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  1. - Top - End - #1
    Dwarf in the Playground
    Join Date
    Nov 2016
    Gender
    Male

    Default My Homebrew Thread (New: Tome of Battle Feat) Please PEACH

    Note: At The Glyphstone's suggestion, this thread will now be home to all my future homebrews...
    Please PEACH.

    Gapakayri
    Gapakayri are a tall thin race living mostly in the Windenweald. Standing 9 to 11 feet tall, they have a humanoid head and torso, goat-like ears, horns, legs, and feet, and a tail like a lion. They all have thick fur on their ears, legs, and tail. Gapakayri usually have bushy eyebrows but otherwise lack facial hair. They generally lack any hair on their arms and torsos. If they have head hair (many do not regardless of gender), they usually keep it short or keep it braided. Gapakayri hair and fur usually match in color with white, deep blue, dark purple, and red being most common. Gapakayri skin can be any color a human's could, while their eyes are normally golden, purple, or green.
    Spoiler: Background Fluff
    Show
    The Gapakayri originally lived on the Ayleven Plataea and in the foot hills of the surrounding Kae’don Mountains. They had three temples in the mountains each surrounded by a city full of technical wonders. Most Gapakayri would spend part of their lives in temple service, part of their lives as nomadic herdsmen on the Ayleven Plataea. A thousand years ago, the gnomes and drow of the Vaytel Empire conquered the Ayleven Plataea and destroyed the three temples. The survivoring Gapakayri that didn’t get dragged away into slavery fled into the Windenweald, where they have lived ever since.

    Before fleeing into the Windenweald, about a quarter of the Gapakayri population had psionic abilities. As the strange magic of the Windenweald has permeated their bodies, arcane and divine magic have become too unpredictable and dangerous to rely on. As a result they are distrustful of those who practice those forms of magic, and psionic abilities have become more important to the Gapakayri; about a third of the population now have psionic abilities. Any Gapakayri
    that can afford it will make their weapons out of Vashojiki.

    • Monstrous Humanoid (Windenweald)
    • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    • Slight Build: The physical stature of Gapakayri lets them function in many ways as if they were one size category smaller. Whenever a Gapakayri is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Gapakayri is treated as one size smaller if doing so is advantageous to the character. A Gapakayri is also considered to be one size smaller when "squeezing" through a restrictive space. A Gapakayri can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Gapakayri remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
    • Gapakayri base land speed is 40 feet.
    • Darkvision: Gapakayri can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Gapakayri can function just fine with no light at all.
    • +2 racial bonus on all saving throws against spells and spell-like effects: Centuries and generations of living in the Windenweald has infused their being with magical energy, giving them some resistance to harmful magical effects.
    • +2 racial bonus on Intimidate checks made against animals and humanoids. Centuries of prejudice and their frightful appearance make the Gapakayri particularly good at coercing others.
    • -2 penalty on Diplomacy, Handle Animal, Perform, and Sense Motive checks. Centuries of prejudice, their hideous appearance, and strange mannerisms make it difficult for Gapakayri to interact peaceably peoples from outside the Windenweald. Handle Animal does not take a penalty when used on a creature native to the Windenweald.
    • Weapon Familiarity: Gapakayri are proficient with Kirustaves.
    • Natural Attack: Headbut. A Gapakayri can make a secondary natural attack with its tail (at a -5 penalty on attack roll) dealing 1d8 damage.
    • Automatic Languages: Gapakayer and Gapakayri sign language. Bonus Languages: Common, Draconic, and Sylvan.
    • Favored Class: New homebrew class I haven't finished yet
    • Wild Magic: Creatures of the Windenweald subtype are always considered to be in a Wild Magic zone for spells they cast.
    EDIT: just realized there were existing rules for Wild Magic Zones, so the following is now a hombrew variant that could be used either in conjunction with this race or separately.
    Spoiler: Wild Magic Zone
    Show
    Any Divine or Arcane caster in a Wild Magic Zone must use the spell point variant. Each time they attempt to cast a spell roll a d12 and use the following table to determine the effects.
    1 The spell fails to cast, costing double its normal amount of spell points
    2 The spell casts and functions normally, costing double its normal amount of spell points
    3 The spell casts and functions with its greatest potency*, costing double its normal amount of spell points
    4 The spell fails to cast, costing its normal amount of spell points
    5 The spell casts but functions with its least potency**, costing its normal amount of spell points
    6 The spell casts and functions normally, costing its normal amount of spell points
    7 The spell casts and functions with its greatest potency*, costing its normal amount of spell points
    8 The spell casts but functions with its least potency**, costing half its normal amount of spell points
    9 The spell casts and functions normally, costing half its normal amount of spell points
    10 The spell fails to cast, costing no spell points
    111 The spell casts but functions with its least potency**, costing no spell points
    12 The spell casts and functions normally, costing no spell points
    *Apply the first applicable metamagic feat from the following***: Maximize Spell, Enlarge Spell, Extend Spell
    **Apply the first applicable metamagic feat from the following***: Minimize Spell, Shrink Spell, Shorten Spell feats by SinsI
    ***Wild magic does not require you to have these feats, and it prevents you from using them in a controlled manner (you cannot take these feats, but other metamagic feats can be used normally).
    • If you role a 2, 3, 7 or 12 – roll a second d12 to determine who the spell hits:
    1-4 Intended target
    5-8 Caster
    9-10 Random Target in range
    11 Spell duplicates, role twice more
    12 Random spot in range (potentially failing if spot isn’t on a valid target
    Last edited by Ranged Ranger; 2017-11-14 at 11:31 AM.

