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  1. - Top - End - #1
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default List of my 3.5 Homebrew: Class Variants, Feats, and Creatures

    This is a consolidated collection of much of my homebrew, over the years. I’m putting it all in one place, cleaning up the formatting & typos & what-not. I hope to continue adding and updating this in the future.

    Currently included are some Class Variants, Homebrew Feats, and Creatures.

    I tend to focus on the lower-tier stuff, mostly for two reasons. Firstly, they tend to be the things most in need of the help. But secondly, and most importantly...it's the stuff I enjoy playing, and a tweak here and there makes it more enjoyable.

    Obviously, it's all still open to be evaluated & critiqued, but I’m pretty comfortable with the things I’ll list here.

    Class Variants

    Knight Variants
    Knight Specializations
    Racial Substitution Levels: Dwarven Knight
    Racial Variant: Centaur Knight

    Monk Variants
    Extended Fighting Styles

    Feats

    General Feats Prerequisites Benefit
    Expert Strike Base attack bonus +1, Dex 13, Int 13, Combat Expertise AC bonus applies to damage
    Expert Maneuvers
    Base attack bonus +8, Combat Expertise, Expert Strike, Improved Feint, Improved Trip AC bonus applies to feints and trips
    Improved Agile Shield Fighter Base attack bonus +6, Agile Shield Fighter Gain second shield bash attack
    Rallying Champion Knight's Challenge class feature, Grant Move Action or Adrenaline Boost class feature Knight and marshal levels stack for fighting challenge, major aura
    Tenacity Base attack bonus +8, Con 15, Improved Toughness Heal yourself when less than one-half hit points
    Greater Tenacity
    Base attack bonus +15, Con 17, Improved Toughness, Tenacity Heal yourself and remove status effects
    Racial Feats Prerequisites Benefit
    Centaur Charge Centaur, Dodge, Mobility Deal double damage on charge, turn Spring Attack into charge
    Tactical Feats Prerequisites Benefit
    Art of the Draw Base attack bonus +8, Intimidate 10 ranks, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative, Quick Draw Perform special maneuvers with katana
    Valor Feats Prerequisites Benefit
    Defensive Challenge Knight's Challenge Gain defensive benefits with Fighting Challenge
    Facing the Many Knight's Challenge Fighting Challenge and Call to Battle effect multiple targets
    Opposing Challenge Fighting Challenge +2
    Radiance of Valor Daunting Challenge Improve fear-related abilities

    Creatures

    Heavy Ram
    Battleram
    Gnomehound

  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: List of my 3.5 Homebrew: Class Variants, Feats, and Mounts

    Class Variants

    Knight Variants

    Knight Specializations
    A common Knight fix is to give them access to the Fighter Feat list, but I think that steps on a Fighter's toes a little too much. I mean, a Fighter 9 and a Knight 5/Fighter 4 would have the same number & choices of Feats, but the Knight comes out ahead with more Hit Points & some other Class Feature goodies.

    Instead, I offer additional flavors, to add variety. They are keyed to Ability Score prerequisites, to distinguish them from the "Generic Knight" from PH2. Credit to Atewi at Myth Weavers for the names of these variants.

    Brutal Commander
    Prerequisite:
    Strength 13.
    2nd Level Bonus Feat: Replace Mounted Combat with Power Attack.
    Bonus Feat List: Replace former list with the following: Brutal Strike, Combat Brute, Greater Powerful Charge, Improved Bull Rush, Improved Shield Bash, Improved Sunder, Powerful Charge, Reckless Charge, Shield Charge, and Shield Slam.

    Unshakable Soldier
    Prerequisite:
    Dexterity 13.
    2nd Level Bonus Feat: Replace Mounted Combat with Combat Reflexes
    Bonus Feat List: Replace former list with the following: Block Arrow, Bounding Assault, Dodge, Elusive Target, Expert Tactician, Heavy Armor Optimization, Improved Initiative, Mobility, Spring Attack, and Stand Still.

