New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 2 12 LastLast
Results 1 to 30 of 48
  1. - Top - End - #1
    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default The Fear Mythos invades DnD (Done, save for a few patrons) PEACH



    The Proxy
    "Can you hear the singing? That blessed cacophony? Their chirping, like thunder within the clouds surrounding a whirlwind? Here, let me help you~"
    -Devi Mallowen, Living Hive for the Convocation

    Abilities: Heavily dependent on patron.

    Alignment: Same as Patron

    BECOMING A PROXY

    Entry Requirements
    Alignment: Must be within one step of your patron's alignment
    Skills: Knowledge (Religion) 8 ranks, 8 ranks in your patron's skill
    Spells: Depends on the patron.
    Special: You must serve one of the Fears listed below, this Fear then becomes your patron.
    Special: You must undergo a ritual in which you summon and request to your patron that you wish to become a proxy of theirs.

    Note: these requirements are only for player characters, you may freely create NPCs of this class without having to fulfill these requirements.
    Level BAB Fort Ref Will Special Spell/psionic/etc. casting
    1 +0 +2 +0 +2 Patron, Proxy Power, Patron Ability +1 level of existing casting/manifesting/etc. class
    2 +1 +3 +0 +3 Patron, Proxy Power +1 level of existing casting/manifesting/etc. class
    3 +2 +3 +1 +3 Proxy Power, Patron Ability +1 level of existing casting/manifesting/etc. class
    4 +3 +4 +1 +4 Patron, Proxy Power +1 level of existing casting/manifesting/etc. class
    5 +3 +4 +1 +4 Proxy Power, Patron Ability +1 level of existing casting/manifesting/etc. class
    6 +4 +5 +2 +5 Patron, Proxy Power +1 level of existing casting/manifesting/etc. class
    7 +5 +5 +2 +5 Proxy Power, Patron Ability +1 level of existing casting/manifesting/etc. class
    8 +6 +6 +2 +6 Patron, Proxy Power +1 level of existing casting/manifesting/etc. class
    9 +6 +6 +3 +6 Proxy Power, Patron Ability +1 level of existing casting/manifesting/etc. class
    10 +7 +7 +3 +7 Patron, Proxy Power, Patron Ability, Perfect Cultist +1 level of existing casting/manifesting/etc. class

    Hit Die: d10

    Skill Points: 4 + Int modifier.

    Class Skills: The Proxy’s class skills (and the key ability for each skill) are: Concentration, Craft, Diplomacy, Disguise, Handle Animal, Hide, Intimidate, Knowledge (Religion), Knowledge (Nobility), Knowledge (The Planes), Listen, Perform, Profession, Search, Spellcraft, and Survival.


    CLASS FEATURES

    All of the following are class features of the proxy.

    Weapon and Armor Proficiency: The proxy gains proficiency in his patron's favoured weapon and armour, if any, if he did not have proficiency with them before.

    Whatever-Casting: At each level, you gain new spells per day(Mysteries, psionics, binding, invoking, ozodrin features, etc. also count) and an increase in caster(manifester, etc.) level (and spells/powers/whatever known, if applicable) as if you had also gained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one casting class before becoming a proxy, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    Bonus Feats: At each level, if you did not have a prior spellcasting class, you instead gain a bonus feat that can be used for any feat which you qualify.

    Patron: At even levels and level one, your connection to your patron grows much stronger. At all times you are under a constant Detection spell by your patron and should they wish to, they can place you under their control as though by a Dominate Monster spell which you automatically fail. This dominate effect bypasses any and all immunities against such effects that you may have. Any effect that would conflict with this Dominate Monster effect fails to even affect you, and if your patron dominates you while you are under such an effect, it immediately ends as your patron power overrides the source's control.

    At level one, you gain a Cleric's aura for the alignment of your patron and your patron's patron power.

    At level two, a small mark of their ownership appears upon your skin and you are obviously a cultist to some dark power. If anyone sees this mark they get a +5 bonus to knowledge checks to discover what you are.

    At level four, you take on some of the most basic appearance features of your patron(such as bluish tint to your skin, pale skin, small barely-visible lines around joints, etc.). You take -2 to Disguise and Diplomacy, and gain a +2 to intimidate.

    At level 6, you look like you are not an obviously apparent member of your race and instead take on a few more minor physical characteristics of your patron. You take -4 to Disguise and Diplomacy, and gain a +4 to intimidate.

    At level 8, you have an aura of uneasiness that makes all NPCs start out as unfriendly to you.

    At level 10, you no longer need to breathe, eat, or sleep, and are immune to fatigue, ability damage, ability drain, and the negative effects of poisons and drugs.

    Proxy Powers: Over the course of the class you gain 5 spell-like abilities that are cast as a swift action, but at most once per round(if you manage to get more than one swift action). These spell like abilities are called proxy powers and each patron has their own set. The caster level for each of these abilities is equal to the HD of the proxy. The power progression is as follows:

    Level 1st 2nd 3rd 4th 5th
    1 1/day - - - -
    2 3/day - - - -
    3 5/day 1/day - - -
    4 7/day 3/day - - -
    5 At-Will 5/day 1/day - -
    6 At-Will 7/day 3/day - -
    7 At-Will At-Will 5/day 1/day -
    8 At-Will At-Will 7/day 3/day -
    9 At-Will At-Will At-Will 5/day 1/day
    10 At-Will At-Will At-Will 7/day 3/day


    Patron abilities: At level 1, each odd level, and level 10 you are allowed to choose one ability that your patron grants to its proxies. You are only allowed to choose each ability once unless specified. If a proxy power grants an ability that mimics a spell, power, invocation, etc. the Caster Level is equal to your HD.

    Perfect Cultist: At level 10, you no longer age and are considered an outsider for all beneficial effects with the subtypes of your alignment, patron, and are considered native on the Prime Material plane. In addition, should your patron either die or you become excommunicated at this level, you may choose to remove yourself from your reality and become a fear instead. If you do this, you cease to exist and take your place along with the other patrons vying for control over the world.

    Ex-Proxies: A proxy who defies, removes himself from, or openly rejects his patron cannot progress in levels as a proxy and loses all of his class features, however if he atones and makes good with his patron or finds a new patron to serve he may continue taking levels as a proxy under either their old master or a new one. The proxy loses all of the abilities of his previous patron and must reselect them from his new patron's list, if he switches patrons.

    Patron Fears


    Name: The Slenderman
    Skill: Hide
    Alignment: True Neutral
    Proxy name: Slenderproxy
    Weapon and armour: Dagger
    Proxy powers:
    • 1st: Haste
    • 2nd: Dimension Door
    • 3rd: Black Tentacles
    • 4th: Fear
    • 5th: Teleport

    Patron power: Once per day you can cause your form and identity as well as what you look like down to the smallest detail to become extremely vague to any number of people who saw you that day. This can fool any form of sight. This causes all gather information checks to track you to fail.
    Patron abilities:
    • Sigma radiation: Any creature you strike with a melee attack must make a fort save (DC 10 + 1/2 proxy levels + highest stat modifier) or become increasingly visible to the Fears and their proxies gain more influence. All proxies of your patron gain a bonus to attack and damage rolls vs the afflicted creature equal to half the number of proxy levels you had when it was inflicted and all save DCs for proxy class features get a bonus equal to the same amount. This effect does not stack, if a higher leveled instance of this ability is inflicted the lesser version ends. Proxies of your patron, and any creature with the ability to see magical auras or invisible creatures sees the afflicted creature shining as though it were under the effects of Faerie Fire.
    • Slender sickness: Any enemy you've spent over 4 hours near (10 ft /Proxy level) must make a will save (DC 10 + 1/2 proxy levels + highest stat modifier) once a minute while within radius of you or contract Slender Sickness (incubation time 1d2 hours; initial damage 1d6 Wis, secondary damage paranoia(-2 to sense motive and diplomacy checks), tertiary damage panphobia(the creature is always shaken. This does not stack with other fear effects.); cure: 7 Saves). You may spend half an hour per proxy level to create a small altar containing the symbol of your patron, but must spend at least half an hour doing so. This altar radiates Slender Sickness as if you were constantly there. The radius is equal to the amount of time spent creating the altar (50 feet per half an hour) and the DC is 15+1 per hour spent.
    • Crossing the Path of Black Leaves: Whenever you use dimension door, you may choose to instead teleport into the domain of your patron, the Path of Black Leaves. When you use this ability, you open up a rift in space that sucks in non proxies from a range of 10 ft/ 1/4 proxy level(to a maximum of 25 feet at 10th level) unless they make a reflex check of (DC 10 + 1/2 proxy levels + highest stat modifier). Once pulled inside all non proxy creatures take 1d4 crushing damage each turn, and must make the same save as before on every other turn or suffer 1d4 wisdom damage with each failed save. The creatures can escape by making a DC 10 jump check to escape through the opening. You and other proxies may enter the Path of Black Leaves without any of the damage and can make safe travel to almost anywhere almost instantly. The rift closes in 1d6 rounds and only Slenderproxies with this ability may create an exit. You may create an exit at any point within 500 feet +50 feet per proxy level.
    • Tentacles: You gain 1+1/2 proxy level tentacles. These tentacles deal 1d6 damage and threaten a critical on a 19-20 with a x2 multiplier.
    • Aberrant physique: You have a 5% chance per proxy level to not take damage from a critical hit or sneak attack. This effect does stack with fortification armour and other nonmagical sources that grant fortification but does not stack with magical sources.
    • Affinity (Faҫade): You obtain possession of a special mask. This mask, when put on gives you a few passives and bonuses. While you wear the mask it: gives you a 25% chance to not take a gaze attack directed to you and instead immediately avert your eyes, grants you the Frightful Presence ability of a dragon, allows you to add 1/2 your proxy class level to all proxy class skills, and you gain the ability to speak telepathically to any person you are currently making eye contact with.
    • Observer's Blessing: If you take this ability, you cannot take overseer's talent or operator's curse. You gain darkvision 120 ft, low light vision, telepathy 60 ft, scent, tremorsense 60 ft, and have a permanent See Invisibility effect as the spell. If you have any of these senses before taking this ability, they are increased to the stated range. You must be proxy level 7 or higher to take this ability.
    • Operator's Curse: If you take this ability, you cannot take overseer's talent or observer's blessing. You gain the ability to create false clones of yourself wherever an enemy is looking once per round, these clones look exactly like you, including useless versions of your items, and can only take move actions. If they are struck, they look like they dimension door away but they really just become dismissed. You can only have instance of this ability active at a time. You may create a number of copies equal to your proxy level and the copies last for a number of rounds equal to your proxy level. There is no save DC to disbelieve in the copies because they are not illusions, they are literal copies of you made of some strange matter from another dimension and weigh the same as you do. If you have Slender Sickness, your copies can radiate it just as you can. You must be proxy level 7 or higher to take this ability.
    • Overseer's Talent: If you take this ability, you cannot take observer's blessing or operator's curse. You gain the ability to use a nonmagical Greater Scying ability as the spell. This ability has a DC of (DC 10 + 1/2 proxy levels + highest stat modifier). You may use this ability on anyone you have met, regardless of distance or level and can keep the scrying open for as long as you wish, should you have the Slender Sickness ability this counts as being near them. You may only have one instance of this ability active at once. You must be proxy level 7 or higher to take this ability.