  2. - Top - End - #2
    Dwarf in the Playground
    Join Date
    Nov 2016
    Gender
    Male

    Default New Weapon (polearm) and Weapon Material

    I hope no one minds my double posting/splitting these out, the post was getting to long to deal with... Not sure how to price new materials... Please PEACH...

    New Weapon: The following stats are for a medium sized Kirustav (most Gapakayri would use a large one):
    Kirustav s2d4 19-20/2
    or
    1d12 20/x2
    6 lb
    (1.5 lb from blade)
    trip, reach*,
    *optional, -2 AC when used this way
    monk, polearm Cost 30gp
    This exotic weapon resembles a slightly longer than normal quarterstaff with a curved blade bound to one end. When striking with the end with the blade, it deals 2d4 slashing damage with 19-20/x2 crit. Striking with the other end deals 1d12 bludgeoning damage with 20/x2 crit. At the beginning of the wielder’s turn, they may take a move action to adjust their grip – doing so allows them to treat it as a reach weapon (loosing the ability to strike adjacent foes), but take a -2 to AC until for the rest of the turn and any subsequent turn until they switch back to normal grip (also a move action). The Kirustav is a trip weapon. It is part of the polearm and monk weapons groups.

    New Weapon Material:
    Vashojiki:
    This brightly colored (green, orange, or purple) (color does not affect function) ceramic is made by infusing clay from the windenweald with powdered mundane crystal before firing it. The wild magic of the windenweald and the crystal interact to give the material unusual properties. Unlike most ceramics, it is strong enough to be used for weapons, while still being light weight compared to steel or other weapon materials (2/3 the weight of an equivelent iron weapon). Half the damage dealt by an Vashojiki weapon ignores DR overcome by cold iron. Additionally, Vashojiki reacts violently to windenweald magic in other things. A weapon made from this material does one more point of damage to creatures with the windenweald subtype. The mundane crystal allows a wielder with psionic ability can infuse the weapon with power. The next target hit with the weapon takes +1d6 to damage (this stacks with extra damage to windweald creatures).
    Items may be made entirely out of Vashojiki or may have a blunt striking end coated with a thin layer of Vashojiki; items using the material as a coating do not gain any improvements to the item's weight.
    Vashojiki has a hardness of 12 and 30 hit points per inch of thickness. While both ceramic and crystal are susceptible to the shatter spell, the combination of the two provides a +6 to saving throws to resist it. Despite the presence of Mundane crystal in the ceramic, Vashojiki is not considered a metal, allowing druids to use it. Making a weapon out of Vashojiki increases the cost of a weapon by 4,500 gp. Also, any magical enhancements cost an additional 2,000 gp due to the difficulty of enchanting it.
    Last edited by Ranged Ranger; 2017-11-18 at 01:26 AM.

