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  1. - Top - End - #1
    Ogre in the Playground
     
    Devil

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    Default Tzardok's Miscellaneous Homebrew Repository

    This thread exists to collect the smattering of published and unpublished homebrew by me (those that don't have a dedicated thread) into a single place. Comments are always welcome.

    Index

    Creatures and Templates:
    Paraelemental gens
    Transitional (Template)
    Missing Mephits
    Just for Pun: Betting Hedge
    Rilmani
    Creatures of Zamonia
    Devourers
    Even More Mephits
    Just for Pun 2: Mind Rape
    Just for Pun 2.5 (Guest Edition): Yellow Peril by Metastychidium
    The Minions of the Overlord
    Plants of Zamonia
    The Demiplane of Chocolate
    Just for Pun 3: Plumage
    Constructs of Zamonia
    Unseen Refrain
    Epic dragon: Mould dragon
    Tatzelwurm
    Creatures of Elemental Wood

    Races:
    Achinor (Planetouched)
    Wood Genasi (Planetouched)

    Class Features:
    Sha'ir ACF
    Maat Domain
    Ponykind Domain

    Spells and similiar
    Void Shadow (Mystery Master Path) by Just to Browse
    Create Mephit
    Necromorphosis (psionic power)
    Minion Explosion
    Leafy Pelt (Soulmeld)
    Zamonian Martial Maneuvers
    Some improvised martial maneuvers
    Petition Deathless and Necroheroon (psionic power)

    Items
    Diverse Legend of Zelda items.
    Nettlewisp Glamour

    Other things by me with dedicated threads: Ravenloft and Non-Core Classes

    House rules and terminology
    Over the course of the thread I developed a bit of personal rules and terms. I'll collect those here:
    • I've decided to assign the Shadow subtype to any outsider native to the Plane of Shadow (and maybe some other creatures like shadow elementals; haven't decided yet). The subtype grants Darkvision 120 ft. and the ability to see in magical darkness.
    • Likewise, any outsider native to the Astral and the Ethereal are assigned the Astral and Ether subtypes respectively. These subtypes don't cary any rules effects (unless someone comes up with something interesting), but are options for Favoured Enemy and Bane weapons. Together with the Shadow subtype this should reduce the number of outsiders that can't be addressed effectively.
    • When an evil outsider becomes good, it's called "risen". When a good outsider becomes evil, it's called "fallen". When a lawful outsider becomes chaotic, it's also called "fallen", and when a chaotic outsider becomes lawful, it's again called "fallen". Does this annoy you as much as it annoys me? Well, I have decided that I'll call it "codified" when a chaotic outsider goes to Law, and "unbound" for when a lawful outsider deserts to Chaos. Unless anybody else has a better idea?
    • The different types of outsider subgroups (like cuprilach, aurumach, cornugon, balor or throne archon) shall be known as "caste-species".
    • Healing is a subschool of Necromancy.
    • The Native subtype's name often causes confusion, as not all Native Outsiders are native to the Material, nor does the type change depending on wether the creature is on its home plane. Therefore I decided to rename it. As the main point of the subtype is that the Outsider has a flesh-and-blood body seperate from its soul/essence, I first thought calling them Incarnate Outsiders, but that would have caused too much confusion with Incarnates and Incarnum. So I decided that I will call them Visceral Outsiders from now on (I confess that Pale did inspire me to this word choice, as magical beings there exist on a scale from visceral (corporeal and physical) to spiritual (incorporeal and abstract)).

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

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    Default Re: Tzardok's Miscellaneous Homebrew Repository

    New Template: Transitionals

    Some often-mocked sages theorize the existence of “transitional areas” where the Temporal Energy Plane touches on the Inner Planes and temporal energy intermixes with the elements. To prove their ideas right, the next best thing besides actually finding such an area would be the proven discovery of a transitional.
    Transitionals, the theoretical embodiment of the mixture of time and an element, paraelement or quasielement, are rumoured creatures. Some shady sources claim they saw one, but no one reliable ever managed to prove it.
    If transitionals exist, they would have the following traits. In appearance a transitional would resemble a normal elemental, paraelemental or quasielemental with inverted colors and glittering sand intermixed with the normal material of the body.

    Creating a transitional
    'Transitional' is an inherited template that can be applied to any 'true' elemental (so fire or earth elementals, but not creatures like magmins, thoqqas or omnimentals), paraelemental or quasielemental. The transitional uses all the base creatures statistics and special abilities except as noted here.
    AC: Half of the base creature's natural armour bonus is converted into a circumstance bonus (applicable to both touch AC and flat footed AC).
    Special Attacks: A transitional retains all the special attacks of the base creature and gains additionally one of the following attacks. It must fulfil the prerequisites of the chosen attack:
    • Flickering time (Su): Whenever a creature is hit by the transitional's slam attack or affected by one of its other special attacks, it must make a Will save (DC 10 + ½ HD + Cha-mod.). If it fails, its temporal existence becomes erratic. The victim begins to flicker in and out of existence, similar to the spell flicker, except the victim flickers in and out of time instead of between the Ethereal and a neighbouring plane, and the victim's own spells and attacks also fail 50% of the time. This effect ends after 8 rounds. Prerequisite: Fire subtype.
    • Frozen time (Su): Whenever a creature is hit by the transitional's slam attack or affected by one of its other special attacks, it must make a Fortitude save (DC 10 + ½ HD + Cha-mod.). If it fails, time around it hardens. The victim is frozen in time as if it was affected by temporal stasis. The effect ends after 1d4 rounds. From the victim's point of view, no time has passed at all. Prerequisite: Cold or Earth subtype.
    • Overcharged growth (Su): Whenever a creature is hit by the transitional's slam attack or affected by one of its other special attacks, it must make a Fortitude save (DC 10 + ½ HD + Cha-mod.) or develop cancerous growths. These growths deal 1d6 ability damage to a randomly chosen ability. This ability damage can't be healed by spells and other effects that use positive energy (except for greater restoration) unless the growths are cut out with a successful Heal check against DC 25 (attempting this check deals 2d6 damage and takes 10 minutes). Prerequisite: Base creature is a positive quasielemental.
    • Ravages (Su): Whenever a creature is hit by the transitional's slam attack or affected by one of its other special attacks, it must make a Fortitude save (DC 10 + ½ HD + Cha-mod.) or age 2d20 years. Being aged this way can be reversed by the spells greater restoration or heal or similar abilities if done within a week. If the victim is aged beyond its natural lifespan, it must make a second Fortitude save. If it fails, it dies instantly of old age; if successful, it survives, but will die of old age within the next year. Prerequisite: Base creature is a negative quasielemental.
    • Shifting sands (Su): Whenever a creature is hit by the transitional's slam attack or affected by one of its other special attacks, it must make a Fortitude save (DC 10 + ½ HD + Cha-mod.) or be slowed for 10 rounds. Prerequisite: Air subtype.
    • Time flows (Su): Whenever a creature is hit by the transitional's slam attack or affected by one of its other special attacks, it must make a Will save (DC 10 + ½ HD + Cha-mod.). If it fails, the flow of time carries it off to the future. The creature disappears and returns 1d6 rounds later in the same place. From the victim's point of view, no time has passed at all. Prerequisite: Water subtype.

    Special Qualities: A transitional retains all the special attacks of the base creature and gains additionally the following qualities:
    • Damage Reduction: A transitional's damage reduction can be overcome by weapons that are covered in a thin film of psionic quintessence, in addition to whatever else could overcome it normally.
    • Erratic timestream (Ex): At the beginning of the transitional's turn, roll 1d3 and consult the following table:
      • 1: The transitional acts for 1 round as if it was slowed.
      • 2: The transitional acts normal.
      • 3: The transitional acts for 1 round as if it was hasted.
    • Time resistant (Ex): A transitional receives a racial bonus of +6 to saves against time based spells and effects. Whenever a character casts timestop or a similar ability during an encounter with a transitional, there's a 50% chance that the transitional is able to act normally during the time stopped rounds.

    Abilities: Alter from the base creature as follows: Wis -4, Cha +4
    Challenge Rating: ?
    Level Adjustment: -

  3. - Top - End - #3
    Ogre in the Playground
     
    Devil

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    Default Re: Tzardok's Miscellaneous Homebrew Repository

    New Race: Achinor (Planetouched)
    Achinori are planetouched of human stock who are descended from rilmani, embuing them with the power of Neutrality. An achinor's skin often shimmers metallic, and many have eyes that look like liquid metal. As they are propably the rarest human-descended planetouched, it is difficult to make any general statements about their appearance.
    Characterwise, the achinori tend to be stoic, contemplative and detached. They live in the centre of their own small world and pay little mind to what happens outside of their bubble. The driving force in an achinor's life is a never-ending quest for self-perfection. Achinori are usually Neutral, but their search for perfection has led some of them away from the middle. Their paths lead mostly to the monk's cloisters and through that to Law, or because of their egocentrism to Evil.
    Most achinori feel a sense of community with other achinori, and they are more likely to render help to each other than to unrelated beings. Neutral achinori feel intense sorrow and pity when hearing about an achinor straying to other alignments, but lack for the most part the drive to "save" their "lost siblings".

    Racial Traits
    • +2 Dexterity, -2 Constitution, +2 Wisdom
    • Medium
    • Achinori are Visceral Outsiders.
    • Base land speed 30 ft.
    • Darkvision 60 ft.
    • Racial bonus +2 to Concentration and Crafts (Alchemy)
    • Resistence to Acid, Electricity and Sonic 5
    • Shimmering Aura (Su): Once per day an achinor can shroud himself in a metallic shimmer that grants him a +2 resistence bonus to all saves and a +2 deflection bonus to AC. This effect lasts 1 minute.
    • Automatic languages: Common and Rilmani. Bonus languages: Celestial, Draconic, Elf, Infernal, Sylvan.
    • Favoured Class: Ardent (if you don't use this class, cleric)
    • Level Adjustment: +1 (If you use the LAs from the LA Assignment thread, +0 is more appropriate)

  4. - Top - End - #4
    Ogre in the Playground
     
    Devil

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    Default Re: Tzardok's Miscellaneous Homebrew Repository

    Stuff for sha'ir

    Alternate Class Feature: Su'luk
    Quote Originally Posted by afroakuma
    Sha'ir powers do not interact with the khayal, who dislike the sha'ir as they do other genies. Renegade poet-vagabonds opposed to order, the sa'alik, are the agents and arbiters who work with the khayal. A su'luk cannot be lawful. Sa'alik are said to "walk alone" because their shadows are separate from them, becoming the facilitators for a su'luk's magic in place of the sha'ir's gen. Sa'alik gain access to shadowcasting but have a more difficult time acquiring spells that do not belong to Shadow.
    Su'luk
    Class: Sha'ir
    Special Requirement: Must not be lawful.
    Level: 1st
    Replaces: If you select this class feature, you don't cast spells, don't gain a Gen Familiar and do not gain the following class abilities: Elemental Protection (5th), Call Janni (7th), Elemental Travel (9th) and Call Genie (11th).
    Benefit: Instead of a gen, you grant your own shadow life and use it as a familiar. The stats for this Umbral Familiar are found after this description.
    As a su'luk, you can cast mysteries and fundamentals and a few arcane spells. You have access to all paths of shadow magic and to arcane illusion and necromancy spells from the spell list for sorcerers and wizards. Unlike shadowcasters you don't need to follow paths when choosing known mysteries. Instead you use the table of known sha'ir spells to determine how many mysteries, fundamentals and arcane spells you know.
    You need to send your familiar to the Shadow Plane to fetch mysteries and spells before you can cast anything. This works by the same rules as a gen familiar fetching spells for his sha’ir master; simply replace all mentions of "arcane spell" with "mystery" and all mentions of "divine spell" with "arcane spell".
    You cast your fundamentals as spell-like abilities and your other mysteries as arcane spells. If all mysteries of a single path are among your known mysteries, you cast those as spell-like abilities too. Spells are always cast as spells. All mysteries (both fundamentals and others) that are cast as spell-like abilities can be cast twice after being fetched before fading from your memory. The total number of mysteries/spells per day you are able to cast remains unchanged.
    At 5th level you gain darkvision 60 ft. (or + 60 ft. on existing darkvision) and damage reduction 4/- against attacks made by creatures native to the Shadow Plane. Furthermore attacks against you have a 20 % miss chance as long as you are not in bright illumination.
    At 7th level you may call a khayal to your aid once per day. This functions as the planar ally spell except that you can call only a single khayal. You must pay the spell's XP cost and bargain with the Khayal as normal. Caster level is equal to class level. At 11th level you may use this ability twice per day.
    At 9th level you can use the shadow walk spell as a spell-like ability once per day. At 15th level you can use it twice per day and at 18th level at will.
    At 11th level you can once per day per point of cha-mod. order your familiar to fetch a mystery that you usually cast as a spell as a spell-like ability or a mystery that you usually cast as a spell-like ability as supernatural ability. This doubles the time the familiar needs to fetch the mystery. Mysteries cast as a supernatural ability can be cast thrice after being fetched before fading from your memory.