    Steadfast Veteran
    Prerequisite:
    Constitution 13.
    2nd Level Bonus Feat: Replace Mounted Combat with Endurance.
    Bonus Feat List: Replace former list with the following: Diehard, Enduring Life, Exotic Shield Proficiency, Greater Kiai Shout, Greater TenacityNEW, Imperious Command, Improved Toughness, Kiai Shout, Lasting Life, and TenacityNEW.

    Clever Guardian
    Prerequisite:
    Intelligence 13.
    2nd Level Bonus Feat: Replace Mounted Combat with Combat Expertise.
    Bonus Feat List: Replace former list with the following: Allied Defense, Constant Guardian, Curling Wave Strike, Dutiful Guardian, Expert ManeuversNEW, Expert StrikeNEW, Improved Disarm, Improved Feint, Improved Trip, and Parrying Shield.

    Battle-Hardened Warrior
    Prerequisite:
    Wisdom 13.
    2nd Level Bonus Feat: Replace Mounted Combat with Combat Focus.
    Bonus Feat List: Replace former list with the following: Agile Shield Fighter, Blind-Fight, Combat Awareness, Combat Defense, Combat Stability, Combat Strike, Combat Vigor, Dodge, Improved Shield Bash, and Shield Specialization.

    Noble Leader
    Prerequisite:
    Charisma 13.
    2nd Level Bonus Feat: Replace Mounted Combat with Battlefield Inspiration.
    Bonus Feat List: Replace former list with the following: Daunting Presence, Formation Expert, Frightful Presence, Goad, Improved Shieldmate, Intimidating Strike, Phalanx Fighting, Resounding Blow, Shieldmate, and Shield Wall.

    Racial Substitution Levels: Dwarven Knight
    A dwarven knight is known for his endurance and resolve. Enemies and allies notice this relentlessness and fortitude, which defines his presence on the battlefield.
    Hit Dice: d12
    Requirements
    To take a dwarven knight substitution level, a character must be a dwarf about to take her 1st, 4th, or 9th level of knight.
    Class Skills:
    Dwarven knight substitution levels have the class skills of the standard knight class.
    Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).

    Class Features
    All of the following are features of the dwarf knight’s racial substitution levels.
    Dwarven Warcry: As Knight's Challenge, except a dwarven knight uses his Constitution modifier instead of his Charisma modifier for all abilities related to Knight's Challenge.
    This ability replaces the Knight’s Challenge ability gained by a standard knight at 1st level.
    Dwarven Challenge (Ex): As Fighting Challenge, except a dwarven knight applies this morale bonus to damage rolls, armor class, and Fortitude saves against the target of this ability.
    This ability replaces the Fighting Challenge ability gained by a standard knight at 1st level.
    Dwarven Armor Proficiency: At 4th level, you gain Dwarven Armor Proficiency as a bonus feat.
    This ability replaces the Armor Mastery ability gained by a standard knight at 4th level.
    Dwarven Armor Master (Ex): At 9th level, a dwarven knight ignores the speed reduction imposed by any exotic armor that affects even dwarves (such as mountain plate). You must have proficiency with the armor in order to gain this benefit.
    This ability replaces the Armor Mastery ability gained by a standard knight at 9th level.

    Dwarven Racial Substitution Levels
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +0 +0 +2 Dwarven Challenge +1, Dwarven Warcry, Knight's Code
    4th +4 +1 +1 +4 Dwarven Armor Proficiency, Test of Mettle
    9th +9/+4 +3 +3 +6 Dwarven Armor Master
    Add the following to a dwarven knight's bonus feats list: Ancestral Knowledge, Battle Hardened, Clan Prestige, Moradin's Smile, and Titan Fighting.