    Name: EAT
    Skill: Disguise
    Alignment: Neutral Evil
    Proxy name: Camper
    Weapon and armour: Streams(tentacles)
    Proxy powers:
    • 1st: Water Breathing
    • 2nd: Bless Water and Curse Water
    • 3rd: Disguise Self
    • 4th: Undetectable Alignment
    • 5th: Elemental Body (Water spell, your body has the same properties as Ink(from the Taint ability, not the writing substance), Blessed water, and Cursed water at the same time but they do not cancel each other out)

    Patron power: You no longer need to eat, drink, sleep, or continue any bodily function if you do not wish to. In addition, all of your bodily fluids are converted to Ink (as from the Taint ability) but otherwise look exactly the same and you are immune to the negative effects of ink.
    Patron abilities:
    • Taint: All of your bodily fluids contain ink, but you can now use this ink in frightening new ways. Over the course of a day, up to 14 gallons of Ink can be created by putting your bodily fluids into the water.. Ink is colourless, flavourless, odourless, and for all intents and purposes is exactly the same as water. However, ink is highly addictive and dangerous. Ink has the same values when used as a poison or used as a drug, except that the poisoner would have concentrated the ink to have it kill immediately. Ink is not dangerous in very low quantities, but it is still highly addictive. Any more than 1 cup(8 fl. oz) of ink will cause an overdose. Must be taken at first level of proxy.
    • Hive: You may add 1/2 your proxy class levels as a bonus on all skills.
    • Addict: The addiction DCs of your ink and all drugs you create with it gain a bonus to their DCs equal to half your class levels.
    • Steal: If another proxy overdoses on ink they immediately change all class levels from their patron to EAT, gaining or losing the equivalent powers and abilities. If a nonbroxy creature overdoses on Ink you may choose to steal a major memory from the creature.
    • Hunger: If you're the cause of at least one person getting ink into their system, double the save DCs for the Kill ability. If the creature fails to save against the Ink, you may control them as though by a Dominate Monster spell for 1 day/2 proxy levels.
    • Streams: You may deal up to 4 damage to yourself as a free action and cause an equal number of tentacles made of pure ink. You may have up to 4 tentacles at a time and they return to your body when the damage is healed. These tentacles deal 1d8 slashing damage (for a medium creature) and threaten a critical on 16-20 for x3 crit. Should any amount of damage be done to the creature, it immediately becomes in contact with ink and must make the fort save or become addicted immediately and become under the effects of the drug.
    • Affinity (liquids): Whenever you are damp or have contact with a liquid substance with a depth of more than 1/10 in., you gain: a swim speed equal to 10 feet/proxy level, the inability to be tracked underwater, the ability to go invisible within the liquid medium for Con+Proxy level rounds at-will, a tremorsense like ability that works only within the liquid and lets you sense the vibrations and water currents, and gain the ability to see perfectly within any liquid up to your normal distance if you would not normally be able to see. In addition, none of your items are ever affected by harmful liquids or liquid effects (i.e. a torch wouldn't go out underwater, parchment wouldn't become soaked, gunpowder wouldn't be unusable, etc.)
    • Attract: You gain a competence bonus equal to half your proxy levels on disguise and diplomacy checks, and an additional +2 to those checks if the creature has had Ink in their body before.
    • Kill: Once per day should you choose to, if you strike a creature with moisture within its' body with Streams, you may have that creature roll a Fort save (DC 10 + 1/2 proxy levels + highest stat modifier) four times in a row. Failing the first save negates all regeneration and immunities the creature may have for the remainder of the battle. Failing the second save forces them to move last in every round after this one. Failing the third save deals 1d20/proxy level (max 10d20) untyped damage, 1d6 damage to all abilities, and forces them to fall prone. Failing the fourth save kills them immediately and they return as a Camper or Camper (proxy). This can only be taken if you have Streams and if you are proxy level 7 or higher



    Name: The Wooden Girl
    Skill: Perform (any)
    Alignment: Chaotic Evil
    Proxy name: Doll
    Weapon and armour: String(whip)
    Proxy powers:
    • 1st: Ventriloquism
    • 2nd: Charm Monster
    • 3rd: Black Tentacles
    • 4th: Dominate Monster
    • 5th: Summon monster 6 (all creatures look like wooden marionette versions of themselves with small strings leading up about a foot or so above them before disappearing, this is only a visual effect and does not change the actual stats of the creature)

    Patron power: You gain an untyped bonus to AC equal to (proxy level+Cha).
    Patron Abilities:
    • Dance Puppet: Whenever you strike someone with your whip more than once, you gain the benefit of the Improved Trip feat even if you do not have it and gain a +2 on your attempt to trip. If you already have the feat you gain +4.
    • String Quartet: Whenever you activate bardic music you may summon up to three illusory marionette creatures of any kind to begin playing the same bardic music as you, should you stop playing they are dispelled. All of the effects stack even if they do not normally.
    • Master of Puppets: The world is your stage. The objects your puppets and the people your props. For those who are charmed or under other mind affecting spells you control, you may attempt to make them dance to your tune with a will save check 10+proxy level +charisma. If they fail this save they are now your props to position and use. This ability also allows one to bring the motionless to motion. Treat all non sentient objects within line of sight as valid targets for modified animate object where each object counts as a single animation. The amount of puppets (Animated objects) or props (Controlled creatures) Can be equal to 4 times your hit die. This effect ends if the Master loses sight of the animated or dominated creature.
    • Wooden Body: You gain the Living Construct Type.
    • Doorway Hopper: A number of times per day equal to your charisma score, you may cast Tree Stride with a Caster level equal to your HD. This application of Tree Stride only applies to doorways.
    • Barbie Girl/Ken Doll: You become immune to charm effects not cast by your patron and your charm spells gain a bonus to their save DC equal to half your proxy levels.
    • Razor Wire: You gain 1+1/2 proxy level tentacles. Two of these tentacles deal 1d6 slashing damage and threaten a critical on 18-20 with a x2 multiplier. The other four are capable of fine manipulation but cannot wield weapons.
    • Affinity(puppets): You and the victim, gain a +2 to all checks made while using another creature to do them. In addition, any creatures puppeted by Master of puppets gains a bonus to all rolls equal to half your proxy levels.
    • Spoiled Brat: You may reduce the purchase price of items by 1000 gold per proxy level (to a max of 10,000 at 10th level), but the price of an item may not go below 2/3rds of the starting price. This only affects sentient creatures that share a creature type with you. If you have Barbie Girl/Ken Doll then this ability affects creatures of all types.



    Name: The Cold Boy
    Skill: Survival
    Alignment: Neutral evil
    Proxy name: The Lost
    Weapon and armour: none
    Proxy powers:
    • 1st: Bane
    • 2nd: Creeping Cold
    • 3rd: Sensory Deprivation
    • 4th: Friend to Foe
    • 5th: Mass Frostburn

    Patron Power: You are under a constant Calm Emotions effect that allows you to pick and choose which bonuses you'd like to receive.
    Patron Abilities:
    • Alone: Once per day you may cast the spell Solipsism on a creature you have physical contact with.
    • Lost: Within an area of 1/2 mile per proxy level, efforts to discern the location of places, people, or things that are not readily available to see are almost worthless. Compasses spin worthlessly, maps mislead, etc. Anyone trying to discern location must make a Will Save equal to 10+ half proxy level+Cha or be unable to figure out their positioning. Spells like Discern Location, Know Direction, etc. are able to bypass this ability.
    • Freezing Touch: You gain a touch attack that deals 1d8/2 proxy levels cold damage.
    • Affinity (Cold): Whenever you are in an area that is lower than 50 degrees fahrenheit (10 degree celsius), you are under the effect of Endure Elements (Cold), are immune to fatigue, and are under the effects of a Pass Without Trace spell that works only in snow. At Proxy Level 8, you gain the Cold subtype and Endure Elements changes to (Hot)
    • Deep Freeze: You gain the ability to lower the temperature around you as a move action action by up to 10 degrees fahrenheit (-5.55556 degrees celsius). Every 20F (10C) lowered in this way grants a +1 damage per die to all cold spells and +1 caster level to all mind-affecting spells cast in the area.
    • Foggy Breath: You gain a breath weapon that causes an effect like the Fog Cloud spell. Any enemy within the cloud at the start of each round must make a will save or take a -2 to all future rolls. This stacks with all future rounds. After using this ability the proxy must wait 1d4 rounds before using it again. Each penalty lasts a number of rounds equal to your proxy level before fading. The save DC is 10+Proxy Level+Cha
    • Crushing Depression: Once per day when you make contact with Freezing Touch you may choose to negate the damage and instead cause the person to collapse into a suicidal depression. The target must make a will save equal to (10+Proxy Level+Cha), if they succeed nothing happens. If they fail, then this causes the subject to be under a Geas effect (that bypasses all immunities to mind affecting effects) in which they are forced to find a way to end their life by any means necessary. Until they manage to end their life through some means they take a -4 to all rolls for every day they fail to die. If anyone forces the afflicted to stop from ending their life, they must make the same save with a -4 to the DC or fall under the same effect. This effect can only continue in this way until the DC reaches below 5. You must be proxy level 7 or higher to select this
    • Icy Stare: You gain a gaze attack that deals 1d6 cold damage per proxy levels with a DC equal to 10+proxy level+Con score. If a creature is hit with this ability they must make a fort save or take 1d4 dex damage and a penalty to Attack, AC, Will Saves, and Reflex saves equal to half your proxy levels. A creature who makes this fort save instead takes only 1 dex damage. The penalty lasts for a number of rounds equal to half your proxy levels. You must be proxy level 7 or higher to select this.
    • Freeze the Heart: Once per day you may cast Heartfreeze with a caster level equal to your HD. You must be proxy level 7 or higher to select this.



    Name: The Rake
    Skill: Knowledge (nobility)
    Alignment: Lawful Evil
    Proxy name: Cultist of the Claw or Maenad
    Weapon and armour: Claws and claw bracer, no armour
    Proxy powers:
    • 1st: Alter Self
    • 2nd: Message
    • 3rd: Blink
    • 4th: Insidious Suggestion
    • 5th: Giant Size

    Patron power: You can see perfectly in magical and nonmagical darkness.
    Patron Abilities:
    • Sigma radiation: Any creature you strike with a melee attack must make a fort save (DC 10 + 1/2 proxy levels + highest stat modifier) or become increasingly visible to the Fears and their proxies gain more influence. All proxies of your patron gain a bonus to attack and damage rolls vs the afflicted creature equal to half the number of proxy levels you had when it was inflicted and all save DCs for proxy class features get a bonus equal to the same amount. This effect does not stack, if a higher leveled instance of this ability is inflicted the lesser version ends. Proxies of your patron, and any creature with the ability to see magical auras or invisible creatures sees the afflicted creature shining as though it were under the effects of Faerie Fire.
    • The Hunter's Claws: You gain two retractable claw attacks. These claws deal 1d8 damage for a medium creature, have a crit range of 17-20, deal x3 damage on a critical hit, and may be sheathed and drawn as a free action.
    • Affinity(Wilderness): You are impossible to be tracked in a wilderness environment. In addition, while within the wilderness you gain a climb speed of 20, +2 to initiative, hide, and move silently per proxy level, and gain a +10 foot bonus to your modes of movement for each proxy level
    • Body of Shadows: While in dim or lower light you gain a 5% chance per proxy level to negate an attack entirely as though you had concealment.
    • Language of the Beasts: You may speak to and understand any creature, and use this ability to gain the secrets of those higher in power than you. You gain +2 to diplomacy and Knowledge(Nobility) for each proxy level and may gather information from the wildlife instead of just the usual suspects.
    • Speed of Darkness: Once per round as a swift action, you may use Dimension Door as part of a move action. You may move any distance before and after using dimension door but you may not start your movement after you use it and you may not stop your movement upon using it.
    • Secret Vendor: You may make a Knowledge(Nobility) check against anyone you know the name of to see if you know a secret of theirs. If you succeed this check you may gift this knowledge to others as you see fit. If you are fighting against the person whose secret you know, you gain a +2 to AC and attack against the person. If you know more than one secret of that person, the benefits stack. You must have Language of the Beasts to select this.
    • Never Lost a Scent: You are able to track anything. You gain the scent ability and the track feat even if you do not meet the requirements. You gain +4 to all rolls against your quarry and you are able to remember the scent and tracks of your quarry at all times. You automatically know when the creature you have been tracking or have tracked is within smelling distance. You must be proxy level 7 or higher to select this.
    • Apex Predator: You are unmatched in your ability. You gain a +3 bonus to your physical ability scores and a +2 bonus to your mental ability scores. At level 9, the bonus to your physical scores increases to +6 and the bonus to mental scores increases to +4. At Level 10, the bonus to your physical ability scores increases to +8 and the bonus to your mental scores increases to +6. You gain the Pounce and rake abilities and the damage your claws deal becomes 3d8 with the rake damage being 2d6. The bonus granted by Body of Shadows increases to 7.5% per level. Your Affinity(Wilderness) is active at all times, not just when in the wilderness. You must be proxy level 7 or higher and have selected Affinity(Wilderness), Hunter's Claws, Speed of Darkness, and Body of Shadows to select this.