  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    Nov 2016
    Gender
    Male

    Default New Feat and Alternate Rules for Druids

    Feat:
    Mystical Aptitude:
    You have an inborn talent with the underlying forces that shape the world around you.
    Prerequisite:1st, 2nd, or 3rd Level only; No more than 1 level in a casting class when feat is taken (subsequent levels are unrestricted)
    Benefits: Select three 0-level spells from either the wizard/sorcerer, cleric, or druid lists (all three must be from the same list, one of which cannot be on the other two lists). You may now use these spells as spell-like abilities 3/day. If you later take levels in a class that includes all three spells on its list, they automatically become spells known and you cast all spells in the class as caster level +1.

    Alternate Rules for Druids
    Rule 1: Alignment:
    Anyone with three or more ranks as a druid must be LG, CG, LE, CE, or N. After 3rd level failing to maintain one of these alignments results in becoming an ex-druid.
    Spoiler: Reasoning
    Show
    Nature is rarely known to take half measures. While the natural world, and individual aspects of nature may lack the sentience/sapience necessary for moral and ethical alignment, people do not. Attempting to emulate nature will tend to move you towards extremes. Anyone attempting to balance these tendencies will end up being true Neutral.

    While individual aspects of nature may tend towards the extremes, as a whole, nature seeks an equilibrium. In order to match this balancing, the druid circle takes great care to insure balance within itself. The Circle is led by a counsel of 3 LG arch-druids, 3 CG arch-druids, 3 LE arch-druids, 3 CE arch-druids, 3 N arch-druids, and one N supreme arch-druid. The counsel carefully selects who is allowed in to the circle to ensure that the number of LG druids equals the number of CE druids and the number of LE druids equals the number of CG druids. The Counsel will allow those of other alignments to become acolytes if they show promise with either nature related skills or natural magic - the druid path will usually shift their alignment before they reach their third level in the class.


    Rule 2: Weapons/Armor Materials:Druids are restricted to using weapons and armor made of wood, leather, bone, bronze, ceramic, or cloth. The can also wield feycraft weapons despite their construction from cold iron. A druid cannot wild shape while carrying armor or weapons made out of any other materials; if they attempt to use such an item they loose spell crafting until 24 hours after they cease to do so.
    Spoiler: Reasoning
    Show
    The explicit allowance of the ironwood spell leads me to assume the original rule is more about flavor than balance, but since it does have mechanical impacts.
    My version is also mostly flavor; while it does have slightly harsher consequences, the additional allowable materials should off set it.
    Last edited by Ranged Ranger; 2017-11-15 at 06:17 PM.

  4. - Top - End - #4
    Dwarf in the Playground
    Join Date
    Nov 2016
    Gender
    Male

    Default Aging Rework (For humans, other races to follow)

    This rework gives humans (and eventually other races) 12 age categories and is based on gain and loss of traits rather than ability just ability score changes. It allows for a bit more customization and slightly more life-like aging affects... 12 categories seemed to make since and created symmetry with true dragons as an unexpected bonus... Adventuring age before becoming a legal adult for most purposes should require DM approval. Adventuring as an Infant, Toddler, or Venerable character should not be allowed.
    Edit: Forgot to mention: Infants and Toddlers are two size categories smaller; children are one or two sizes smaller depending on the individual; and pre-adolescents, adolescents, and pre-teens are one size category smaller than the older categories of their race.

    High Magic
    0-1.9 Infant chose one A
    2-3 Toddler chose one A
    4-6 Child chose one A or B
    7-9 Pre-Adolescent chose one A or B
    10-12 Adolescent choose one B or C
    13-15 Post Adolescent
    (Legally Adult for Most Purposes)
    choose one B or C
    16-39 Adult Choose one C
    40-57 Middle Age choose one C and lose 1 A or Choose one D
    58-70 Mature Adult choose one C and lose 1 A or Choose one D
    70-75 Senior lose one A or B and gain a D;
    lose an extra A to gain a C
    76-89 Elderly lose one A or B and gain a D
    90-Max* Venerable lose one A or B and gain a D
    *Modern/High Fantasy Max age is 70+3d10+1d20

    Spoiler: Alternate progression for Modern Settings
    Show
    0-1.9 Infant chose one A
    2-3 Toddler chose one A
    4-7 Child chose one A
    8-13 Preteen chose one A or B
    14-16 Teen choose one B
    17-25 Grown (Legally Adult) choose one B or C
    26-39 Adult Choose one C
    40-57 Middle Age choose one C and lose 1 A or Choose one D
    58-70 Mature Adult choose one C and lose 1 A or Choose one D
    70-75 Senior lose one A or B and gain a D;
    lose an extra A to gain a C
    76-89 Elderly lose one A or B and gain a D
    90-Max* Venerable lose one A or B and gain a D

    Spoiler: Alternate progression for Historical and Low Magic Settings
    Show
    2-3 Toddler chose one A
    4-6 Child chose one A or B
    7-9 Pre-Adolescent chose one A or B
    10-12 Adolescent choose one B or C
    13-15 Post Adolescent
    (Legally Adult for Most Purposes)
    choose one B or C
    16-21 Young Adult Choose one C
    22-35 Adult
    (Legally Adult for All Purposes)
    choose one C
    36-40 Middle Age choose one C and lose 1 A or Choose one D
    41-45 Mature Adult choose one C and lose 1 A or Choose one D
    46-51 Senior lose one A or B and gain a D;
    lose an extra A to gain a C
    52-+3d12 Elderly lose one A or B and gain a D

    Spoiler: Class A Traits
    Show
    • Gain 1 Extra Bonus Language; Languages cost half as much
    • -2 int, +2 Wis and Cha
    • -2 cha, +2 Int and Wis
    • gain a feat that provides a bonus to two skills*; skills always class skills
    • -2 con, +2 Dex and Cha
    • gain a feat that provides a bonus to a save**; bonus increases every 5th level
    • *Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient
    • **Great Fortitude, Iron Will, Lightning Reflexes (limit one of these)

    Spoiler: Class B Traits
    Show
    • base speed increases by 10 ft.
    • make one skill a permanent class skill
    • +2 to one ability score, -2 to another
    • +2 to a skill

    Spoiler: Class C Traits
    Show
    • +5 to saves against poison, -2 Wis
    • +2 to one ability score, -4 to another
    • +1 Intimidate, -2 Diplomacy and Bluff
    • +1 Gather Info, -2 Intimidate and Sense Motive
    • Gain lowlight vision (or increase its range by 10 ft.) -4 to spot in areas of bright light
    • +1 Spot, -2 to Search
    • +1 Spot, -2 to Listen
    • +1 Search, -2 to Spot
    • +2 Initiative, -2 AC
    • +2 Concentration, -2 Listen and Spot
    • +1 Sense Motive, -2 Intimidate and Diplomacy

    Spoiler: Class D Traits
    Show
    • -4 Ability Score
    • -6 one Ability Score, +2 another
    • -2 to an ability score you have already taken a hit to from a D list trait
    • Reduce HP by 5, gain one fewer HP for subsequent levels
    • In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
    • +2 bonus on saves against enchantment (compulsion) effects, -6 penalty on initiative checks
    • Base speed is halved
    • -4 Spot and Listen, +1 Knowledge checks
    • -6 Intimidate, +2 Diplomacy
    • -6 Listen and Spot, +2 Concentration
    Last edited by Ranged Ranger; 2017-11-15 at 06:24 PM.

  5. - Top - End - #5
    Dwarf in the Playground
    Join Date
    Nov 2016
    Gender
    Male

    Default Age Rework for Other Races

    EDIT: Forgot to mention, Gnomes are more different from SRD than other races in anticipation of a rework that I am planning.
    Toddler Child Pre-Adolescent Adolescent Post Adolescent Adult Middle Age Mature Adult Senior Elderly Venerable Max
    Elves 4 9 16 20 25 40 250 475 650 675 690 650+1d%
    Gnomes 3 7 12 15 19 35 190 350 490 550 610 490+4d%
    Halflings 3 5 9 12 16 20 50 70 85 95 110 85+1d10+1d20
    Half-Elves* 3 7 10 13 17 20 62 72 81 100 125 81+2d%
    Half-Orcs* 2 5 7 9 12 14 30 35 40 50 60 40+4d10
    Dwarves** 7 13 20 27 33 40 125 150 175 200 225 175+14d20
    Gapakayri 1 1/2 3 10 12 19 25 64 76 83 100 125 83+8d12
    Stelibou 1 3 5 9 17 24 50 120 146 163 190 146+5d12
    Kappa*** 2 5 7 9 12 14 100 182 263 320 500 263+2d%+6d20+4d12
    *Half-Elves and Half-Orcs are included for completeness with core... I would not include them as races in a setting I designed, as I feel they should be far too rare to be considered races...
    **I like the long infancy for dwarves - they grow slowly like a mountain... If you don't like the long infancy, I'd recommend 2, 6,14, 27, 33, etc.
    ***Kappa have Rite Publishing PF Racial Stats but look like this:

    Note Both of these images are cropped from artwork by humon. They depict the same character. Kappa skin tones can be any shade of green, yellow, or blue; hair colors can be black or darker shades of green or blue...
    Last edited by Ranged Ranger; 2017-11-15 at 06:25 PM.

  6. - Top - End - #6
    Dwarf in the Playground
    Join Date
    Nov 2016
    Gender
    Male

    Default ToB Feat

    New Tome of Battle feat:
    Blade Kata
    You have learned to mix your martial disciplines with your weapon of choice.
    Prerequisites: Weapon Focus (any manufactured melee weapon), Know one martial adept stance
    Benefit: Choose a weapon for which you have the Weapon Focus feat and a martial discipline you know a stance for; you may use that weapon as though it were an associated weapon for that discipline. You may select this feat more than once, each time applies to a new weapon or martial discipline.

    What do you think? Is basing it off stances to restricting? I also considered requiring two maneuvers of the same discipline instead. Please PEACH.
    Last edited by Ranged Ranger; 2021-03-07 at 12:36 AM.

  7. - Top - End - #7
    Dwarf in the Playground
    Join Date
    Nov 2016
    Gender
    Male

    Default Two feats for animal friends

    Mystical Connection:
    Your training has a greater tie to the arcane than is normal for your class.
    Prerequisite: Knowledge (Arcana) 3.
    Benefits: Select a class, that class now counts as an arcane casting class for the purpose of obtaining and advancing familiars.


    Wilderness Connection
    Your training has a greater tie to wildlife than is normal for your class.
    Prerequisite: One level of a class that grants an animal companion;
    One level of a class that does not count its full levels for advancing animal companions.
    Benefits: When this feat is taken, select a class for the feat to apply to. If that class was counting/would have counted as a druid of half its class levels for advancing animal companions, it now counts as full druid levels and you immediately gain an animal companion if you don’t already have one. If the selected class never advanced/gained an animal companion, it now counts as half its level for effective druid level to advance an animal companion; when you reach 4th level in this class you will gain an animal companion if you don’t already have one.
    Special: This feat can be taken more than once.

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