A Monster for Every Season: Summer 2
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    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Various things I've made (More of a dumping ground than anything else ¯\_(ツ)_/¯ )

    Feats:

    These first sections were for a race(and subraces) that I have yet to fully playtest, and the entire effort was an insane lesson in both futility and fun. They are probably wildly unbalanced and I'd love help on them. The idea was to take the inklings from splatoon and make them into a 3.5 race with a few subraces based on art lessons I took in high school and some basic elemental theory with magic and other races as inspiration. Link to the race: Here

    Spoiler: Inkling Racial Feats
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    Colour Change [Racial]
    Description: Sometimes an inkling can learn how to change it's colour into another and back
    Prerequisite: Inkling
    Benefit: Select one colour different to your character's starting colour. Twice per day, the inkling may change between the two. Doing this takes 2 full rounds and provokes an Attack of Opportunity due to the amount of concentration needed. If damaged the Inkling must succeed on a Concentration check equal to 10+ Damage Dealt, failing the save causes that use to be wasted.
    Normal: Inklings cannot change their colour.


    Colour Change, Improved [Racial]
    Description: Some inklings have an advanced repertoire of colours they can use.
    Prerequisite: Inkling, Colour Change, 10 HD
    Benefit: Select two colours different to the two colours chosen before. You may change between these four colours 4+Con Modifier times per day and it only takes one full round action.
    Normal: The inkling may only change between two colours twice a day.


    Colour Change, Greater [Racial]
    Description: Few inklings can run the gamut of colours, but are still limited in how often they can switch between them.
    Prerequisite: Inkling, Colour Change, Improved Colour Change, 15 HD
    Benefit: You may switch between any colour as a standard action 6+(2xCon Modifier) times per day.
    Normal: You may switch between four colours 4+Con times per day as a full round action.


    Brew Elemental Modifier [Racial]
    Description: Some inklings, proficient in the arcane arts, can create potions that can give other inklings the ability to deal other forms of damage instead of acid damage.
    Prerequisite: Inkling, Able to cast 3rd level arcane spells, Brew Potion, Elemental Ink
    Benefit: You may brew Elemental Modifiers. These specialized potions cause ink to deal other forms of damage depending on the spell used and the colour of ink.
    Normal: You cannot create Elemental Modifiers.
    Special: If an inkling without the specified colour drinks the elemental modifier, they must roll a Fort save equal to 10+ 1/2 Caster level + Con mod or immediately suffer the effects of that potion as if they were being hit with ink of that modifier for each round of the potion.


    Elemental Ink [Racial]
    Description: Some inklings have learned to channel the raw energies of the planes into their ink.
    Prerequisite: Inkling, Able to cast 2nd level arcane spells, One of the colours below
    Benefit: An inkling of a colour listed below can give up a spell that deals damage of a certain kind listed next to their colour to convert up to twice that spell's level squares of ink from ink to that type of damage:
    • Lime Green; continuous acid damage for 1d2 rounds but the damage die is reduced by one step
    • Blue; lightning
    • Violet; Negative (does not heal undead creatures)
    • Cyan; Cold
    • Yellow; Positive (does not heal living creatures)
    • Orange; Fire
    • Red; Continuous fire damage for 1d3 turns
    • Magenta; Force

    This does not allow the ink to harm non-inklings.
    Normal: Inklings cannot change their ink damage type without drinking a potion.
    Special: If an inkling can change their colour into one or more on this list, they may only use that damage type with that colour.

    Smaller Squid [Racial]
    Description: Some inklings have learned to decrease the size of their squid form by another size.
    Prerequisite: Inkling, 4 HD
    Benefit: The squid form is diminutive and has a 2.5 foot land speed, 70 foot swim speed, +6 AC, and +4 to reflex saves.
    Normal: The squid form is tiny has a 5 foot base land speed, 60 foot swim speed, +4 AC, +2 to reflex saves.
    Special: if you take this feat you cannot take Big Squid or the feats that use it as a prerequisite.

    Big Squid [Racial]
    Description: Some inklings have learned to increase the size of their squid form to another size.
    Prerequisite: Inkling, 4 HD
    Benefit: The squid form is small and has a 10 foot land speed, 55 foot swim speed, +2 AC, and +0 to reflex saves.
    Normal: The squid form is tiny has a 5 foot base land speed, 60 foot swim speed, +4 AC, +2 to reflex saves.
    Special: if you take this feat you cannot take Smaller Squid or the feats that use it as a prerequisite.

    Tiny Squid [Racial]
    Description: Some inklings can make their squids almost microscopic.
    Prerequisite: Inkling, Smaller Squid, 8 HD
    Benefit: The squid form is fine and has a 1.25 foot land speed, 80 foot swim speed, +10 AC, and +6 to reflex saves.
    Normal: The squid form is tiny has a 5 foot base land speed, 60 foot swim speed, +4 AC, +2 to reflex saves.