    Name: The Archangel
    Skill: Diplomacy
    Alignment: Lawful Neutral
    Proxy name: Timberwolf or Cultist of the One
    Weapon and armour: none
    Proxy powers:
    • 1st: Guilt
    • 2nd: Enthrall
    • 3rd: Awaken Sin
    • 4th: Follow the Leader
    • 5th: Incite Riot

    Patron power: Attempts to detect your alignment don’t return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you’re the target of a spell or effect that is based on alignment, you’re treated as the most favorable alignment when determining the spell’s effect on you. Any effects that alter alignment have no effect on you.
    Patron Abilities:
    • Power of Belief: Once per day you may gain fast healing equal to 1/3rd of your proxy level that lasts for 3 rounds/proxy level.
    • Lamb to the Slaughter: A number of times per day equal to your proxy level, you may take a swift action to target an enemy and claim that you are the prophet of "The One" or something of that nature, upon making this claim you must make a diplomacy check equal to 10+(either the HD or CR of the targeted creature, whichever is higher). If you fail the check, then the use is expended. If you succeed, then whenever you are able to deal lethal damage to that creature, you can choose to do nonlethal damage instead at no penalty. For every attack the enemy takes they must make a will(or fort, whichever of the two modifiers the creature has that is higher) save equal to (the total number of nonlethal damage dealt in this way - 30) or drop their weapons and drop to their knees before asking reverently to be slain by the one who has seen "The One Above". At this point the enemy will not fight back against you and will only attack others who try to attack it. The enemy is considered helpless towards you and you may attempt to coup de grace it. If you proceed to coup de grace the creature, the critical multiplier of the weapon used is treated as 5 points higher.
    • All are One: When using any of your proxy powers, you may target an additional number of people equal to (Cha*Proxy level).
    • Affinity(Clergy): You gain a +2 bonus to bluff, diplomacy, disguise, sleight of hand, and sense motive when dealing with members of the clergy of any religion. In addition you may always present yourself as a member of the clergy of any deity and others will accept it as long as there is not obvious evidence to the contrary.
    • Succumb to His Love: Any creatures with immunities to mind-affecting effects instead gain a +10 to save against any mind-affecting spells or abilities that you target them with.
    • Archangel Dust Secrets: You gain the knowledge of creating Archangel Dust and Dust of Faith. A single dose of Dust of Faith appears within your bag at the end of your next rest after taking this ability.
    • Wings of Faith: You gain great wings, reminiscent of an angel, and gain a flight speed equal to 10 feet/ proxy level and a maneuverability of good. You must be proxy level 7 or higher to select this.
    • Send to Him: Once per day, after you have successfully managed to subdue and render an enemy helpless, you may attempt a coup de grace and, if successful, gain a bonus to all of your ability scores and to Attack and AC equal to the HD of the enemy until the next day.
    • Cow the Insolent: Once per day, you may, as a full round action, designate any number of people or a single place to a crowd of those under your control or who are within your service, to a maximum of 5 people/HD. Each of these people is entitled to a save equal to (10+Proxy Level+Cha), those that succeed are unaffected. Those that fail the save, will then begin to attack and destroy everything that you have designated, as if on a crusade through the holy land. Afterwards, all of the effects that brought them into your flock end and their disposition towards you shifts one step towards hostile. You must be proxy level 7 or higher to select this.



    Name: The Convocation
    Skill: Handle Animal
    Alignment: Neutral evil
    Proxy name: Nest
    Weapon and armour: all natural weapons and bows
    Proxy powers:
    • 1st: Feather Fall
    • 2nd: Gust of Wind
    • 3rd: Lightning Bolt
    • 4th: Wind Wall
    • 5th: Eyebite

    Patron power: You may speak to birds and all planar creatures with the Air subtype, regardless of what languages you share. In addition, you may rebuke bird and bird-like creatures as an evil cleric may rebuke undead a number of times per day equal to proxy level+Wis.
    Patron Abilities:
    • They Hunger: You become immune to fear and as a full round action, may let loose a piercing shriek and charge at an enemy within range. Should your attack hit you may add +1d6 electricity damage per proxy level. This attack is effected by any feats or abilities that would modify charges and you may use a dive attack to activate it. You do not cause AoOs while charging.
    • Electrical Storm: Once per day per two proxy levels, you may cause a Control Weather effect that can only produce a severe storm that you cannot control. This ability functions like a Control Weather cast by a Druid with a level equal to your HD. This ability causes whatever storm you create to have electricity equivalent to a thunderstorm even if it isn't one and causes a shaken condition that stacks with other fear effects (Will DC 10+Proxy Level +Wis to resist the fear effect). The lightning issued forth by this storm causes negative energy damage that does not heal undead in addition to the base electrical damage equal to a number of eight-sided die equal to your proxy level.
    • Wings of the Thunderbird: You grow two vast, black wings. You gain the ability to fly at a speed equal to your base speed +5 feet per proxy level with a maneuverability of Good. These wings grant you a secondary natural Wing attack that deals 1d4+1/2 str mod damage, +1d2 electricity damage per proxy level.
    • Affinity(Open Skies): As long as you are under the open skies (as in not within any sort of firm covering like a house, dungeon, crypt, or filled grave), you gain a constant Endure Elements effect and gain a +1 Profane bonus per proxy level on ranged attacks. In addition you are immune to the negative effects of weather and gain electricity resistance equal to 5* your proxy level that becomes immunity at level 8.
    • Let Slip the Birds of War: As a full-round action, you may deal up to 10 points of slashing damage to yourself per proxy level that bypasses DR. For every 10 points you deal to yourself, a Convocation Flock is released from your flesh under your control. You may have a number of Convocation Flocks under your control equal to half your proxy level and they last for a number of rounds equal to your proxy level. Whenever a Convocation Flock deals damage to a target, Cry Havoc is triggered(DC 12+ your Proxy Level), and the flock gains any benefit of that Cry Havoc ability. You must be proxy level 7 and have Cry Havoc to select this ability.
    • Cry Havoc: As a swift action when you deal damage to another creature, you may force the damaged creature to make a Fort Save and a Will Save with a DC of 10+Proxy level+Wis. If they fail the Fort Save, they take a penalty to AC against you and your allies equal to half character level and you gain a bonus to damage equal to half of the penalty. If they fail the Will Save, they become Shaken and must succeed on a will save(same DC) every 1d4 rounds or gain a level of fear. The condition lasts for a number of rounds equal to proxy level, and the bonuses and penalties last for 1d4/proxy level rounds.
    • Thunderclap Shriek: While using They Hunger, you deal 2d4 sonic damage to every enemy you pass within 10 feet of you during your charge. Upon attacking the target of your charge, you deal an additional 1d8 sonic damage for every two proxy levels you have. You must be proxy level 7 and have They Hunger to select this ability.
    • Claws of Nature: You gain two claw attacks that deal 1d6 damage, +1 electricity damage per proxy level, threaten a critical on 19-20, and have a x2 multiplier. In addition, whenever you deal damage with both claws in one turn you may initiate a grapple with a bonus to your grapple check equal to the damage you caused.
    • Gale Force: Once per week, when you would use Electrical Storm, you can choose to form a tornado in addition to the base ability. This tornado gives a Frightened condition(Will DC 15+ Proxy level+Wis to resist) and when a creature is dealt damage by the tornado the creature is dealt an equal amount of negative energy damage. You must choose a direction to send the tornado in when you use this ability. In addition, whenever this ability is used, roll 1d20. If the die lands on a 1 the area surrounding the tornado is also covered in a Flashflood(sandstorm) spell. You are immune to the effects of the tornado and the flashflood. You must be proxy level 7 and have Electrical Storm to select this ability.


    More Patron: https://forums.giantitp.com/showthre...1#post22634479

    Drugs:

    Name Type Price Alchemy DC Addiction
    Ink Ingested DC 24, Injury DC 18 20 GP 35 Extreme
    Dust of Faith Ingested DC 15 10 GP 15 High
    Archangel Dust Ingested DC 26 300 GP 22 Vicious

    Ink: This substance is indistinguishable from water. It is the single vector that EAT can transmit itself.
    • Initial Effect: Dazed for 1d6 rounds.
    • Secondary Effect: +1d4 to all ability scores for 1d20-1 minute.
    • Side Effects: You become devoid of all life signs for the duration of the secondary effect and must make another fort save vs. addiction at the end of the effect if you passed the first one. If addicted you will return to the source that you got the first amount of ink when you need to get your fix no matter what, be it: a lake, a dealer, a soup that was tainted only once, a person, or the like. You only need to get your fix once a day, but if you suffer through the addiction for 2 days after your last cup you will be cured.
    • Overdose: You immediately die. Then after an hour you return to a catatonic state until you are within the presence of a human. You retain your mental ability scores but act like a child, learning the world and languages all over again for a period of 3 weeks before returning to normal. After this all class levels you had are removed and you must take the first applicable level in Camper (EAT Proxy). NOTE: Campers (EAT Proxies) are immune to this effect.


    Dust of Faith: This powdery substance is clear with a very slight light grey tint to the light going through it. The ingredients are difficult to obtain.
    • Initial Effect: +1d6 enhancement bonus to Wisdom for 1d6 hours.
    • Secondary Effect: You myay make any number of attacks of opportunity at your highest BAB as long as you are wearing a holy or unholy symbol upon your person for 1d6 hours.
    • Side Effects: Those under the effect of Dust of Faith are consumed with righteous fury, and take a -10 penalty to all positive charisma based actions directed at members of other religions and gain a +10 untyped bonus to all antagonistic charisma based actions directed at members of other religions for 1d6 hours.
    • Overdose: If more than one dose is taken in a 24-hour period, the user immediately takes 3d4 Wis and Cha damage and loses all faith in their god for 2d4 days.


    Archangel Dust: This strange dust is every colour at once yet none at all. There are two ingredients and both are difficult to obtain, ink from EAT and Dust of Faith.
    • Initial Effect: You lose 3/4th of your maximum hit points.
    • Secondary Effect: +1d10 untyped bonus to all mental stats and a -1d4 untyped penalty to all physical stats for 2d6 hours.
    • Side Effects: Archangel Dust is highly hallucinogenic, causing auditory and visual hallucinations for the time of effect. Users hear words of prayer and celestial choirs all in reverence to a being known as The Archangel. Visual hallucinations include but are not limited to: golden tint to the world, the Archangel's symbol in random places, various infernal creatures with celestial trappings, a figure wearing white glowing hooded robes and a black and green gas mask. They take a -20 to all saves vs illusions or compulsion effects for the duration of the hallucinations.
    • Overdose: If more than one dose is taken in a 24-hour period, the user immediately dies, however the person's soul is immediately sent to The Archangel instead of the person's deity or an outer plane and the body cannot be returned to life by any means. It can be raised as an undead creature but not restored to life and the body does not rise up again as a Camper.


    Creatures:

    Spoiler: Convocation flock
    Show


    Convocation Flock
    Size/Type: Tiny Outsider (Swarm)
    Hit Dice: 4d8 (18 hp)
    Initiative: +2
    Speed: 10 ft. (2 square), fly 40 ft. (good)
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +2/—
    Attack: Swarm (1d6)
    Full Attack: Swarm (1d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Discharge, distraction, eye rake
    Special Qualities: Immune to weapon damage and electricity, low-light vision, swarm traits
    Saves: Fort +3, Ref +7, Will +3
    Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
    Skills: Listen +11, Spot +11
    Feats: Alertness, Lightning Reflexes
    Environment: Tropical forests
    Organization: Solitary, flight (2-4 swarms), or thunderhead (11-20 swarms)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Chaotic Neutral
    Advancement: None
    Level Adjustment: —

    Combat
    A convocation flock seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

    Discharge (Su): As a standard action the convocation flock may target a single creature within 30 feet. The convocation flock must succeed on a touch attack to use this ability. If the attack succeeds, the convocation flock deals 3d4 electricity damage to the target. This ability cannot be used for 1d8 rounds after usage.

    Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Eye-Rake (Ex): Any living creature damaged by a convocation flock must succeed on a DC 13 Reflex save or be blinded as the swarm scratches and tears at the victim’s eyes. The blindness lasts for 1d4 days or until healed with remove blindness. The save DC is Constitution-based.

    Skills
    A convocation flock has a +4 racial bonus on Listen and Spot checks.
    Last edited by Aniikinis; 2024-02-01 at 03:53 AM.
    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
    Ogre in the Playground
     
    NecromancerGirl

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

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    These are pretty interesting, however they are overpowered in my opinion. I'd bring the power a tad much, or use this to launch (an invasion!) a rework of the warlock and generalize them, adding invocations to make this pretty cool warlock rework.

    I'll PEACH ''em sometime between tomorrow and Monday/Tuesday.
    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.

  3. - Top - End - #3
    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by NothingAbnormal View Post
    These are pretty interesting, however they are overpowered in my opinion. I'd bring the power a tad much, or use this to launch (an invasion!) a rework of the warlock and generalize them, adding invocations to make this pretty cool warlock rework.
    Yeah, they're mainly meant to be antagonists and enemies. Militant servants of a higher, horrible creature that has enthralled their very minds and souls and can force them to do their bidding even if they don't want to.

    I'm pretty sure I should've put the skill requirements higher, and they're meant to be powerful. Add in that they have little free will to go along with their power, and they're less powerful than they seem.