    Racial Variant: Centaur Knight
    The most successful mounted knights are defined by their horsemanship, but even the most adept riders are only trying to emulate the power and grace of centaur cavalry.
    Prerequisite: Centaur.
    Lose: 2nd Level Bonus Feat.
    Gain: Starting at 2nd level, a centaur knight adds her hit dice to her knight level for the purposes of all knight's challenge related bonuses and Save DCs.
    In addition, a centaur knight may always use a lance one-handed.
    Bonus Feat List: Replace former list with the following: Bounding Assault, Centaur ChargeNEW, Centaur Trample, Combat Reflexes, Expeditious Dodge, Hold the Line, Mobility, Rapid Blitz, Sidestep Charge, and Spring Attack.

    Monk Variants

    Extended Fighting Styles
    This continues the concept of the Monk Fighting Style Variant presented in Unearthed Arcana, to include more unique abilities. It attempts to stick to the themes, while building them out further.

    Cobra Strike Alternate Class Features
    Dance of the Serpent
    Level:
    9th.
    Prerequisite: Cobra Strike bonus ability.
    Replaces: Improved Evasion.
    Benefit: As an immediate action, you may reduce the damage of a single attack made by the target of your Dodge feat. You make an Escape Artist check, with the DC equal to your opponent’s attack roll. If you succeed, the damage from that attack is halved (rounding down).
    If the attack also requires you to make opposed rolls (such as a bull rush or trip), you may oppose it with an Escape Artist check.
    Eyes of the Serpent
    Level:
    11th.
    Prerequisite: Cobra Strike bonus ability.
    Replaces: Diamond Body.
    Benefit: You have become attuned to perceiving the world with your other senses, most notably through vibration and smell. You gain Blindsense out to 60 ft.
    Hundred Viper Strike
    Level:
    11th.
    Prerequisite: Cobra Strike bonus ability.
    Replaces: Greater Flurry.
    Benefit: When making a Spring Attack against the target of your Dodge feat, you may choose to make your attack a full attack. You may choose to use Flurry of Blows during this special Spring Attack.
    Coiled Stance
    Level:
    17th.
    Prerequisite: Cobra Strike bonus ability.
    Replaces: Tongue of the Sun and Moon.
    Benefit: To use this ability, you must be fighting defensively or using Combat Expertise while making a full attack, and must not choose to use Flurry of Blows. If you do, your Quivering Palm save DC increases to 10 + your monk level + your Wisdom modifier.

    Denying Stance Alternate Class Features
    Avoid and Counter
    Level:
    9th.
    Prerequisites: Denying Stance bonus ability.
    Replaces: Improved Evasion.
    Benefit: When fighting defensively or using the Combat Expertise feat, a melee attack by an opponent that misses provokes a special Attack of Opportunity. You may only make a grapple or disarm attempt against that opponent when using this ability.
    Widening the Stance
    Level:
    11th.
    Prerequisites: Denying Stance bonus ability.
    Replaces: Diamond Body.
    Benefit: When fighting defensively or using Combat Expertise, you may choose to be treated as one size category larger as an immediate action, and revert to your original size as a free action. This is an extraordinary ability.
    Widening the Stance grants you a +2 size bonus to Strength, a -2 size penalty to Dexterity, and a -1 size penalty to attacks and AC. Your space and reach increases by 5 ft. This effect stacks with any other effect that increases a character’s size (such as enlarge person).
    Acrobatic Denial
    Level:
    11th.
    Prerequisites: Denying Stance bonus ability.
    Replaces: Greater Flurry.
    Benefit: When attempting to grapple an opponent that is under the effect of freedom of movement or similar ability, you may make a special Tumble check as an immediate action to negate its effects for the purpose of your grapple only. The DC is equal to 10 + level of the spell + the caster’s relevant ability score, and the effect lasts until the start of your next turn.
    You may also use a Tumble check to oppose an Escape Artist attempt to get out of a grapple or pin.
    Disarming Strike
    Level:
    17th.
    Prerequisites: Denying Stance bonus ability.
    Replaces: Tongue of the Sun and Moon.
    Benefit: When fighting defensively or using Combat Expertise, you may make a free disarm attempt whenever you make a successful melee attack.