    Bigger Squid [Racial]
    Description: Some inklings have learned to increase the size of their squid form by another size.
    Prerequisite: Inkling, Big Squid, 8 HD
    Benefit: The squid form is medium and has a 15 foot land speed, 50 foot swim speed, +0 AC, and +0 to reflex saves.
    Normal: The squid form is small and has a 10 foot land speed, 50 foot swim speed, +2 AC, and +0 to reflex saves.

    Much Bigger Squid [Racial]
    Description: Some inklings have learned to increase the size of their squid form by another size.
    Prerequisite: Inkling, Big Squid, Bigger Squid
    Benefit: The squid form is Large and has a 20 foot land speed, 45 foot swim speed, -0 AC, +2 to attack, and +0 to reflex saves.
    Normal: The squid form is tiny has a 5 foot base land speed, 60 foot swim speed, +4 AC, +2 to reflex saves.

    Very Big Squid [Racial]
    Description: Some inklings have learned to increase the size of their squid form by another size.
    Prerequisite: Inkling, Big Squid, Bigger Squid, Much Bigger Squid
    Benefit: The squid form is Huge and has a 25 foot land speed, 40 foot swim speed, -2 AC, +4 attack, and -2 to reflex saves.
    Normal: The squid form is tiny has a 5 foot base land speed, 60 foot swim speed, +4 AC, +2 to reflex saves.

    Very Large Squid [Racial]
    Description: Some inklings have learned to increase the size of their squid form by another size.
    Prerequisite: Inkling, Big Squid, Bigger Squid, Much Bigger Squid, Very big Squid
    Benefit: The squid form is Gigantic and has a 30 foot land speed, 35 foot swim speed, -4 AC, +6 attack, and -4 to reflex saves.
    Normal: The squid form is tiny has a 5 foot base land speed, 60 foot swim speed, +4 AC, +2 to reflex saves.

    Biggest Squid [Racial]
    Description: Some inklings have learned to increase the size of their squid form by another size.
    Prerequisite: Inkling, Big Squid, Bigger Squid, Much Bigger Squid, Very big Squid, Very Large Squid
    Benefit: The squid form is Colossal and has a 35 foot land speed, 30 foot swim speed, -6 AC, +10 attack, and -6 to reflex saves.
    Normal: The squid form is tiny has a 5 foot base land speed, 60 foot swim speed, +4 AC, +2 to reflex saves.

    Jumping Squid [Racial]
    Description: You can fly in your squid form due to two cuttlefish-like fins.
    Prerequisite: Inkling, Dex 20, Squid form of large size or smaller
    Benefit: In your squid form, after swimming through at least two consecutive squares of ink by using the run action you may make a jump or acrobatics check equal to the amount of squares you may move in one turn with run (i.e. Base speed 60 x4 is 18 squares so the DC would be 18). If you fail you may continue with the run action. if you succeed you may launch yourself into the air and convert the rest of the squares of your run into a flying arc that extends beyond the ink. You must make a tumble or acrobatics check equal to the number of squares you flew in order to land safely in your normal form, if you fail this check you land in the square prone and in your squid form. This does not provoke attacks of opportunity for passing through opponent's squares unless you land prone.
    Normal: You cannot jump in this way out of ink.

    Flying Squid [Racial]
    Description: The fins on your sides have grown larger and can flap quick enough to generate lift.
    Prerequisite: Inkling, Jumping Squid, Squid form of medium size or smaller
    Benefit: In your squid form, while in a square of ink you may make an acrobatics or jump check vs 10 plus the squares of ink you still have within you. If you pass you may convert your swim speed into a fly speed with good maneuverability for 1d6 turns.
    Normal: You cannot fly in squid form normally.
    Special: The penalty for each square of ink is halved for each size smaller than medium (small = 1/2, tiny = 1/4, etc.) and the maneuverability is increased for each size smaller than small (diminutive = excelent, fine = perfect)

    Skittering Squid [Racial]
    Description: Your tentacles have grown in strength to hold you up on land.
    Prerequisite: Inkling, Squid form
    Benefit: Your base land speed in squid form increases to 15 feet.
    Normal: Your squid form's base land speed is 5 feet.
    Special: This feat may be taken more than once, each time it adds 10 feet to the squid's base land speed.

    Burrowing Squid [Racial]
    Description: Your tentacles have grown very small barbs along the edges, too small to deal damage but large and frequent enough to dig through soil.
    Prerequisite: Inkling, Squid form, Skittering Squid
    Benefit: In your squid form you gain a burrow speed equal to either half your swim speed or half base land speed, whichever is slower.
    Normal: You cannot burrow in your squid form normally.
    Special: This feat may be taken more than once, each time it adds 5 feet to the squid's burrow speed.

    Slight Water Resistance [Racial]
    Description: You have learned to resist the water a little better than your kin.
    Prerequisite: Inkling, 3 HD
    Benefit: You can last a number of turns submerged in water equal to your Con modifier before making a save for Water Soluable.
    Normal: You must save immediately.

    Better Water Resistance [Racial]
    Descrpition: You can deal with your race's weakness to water better than most.
    Prerequisite: Inkling, Slight Water Resistance
    Benefit: The DC for your save is now 10 + the number of consecutive turns.
    Normal: The DC for your save is 15 + the number of consecutive turns.