    Umbral Familiar
    Medium Elemental (Incorporeal) (Size equal to master's size)
    Hit Dice: 1d8 (4 hp)
    Initiative: +4
    Speed: Fly 40 ft. (perfect)
    Armor Class: 11 (+1 deflection), touch 11, flat-footed 11
    Base Attack/Grapple: +0/-
    Attack: Incorpoeral touch +0 melee (1d2)
    Full Attack: Incorporeal touch +0 melee (1d2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks -
    Special Qualities: Darkvision 60 ft., elemental traits, fetch mysteries, incorporeal traits, shadowy travel
    Saves: Fort +0, Ref +3, Will +1
    Abilities: Str -, Dex 10, Con 10, Int 12, Wis 12, Cha 12
    Skills: Listen +5, Spot +5, Spellcraft +5
    Feats: Combat CastingB, Improved Initiative
    Environment: None
    Organization: Solitary
    Challenge Rating: ½
    Treasure: None
    Alignment: Like the master
    Advancement: By the familiar rules
    Level Adjustment: -

    Fetch Mysteries (Ex): Like the gen's ability to Fetch Spells.

    Shadowy Travel (Sp): The umbral familiar can plane shift at will to the Shadow Plane or from there back to the Material Plane. This ability only transports the familiar. It is otherwise identical to the plane shift spell (caster level 13th).

    Paraelemental gens
    Partially inspired by the paraelemental genies Afro created here:

    Ice Gen
    Tiny Outsider (Air, Cold, Water)
    Hit Dice: 1d8 (4 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
    Armor Class: 15 (+2 size, +2 dex, +1 natural), touch 14, flat-footed 13
    Base Attack/Grapple: +1/-9
    Attack: Slam +5 melee (1d2-2 plus 1 cold)
    Full Attack: Two slams +5 melee (1d2-2 plus 1 cold)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks Chill
    Special Qualities: Darkvision 60 ft., elemental endurance, elemental travel, fetch spells, immunity to cold, vulnerability to fire
    Saves: Fort +2, Ref +4, Will +4
    Abilities: Str 7, Dex 14, Con 10, Int 13, Wis 15, Cha 10
    Skills: Concentration +4, Escape Artist +6, Hide +12, Knowledge (Arcane) +5, Knowledge (The Planes) +5, Listen +4, Move Silenty +4, Search +5, Spellcraft +5, Spot +4, Survival +6
    Feats: Combat CastingB, Weapon Finesse
    Environment: Any elemental plane
    Organization: Solitary
    Challenge Rating: ½
    Treasure: Standard
    Alignment: Often lawful neutral
    Advancement: 2-3 hd (tiny), 4-6 hd (small)
    Level Adjustment: -

    Chill (Ex): A ice gen's freezingly cold body deals 1 point of extra cold damage whenever it hits in melee, or in each round that it maintains a hold while grappling.

    Magma Gen
    Tiny Outsider (Earth, Fire)
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), fly 60 ft. (perfect), burrow 10 ft.
    Armor Class: 15 (+2 size, +1 dex, +2 natural), touch 13, flat-footed 14
    Base Attack/Grapple: +1/-8
    Attack: Slam +4 melee (1d2-1)
    Full Attack: Two slams +4 melee (1d2-1)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks -
    Special Qualities: Damage reduction 1/adamantine, darkvision 60 ft., elemental endurance, elemental travel, fetch spells, immunity to fire, vulnerability to cold
    Saves: Fort +3, Ref +3, Will +4
    Abilities: Str 9, Dex 12, Con 12, Int 13, Wis 15, Cha 10
    Skills: Concentration +5, Escape Artist +5, Hide +11, Knowledge (Arcane) +5, Knowledge (The Planes) +5, Listen +4, Move Silenty +3, Search +5, Spellcraft +5, Spot +4, Survival +6
    Feats: Combat CastingB, Weapon Finesse
    Environment: Any elemental plane
    Organization: Solitary
    Challenge Rating: ½
    Treasure: Standard
    Alignment: Often lawful good
    Advancement: 2-3 hd (tiny), 4-6 hd (small)
    Level Adjustment: -

    Ooze Gen
    Tiny Outsider (Earth, Water)
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), fly 60 ft. (perfect), swim 20 ft.
    Armor Class: 14 (+2 size, +1 dex, +1 natural), touch 13, flat-footed 13
    Base Attack/Grapple: +1/-9
    Attack: Slam +4 melee (1d2-2 plus 1 sonic)
    Full Attack: Two slams +4 melee (1d2-2 plus 1 sonic)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks Vibrations
    Special Qualities: Darkvision 60 ft., elemental endurance, elemental travel, fetch spells, immunity to sonic, vulnerability to electricity
    Saves: Fort +4, Ref +3, Will +4
    Abilities: Str 7, Dex 12, Con 14, Int 13, Wis 15, Cha 10
    Skills: Concentration +6, Escape Artist +5, Hide +11, Knowledge (Arcane) +5, Knowledge (The Planes) +5, Listen +4, Move Silenty +3, Search +5, Spellcraft +5, Spot +4, Survival +6, Swim +6
    Feats: Combat CastingB, Weapon Finesse
    Environment: Any elemental plane
    Organization: Solitary
    Challenge Rating: ½
    Treasure: Standard
    Alignment: Often neutral
    Advancement: 2-3 hd (tiny), 4-6 hd (small)
    Level Adjustment: -

    Vibrations (Su): The ooze gens inherited from the sureshi an affinity for sound. A ooze gen deals 1 point of extra sound damage whenever it hits in melee, or in each round that it maintains a hold while grappling.

    Smoke Gen
    Tiny Outsider (Air, Fire)
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 70 ft. (perfect)
    Armor Class: 15 (+2 size, +2 dex, +1 natural), touch 14, flat-footed 13
    Base Attack/Grapple: +1/-9
    Attack: Slam +5 melee (1d2-2)
    Full Attack: Two slams +5 melee (1d2-2)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks -
    Special Qualities: Billow, darkvision 60 ft., elemental endurance, elemental travel, fetch spells, immunity to fire, vulnerability to cold
    Saves: Fort +3, Ref +4, Will +4
    Abilities: Str 7, Dex 14, Con 12, Int 13, Wis 15, Cha 10
    Skills: Concentration +5, Escape Artist +6, Hide +12, Knowledge (Arcane) +5, Knowledge (The Planes) +5, Listen +4, Move Silenty +4, Search +5, Spellcraft +5, Spot +4, Survival +6
    Feats: Combat CastingB, Weapon Finesse
    Environment: Any elemental plane
    Organization: Solitary
    Challenge Rating: ½
    Treasure: Standard
    Alignment: Often chaotic evil
    Advancement: 2-3 hd (tiny), 4-6 hd (small)
    Level Adjustment: -

    Billow (Su): Once per round as an immediate action, a smoke gen may allow its physical form to briefly billow out as a cloud of smoke, becoming insubstantial, in response to an attack directed against it. That attack fails to affect the smoke gen. Certain effects which manipulate air or gases (gust of wind, etc.) cannot be effectively avoided in this fashion and take full effect as normal. The smoke gen must be aware of the attack to be able to billow. Any time a smoke gen would be denied its Dexterity bonus to AC, it cannot billow.
    Once the gen has billowed, it can't use this ability anymore until it spends a move action to gather energy.

    Notes: If you allow paraelemental gens, the Elemental Protection class feature should also grant resistence to sonic and a bonus to saves against attacks based on sonic.
    If a sha'ir has a paraelemental gen as a familiar, he must choose one of its subtypes to be "primary" in regard to the Elemental Protection class feature.

    First posted here.

  5. - Top - End - #5
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Default Re: Tzardok's Miscellaneous Homebrew Repository

    Quote Originally Posted by Tzardok View Post
    New Template: Transitionals

    Some often-mocked sages theorize the existence of “transitional areas” where the Temporal Energy Plane touches on the Inner Planes and temporal energy intermixes with the elements. To prove their ideas right, the next best thing besides actually finding such an area would be the proven discovery of a transitional.
    Transitionals, the theoretical embodiment of the mixture of time and an element, paraelement or quasielement, are rumoured creatures. Some shady sources claim they saw one, but no one reliable ever managed to prove it.
    If transitionals exist,
    Okay, I like this whole "they probably don't exist, but this is what they'd look like" concept a lot. And these things are wild, which in 3.5 is a feature.
    AC: Half of the base creature's natural armour bonus is converted into a deflection bonus.
    Hm. Is deflection the best fit here? Have you considered insight (the par excellence I have a different understanding of stuff (time, as the case may be) type of bonus)?

    [*]Disrupted life (Su): Whenever a creature is hit by the transitional's slam attack or affected by one of its other special attacks, it must make a Will save (dc 10 + ½ hd + cha-mod.). If it fails, it gains a negative level for 10 rounds. As long as this negative level persists, the victim can't be affected by any healing spells or similar abilities, any fast healing or regeneration it has fails to function, and any essentia it has allocated is removed and can't be allocated again. Prerequisite: Base creature is a negative quasielemental.
    This one seems to be a less natural fit than the others (which are spot on). I mean, it's just standard negative energy shenaningans rather than temporal manipulation.

    Challenge Rating: ?
    I feel that question mark. I'm not sure the different type-based variants don't warrant variable CR, even.

    Quote Originally Posted by Tzardok View Post
    New Race: Achinor (Planetouched)
    Achinori are planetouched of human stock who are descended from rilmani
    Yeah, it was weird that pretty much the official TN planetouched was ethereal- and not rilmani-based.

    [*]Dexterity +2, Constitution -2, Wisdom +2
    The usual format, as far as I can tell is score first, ability second (i.e. +2 DEX, -2 CON, +2 WIS). At least, that's what I'm more accustomed to.

    [*]Shimmering Aura (Su): Once per day an achinor can shroud himself in a metallic shimmer that grants him a +2 resistence bonus to all saves and a +2 deflection bonus to AC. This effect lasts 1 minute.
    Nice. Props on not taking the usual "one lame SLA" route!

    Drakonian
    Did you mean: Draconic?

    [*]Level assignment: +0
    I'd advise you to stick to the norm here: standard Outsider (native) variant at LA +1, Lesser Humanoid-typed variant at LA +0.


    I'll look at the gen statblocks later.

  6. - Top - End - #6
    Ogre in the Playground
     
    Devil

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    Default Re: Tzardok's Miscellaneous Homebrew Repository

    Quote Originally Posted by Metastachydium View Post
    Okay, I like this whole "they probably don't exist, but this is what they'd look like" concept a lot. And these things are wild, which in 3.5 is a feature.


    Hm. Is deflection the best fit here? Have you considered insight (the par excellence I have a different understanding of stuff (time, as the case may be) type of bonus)?
    Hmm. Could work, but the idea behind those things is less "I understand more" and more "I'm unmoored from the normal multiverse". Deflection felt better.

    This one seems to be a less natural fit than the others (which are spot on). I mean, it's just standard negative energy shenaningans rather than temporal manipulation.
    That's because the aging ability was originally meant for negative energy, but I couldn't come up with something for positive. Everything I came up with was either too helpful for living beings (and that doesn't fit for, for example, a lightning quasielemental) or defensive instead of offensive. Then I thought "Okay, incarnum is based on positive energy, and it is kinda timeless in that you draw on future and past people's incarnum, so how about something that disrupts incarnum?" That one got then widened to be less situational, and the endresult looked more like negative energy, so I swapped them and hoped nobody would notice.

    I feel that question mark. I'm not sure the different type-based variants don't warrant variable CR, even.
    Any help is appreciated.