    Quote Originally Posted by NothingAbnormal View Post
    I'll PEACH ''em sometime between tomorrow and Monday/Tuesday.
    Sounds good to me.
    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
    Halfling in the Playground
     
    Beholder

    Join Date
    Sep 2017

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Honestly the power varies depending on which abilities you select. That and this isn't any more broken then base druid.. Or any other focus build.. Balance wise I would honestly leave it up to the DM to tweak things here and there. The ink blooded is fine to me. You have to hurt yourself to get the ink. And a few of the abilities only work with other proxy.

    That and since you have to be within a single step of its base alignment? It stops a good chunk of.. 'Broken' classes from getting into it easily. I mean a druid Rake would be interesting but the pure druid would be better. That and some of the abilities would never come into play depending on the setting. So having it be at earliest level six being able to get into this? Personally fine in my opnion.. But I've seen a half minator Goliath knight.. A dusk blade which did reliably 80 damage every roll at level five.. with no enchanted items.. So really.. Trying to balance power in a general scale doesn't work.

    So again. I would maybe tone down one or two abilities. But over all? The power varies enough based on beginning class and race that it is a solid tier two class like most Mythos classes and low tier one if you don't overly optimize.

  5. - Top - End - #5
    Ettin in the Playground
    Join Date
    Jun 2015

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by Aniikinis View Post
    Yeah, they're mainly meant to be antagonists and enemies. Militant servants of a higher, horrible creature that has enthralled their very minds and souls and can force them to do their bidding even if they don't want to.

    I'm pretty sure I should've put the skill requirements higher, and they're meant to be powerful. Add in that they have little free will to go along with their power, and they're less powerful than they seem.



    Sounds good to me.
    I am not sure if an undead with that prc would be controlled since dominate does not works on undead and he would be controlled as per dominate.
    I am quite sure that there would be undead taking that prc rather quite quickly if people started using that prc so maybe do something more clear.

  6. - Top - End - #6
    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by Holya View Post
    Honestly the power varies depending on which abilities you select. That and this isn't any more broken then base druid.. Or any other focus build.. Balance wise I would honestly leave it up to the DM to tweak things here and there. The ink blooded is fine to me. You have to hurt yourself to get the ink. And a few of the abilities only work with other proxy.
    Okay then, I wasn't thinking that it was too broken unless you focused on a specific thing. Not to even begin to mention that they're "Super Ballz OP Plz Nerf" in the Fear Mythos due to the powers that their patrons give to them (But they're only this way due to the FM taking place in Our Earth, so no magic or monsters or the like to balance them out).

    Quote Originally Posted by Holya View Post
    That and since you have to be within a single step of its base alignment? It stops a good chunk of.. 'Broken' classes from getting into it easily. I mean a druid Rake would be interesting but the pure druid would be better. That and some of the abilities would never come into play depending on the setting. So having it be at earliest level six being able to get into this? Personally fine in my opinion.. But I've seen a half minotaur Goliath knight.. A dusk blade which did reliably 80 damage every roll at level five.. with no enchanted items.. So really.. Trying to balance power in a general scale doesn't work.

    So again. I would maybe tone down one or two abilities. But over all? The power varies enough based on beginning class and race that it is a solid tier two class like most Mythos classes and low tier one if you don't overly optimize.
    Which abilities would you recommend me toning down? I have a general idea of some of them, but I'd love other input.

    Quote Originally Posted by noob View Post
    I am not sure if an undead with that prc would be controlled since dominate does not works on undead and he would be controlled as per dominate.
    I am quite sure that there would be undead taking that prc rather quite quickly if people started using that prc so maybe do something more clear.
    I started this class over a year ago and only recently remembered it was a thing sitting on my hard drive. I thought I put in a clause that specified that it bypassed any immunities you may have, but apparently I didn't. Will add that in after I post this.
    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

  7. - Top - End - #7
    Ettin in the Playground
    Join Date
    Jun 2015

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Now I guess it could be funny if someone takes this prc and knows no language.(since that person would share no language with his patron he would be able to receive only simple commands due to the language barrier)
    Also what is the charisma of the various patrons?
    Because it means that if the patrons have high enough charisma the people with that prc gets a good protection against other people trying to mind control them since they would need to beat the charisma of the patron to control the user of that prc.
    Well it is only so you know that saying "as x" is a very dangerous tactic: there is a lot of people who makes mistakes with "as x" like saying "this power allows you to stop time as time stop" which means the power have no effect since time stop does not stops time.
    You could say "the person with prc Y always obeys his patron" or something like that instead of getting the tons of weird interactions that comes from dominate X.

  8. - Top - End - #8
    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by noob View Post
    Now I guess it could be funny if someone takes this prc and knows no language.(since that person would share no language with his patron he would be able to receive only simple commands due to the language barrier)
    Never figured that would come up due to them being godlike entities. Does a cleric need to share a language with his god in order to receive commands or commune with them?

    Quote Originally Posted by noob View Post
    Also what is the charisma of the various patrons?
    Because it means that if the patrons have high enough charisma the people with that prc gets a good protection against other people trying to mind control them since they would need to beat the charisma of the patron to control the user of that prc.
    It doesn't matter, because it explicitly says that, no matter what, the Proxy will automatically fail the Dominate Monster effect from his patron.

    Quote Originally Posted by noob View Post
    Well it is only so you know that saying "as x" is a very dangerous tactic: there is a lot of people who makes mistakes with "as x" like saying "this power allows you to stop time as time stop" which means the power have no effect since time stop does not stops time.
    You could say "the person with prc Y always obeys his patron" or something like that instead of getting the tons of weird interactions that comes from dominate X.
    I can honestly say that I'm not quite sure what you mean by that.
    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

  9. - Top - End - #9
    Ettin in the Playground
    Join Date
    Jun 2015

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    The fact you obey a second mind control effect does not means the first did not work.
    so if you fail saves against two mind control effect and that the various mind control effects gives incompatible orders the originators of the two mind control effects rolls charisma against each other but it is not the recipient who "succeeds" it is the one who did use a second mind control effect on the target(which is never mentioned in the prc) so if someone walks toward a proxy and use dominate,mind rape or charm monster on the proxy and that he gives an order that oppose the patron according to the dnd rules about concurrent mind controls the one trying to control the proxy would need to roll charisma against the patron since getting mind controlled a second time is not an immunity nor is it shaking off the control.
    Yes nobody ever remembers the rules about concurrent mind controls but here it could mean that people would be able to control proxies.

  10. - Top - End - #10
    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by noob View Post
    The fact you obey a second mind control effect does not means the first did not work.
    so if you fail saves against two mind control effect and that the various mind control effects gives incompatible orders the originators of the two mind control effects rolls charisma against each other but it is not the recipient who "succeeds" it is the one who did use a second mind control effect on the target(which is never mentioned in the prc) so if someone walks toward a proxy and use dominate,mind rape or charm monster on the proxy and that he gives an order that oppose the patron according to the dnd rules about concurrent mind controls the one trying to control the proxy would need to roll charisma against the patron since getting mind controlled a second time is not an immunity nor is it shaking off the control.
    Yes nobody ever remembers the rules about concurrent mind controls but here it could mean that people would be able to control proxies.
    Oh yeah, the one rule that never comes up but can screw over your attempts at world domination through mass mind control. Good point, will add in a clause about that.
    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

  11. - Top - End - #11
    Halfling in the Playground
     
    Beholder

    Join Date
    Sep 2017

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    The only ability I really see that could be reaaaaally powerful is lamb to the slaughter and Cow the insolent. Mainly because of again builds that could make that check impossible to beat. Because you can do it when ever your going to deliver lethal damage. That means your weapon focus, your enchantments, your buffs, the weapon your using. Does it do a 2d8? Or does it do a 2d10? What happens if you crit on that. Does it include all the damage effects of your attack? Lamb to the slaughter just needs a bit more explanation to me or I can see people having to be 40+ saves at level six.

    Cow the insolent.. It has the flavor text. And it seems like you are doing a mass suggestion that allows no save and instantly turns a mass into the mob template. I mean yes it has the stipulations of being 'followers' or a group you are apart of. But imagine that on a Cleric.. Since you can realistically claim to be apart of any religion and they believe you. You could start a holy war.. With a entire religion. Maybe I am imagining the worse case min maxer situation there but it just. It would be better if it had a bit more detail ya know?

  12. - Top - End - #12
    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by Holya View Post
    The only ability I really see that could be reaaaaally powerful is lamb to the slaughter and Cow the insolent. Mainly because of again builds that could make that check impossible to beat.
    Alright, let's see here. I mean they're meant to be powerful abilities, especially in the hands of enemies.

    Quote Originally Posted by Holya View Post
    Because you can do it when ever your going to deliver lethal damage. That means your weapon focus, your enchantments, your buffs, the weapon you're using. Does it do a 2d8? Or does it do a 2d10? What happens if you crit on that. Does it include all the damage effects of your attack? Lamb to the slaughter just needs a bit more explanation to me or I can see people having to be 40+ saves at level six.
    Hmm, very good points here. How about "This ability counts only damage from the base weapon itself and not damage from enchantments, enhancements, magic, strength/dexterity bonuses, or the like." and "(nonlethal damage)-20 after a bluff or diplomacy check to 'lay down [your] arms'."?

    Quote Originally Posted by Holya View Post
    Cow the insolent.. It has the flavor text. And it seems like you are doing a mass suggestion that allows no save and instantly turns a mass into the mob template. I mean yes it has the stipulations of being 'followers' or a group you are apart of. But imagine that on a Cleric.. Since you can realistically claim to be apart of any religion and they believe you. You could start a holy war.. With a entire religion. Maybe I am imagining the worse case min maxer situation there but it just. It would be better if it had a bit more detail ya know?
    Again, good points and kind of the thing I was going for. However this is also a min maxer situation and very few DMs in their right minds would ever let someone get away with it. Also I worded it slightly off but I didn't think much of it at the time: It affects those that you have charmed or otherwise enthralled to do your bidding. Again, a focused build could realistically get a high DC, a min maxer could get an unbeatable DC, your average player would get a good DC, and no DM that I have ever played with is going to allow this amount of Derailment.
    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

  13. - Top - End - #13
    Halfling in the Playground
     
    Beholder

    Join Date
    Sep 2017

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Hmm maybe make it the base damage roll of your weapon. Give them the buffs and such. But make it a fort save? After all when you think lambs to the slaughter its either against something so powerful they stand no chance or you diplomacy them into just.. Letting themselves die. So if it is total damage of your lethal attack.. Possibly minus 20 to keep it from ramping up to quickly in the late game. Maybe make it a targeted damage effect so it can't be applied to AOE or effects that can effect a lot of people in one go because this thrown onto a magic darts or other multi hit high damage spells? Could very easily cause you to shut down parties and encounters.

    I would still potentially allow for a save against cull the insolent. Or make it have a hitdie cap of four times your total character level? I mean that way you can't have holy wars that is a entire country but it can still effect a large portion of the population.

  14. - Top - End - #14
    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by Holya View Post
    Hmm maybe make it the base damage roll of your weapon. Give them the buffs and such. But make it a fort save? After all when you think lambs to the slaughter its either against something so powerful they stand no chance or you diplomacy them into just.. Letting themselves die. So if it is total damage of your lethal attack.. Possibly minus 20 to keep it from ramping up to quickly in the late game. Maybe make it a targeted damage effect so it can't be applied to AOE or effects that can affect a lot of people in one go because this thrown onto a magic darts or other multi hit high damage spells? Could very easily cause you to shut down parties and encounters.
    Hmmm, that makes sense. Will modify the ability when I get back from work.

    Quote Originally Posted by Holya View Post
    I would still potentially allow for a save against cull the insolent. Or make it have a hit die cap of four times your total character level? I mean that way you can't have holy wars that is a entire country but it can still affect a large portion of the population.
    I'm gonna input both of those. That way the DM can still send waves of enemies after the party, but the PC can't sac the holy land as easily.
    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

  15. - Top - End - #15
    Halfling in the Playground
     
    Beholder

    Join Date
    Sep 2017

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Wait I actually had good balance ideas? Holy **** the end times are upon us!

    Foggy breath needs a duration on the -2 to all future rolls. Currently with the reading you can just ninja around them breath it out. Since it does no damage you can just hide somewhere in a city and breath this out every 1d4 rounds till people are actually having negative rolls. Also the will save is 10+proxy level+ charisma? Or? I mean you just said will save but it is like other breath abilities that use con? Or is it one of the weird ones that use charisma or some other scaling stat to keep it relevant?

    Curshing despair should have a will safe.. It also brings up the question of does it bypass immunities since geas is a mind effecting spell that is language dependent.. Hmm it bypasses the need to be able to talk to them since its touch which removes the range from the spell.. But that makes it seems.. Kinda weak since their are a decent swath of creatures that are just immune to mind effecting and even more creatures that you do not want to get into touch range with. Prehaps make it a modified form of the familial geas spell from heros of horror that can spread through a family line? But instead make it where it can 'jump ship' to those that attempt to stop the person under the effects of crushing despair? Kind of like a suicide sickness? After all if you add the will save it balances out.