    Hand and Foot Alternate Class Features
    Sure-Footed Stance
    Level:
    9th.
    Prerequisites: Hand and Foot bonus ability.
    Replaces: Improved Evasion.
    Benefit: Whenever an opponent attempts to Bull Rush or Trip you, you may make a Balance check in place of a Dexterity or Strength check to resist the attempt.
    Stunning Opportunist
    Level:
    11th.
    Prerequisites: Hand and Foot bonus ability.
    Replaces: Diamond Body.
    Benefit: You may wait until after the attack roll is made before you declare the use of your Stunning Fist feat. This ability may only be used during your turn.
    Whirlwind Trip
    Level:
    11th.
    Prerequisites: Hand and Foot bonus ability.
    Replaces: Greater Flurry.
    Benefit: As a full attack action, you can give up your regular attacks and instead make one trip attack against each opponent within reach. You forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
    Supreme Deflection
    Level:
    17th.
    Prerequisites: Hand and Foot bonus ability.
    Replaces: Tongue of the Sun and Moon.
    Benefit: You must have at least one hand free (holding nothing) to use this ability. Once per round when you would normally be hit with an unusually massive ranged weapon or ranged attack generated by spell effects, you may deflect it so that you take no damage from it and do not suffer from its effects. You must be aware of the attack and not flat-footed.

    Invisible Eye Alternate Class Features
    Sense the Unseen
    Level:
    9th.
    Prerequisites: Invisible Eye bonus ability.
    Replaces: Improved Evasion.
    Benefit: You become attuned to perceiving the world through sound alone, if needed. You gain Blindsight out to a distance equal to your land speed.
    Danger's Whisper
    Level:
    11th.
    Prerequisites: Invisible Eye bonus ability.
    Replaces: Diamond Body.
    Benefit: You may make a Listen check in place of an Initiative check.
    Deceive the Eye
    Level:
    11th.
    Prerequisites: Invisible Eye bonus ability.
    Replaces: Greater Flurry.
    Benefit: With a swift action, you can become invisible, as the invisibility spell. The effect lasts until the beginning of your next turn.
    You may use this ability three times per day, plus one per additional monk level after 11th. Deceive the eye is a supernatural ability.
    Betray the Eye
    Level:
    17th.
    Prerequisites: Invisible Eye bonus ability, Deceive the Eye.
    Replaces: Tongue of the Sun and Moon.
    Benefit: When using Deceive the Eye, spells and abilities that can normally reveal invisible opponents (such as Blindsight, true seeing or faerie fire) do not reveal you.
    Betray the Eye is a supernatural ability.

    Passive Way Alternate Class Features
    Practiced Feint
    Level:
    9th.
    Prerequisites: Passive Way bonus ability.
    Replaces: Improved Evasion.
    Benefit: Add one-half your Monk level to your Bluff or Sense Motive checks when making or opposing a Feint.
    Cleverly Mislead
    Level:
    11th.
    Prerequisites: Passive Way bonus ability.
    Replaces: Diamond Body.
    Benefit: When using Combat Expertise, you may apply a bonus to Bluff checks when performing a feint, Sense Motive checks to oppose a feint, and Strength checks when performing or resisting a trip attack, equal to the bonus you gain to AC.
    Greater Feint
    Level:
    11th.
    Prerequisites: Passive Way bonus ability.
    Replaces: Greater Flurry.
    Benefit: You may Feint in combat as a swift action.
    In addition, you do not have a penalty to Feint checks against nonhumanoids, only take a -4 penalty against creatures of animal intelligence, and may attempt a Feint against nonintelligent foes with a -8 penalty.
    Supreme Feint
    Level:
    17th.
    Prerequisites: Passive Way bonus ability.
    Replaces: Tongue of the Sun and Moon.
    Benefit: If you make a successful Feint check, your opponent is denied their Dexterity bonus until the beginning of your next turn.
    In addition, you do not have a penalty to Feint checks against creatures of animal intelligence, and may attempt a Feint against nonintelligent foes with a -4 penalty.