    Yeah, it was weird that pretty much the official TN planetouched was ethereal- and not rilmani-based.
    Wizard of the Coast ignores the old embodiments of alignments (except for the evil ones)? Say it isn't so!

    Yeah, this was propably one of the first homebrews I ever did, sometime around 2008 or so. My other rilmani homebrew propably requires a lot more revision.

    The usual format, as far as I can tell is score first, ability second (i.e. +2 DEX, -2 CON, +2 WIS). At least, that's what I'm more accustomed to.
    Fixed. That's what happens if you take something written in German and then translate it on the fly.

    Did you mean: Draconic?
    See above.

    I'd advise you to stick to the norm here: standard Outsider (native) variant at LA +1, Lesser Humanoid-typed variant at LA +0.
    The LA Asignment Thread gave the standard planetouched only +0, and I don't think I can justify this being more powerful than those.

  7. - Top - End - #7
    Firbolg in the Playground
     
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    Default Re: Tzardok's Miscellaneous Homebrew Repository

    Quote Originally Posted by Tzardok View Post
    Hmm. Could work, but the idea behind those things is less "I understand more" and more "I'm unmoored from the normal multiverse". Deflection felt better.
    I see, I see. I'm just kind of under the impression that these things deserve something truly crazy, or at any rate, more unusual than plain old deflection. Maybe giving an insight or, heck, even circumstance penalty on attack rolls against the transitionals. (Do feel free to ignore me, I'm mostly just rambling here.)

    That's because the aging ability was originally meant for negative energy, but I couldn't come up with something for positive. Everything I came up with was either too helpful for living beings (and that doesn't fit for, for example, a lightning quasielemental) or defensive instead of offensive. Then I thought "Okay, incarnum is based on positive energy, and it is kinda timeless in that you draw on future and past people's incarnum, so how about something that disrupts incarnum?" That one got then widened to be less situational, and the endresult looked more like negative energy, so I swapped them and hoped nobody would notice.

    Any help is appreciated.


    Wizard of the Coast ignores the old embodiments of alignments (except for the evil ones)? Say it isn't so!
    The Wizards are bad and they should feel bad!

    Fixed. That's what happens if you take something written in German and then translate it on the fly.

    See above.
    Heh. (I'm mildly disappointed, though. Drakonian and not, I don't know, Althochdrachensprache? Such decadence!)

    The LA Asignment Thread gave the standard planetouched only +0, and I don't think I can justify this being more powerful than those.
    Nor should you. It's balanced quite neatly against the baseline planetouched. The issue is this: RLA is an experimental concept not widely known outside this forum, and I've never seen it used here. WotC numbers are usually stupid, but in actual play, official material will have WotC numbers anyway, so one can't just ignore them. Luckily, for planetouched it is not a huge issue, since the Lesser quaitemplate takes care of it – which is all the more reason to stick by the example of official stuff rather than a very well-conceived, but currently incomplete and barely used set of houserules.

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    Quote Originally Posted by Metastachydium View Post
    I see, I see. I'm just kind of under the impression that these things deserve something truly crazy, or at any rate, more unusual than plain old deflection. Maybe giving an insight or, heck, even circumstance penalty on attack rolls against the transitionals. (Do feel free to ignore me, I'm mostly just rambling here.)
    I'll think about it. Thank you.

    Heh. (I'm mildly disappointed, though. Drakonian and not, I don't know, Althochdrachensprache? Such decadence!)
    Not quite. The German word for Draconic is Drakonisch. Nearly all languages in the German translation end with -isch (see also Elfisch, Sylvanisch, Celestisch or Diabolisch (the German name for Infernal)) and I didn't remember the correct name for Draconic, so I simply replaced -isch with -ian, because really, have you seen how many English names for languages end with -an?
    If you want other languages with more interesting names: Common is called Handelssprache (trade language) and Undercommon is Handelssprache des Unterreichs (Underdark's trade language).

    Nor should you. It's balanced quite neatly against the baseline planetouched. The issue is this: RLA is an experimental concept not widely known outside this forum, and I've never seen it used here. WotC numbers are usually stupid, but in actual play, official material will have WotC numbers anyway, so one can't just ignore them. Luckily, for planetouched it is not a huge issue, since the Lesser quaitemplate takes care of it – which is all the more reason to stick by the example of official stuff rather than a very well-conceived, but currently incomplete and barely used set of houserules.
    Very well. I'll add a note.

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    Quote Originally Posted by Tzardok View Post
    I'll think about it. Thank you.
    And I'll think about the positive stuff and CR, see if I can come up with suggestions.

    NUndercommon is Handelssprache des Unterreichs (Underdark's trade language)
    My faith in the German mind is restored!

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    Alright, I'm back for another round! Prepare for a lot of terminology-based comments!

    Quote Originally Posted by Tzardok View Post
    Umbral Familiar
    [B]Medium Elemental (Incorporal)
    Incorporeal, in all instances.

    Paraelemental gens
    Partially inspired by the paraelemental genies Afro created here:

    Magma Gen

    (…)

    Special Qualities: Damage reduction 1/adamantite
    Adamantine.

    Ooze Gen

    (…)

    Attack: Slam +4 melee (1d2-2 plus 1 sound)
    Sonic.

    immunity to sound, vulnerability to elektricity

    (…)

    Vibrations (Su): The ooze gens inherited from the sureshi an affinity for sound. A ooze gen deals 1 point of extra sound damage whenever it hits in melee, or in each round that it maintains a hold while grappling.
    Colour me confused. Both the Earth type and the Ooze designation point towards an acid affinity. And while I get jelly being resistant to sonic, how does the thing deal it?

    Smoke Gen

    (…)

    vulnerability to ice
    Cold, I presume?

    Billow (Su): Once per round as an immediate action, a smoke gen may allow its physical form to briefly billow out as a cloud of smoke, becoming insubstantial, in response to an attack directed against it. That attack fails to affect the smoke gen. Certain effects which manipulate air or gases (gust of wind, etc.) cannot be effectively avoided in this fashion and take full effect as normal. The smoke gen must be aware of the attack to be able to billow. Any time a smoke gen would be denied its Dexterity bonus to AC, it cannot billow.

    (…)

    Finally, I'm not sure wether Billow is too strong an ability for the smoke gen. The problem is, I'm not sure how to weaken it, I don't want to copy the ability of another gen and I would like to reflect the dukhan genie in some way and the only other ability unique to that one is smokesight, which appears too weak compared to the abilities of the other gens.
    If you're worried about that, you can always go the "it takes a move/standard/whatever action to reform and the smoke gen cannot take actions while it billows" route. Or something.

    More importantly, Elemental Protection grants a damage reduction against attacks by creatures of the four elemental subtypes, with a higher damage reduction against the gen familiar's elemental subtype. As paraelemental gens have two elemental subtypes, this would make them more useful than normal gens.
    For balancing I'm thinking of either choosing one of the two subtypes or loosing the lesser damage reduction against the two other subtypes. Thoughts?
    Retain the subtype the gen has higher affinity for (i.e. the one with an associated enegy type it has immunity against), ditch the other, I'd say.

    Quote Originally Posted by Tzardok View Post
    [*]Ravages (Su): Whenever a creature is hit by the transitional's slam attack or affected by one of its other special attacks, it must make a Fortitude save (dc 10 + ½ hd + cha-mod.) or age 2d20 years. Being aged this way can be reversed by the spells greater restoration or heal or similar abilities if done within a week. If the victim is aged beyond its natural lifespan, it must make a second Fortitude save. If it fails, it dies instantly; if successful, it survives, but will die within the next year. Prerequisite: Base creature is a positive quasielemental.

    (…)
    [*]Disrupted life (Su): Whenever a creature is hit by the transitional's slam attack or affected by one of its other special attacks, it must make a Will save (dc 10 + ½ hd + cha-mod.). If it fails, it gains a negative level for 10 rounds. As long as this negative level persists, the victim can't be affected by any healing spells or similar abilities, any fast healing or regeneration it has fails to function, and any essentia it has allocated is removed and can't be allocated again. Prerequisite: Base creature is a negative quasielemental.[/LIST]
    Special Qualities: A transitional retains all the special attacks of the base creature and gains additionally the following qualities:
    I still don't have the vaguest idea what to do about CR, BUT! I have a suggestion regarding the positive/negative stuff (not a very good one, mind you, but a suggestion). You know how positive dominant planes overheal one until one explodes? You could transfer aging back to negative where it truly belongs and add an uncontrolled proliferation mechanic for positive: slams cause tumorous growths (cells multiply faster than the rate at which the tissue around decays due to wobbly time and positive energy) resulting in DEX/CON damage or something like that.
    Last edited by Metastachydium; 2022-11-19 at 08:10 AM.

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    Quote Originally Posted by Metastachydium View Post
    Alright, I'm back for another round! Prepare for a lot of terminology-based comments!
    All corrected, thank you.

    Colour me confused. Both the Earth type and the Ooze designation point towards an acid affinity. And while I get jelly being resistant to sonic, how does the thing deal it?
    It's only called "ooze" because the paraelement that represents the mixture of earth and water is traditionally called so. Mud would make more sense, but I can't just change it.
    Regarding the sonic thing, if you follow the link to the paralemental genies you'll notice that the ooze genie, the surresh, has as its main gimmick a shout attack with very interesting side effects. I couldn't not reference that somehow in the gen.

    If you're worried about that, you can always go the "it takes a move/standard/whatever action to reform and the smoke gen cannot take actions while it billows" route. Or something.
    I'll take that, thank you.

    I still don't have the vaguest idea what to do about CR, BUT! I have a suggestion regarding the positive/negative stuff (not a very good one, mind you, but a suggestion). You know how positive dominant planes overheal one until one explodes? You could transfer aging back to negative where it truly belongs and add an uncontrolled proliferation mechanic for positive: slams cause tumorous growths (cells multiply faster than the rate at which the tissue around decays due to wobbly time and positive energy) resulting in DEX/CON damage or something like that.
    I did think about tumourus growths, but I couldn't come up with an actual effect for cancer. Well, let's see what I'll make of that. Thank you.

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    Quote Originally Posted by Tzardok View Post
    It's only called "ooze" because the paraelement that represents the mixture of earth and water is traditionally called so. Mud would make more sense, but I can't just change it.
    Oh, I know that (and if you've seen the official art for ooze para-genasi, you know where I got the idea with jellies).

    Regarding the sonic thing, if you follow the link to the paralemental genies you'll notice that the ooze genie, the surresh, has as its main gimmick a shout attack with very interesting side effects. I couldn't not reference that somehow in the gen.
    The issue is chiefly this: no element has affinity for sonic. Afro knows that very well; that is why his ooze genie is immune to acid, the "earth energy". Bellow is certainly cool, I'll give you that, but it stands out like a sore thumb for me there as well.

    I did think about tumourus growths, but I couldn't come up with an actual effect for cancer. Well, let's see what I'll make of that. Thank you.
    My reasoning behind DEX/CON was "random growths of tissue might hinder movement if they appear at the wrong place and they are certainly bad for health"; on second thought, I'd probably also add a penalty to CHA checks other than Intimidate, because it might end up looking macabre at best.

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    *shrug* Genies aren't elementals, and if there weren't some suprises and deviations from the stereotype, things would get pretty boring. I prefer them this way.

    Incidentally, I took your advice regarding the transitional's AC and gave it something... bizarre.
    The tumor ability is also finished.

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    New items: Legend of Zelda

    This is a smattering of LoZ inspired items I originally created in this thread. I may add others later when the muse allows.

    Treasure seeking compass: This blue coloured compass points, when the command word is spoken, to the closest unattended magic item within 400 ft. There are variants that point to the closest gem or valuable art object, and those that are connected to specific items and only show where those are.
    Faint divination; CL 3rd; Craft Wondrous Item, Detect Magic, Find Object; 8,800 gp.

    Moonpearl:
    A moonpearl is black pearl half the size of a fist with a blue-ish luster. Carrying a moonpearl with you grants immunity against all attempts to change your shape against your will, be it the attack of a chaos beast, petrification, Baleful Polymorph or Disintigrate. A moonpearl even protects from hostile transmutation through artifacts or epic spells, but it shatters when this happens.
    Strong abjuration; CL 17th; Craft Wondrous Item, Break Enchantment or Unravel DweomerToM, Greater Spell Immunity or Shadow InvestitureToM; 544,000 gp.