    Freezing touch caps out at 5d4. At level 15 or 16 when you take this class if you go the full ten levels.. Thats kinda.. Okay thats really bad. It becomes the Oh **** I have nothing else to smack them with weapon. Unless your getting it to go the crushing despair route then Freezing touch is a more thematic way to scare your party by making your drink slushy or going and bursting a pipe by freezing the water.. Actually bumping that up to a 1d6 would be fine. Since it would still cap out at 5d6. Which isn't a insane amount of damage for a at will touch attack. Because you still need to hit their touch ac and such.

    Master of puppets is a bit.. Confusing.. Are you able to control anything charmed? Does it turn into a animated object while you are controlling it? I get the puppet theme.. Its just.. weirdly worded because it seems like your changing creatures whom you take control of temporarily into animated objects. I think.. Since it is more geared towards bards and performers.. Why not make this where it can animate objects in mass for a temporary amount of time? Because imagine it.. Wouldn't a master of puppets be more of a master if they could make everything around them that did not move puppets? Swords, armor, trees, stones, the very earth itself? Instead of a slightly confusing wording you could make it where they can charm the objects/plants/none sentient things around them and have them dance to their design. It would also make it eerily more creepy if they worked as a doll maker or would explain just random doll parts and only gods know what else laying around their dungeon or encounter area. Also is there a cap to the amount of things you can control? Or is it just anything charmed is now yours? If its the later should you need a opposing check against other casters who charmed the creature your trying to puppet if you leave it as creatures?

    Would affinity puppets be a +4? Since it gives you a +2 and the puppet a +2.. So you are technically assisting it.. By controlling it..So it would technically be a +4 on top of the bonus from your proxy levels? I ask because I'm not the best at figuring out bonuses to skill checks when it comes to things like assistance and etc.

    Ink needs to be injury/ingestion. Since you have the ink tentacles able to smack people and they are forced to make saves against the drug/poison. So I would give the ingestion a higher dc save and the contact a bit lower. Maybe make it a dc fort 18 for the injury and a dc fort 24 for the ingested. Since you would be getting the ability to produce ink at level 6 since the taint is a first level of proxy only ability.


    Also class level or character level when you say level seven or higher? For the ones you don't specify on?

  16. - Top - End - #16
    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by Holya View Post
    Foggy breath needs a duration on the -2 to all future rolls. Currently with the reading you can just ninja around them breath it out. Since it does no damage you can just hide somewhere in a city and breath this out every 1d4 rounds till people are actually having negative rolls. Also the will save is 10+proxy level+ charisma? Or? I mean you just said will save but it is like other breath abilities that use con? Or is it one of the weird ones that use charisma or some other scaling stat to keep it relevant?
    True, I'd probably make it a number of rounds equal to your Proxy Level and yeah it's one of the weird ones.

    Quote Originally Posted by Holya View Post
    Crushing despair should have a will safe.. It also brings up the question of does it bypass immunities since geas is a mind effecting spell that is language dependent.. Hmm it bypasses the need to be able to talk to them since its touch which removes the range from the spell.. But that makes it seems.. Kinda weak since their are a decent swath of creatures that are just immune to mind affecting and even more creatures that you do not want to get into touch range with. Perhaps make it a modified form of the familial geas spell from heroes of horror that can spread through a family line? But instead make it where it can 'jump ship' to those that attempt to stop the person under the effects of crushing despair? Kind of like a suicide sickness? After all if you add the will save it balances out.
    Good point with the will save. Also, I should make it bypass immunity and I forgot about the familial geas spell. I'll definitely think about making it jump ship too.

    Quote Originally Posted by Holya View Post
    Freezing touch caps out at 5d4. At level 15 or 16 when you take this class if you go the full ten levels.. Thats kinda.. Okay thats really bad. It becomes the Oh **** I have nothing else to smack them with weapon. Unless your getting it to go the crushing despair route then Freezing touch is a more thematic way to scare your party by making your drink slushy or going and bursting a pipe by freezing the water.. Actually bumping that up to a 1d6 would be fine. Since it would still cap out at 5d6. Which isn't a insane amount of damage for a at will touch attack. Because you still need to hit their touch ac and such.
    Yeah, you've got a point there. I was really more basing it off of the touch attack from the Dread Necromancer. ...And now that I'm looking at it the DN deals 1d8 of damage. I'm very tempted to bump it up to d6s or even d8s now.

    Quote Originally Posted by Holya View Post
    Master of puppets is a bit.. Confusing.. Are you able to control anything charmed? Does it turn into a animated object while you are controlling it? I get the puppet theme.. It's just.. weirdly worded because it seems like you're changing creatures whom you take control of temporarily into animated objects. I think.. Since it is more geared towards bards and performers.. Why not make this where it can animate objects in mass for a temporary amount of time? Because imagine it.. Wouldn't a master of puppets be more of a master if they could make everything around them that did not move puppets? Swords, armor, trees, stones, the very earth itself? Instead of a slightly confusing wording you could make it where they can charm the objects/plants/non sentient things around them and have them dance to their design. It would also make it eerily more creepy if they worked as a doll maker or would explain just random doll parts and only gods know what else laying around their dungeon or encounter area. Also is there a cap to the amount of things you can control? Or is it just anything charmed is now yours? If its the later should you need a opposing check against other casters who charmed the creature your trying to puppet if you leave it as creatures?
    That's kind of what I was trying to do. The ability is meant to animate objects around you in a sort of puppeting way and allow you to control the actions of those you have charmed. I really should think these things through more but I'm thinking of putting a cap of 4/HD and requiring a will save of 10+ProxyL+Cha to resist.

    Quote Originally Posted by Holya View Post
    Would affinity puppets be a +4? Since it gives you a +2 and the puppet a +2.. So you are technically assisting it.. By controlling it..So it would technically be a +4 on top of the bonus from your proxy levels? I ask because I'm not the best at figuring out bonuses to skill checks when it comes to things like assistance and etc.
    Yup, it's a +4 if you are using a charm or dominate spell (really should spell that out...) and +4+(1/2 ProxyL)

    Quote Originally Posted by Holya View Post
    Ink needs to be injury/ingestion. Since you have the ink tentacles able to smack people and they are forced to make saves against the drug/poison. So I would give the ingestion a higher dc save and the contact a bit lower. Maybe make it a dc fort 18 for the injury and a dc fort 24 for the ingested. Since you would be getting the ability to produce ink at level 6 since the taint is a first level of proxy only ability.
    That sounds good to me,

    Quote Originally Posted by Holya View Post
    Also class level or character level when you say level seven or higher? For the ones you don't specify on?
    Proxy Class level.

    Additionally, I've started working on The Convocation.
    Last edited by Aniikinis; 2017-11-26 at 12:26 PM.
    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

  17. - Top - End - #17
    Halfling in the Playground
     
    Beholder

    Join Date
    Sep 2017

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Yeah should probably state the attribute that you want foggy breath's dc to be based off of. Since its a class ability if it goes in line with other things.. Like the alchemist reflex to save against its bombs, the dragon fire adept to dodge its breath. It would be 10+class level+con or what ever stat you decide for the final write up or 10+class level/2 + stat

    Personally with Crushing despair having a will save? I would give it the ability to jump ship. Just give each new person a will save. Possibly make it weaken after it has spread far enough. I mean in a city? This would be devastating. In the wilderness? You just make a creature thrust itself onto your blade. It would also have the potential to mess with your party as well since they would need to make the save depending on how it spreads. Which honestly.. It messing with your fellow party members would just be amusing as their are a lot of friendly fire abilities in D&D. Hmm you could also have it where if someone is immune to mind effecting they get a small bonus against this? Since most thing immune to mind effecting has **** will saves. Also add in a 'immunity' factor which would mean someone who is repeatedly exposed to it can't be effected by the same crushing despair? Basically is a save once and your done with that casting of it no matter if it does become a plague or not. Not totally immune to the spell but now there is no. Everyone but one person in the party saves.. Now everyone but yourself needs to make the save again because it reinfects them.

    Actually if you look at the Dread necros touch attacks. They can stack them. But the base Charnel touch only does 1d8 +1 per four class levels. So at level ten it would be a 1d8+2 at will.. The main difference is that charnel touch can be delivered by spectral hand. Its once you get to level six you do a 1d8 plus the contagion spell. At least that is how all the DM's i've ever played a DN with read it. At level twelve you do a 1d8+3, the contagion spell, and two negative levels.. The contagion aspect is only once a day and the negative levels are up to half your class level. Now if we take a look at some races which get at will spell likes. There is a phenoix like race which get scorching rays at will and it scales with their hd. Scorching ray caps out at 3 rays which each do 4d6.. So over all bumping it up to a 5d6 or 5d8 works fine. Its still balanced compared to other options and its cold damage. More often then not you run into creatures which have some form of energy resistance to cold.

    Hmm I would change the wording on Master of puppets then. Currently it implies it turns charmed creatures into objects temporarily. Maybe hmm.. I'm not the best at wording things but it could be worded like this to make it less confusing.

    Master of Puppets: The world is your stage. The objects your puppets and the people your props. For those whom are charmed or under other mind effecting spells you may attempt to make them dance to your tune with a will save check 10+class level +charisma. If they fail this save they are now your props to position and use. This ability also allows once to bring the motionless to motion. Treat all none sentient objects within line of sight as valid targets for modified animate object where each object counts as a single animation. The amount of puppets (Animated objects) or props (Controlled creatures) Can be equal to 4 times your hit die. This effect ends if the Master loses sight of the animated or dominated creature.

    I figured that makes it clear on what it does and it still allows for a large force. I mean you could very quickly get 80 animated objects around you. And honestly how often is someone going to try and animate a massive object which would force you to have to follow the guidelines in the actual animate object spell. Hmm not sure if the puppets should have a time limit. Props should probably be rounds equal to proxy level tho.

  18. - Top - End - #18
    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by Holya View Post
    Yeah should probably state the attribute that you want foggy breath's dc to be based off of. Since its a class ability if it goes in line with other things.. Like the alchemist reflex to save against its bombs, the dragonfire adept to dodge its breath. It would be 10+class level+con or what ever stat you decide for the final write up or 10+class level/2 + stat
    I thought I put a save into it... Freaking... Wow. Yeah, the save should be 10+Proxy level+Cha.

    Quote Originally Posted by Holya View Post
    Personally with Crushing despair having a will save? I would give it the ability to jump ship. Just give each new person a will save. Possibly make it weaken after it has spread far enough. I mean in a city? This would be devastating. In the wilderness? You just make a creature thrust itself onto your blade. It would also have the potential to mess with your party as well since they would need to make the save depending on how it spreads. Which honestly.. It messing with your fellow party members would just be amusing as their are a lot of friendly fire abilities in D&D. Hmm you could also have it where if someone is immune to mind effecting they get a small bonus against this? Since most thing immune to mind effecting has **** will saves. Also add in a 'immunity' factor which would mean someone who is repeatedly exposed to it can't be affected by the same crushing despair? Basically is a save once and your done with that casting of it no matter if it does become a plague or not. Not totally immune to the spell but now there is no. Everyone but one person in the party saves.. Now everyone but yourself needs to make the save again because it reinfects them.
    Hmmm, that sounds good. Maybe have anyone who talks to them for more than a minute run the risk of catching it and with each infection the DC reduces by 2. I'm thinking maybe give it a +10 to the save against it? I'll add in a clause that says that once you've been infected with a particular "casting" of Crushing Despair that you're no longer affected by it.

    Quote Originally Posted by Holya View Post
    Actually if you look at the Dread necros touch attacks. They can stack them. But the base Charnel touch only does 1d8 +1 per four class levels. So at level ten it would be a 1d8+2 at will.. The main difference is that charnel touch can be delivered by spectral hand. Its once you get to level six you do a 1d8 plus the contagion spell. At least that is how all the DM's i've ever played a DN with read it. At level twelve you do a 1d8+3, the contagion spell, and two negative levels.. The contagion aspect is only once a day and the negative levels are up to half your class level. Now if we take a look at some races which get at will spell likes. There is a phoenix like race which get scorching rays at will and it scales with their hd. Scorching ray caps out at 3 rays which each do 4d6.. So over all bumping it up to a 5d6 or 5d8 works fine. It's still balanced compared to other options and its cold damage. More often then not you run into creatures which have some form of energy resistance to cold.
    Will bump it up to 5d8 then.