    Sleeping Tiger Alternate Class Features
    Power and Grace
    Level:
    9th.
    Prerequisites: Sleeping Tiger bonus ability.
    Replaces: Improved Evasion.
    Benefit: Whenever your Dexterity modifier or your Strength modifier would be applied to a dice roll, you may add both together to determine the bonus. This includes (but is not limited to) attack and damage rolls, Reflex saves, initiative, skill checks, and opposed rolls.
    You gain a natural armor bonus to your AC equal to your Strength modifier.
    Strength through Speed
    Level:
    11th.
    Prerequisites: Sleeping Tiger bonus ability.
    Replaces: Diamond Body.
    Benefit: You may use Power Attack with light & thrown weapons, except one-half the number you subtract from attack rolls is added to the damage rolls of those weapons instead. You still get the full amount with your unarmed strikes.
    Tiger's Pounce
    Level:
    11th.
    Prerequisites: Sleeping Tiger bonus ability.
    Replaces: Greater Flurry.
    Benefit: You may make a full attack at the end of a charge.
    Hidden Tiger
    Level:
    17th.
    Prerequisites: Sleeping Tiger bonus ability.
    Replaces: Tongue of the Sun and Moon.
    Benefit: As a swift action, you may make a special feint attempt using Hide instead of Bluff. Your opponent may oppose it with either Sense Motive or Spot.

  3. - Top - End - #3
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: List of my 3.5 Homebrew: Class Variants, Feats, and Mounts

    Feats

    Art of the Draw [Tactical]
    Your draw and strike is one fluid, deadly move.
    Prerequisites: Base attack bonus +8, Intimidate 10 ranks, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative, Quick Draw.
    Benefit: This feat allows the use of three tactical maneuvers, each of which requires the use of a katana (masterwork bastard sword).
    Frightful Kiai: Your focus and confidence is inherently unnerving, and a single action can push an opponent over the edge. To use this maneuver, you must draw your katana and use it to make a successful melee attack in the same round. If you do, you may attempt to demoralize that opponent as a move action before the end of the round.
    Wake the Sleeping Sword: Your draw and strike with the katana is one swift and powerful motion. To use this maneuver, you must make a full attack in the same round you draw your katana. If you do, the first attack deals triple normal damage. You may only wield the katana with one hand when making this first strike, and all remaining attacks (if any) are resolved as normal.
    Clean the Blade: To use this maneuver, you must have initiated a duel of wills (Tome of Battle p27) during the encounter, and landed the attack that drops the chosen opponent. After that strike, as an immediate action that does not provoke an attack of opportunity, you may sheathe your katana and initiate a new duel of wills against a different opponent. Note that an opponent's initiative is not altered in any way if they choose to submit.
    Special: A fighter may select Art of the Draw as one of his bonus feats.
    A samurai's Iaijutsu Master ability counts as Quick Draw the purpose of qualifying for this feat. An 8th level samurai may select Art of the Draw as his bonus feat if he gained Improved Initiative at an earlier level.

    Centaur Charge [Racial]
    Your combination of power and mobility makes your charge attacks devastating.
    Prerequisites: Centaur, Dodge, Mobility.
    Benefit: When using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
    When using Spring Attack, Bounding Assault, or Rapid Blitz, you may also make any or all of the attacks count as a charge. If you do, you can only make a single attack roll against any one opponent, and you must move a minimum of 10 ft in a straight line before each strike.
    Special: A centaur fighter may select Centaur Charge as a bonus feat.

    Defensive Challenge [Valor]
    You steel yourself against a specific enemy.
    Prerequisite: Knight's Challenge.
    Benefit: Gain 2 additional daily uses of Knight's Challenge.
    When making a Fighting Challenge, you may spend an additional 2 Knight's Challenges to have it also affect your defenses.
    For the duration of your Fighting Challenge, your bonus applies as a dodge bonus to AC in addition to its normal effects against that specific foe. You also gain damage reduction equal to your bonus against that specific foe. This stacks with any existing damage reduction you already possess.
    Special: A knight may choose Defensive Challenge as one of his bonus feats.

    Expert Maneuvers [General]
    Proper defensive postures can lure opponents into more vulnerable positions.
    Prerequisites: Base attack bonus +8, Combat Expertise, Expert StrikeNEW, Improved Feint, Improved Trip.
    Benefit: When using Combat Expertise, you may apply a bonus to Bluff checks when performing a feint, Sense Motive checks to oppose a feint, and Strength checks when performing or resisting a trip attack, equal to the bonus you gain to AC.
    Special: A fighter may select Expert Maneuvers as one of his bonus feats.

    Expert Strike [General]
    Honing your skill has improved your offense as well as your defense.
    Prerequisites: Base attack bonus +1, Dexterity 13, Intelligence 13, Combat Expertise.
    Benefit: When using a light melee weapon, or one with which Weapon Finesse would apply, you gain a bonus to damage equal to the bonus to AC you gain from the Combat Expertise feat.
    Special: A fighter may select Expert Strike as one of his bonus feats.

    Facing the Many [Valor]
    Your presence influences groups as easily as individuals.
    Prerequisite: Knight's Challenge.
    Benefit: Gain 2 additional daily uses of Knight's Challenge.
    When making a Fighting Challenge, you may have your bonuses apply to more than one foe with the same action. For each additional opponent, you must spend 2 additional Knight's Challenges. These additional targets must also meet the requirements of Fighting Challenge.
    When making a Call to Battle, you may grant a new save to more than one ally with the same action. For each additional ally, you must spend 2 additional Knight's Challenges.
    Special: A knight may choose Facing the Many as one of his bonus feats.

    Greater Tenacity [General]
    You withstand inhuman levels of punishment without falling.
    Prerequisites: Base attack bonus +15, Constitution 17, Improved Toughness, TenacityNEW.
    Benefit: When using the Tenacity feat, you instead heal yourself up to 25 hit points with each use.
    At the beginning of your turn, you may spend two daily uses of the Tenacity feat to remove one of the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.
    You can only remove one condition each round. No action is required to use this ability, and you may use this ability even if you cannot act normally during your turn.
    Special: A fighter may select Greater Tenacity as one of his bonus feats.

    Improved Agile Shield Fighter [General]
    You have improved your technique when using your shield bash with an unarmed strike.
    Prerequisites: Base attack bonus +6, Agile Shield Fighter (Player’s Handbook II p74).
    Benefit: In addition to the standard single extra attack you get with your shield bash attack, you get a second attack with it, albeit at a -5 penalty.
    Special: A fighter may select Improved Agile Shield Fighter as one of his bonus feats.

    Opposing Challenge [Valor]
    Inspired by a worthy foe, you act beyond your normal limits.
    Prerequisites: Fighting Challenge +2.
    Benefit: Gain 2 additional daily uses of Knight's Challenge.
    When in a Fighting Challenge, you may spend 1 Knight's Challenge to gain a bonus on any opposed rolls (such as bull rush, disarm, grapple, overrun, sunder, and trip attempts) equal to your Fighting Challenge bonus as an immediate action. This bonus lasts until the end of the turn.
    Special: A knight may choose Opposing Challenge as one of his bonus feats.

    Radiance of Valor [Valor]
    A fearless demeanor strengthens the resolve in your allies, and the fear in your enemies.
    Prerequisites: Daunting Challenge.
    Benefit: Gain 2 additional daily uses of Knight's Challenge.
    Your Daunting Challenge effects foes once per encounter, instead of once per day.
    When making a Daunting Challenge, you may spend 2 additional Knight's Challenges to make your opponents frightened, instead of shaken.
    When making a Call to Battle, you may spend 2 additional Knight's Challenges to grant your allies a new save against any failed Will save, instead of a failed save against fear.
    Special: A knight may choose Radiance of Valor as one of his bonus feats.

    Rallying Champion [General]
    Your prowess inspires those following your direction, and they in turn motivate your efforts.
    Prerequisites: Knight's Challenge class feature, Grant Move Action or Adrenaline Boost class feature.
    Benefit: If you have levels in Knight and Marshal, those levels stack for the purposes of determining the bonuses you gain when using Fighting Challenge, and the bonus you grant with your Major Aura.
    In addition, you may spend 2 Knight's Challenges to gain an additional use of Grant Move Action or Adrenaline Boost.
    Special: A knight may choose Rallying Champion as one of his bonus feats.

    Tenacity [General]
    While others may fall, you endure.
    Prerequisites: Base attack bonus +8, Constitution 15, Improved Toughness.
    Benefit: If your total hit points are reduced to one-half or lower, you may use a swift action to heal yourself up to 10 hit points.
    You may use this ability a number of times per day equal to your base attack bonus. For example, a 15th level rogue could use this ability 11 times each day.
    Special: A fighter may select Tenacity as one of his bonus feats.

  4. - Top - End - #4
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: List of my 3.5 Homebrew: Class Variants, Feats, and Mounts

    Creatures

    The Battleram

    I should note that I am now aware of the WoW Battle Ram, but this idea was brewed up independently, ignorant of its existence until recently. So it probably doesn't reflect that concept, if that's what you are looking for, because it isn't meant to.

    Anyways, I wanted to distinguish some of my races/cultures from each other, and one of the first things on my list was to have alternative mundane mounts/beasts of burden for various races. I thought a Ram could be a good choice for my Gnomes & Dwarves, as they generally share similar environments.

    Of course, I haven't come across any published versions, so I had to make one. It occurred to me that I could start by downgrading a Bison a size category, and get in the right general ballpark.

    SRD Bison, for reference:
    Spoiler
    Show
    Bison
    Large Animal
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
    Base Attack/Grapple: +3/+13
    Attack: Gore +8 melee (1d8+9)
    Full Attack: Gore +8 melee (1d8+9)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Stampede
    Special Qualities: Low-light vision, scent
    Saves: Fort +7, Ref +4, Will +1
    Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
    Skills: Listen +7, Spot +5
    Feats: Alertness, Endurance
    Environment: Temperate plains
    Organization: Solitary or herd (6-30)
    Challenge Rating: 2
    Advancement: 6-7 HD (Large)

    Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.

    OK, so now a simple downgrade & refluff:
    Spoiler
    Show
    "Ram"
    Medium Animal
    Hit Dice: 5d8+5 (27 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +3/+5
    Attack: Butt +5 melee (1d6+3)
    Full Attack: Butt +5 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Stampede
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +5, Will +1
    Abilities: Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 4
    Skills: Listen +7, Spot +5
    Feats: Alertness, Endurance
    Environment: Temperate hills or mountains
    Organization: Solitary or herd (6-30)
    Challenge Rating: 2
    Advancement: 6-7 HD (Medium)

    Stampede (Ex): A frightened herd of rams flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Medium size or smaller that gets in their way, dealing 1d10 points of damage for each five rams in the herd (Reflex DC 14 half). The save DC is Strength-based.

    We have something that can work in a pinch, but doesn't really feel like a Ram. And as far as game mechanics go, its a little too tough & hits just a little too hard for CR 1, but is underpowered for CR 2.

    The reason I wanted to go with a Ram is for something a little more sure-footed in mountainous terrain, a little more exotic than a horse but not at all alien. Something that would make sense to be domesticated as more of a workhorse for Gnomes & Dwarves.

    So, I'm going to start by adding a +4 racial bonus on Balance, Climb, and Jump checks in rocky terrain, and increasing its Strength by +2. Stampede doesn't seem appropriate, so I'll drop that. To compensate, I'm going to focus the Feats more, going with Power Attack & Improved Bull Rush.

    So, the final result:

    Heavy Ram
    Medium Animal
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +3/+6
    Attack: Butt +6 melee (1d6+4)
    Full Attack: Butt +6 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +5, Will +1
    Abilities: Str 16, Dex 12, Con 12, Int 2, Wis 11, Cha 4
    Skills: Balance +5*, Climb +8*, Listen +5, Jump +8*, Spot +3
    Feats: Improved Bull Rush, Power Attack
    Environment: Temperate hills or mountains
    Organization: Solitary or herd (6-30)
    Challenge Rating: 2
    Advancement: 5-7 HD (Medium)

    A ram cannot fight while carrying a rider.
    Combat
    A ram's butt attack is treated as a two-handed weapon for the purpose of Power Attack.
    Skills
    A ram has a +4 racial bonus on Balance, Climb, and Jump checks in rocky terrain.
    Carrying Capacity
    A light load for a ram is up to 114 pounds; a medium load, 115-229 pounds; and a heavy load, 230-345 pounds. A ram can drag 1,725 pounds.
    Gnomes may ride rams, but Dwarves and Gnomes generally ride in carts behind a team of rams.

    Price (adult): 150 gp

    Not exactly happy about the way I worded those last two points, and I'm not sure whether I listed the Skill correctly. But altogether, that looks about right.

    But wait, that was just the normal animal. What about the mount?

    Battleram
    Medium Animal
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +4/+8
    Attack: Butt +8 melee (1d6+6)
    Full Attack: Butt +8 melee (1d6+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Push
    Special Qualities: Low-light vision, scent
    Saves: Fort +7, Ref +6, Will +2
    Abilities: Str 18, Dex 12, Con 14, Int 2, Wis 11, Cha 4
    Skills: Balance +5*, Climb +9*, Listen +5, Jump +9*, Spot +3
    Feats: Cometary Collision, Improved Bull Rush, Power Attack
    Environment: Temperate hills or mountains
    Organization: Solitary or herd (6-30)
    Challenge Rating: 3
    Advancement: 7-8 HD (Medium)

    A battleram can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
    Combat
    A battleram's butt attack is treated as a two-handed weapon for the purpose of Power Attack.
    Push (Ex): A battleram that hits with a butt attack can attempt to bull rush the opponent 5 ft as a free action.
    Skills
    A battleram has a +4 racial bonus on Balance, Climb, and Jump checks in rocky terrain.
    Carrying Capacity
    A light load for a battleram is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A battleram can drag 2,250 pounds.
    Gnomes may ride a battleram, but Dwarves and Gnomes generally ride in chariots behind a team of battlerams.

    Price (adult): 350 gp

    The Gnomehound

    Little details help fill out campaign worlds. Even if it's kinda silly.

    Gnomehounds are a specialized breed of dachshunds, somewhat common in gnome communities. They have a slow burrow speed, which does allow gnomes to communicate with them. These are the statistics of a "wartrained" version.

    Gnomehound
    Tiny Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +3
    Speed: 35 ft, Burrow 5 ft
    Armor Class: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13
    Base Attack/Grapple: +0/-9
    Attack: Bite +0 melee (1d3-1)
    Full Attack: Bite +0 melee (1d3-1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Trip
    Special Qualities: Low-Light Vision, Scent
    Saves: Fort +3, Ref +6, Will +1
    Abilities: Str 9, Dex 19, Con 13, Int 2, Wis 12, Cha 6
    Skills: Listen +5, Jump +3, Spot +5, Survival +1*
    Feats: Alertness, Trackᴮ
    Environment: Temperate plains
    Organization: Solitary, Pair, or Pack (1d8+4) (Domesticated)
    Challenge Rating: 1/3

    A gnomehound is small and long, and rarely weighs more than 20 pounds. Trained for tracking and hunting burrowing pests, such as garter snakes, they also make loving pets to gnome families.
    Combat
    Gnomehounds generally hunt in packs, chasing and exhausting prey until they can drag it down.
    Trip (Ex): A gnomehound that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the gnomehound.
    Skills
    A gnomehound has a +4 racial bonus on Jump checks. Gnomehounds have a +4 racial bonus on Survival checks when tracking by scent.

    Price (adult): 75 gp

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