    Bunny hood: A pair of yellow bunny ears that fill the wearer with the animal's speed (and grant +2 to cuteness ). The wearer of the ears gets an enhancement bonus of +20 ft to base land speed. Faint transmutation; Cl 5th; Craft Wonderous Item, Expeditious Retreat; 4,000 gp.

    Switch hook:
    This strange item resembles a metallic pincer, connected by a chain to a hilt. The chain can extend up to 40 ft. As a Standard Action, the wielder can make an attack against any creature or object within that range that is up to one size smaller or two sizes bigger than the wielder. If the attack is succesful, it doesn't do damage but instead instantly exchanges the positions of user and target, on the condition that there is enough space for both of them at their respective new positions. Rarely there are versions with even longer chains.
    Magical version: Moderate conjuration; CL 6th; Craft Wondrous Item, Dimensional Door or Baleful TranspositionSpell Compendium; 22,000 gp.
    Psionic version: Moderate psychoportation; ML 6th; Craft Universal Item, Dimension Swap; 22,000 gp

    Cane of Pacci:
    A short crooked stick, made from a strange yellow wood. The cane is activated with a command word and shoots a ball of yellow energy at a creature or object within 30 ft. If you hit with a ranged touch attack, the target is raised into the air, flipped up-side down and drops. Creatures flipped that way take 1d6 falling damage and fall prone.
    Alternatively, you can shoot the ball into a hole in the ground that covers exactly your space and is deep enough to fit you in. If you drop into the hole within 5 rounds of doing so, you are shot up to 30 ft. into the air (less, if going the whole distance would slam you into the ceiling or something). During your short flight, you can safely land in any adjactant field. You never take damage through this usage, neither from falling nor being shot into barriers.
    Moderate transmutation; CL 9th; Craft Rod, Telekinesis or Reverse Gravity; 12,800 gp

    Ember Seed: Ember Seed are reddish hard shelled fruit resembling flames in appearance. Ember Seed are hot to the touch. The Ember Tree grows only in places that are covered in snow at least for three months a year. The fruit ripen in winter and fall off during the coldest and snowiest days. The heat spread by the seed allows them to melt through the snow into the frozen earth. From that grow new trees. An Ember Tree bears, depending on size and age, between four and 16 seeds a year.
    Ember Seed, if broken open, unleash a small flame that can be used to ignite flameable material and deals 2d8 fire damage to creatures and non-flameable material. Ember Seed can be thrown like a grenade (base range 20 ft.) or fired with a sling. The seeds break open upon hitting something.
    Ember Seed can be used to replace acorns or holly berries in casting the spell Fire Seed. If you do, the damage dealt will be a bigger dice (d8 for the acorn grenades, d10 for the holly berry mine).
    Depending on local availability, Ember Seed cost between 30 gp and 90 gp each.

    Pegasus Seed: Pegasus Seed are blue-ish nuts looking vaguely like feathered wings. They feel oily. Pegasus Trees grow in places that are windswept and wet, and the seed ripen in autumn. Animals like to collect them because of the oil's property and carry them through that away to where they can grow. Because of the effect the Seed has broken open, only animals whose digestive track is too weak to break them actually eat them. A Pegasus Tree bears, depending on size and age, between four and 16 seeds a year.
    The Pegasus Seed's oil, if ingested or rubbed on one's skin, grants an alchemical bonus of +20 ft. to ground movement. This effect holds for 5 rounds. Rubbing a seed on your skin spends all the oil the Seed has. The oil can also destilled with a Craft (Alchemy) check against DC 25, requiring two Seed per dose. Distilled Pegasus oil is more effective, granting +25 ft. to ground movement and lasting 1 minute.
    Pegasus Seed can also be thrown like a grenade (base range 20 ft.) or fired with a sling. The seeds break open upon hitting something. This causes the Seed's interior to mix with the oil covering it (which makes seeds with their oil spend useless for this effect) and produce a substance that paralyzes whatever it covers. If the Seed hits a creature, it must make a fortitude save (DC 14) or be paralyzed for 5 rounds.
    Using a Pegasus Seed as an optional material component in casting Haste or Slow raises the effective caster level by 2.
    Pegasus Seed cost, depending on local availability, between 45 and 105 gp each. Distilled Pegasus oil is worth at least 120 gp, but can be sold for up to 225 gp depending on availability.

    Roc's Feather: This magical item resembles a blue feather. Touching it makes you feel lighter and gives a desire to jump around. A Roc's Feather grants anyone who carries it a competence bonus of +5 to Jump checks. Furthermore all fall damage is reduced as if the user fell 20 ft. less.
    Faint transmutation; CL 5th; Craft Wondrous Item, Jump; 5,500 gp.

    Gale Seed: Gale Seed are white-blue hard shelled fruit that look like miniature tornados. A Gale Seed vibrates slighty. Gale Trees prefer places that are hot and windy, and often grow at the benches of rivers and lakes or at the sea coast. The fruit ripes in summer. When it is overripe, it bursts and unleashes a small whirlwind that blows the fruit's kernels away, supplementing the natural wind with its own gales to improve distribution. A Gale Tree bears, depending on size and age, between four and 16 seeds a year.
    A Gale Seed that breaks open in a Large or smaller creature's space catches the creature in its whirlwind. The creature must make a Reflex save (DC 22) or be launched upwards 30 ft. Next round, it falls down in a location 30 ft. removed from its origin (direction chosen at random). Gale Seed can be thrown like a grenade (base range 20 ft.) or fired with a sling. Upon hitting something, the Seed breaks open.
    A character can attune itself to a Gale Seed's inner wind by spending a Full-Round Action and making a Concentration check against DC 20 while touching the Seed (DC 15 for characters with the Air subtype or Air domain). A character that can build a psionic focus faster than normal attunes himself just as fast. Attunement lasts for 5 rounds. If a character breaks open an attuned Gale Seed and steps into the whirlwind, he can control where it carries him. This works similiar to the spell air walk, except the character can't make any actions except moving or using a Standard Action to end the effect.. The duration of the effect is 1 minute.
    Using a Gale Seed as an optional material component in casting Windwall or Eye of the HurricaneSC raises the effective caster level by 2.
    Depending on local availability, Gale Seed cost at least 500 gp each.

    Scent Seed: Scent Seed resemble orange nuts covered in blunt spikes. They have a pretty fragant smell. Scent Trees prefer open areas with not a lot of other trees. In spring, when the nuts are ripe, Scent Trees are usually surrounded by hippogriffs, bulettes, carrion crawlers and other magical beasts and aberrations of animal intelligence which are attracted be the nuts' smell. In places where Scent Trees grow plenty, such beasts often incorporate the nut in mating rituals. A Scent Tree bears, depending on size and age, between four and 16 seeds a year.
    Ripe Scent Seed are filled to the bursting with an intensely smelling, lightly acidic liquid. They can be thrown like a grenade (base range 20 ft.) or fired with a sling. Upon hitting something, the Seed bursts. A hit target takes 1d6 bludgeoning and 1d6 acid damage and must make a Fortitude save (DC 14) or be sickened for 5 rounds. If the target has the Scent ability, it takes -4 to the save and becomes nauseated for 1 Minute on a failed save instead.
    By spending a Full-Round Action, a character may carefully open a Scent Seed in a way that won't burst it. The liquid can then be smeared on surfaces or items (one seed is enough to cover a 5 ft. Square). The liquid's smell will cover scent trails in the vicinity and attracts mindless and animal-intelligence magical beasts and aberrations within 60 ft. Sapient magical beasts and monstrous humanoids will also feel drawn to the treated place or item, but receive a Will save (DC 14) to resist the attraction. The liquid keeps its scent for 1 minutes.
    An alchemist can manufacture from Scent Seed a lure oil with similiar properties by making a Craft (Alchemy) check against DC 27, requiring two Seed per dose. Lure oil keeps its scent for 10 minutes and must be specialized on one if the following creature types: aberrations, dragons, fey, magical beasts, monstrous humanoids, plants or oozes. The oil only attracts creatures of that specific type, but sapient creatures must make a Will save against DC20 to not be attracted.
    Scent Seed can be used as alternate material component in casting summon natural ally and summon monster. If the spell is used to summon a magical beast, double the number of summoned creatures.
    Scent Seed cost, depending on local availability, between 40 and 120 gp each. Scent Lure Oil is worth at least 135 gp, but can be sold for up to 250 gp depending on availability.

    Mystery Seed: Mystery Seed are turquoise nuts resembling upside-down question marks. The story goes that the first Mystery Tree grew from a sprout discovered centuries ago in a ruin on the Plane of Shadow that thrived after being planted on the Material. Mystery Trees prefer remote places of light forests to grow. A Mystery Tree grows each summer between four and 16 seeds, but it remains unknown how these seed spread. The Seed seemingly simply disappear after some days, and new Mystery Trees sprout from hospitable location within a few miles. One theory claims that the Seed are carried away by the sunlight instead of animals or the wind.
    Unlike the other Seed, Mystery Seed are magical. Each Seed has a moderate universal magical aura if examined with detect magic. The effects of Mystery Seed can't be dispelled, but are suppressed by anti-magic.
    Mystery Seed can be thrown like a grenade (base range 20 ft.) or fired with a sling. Upon hitting something, the Seed breaks open. To determine what effect the Seed has on the target, roll 1d6 and consult the following table:
    1: Target is paralyzed for 5 rounds.
    2: Target is affected as if it was hit by a Gale Seed.
    3: Target is surrounded by fairy fire for 5 rounds.
    4: Target shrinks to the next smaller size for 5 rounds.
    5: Target is affected as if it was hit by an Ember Seed.
    6: Target is affected as if it was hit by a Scent Seed.
    Mystery Seed have a strange relationship with divinations. In places where Mystery Trees are long established, locals have built owl statues that, when fed a Mystery Seed, spout an often riddled hint about the surrounding area or its inhabitants (feading a statue multiple Seed during the same day renders the same hint every time). Furthermore, shapechangers and possessive entities can't abide the touch and smell of Mystery Seed. If a Mystery Seed hits such a creature, it will take 3d6 damage instead of the Seed's normal effect (if it hits a possessed being, only the possessor takes damage, not the host) and must make a Fortitude save (DC 25) or be forced to, respectively, return to its normal shape or abandon its current host.
    Finally, Mystery Seed make excellent material components for the creation of magic items. By sacrificing one Mystery Seed per 10,000 gp base price of an item, the item is created twice as fast (four times as fast if it is a ring).
    Depending on local availability, Mystery Seed cost at least 800 gp each.

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    New Domain

    This post was meant to hold all domains I made before (all... two of them), but as I can't find one of them anymore, it looks a bit empty. No matter:

    Maat Domain
    Granted Power: You can make a Dispelling Touch once per day. You touch a creature, an object, an effect or an area (if the target is unwilling, you need to make a touch attack) and make a dispel check (1d20 + caster level) against a magic effekt you identified, with a DC of 11 + caster level of the effect. If the check is successful, the effect is dispelled.

    1st - sanctuary
    2nd - zone of truth
    3rd - attune formSC
    4th - bestow curse
    5th - flame strike
    6th - banishment
    7th - dictum
    8th - bestow greater curseSC
    9th - disjunction

    This domain is fitting for all members of the Pharaonic pantheon except for Apep and, depending on wether you use the version from Deities & Demigods, Set and Sobek. It was posted first here.

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    Quote Originally Posted by Tzardok View Post
    *shrug* Genies aren't elementals, and if there weren't some suprises and deviations from the stereotype, things would get pretty boring. I prefer them this way.
    That's okay. No epidermis off my stem; needless to say, I'm here merely to observe and advise.

    Incidentally, I took your advice regarding the transitional's AC and gave it something... bizarre.
    The tumor ability is also finished.
    Circumstance, eh? Lovely and quite fitting for a temporal anomaly! As for the tumors: random ability damage one must CUT OUT WITH STEEL? That's so Evil it's good and represents the ugly versatibility of carcinogenesis quite nicely.

