/-
    14 7/4/4/4/4/2/-/-/-
    15 7/4/4/4/4/3/1/-/-
    16 7/4/4/4/4/3/2/-/-
    17 8/4/4/4/4/4/2/-/-
    18 8/4/4/4/4/4/3/1/-
    19 8/4/4/4/4/4/3/2/-
    20 8/4/4/4/4/4/4/3/1

    Dual Spell Source: A Sacred Magus is connected to both the arcane and divine. When casting a spell, he can decide if it is being cast as either arcane or divine. Spells cast as arcane require an arcane focus (if one is needed), and spells cast as divine require a divine focus (usually a holy symbol). All spells must meet arcane material component requirements if they exist. A Sacred Magus's spellcasting can grant him entry into prestige classes that require either arcane or divine magic. However, it can only count as one type of spellcasting at a time, so classes that require two types of spellcasting, such as Mystic Theurge, cannot be entered with this class alone. Regardless of whether or not he casts spells as arcane or divine, he suffers arcane spell failure if applicable.

    Scribe Scroll: A Sacred Magus gains Scribe Scroll as a bonus feat at first level.

    Familiar: At second level, a Sacred Magus gains a familiar as a wizard of his level.

    Spontaneous Casting: Upon reaching level three, a Sacred Magus can use his connection to the divine side of magic to begin casting spontaneously. He chooses any one 1st level spell that he knows. From this point onwards, that spell can be spontaneously cast in either an empty spell slot or by converting a filled, but not used, spell slot. Once chosen, the spontaneous spell cannot be changed. At every level that he gains access to a new spell level (sixth, ninth, twelfth, fifteenth, eighteenth, and twentieth), he can choose a new spontaneous spell from the previous spell level. Spontaneous spells are always cast as divine.

    Bonus Feats: At level five and every sixth level after, a Sacred Magus gains a bonus metamagic or item creation feat.

    Turn/Rebuke Undead: At seventh level, a Sacred Magus gains either Turn Undead or Rebuke Undead as a Cleric of his level. He can pick either regardless of alignment, but once chosen, this selection can never be changed.

    Loremaster (Ex): By level thirteen, a Sacred Magus has read so many ancient tomes and religious texts looking for scraps od magical lore that he has become a true expert in the fields of history, legends, mythology, and religion. This ability functions like the Bardic Knowledge ability at a level equal to the Sacred Magus's level. He also gains a bonus on Knowledge (Arcana), Knowledge (History), and Knowledge (Religion) checks equal to one third his Sacred Magus level.
    Last edited by Celestia; 2017-01-08 at 08:09 PM.
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    Default Re: Sacred Magus

    Copy paste error: Sacred Magus refers to "Applemancer" a few times.
    Last edited by JoshuaZ; 2017-01-08 at 07:48 PM.
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    Default Re: Sacred Magus

    Quote Originally Posted by JoshuaZ View Post
    Copy paste error: Sacred Magus refers to "Applemancer" a few times.
    Thanks. Fixed.
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    Default Re: Sacred Magus

    I like the Sacred Magus. Clearly a Tier 1 class, but not broken (any more than T1 is broken to start with), and losing 9th level spells and the slower spell progression seems like a reasonable price to pay for the massive spell list. The only concern I have is that the small number of class features make PrCing out potentially very tempting. I would suggest making clear that the new spontaneous spells are not advanced by PrCs that advance spellcasting.
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    Default Re: Sacred Magus

    Quote Originally Posted by JoshuaZ View Post
    I like the Sacred Magus. Clearly a Tier 1 class, but not broken (any more than T1 is broken to start with), and losing 9th level spells and the slower spell progression seems like a reasonable price to pay for the massive spell list. The only concern I have is that the small number of class features make PrCing out potentially very tempting. I would suggest making clear that the new spontaneous spells are not advanced by PrCs that advance spellcasting.
    It's got more class features than the wizard or cleric. *shrug*
    I thought it was clear in that the description says "level" rather than "caster level" and even lists the specific levels.
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    Default Re: Sacred Magus

    Quote Originally Posted by Celestia View Post
    It's got more class features than the wizard or cleric. *shrug*
    I thought it was clear in that the description says "level" rather than "caster level" and even lists the specific levels.
    Valid points. Consider my comment withdrawn.
    Last edited by JoshuaZ; 2017-01-08 at 08:26 PM.
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    Default Fleshwarper Devotee

    The Fleshwarper Devotee

    "The world is like a pineapple, and bloody rainbows shall purge the greed of squirrels!" ~G.O. Hatecraft, Human(?) Fleshwarper Devotee

    Beyond the reaches of existence, there is a place known only as the Far Realm. It is completely alien in every way, and those who interact with it are doomed to madness. Some individuals embrace that madness and worship the beings of the Far Realm. They become Fleshwarper Devotees, mad cultists who abandon their humanity.

    Adventures: A Fleshwarper Devotee tends to adventure not out of desire but necessity. They are frequently shunned and hated by others and are cast out of society. They adventure for lack of a home.

    Characteristics: As a Fleshwarper Devotee's connection to the Far Realm strengthens, he grows numerous tentacles to aid in combat. He also becomes stark raving mad and can inflict that madness on others.

    Alignment: Fleshwarper Devotees are always chaotic, but they tend to be morally apathetic.

    Religion: A Fleshwarper Devotee devoutly worships the beings of the Far Realm and no others. They view the gods as lesser creatures that mock the true masters of the multiverse.

    Background: There are several ways one can become a Fleshwarper Devotee. The first is to be recruited into the cult by another Fleshwarper Devotee. Cults are wont to spread, after all. The second way is to discover ancient and forgotten tomes and be seduced by the forbidden knowledge therein. Finally, one might simply feel the sudden and inexplicable influence of the Far Realm.

    Races: Fleshwarper Devotees are not common among any race. It is a small and hidden cult. However, races that vie for power at any cost or races that tend towards chaos are the most typical among the members.

    Other Classes: Fleshwarper Devotees have poor relations with most classes. Clerics, especially, despise them, a reciprocal hatred. The more chaotically-inclined classes, like barbarians, are often less hostile, however.

    Role: The Fleshwarper Devotee is a melee combatant and can fill most any such role.

    Adaptation: A setting that lacks the Far Realm can substitute an adequate replacement. Perhaps they worship the aberrations of the Underdark, for example.

    GAME RULE INFORMATION
    Fleshwarper Devotees have the following game statistics.
    Abilities: Strength, Dexterity, and Constitution are as important as with any combat-centric character. Some later class features also use Intelligence.
    Alignment: Any Chaotic
    Hit Die: d10
    Starting Age: As Cleric
    Starting Gold: As Cleric

    Class Skills
    The Fleshwarper Devotee's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spot (Wis), Swim (Str), Tumble (Dex)

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Level BAB Saves Special Number of Tentacles
    1 +1 +2/+2/+0 Eldritch Gift, Tentacle Growth, Toughness 1
    2 +2 +3/+3/+0 Resilient Hide 1
    3 +3 +3/+3/+0 Fleshwarped Healing 1
    4 +4 +4/+4/+1 Deranged Mind 1
    5 +5 +4/+4/+1 Aura of Confusion 2
    6 +6 +5/+5/+2 Energy Resistance 10 2
    7 +7 +5/+5/+2 Fleshwarped Reach 2
    8 +8 +6/+6/+2 Improved Grab, Multiattack 3
    9 +9 +6/+6/+3 Morphic Body 3
    10 +10 +7/+7/+3 Improved Eldritch Gift 3
    11 +11 +7/+7/+3 Fleshwarped Weapons 4
    12 +12 +8/+8/+4 Superior Deranged Mind, Energy Resistance 30 4
    13 +13 +8/+8/+4 Fleshwarped Regeneration, Improved Multiattack 5
    14 +14 +9/+9/+4 Amorphous Body 5
    15 +15 +9/+9/+5 Greater Eldritch Gift 6
    16 +16 +10/+10/+5 Improved Fleshwarped Weapons 7
    17 +17 +10/+10/+5 Aura of Insanity, Improved Fleshwarped Reach 8
    18 +18 +11/+11/+6 Energy Immunity 10
    19 +19 +11/+11/+6 Mind Blast 12
    20 +20 +12/+12/+6 Avatar of the Far Realm 15

    Weapon and Armor Proficiency: All simple weapons and light armor and shields (except tower shields).

    Eldritch Gift (Ex): A Fleshwarper Devotee is a mad cultist who has given himself up to the Far Realm. In exchange, he has been granted power and secret knowledge. At every level, he permanently increases either his Strength, Dexterity, or Constitution by one point. He also gains a bonus on all Knowledge checks equal to his level. However, learning things that no mortal was meant to learn carries a detrimental effect on the mind. At every level, he permanently decreases either his Wisdom or Charisma by one point (minimum 1). This is not ability damage or ability drain. It cannot be healed or restored in any way, not even by a wish, miracle, or reality revision. By level ten, his connection to the Far Realm has grown, and he now gains one point in two ability scores at each level. At level fifteen, his connection again becomes stronger, and he now gains one point in all three ability scores at each level.

    Tentacle Growth (Ex): Upon forming his bond with the Far Realm, the body of a Fleshwarper Devotee begins undergoing radical changes. It starts with the sudden growth of a tentacle from his torso. This tentacle grants a natural weapon that deals 1d8 bludgeoning damage. As he levels, he gains more tentacles as per the table, each one granting an additional natural weapon. For every two tentacles he has, the Fleshwarper Devotee gains a cumulative + 4 bonus on Grapple and Climb checks.

    Toughness: At first level, a Fleshwarper Devotee gains Toughness as a bonus feat.

    Resilient Hide (Ex): At level two, a Fleshwarper Devotee's skin begins growing more resistant to attack. He gains a natural armor bonus equal to one half his level and gains Damage Reduction of 1/magic.

    Fleshwarped Healing (Ex): By third level, a Fleshwarper Devotee's body has grown more indistinct and malleable. It becomes better able to heal itself, as a result. He gains an amount of Fast Healing equal to his Constitution modifier.

    Deranged Mind (Ex): At fourth level, the mind of a Fleshwarper Devotee has degraded to the point where it becomes difficult to understand or control. He adds his Intelligence modifier to Will saves instead of his Wisdom modifier and also gains a bonus on Will saves vs. mind-affecting effects equal to one fourth his level. Lastly, any attempt to read his thoughts produces only unintelligible gibberish.

    Aura of Confusion (Su): There is a certain clarity to be found in madness, and a Fleshwarper Devotee has found it. At level five, his personal enlightenment results in him unlocking his hidden potential and gains Wild Talent as a bonus feat. With his new psionic potential, he can project his madness onto others. Any creature with an Intelligence score of 3 or higher who comes within 10 feet of him must make a Will save or become Confused as the spell. The DC for the save is equal to 10 + 1/2 his level + his Wisdom pealty. That is, the penalty he receives for a low Wisdom score becomes a positive bonus on the save DC. The more insane he is, the more difficult it becomes for others to resist his insanity. A creature who succeeds on its save cannot be affected by this aura again for 24 hours. This is a mind-affecting effect.

    Energy Resistance (Ex): By level six, a Fleshwarper Devotee has become morphic enough that his body becomes less vulnerable to certain types of energy. He gains Resistance 10 to Acid and Electricity. At level twelve, this improves to 30, and at level eighteen, he becomes completely immune.

    Fleshwarped Reach (Ex): At seventh level, a Fleshwarper Devotee has enough control over his body to slightly modify aspects of it. He can stretch out his limbs to unnatural lengths and increases his reach by 5 feet. At level seventeen, his reach improves by another 5 feet, giving him an extra 10 feet in total.

    Improved Grab (Ex): At level eight, a Fleshwarper Devotee becomes better able to restrain his opponents with his tentacles and gains the Improved Grab ability. To use this ability, a he must hit with a tentacle attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Bonus Feats: As a Fleshwarper Devotee gains more experience in combat with his many tentacles, he becomes more adept at using them. At level eight, he gains Multiattack as a bonus feat, and at level thirteen, he gains Improved Multiattack as a bonus feat.

    Morphic Body (Ex): By level nine, a Fleshwarper Devotee has achieved such mastery over his body that he can reshape it to his whim. He can modify his appearance in a manner similar to the spell Alter Self. This is, however, a true change and not an illusion. It is not magical and cannot be dispelled. However, True Seeing will reveal his true form. He gains the Shapechanger subtype and becomes immune to polymorphing effects. He also no longer suffers aging penalties and cannot die of old age.

    Fleshwarped Weapons (Ex): At level eleven, a Fleshwarper Devotee can temporarily sprout entire new limbs from his body. This can be used as a swift action to give him additional natural weapons up to half his Constitution modifier (minimum 1). These natural weapons, regarless of their form, deal 1d6 damage. Every round he must make a Fortitude save against a DC of 15 + 3/additional limb. If he fails, he takes 2d10 damage, and his extra limb immediately retract back into his body. He can also retract them willingly as a free action. Either way, after using this ability, he cannot do so again for double the number of rounds that he used it for. At level sixteen, he can use his natural weapons for a number of rounds equal to his Constitution modifier before he has to start rolling Fortitude saves. He can also modify his existing natural weapons and can change his tentacles into different shapes, making them sharper. He can, as a swift action, alternate his tentacle attacks to deal slashing damage, piercing damage, or back to bludgeoning damage.

    Superior Deranged Mind (Ex): By level twelve, a Fleshwarper Devotee has become insane enough that he becomes completely immune to mind-affecting effects. In addition, anyone who attempts to use a mind-affecting effect on him must make a Will save (DC10 + 1/2 level + Wisdom penalty) or become permanently Insane. Even if they succeed the save, they still become stunned and dazed for 1d4 rounds. A psionic creature who attempts to use a mind-affecting effect also loses their psionic focus. This is a mind-affecting effect.

    Fleshwarped Regeneration (Ex): At thirteenth level, a Fleshwarper Devotee's healing has become more potent. His Fast Healing is replaced with an equal amount of Regeneration. He takes normal damage from cold, fire, and sonic.

    Amorphous Body (Ex): By level fourteen, a Fleshwarper Devotee has fully lost all his humanity, and his body devolves into an amorphous blob. His type changes to Aberration, but he can still use his Morphic Body ability to take the forms of creatures of his previous type. Due to his nearly insubstantial form, he becomes immune to all non-magical weapons and further becomes immune to all bludgeoning weapons. He can also achieve a near liquid state and can fit through openings as small as half an inch wide. He also gains 60 feet of Darkvision and no longer needs to sleep. His tentacles become fully prehensile and can manipulate objects or perform somatic components just like hands.

    Aura of Insanity (Su): At level seventeen, a Fleshwarper Devotee's aura is upgraded by his further descent into madness. It now causes permanent Insanity on a failed save and Confusion on a successful one. In addition, the smarter a creature is, the more vulnerable they become. Any creature with an Intelligence bonus applies that as a penalty on their Will save.

    Mind Blast (Ps): By level ninteen, a Fleshwarper Devotee has advanced his psionic powers and can now violently attack others. He can launch out a psionic attack against all creatures in a 20 ft radius burst centered on him that deals 20d10 psychic damage, Will negates (DC10 + 1/2 level + Intelligence modifier). He can use this ability a number of times per day equal to his Intelligence modifier. This is a mind-affecting effect.

    Avatar of the Far Realm (Su): By twentieth level, a Fleshwarper Devotee has become a physical gateway into the Far Realm. Any creature that makes physical contact with him must make a Fortitude save (DC10 + 1/2 level + Intelligence modifier) or be instantly Plane Shifted into the Far Realm. This ability only activates when a creature touches him, not when he touches the creature.
    Last edited by Celestia; 2017-03-07 at 12:15 PM.
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    Default Re: Fleshwarper Devotee

    How does Avatar of the Far Realm interact with the natural attacks? Do they need to make a separate save for each attack separately? Because if so, a full-attack is basically going to amount to the target being plane shifted to the Far Realm almost always. Assuming that they are about the same level, around half the tentacle attacks will hit. Even if the target fails a save only 5 or lower, that's a 90% chance of being planeshifted.
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    Default Re: Fleshwarper Devotee

    Quote Originally Posted by JoshuaZ View Post
    How does Avatar of the Far Realm interact with the natural attacks? Do they need to make a separate save for each attack separately? Because if so, a full-attack is basically going to amount to the target being plane shifted to the Far Realm almost always. Assuming that they are about the same level, around half the tentacle attacks will hit. Even if the target fails a save only 5 or lower, that's a 90% chance of being planeshifted.
    Are you talking about the Fleshwarper's natural weapons? That's irrelevant. The ability only activates when an opponent makes contact with him, not when he makes contact with the opponent.
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    Default Re: Fleshwarper Devotee

    Quote Originally Posted by Celestia View Post
    Are you talking about the Fleshwarper's natural weapons? That's irrelevant. The ability only activates when an opponent makes contact with him, not when he makes contact with the opponent.
    Ah, I would then specify that a little more explicitly since the wording "makes contact" didn't at least make clear to me that they had to be the active individual.
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    Default Re: Fleshwarper Devotee

    Quote Originally Posted by JoshuaZ View Post
    Ah, I would then specify that a little more explicitly since the wording "makes contact" didn't at least make clear to me that they had to be the active individual.
    Noted and addressed.
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    Default Re: Princess Celestia's Homebrew Corner

    .
    How does the Fleshwarper Devotee cope with damage reduction (including DR vs. bludgeoning damage) and incorporeal opponents?
    At a cursory glance, those seem like they could render the class useless.

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    Quote Originally Posted by nonsi View Post
    .
    How does the Fleshwarper Devotee cope with damage reduction (including DR vs. bludgeoning damage) and incorporeal opponents?
    At a cursory glance, those seem like they could render the class useless.
    The same way other martials accomplish it: magic items.
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    Quote Originally Posted by Celestia View Post
    The same way other martials accomplish it: magic items.
    So the Amulet of Mighty Fists and co. items apply to the tentacles? Seems OP, when you get one of the flat damage effects.

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    Quote Originally Posted by Morphic tide View Post
    So the Amulet of Mighty Fists and co. items apply to the tentacles? Seems OP, when you get one of the flat damage effects.
    They are natural weapons and function in all ways as natural weapons.
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    Default Spellvoid

    The Spellvoid

    Prerequisites:
    Base Attack Bonus: +5
    Feats: Mage Slayer, Great Fortitude
    Special: Must have made a successful Fortitude save against a spell effect.

    ------------------------------

    Hit Die: d10

    Level BAB Saves Special
    1 +1 +2/+0/+2 Spell Consumption, Spell Resistance 5 + HD
    2 +2 +3/+0/+3 Aura of Spell Protection, Pierce Magical Protection
    3 +3 +3/+1/+3 Spell Resistance 10 + HD, Pierce Magical Concealment
    4 +4 +4/+1/+4 Spelldrain Strike
    5 +5 +4/+2/+4 Spell Reflection, Spell Resistance 15 + HD
    Class Skills (4 + Int)
    Climb, Craft, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Swim, Use Magic Device, Use Rope

    Weapon and Armor Proficiency: A Spellvoid does not gain any proficiency in weapons or armor.

    Spell Consumption (Su): Whenever a Spellvoid successfully avoids the effects of a spell because of her Spell Resistance, she absorbs some of the spell's magical energy and converts it into a bonus for herself. She can choose one bonus each time she resists a spell. Bonuses of the same type overlap, not stack. All bonuses last for a number of rounds equal to the resisted spell's caster level.

    A bonus on attack and damage rolls equal to the resisted spell's spell level.
    A bonus on AC equal to the resisted spell's spell level.
    A bonus on saves equal to the resisted spell's spell level.
    Temporary hit points equal to the resisted spell's spell level multiplied by her Spellvoid level.

    Spell Resistance (Su): A Spellvoid develops keen anti-magical defenses. At first level, she gains SR 5 + HD. This improves to 10 + HD at level three and 15 + HD at level five. Her Spell Resistance is constantly active, but she can suppress or resume it as a free action.

    Aura of Spell Protection (Su): At second level, a Spellvoid can extend her protection against magic to her allies. She gains a 30 foot aura that grants a bonus on AC and saves equal to her Spellvoid level to all allies within the area. These bonuses only apply against spells and spell-like abilities.

    Bonus Feats: At level two, a Spellvoid gains Pierce Magical Protection as a bonus feat, and at level three, she gains Pierce Magical Concealment as a bonus feat.

    Spelldrain Strike (Su): At fourth level, a Spellvoid has learned how to move her weapon in such a way as to disrupt and drain a caster's magic. As a standard action, a Spellvoid can make a Spelldrain Strike on her next melee attack. If her attack hits and deals damage, the target must make a Fortitude save with a DC equal to the damage taken. If the save is unsuccessful, the caster loses one spell slot of their highest level. If the attack misses or the save is made, the attempt is wasted. A Spellvoid can use this ability a number of times per day equal to her Constitution modifier.

    Spell Reflection (Su): Upon reaching fifth level, a Spellvoid can reflect spells back at their caster. Whenever she successfully avoids the effects of a spell because of her Spell Resistance that targets specific creatures, she can, instead of using Spell Consumption, reflect it back to the creature that cast the spell. That spellcaster becomes subject to the spell as if they had cast it upon themself.
    Last edited by Celestia; 2017-01-12 at 12:00 PM.
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    Default Re: Princess Celestia's Homebrew Corner

    There's nasty, nasty loopholes for infinite healing and indefinite buffs on this... But most of that is on the custom magic item creation guidelines being so screwed up. I, for one, can see this in a party with an Artificer who makes increasingly CL bloated and metamagic stacked infinite use spells for the Spellvoid to devour. Perhaps starting with a low-level Mass spell, which may work fine on the rest of the party while the Spellvoid's SR buffs trigger. I'm not clear about how that would work out, but it gives Artificers a nasty synergy with the class.

    But again, that's because of the thoroughly screwed up custom magic item guidelines. Which allow for something small and beneficial anyway like, say, True Strike for a quick +20 to to-hit for one attack to get Hightened further and up-CR-ed by the Artificer whenever possible to turn it into an ever better buff.
    Last edited by Morphic tide; 2017-01-11 at 01:24 PM.

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