    Quote Originally Posted by Holya View Post
    Hmm I would change the wording on Master of puppets then. Currently it implies it turns charmed creatures into objects temporarily. Maybe hmm.. I'm not the best at wording things but it could be worded like this to make it less confusing.

    Master of Puppets: The world is your stage. The objects your puppets and the people your props. For those who are charmed or under other mind affecting spells you may attempt to make them dance to your tune with a will save check 10+class level +charisma. If they fail this save they are now your props to position and use. This ability also allows one to bring the motionless to motion. Treat all non sentient objects within line of sight as valid targets for modified animate object where each object counts as a single animation. The amount of puppets (Animated objects) or props (Controlled creatures) Can be equal to 4 times your hit die. This effect ends if the Master loses sight of the animated or dominated creature.

    I figured that makes it clear on what it does and it still allows for a large force. I mean you could very quickly get 80 animated objects around you. And honestly how often is someone going to try and animate a massive object which would force you to have to follow the guidelines in the actual animate object spell. Hmm not sure if the puppets should have a time limit. Props should probably be rounds equal to proxy level tho.
    That's a really good wording for the ability and I'll only have to touch it up a little bit.
    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

  19. - Top - End - #19
    Ogre in the Playground
     
    NecromancerGirl

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

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Trying to fix this.
    Last edited by Westhart; 2017-11-27 at 10:39 PM.
    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.

  20. - Top - End - #20
    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    First off, I have no clue how you broke the box like that but please teach me how. Also, the first few bits through the Patron: EAT were typed out and not touched in a large way for over a year and a half or more because I forgot the class was there. I hope I've grown a bit and learned how to homebrew things better since then. Most of the scaling effects are from newer edits and additions.

    Quote Originally Posted by NothingAbnormal View Post
    As promised, here goes the Peaching.
    Alright

    Quote Originally Posted by NothingAbnormal View Post
    So, I can assume this includes invocations as well right? Does it stack for binding (that'd be cool) since it is not actually spellcasting? I assume not, but I'd specifically allow it to stack for effective binder level.
    I wasn't thinking about that but it should stack for binder level too. Notice that it also stacks manifester, mystery, and all other forms too.

    Quote Originally Posted by NothingAbnormal View Post
    Hmm, I'd make this key off certain lists for certain patrons, but that's more work, so up to you. Nah, fixed list bonus feats are pretty lame.
    Agreed, they're a pain to good classes and just put shackles on poor classes that have them as a good point.

    Quote Originally Posted by NothingAbnormal View Post
    I'd put what mark under the patrons as some (read: me) are not familiar with these.
    I was already planning on doing that and started with some of them.

    Quote Originally Posted by NothingAbnormal View Post
    Mechanical effect?
    I was thinking of making it a -2 to diplomacy and handle animal checks, but apparently never put it in.

    Quote Originally Posted by NothingAbnormal View Post
    This makes one of the abilities from the camper go down at 10th level, just noting.
    Noted.

    Quote Originally Posted by NothingAbnormal View Post
    i'd make it a swift action, keeping in line with things like quicken spell and maneuvers.
    Good point, I'm not sure why I was thinking that was a good idea when I typed it out months ago or thought "meh, okay" when I posted it

    Quote Originally Posted by NothingAbnormal View Post
    I would probably change them to an aberration, OMV. More of a mutant thing going on IMO.
    I was going for a "cleric of a god that is very close to those he worships and becomes more like the 'god' over time" sort of feel.

    Quote Originally Posted by NothingAbnormal View Post
    So, if I join another patron can I keep my old patron abilities and cherry pick them as I wish? I would also say he gets a penalty equal to his level on all rolls made against something originated by a proxy of his old fear or said fear itself. More of a flavor thing.
    Yeah, I really should have worded that better. You lose all that your old patron gave you and have to rechoose your stuff from your new patron's list.

    Quote Originally Posted by NothingAbnormal View Post
    Teleport is better than fear, (higher level I think, more versatility, also doesn't bear the mind affecting tag. Although it is great with fear stacking and against non-immune subjects). Switch dimension door and haste.
    Yeah, it is a higher level. I had those switched around in my head for some reason when I chose them. Will do.

    Quote Originally Posted by NothingAbnormal View Post
    So, this gives me a miss chance? All gather information checks to track me with the urban tracking feat fail? What are the mechanics?
    I'll admit that this was a screw up on my part. Gather Information checks to track you fail.

    Quote Originally Posted by NothingAbnormal View Post
    Really hope this doesn't stack with itself. I'd also key it off class level, say 1/2. Max -5, but keeps it good in the long run as well.
    It doesn't, I should have specified that, and the scaling is better.

    Quote Originally Posted by NothingAbnormal View Post
    Well, 7 saves is downright harsh, but remove disease gets rid of it pretty easy. Would suggest mechanics for said paranoia, and "fear of everything"... Maybe for the second make it always shaken which does not stack with other fear effects.
    That sounds like a good mechanic, and paranoia could be -2 to all sense motive and diplomacy checks. They're totally not going to get you. Right? Oh god they're right behind me! No, wait that was a bird... or maybe that's what they want me to think.

    Quote Originally Posted by NothingAbnormal View Post
    I'd make it a fort save, as saves are going to be higher than a plain attribute check in most cases.
    Yeah, I'm not sure what I was thinking with that. I'm tempted to make it a reflex save as you're trying to get out of the way of harm.

    Quote Originally Posted by NothingAbnormal View Post
    These tentacles have a critical hit on a roll of 2-20, dealing x10 damage. They have a base damage of 100d20's.
    ...
    What?
    Umm, I'm sorry what? I'm not following.

    Quote Originally Posted by NothingAbnormal View Post
    Should not stack with magical abilities, should stack with nonmagical though. (I think some of the ebberon races could get something like this.)
    Hmm, makes sense, will modify it.

    Quote Originally Posted by NothingAbnormal View Post
    Bold may very well be a problem, especially with custom items.
    "Mask of Charisma +6 for a +12 charisma"
    ...
    What?!
    Yeah, I'm removing that bit.

    Quote Originally Posted by NothingAbnormal View Post
    Just to note, but most things are either: you gain 60' darkvision if you did not have it, or: You gain 60' darkvision, or if you already had darkvision from a permanent source (but not a spell/magic item etc) then you increase it by 30'.
    I would make it override nonpermanent darkvision for sure.
    True, I was meaning for it to override any current darkvision the character possessed.

    Quote Originally Posted by NothingAbnormal View Post
    So, a modified mirror image... That I can have more than one copy but can only have one copy...
    Think you meant "You can only have one instance of this feat active at the same time." or something along that nature.
    Yeah, that's what I meant, sorry for the crappy wording.

    Quote Originally Posted by NothingAbnormal View Post
    Hmm, takes scry and diesickness to another level. Hopefully they have Immunity to disease... Is it at will, and can I have more than one up at once? I'd also make it Su, OMV.
    You can only have one open at a time and I should have put that in.

    Quote Originally Posted by NothingAbnormal View Post
    So, the duration is permanent, it is a 9th level effect for the purposes of anything that spell level would matter for, and can be cast in an antimagic field right?

    What?!!
    How is the duration permanent, how can it be cast in an antimagic field, and how does it count as a 9th level spell?

    Quote Originally Posted by NothingAbnormal View Post
    Well, the first part is obsolete at level 10, maybe give them something a tad extra to make up for it? Ink blood may be interesting...
    Yeah, I'm not too sure what to give them though. Maybe the ability to fool healing checks into thinking they're dead?

    Quote Originally Posted by NothingAbnormal View Post
    I like it, although no mechanics for dilution etc are kind of shame. Also pretty powerful if you think about it, unless you are contaminating a closed in lake with no leakage (magical of course) then the ink will link out and slowly convert all water in contact to Ink. Thus rivers, other lakes, eventually oceans eta eta are all free game now. Would make an interesting survival game though...
    Ya know, I remember what I was thinking when writing this ability. I was trying to bring the "canon" (if you can even say that about the Fear mythos) EAT Ink into dnd. I'll tone it down a lot, but keep it at a nice (slightly) insane spot.

    Quote Originally Posted by NothingAbnormal View Post
    Hmm, not too bad I think, although I'd make it either competence or insight bonus. Leaning towards competence.
    Yeah, I should have put the type of bonus there.

    Quote Originally Posted by NothingAbnormal View Post
    Add 1/2 level to them, more pay in the long run.
    Good point, will do.

    Quote Originally Posted by NothingAbnormal View Post
    Not sure on this one, but you have no influence over them afterwards, so they may be alright... (?)
    Correct, no control over them at all. They're EAT's pawns, not yours.

    Quote Originally Posted by NothingAbnormal View Post
    Not a fan of doubling saves, too much power, too shortly. Add level or 1/2 for sure, make the dominate 1 day/2 levels.
    Alright, makes sense.

    Quote Originally Posted by NothingAbnormal View Post
    o.0
    !?!
    16-20 x3? Well, stack on imp crit and go to town then... Really powerful, as this is most weapons with imp crit.
    Good point, how about 18-20 x2

    Quote Originally Posted by NothingAbnormal View Post
    Scaling is beautiful. how about swim speed equal to your level*10? or 30'+5'/level? Invisibility: at will, but only lasts X rouns... is there an action time for this, I assume a standard?. Also, see perfectly in any liquid: maybe add a line unless vision is impeded otherwise?
    Scaling is beautiful, something I've learned since I started this class. I'm liking the Level*10 speed myself. It's meant to be a standard, but apparently I didn't put it down, and yeah I didn't think of that.

    [QUOTE=NothingAbnormal;22607895]Well, I would say no, because say you have a PrC requiring disguise 8 ranks. You can now get in at 2nd level. Nevvermind, forgot this was a PrC for a minute. I'd still change it to adding your level (or 1/2) to said checks.

    Sounds good to me.

    Quote Originally Posted by NothingAbnormal View Post
    HOLY ****!!! No. Just No.
    I have no clue why I made that ability that powerful and didn't bring it's power level down immensely when posting. I'm going to create that one from scratch.

    Quote Originally Posted by NothingAbnormal View Post
    Switch charm and ventriloquism for sure, possibly dominate and summon monster?
    Will do, and I'm tempted but not sure I want to switch dominate and summon.

    Quote Originally Posted by NothingAbnormal View Post
    Just make it untyped, or make it so it does not stack.
    Yeah, good point.

    Quote Originally Posted by NothingAbnormal View Post
    Definitely one of the lower power ones. I'd add: "In addition, when making a trip attack with a whip you beneift from the improved trip feat" or give them a bonus on tripping with a whip...
    What about both with a bigger bonus if they already have the feat?

    Quote Originally Posted by NothingAbnormal View Post
    Makes a decently optimized bard crazy, especially with the song you gain from a feat that does fear effects.
    True, what about making it a full round action to use with bardic music with concentration checks that must be made each round, making you a sitting duck. Also making it so that you need all three out and playing to simply double the effects?

    Quote Originally Posted by NothingAbnormal View Post
    Just checking, but you do play metallica every time you think of someone saying they use this ability right? Basically makes your charms a dominate effect, although slightly weaker (I think rebuking is weaker, unless you meant the spell Command Undead, in which case it is weaker then just making them dominates... But has more flavor too)
    Of course I do (\m/\m/). Pretty much yeah.

    Quote Originally Posted by NothingAbnormal View Post
    Makes the 10th level ability partially out, since... Well, this page is not SRD or anything but lists most of them, although at a glimps I'm not sure what they changed if anything.
    I know that.

    Quote Originally Posted by NothingAbnormal View Post
    Weak, a number of times equal to your charisma bonus maybe?
    I was thinking it was too powerful due to the level of the spell but that sounds about right.

    Quote Originally Posted by NothingAbnormal View Post
    Nice! Better then other abilities that double for sure.
    Alright.

    Quote Originally Posted by NothingAbnormal View Post
    For this one we get 44d4 damage and threaten on a roll of only 20, dealing x20 damage
    ...
    What?!!?
    I don't follow.

    Quote Originally Posted by NothingAbnormal View Post
    Don't like the price one, especially if it were combined with say anything that reduces craft costs... I don't like this one honestly.
    Yeah, I wasn't sure what else to put and I was really only meaning that it would apply to vendors. It would be a mind affecting effect and I should have specified that.

    Quote Originally Posted by NothingAbnormal View Post
    Hmm, no proficiencies? I'd give them IUS then [shrug]
    hmm maybe...

    [QUOTE=NothingAbnormal;22607895]Do not have frostburn (brother's borrowing it) so can't check over these. I can say right off that it is good you did not give them shivering touch though

    There was no way in hell I would have.

    Quote Originally Posted by NothingAbnormal View Post
    Hmm, I would say that you can pick and choose between any spell it'd disallow, as rage may be considered good or bad... I mean if you multiclass into this and the ice barbarian thing in Frostburn
    Good point, I'll do that.