    Quote Originally Posted by Tzardok View Post
    Roc's Feather: This magical item resembles a blue feather. Touching it makes you feel lighter and gives a desire to jump around. A Pegasus Feather grants anyone who carries it an competence bonus of +5 to Jump checks. Furthermore all fall damage is reduced as if the user fell 20 ft. less.
    Faint transmutation; CL 5th; Craft Wonderous Item, Jump; 5,000 gp.
    I'm not really good at items, so treat the gist of this quum grano salis, but this is either underpriced by the guidelines (if slotless; +5 competence, no slot is 5000 in itself) or overpriced (combining the two effects on a feet or torso slot item would give 4250 or so as per MIC). (Also, is it called Roc's Feather or Pegasus Feather? (Also also, it's wondrous item without an e.))

    Quote Originally Posted by Tzardok View Post
    New Domain

    This post was meant to hold all domains I made before (all... two of them), but as I can't find one of them anymore, it looks a bit empty. No matter:

    Maat Domain
    Granted Power: You can make a Dispelling Touch once per day. You touch a creature, an object, an effect or an area (if the target is unwilling, you need to make a touch attack) and make a dispel check (1d20 + caster level) against a magic effekt you identified, with a dc of 11 + caster level of the effect. If the check is successful, the effect is dispelled.

    1st - sanctuary
    2nd - zone of truth
    3rd - attune formSC
    4th - bestow curse
    5th - flame strike
    6th - banishment
    7th - dictum
    8th - bestow greater curseSC
    9th - disjunction

    This domain is fitting for all members of the Pharaonic pantheon except for Apep and, depending on wether you use the version from Deities & Demigods, Set and Sobek. It was posted first here.
    Nice, strong domain. Would use. Would recommend.

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    Quote Originally Posted by Metastachydium View Post
    I'm not really good at items, so treat the gist of this quum grano salis, but this is either underpriced by the guidelines (if slotless; +5 competence, no slot is 5000 in itself) or overpriced (combining the two effects on a feet or torso slot item would give 4250 or so as per MIC). (Also, is it called Roc's Feather or Pegasus Feather? (Also also, it's wondrous item without an e.))
    No idea what I was thinking back then. Maybe I thought that a small featherfall effect as a bonus on top wouldn't be worth anything? But anyway, Boots of Falling or whatever they are called in English only cost 500, so the price should change to 5,500 (+50% of the price for the additonal effect, then doubling for slotless).

    Edit: Did you like the seeds? I thought weird trees would be right up your with ivy overgrown alley.

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    Quote Originally Posted by Tzardok View Post
    Edit: You liked the seeds? I thought weird trees would be right up your with ivy overgrown alley.

    I actually didn't go through all the items since, like I said, that's a bit outside my usual area of expertise and skipped right to where I spotted the word Roc because BIRDY. And that was a mistake. [EVIL]Although the translation from German is sloppy at places (I've even found a von standing in for of!)[/EVIL], there's good stuff in there. The Ember Tree is cute, but I'm not sure I like the seeds themselves: they are strictly superior to alchemist's fire at half the price (1d6+1d6 fire for 20 gp vs. 2d8 fire (and other benefits) for 10(–30) gp) and stepping on the toes of a core item like that is somewhat mean. The Pegasus Seeds, on the other hand… I want these. I want these to be official. I'd stockpile them roof-high if they cost twice as much. Alchemical bonus to speed? CL boost to Haste/Slow? Paralysis in a pinch? Yes, please. It almost feels like they are way too cheap for how good they are. I love them and the tree they grow on (good strategy there!).

    Edit: I checked the moonpearl as well; I'd make it immediate action mental command activated, automatically notifying the wielder of potentially hostile transmutation attempts. This would mean that they can be carried without giving up on using transmutation effects and that they aren't automatically destroyed under certain circumstances whether their owner wants that or not (I hate safewing emblems and the like).
    Last edited by Metastachydium; 2022-11-19 at 02:44 PM.

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    Quote Originally Posted by Metastachydium View Post

    [EVIL]Although the translation from German is sloppy at places (I've even found a von standing in for of!)[/EVIL],
    *grumble grumble* frigging proofreading *grumble grumble* how did that even happen? I wrote up those things in English in the first place *grumble grumble*

    The Ember Tree is cute, but I'm not sure I like the seeds themselves: they are strictly superior to alchemist's fire at half the price (1d6+1d6 fire for 20 gp vs. 2d8 fire (and other benefits) for 10(–30) gp) and stepping on the toes of a core item like that is somewhat mean.
    I thought the fact that they don't do splash damage and can't be created, combined with general rarity and seasonal availability would reduce the price, but now those look more like reasons to up the price instead. So, trippling of all prices for both Seed?
    I love them and the tree they grow on (good strategy there!).
    Thank you! Inventing that was quite the hassle. Y'know, in the LoZ games those seeds are just weird trees with useful magical fruit, and I wanted them to be something that actually has a viable ecology while still being faithful to the game effects. Ember Seed were easy, but the Pegasus Seed... (I'm already dreading trying to do that for the Mystery Seed).
    Incidentally, I think I may have inspiration for the Gale Seed and the Scent Seed, so maybe they'll be added to the post in the next days. Wish me luck.

    Edit: I checked the moonpearl as well; I'd make it immediate action mental command activated, automatically notifying the wielder of potentially hostile transmutation attempts. This would mean that they can be carried without giving up on using transmutation effects and that they aren't automatically destroyed under certain circumstances whether their owner wants that or not (I hate safewing emblems and the like).
    In my mind the pearl automatically detects wether a transmutation is hostile and let's friendly transmutations through. But more involvement of the character would certainly be more interesting. I'll think about it.

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    Quote Originally Posted by Tzardok View Post
    I thought the fact that they don't do splash damage and can't be created, combined with general rarity and seasonal availability would reduce the price, but now those look more like reasons to up the price instead. So, trippling of all prices for both Seed?
    Mhm. Looks good.

    Incidentally, I think I may have inspiration for the Gale Seed and the Scent Seed, so maybe they'll be added to the post in the next days. Wish me luck.
    Luck!

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    Ogre in the Playground
     
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    Well, the index is online and the other LoZ Seeds are added to the item post. I am not exactly happy with them, especially as I needed to give up on having the Mystery Seed be non-magical and still make sense, but whatever. I'm also adding another thing.

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    This isn't homebrew done by me, but for me, in the Request a Homebrew thread. I'm keeping it here for posteriority's sake and ease of finding it again. Much thanks again to @Just to Browse for making this for me from a pretty vague description :

    Quote Originally Posted by Just to Browse View Post
    Master Path - Void Shadow

    Shadow magic is inherently reflective of other components of other worlds. Shadow evocation copies evocation spells, steel shadow takes the form of a shield, and even the plane of shadow itself is a copy of the prime material. But with great willpower and much study, shadowcasters can create false imprints of objects, concepts, or incantations in the weave of the universe, and then entice the shadow weave to imitate those imprints. In essence, they bend reality to cast shadows of things that do not exist.

    The power to envision anything and create it gives shadowcasters who walk the Void Shadow path incredible flexibility in their magic. But the shadow weave pushes back on this form of incursion. It corrodes and consumes false mimicries, and if a shadowcaster is not careful, it can consume them as well.

    7. Sphere of Will - Alter reality in a bubble around you
    8. Mockery of Sentience - Create intelligent creatures from shadowstuff
    9. Void Genesis - Create a temporary demiplane that constantly degenerates

    Sphere of Will
    Master / Void Shadow
    Level / School: 7th / Conjuration (Creation)
    Casting Time: Standard action
    Range: 20 feet
    Duration: 10 minutes (see text) (D)
    Saving Throw: No
    Spell Resistance: No

    The space around you contorts and bends to your will. As you move, this sphere moves with you and previous areas return to their natural form.

    You have near-total control over the space in a sphere with this mystery's range, centered on you. This sphere moves with you.

    While in this sphere, you can spend a standard action or swift action to alter reality in the sphere in one of the following ways. You can only have one alteration of each type active at a time:
    • Create: You create objects of shadowstuff, as though you had cast the spell major creation. Unlike the spell, these objects persist forever while they are in the area of this mystery, and disappear the moment they leave its range.
    • Harden: You can create or dismiss a barrier at the edge of the sphere which does not allow anything in, as though you had cast resilient sphere on yourself.
    • Hide: Each creature in the sphere becomes invisible (as the spell). If a creature breaks invisibility, they only do so for themselves, and retain it at start of their next turn. Any creature that leaves the sphere loses invisibility, and any creature that enters the sphere gains it. Choosing this again ends the effect.
    • Manipulate Element: You can alter the elemental or energy traits of the sphere as though it were a different plane from the area around it.
    • Manipulate Alignment: You can alter the alignment trait of the sphere as though it were a different plane from the area around it.
    • Manipulate Gravity: You can alter the gravity trait of the sphere as though it were a different plane from the area around it. (This effectively allows you to fly -- that is intentional)
    • Reveal: Each creature within the sphere becomes able to see each other creature within the sphere, regardless of magical effect or circumstance. Creatures can be seen if they are ethereal, invisible, shrouded in magical darkness, hiding, or even behind solid objects. Choosing this again ends the effect.
    • Smother: The area nullifies all magic except for this mystery, as though under the effects of an antimagic field. Choosing this again ends the effect.

    At the end of this spell's duration, you can choose to extend its effect by the same duration. Each time you do, the shadow weave deals you Xd6 untyped damage and you must make a Will Save with a DC of 10 + X or become incapacitated for X rounds as the weave ravages your mind. X is the number of times you have extended this effect. This mystery will automatically end if you become incapacitated in any way.

    In the rare scenario where your sphere overlaps with another shadowcaster's sphere of will, you must make contested shadowcaster level checks. The shadowcaster with the lower result's mystery immediately ends as though they had failed their fortitude save.

    Mockery of Sentience
    Master / Void Shadow
    Level / School: 8th / Conjuration (Summoning)
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One summoned creature
    Duration: 10 minutes (see text) (D)
    Saving Throw: No
    Spell Resistance: No

    Sinuous strands of shadows twist and knot together, writhing atop each other to form a shape that fits the shape of the creature you envision.

    This mystery functions as summon monster I, except as noted here. You summon any creature with a CR equal to your shadowcaster level - 3. In addition to its original types and subtypes, this summoned creature is an Extraplanar creature aligned with the plane of shadow. That creature has 2 fewer available uses of all of its daily abilities, which may mean some abilities have no uses available.

    At the end of each of your turns (recall that this summon appears at the start of your turn, because using this mystery is a 1-round action), you must make a shadowcaster level check against a DC of 8 + the CR of the summoned creature. A result of a 1 on this check always fails. If you fail this check, the creature becomes a vessel of shadow, which applies the following changes:
    • The creature is no longer tied to this mystery. You cannot dismiss the summon, it is not affected by the mystery's duration.
    • The creature begins to disappear, consumed by the shadow weave. It takes 20 untyped damage at the end of each of its turns. If it falls to 0 or fewer HP, it completely disintegrates into harmless strands of shadowstuff.
    • The forces of shadow control this creature's sentience and sapience entirly. Effects that control, rebuke, or otherwise compel the creature to act in accordance with another's will always end at the end of that creature's next turn. Effects that do not involve an imposed will, such as turning or frightening, do not end early.
    • The creature's only goal becomes to kill you. It is bestowed with an unnatural intelligence, which it uses to reach you as quickly and efficiently as it can, and harm you as much as possible. The creature is aware of the fact that it is degrading, and optimizes its behavior accordingly.

    Void Genesis
    Master / Void Shadow
    Level / School: 9th / Conjuration (Creation)
    Casting Time: 1 week (8 hours/day)
    Range: 180 ft. (see text)
    Effect: A demiplane coterminous with the Shadow Plane, centered on your location
    Duration: Permanent (see text) (D)
    Saving Throw: No
    Spell Resistance: No

    A hole appears in the shadows around you. With a great groan, as though you were pushing on the very foundations of the universe itself, this hole grows into a portal to a new world of your creation.

    You can only cast this mystery while on the Shadow Plane. When you cast the spell, you form a blister in the shadow plane, a demiplane of your design. This operates as the spell genesis, except as noted here. This mystery requires no material or XP components. While at least one demiplane is active, you can choose to bring creatures or objects into it as though you could cast the spell plane shift twice per day.

    Using this mystery extracts a constant toll upon you, and the shadow weave will inexorably erode it. Each time you cast this mystery, choose a mystery that you know. You become incapable of using that mystery so long as this demiplane exists.

    This demiplane is a world that should not exist. It is a shadow of nothing, given form only through your will and expertise. As a result, its border is not truly real. Though this mystery operates as the spell genesis for the purposes of growth radius, the distance that your demiplane extends from its centerpoint fluctuates by 50% (For a single casting of void genesis, it would fluctuate between 90 feet and 270 feet. For 2 castings, it fluctuates between 180 feet and 540 feet).

    For simplicity, any creature within this range rolls a d2 at the end of their turn. On a result of 1, it is real and can move through the space normally. On a result of 2, that creature briefly winks out of existence entirely. A creature that does not exist continues to track its turn, and rolls a d2 each turn as if they did exist. Once they roll a 1, they reappear in this partially-real space with a number of negative levels equal to the number of rounds that they did not exist. A creature that dies of negative levels this way is converted into the same shadowstuff that composes the demiplane. A facsimile of them may still exist within these shadowy boundaries after they die, but this fascimile cannot be used to revive them. They are gone, both physically and in spirit, and not even a wish can bring them back.

    Objects also appear and disappear from reality this way. If necessary for tracking, treat the object as a creature with an initiative roll of 0. If a nonmagical object disappears, it is turned into the same shadowstuff that your demiplane's terrain is made of, degrading into uselessness. Most magical objects last 1 hour (or 10 consecutive rounds of nonexistence). Magical objects imbued with shadow magic or light magic last 150 years (or 20 consecutive rounds of nonexistence). Artifacts can last indefinitely, and some artifacts may even be empowered by the destruction of nearby creatures and objects on a demiplane, at the DM's discretion.

    If a demiplane created this way does not grow, this false edge will begin to grow inwards at a rate of 1 foot per day, until there is another casting of void genesis, at which point the false edge returns to its original form. If the edge ever completely covers the demiplane, this extraplanar blister collapses, destroying the demiplane entirely and restoring "natural order" to the plane of shadow. Anything caught inside the demiplane during this collapse is removed from existence forever.

    Spoiler
    Show
    No idea if anyone's even gonna see this homebrew, but I had a lot of fun writing it.

    Sphere of Will is a toolbox effect. You get mediocre flight, kinda-useful-invisibility, limited range anti-invis, random items, and a limited anti-magic field. None of those are individually worth learning or using, but alltogether they should be good. The duration is pretty short in order to encourage you to hurt yourself for more power.

    Mockery of Sentience is (surprise!) another toolbox effect, but for creatures. I'm sure there's still something abusive you can do with a flexible Lvl - 3 summon, but ideally that daily restriction skims off most of the fat: no efreeti wishes are high-level spell slots. You can dismiss the summon and the DC scales with CR, so you have multiple ways to preemptively mitigate the risk of getting murdered.

    Void Genesis was tough to write, and I'm still not sure if I'm happy with it. The tough thing about that description is that it describes a (literal) edge case, and genesis can avoid that by just putting all your cool stuff at the edge of your planar kingdom. So we end up with a mystery that's a bunch of paragraphs long, and your average shadowcaster can just ignore all of it by never walking more than 90 feet away from their extraplanar house. To add a little drama, I've changed the cost on the effect (indefinite loss of one mystery) and made the demiplane contract over time. So a shadowcaster never gets to have a permanent base in the way a wizard would, but their base is easier to set up (no XP) and easier to get into / out of (2 free plane shifts per day).

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    Quote Originally Posted by Tzardok View Post
    A Gale Seed that breaks open in a Large or smaller creature's space catches the creature in its whirlwind. The creature must make a Reflex save (DC 15)
    I'm not sure about this bit. The seed is probably worth its price overall, but this particular option looks like something of a trap. It's a sadly none too uncommon issue with magic items (and poisons, for that matter) that they will sometimes come with fixed, fairly low DCs and at the level where they become affordable, they also become unlikely to actually do what they are supposed to do.

    By spending a Full-Round Action, a character may carefully open a Scent Seed in a way that won't burst it. The liquid can then be smeared on surfaces or items (one seed is enough to cover a 5 ft. Square). The liquid's smell will cover scent trails in the vicinity and attracts mindless and animal-intelligence magical beasts, monstrous humanoids
    Is that a thing? I'm not sure Monstrous Humanoids come in mindless/1–2 INT.

    Sapient magical beasts and monstrous humanoids will also feel drawn to the treated place or item
    What about sapient Aberrations?

    Unlike the other Seed, Mystery Seed are magical.
    Wait a second. How's a little fruit capable of producing a whirlwind strong enough to lift and carry a Medium creature not magical? (The Mystery Seed itself is otherwise quite nice.)

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    Quote Originally Posted by Metastachydium View Post
    I'm not sure about this bit. The seed is probably worth its price overall, but this particular option looks like something of a trap. It's a sadly none too uncommon issue with magic items (and poisons, for that matter) that they will sometimes come with fixed, fairly low DCs and at the level where they become affordable, they also become unlikely to actually do what they are supposed to do.
    DC raised to 22.

    Is that a thing? I'm not sure Monstrous Humanoids come in mindless/1–2 INT.
    I don't think it is, but I added it for completeness' sake. I can take it out if it confuses more than it helps?

    What about sapient Aberrations?
    Sapient aberrations remain unaffected by the basic Scent Seed's lure effect. Scent Lure Oil specked for aberrations affects them.

    Wait a second. How's a little fruit capable of producing a whirlwind strong enough to lift and carry a Medium creature not magical? (The Mystery Seed itself is otherwise quite nice.)
    The same way you can run as fast as a leopard by rubbing another little fruit on yourself with the whole thing being alchemical, not magical? The same way spiders grow as large as horses? The same way dragons are strong enough to fly by drawing energy from internal portals to the Elemental planes? The same way an Air Elemental is made of air, but can punch you and be punched back? The same way liquid light taken from Radiance doesn't wink out when taken off-plane? And all of that keeps working even in anti-magic auras.

    Even if we ignore stupid stuff you get when you interprete RAW too literally, the laws of nature in D&D aren't exactly ours. Yes, this fruit is a literal windbag, so what?

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    Quote Originally Posted by Tzardok View Post
    I don't think it is, but I added it for completeness' sake. I can take it out if it confuses more than it helps?
    I wouldn't mind that.

    Sapient aberrations remain unaffected by the basic Scent Seed's lure effect. Scent Lure Oil specked for aberrations affects them.
    Understood.

    The same way you can run as fast as a leopard by rubbing another little fruit on yourself with the whole thing being alchemical, not magical?
    I figured it's just fantasy überamphetamine or something.

    The same way spiders grow as large as horses? The same way dragons are strong enough to fly by drawing energy from internal portals to the Elemental planes?

    THAT'S THEIR EXPLANATION FOR IT? Burn, Wizards, burn!

    and be punched back?
    Well, technically any gas can be punched and if you punch it hard enough it might compress. Or something.

    Even if we ignore stupid stuff you get when you interprete RAW too literally, the laws of nature in D&D aren't exactly ours. Yes, this fruit is a literal windbag, so what?
    Alright, alright! I just like to kill catgirls, okay?

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    Ogre in the Playground
     
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    Quote Originally Posted by Metastachydium View Post
    I wouldn't mind that.
    Done.


    THAT'S THEIR EXPLANATION FOR IT? Burn, Wizards, burn!
    I was being a bit facetious. The Draconomicon essentially states that dragons have a special organ which is filled with an elemental spark. This organ, which is basically a furnace, supplies the energy dragons need to digest anorganic material (while also being the reason why dragons need to eat that much; the furnace must be fed), is the origin of the breath weapon, regulates the dragon's bodily temperature, causes the dragon's elemental subtype and feeds energy into the dragon's musculature, making it stronger than normal for a being of its size and esspecially giving them the strength to fly.
    I personally like the explanation, I was just pretty reductive.

    Well, technically any gas can be punched and if you punch it hard enough it might compress. Or something.
    But when has punching the air ever accomplished some hurt?

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    Quote Originally Posted by Tzardok View Post
    I was being a bit facetious. The Draconomicon essentially states that dragons have a special organ which is filled with an elemental spark. This organ, which is basically a furnace, supplies the energy dragons need to digest anorganic material (while also being the reason why dragons need to eat that much; the furnace must be fed), is the origin of the breath weapon, regulates the dragon's bodily temperature, causes the dragon's elemental subtype and feeds energy into the dragon's musculature, making it stronger than normal for a being of its size and esspecially giving them the strength to fly.
    I personally like the explanation, I was just pretty reductive.
    Still weird, but it makes more sense, yeah. (I'll have to dig out that book one of these days.)

    But when has punching the air ever accomplished some hurt?
    Punch fast enough and you'll hear it wailing!

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    New Creatures: The Missing Mephits

    Another one of my very first homebrew, slightly reworked and expanded: the unconverted mephits of 2e, of the quasielemental and paraelemental planes.

    Ash
    Ash Mephit
    Small Outsider (Cold, Fire)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +1
    Speed: 30 ft, Fly 50 ft (average), Burrow 20 ft.
    Amor Class: 16 (+1 size, +1, dex +4 natural), touch 12, Flat footed 15
    Base Attack/Grapple: +3/-1
    Attack: Claw +4 melee (1d3 plus 1d4 cold)
    Full Attack: 2 Claw +4 melee (1d3 plus 1d4 cold)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Breath weapon, spell-like abilities, summon mephit
    Special Qualities: Breathing adaptation, Damage reduction 5/magic, darkvision 60 ft, Fast Healing 2, Heat Absorption, Immunity to cold, Resistence to negative energy 5
    Saves: Fort +3, Ref +4, Will +3
    Abilities: Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
    Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +7, Hide +11 Intimidate +4, Listen +6, Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings),
    Feats: Dodge, Toughness
    Environment: Quasielemental Plane of Ashes
    Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually neutral
    Advancement: 4-6 HD (Small); 7-9 HD (Medium)
    Level Adjustment: +3

    Ash mephits are whiners and pessimists. An ash mephit will talk your ear off if given the chance with its incessant blathering on its banal worries and complaints.
    Ash mephits speak Common and Ignan.

    Breath weapon (Su): 10 ft. cone of swirling ash; 1d4 cold; reflex, DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
    Breathing Adaptation (Ex): Ash mephits can breath clouds of ashes and unbreathable gases as easily as air. This makes them immune to gaseous attacks and inhaled poisons.
    Fast Healing (Ex): Only in contact with cold ashes.
    Heat absorption (Su): Whenever an ash mephit would take fire damage, it instead heals 1 hp per 3 points of fire damage he would take. Any healing received in excess of the maximum hit points becomes temporary hitpoints with a duration of 1 hour.
    Spell-like abilities: 1/hour – Chill Touch (DC 13), CL 3. Once per day an ash mephit can air its grievances at everyone around it. All creatures within 20 ft. radius that can hear him must make a Will save (DC 15) or act as if affected by Lesser Confusion cast at caster level 6. This ability is a sonic, mind-affecting effect and the equivalent of a 2nd level spell.

    Lightning
    Lightning Mephit
    Small Outsider (Air)
    Hit Dice: 3d8 (13 hp)
    Initiative: +3
    Speed: 30 ft, Fly 80 ft (average)
    Amor Class: 18 (+1 size, +3 dex, +4 natural), touch 14, Flat footed 15
    Base Attack/Grapple: +3/-1
    Attack: Claw +4 melee (1d3 plus 1d4 electricity)
    Full Attack: 2 Claw +4 melee (1d3 plus 1d4 electricity)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Breath weapon, spell-like abilities, summon mephit
    Special Qualities: Damage reduction 5/magic, darkvision 60 ft, Fast Healing 2, immunity to electricity
    Saves: Fort +3, Ref +8, Will +3
    Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
    Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +9, Hide +13 Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings),
    Feats: Lightning Reflexes, Run
    Environment: Quasielemental Plane of Lightning
    Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually neutral
    Advancement: 4-6 HD (Small); 7-9 HD (Medium)
    Level Adjustment: +3

    Lightning mephits are hyperactive guys who are practically always in motion. They talk fast and with lots of false starts, mispronounciations and malapropisms. Lightning mephits are pretty social and zoom around as sparking, chattering mobs.
    Lightning mephits speak Common and Auran.

    Breath weapon (Su): 20 ft. line of lightning; 2d4 electricity; Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus.
    Fast Healing (Ex): Only in a statically charged environment or during a lightning storm.
    Spell-like abilities: 1/hour – Shocking Grasp (DC 13), CL 3. Once per day a lightning mephit can discharge himself explosively. All creatures within 20 ft. radius take 2d6 electricity damage. This ability is the equivalent of a 2nd level spell. Reflex DC 14 half, CL 6.

    Mineral
    Mineral Mephit
    Small Outsider (Earth)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: -1
    Speed: 30 ft, Fly 40 ft (average)
    Amor Class: 14 (+1 size, -1 dex, +4 natural), touch 10, Flat footed 14
    Base Attack/Grapple: +3/+2
    Attack: Claw +7 melee (1d4+3)
    Full Attack: 2 Claw +7 melee (1d4+3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Breath weapon, spell-like abilities, summon mephit
    Special Qualities: Damage reduction 5/magic, darkvision 60 ft, Earth Glide, Fast Healing 2
    Saves: Fort +4, Ref +2, Will +3
    Abilities: Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
    Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +5, Hide +9 Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings),
    Feats: Power Attack, Improved Natural Weapon (Claw)
    Environment: Quasielemental Plane of Mineral
    Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually neutral
    Advancement: 4-6 HD (Small); 7-9 HD (Medium)
    Level Adjustment: +3

    Mineral mephits are suspicious, greedy and self-righteous. Whenever one of them sees some shiny treasure, he makes himself its guardian, wether he's wanted or not.
    Mineral mephits speak Common and Terran.

    Breath weapon (Su): 10 ft. cone of sharp crystals; 2d4 slashing and piercing; Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
    Earth Glide (Ex): A mineral mephit can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing mineral mephit flings the mephit back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
    Mineral mephits can breath and see normally while earth gliding.
    Fast Healing (Ex): Only under the earth or when in contact with a gem or crystal that's at least Tiny.
    Spell-like abilities: 1/hour – Magic Fang (self only), CL 3. 1/day – Shatter (DC 14), CL 6.

    Steam
    Mist Mephit
    Small Outsider (Water)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +0
    Speed: 30 ft, fly 50 ft (average), swim 30 ft.
    Amor Class: 15 (+1 size, +4 natural), touch 11, Flat footed 15
    Base Attack/Grapple: +3/+1
    Attack: Claw +6 melee (1d3+2)
    Full Attack: 2 Claw +6 melee (1d3+2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Breath weapon, spell-like abilities, summon mephit
    Special Qualities: Damage reduction 5/magic, Darkvision 60 ft, Fast Healing 2
    Saves: Fort +4, Ref +3, Will +3
    Abilities: Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
    Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +6, Hide +10 Intimidate +4, Listen +6, Move Silently +6, Spot +6, Use Rope +0 (+2 with bindings),
    Feats: Power Attack, Toughness
    Environment: Quasielemental Plane of Steam
    Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually neutral
    Advancement: 4-6 HD (Small); 7-9 HD (Medium)
    Level Adjustment: +3

    Mist mephits believe themselves to be supperb spies, peeking in on everyone in their sorroundings. If bound to service, a mist mephit is likely to spy and tattle on other servants, even if unasked. Mist mephits share their home plane with steam mephits, who wage war against them for not accepting their „obvious“ superiority.
    Mist mephits speak Common and Aquan.

    Breath weapon (Su): 10 ft. cone of choking mist; 1d4 acid; Reflex DC 13 half. Living creatures that breath air and fail their save choke, rendering them nauseated for 1 round. The save DC is Constitution-based and includes a +1 racial bonus.
    Fast Healing (Ex): Only in a wet or clammy environment.
    Spell-like abilities: 1/hour – Obscuring Mist, CL 3. 1/day – Gaseous Form, CL 6.

    Radiance
    Radiance Mephit
    Small Outsider (Fire)
    Hit Dice: 3d8 (13 hp)
    Initiative: +5
    Speed: 30 ft, Fly 50 ft (average)
    Amor Class: 16 (+1 size, +1 dex, +4 natural), touch 12, Flat footed 15
    Base Attack/Grapple: +3/-1
    Attack: Claw +4 melee (1d3 plus 1d4 fire)
    Full Attack: 2 Claw +4 melee (1d3 plus 1d4 fire)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Breath weapon, spell-like abilities, summon mephit
    Special Qualities: Damage reduction 5/magic, Darkvision 60 ft, Fast Healing 2, immunity to fire, radiance adaptation, vulnerability to cold
    Saves: Fort +3, Ref +4, Will +3
    Abilities: Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
    Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +7, Hide +11 Intimidate +4, Listen +6, Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings),
    Feats: Dodge, Improved Initiative
    Environment: Quasielemental Plane of Radiance
    Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually neutral
    Advancement: 4-6 HD (Small); 7-9 HD (Medium)
    Level Adjustment: +3

    Radiance mephits are pretty spaced out most of the time, babbling about whatever catches their attention (most of the time light) and forgetting what they said directly after it was spoken or stopping and staring dazedly in the middle of whatever they were doing.
    Radiance mephits speak Common and Ignan.

    Breath weapon (Su): 10 ft. cone of hot light; 1d4 fire; Reflex DC 12 half. Living sighted creatures that fail their save are blinded for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus
    Fast Healing (Ex): Only in bright light (at least as intense as daylight)
    Radiance adaptation (Ex): Radiance mephits are immune to being dazzled, blinded or fascinated by light effects or patterns.
    Spell-like abilities: 1/hour – Color Spray (DC 13), CL 3. 1/day – Searing Light (DC 15), CL 6.

    Smoke
    Smoke Mephit
    Small Outsider (Air, Fire)
    Hit Dice: 3d8 (13 hp)
    Initiative: +7
    Speed: 30 ft, Fly 50 ft (average)
    Amor Class: 18 (+1 size, +3 dex, +4 natural), touch 14, Flat footed 15
    Base Attack/Grapple: +3/-1
    Attack: Claw +4 melee (1d3)
    Full Attack: 2 Claw +4 melee (1d3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Breath weapon, spell-like abilities, summon mephit
    Special Qualities: Breathing adaptation, Damage reduction 5/magic, Darkvision 60 ft, Fast Healing 2, immunity to fire, vulnerability to cold
    Saves: Fort +3, Ref +6, Will +3
    Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
    Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +9, Hide +13 Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings),
    Feats: Dodge, Improved Initiative
    Environment: Paraelemental Plane of Smoke
    Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually neutral
    Advancement: 4-6 HD (Small); 7-9 HD (Medium)
    Level Adjustment: +3

    Smoke mephits are crude, lazy and indolent. A smoke mephit bound into service will spend a lot of time lying around invisibly, smoking various herbs and shirking its duties almost gleefully.
    Smoke mephits speak Common, Auran and Ignan.

    Breath weapon (Su): 10 ft. cone of hot smoke; 1d4 fire; reflex, DC 12. Living creatures that breath air and fail their save choke, rendering them nauseated for 1 round. The save DC is Constitution-based and includes a +1 racial bonus.
    Breathing Adaptation (Ex): Smoke mephits can breath smoke and unbreathable gases as easily as air. This makes them immune to gaseous attacks and inhaled poisons.
    Fast Healing (Ex): Only in smoke or hot, stiffling air.
    Spell-like abilities: 1/hour – Wall of SmokeSC (DC 13), CL 3. 1/day – Invisibility, CL 6.

    Vacuum
    As everybody knows, there aren't any mephits native to the Quasielemental Plane of Vacuum. The first mephits had been created by fiends experimenting with elemental matter and trying to create elemental imps. Allegedly, they strived to make their creations as annoying as possible, and succeeded beyond their wildest dreams. Their creations escaped to their home planes, became nativized and caused other types of their kind to evolve, but no one ever managed to adapt the mephit creation process to Vacuum's not-matter, nor did some arise naturally.
    If someone managed to create such a being, it would propably have the following properties:

    Spoiler
    Show
    Void Mephit
    Small Outsider (Air)
    Hit Dice: 3d8 (13 hp)
    Initiative: +7
    Speed: 30 ft, Fly 50 ft (Perfect)
    Amor Class: 17 (+1 size, +3, dex, +4 natural), touch 14, Flat footed 15
    Base Attack/Grapple: +3/-1
    Attack: Claw +4 melee (1d3)
    Full Attack: 2 Claw +4 melee (1d3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Breath weapon, spell-like abilities, summon mephit
    Special Qualities: Damage reduction 5/magic, Darkvision 60 ft, Fast Healing 2, Resistence to negative energy 5, Vacuum Adaptation
    Saves: Fort +3, Ref +6, Will +5
    Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
    Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +9, Hide +13 Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings),
    Feats: Improved Initiative, Iron Will
    Environment: Quasielemental Plane of Vacuum
    Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually neutral
    Advancement: 4-6 HD (Small); 7-9 HD (Medium)
    Level Adjustment: +3

    Void mephits have a tendency to stare unblinkingly at whomever they are talking to while speaking very slowly.
    Void mephits speak Common and Auran.

    Breath weapon (Su): 10 ft. cone of suction; 1d4; reflex, DC 12. Creatures that fail their save fall prone. If they need to breath they are also stunned for 1 round. The save DC is Constitution-based and includes a +1 racial bonus.
    Fast Healing (Ex): Only in dark, cool surroundings with low atmospherial pressure or no oxygen.
    Spell-like abilities: 1/hour – Magic Missile, CL 3. 1/day – Dispell Magic (area version centred on the mephit only), CL 6.
    Vacuum Adaptation (Su/Ex): A void mephit can fly in vacuum. In an antimagic field its fly movement is reduced to 40 ft. (average).
    A void mephit can breath normally in vacuum and all kind of gases. This makes them immune to gaseous attacks and inhaled poisons.


    Shadow
    The following mephit is a homebrew creation and was originally published here.

    Shadow Mephit
    Small Outsider (Shadow)
    Hit Dice: 3d8 (13 hp)
    Initiative: +5
    Speed: 30 ft, Fly 50 ft (average)
    Amor Class: 15 (+1 size, +1 dex, +4 natural), touch 11, Flat footed 15
    Base Attack/Grapple: +3/-1
    Attack: Claw +4 melee (1d3)
    Full Attack: 2 Claw +4 melee (1d3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Breath weapon, spell-like abilities, summon mephit
    Special Qualities: Damage reduction 5/magic, Darkvision 120 ft (magical and non-magical darkness), Fast Healing 2
    Saves: Fort +3, Ref +4, Will +3
    Abilities: Str 10, Dex 13, Con 14, Int 6, Wis 11, Cha 15
    Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +7, Hide +14, Intimidate +4, Listen +6, Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings),
    Feats: Improved Initiative, Skill Focus (Hide)
    Environment: Plane of Shadow
    Organisation: Solitary, gang (2-4 mephits of mixed variations)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually neutral
    Advancement: 4-6 HD (Small); 7-9 HD (Medium)
    Level Adjustment: +3

    Shadow mephits are suspicious to the point of paranoia. They avoid each other's company whenever they can, for they know how duplicitious they are.
    Shadow mephits speak Common and Tenebric (this is my name for a language of Shadow); if your Plane of Shadow doesn't have such a language, shadow mephits speak Common, one of Celestial, Infernal and Abyssal and one of Aquan, Auran, Ignan and Terran.

    Breath weapon (Su): 10 ft. cone of swirling shadows; 1d4 cold; reflex, DC 14. Creatures who fail their save are blind for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
    Fast Healing (Ex): Only in shadows and the dark.
    Spell-like abilities: 1/hour – Carpet of ShadowsToM (DC 13), CL 3. 1/day – Flesh FailsToM (DC 14), CL 6.

    If you use these stats and the 2e planar configuration, I also recommend the following changes to the existing mephits:

    Air
    No changes, but the Monster Manual doesn't mention their personalities: air mephits are flightly, unreliable and, well, air-headed. Don't expect an air mephit to return from any mission, because it's likely to desert you at the first interesting event it witnesses after fulfilling the bare minimum of your deal.

    Dust
    Type: Change Subtype to Earth
    Movement: Add Burrow 20 ft. Reduce maneuverability to Average.
    Special Qualities: Breathing Adaptation (like the Ash Mephit), Resistence to negative energy 5
    Environment: Quasielemental Plane of Dust
    Dust mephits are morbid and over-dramatic. They style themselves as tragic heroes, defenders against the inevitable decay. Dust mephits speak Common and Terran.

    Earth
    Special Qualities: Earth Glide (like the Mineral Mephit)
    Earth mephits are more stubborn than mules and absolutely humorless. Luckily, they also don't care at all if they are insulted.

    Fire
    No changes. Fire mephits are mischievous pranksters with a terrible sense of humor.

    GlassSandstorm
    Movement: Add Swim 30 ft. Add Burrow 20 ft.
    Special Qualities: Breathing Adaptation (like the Smoke Mephit)
    Environment: Paraelemental Plane of Magma
    Glass mephits are compulsive liars and braggarts, but their tall tales are always pretty transparent. Glass Mephits speak Common, Ignan and Terran.

    Ice
    Type: Add Subtype Water.
    Movement: Add Swim 30 ft. Add Burrow 20 ft. Reduce maneuverability to Average.
    Environment: Paraelemental Plane of Ice
    Ice mephits speak Common, Aquan and Auran.

    Magma
    Type: Add Subtype Earth
    Movement: Add Swim 30 ft. Add Burrow 20 ft.
    Special Qualities: Breathing Adaptation (like the Smoke Mephit)
    Abilities: Change Str to 17, Dex to 8 and Con to 13.
    Environment: Paralemental Plane of Magma
    Magma mephits speak Common, Ignan and Terran.

    MirrorEttDP
    These seem kinda overpowered. Let's cut them down to size.
    Movement: Reduce Fly to 40 ft.
    Spell-like abilities: Replace Simulacrum with Summon Mirror Double: Once per day a mirror mephit may summon the mirror-self (see MotP) of any creature whose HD don't exceed this ability's caster level (CL 6th). To do that, the mephit must touch a reflecting surface that reflected that creature within the last 10 minutes. The mirror self remains for 1 hour. During this time it obeys the mephit's commands. This ability is the equivalent of a 4th level spell.
    Reduce summon mephit to 1/day.
    Reduce mirror image and silent image to CL 3th and to 1/hour.
    Add mirror walk (self only) at CL 6th and 1/hour.
    Abilities: Change Int to 6. Reduce skill points accordingly.
    Mirror mephits speak Common and Nerra.

    Ooze
    Type: Add Subtype Earth
    Movement: Add Burrow 20 ft.
    Special Qualities: Mud Adaptation (Ex): Ooze mephits can breath normally in water, earth, and anything in between. They are immune to waterborn diseases.
    Environment: Paraelemental Plane of Ooze
    Ooze mephits are sycophants, brown nosers and spongers. They speak Common, Aquan and Terran.

    Salt
    Type: Change Subtype to Water
    Movement: Add Burrow 20 ft.
    Special Attacks: Breath Weapon deals Desiccation damageSandstorm
    Special Qualities: Immunity to Desiccation damage, Resistence to negative energy 5
    Environment: Quasielemental Plane of Salt
    Salt mephits speak Common and Aquan.

    Steam
    Type: Add Subtype Water.
    Movement: Add Swim 30 ft.
    Environment: Quasielemental Plane of Steam
    Steam mephits speak Common, Aquan and Ignan.

    SulfurSandstorm
    Special Qualities: Breathing Adaptation (like the Smoke Mephit)
    Environment: Paraelemental Plane of Smoke
    The chattery sulfur mephits hate being alone. These clingy creatures latch onto the first creature that won't kill them instantly and won't ever leave them alone. Sulfur mephits speak Common, Auran and Terran.

    Water
    No change.

    Of course, why should the fiends keep all the fun for themselves? With this spell you can make your own mephits.

    Create Mephit
    Conjuration (Creation)/Transmutation [See text]
    Level: Druid 4, Shugenja (all) 3, Wizard/Sorcerer 3, Wu Jen (all) 3
    Components: V, S, Racial/F and XP
    Casting Time: 1 Minute
    Range: 0 ft.
    Effect: A newly created mephit
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistence: No

    The spellcaster touches a lump of elemental matter of at least Tiny size. This lump is consumed to create a whole new mephit. The type of the mephit is based on the used matter: a flame for a fire mephit, an icicle for an ice mephit, a bag of ashes and soot for an ash mephit.
    You don't have any control over the mephit, but it begins with a Friendly attitude to you.
    The spell's descriptors are the same as the created mephit's subtypes (if any).
    Creating new and unknown types of mephits requires research. Researching this possible application costs as much time and money as independently researching this spell (see the Dungeon Master’s Guide for details). If the DM has already determined that the application is not possible, the research automatically fails. Note that you never learn what is possible except by the success or failure of your research. (Alternatively the DM may have you create a new type by a accident. It will be funny. )
    Components: A fiend may cast this spell without any other components. A non-fiend requires having fiend blood, having brokered a fiendish pact or a conserved body part of a fiend as a focus and must additionally pay 500 XP as an XP cost.

    So, that is finally complete. I await verdicts.

    Spoiler: The Mephit Code
    Show

    Big players of the Lower Planes often send each other mephits as living messenges (the unlucky mephit is usually eaten by the receiver). Different types of mephits have different meanings, usually based on their personalities and elemental associations:

    Air
    A warning to beware, for the giver intends to surprise the recipient with an ambush or political treachery. This gift is usually timed to arrive when it's already too late to prevent the inevitable. Lower Planar diplomats fear the sudden breezes in their rooms caused when an air mephit appears.

    Ash
    A rude message that the giver doesn't even think the recipient is worth corresponding with any more. Often sent by someone who wants the last word in an exchange.

    Dust
    This gift represents a subtle threat, with the connotation that shows that the sender has recognised some plot of the recipient against him.

    Earth
    A sign that the giver will not concede to demands; a stubborn answer of 'No!' to a request.

    Fire
    Displeasure at an enemy's actions, ranging from disapproval to downright fury depending upon how many mephits are sent.

    Glass
    A semi-friendly reminder that the recipient should be more subtle because an owlbear could see through their schemes without difficulty.

    Ice
    The recipient is forbidden to enter the giver's home. This can include Realm, Layer or even Plane, at the giver's discretion. The more ice mephits that are sent, the harsher the punishment for breaking this restriction will be.

    Lightning
    A warning to the recipient to reconsider tactics, as the giver has a hidden ally who can swing matters. This often turns out to be a hollow threat, so the sender is either sure of himself and his ally, or bluffing.

    Magma
    A gift of gloating, when the giver has bested the recipient at some intellectual or diplomatic challenge.

    Mineral
    Signifies a willingness to compromise on some point and a corresponding exchange of power or lands. A request for more direct communication.

    Mirror
    Usually send to an ally, expressing annoyance or bafflement about a choice of action that hinders the common goal or threatens the alliance for no apparent gain.

    Mist
    A mysterious warning that someone close to the recipient is an assassin. This message is used to encourage paranoia and insecurity between the recipient and his allies.

    Ooze
    A sarcastic gift, sent by a spellcaster who is sure the recipient is far weaker than he. Often this gift is insulting enough to goad the recipient into making a mistake.

    Radiant
    Request for a truce; in effect the 'white flag' of mephit messages.

    Salt
    A blatant declaration of open warfare.

    Shadow
    An enemy of the recipient has discovered his plans, has subverted and is now manipulating them to his own ends. For a fiend, it's one of the most feared messages, because they never can tell which of their many enemies, and which of their many plans and schemes this concerns. This make a lot of recipients nervous, paranoid, and generally makes them change plans or make mistakes. The shadow mephit can, of course, be used for bluffing, but it's seldom done, for the senders fear that if this rare mephit is used too often, it will be taken for bluffs too much, and then won't be useful as bluffs.

    Smoke
    A gesture of insolence and contempt that amounts to a declaration of a vendetta.

    Steam
    A message of agreement; the opposite of the earth mephit message, except there's the connotation of a gloating 'I told you so' to the acceptance.

    Sulfur
    The sender disapproves of or mocks the recipient's choice of allies, henchmen or cronies.

    Void
    A message which never turns up (seeing as there's no such thing as a Void Mephit). The expression: "Got a Void Mephit" means to receive no response.

    Water
    A sarcastic message sent when the spellcaster has evaded a trap or plot of the recipient's. Formally the answer to an air mephit, if the giver survives the ambush.

  29. - Top - End - #29
    Ogre in the Playground
     
    Devil

    Join Date
    Feb 2013
    Location
    Germany
    Gender
    Male

    Default Re: Tzardok's Miscellaneous Homebrew Repository

    New Domain

    Incidentally, I finally found my other domain. This domain was originally created for the deities of the Ponyfinder setting, re-converted from Pathfinder to 3.5:

    Ponykind Domain
    Granted Power: Once per day you can, before an ally within 30 ft. makes an attack roll, an ability check, a skill check, a save or a caster level check, roll 1d6 and add the result to the ally's roll. You may also target yourself with this ability.

    1st - greater mage handSC
    2nd - mountain stanceSC
    3rd - haste
    4th - blast of harmony (works like order's wrath, but looks like a rainbow beam)
    5th - mass flySC
    6th - heroes' feast
    7th - mass spell resistenceSC
    8th - harmonic mantle (works like shield of law, but looks like a rainbow aura)
    9th - choose destinyRoD

    This domain is suitable for all deities described in Princess Luminace' Guide to the Pony Pantheon except for Apophis.

  30. - Top - End - #30
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Tzardok's Miscellaneous Homebrew Repository

    The mephits look nice; good job with those breath weapons in particular! A few comments, though:

    Quote Originally Posted by Tzardok View Post
    Ash
    Ash Mephit

    (…)

    Special Qualities: Breathing adaption
    Adaptation (see also: Radiance, Smoke and Void).

    Ash mephits are whiners and pessimists. An ash mephit will talk your ear off if given the chance with its incessant blathering on its banal worries and complaints.
    What languages do these guys get? Well, Ignan presumably, but what else?

    Heat absorption (Su): Whenever an ash mephit would take fire damage, it instead heals 1 hp per 3 points of fire damage he would take. Any healing received in excess of the maximum hit points becomes temporary hitpoints with a duration of 1 hour.
    I love this type of ability to bits!

    This ability is a sound effect
    Did you mean: sonic, mind-affecting effect?

    Lightning
    Lightning Mephit
    Small Outsider (Air)
    Hit Dice: 3d8 (13 hp)
    Initiative: +3
    Speed: 30 ft, Fly 80 ft (average)
    Air subtype usually comes with perfect flight. Could these at least get good?

    Spell-like abilities: 1/hour – Shockgrasp
    Shocking Grasp.

    Mineral
    Mineral Mephit

    (…)

    Breath weapon (Su): 10 ft. cone of sharp crystals; 2d4; Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
    What's the damage type? Slashing? Piercing? Both?

    Spell-like abilities: 1/hour – Magic Fang (self only)
    Dunno. Their natural attacks are already magical (they have DR/magic).

    Vacuum
    As everybody knows, there aren't any mephits native to the Quasielemental Plane of Vacuum. The first mephits had been created by fiends experimenting with elemental matter and trying to create elemental imps. Allegedly, they strived to make their creations as annoying as possible, and succeeded beyond their wildest dreams. Their creations escaped to their home planes, became nativized and caused other types of their kind to evolve, but no one ever managed to adapt the mephit creation process to Vacuum's not-matter, nor did some arise naturally.
    If someone managed to create such a being, it would propably have the following properties:
    MORE hypotheticals! Neat.

    Vacuum Adaption (Su/Ex): A void mephit can fly in vacuum. In an antimagic field its fly movement is reduced to 40 ft. (average).
    A void mephit can breath normally in vacuum and all kind of gases. This makes them immune to gaseous attacks and inhaled poisons.
    I'd recommend giving them Breathless (cf. air/dust genasi, air gnomes and the like) instead. Not breathing kind of fits their theme anyhow.

    Shadow mephits speak Common and Umbral (this is my name for a language of Shadow)
    This should be a thing. I approve!

    Incidentally, does somebody have an idea what the glass, mirror and sulfur mephits could mean in the Mephit Code?
    Hm. For glass: a semi-friendly reminder that the recipient should be more subtle because an owlbear could see through their schemes without difficulty?
    For mirror: a show of force; the sender can afford to waste a mephit with above average power in this manner plus an implied "look at yourself, dude, you're out of league"?
    For sulphur: the sender deems the recipient a clingy nuisance and wishes to be left alone?


    Quote Originally Posted by Tzardok View Post
    New Domain
    [Vomits rainbow.]
    Last edited by Metastachydium; 2022-12-03 at 06:59 AM.

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