    Swim like a cuttlefish, slap like a squid [Racial]
    Description: Your main tentacles have become strong enough to attack others.
    Prerequisite: Inkling
    Benefit: You gain two tentacle attacks that deal damage based on size in your squid form.
    Normal: You cannot attack in your squid form.
    Special: If you also have Burrowing Squid, you may have your tentacles deal Slashing damage instead of Bludgeoning damage. If you have Stinging Suckers you may have your tentacle attacks deal piercing damage instead.

    Sting Suckers [Racial]
    Description: You have developed larger teeth along the edges of the suckers on your main tentacles.
    Prerequisite: Inkling, Stength 13, Squid form
    Benefit: You may ignore size penalties when grappling in your squid form and gain a bonus on grapple checks equal to your Hit Dice. If the grappled creature is bigger than you, you are moved into it's square if you are not already within it.
    Normal: You take penalties based on size and do not gain a bonus from your HD

    Blinding Shot [Racial]
    Description:
    Prerequisite: Inkling, Proficient in martial Ink Guns, Dexterity 16+
    Benefit: You may take a -4 penalty on your attack roll and forgo all damage that would be done normally in order to blind an enemy with visible eyes.
    Normal: You cannot blind an enemy with your ink.
    Special: The creature may take a full-round action to wipe the ink out of his eyes. This feat only works if you strike all of the eyes of a creature with your ink, not necessarily in one shot however.


    Suffocating Shot [Racial]
    Description:
    Prerequisite: Blinding Shot
    Benefit: You may take a -4 penalty on your attack roll and forgo all damage that would be done normally in order to cover an enemy's visible orifices in ink, cutting off their ability to breathe.
    Normal: You cannot force an opponent to suffocate with your ink.
    Special: The creature may take a full-round action to wipe the ink from itself. This feat only works if you strike all of the appropriate orifices of a creature with your ink, not necessarily in one shot however. You may use this feat in conjunction with Blinding Shot, but the penalties stack.

    Improved Ink Manufacturing [Racial]
    Description: Your body has learned to produce more ink than normal.
    Prerequisite: Inkling, 2 HD
    Benefit: You produce (10 X (2 X Con), min 12) squares of ink per day.
    Normal: Inklings produce (5 X Con, min 5) squares of ink.


    Superior Ink Manufacturing [Racial]
    Description: Your body has overcharged to produce much more ink than normal.
    Prerequisite: Inkling, Improved Ink Manufacturing, 4 HD
    Benefit: You produce (20 X (3 X Con), min 23) squares of ink per day.
    Normal: Inklings produce (5 X Con, min 5) squares of ink.
    Special: You can produce (30 X (10 X Con), min 300) squares of ink as a full-round action that does not count against your limit per day, but after using it you must make a fortitude save vs death (DC = number of squares divided by 20)


    Beak that bites [Racial]
    Description: Your beak has become sharp enough
    Prerequisite: Inkling
    Benefit: You gain a bite attack that deals damage based on size in your squid from
    Normal: You cannot attack in squid form.
    Special: You may use this attack as a free action if you are grappling a creature and succeed on the grapple check.

    Harmful Ink [Racial]
    Description: Some inklings have found a composition of ink that can hurt other creatures.
    Prerequisite: Inkling, 10 HD
    Benefit: Your ink can now deal damage to creatures other than inklings, but the damage dealt to non-inklings is half (rounded down, minimum 1 point of damage) what it would do to an inkling.
    Normal: Your ink cannot harm non-inkling creatures



    Spoiler: Deep Inkling House Feats
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    I tried to go for a general theme for these: Music styles. The style/type should be fairly obvious and the inspiration came from the Drow Houses (shocking, I know)

    Me'atoll House [Style]
    Description: You have learned House Me'atoll's fighting techniques, allowing the proficient use of demoralizing and brutal attacks against one's enemies.
    Prerequisite: Base attack bonus +7, Intimidate 2 ranks, Charisma 16+
    Benefit: Whenever you attack an enemy you may make an Intimidate check to demoralize all enemies around you with a bonus equal to the damage you just inflicted. When you attack a wounded enemy (half health or less) you may deal +1d4 damage per HD.
    Special: Inklings with this feat may always be considered Lime Green in regards to the Elemental Ink feat even if they are a different colour.

    Gotteka House [Style]
    Description: You have learned House Gotteka's fighting techniques, knowing how to disturb the mental states of others with your strikes.
    Prerequisite: Spellcraft 2 ranks, base attack bonus +4, Sneak attack +2d6
    Benefit: When you deal sneack attack damage, you can sacrifice 1d6 points of this extra damage to bestow a -2 penalty on will saves of the target for 1 minute, or deal 1d2 points of damage to one of the target's Mental Ability scores (Wis, Int, or Cha).
    Special: Inklings with this feat may always be considered Violet in regards to the Elemental Ink feat even if they are a different colour.