    Quote Originally Posted by NothingAbnormal View Post
    Some of the abilities before this may not have said CL, or I may have missed it . if not this needs a CL.
    I should have put it in the Patron Abilities bit, but the CL is equal to your HD.

    Quote Originally Posted by NothingAbnormal View Post
    Hmm, I'd add+cha onto the save thing.
    Alright, I was debating on that.

    Quote Originally Posted by NothingAbnormal View Post
    Pretty sure the cold subtype comes with immunity, thuse the endure elements shouldn't do much for you.
    Yeah that was from an earlier version of that ability.

    Quote Originally Posted by NothingAbnormal View Post
    So, since I have immunity to cold, let's break absolute zero... after all, this can be used as a free action and we have no limits on those... I would say it increases the caster level cap of all cold spells by 1 instead of damage by 1 as +1 damage versus +1d6? Alternatively you could make it +1 damage per die, in which case it is a nice buff for blasting.
    I really should make it a swift action, yeah. And I'm thinking of going with +1 damage per die.

    Quote Originally Posted by NothingAbnormal View Post
    All future rounds? For that alone it would not make it into my game. You get blasted you are permanently down 2...
    And the 2nd next sentence says that the penalties only last for a number of rounds equal to your proxy level. I mistyped and put negative levels instead.

    Quote Originally Posted by NothingAbnormal View Post
    Anything that can chain like this won't be allowed. I would say that those affected in a secondary role can't infect others and that they gain a bonus on the save. Brings it in line a tad.
    Yeah, that sounds good to me.

    Quote Originally Posted by NothingAbnormal View Post
    No, penalty should be equal to half level, not a solid -10, and penalty should be gotten rid of with a successful save.
    Alright, will modify it that way.

    Quote Originally Posted by NothingAbnormal View Post
    I'll get around to PEACH'ing the rest later.
    Alright.
    Last edited by Aniikinis; 2017-11-28 at 09:16 AM.
    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

  21. - Top - End - #21
    Halfling in the Playground
     
    Beholder

    Join Date
    Sep 2017

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Holy hell its even broken in the reply area.. And I can't even see my response to you.. Also at the level the Death effect from Ink comes into effect at you already got save or die effects in play. It even gives you more then one save against the effects. Just make it where if you save once the death effect can't pop.

    I mean I posted more reviewing and such but its hidden beyond that broken monstrosity.
    Last edited by Holya; 2017-11-27 at 10:27 PM.

  22. - Top - End - #22
    Ogre in the Playground
     
    NecromancerGirl

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

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Not sure on the box, but it is annoying...

    For the tentacles, I meant you fif not detail the damge, thus they were absurd examples of what it could be, sorry!.... I can;t see what I'm typing right now...
    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.

  23. - Top - End - #23
    Halfling in the Playground
     
    Beholder

    Join Date
    Sep 2017

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Someone invoke a Mod to delete or fix that post because that **** has to be on purpose and its honestly hiding over half the thread behind it. So no one can even properly reveiw what your asking them to. Hell I can't even go back over and check what you have changed so I can't give a updated review.

  24. - Top - End - #24
    Ogre in the Playground
     
    NecromancerGirl

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

    mad Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by Holya View Post
    Someone invoke a Mod to delete or fix that post because that **** has to be on purpose and its honestly hiding over half the thread behind it. So no one can even properly reveiw what your asking them to. Hell I can't even go back over and check what you have changed so I can't give a updated review.
    Fixed it, and I wouldn't accuse someone of something without knowing it's true

    EDIT: Backed up my suggestions here.
    Last edited by Westhart; 2017-11-27 at 10:43 PM.
    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.

  25. - Top - End - #25
    Halfling in the Playground
     
    Beholder

    Join Date
    Sep 2017

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by NothingAbnormal View Post
    Fixed it, and I wouldn't accuse someone of something without knowing it's true

    EDIT: Backed up my suggestions here.

    Sorry.. I took out some frustration out on you when you had done nothing to earn it. I apologize for that.

  26. - Top - End - #26
    Ogre in the Playground
     
    NecromancerGirl

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

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by Holya View Post
    Sorry.. I took out some frustration out on you when you had done nothing to earn it. I apologize for that.
    It's all good, I probably overreacted a tad as well, as I was trying too figure out what it was. My only guess is quotes screwed up somewhere...
    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.

  27. - Top - End - #27
    Halfling in the Playground
     
    Beholder

    Join Date
    Sep 2017

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by NothingAbnormal View Post
    It's all good, I probably overreacted a tad as well, as I was trying too figure out what it was. My only guess is quotes screwed up somewhere...
    Eh chuck it up to coding ****er. I know quotes no matter the site can call forth all kinds of strife. And oh boy is this post going to be a long one. I'm reviewing all the features in one go. xD

  28. - Top - End - #28
    Halfling in the Playground
     
    Beholder

    Join Date
    Sep 2017

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Yeah the more crushing despair spreads the easier it is to resist. Also being immune to being effected by the same casting after you save is what I meant by saying they couldn't get reinfected.

    Stream is fine.. 1d8 with a 16-20 x3 crit is fine. Since each one has to have its own roll to hit and roll to confirm the crit. It also caps out at four tentacles no matter what you do. That and self damaging abilities bring up a interesting question. Do you hurt yourself and risk that small damage killing you encase you don't kill with the tentacles. Or do you only keep one point of damage at all times to keep a single tentacle out? I mean this doesn't bypass your BAB. So really it just gives you a better natural weapon. And you can't take any feats to improve the damage or its effects. So over all streams to me is fine.

    Hell thinking about the tentacle attack warshaper gives you a almost unlimited amount of natural attacks. So this is more balanced then a single dip into a PRC class from first party.

    I don't see anything with affinity liquids that need to be changed. I mean its really situational in all honesty. Most settings won't even have liquid affinity coming into play. Now in a sea setting? This is powerful as all hell. But it is really.. Setting depending on this one.

    Hunger should give a save for the dominate but give them a penalty because they currently have Ink in their system. Maybe a -10 to the save because they currently have Ink inside them which makes them more likely to obey you. Or make it dependent on them actually failing the save against Ink to start with.

    Attract should be a scaling bonus. A +10 at most since Diplomacy is a fairly broken skill in D&D. Disguise is fine to have doubled. But maybe something like.

    Attract: To those whom have ingested the gift of your lord. You are treated one step better by the being and gain a natural bonus of +1 equal to proxy class level in disguise and diplomacy.

    That way it thematically fits with the idea of your basically a walking drug machine but it also makes you better at hiding whom you are and being diplomatic with those who have yet to ingest your ink.

    Kill... Where to start.. Now that I reread it? Maybe make the first fail only stop all regeneration and immunities. But leave damage reduction be. The second save is.. Weird.. I'm going to be honest. I've never seen anything that ****s with turn order beyond just shunting someone out of their turn for their round. But rearranging it is weird. The third one? Bump it down to a 1d20 that way it caps out at 1d20. I mean this comes on like at level 12 for a character who goes five levels base class and then straight into this. So when you get it. Its a 7d20. Now compare that to the wizards base spell list at level 12. You have outright save or die. So really just bumping down the damage a bit balances this. That and changing the ability damage to a 1d8 to all abilities. If I'm reading that right. Since a 1d10 can kill somethings outright just with the max roll of it thanks to low int creatures.

    Steal is.. Well steal only ever comes up if you have Proxy's fighting other proxies. Which implies a proxy war. Hehe.. Proxy war. Bad pun aside. Prehaps if someone takes this and proxies aren't common allow it to make people faux proxies? I mean Ink itself makes well it basically rebirths people who OD on it. So why is Steal solely focused on other Proxys? I mean another option is to make Steal would let the proxy steal memories or something from the person they 'killed' with their ink.

    Razor wire caps out at five tentacles right? I mean its half your proxy level.. But its also when ever you gain a new ability. Which means it ends up being ten tentacles.. If they do normal damage of a tentcale thats not that bad.. Though thematically you could have them let you manipulate things at range instead of being weapons. Or make it like Streams where four can be weapons but the other six or able to act like extra hands or limbs to better help you move around and such.

    I like spoiled brat. But thats because I just don't see the point of WBL since its so easy to break it if you actually rp any during your game. Even more so if your DM isn't railroading you. So overall I would leave it like it is but to satisfy some people. Maybe make it have a max price it can effect. Like 1000gp per level. So at level 10 of proxy you can take 10000 gp off of a price. Put in the claus that it can never take more then half the price off of something and then its strong but not overly powerful in that you can buy epic level items or more for super cheap.

    Eh Affinity cold brings up a weird conflict. I want to like it. But I personally dislike the cold subtype as it gives you a weakness to fire. Which means you take 50% more damage from all sources of fire damage. Cold subtype also means your immune to all effects involving cold. So the endure elements are kinda redundant. Perhaps make it endure elements but once your proxy level is of a sufficiently high amount it becomes the cold subtype with a constant endure elements running so things like a desert or something wouldn't completely wreck you?

    You need to put a how many rounds it last clause in Icy stare. Right now its in the same issue as foggy breath as it reads as a forever -4 or -10 depending on if you failed the save or not.


    Sigma radiation is almost entirely there for a Proxy. It doesn't help anyone but you or other proxies. Which is weird because from how the classes are reading Proxies don't get along with other Fear's proxies. Maybe you could make it where they are also like beacons with things that have dark sight? Or other vision modes? That or it makes people glow cause them to lose concelment? I mean something just a bit more.. Party friendly instead of just boosting yourself. As it is it works and it works as a proxy boosting power. But in the terms of a party it doesn't interact well.

    I honestly see no issues with the Rake. I mean it. I don't see anything I would change. Wait no. I would scale back the +20 to all movement modes. Make that a +10. Because once you go full ten levels thats a extra 200 feet in every single form of movement since wilderness is anything not inside a city, village, or town. So it would always be there.

    Err.. Question.. Apex predator.. Has a untyped +20 to your physical stats.. At all times right? Err.. If thats how that one works.. You might want to make both cap out at a +6. Or +6 for phsycial and +4 for mental. Since warshaper gives a +4 to strength and con. That is always active. So yeah scaling that aspect of Apex predator back would work best since over all you need four other abilities before you get this.. Which means it comes on line at.. well level seven.. since it has a min so once again level twelve. So over all in line with everything else you start seeing coming on line at that level with other classes.

    That and Apex predator takes four of your six abilities. So once you get apex predator you only have one ability left open so its a investment. Which in my opinion justifies the power of Apex predator.

    I think I've already reviewed the Archangel. So you know my thoughts there.

    Sooo.. I think that is everything?

  29. - Top - End - #29
    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    Quote Originally Posted by Holya View Post
    Yeah the more crushing despair spreads the easier it is to resist. Also being immune to being effected by the same casting after you save is what I meant by saying they couldn't get reinfected.
    Kinda figured.

    Quote Originally Posted by Holya View Post
    Stream is fine.. 1d8 with a 16-20 x3 crit is fine. Since each one has to have its own roll to hit and roll to confirm the crit. It also caps out at four tentacles no matter what you do. That and self damaging abilities bring up a interesting question. Do you hurt yourself and risk that small damage killing you encase you don't kill with the tentacles. Or do you only keep one point of damage at all times to keep a single tentacle out? I mean this doesn't bypass your BAB. So really it just gives you a better natural weapon. And you can't take any feats to improve the damage or its effects. So over all streams to me is fine.

    Hell thinking about the tentacle attack warshaper gives you a almost unlimited amount of natural attacks. So this is more balanced then a single dip into a PRC class from first party.
    Good point, resource management with a resource that will always be in short supply until later levels. I'll be honest, I completely forgot about warshaper, yeah this is balanced compared to it.

    Quote Originally Posted by Holya View Post
    I don't see anything with affinity liquids that need to be changed. I mean its really situational in all honesty. Most settings won't even have liquid affinity coming into play. Now in a sea setting? This is powerful as all hell. But it is really.. Setting depending on this one.
    Good point, also in a large city with a sewer system and a character that can't smell probably would take this too.

    Quote Originally Posted by Holya View Post
    Hunger should give a save for the dominate but give them a penalty because they currently have Ink in their system. Maybe a -10 to the save because they currently have Ink inside them which makes them more likely to obey you. Or make it dependent on them actually failing the save against Ink to start with.
    Hmm, I see your point. I'm going to go with the second one, they have to make the save against Ink or be dominated.

    Quote Originally Posted by Holya View Post
    Attract should be a scaling bonus. A +10 at most since Diplomacy is a fairly broken skill in D&D. Disguise is fine to have doubled. But maybe something like.

