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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 VI: Here, There, and Everywhere

    Here, There, and Everywhere


    Welcome, once again, 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: Items, 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. But ah, I hear you say, the Theme is the thing...

    This month's theme is
    TRAVEL

    Roads go ever on, from your doorstep at home to the Gates of the Heavens and Hells. From calm country scenery to the ever-wending wastes of Pandemonium. From bustling city streets to the constantly ticking and always moving Mechanus. Wherever your journey takes you, one fact remains... you have to get there. How you get there is even more varied than the destination, for it is in the journey where adventure lies..

    Rules
    • Entry must not be a base class, nor a prestige class exceeding 3 levels, and must be for 3.X edition of Dungeons and Dragons
    • Entry must be original, and made for this contest
    • Entry must be related to the theme
    • Entry must be completed by August 22nd, 2017
    • 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 Temotei for most of the Class template, to Zaydos for the other templates other than Monster, ACF, and RSL
    Last edited by ShiningStarling; 2017-08-16 at 02:56 PM.

    I believe that the darkness reminds us what light can be


    My Extended Homebrew Signature

  2. - Top - End - #2
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Local Speakeasy: Home Brewing 3.X Competition VI: Here, There, and Everywhere

    I was robbed -ROBBED! - in the last contest, so here's another monster. A conversion of Ygramul the Many from the Neverending Story using Hellwasp Swarm as a base. Only weakly related to Travel but hopefully elegant in its complexity.

    SWARM, PROTEAN

    DIMINUTIVE MAGICAL BEAST (Swarm)
    Hit Dice: 12d10+60 (102 hp)
    Initiative: +9
    Speed: 5 ft. (1 square), climb 40 ft., fly 40 ft. (perfect)
    Armor Class: 19 (+4 size, +5 Dex), touch 19, flat-footed 14
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6 plus poison) or protean attack (varies)
    Full Attack: Swarm (3d6 plus poison) or protean attack (varies)
    Space/Reach: 40 ft./30 ft.
    Special Attacks: Distraction, poison, protean attack, web
    Special Qualities: Darkvision 60 ft., hive mind, immune to weapon damage, low-light vision, swarm traits, tremorsense 60 ft.
    Saves: Fort +13, Ref +15, Will +11
    Abilities: Str 1, Dex 20, Con 20, Int 12, Wis 20, Cha 10
    Skills: Climb +13, Hide +25, Intimidate +15, Listen +20, Move Silently +5*, Spot +28
    Feats: Ability Focus (poison), Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes
    Environment: Warm mountains
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: None
    Level Adjustment: -

    A protean swarm is a flight of small black wasp-like insects, which together form a swarm of Colossal size and malevolent intelligence. A swarm constructs great webs amongst the cliffs and ravines of its mountainous domain, ensnaring animals, humanoids, and even dragons before slaying them with its potent venom. However, each swarm lives in terror of the day that the secret magic of their venom is finally revealed, and they are forever deprived of sustenance by spiteful prey.

    A protean swarm speaks Abyssal, Auran, and Common in a frighteningly loud collective voice, often described as a "buzzing legion".

    Combat Abilities
    In combat a protean swarm engulfs as many smaller foes as possible within its space. It lashes out at particularly large or strong opponents with its protean attacks.

    Colossal (Ex): Unlike other swarms, a protean swarm occupies a 40 foot space. Creatures within their space are automatically subject to their swarm attack. Creatures outside their space and within a 30 foot reach are subject to their protean attacks (see below).

    Distraction (Ex): Any living creature that begins its turn with a protean swarm in its space must succeed on a DC 21 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Hive Mind (Ex): Any protean swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard protean swarm) forms a hive mind, giving it an Intelligence of 12. When a protean swarm is reduced below this hit point threshold, it becomes mindless.

    Poison (Ex and Su): Injury, Fortitude DC 23, initial damage 3d6 Dex and teleportation venom (see below), secondary damage 3d6 Con. The save DC is Constitution-based.

    Protean Attacks (Ex): A protean swarm can assume the general shape of a monstrous vermin of Colossal size. It can pack itself densely enough to strike with an effective Strength score of 30 using the natural weapons of its assumed form (though as with a standard swarm it may not perform grapple checks, and it retains the size modifier of a diminutive creature). The swarm may shift between forms at the start of its turn as a free action, but must make a full attack to benefit from the natural weapons of the assumed form. The natural attacks granted by each form are as follows:

    Praying Mantis: 2 claws +26 melee (4d6+10) and bite +21 melee (3d6+5)
    Scorpion: 2 claws +26 melee (2d8+10) and sting +21 melee (2d8+5 plus poison)
    Spider: Bite +26 melee (4d6+15 plus poison)

    Teleportation Venom (Su):
    A creature that fails an initial save against a protean swarm's poison gains the ability to use greater teleport as a spell-like ability. This effect lasts until the creature uses the ability or for one minute, whichever comes first. Slow poison, neutralise poison, and similar effects negate this effect.

    A character is not aware of this effect unless they make a successful Knowledge (arcana) check (DC 30) upon encountering a protean swarm or a successful Spellcraft check (DC 30) upon failing an initial save against the swarm's poison. A creature that succeeds on either of these checks may communicate this knowledge to others.

    Enterprising adventurers might be able to collect doses of the venom for later use.

    Tremorsense (Ex): A protean swarm can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the swarmís webs.

    Web (Ex): A protean swarm can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Colossal size. An entangled creature can escape with a successful Escape Artist check (DC 21) or burst it with a Strength check (DC 25). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

    Protean swarms often create sheets of sticky webbing up to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 18 hit points, and sheet webs have damage reduction 5/ó.

    A protean swarm can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

    Skills
    Protean swarms have a +8 racial bonus on Climb, Hide, and Spot checks and a +8 racial bonus on Move Silently checks when climbing across their webs. A protean swarm can always choose to take 10 on Climb checks, even if rushed or threatened. Protean swarms use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
    Last edited by rferries; 2017-07-26 at 07:51 PM.

  3. - Top - End - #3
    Banned
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: Local Speakeasy: Home Brewing 3.X Competition VI: Here, There, and Everywhere

    Fixed Sorcerer Lists

    Sorcerers are powerful. They're not as powerful as wizards, mind you, but they are powerful. Metamagic aside, a Sorcerer can, at 20th level, whip out one of as many as forty-three different, potentially unrelated spells.

    In order to curb this power, one can force a sorcerer to select a pre-made list of spells and stick to it. In doing this, one can restrict a sorcerer to a lower power level than could normally be obtained. Similarly, a bard can be made to use a smaller list, but in general, a bard is not powerful enough to warrant this change.

    A sorcerer can select the spells on the fixed list in any order, just as though it were the entire sorcerer spell list. Much like other sorcerers, these fixed list sorcerers gain a few spells not on the sorcerer spell list that they gain an understanding of through study.

    Motion List
    Casters from this list gain spells which allow them to move themselves and others. This means they can throw their enemies about in combat without mercy, and wield a dizzying array of force and telekinetic effects, many of which are barred to ordinary sorcerers.
    0lvl: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Mage Fist*, Mending, Message, Open/Close, Prestidigitation
    1st: Animate Rope, Expeditious Retreat, Floating Disk, Mount, Telekinetic Smite*
    2nd: Dodge*, Gust of Wind, Levitate, Spider Climb, Telekinetic Shove*
    3rd: Fly, Gravity Hammer*, Haste, Water Walk
    4th: Air Walk, Lesser Alacrity*, Black Tentacles, Freedom of Movement
    5th: Control Winds, Hyperspeed*, Overland Flight, Telekinesis
    6th: Animate Objects, Forceful Hand, Move Earth
    7th: Grasping Hand, Reverse Gravity, Telekinetic Shield*
    8th: Alacrity*, Earthquake, Irresistible Dance
    9th: Lesser Black Hole*, Crushing Hand, Compacting Cage*

    Teleportation List
    This list contains a large number of teleportation-related spells, as well as a few spells which conjure objects. It allows the user to teleport tactically, offensively and defensively.
    0lvl: Create Water, Detect Magic, Give Item*, Know Direction, Mage Hand, Mending, Open/Close, Pass Through*, Prestidigitation
    1st: Magical Astral Traveller*, Entropic Shield, Phase Out*, Relocate*, Upthrust*
    2nd: Blur, Magical Dimension Swap*, Dissonate*, Magical Empathic Transfer*, Misdirection
    3rd: Magical Astral Caravan*, Blink, Magical Hostile Empathic Transfer*, Meld into Stone,
    4th: Magical Anchored Navigation*, Dimension Door, Shatter Dimensional Barrier*, Magical Trace Teleport*
    5th: Magical Baleful Teleport*, Teleport, Tree Stride, Magical Teleport Trigger*
    6th: Teleportation Scatter, Magical Retrieve, Shadow Walk
    7th: Magical Divert Teleport*, Plane Shift, Greater Teleport
    8th: Maze, Scour from the Multiverse*, Simultaneous Location*
    9th: Astral Projection, Gate, Teleportation Circle

    Time List
    Temporal acceleration, deceleration and travel are the themes of the time list. A sorcerer with this list becomes able to accelerate objects to dangerous speeds or manipulate time in more subtle ways. Other spells on the list are those which expedite otherwise-lengthy tasks rather than deal with time directly.
    0lvl: Daze, Detect Magic, Ghost Sound, Know Direction, Mage Hand, Mending, Read Magic, Touch of Fatigue, Undo*
    1st: Accelerate Item*, Magical Deceleration*, Feather Fall, Longstrider, Magical Precognition*
    2nd: Delay Poison, Gentle Repose, Make Whole, Magical Object Reading*, Magical Recall Agony*
    3rd: Haste, Sepia Snake Sigil, Slow, Magical Time Hop*
    4th: Alacrity*, Enervation, Magical Quintessence*, Superaccelerate Item*
    5th: Fabricate, Hyperspeed*, Revert*, Magical Second Chance*
    6th: Hyperaccelerate Item*, Greater Magical Precognition*, Word of Recall
    7th: Magical Fate of One*, Reverse Gravity, Time Warp*
    8th: Greater Alacrity*, Temporal Stasis, Magical Mass Time Hop*
    9th: Energy Drain, Magical Time Regression*, Time Stop

    Accelerate Item
    Evocation
    Level: Time 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch and medium (100 ft + 10 ft/level) (see text)
    Target: 1 tiny or smaller object and 1 creature or object
    Duration: Instantaneous
    Saving Throw: Will Negates (See text)
    Spell Resistance: Yes (Object only)
    You launch an item at your foe.

    You launch the target object (in touch range) at the target creature or object (in medium range). The object is allowed a will save if it's able to make them for a reason other than being in your own possession, but the creature is not - instead, you must make a ranged attack roll to hit the creature. If you hit the creature's ordinary AC the projectile deals 1d6/level (maximum 5d6) points of damage; if you don't but hit their touch AC it deals half as much, else it misses. In any case, the object itself takes damage as though launched at the target with a crossbow (if the object has a specified hit point value, it takes damage equal to half of your damage roll whether it hit, missed or hit the touch AC).

    Alacrity
    Transmutation
    Level: Motion 8, Time 8
    Components: V
    Casting Time: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    You pull time into being while retaining your ability to act later.

    You take an extra standard action immediately. This is a free standard action and doesn't influence what kinds of action you may take during your next turn.

    Lesser Alacrity
    Transmutation
    Level: Motion 4, Time 4
    You pull a little time into being while retaining your ability to act later.

    Lesser alacrity works just like alacrity except as noted above and that you take a move action instead of a standard action.

    Magical Anchored Navigation
    Divination
    Level: Teleportation 4
    Components: V, S
    Casting Time: 1 standard action
    You take steps to set up a mishap-free teleport beacon.

    This spell works just like the anchored navigation power, except as noted here and that if you use at least a 7th-level spell slot to cast this spell, plus any slot adjustment from metamagic, its effect works across planar boundaries. You can't spend power points to augnment it.

    Magical Astral Caravan
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleportation 3
    Components: V, S
    Casting Time: 1 hour
    You lead an astral caravan.

    This spell works just like the astral caravan power except as noted above and that if you use at least a 4th-level spell slot to cast this spell, plus any slot adjustment from metamagic, it weaves a quasi-real filmy membrane around yourself and all those adjacent to each other in the caravan (being linked by hand is not required if this membrane is used). You remain visible within the translucent, amorphous enclosure. You can pick up or drop willing passengers, easily reaching through the film. Anything you hold is enveloped by the film. Any attacks made through the enclosure in either direction have a 25% miss chance due to the rippling membrane.

    When you cast this spell in its augmented form, your apparent speed to those observing on the Astral Plane is 40 feet, and you can make a Knowledge (the planes) check once every 12 hours to attempt to make it to your destination (six successful checks within 12 consecutive days still sees you to your desired goal).

    You can't spend power points to augment this spell. You can lead magical or psionic travellers, or both.

    Magical Astral Traveller
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleportation 1
    Components: V, S
    Casting Time: 1 hour
    You join an astral caravan journey.

    This spell works just like the astral traveller power except as noted above. You can join a magical or psionic astral caravan.

    Magical Baleful Teleport
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleportation 5
    Components: V, S
    Casting Time: 1 standard action
    Spell Resistance: Yes
    You scatter a creature's body all over.

    This spell works like the baleful teleport power except that the damage is 1d6/level (it can't be augmented).

    Lesser Black Hole
    Conjuration Evocation (Creation Teleportation) [Darkness, Force]
    Level: Motion 9
    Components: V, S
    Casting Time: 1 hour
    Range: Extremely Long (1600 ft + 160 ft/level)
    Effect: One black hole
    Duration: See text
    Saving Throw: Fortitude see text
    Spell Resistance: No
    You tear a hole in the fabric of reality

    Lesser black hole works like Noone's black hole except as noted above, that the true damage is only 1d6/level (maximum 50d6) and that the singularity only expands at a rate of 2.5 ft/round (creatures in a square which has winds or the singularity halfway through it are considered to be in that area). The lesser black hole shrinks at the same rate as a normal black hole.

    Compacting Cage
    Evocation [Force]
    Level: Motion 9
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: Reflex partial
    Spell Resistance: No
    You create a forcecage which crushes the occupant to death.

    This spell creates a forcecage around the target, except that it's a windowless cell just big enough to fit the creature inside. It immediately starts to crush the target, dealing 2d6 points of damage each round. A creature who passes a reflex save isn't trapped in the cage; instead bands of force wrap around them and constrict them for 1d6 points of damage each round. The creature also takes this effect for the rest of the duration if the cage is destroyed.

    Magical Deceleration
    Transmutation
    Level: Motion 1
    Components: V, S
    Casting Time: 1 standard action
    Target: 1 creature (see text)
    Spell Resistance: Yes
    You slow a creature down.

    This spell works just like the deceleration power except as noted above, but it can affect a creature of up to medium size, plus one size category larger for each 2 caster levels you have above 1st, and can't be augmented.

    Magical Dimension Swap
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleportation 2
    Components: V, S
    Casting Time: 1 standard action
    Spell Resistance: Yes (harmless, object)
    You swap positions with an ally or swap two allies' positions

    This spell works just like the dimension swap power except as noted above and that you can choose creatures of up to large size, plus one size category per two caster levels after third. Ignore the line about psychic warriors and the augmentation.

    Dissonate
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleporation 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Will half
    Spell Resistance: Yes
    You teleport a creature's body into pieces.

    The touched creature takes 1d6 points of damage per level unless they are subject to an effect (or in an area) which prevents teleportation. They are also teleported up to 10 feet away in a direction of your choice (5 feet if they pass the save).

    Magical Divert Teleport
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleportation 7
    Components: V, S
    Casting Time: 1 immediate action
    Spell Resistance: Yes (foils diversion)
    You divert your enemies' teleportation.

    This spell works just like the divert teleport power except as noted above (ignore the reference to quickened powers; use the normal rules regarding swift and immediate actions).

    Dodge
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Motion 2
    Components: V, S
    Casting Time: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    You dodge out of the way of an attack.

    You take a 5-ft step, even if you wouldn't normally be able to make a 5-ft step right now. This doesn't count against your limit of 5-ft steps. If you're being attacked, the attack misses if it has a single target or you move out of the area.

    Magical Empathic Transfer
    Vivimancy (Harming Healing) or Conjuration Necromancy (Healing)
    Level: Teleportation 2
    Components: V, S
    Casting Time: 1 standard action
    You transfer wounds from another to yourself.

    This spell works just like empathic transfer except that you can heal the target for 2d10 points of damage, plus 2d10 for every level beyond 3rd (maximum 10d10).

    Magical Hostile Empathic Transfer
    Vivimancy (Harming Healing) or Conjuration Necromancy (Healing)
    Level: Teleportation 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will Half
    Spell Resistance: Yes
    You transfer wounds from yourself to another.

    The touched creature takes an amount of damage of your choosing, so long as it is no more than 10/level, no more than the number of hit points you are missing, and no more than 90. You are healed for the same amount of damage that the creature takes, up to enough to kill it.

    If you use at least a 6th-level slot to cast this spell, plus any modifiers required for metamagic, you can instead deal damage to any number of target creatures in a 20 ft radius spread centred on you (in which case the range is 20 ft and the area is a 20 ft radius spread centred on you). The maximum damage to each individual can be no more than 10/level and no more than 90, and the maximum damage total can be no more than your missing hit points. Each creature then saves after you're done allocating damage, and then you're healed for the combined damage taken after saves.

    (Note: This version of the spell is based on the power as it appeared in the expanded psionics handbook, due to copyright issues and the fact that the other version of the power doesn't make any sense.)

    Magical Fate of One
    Divination
    Level: Time 6
    Components: V
    Casting Time: 1 immediate action
    You see into the future to aid you in the present.

    This spell works just like the fate of one power except as noted above.

    Gravity Hammer
    Evocation [Force]
    Level: Motion 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes
    You slam a creature into the ground.

    The target is pulled up very slightly and then slammed into the ground. If the creature is flying or above the ground for some other reason, it takes falling damage. The creature also takes 1d6 points of damage, plus 1d6 per size category it is above fine. Finally, the creature is knocked prone. A successful fortitude save allows the creature to stay in position (not prone) but doesn't affect the damage taken.

    Hyperspeed
    Transmutation
    Level: Motion 5, Time 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: Will Negates (Mostly Harmless)
    Spell Resistance: Yes (Mostly Harmless)
    You speed a creature up to exceptional speed

    The target becomes much faster. Their speed with every mode of movement is tripled and they can make two extra attacks as part of a full attack. They get a +4 bonus to attack rolls and a +4 dodge bonus to AC and reflex saves. A creature who is slowed ignores the slow effect but instead the hyperspeed effect becomes a haste effect. Hyperspeed is treated as haste for stacking purposes.

    Hyperaccelerate Item
    Evocation [Fire, Force]
    Level: Time 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch and very long (800 ft + 80 ft/level)
    Target: 1 object (See text) and one creature or square
    Area: 40 ft radius emanation centred on target
    Duration: Instantaneous
    Saving Throw: Will Negates or Reflex Partial (See text)
    Spell Resistance: Yes (Object only)
    You fire an object hard enough to trigger an explosion even without any explosive.

    This spell works like accelerate item except as noted above and as follows. You can choose either a creature or object or a square (AC 0) as the second target. If you choose the creature or object and hit, you deal 1d6 points of damage per level (no level limit). If you choose the square and hit you deal no damage but are still considered to hit. If you miss, resolve the attack like a ranged splash weapon to find out where the attack hits. Then each creature within the 40 ft radius of the location struck takes 1d6 points of damage per level. Half of the damage (rounding up) is fire damage and half (rounding down) is force.

    Mage Fist
    Evocation [Force]
    Level: Motion 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Very Close (10 ft + 5 ft/4 levels)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    You punch someone at range.

    You deal 1d3 points of force damage to the target. Somewhere in the multiverse, Bigby smiles.

    Magical Object Reading
    Divination
    Level: Time 2
    Components: V, S
    Casting Time: 1 minute
    Spell Resistance: Yes
    You read an object's past.

    This spell works just like the object reading power except as above and that by using a higher spell slot than normal (in addition to any spell slot adjustment from metamagic) the maximum duration increases by 20 minutes for each spell slot used above the required one. The spell can't be augmented with power points.

    Pass Through
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleportation 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 5 ft
    Target: You
    Duration: Instantaneous
    You teleport to the other side of a small barrier.

    You pass through or over a barrier, but you still need line of effect through the barrier. Effectively, this allows you to bypass a barrier with some kind of hole in even if you couldn't fit through the hole normally. You can't pass through the barrier if it's more than 5 feet thick.

    You can technically use this spell to teleport to the adjacent square even if there isn't a barrier there, or to go straight up, or onto a platform.

    Phase Out
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Time 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    You phase out of existence.

    This spell works just like the time hop power except as noted above and that it can't be augmented.

    Magical Precognition
    Divination
    Level: Time 1
    Components: V, S
    Casting Time: 1 standard action
    You see a fragment of the future.

    This spell works just like the precognition power except as noted above.

    Magical Greater Precognition
    Divination
    Level: Time 6
    Components: V, S
    Casting Time: 1 standard action
    You see a fragment of the future.

    This spell works just like the greater precognition power except as noted above.

    Quintessence
    Conjuration (Creation)
    Level: Time 4
    Components: V, S
    Casting Time: 1 round
    Spell Resistance: No
    You create some quintessence

    You create some quintessence, except that the quintessence created is magical in nature rather than psionic and hinders magical activity rather than psionic activity. A creature casting a spell within 5 feet of 1 lb or more of magical quintessence must pass a DC 16 will save; if they fail they either expend an extra spell slot of a level equal to or greater than the level of the spell being cast (whether the slot contains a spell, is empty, or is a spontaneous or fixed-list slot) or abandon the spell (in which case it's countered and none of its effects take place). Using spell-like abilities which would normally take a standard action is a full action if they're used within 5 feet of 1 lb or more of magical quintessence.

    Magical Recall Agony
    Divination [Mind-affecting]
    Level: Time 2
    Components: V, S
    Casting Time: 1 standard action
    Spell Resistance: Yes
    Your enemy recalls injuries that they haven't taken yet.

    This spell works like recall agony except that the damage is 1d6/level (maximum 15d6) and the spell can't be augmented.

    Relocate
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleportation 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/level)
    You teleport a short distance.

    This spell works just like dimension door except as noted here.

    Revert
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Time 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: 1 creature or object
    Duration: Instantaneous
    Saving Throw: Will Negates (Potentially Harmless)
    Spell Resistance: Yes
    You return a creature or object to its prior state.

    You return a creature or object to the state it was in exactly one round ago. This can bring dead creatures back to life, end the effects of spells (as though they had never been cast) or even restore hit points lost to a Shape of Fire. It can also reinstate damage that might have been healed and adds 1 round to the duration of any active spell on the target that isn't ended in this way (but not spells in whose area they happen to be).

    Scour from the Multiverse
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleportation 8
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: 1 creature or object
    Duration: Instantaneous
    Saving Throw: Will Negates
    Spell Resistance: Yes
    You remove a creature or object from existence

    The target goes to the Plane of Void, a featureless dead magic vacuum. Creatures in the plane of void take damage each round as though nailed to the sky. Creatures cannot reach the plane of void except via effects which go there specifically.

    Magical Second Chance
    Divination
    Level: Time 5
    Components: V, S
    Casting Time: 1 standard action
    You influence the probable outcomes of your surroundings

    This spell works like the second chance power except as noted here.

    Shatter Dimensional Barrier
    Abjuration
    Level: Teleportation 4
    Components: V, S
    Casting Time: 1 standard action
    Range: 30 ft
    Area: 30 ft radius centred on you.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You end planar barriers.

    This spell ends any dimensional anchor, dimensional lock or any other spell, power, spell-like or psi-like ability which blocks teleportation. A creature who is dimensionally anchored is freed from the effect entirely, but an area effect such as a dimensional lock is only ended within the area (effectively, it changes the area of the original effect to exclude the area of the shatter dimensional barrier)

    Simultaneous Location
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleportation 8
    Components: V, S
    Casting Time: 1 standard action
    Range: Unlimited
    Target: You
    Duration: Instantaneous and 1 minute/level (D)
    You both do and do not teleport to a location.

    You enter a state of dual positioning where you both teleport (as greater teleport, but you cannot take any other creatures) to a location of your choice, and also remain where you are. Effectively you are in both locations and can take a full round of actions in each location separately. You must, however, stay at least a mile away from your clone or you will complete the teleport and disappear from your original location. You also disappear from your original location when the spell ends, whether the duration runs out, it's dispelled, you dismiss it or for some other reason.

    Track any items you're carrying singly. If they leave your possession in one location, they leave it in the other, vanishing from your person. If you pick up an item in one location, you can choose where it appears in the other. Similarly, track hit points and spell slots singly: damage taken in one location is transferred to the version of you in the other location. If you're somehow hit in both locations with a single attack, you only take the damage once, though.

    Superaccelerate Item
    Evocation [Fire, Force]
    Level: Time 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch and long (400 ft + 40 ft/level)
    Target: 1 object (See text) and one creature or square
    Area: 10 ft radius emanation centred on target
    Duration: Instantaneous
    Saving Throw: Will Negates or Reflex Partial (See text)
    Spell Resistance: Yes (Object only)
    You fire an object hard enough to trigger a small explosion even without any explosive.

    This spell works like accelerate item except as noted above and as follows. You can choose either a creature or object or a square (AC 0) as the second target. If you choose the creature or object and hit, you deal 1d6 points of damage per level (no level limit). If you choose the square and hit you deal no damage but are still considered to hit. If you miss, resolve the attack like a ranged splash weapon to find out where the attack hits. Then each creature within the 10 ft radius of the location struck takes 1d6 points of damage per two levels. Half of the damage (rounding up) is fire damage and half (rounding down) is force.

    Telekinetic Shield
    Evocation [Force]
    Level: Motion 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    You create a telekinetic shield around yourself.

    You have a 1/3 chance (5 or 6 on a d6) to prevent any attack against you and rebound it onto the attacker. Roll before the attack is made; if you succeed you can make the attack against the attacker using your own bonus to attack and damage rolls as though you were wielding the weapon, but the original caster level or equivalent at which the ability was used. In the case of area attacks, the attack is only prevented from striking you and the retaliation is single-target, requiring a ranged touch attack to hit.

    For example, a level 7 wizard casts fireball at you and your friend. Wary of retaliation, the wizard decides to cast the fireball at caster level 6. If you roll a 5 or a 6, you take no damage make a ranged touch attack at your own bonus; success deals 6d6 points of fire damage to the wizard. Your friend is hit irrespective of any rolls. The wizard is entitled to a reflex save against his own spell. If you roll a 1, 2, 3 or 4 you take normal damage as though the telekinetic shield weren't there.

    Telekinetic Shove
    Evocation [Force]
    Level: Motion 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Short (25 ft + 5 ft/level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Reflex partial
    Spell Resistance: Yes
    You shove a creature backwards.

    The target is assaulted with a blast of energy which deals 1d6/level force damage (maximum 10d6) and knocks them back 1d6*5 feet, after which they are knocked prone. A creature who passes the save takes half damage and is knocked back only 5 feet and stays standing.

    Telekinetic Smite
    Evocation [Force]
    Level: Motion 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: Yes
    You strike a creature with telekinetic energy.

    The target creature takes 1d6/level force damage (maximum 5d6).

    Magical Teleport Trigger
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleportation 5
    Components: V, S
    Casting Time: 1 standard action
    You create a trigger that sets off a teleportation spell.

    This spell works just like teleport trigger except that it uses the teleport spell instead of the power, and you must therefore have teleport as a spell which you know and can cast.

    Magical Time Hop
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Time 3
    Components: V, S
    Casting Time: 1 standard action
    Target: 1 creature, or one object weighing 600 lbs or less
    Spell Resistance: Yes
    You remove an object from the time stream temporarily.

    This spell works just like the time hop power except as noted above and that it can't be augmented.

    Magical Mass Time Hop
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Time 8
    Components: V, S
    Casting Time: 1 standard action
    Spell Resistance: Yes
    You pull many creatures from the time stream temporarily.

    This spell works just like the mass time hop power except as noted above and that you cannot augment it with power points. Instead, if you use a spell slot of at least 10th level, plus any slot adjustment required for metamagic, you can cast this spell as an immediate action.

    Magical Time Regression
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Time 9
    Components: V, S
    Casting Time: 1 standard action
    You turn back time.

    This spell works just like the time regression power except as noted above (including the lack of XP component).

    Time Warp
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Time 7
    Components: V, S
    Casting Time: 10 minutes
    Range: Personal
    Target: You
    Duration: Instantaneous and 1 minute/level (apparent time)
    You travel back in time to fix some mistake.

    Time Warp allows you to go back in time, altering the course of reality in unpredictable ways. This gets dangerous fast.

    This spell takes you back to any time in your past which was at least an hour before you finish casting the spell, so long as you have some connection to that time, such as a picture which was painted then or depicts someone or something at that time, or a diary entry for that day, or a letter written describing that time at about that time. If you have no such focus, you can attempt the spell but you cannot arrive at a specific time during that day, only within 1d6 hours in a random direction.

    While you are under the effect of the time warp, current events stop. No-one (except you) notices any difference, but because the spell's real duration is instantaneous, even creatures who can normally resist time being stopped can't take actions in the present (because no time has elapsed in which they might be eligible to do so) while you are acting in the past.

    You are restored to the condition and location you were in at that time. Put aside your current items, hit points, spell slots, class levels and so forth: you retain only the knowledge that you gained in that extra time. You are then able to replay your old situation with newfound knowledge. From 60th level, it is possible to use this spell to replay events that lead directly up to the end of your casting, in which case you must actually finish by casting this spell (and the spell has no effect beyond the effect it's already had). Assuming you haven't reached such levels, or if you wish to reach back properly into the past, you must deal with the fact that when the apparent time ends, you are whisked into a new future altered by you. Further, you don't get the chance to experience the changes, which are apparent to everyone else (including the rest of your adventuring party) because the course of time has changed for everyone (you just didn't experience it). The spell does give you a brief update of major events which have changed as a result of your meddling.

    When you return to the present, it may be a very different place. You don't necessarily retain your current abilities, and your companions may have chosen different paths in life. In general, the DM should run your companions through a brief set of questions regarding how they respond to the use of the spell.

    You may instead use this spell as a standard action to go back and change a minor event lasting only one round per level in which case you don't need any connection but can only go back up to one week.

    Spoiler: Author's Note
    Show
    Obviously, this spell can cause major DM headaches. You may consider only allowing the second function of the spell, meaning that the caster can take an item they had previously forgotten so that they now have it, or set a trap for an enemy now that they know where they're coming from, but not rewrite the course of history. The use of the first version of the spell is to create an evocative scene of a 13th-level caster "Making everything right" rather than actually allowing a player to go back and fix history until it looks the way they want. If the spellcaster is casting the first version of the spell regularly, there's probably a problem - unless you like that style of game, of course.


    Magical Trace Teleport
    Divination
    Level: Teleportation 4
    Components: V, S
    Casting Time: 1 standard action
    Spell Resistance: No
    You trace other people's teleportation.

    This spell works just like the trace teleport power, except that it can't be augmented by spending power points. Instead, if you prepare it in at least a fifth-level slot (plus the slot adjustment for metamagic) the range changes to medium (100 ft + 10 ft/level) and the area changes to everything in that range.

    Undo
    Transmutation
    Level: Time 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: 1 object
    Duration: Instantaneous
    Saving Throw: Will Negates (Potentially Harmless)
    Spell Resistance: Yes
    You restore an object to its prior state.

    You restore an object to the exact state it was in last round. You cannot restore magical properties or charges that have been expended in this way, but you can fix a magical object which was broken (such as a longsword but not an item which is discharged by breaking it).

    Upthrust
    Evocation (Teleportation) or Conjuration (Teleportation)
    Level: Teleportation 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Will Half (Potentially Harmless)
    Spell Resistance: Yes
    You teleport a creature straight upwards.

    You teleport a creature straight upwards up to 10 feet per level. This spell is often used offensively to deal falling damage, but can also be used for more benign teleportation. If they pass the will save, they only go up half the intended distance.

    If "Up" is unclear, they are teleported in a random direction perpendicular to the line between you and them, or a direction of your choice if the target is willing.
    Last edited by Jormengand; 2017-08-22 at 02:13 PM.

  4. - Top - End - #4
    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 VI: Here, There, and Everywhere

    Travelling Boots

    Many an Adventurer sports useful footwear, but sometimes, you just need a little more flavor for your feet.

    Item Name: Description
    Aura Strength School; CL X; Crafting Feat Required, Spells Required; Price in gp; Weight in lb.

    Boots of Swiftness: These boots double your base land speed, up to a 30 ft. enhancement bonus.
    Moderate Transmutation; CL 9; Craft Wondrous Item, Haste; Price 9,000 gp; Weight 1 lb.

    Boots of Swiftness, Greater: These boots double all your movement modes, with no cap. The speed gained is an enhancement bonus.
    Strong Transmutation; CL 13; Craft Wondrous Item, Haste, Permanency; Price 50,000 gp; Weight 1 lb.

    Boots of Frost Walking: These boots turn the surface of any water within 10 ft. of you that you step onto into ice thick enough to support the weight of any creature of your size. You need not make balance checks to stay balanced on ice. The ice melts 1d6 rounds after leaving your radius. Waves contacted in this manner freeze as walls, and must therefore be climbed before they can be walked upon.
    Moderate Evocation; CL 7; Craft Wondrous Item, Cone of Cold; Price 16,000 gp; Weight 1 lb.

    Boots of Depth Striding: These boots allow you to move your land speed horizontally while moving through water. A Swim Check is still needed to ascend. This allows you to walk along the bottom of a body of water as easily as over land. You also breathe water as easily as air.
    Moderate Transmutation; CL 9; Craft Wondrous Item, Water Breathing; Price 2,000 gp; Weight 1 lb.

    Boots of the Forest: These boots allow you to use the spell Tree Stride as often as you wish. You also ignore the negative effects of difficult terrain that is natural in origin (brush and gravel, not tables and rubble.)
    Strong Conjuration; CL 15; Craft Wondrous Item, Tree Stride; Price 75,000 gp; Weight 1 lb.

    Boots of the Unlikely Step: These boots allow you to ascend and descend into the air with the same motion as using stairs. The "stairs" are always a 45 degree angle, though they do not actually exist, so you may move wherever you stop as if it were flat land.
    Moderate Transmutation; CL 15; Craft Wondrous Item, Wind Walking; Price 90,000 gp; Weight 1 lb.

    Minor Artifact:
    Boots of the Improbable Stair: These boots function like Boots of the Unlikely Step, but if worn by someone with free will, they take on another function. The wearer may spend a full round action to find the Improbable Stair. This takes a DC 25 Concentration check, lowered to DC 20 if there is any sort of incline nearby, and DC 15 if there are actual stairs nearby. Once the stair has been found, the wearer may take themselves and up to one additional willing person per 3 HD they possess.
    The Improbable Stair is a sort of Astral Express, created by forces long forgotten, and maintained by various servants of gods of travel. It occupies no particular planar space, essentially being its own demi-plane. It manifests as a solid cylinder of bright white clouds 10 feet away from a marble spiral staircase going up as far as the eye can see, but never going down further than the person lowest on the stair. The Improbable Stair is regularly used by beings of power (Divine Rank 0 or higher) to get wherever they wish to go, such beings not requiring the Boots to enter the stair. Separate initiators of travel on the Stair never encounter one another on the Stair. After 3 rounds of travelling upward, whoever initiated travel on the Stair must make a Concentration check each round to focus on their destination, which may be absolutely anywhere in the cosmos (DC 25+number of rounds spent on the stair, +10 for places impossible to teleport or plane shift into). Success means that all travelers brought by that person arrive at the destination. Failure by less than 5 means another round is spent climbing the stair. Failure by 5 or more results in the travelers arriving at a Landing. Where the Landing is is determined at random by the DM, though it is most likely to be any place or time in which there was great strife. Re-finding the Stair from a Landing has a DC 10 lower than normal, but raises by 1 for each round spent on the landing. Once on the stair again, the DC to arrive at your destination is lowered by 5, and the Round counter is reset. If a creature without free will is taken onto the Stair, the DC to reach your destination is raised by 20.
    Strong Transmutation and Conjuration; Weight 1 lb.
    Last edited by ShiningStarling; 2017-08-18 at 05:07 PM.

    I believe that the darkness reminds us what light can be


    My Extended Homebrew Signature

  5. - Top - End - #5
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: Local Speakeasy: Home Brewing 3.X Competition VI: Here, There, and Everywhere

    Dave
    Dave, The Vagrant King
    level: 8th

    A lost man that stepped where he shouldn't. Now he grants his wandering talents to those who bind him.

    Legend: Some men see wealth and things as the highest value. Other men covet friends and family. A few covet the new, Dave was one such person. A man of little repute among the beggars and vagabonds, and known well by the right folk of the shadow places. Dave traveled his homeland looking for new sights.

    In his travels he saw many things and heard many tale and many secrets. After an encounter with a rogue he realized the secrets he heard had value to people. Traveling he saw troop movements and herd ploys and just learned about the world around him. Sharing the knowledge with the right parties became a talent of his.

    Dave traveled distant land and found ways into well guarded fortresses and surveying massive peaks. Weathered and dirty none of it bothered Dave, as long as the was a new horizon. The was one horizon he was told of, a place where no man had tread, Dave was told by a wondering knight. Dave devised he must see it and sought this legendary place. A Horizon beyond the planes, where the seams meet and intersect, where all can be seen of the planes. This was a trap as the knight had been from a kingdom that lost a major war because of Dave's travels.

    Dave spent several days searching, but the kind knight had directed him to a kind of split where he might reach this rare place. In a crack between two rocks a odd bending of light twisted it surroundings. Curious the vagrant king went in and found himself in a black void as far as the eye could see. The knights kingdom found a way to tear open a one way trip to the betwixt and now Dave is trapped in a land without feature or wonder.


    DC: 35
    Special Requirement: Basic Food and water offering in center of the circle.

    Manifestation: A haggard man worn by the weather and covered in grime walks on the circle and sits down consuming the offering. He savors the simple food and begins to bargain before the offering is gone. His thin frame slowly stands up at the end of the ritual and walks off into nothingness.

    Sign: Your clothes and face gain a dirty grimy appearance. Metal becomes nicked and tarnished, leather becomes gritty and grime caked. Hair greasy and matted, with skin caked in dirt. No amount of wash or polish can bring these things to good condition.

    Influence: When influenced by Dave, you become evasive and silent doing your best to not stick out. Dave requires you never stay in the same place for more than a hour while awake.

    Granted Abilities

    Guise of Little Consequence: People assume your down on your luck even if your not. As long as the binder is stationary preforming any action and not showing attention to someone they are ignored as if not there. The binder adds their binder level to any sense based skill check including tracking by scent while not being noticed. You cannot use this ability if you do not show Daveís sign.

    Gifts of Pity: While meandering through a town you always find someone kind enough or annoyed enough to grant you meager room and board, be it hay stack in a barn or some stale bread. The binder can take 10 on any check to find food or a place to stay. Food and drink they consume is treated as if it had been purified of any harmful effects.

    Transient Stride: All modes of overland moment are doubled.

    Weather Worn: While bound to Dave the binder benefits from endure elements, and is treated as 2 size categories larger for weather effects when beneficial.

    Unknown Tail: The binder can as a standard action teleport as per dimension door. Unlike dimension door the range is unlimited. The binder's new position must be in line of sight of someone they observed via Guise of Little Consequence in the past hour. The binder must arrive out of their targets line of sight. such as behind their back or on a roof. Upon arriving they must immediately start acting as Guise of Little Consequence or be identified instantly by everyone including the target of your destination. You cannot use this ability if you do not show Daveís sign. Once you have used this ability, you cannot do so again for 5 rounds.
    Last edited by Lanth Sor; 2017-08-22 at 12:48 PM.

    My Homebrew: Here
    Competitions and Substystem Compendium: Here
    Mythos Stuff
    Index Discord

  6. - Top - End - #6
    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Minnesota
    Gender
    Male

    Default Re: Local Speakeasy: Home Brewing 3.X Competition VI: Here, There, and Everywhere

    Regalia of Saint Benedict Joseph


    Saint Joe's Swag, as it's commonly known, is a set of unique items used during the life of Saint Benedict Joseph. It is a legend among hobos everywhere, whispered over trash barrel fires, under bridges, and in boxcars throughout the realms. Uniquely, owning the items in the Regalia of Saint Benedict Joseph does not count as a violation of the Vow of Poverty that some Exalted characters take. Each item also grows in power depending on how many items in the set are owned.



    Bindle of Holding: The Bindle of Holding is a small handkerchief tied on the end of a stick. It is indestructible, and has extradimensional space as a Bag of Holding. It can hold 250 lbs per item of the Regalia owned. It can also be used as a weapon without harming its contents. It counts as a magic club with an enhancement bonus equal to the number of items owned in the Regalia of Saint Benedict Joseph.

    Everfull Can o' Beans: The Everfull Can o' Beans can feed one person per day per item owned in the Regalia of Saint Benedict Joseph. The Everfull Can o' Beans does not occupy an item slot.

    Fingerless Gloves: The Fingerless Gloves keep the wearer safe from any temperature extremes. They gain a bonus of +2 to Sleight of Hand checks per item owned in the Regalia of Saint Benedict Joseph, and resistance 5 per item to fire and cold damage.

    Saint Joe's Shoe: Saint Joe's Shoe is unique among magic footwear, in that there is only one instead of a pair. Saint Benedict Joseph is rumored to still own the mate. Another magic piece of footwear can be worn on the other foot, and the magic of Saint Joe's Shoe allows the wearer to gain the benefit of both, and the other piece of magic footwear also doesn't count against the wearer if they have taken the Vow of Poverty. Saint Joe's Shoe grants a Dodge bonus to AC equal to the number of items worn in the Regalia of Saint Benedict Joseph, and protects the wearer from all nonlethal damage caused by traveling on foot.

    Change Cup: The Change Cup grants the owner a +2 bonus per item owned in the Regalia of Saint Benedict Joseph to Diplomacy or Bluff checks made to convince someone to give money to the owner.

    Complete set bonuses: Drawing items from the Bindle of Holding is a free action 5/day, eating from the Everfull Can o' Beans grants a +2 bonus to all d20 rolls for 1 hour (5 servings per day maximum), unarmed attacks and attacks with the Bindle of Holding overcome all DR except -, movement doesn't provoke attacks of opportunity 5 rounds/day, and the Change Cup has 5 gp in it every morning, provided the owner spent at least 5 gp the day before.

    All items in the Regalia of Saint Benedict Joseph give off a faint aura of universal magic.
    Last edited by sengmeng; 2017-08-21 at 03:17 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.

  7. - Top - End - #7
    Ogre in the Playground
     
    NecromancerGirl

    Join Date
    Dec 2016
    Location
    Hunting "Yonder."
    Gender
    Female

    Default Re: Local Speakeasy: Home Brewing 3.X Competition VI: Here, There, and Everywhere

    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  8. - Top - End - #8
    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 VI: Here, There, and Everywhere

    Contest is now Closed. Voting thread Here!
    Last edited by ShiningStarling; 2017-08-25 at 01:54 AM.

    I believe that the darkness reminds us what light can be


    My Extended Homebrew Signature

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