    Emmioletia House [Style]
    Description: You have learned House Emmioletia's fighting techniques, making you capable of bringing back horrible memories to the target's mind.
    Prerequisite: Spellcraft 2 ranks, base attack bonus +5, able to cast 2nd level arcane spells.
    Benefit: When you strike an enemy with an attack you can spend a spell slot to deal 1d2 damage to the target's Wisdom score for each level of the spell or impose a -2 penalty on will saves per spell level.
    Special: Inklings with this feat may always be considered Cyan in regards to the Elemental Ink feat even if they are a different colour.

    Edmer House [Style]
    Description: You have learned House Edmer's fighting techniques, making you a very capable combatant in changing light.
    Prerequisite: Able to cast spells with the light and darkness description, base attack bonus +3, Spellcraft 5 ranks.
    Benefit: You may sacrifice a spell slit to cause the ambient light in the area to fluctiate very quickly. You gain a +3 to attack rolls and a +1 to damage in areas of bright light and a +1 to attack rolls and a +3 to damage in areas of darkness. When using the ability to fluctuate the light you gain a total of +4 to attack and +4 to damage. This bonus lasts for 1 round per spell level (min. 1)
    Special: Inklings with this feat may always be considered Blue in regards to the Elemental Ink feat even if they are a different colour.

    Juggasa House [Style]
    Description: You have learned House Juggasa's fighting techniques, which involve the use of fairly light weaponry and underhanded tactics.
    Prerequisite: Power Attack, Weapon Focus (simple bludgeoning weapon or one-handed axe weapon), base attack bonus +5, must have gotten intoxicated on Faygis at least once.
    Benefit: As long as you are under the effects of at least a single dose of Faygis, your melee weapons deal twice the damage they would normally and are considered as whatever kind of weapon they need to be to overcome Damage Reduction (except for Epic).
    Special: Inklings with this feat may always be considered Orange in regards to the Elemental Ink feat even if they are a different colour.


    Creppis House [Style]
    Description: You have learned House Creppis's fighting techniques, able to quickly help allies and interrogate enemies while sneaking around.
    Prerequisite: Move Silently 2 ranks, Diplomacy 2 ranks, Base attack bonus +6, Sneak Attack +2d6
    Benefit: Whenever you would make a sneak attack on an enemy that does not know you are there in a non-combat situation, you may instead make a diplomacy check and add your sneak attack dice as a bonus on the check to have the enemy tell you everything he knows about a certain thing. You may use this ability in combat but you can target an ally whether or not they know you are there and use a healing spell, adding your sneak attack dice to the amount healed.
    Special: Inklings with this feat may always be considered Yellow in regards to the Elemental Ink feat even if they are a different colour.

    Duubarin House [Style]
    Description: You have learned House Duubarin's fighting techniques, allowing you to deal damage to those you force away.
    Prerequisite: Improved Bull Rush, Base attack bonus +4,
    Benefit: Whenever you use the bull rush action you gain a +8 bonus on the opposed Strength check you make to push back the defender instead of a +4. If your attempt succeeds you may immediately make an attack against the defender's touch AC.
    Special: Inklings with this feat may always be considered Magenta in regards to the Elemental Ink feat even if they are a different colour.

    P'urkannist House [Style]
    Description: You have learned House P'urkannist's fighting techniques, imbuing your very essence and strikes with fire
    Prerequisite: Improved initiative, Base attack bonus +4, ability to cast spells with the Fire descriptor, Spellcraft 2 ranks
    Benefit: Once per round you may spent a spell slot to gain either:
    • +2 to initiative per spell level
    • +2 to damage per spell level
    • +1 to attack per spell level
    • Fire resistance equal to the spell level
    • A burst attack that deals 1d8 per spell level to all within 10 feet (Reflex save for half: DC = twice spell level+10

    This effects lasts for a number of rounds equal to half the level of the sacrificed spell slot (Min. 1 round) except for the burst attack, which is instantaneous.
    Special: Inklings with this feat may always be considered Red in regards to the Elemental Ink feat even if they are a different colour.


    Spoiler: Construct feats
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    (Honestly tempted to scrap these feats...)

    Interchangeable Body
    Description: Your body was made with special ports to be able to change your limbs and add/remove parts as needed.
    Prerequisite: Construct Type, Must be taken at 1st level
    Benefit: You may remove any and all parts of your body as though they were armour, though you lose the ability to use the part and anything attached to it once it is removed. Each joint is interchangeable with another of the same type, allowing you to remove any part of the body and put a custom-fitted weapon or warforged component in it's place.
    Special: If your head is removed, your body becomes inert although you are still alive. As a head you do not gain a Dexterity bonus, armour bonus (unless you are wearing a helmet), shield bonus, or any bonus gained through components or items on the body, and cannot normally move. However you are considered three sizes smaller than normal for purposes of size bonus to AC.

    Additional Ports
    Description: You have additional ports to place joints and parts.
    Prerequisite: Interchangeable Body
    Benefit: You immediately gain two new ports, anywhere on your body, that can be used in the same way as interchangeable body's base ports can.
    Special: You may also go to a blacksmith or anyone with the feat Craft Custom Limbs to get additional ports.

    Craft Custom Limbs
    Description:
    Prerequisite: Craft Construct
    Benefit: You may craft custom components designed for use with the ports given with Interchangeable body. This functions identically to Craft Wondrous Item if used to create warforged components but can also be used by other constructs.
    Special: You may craft additional ports for constructs. Each port costs at 1,500 gold, though you may charge more or less as you wish.

    Hacking Head
    Description: Your force of personality can cause other construct's bodies to bend to your will.
    Prerequisite: Interchangable Body
    Benefit: When your head is placed onto the body of another construct's, as long as that body does not have a head, you may make a Charisma check VS the CR of the construct to cause it to awaken under your control. If the check succeeds, this is functionally identical to the spell Magic Jar. If the check fails, you cannot try to take control of the same body for another 24 hours.


    Items:

    Spoiler: Weapons
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    Bass Cannon
    Ranged Exotic Two-Handed Bludgeoning (Sonic) Weapon
    Cost: 15,000
    Damage: 2d10
    Critical: 20/x2
    Range Increment: 60 ft
    Weight: 30
    Type: Bludgeoning (Sonic)
    Reloading: None
    Special: This weapon has an endless source of energy or absurdly vast energy reserves; As such, it does not requires charges or fuel of any kind to work. All damage caused by this weapon is considered sonic energy damage. Attacks made using this modification target touch AC. This weapon can shoot two different types of ammunition. It can fire normal projectiles that target one creature, or it can make a scattering shot, attacking all creatures within a cone. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check. This weapon can choose to deal nonlethal damage without the penalty to attack.

    Ammit's Ripper
    Melee Exotic One-handed Slashing Weapon
    Cost: 5,000
    Damage: 3d6 + 1d6 fire
    Critical: 19-20/x2
    Range Increment: melee
    Weight: 10 lbs
    Type: Slashing
    Special: This weapon has an close-range propulsion engine that moves its end without help of its wielder. This engine increases the effect of the weapon on its target, effectively replacing the user’s strength. The one wielding the weapon does not add his strength modifier to damage rolls, but adds a bonus innate to the weapon. However, using such a weapon is particularly difficult due to its vibrations The innate bonus to damage is limited by the user’s skill, and won’t surpass [2 + half the user’s BAB] (rounded down). In addition to its normal damage, this weapon deals +1d6 fire damage. The weapon itself is not made of the energy, the blade is simply enveloped by it. This weapon grants +2 to all rolls to sunder and disarm, including the sunder damage roll. When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check. This weapon acts as though its' wielder has a Weapon finesse even if they do not. This weapon grants a +4 to slight of hand checks to conceal it.

    Scorpion's Tail
    Melee Exotic One-handed Piercing Weapon
    Cost: 10,000
    Damage: 1d10+poison
    Critical: 20/x3
    Range Increment: 15
    Weight: 10 lbs
    Type: Piercing
    Special: This weapon is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using this weapon provokes an attack of opportunity, just as if you had used a ranged weapon. This whip-like weapon does not have its damage nullified by the target’s armor or natural armor. This weapon has a small hollow compartment inside its hilt. When you hit a target with it, you can use a free action to inject the liquid content (typically poison) into your target. You may place a single dose of poison or other liquid into the compartment and it does not need to be refilled. You may change the contents of the compartment with a full round action that provokes attacks of opportunity. Injecting the liquid never uses the dosage. When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check. This weapon acts as though its' weilder has a Weapon finesse even if they do not. This weapon grants a +2 bonus to disarm checks.

    Dunewalker Khopesh
    Cost: 20 gold (120 for outsiders)
    Damage: 2d3+str
    Critical: 17-20/x3
    Range Increment: melee
    Weight: 3.5 lbs
    Type: light one-handed, slashing or piercing
    Special: +2 to disarm, +2 to sunder, trip

    Martial Sling
    Ranged Exotic Weapon
    Cost: 5 Silver
    Damage: 1d10+2*str (or dex with Weapon Finesse)
    Critical: 15-20/x8
    Range Increment: 130 ft.
    Weight: .5 lb.
    Type: Bludgeoning
    Special: Any explosives or potions lobbed by the martial sling do not explode until they hit the location they were lobbed at.


    Spoiler: Magic Items
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    The Ring of Conscience/Wheaton's Law
    Price (Item Level): 2, 000 gp (3rd level)
    Body Slot: Ring
    Caster Level: 3rd level
    Aura: Faint Divination
    Activation: see Text
    Weight: -
    The small gold ring has a number of intricate designs etched into it's surface.
    Properties: After the wearer has the ring on for an hour, it's properties manifest. Whenever the wearer is about to do something that would ping from a Detect Evil spell or ability, a single clear thought rips through the wearer's head "Don't be a ****". The wearer must then succeed on a DC 20 will save or feel remorse over even thinking about doing the action and refuse to do said action for 24 hours. Over the course of a few years, the wearer will be gradually changed and must make a DC 22 (+1 for each save after the first) will save at the end of one month after the character puts the ring on and each such period of time afterwards or take one strike against their alignment. After they recieve three strikes, their alignment shifts one notch closer to Lawful Good.
    Prerequisites: Detect Evil, Geas, Create Magic Arms and Armor, Forge Ring
    Cost to Create:

    Ear-Cuff of Communication
    Price: 2000
    Body Slot: None/Ear
    Caster Level: 7th
    Aura: Faint Evocation
    Activation: See Text.
    Weight: 0.001
    An intricately designed ear-cuff is situated on the pillow, barely making a small imprint in the soft material. Designed for maximum comfort and usability, the ear cuff fits behind the ear with two small tendrils that hold it in place near the base of the ear against the skull and three additional tendrils that curve up near the earlobe, curl back beneath the earlobe, and extend along the jawline respectively, each tipped with a small almost-worthless gem.
    Properties: The ear-cuffs of communication are very simple, albeit strange devices. The user must simply hold the gemstone held by the tendril under the earlobe and think of a close ally with another ear-cuff of communication, then speak into the gemstone near their mouth. The ear-cuff will then replicate the effects of a sending spell save that the message can only be sent to another with an ear-cuff and not to just any creature.
    Prerequisites: Craft Wondrous Item, Sending, Message
    Cost to Create:


    Spoiler: Custom Limbs
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    Each of these requires a construct with the Interchangeable body feat or a warforged.

    Blaster
    Price: 2,000 gold
    Body Slot: Embedded Component: Hand
    Caster Level: 1
    Aura: Faint Evocation
    Activation: Free as part of an attack with it
    Weight: 5 lbs
    This strange object has a prong just above a joint connected to what looks to be a large red barrel with glowing lights on the back and a small button
    Properties: This component grants a ranged touch attack that deals 1d4 fire damage that can be used consecutively as part of a full attack action.
    Prerequisites: Craft Custom Limbs, Burning Hands
    Cost to Create: 1,000 gold, 80 XP

    Super Blaster
    Price: 6,000 gold
    Body Slot: Embedded Component: Hand
    Caster Level: 3
    Aura: Faint Evocation
    Activation: Free as part of an attack with it
    Weight: 5 lbs
    This strange object has a prong just above a joint connected to what looks to be a large green barrel with glowing lights on the back and a small button
    Properties: This component grants a ranged touch attack that deals 3d4 fire damage that can be used consecutively as part of a full attack action.
    Prerequisites: Craft Custom Limbs, Burning Hands
    Cost to Create: 3,000 gold, 240 XP

    Mega Blaster
    Price: 10,000 gold
    Body Slot: Embedded Component: Hand
    Caster Level: 5
    Aura: Faint Evocation
    Activation: Free as part of an attack with it
    Weight: 5 lbs
    This strange object has a prong just above a joint connected to what looks to be a large blue barrel with glowing lights on the back and a small button
    Properties: This component grants a ranged touch attack that deals 5d4 fire damage that can be used consecutively as part of a full attack action.
    Prerequisites: Craft Custom Limbs, Burning Hands
    Cost to Create: 5,000 gold, 400 XP

    Cat Tail
    Price: 4,000 gold
    Body Slot: Embedded Component: Tail
    Caster Level: 4th
    Aura: Faint Divination
    Activation: Continuous
    Weight: 1 lb.
    This object resembles a metallic cat's tail with multiple joints to allow it to move smoothly.
    Properties: This item gives you a +4 competence bonus on balance checks and gives you a prehensile tail.
    Prerequisites: Craft Custom Limbs, Balancing Lorecall, Mage Hand
    Cost to Create: 2,000 gold, 160 XP

    Red Rover
    Price: 11,000 gp
    Body Slot: Embedded Component: Full Body
    Caster Level: 5th
    Aura: ModerateTransmutation
    Activation: Continuous
    Weight: 150 lbs
    This mechanical device resembles that of a large dog without a head made of steel.
    Properties: This device is activated when the head of a construct with the interchangeable body feat is placed upon it's neck. Once activated the character gains the size, strength score, dexterity score, speed, slam attack, and quadrupedal body of a Clockwork Hound
    Prerequisites: Craft Construct, expeditious retreat, grease
    Cost to Create: Cost 5,500 gp, 440 XP

    Skitter Harness
    Price: 10,500 gold
    Body Slot: Embedded Component: Full Body
    Caster Level: 1
    Aura: Faint Transmutation
    Activation: Continuous
    Weight: 10 lbs.
    This strange metallic contraption has a small port plug above a small disk with eight legs along the sides and two small grasping pincers near the front
    Properties: This device is activated when the head of a construct with the interchangeable body feat is placed upon it's neck. Once activated the character gains the size, dexterity score, speed, and octopodal body of a tiny monstrous spider as well as a strength score of 6.
    Prerequisites: Craft Custom Limb, Spider Hand
    Cost to Create: 5,250 gold, 420 XP

    Wings
    Price: 3,600 gold
    Body Slot: Embedded Component: Robe
    Caster Level: 6th
    Aura: Faint Transmutation
    Activation: Continuous
    Weight: 10 lbs.
    These wings look like they could be from some strange metallic bird/bat/etc.
    Properties: These vast wings give the construct a continuous version of the fly spell that affects only it.
    Prerequisites: Craft Custom Limbs, Fly
    Cost to Create: 1,800 gold, 144 XP


    Misc:

    Spoiler: Aniik, Rank 10 Deity
    Show

    While I, myself, probably don't have a divine rank (yet...), it doesn't mean I can't make myself as one.

    Aniik
    The Everchanging, The Moonlit Minstrel, The Caring Corpse, The Knowing Trancendent
    Rank: 10
    Symbol: A green circle bisected by a horizontal bar with two mandibles made of two straight lines mirrored across from each other towards the lower right and left sides of the circle below the bar:
    Alignment: True Neutral but with Neutral Evil leanings. When used in a setting that uses the MtG Colour Wheel Alignments, Aniik is primarily Black and secondarily Blue and Green
    Portfolio: Night, Pleasure, Care, Undeath, Transhumanism, Transformation, Health, Music, Revelry, Spiders, Hyenas, Snakes, Monsters, Knowledge, Technology, Games
    Worshippers: Nocturnal members of any race, undead, creatures wishing to be different than they were born, transmortalists, people who enjoy going to parties (not necessarily the people at the party but everything else that comes with it)
    Cleric Alignments: Any except LG, CG, and CE
    Domains: Undeath, Healing, Knowledge, Song, Revelry, Lust, Love, Darkness, Transformation
    Favoured Weapons: Khopesh and/or Whip

    Description:
    Aniik is most typically seen as a perfectly androgynous being, not even other gods are able to discern the supposed gender of the deity and Aniik finds that as the best option. The most common form that Aniik takes is that of a changeling or elf, close to 5'8" in height, with deathly pale white skin, long blond hair, and blue/green eyes, clad in black clothes with various other colours as part of their outfit, a pendant of their symbol hanging from a chain around their neck, porcelain plates beneath their skin, and not a trace of body hair. Aniik, however, is often in almost any other form one can possibly imagine, and many more than cannot be imagined as so easily. But one thing is certain, Aniik is always wearing the pendant and wielding either a khopesh or whip in any of the forms they are seen in.

    Their Favoured Animals are: Bats, Hyenas, Ravens, and Spiders of all kinds.
    Their Sacred Number is 9, but looks favourably on 13
    Their Favoured Colours are: Black, Dark Green, Indigo, and Violet

    Dogma
    The tenets of Aniik's worship are fairly simple(domain):
    1. Do not take time for your murderous deeds within the night, for it is Aniik's time and they do not take kindly to them. (Darkness)
    2. Pleasure is what life is all about. Do not resist temptation when it comes to the carnal delights, especially when the desire is hedonistic or intensely pleasurable. (Lust)
    3. Do not harm the sacred animals unless they cause you harm first.
    4. Learn and teach all that you can, for it is one of the best ways to praise Aniik. (Knowledge)
    5. Relaxation and rest is needed for a body to heal, make sure that you get enough when you need it and do not put off the healing process, even if you must supplement the process with medicines. (Healing)
    6. Games are wonderful tools to exercise and stimulate the mind with, do not hesitate to enjoy yourself and others with them.
    7. If you are able to, do not hesitate to indulge in the fun of a party, even if it with no one else but yourself. Song and Drink will both flow freely and with enough of both, nothing too bad will be remembered of the night. (Revelry) (Song)
    8. The best way to transcend mortality is through technological advancement, leaving the mortal coil for the immortality of the machine and connecting all through the internet; then populating the universe with their metallic progeny to learn even more and advance at an astounding rate.
    9. While death is not the end of life, the corpse that once contained the soul is not to be held with sentimental value. Reanimating the dead is perfectly fine and should one find a way to live on in such an undead state they may enjoy the blessings of Aniik for as long as they hold their tenets to heart. ...or whatever is keeping them from death in this case such as a phylactery, blood, undying animus, etc. (Undeath)
    10. Do not mock others for remaking themselves as they see fit. Even if it seems completely alien to you they are merely making themselves fit how they feel. Whether they are trans-anything or simply not the way they were born, such peoples are blessed by Aniik in their journey towards self-fulfilment (Transformation)
    11. The afterlife granted to a follower of Aniik's doctrine (not necessarily a worshipper) is to be immersed in pleasures, knowledge, and revels beyond their wildest dreams, their every moment being the best they have ever had thus far.


    Clergy and Temples
    Clerics and worshippers of Aniik tend to wear darker coloured garments with accents of lighter and/or metallic colours, many also wear their symbol somewhere on their clothes (either as jewelry or stitched into/ ironed onto the cloth) or tattooed on their body. Temples to Aniik rarely seem that way; from simple laboratories or libraries to brothels, theatres, hospitals, graveyards, morgues, zoos, and more with either a simple symbol or remains of nighttime rituals the following morning that are yet to be cleaned up being the only signs that the area is considered a place of worship. Most worshippers either wish to become different than they were born (either by changing their sex, becoming a new entity, changing their form, or uploading into a new form entirely) or wish to increase their pleasure and luck in carnal pursuits; however these are not the only reasons these people worship Aniik, nor are they the driving force behind their beliefs.

    Links:
    Undeath Domain: https://www.dandwiki.com/wiki/Undeat...Cleric_Domain)
    Spider Domain: https://www.dandwiki.com/wiki/Altern...Cleric_Domain)
    Song Domain: https://www.dandwiki.com/wiki/Song_(3.5e_Cleric_Domain)
    Revelry: https://www.dandwiki.com/wiki/Revelr...Cleric_Domain)
    Love: http://www.giantitp.com/forums/showt...68-Love-Domain
    Lust: https://dnd-wiki.org/wiki/Lust_(3.5e_Cleric_Domain)
    Transformation: http://webpages.charter.net/tedsarah...sformation.htm
    Last edited by Aniikinis; 2020-03-28 at 02:57 PM. Reason: Typos
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

  2. - Top - End - #2
    Dwarf in the Playground
     
    Allnightmask's Avatar

    Join Date
    Oct 2012

    Default Re: Various things I've made (More of a dumping ground than anything else ¯\_(ツ)_/¯ )

    I'm really digging what you got here between the feats, items, and weapons (Which looks like you used Lemmy's work). I feel like a number of your feats can be cut just by scaling some of them by level instead of needing 3 feats out the 7 I would normally have Color Change stands out for that the most in my mind. Maybe cut the untyped damage from the white squidlings also as that option is right there with the lime green as maybe a bit much(Red is alright seeing how many items and creatures grant or have resistance.

    Looking at your Ink Manufacturing feat reminded me of this homebrew of the same race and I liked their take on the ink as it never really ran out. Lastly, great work on the house feats. I will be stealing those for my games for sure.

    Edit: Why does Creppis House require 3rd level spells and 3d6 sneak attack, the benefits are pretty neat but I'm not feeling the minimum level requirements. Then P'urkannist House feels some what unwanted with the once a day use and the weird DC on the burst. Couldn't you just keep it based like normal way of the spell of the level used? DC 18 for a ninth level spell hurts me.
    Last edited by Allnightmask; 2017-10-01 at 01:25 AM.

  3. - Top - End - #3
    Barbarian in the Playground
    Join Date
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    Default Re: Various things I've made (More of a dumping ground than anything else ¯\_(ツ)_/¯ )

    Quote Originally Posted by Allnightmask View Post
    I'm really digging what you got here between the feats, items, and weapons (Which looks like you used Lemmy's work). I feel like a number of your feats can be cut just by scaling some of them by level instead of needing 3 feats out the 7 I would normally have Color Change stands out for that the most in my mind.
    I did use Lemmy's, and yeah I was honestly thinking of scaling the colour change feat.

    Quote Originally Posted by Allnightmask View Post
    Maybe cut the untyped damage from the white squidlings also as that option is right there with the lime green as maybe a bit much(Red is alright seeing how many items and creatures grant or have resistance.
    I forgot to edit that part to take out the white... But I'm gonna defend the lime green a little bit as it's meant to be somewhat powerful, although I think I may reduce the rounds and put in a clause that it instead reduces the damage die of the ink gun/square by one step.

    Quote Originally Posted by Allnightmask View Post
    Looking at your Ink Manufacturing feat reminded me of this homebrew of the same race and I liked their take on the ink as it never really ran out. Lastly, great work on the house feats. I will be stealing those for my games for sure.
    I wish I would have seen this earlier, holy crap! In my take on the race the ink is a somewhat limited resource that can be easily replenished if the inkling isn't an idiot (X squares/day that can be refilled by spending a move action in an ink square while in squid form(another move action), for a full round spent replenishing your ink instead of sniping or whatever.)

    Quote Originally Posted by Allnightmask View Post
    Edit: Why does Creppis House require 3rd level spells and 3d6 sneak attack, the benefits are pretty neat but I'm not feeling the minimum level requirements. Then P'urkannist House feels some what unwanted with the once a day use and the weird DC on the burst. Couldn't you just keep it based like normal way of the spell of the level used? DC 18 for a ninth level spell hurts me.
    I've completely forgotten my reasoning for the 3rd level spells and the once per day usage. I'll adjust that ASAP.

    I made these feats and the races like 4-5 months ago but never posted them because I never really got to playtest them and one of the subraces is super OP and should really only be used for KGB-esque sniper enemies. Also it took me like 2-3 days to figure out what colour I'd use for the Me'atoll House feat, there are so many freaking elements that go with metal music even just looking at the titles.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

  4. - Top - End - #4
    Barbarian in the Playground
    Join Date
    Dec 2015
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    Default Re: Various things I've made (More of a dumping ground than anything else ¯\_(ツ)_/¯ )

    Added a few new feats and items, albeit ones that probably have no real reason being there because I forgot about how warforged work.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

  5. - Top - End - #5
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
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    Default Re: Various things I've made (More of a dumping ground than anything else ¯\_(ツ)_/¯ )

    The construct feats are brilliant!

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