    Attract: To those whom have ingested the gift of your lord. You are treated one step better by the being and gain a natural bonus of +1 equal to proxy class level in disguise and diplomacy.

    That way it thematically fits with the idea of your basically a walking drug machine but it also makes you better at hiding whom you are and being diplomatic with those who have yet to ingest your ink.
    True, but I'm gonna go with a different way.

    Quote Originally Posted by Holya View Post
    Kill... Where to start.. Now that I reread it? Maybe make the first fail only stop all regeneration and immunities. But leave damage reduction be. The second save is.. Weird.. I'm going to be honest. I've never seen anything that ****s with turn order beyond just shunting someone out of their turn for their round. But rearranging it is weird. The third one? Bump it down to a 1d20 that way it caps out at 1d20. I mean this comes on like at level 12 for a character who goes five levels base class and then straight into this. So when you get it. It's a 7d20. Now compare that to the wizards base spell list at level 12. You have outright save or die. So really just bumping down the damage a bit balances this. That and changing the ability damage to a 1d8 to all abilities. If I'm reading that right. Since a 1d10 can kill some things outright just with the max roll of it thanks to low int creatures.
    Alright, will take these notes and run with them.

    Quote Originally Posted by Holya View Post
    Steal is.. Well steal only ever comes up if you have Proxy's fighting other proxies. Which implies a proxy war. Hehe.. Proxy war. Bad pun aside. Prehaps if someone takes this and proxies aren't common allow it to make people faux proxies? I mean Ink itself makes well it basically rebirths people who OD on it. So why is Steal solely focused on other Proxys? I mean another option is to make Steal would let the proxy steal memories or something from the person they 'killed' with their ink.
    This is another ability I ripped straight from the "canon" of the fear mythos. EAT can steal proxies from other fears if they OD on Ink, which is also how EAT gets their proxies. I'm not sure it'd be useful to steal memories though.

    Quote Originally Posted by Holya View Post
    Razor wire caps out at five tentacles right? I mean its half your proxy level.. But its also when ever you gain a new ability. Which means it ends up being ten tentacles.. If they do normal damage of a tentcale thats not that bad.. Though thematically you could have them let you manipulate things at range instead of being weapons. Or make it like Streams where four can be weapons but the other six or able to act like extra hands or limbs to better help you move around and such.
    Yes, razor wire caps out at 5 tentacles. I put in that clause so that if you took it at first level, you'd gain a new one whenever you gained a new patron ability. It's only whenever you gain a new patron ability. I'm very tempted to let them do fine manipulation, save that they cannot wield weapons.

    Quote Originally Posted by Holya View Post
    I like spoiled brat. But thats because I just don't see the point of WBL since its so easy to break it if you actually rp any during your game. Even more so if your DM isn't railroading you. So overall I would leave it like it is but to satisfy some people. Maybe make it have a max price it can effect. Like 1000gp per level. So at level 10 of proxy you can take 10000 gp off of a price. Put in the claus that it can never take more then half the price off of something and then its strong but not overly powerful in that you can buy epic level items or more for super cheap.
    Hm, that's true. I'll add that in as well.

    Quote Originally Posted by Holya View Post
    Eh Affinity cold brings up a weird conflict. I want to like it. But I personally dislike the cold subtype as it gives you a weakness to fire. Which means you take 50% more damage from all sources of fire damage. Cold subtype also means your immune to all effects involving cold. So the endure elements are kinda redundant. Perhaps make it endure elements but once your proxy level is of a sufficiently high amount it becomes the cold subtype with a constant endure elements running so things like a desert or something wouldn't completely wreck you?
    Yeah, I had the endure elements from an earlier version of the ability, but that makes more sense to me.

    Quote Originally Posted by Holya View Post
    You need to put a how many rounds it last clause in Icy stare. Right now its in the same issue as foggy breath as it reads as a forever -4 or -10 depending on if you failed the save or not.
    Crap, good catch.

    Quote Originally Posted by Holya View Post
    Sigma radiation is almost entirely there for a Proxy. It doesn't help anyone but you or other proxies. Which is weird because from how the classes are reading Proxies don't get along with other Fear's proxies. Maybe you could make it where they are also like beacons with things that have dark sight? Or other vision modes? That or it makes people glow cause them to lose concealment? I mean something just a bit more.. Party friendly instead of just boosting yourself. As it is it works and it works as a proxy boosting power. But in the terms of a party it doesn't interact well.
    I see your point, I'll make it so that anyone with the ability to see invisible creatures or magical auras notices them glowing as if they were under faerie fire.

    Quote Originally Posted by Holya View Post
    I honestly see no issues with the Rake. I mean it. I don't see anything I would change. Wait no. I would scale back the +20 to all movement modes. Make that a +10. Because once you go full ten levels thats a extra 200 feet in every single form of movement since wilderness is anything not inside a city, village, or town. So it would always be there.
    Good point, I wasn't thinking very clearly when I did that.

    Quote Originally Posted by Holya View Post
    Err.. Question.. Apex predator.. Has a untyped +20 to your physical stats.. At all times right? Err.. If thats how that one works.. You might want to make both cap out at a +6. Or +6 for phsycial and +4 for mental. Since warshaper gives a +4 to strength and con. That is always active. So yeah scaling that aspect of Apex predator back would work best since over all you need four other abilities before you get this.. Which means it comes on line at.. well level seven.. since it has a min so once again level twelve. So over all in line with everything else you start seeing coming on line at that level with other classes.
    I should've made it like +5 or something but I had to put +20, thanks half-asleep me.

    Quote Originally Posted by Holya View Post
    That and Apex predator takes four of your six abilities. So once you get apex predator you only have one ability left open so its a investment. Which in my opinion justifies the power of Apex predator.
    True, it does lock you into a specific build, albeit a powerful one. I'm tempted to bump it to +8 to physicals and +6 to mentals

    Quote Originally Posted by Holya View Post
    I think I've already reviewed the Archangel. So you know my thoughts there.

    Sooo.. I think that is everything?
    Alright then, wait, I don't think you got Slender...
    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

  30. - Top - End - #30
    Halfling in the Playground
     
    Beholder

    Join Date
    Sep 2017

    Default Re: The Fear Mythos invades DnD (Done, save for a few patrons) PEACH

    **** and hell fire I forgot slender baby. I will get him or her depending on the proxy in a second.

    Making it where Apex predator is a +8 and a +6 to physical and mental would work. As it is locks you entirely into it. It also locks you out of secret vendor. So I would bump it to a +8 to all physical stats and a +6 to all mental. Untyped so it naturally stacks with everything else.

    Well in a city with a sewer you could always just ink the water.. Then let your DM try and figure out how to explain a bunch of homeless trying to drown themselves in 'sewage' water to get their fix.

    Ah but you see stealing memories would be like a few spells already in D&D there is one that lets you make a map out of the flesh of something you killed that shows where everything it considered important is. Another that lets you eat a chunk of brain and get some knowledge. Being able to OD people and then know the passwords or other stuff? The memory theif aspect would be something that gives the DM a nice ability to throw hooks out for plots and such without having to railroad you into them because now your character knows and he can either keep it to himself or tell the party and they can discuss if its worth doing.

    I like how you redid Attract. I just dislike competency bonuses since they don't stack with each other.. Maybe make it untyped? Though you normally only see Competency bonuses if your using tools or a bard is throwing inspire around.. Wait are tools compentency or untyped? No.. Ignore me I'm getting off topic. Attract is good as it is.

    Take all the notes and run with them. I mean I'm here to help and throw out possible ideas. Might not be good ideas but.. Meh. Still at level twelve you have more then a few save or die spells and they are more usable then kill. Since they are on a spell slot system. So the bonus effects from this kill or suck save is fine.

    I will throw my two cents into the ring again about razor wires. I think you should make it a even six.. But cap it to a max of two tentacle attacks. It doesn't make sense for a puppet master to be smacking people with tentacles. I would imagine two are a bit thicker then the rest but the other four are fine and allow for manipulation of objects. Possibly even lock picking or the such. I mean you are a being who sees all the world as your stage. You don't fight yourself. So having two of the tentacles being the only ones capable of proper smacking makes sense. The other four would be for doing other stuff.. Like grabbing stuff for you or opening doors. Or picking a lock from a distance away. Subtle fine manipulations. Nothing insane like throwing a cart at someone. You aren't strengthed base. You are the manipulator. The plotter. The puppet master.

    Hmm Spoiled brat now has a clause it only effects humanoids? Perhaps it should be sentient creatures? Or racial specific unless you took ken/barbie? Since currently it just halves all prices. But with the suggestion from before you would have items that are cheaper yes but at later levels it wouldn't be half priced since some items get really bloody expensive. Also instead of it just being a flat mind effect why not make it a will save? See how heartless a bastard a merchant is by allow them a will save to tell a 'kid' who is crying in their shop to go shove it.

    Slender sickness is never going to happen if you strictly keep it to enemies. Unless you are captured or somehow are just squatting in their camp watching them? The four hours clause is going to make it never pop. Perhaps make it a all or nothing ability. Anyone within your aura for over four hours have to begin making the saves every minute. Possibly make it something that you can suppress as a move action so you can decide when you want to unleash the terror. That or up the range of it to 20ft/level. That way it caps out at two hundred feet in every direction from you.

    Going to be honest. Dislike the 1/4th thing. It doesn't end up with a whole number which brings up the argument of round up or down? Because if you go by what 10/4 is it comes out to 2.5. So would you say it caps at 25 feet around the door? Or do you round down and its just twenty? Or do you round up and its thirty now? 1d4 none lethal and 1d4 crushing? Isn't crushing lethal? So are we banking on them passing out from the lethal dropping them low enough for the none lethal to make them go out like a light and then they just.. Slowly die from crushing? The wisdom damage should probably have its own will save. That or maybe make the wisdom damage once every other round since they only have 1d6 rounds to get out. You roll low on that and anyone you trapped in there is dead. Because I'm going to assume since there is no clause this is treated as a deities domain which means people with plane shift and other spells can't get out they need a Slender proxy or other proxy since reads like another Proxy who can open the exit.

    That and this is a early level solution to travel for you.. Probably not your party since they most likely won't also be proxys. The travel sllutions come online before you can even use your dimensional door from this Proxy also since wizard gets it two levels before you do.. So I think its balanced besides some detail work like can people escape without the rift? Or are they completely and utterly ****ed once the rift closes? Also is there a distance limit on how far one can travel while inside this path or is it literally to anywhere you are familiar with? That and what is the actual max range of the tear in space you make for sucking stuff in?

    Again please make the tentacles gained a even number.. Please.

    I'm good with Aberrant physique since there are ways to become completely immune to Crits and precision damage.. This you actually have to either get the armor or you have some racial or class ability that gives you fort as well. Since this caps out at 50%

    Hmmm Affinity Facade.. This makes me wonder how this would interact with the master of masks prestige class. Over all? I think its fine. I mean you will forever be wearing that mask once you got it.. Which hmm.. Does this take up the face slot? If so you might want to boost it just a tiny bit since your looking your eye slots and one or two other slots depending on your DM which means you are losing out on potentially three magic items.

    I see nothing to change with Observer's blessing. Vision modes are easy to obtain enough and the Warlock has a see invisibility ability that lasts 24 hours so basically constant at level 5? If I'm remembering right. So really by the time you get this its a god send because your probably dealing with invisible **** already. And the extra modes of sight just mean that if something without dark stalker is trying to hunt you.. Its going to have all kinds of fun trying to get up on you. Because really dark stalker shuts down the majority of this. And then a single magic ring makes them invisible to your dark vision specifically. So no real reason to nerf Observers blessing at all. Possibly make it a little stronger or lower the required level.

    Operator's curse is worded strangely. You say you can only have a instance of this ability running but then go to add numbers of copies equal to proxy level. Which conflicts with the first ruling you added. Over all its a supped up mirror image. Or a mirror image casted by a shadow weaver or shadow mage I believe. The ****s who can make a illusion just constantly recast itself without them doing anything. So yeah its balanced just need clearer wording there darling. Also since they aren't illusions.. and are made up of strange matter do they have weight? Please say they have weight/mass. Since if they do you could use them to scout ahead for traps.. Or to really screw with people by having them walk into one. And then turn around to be facing another one. After all since they are unable to attack. The best thing they can be used for is distractions or making people paranoid as all ****.

    Overseer's talent. I.. Personally have never seen any scrying used.. Ever.. In any game I've ever been apart of. So I can't tell you if thats highly unbalanced or if its good. Personally? Its none magical. But its still scrying. So it would be blocked by lead and other spells meant to hide you right? I mean the biggest threat of this is scrying and then teleporting there. Or be watching someone and learn stuff.. Its a information gathering tool but without other tools its harmless.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •