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  1. - Top - End - #1231
    Firbolg in the Playground
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    Default Re: Request a Homebrew

    Quote Originally Posted by KellKheraptis View Post
    R 604: I've been trying to brew up a 3.5 base class Bladesinger that can actually do justice to the 2nd Ed Kit. Anyone wanna take a stab at it?
    This has already been done here: http://www.dandwiki.com/wiki/Bladesinger_(3.5e_Class)


    Found it on a quick google search while trying to find the 2nd edition bladesinger to see if it was interesting enough to take a crack at it.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


  2. - Top - End - #1232
    Dwarf in the Playground
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    Post Re: Request a Homebrew

    Quote Originally Posted by Blynkibrax View Post
    Can someone stat up this creature for me?

    Spoiler
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    I'm thinking it's probably a Huge, brutish aberration maybe with improved grab for those strange arms coming out of it's mouth and, perhaps, swallow whole? Frightful presence, perhaps, or something similar because of how weird and disturbing looking it is? And what about that anglerfish style lure? Feel free to have some fun with it.
    H599.5 Just not to mess up the numbering, really.

    The Sargutanwei
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    Sargutanwei
    Huge Aberration
    HD 13d8 (136 HP)
    Speed 20 ft. (4 squares)
    Init: +2(+2 dex)
    AC 15; touch 9; flat-footed 14
    (10-2size +6 Natural armor+1 dex)
    BAB +9/+3; Grp +24 ( +7 Str mod, +8 size +9 BAB)
    Attack Kick +14 meele (2d8+7 19-20 plus terrible blow)
    Full-Attack Kick +9meele( 2d8+7 plus terrible blow) and Manipulator claw+5 meele :1d8+4/x2: or any one pevious and bite +5 meele (2d6+3)
    Space 15 ft.
    Reach 15 ft/10 ft.(height reach)
    Special Attacks , Firightful presence Improved grab Terrible blow Trample 2d8+10
    Special Qualities Darkvision 60 ft. Lure, Manipulator claws Scent 30 ft,
    Saves Fort +4 Ref +4 Will +6
    Abilities Str 25, Dex 12, Con 23, Int 2, Wis 15, Cha 18
    Skills Intimidate+2 Listen + 5 Spot+5 Survival +1 (+4 bonus when tracking by scent)
    Feats Ability focus (Lure) improved critical, , Improved multiattack , Improved bull rush Power attack, Track<sup>b</sup>
    Environment Far realm , Temperate forests temperate plains, cold plains (tundra)
    Organization Solitary pair, few (1-3) gang (3-6 ,one of which is a Large 8 HD juvenile)
    Challenge Rating 13
    Treasure 15% double gold; 25% 1/4 goods 10% half gems; 5% standard magical items
    Alignment Always neutral
    Advancement 6-12 HD (Large) 13-18 (Huge) 18-23 (Gargantuan)
    Level Adjustment

    As you conitnue to scout the misty forest , you are suddenly confronted by a huge razor boar, snarling with fury and ravenous hunger. As you ready your weapons suddenly you hear rumbling in the distance, like a coming storm. It grows louder and more agited with every passing moment aad then the wall of slick black trees is broken through by an immense beast that sends the razor boar flying with a single kick and then faces you. It is not not unlike a elephant with it´s skin of dark and ligt gray but it´s head is much larger and looks mounstrous, not to mention it seem to have stumpy clawed arms growing out if it´s cheeks. But then you notice the tendril that grows out of it´s forehead and the glowing sack on the end o fit and feel the pulsing green and blue light dims your senses as you´re compelled to watch it.

    The (Sargutanwei) stands about 24 feet tall at the shouder and weighs about eight tonnes with famales and very old males reaching the 12 ton mark.


    Originally a creature engineered unnaturally with magic and breeding animals of the Far realm mith mundane elphants, and iintended as beasts of burden and terryif assent in war, some specimens have encaped from their Skrum keeprs and procceeded to prolifrate , spreading even across planar bounadries.

    [b]Combat/b]
    Sargutanwei fight by making the utmost of their naural abllities . First they charge to trample the opnntent into the ground and let their horrible visage and the mesmerizing lightof their lure paealys tem and then the beast just pick them uo the the manipulating arms on its cheeks and eats them.


    Frightful presence (Ex)
    The Sargutanwei looks very mounstros and unsettling to normal creatures, and when it roar stomps of makes some sort of a threatening action all creatures within 60 ft, that can hear and see it must make a Will save aganst DC 20 or be frightened for 3d6 rounds. This is a mind affecting fear effect. A creature that succeds at the saving throw is immune to that particular Sargutanwei´s frightful presence for 24 hours.

    Improved Grab
    If a Sargutanwei hits with a manipulator am attack or a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
    Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The Sargutanwei has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
    When a Sargutanwei gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight


    Lure (Ex)
    This soft membranous organ that hangs from a tentacle on the Sargutanwei´s forehead, constatly emits solf hues of color that reflect the creature´s mood, that cen be deciphered by making a DC 25 Knowledge (dungeoneering or the planes) check. Having this information gives +2 circunstance bonus to handle animal checks and +1 to Will saving trhrows to resist tit beguling effects
    The Sargutanwei can take a move ation (which does not provoke attacks of opportunity) to have the organ project a palette of soft pastel colors like greens blues or reads that will cause onlookers within 60 ft to be fascinated for 1d6 rounds if they fail a Will save against DC 22. They will return to normal if peristently roused (a standard action) or if attakced by the Sargutanwei or another enemy. Creatures affected by the Sargutanwei´s Frightful presence get a -4 circumstance penatly to the saving throw that does not stack with and overrides the normal penalties from the Frightened condtion. This is a mind affecting abillity. A critical hit has a 30% chance of severing the organ and preventing the use of this abillity, until the creature has a spell capable of regrowing lost body parts cast on it

    Manpulator arms (Ex)
    The stumpy arms on the sides of the Sargutanwei´s neck provide enoug of a reach adwantage that the can be attack flying opponents as secondary atatck. Additinaly they are agile enough to grapple even a flying opponent ,at a -6 penalty to the check. But can be used to grapple foes on fornd at a full round action per attack. As full move action that provkes attacks of opportunity, The Sargutanwei can can transfer a pinned opponent to its´ mouth and can swallow rhe opponent

    Terrible blow (Ex)
    The Sargutanwei´s mosnstrous Strength allows it to literally fling lesser creatures with ease. If a Sargutanwei hits a creture at least one category smaller than itself with a kick attacks, the target must succed at a DC 23 Fortitude save or be blown off their feet and hurled backwards 1d6*10 feet, and falls prone unless they can make a DC 17 Reflex save. The creatures takes 1d6 points of nonlethal damage per every 10 ft travelled on impact. This damage is halved if the target lands on their feet. The distance given is for Large creatues and the multiplier increases by 5 feet for every size category the targat is smaller than Large. Every sucessful use of this abillity gives the traget a cumulative +2 insight bous on the saving throw against it for 1 minute.

    Trample (Ex)
    2d8+10 points of bludgeoning damage, Reflex DC 23 for half. The save DC is Strength- based .

    Swallow whole(Ex)
    When the Sargutanwei has an opponent that is up to one size catogory smaller than it held in it´s mouth it can make a grapple check , and i fit succeds it swallows the opponent, inflicting 2d6+3 pionts of damage.swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to it´s gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge Sargutanwei´s gizzard can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents. If a Dm allows it, a swallowed chraracter can take a Search check agaisnist the DC of the creature´s HD+5 to find it´s tresure as it is actualy compsed of the belongings of those devored by the Sargutanwei.

    Skills
    Sargutanwei have a +4 racial bonus on Survival checks when tracking by scent.

    Sargwutanei lore (Knowledge: dungeoneering)
    DC 23 The sangwitanei Is a terrible huge beast, similar to an elephant, that can trample it´s opponents, into the ground and eat them alive. Because of that, valuables can sometimes be found in it´s stomach. This level of success reveals all aberration traits.
    28It´s appearance strikes terror in the hearts of men, and it has a membranous organ on a tentacle on it´s forhead which projects light that attracts a attetion , disabling those who see it.WThose afraid o fit succum to it more easily. It´s kicks are so mighty that they fling lesser creaturs like ragdolls, but a warrior can learn by painful experience to dodge them better.
    33 The Sargwutanei is an artificial creature, bred from elephants with magic and alchemy by the Skum kings in the Far Realm to be beasts of burden and of war. The implanted arms on the side of their neck are so dextrous they can catch flying creatures.

    Plot hooks
    -A stampede of elephants in in the way of an isolated village in the wilderness. The characters must divert the beasts and may find that some of them aren´t completly ordinary.
    - The scholars have noticed a rift into a different plane has opened on the hill near a city. It seems alien and mysterious and terrible beasts heave emerged from tit: What are the creatures and who is behind this? The characters must find out.
    -While travelling for many days on one of the many country roads, the party endter a band of Skum whose leader rides one of these beasts and claims to be a noble. What can he want and will the players help him? Is he to be trusted? And can his mount be kept in check?


    Whew, that took some work.

    Anyway PEACH please, because I´ m really not sure how this will fare. I orginally intendet it as as sort of melee´s counter-caster specialist, hence that is why it has anti-air grapple, and attack options against all saves (but I consider that a staple of good monster design anyways), but then I´m starting to fear that it gets touched in a bad way with a Shivering touch or something and gets screwed over anyways, and I should´ve given it some SR. But then you can just stick Spellwarped on it and call it a day, can you? Well, can you?
    I think you can.
    Well, I´m rambling now. So:
    Quote Originally Posted by Seerow View Post
    This has already been done here: http://www.dandwiki.com/wiki/Bladesinger_(3.5e_Class)


    Found it on a quick google search while trying to find the 2nd edition bladesinger to see if it was interesting enough to take a crack at it.
    H604
    I think this will do nicely. Because ^´s link seems to be borked.

    Quote Originally Posted by flabort View Post
    R 594
    I've been trying to make a druid character, who would love nothing more than to see nature destroyed and civilization to take it's place.
    H 594
    What about giving him this domain, this psionic society based class you maybe could make work with some tinkering, or something like:

    Walking the cobbled roads (Alternate class feature)
    Class: Druid
    Level 3rd
    Replaces: Trackless step.
    You leave no trace of your movement on worked stone or metal surfaces, although you may do so if you wish.

    One with the city (Alternate class feature)
    Class: Druid
    Level: 2nd
    Replaces: Woodland stride
    Bonus: You treat crowds as normal terrain (only 1 square of movement) and you get a +2 bonus to Balance checks made on structures made of stone or metal and are part of a settlement, such as rooftops or slippery sewer floors.

    City ken (Alternate class feature)
    Class: Druid
    Level: 2nd
    Replaces: Nature sense
    Benefit: A druid gains a +2 bonus on Gather information and Knowledge (local) checks.

    Crowd worker (Alternate class feature)
    Class: Druid
    Level: 1st
    Replaces: Wild empathy
    Benefit: You get a +1 bonus on Diplomacy and Intimidate checks made to manipulate a crowd and an additional +1 bonus per every 4 Druid levels you have, eg.+2 at 5th level, +3 at 9th etc.

    Flash of light that stabs the eyes (Alternate class feature)
    Class: Druid
    Level: 4th
    Replaces: Resist nature´s Lure
    Benefit: Starting at 4th level the driud gets a +4 bouns ob saving throws to resist Symbol effects that are inscribed on worked stone surfaces or metal surfaces and agiainst [Pattern] effects cast in the bounds of a city.
    Don´t hit me, please!
    Essence of pollution (Alternate class feature)
    Class: Druid
    Level: 9th
    Replaces: Venom immunity
    Benefit: You gain a +4 bonus to Fortitude saves made to resist poisons made from minerals or anorganic materials (such as arsenic) and gain the abiilty to make a meele touch attack once per day. Any creature hit with the attach must make Fortitude save against DC (10+1/2 Druid level+ Druid´s Wisdom modifier) or take 1d6 points of temoporary Constution damage at first and after 10 minutes be fatigued for 1d6 rounds. This abillity gets a +2 bonus to save Dc when the Druid is in an area affected with industrial pollution.
    You gain an extra daily use of this abillty per every two Driud leves you gain, eg 2/ day at 11th level , 3/day at 13th and so on.

    I ´m afraid it might not be exactly what you asked, but I hope it will do. And, PEACH please

    R607:
    This is more like a request for help at searching reather than homebrewing but like half a years ago I saw a a caster class on these board, that I would like to find.
    It was called sometnig along the lines of Mage or Magus , had spellcasting inspired by oWod´s Mage the Ascension so it used thematc 'spehres' of magic llike entropy, and so on, but most importantly it had the abilty to cast from several schools like a wizard but had the abily to cast from all of them at differing power levels (max spell level available depending on which it chose as primary or secondary atd).
    This last feature is what interests me the most, so if any one could find the claas or replicate the tiered schools system I would be most grateful.
    Thanks.
    Last edited by ScIaDrd; 2011-05-03 at 08:47 AM.
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  3. - Top - End - #1233
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    AssassinGuy

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    Default Re: Request a Homebrew

    R:606
    I need a 3.5 revised Paladin of Tyranny spell list, I want a spell list that looks less like the Paladin of Honor's.
    Last edited by Fisticuffs; 2011-05-01 at 04:53 PM.

  4. - Top - End - #1234
    Ettin in the Playground
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    Default Re: Request a Homebrew

    R:607

    I have two requests.

    a.) The mechanics of an ability that allows someone to essentially see the memories of another through their blood. A "Blood Memory" ability basically.

    b.) A small spell list for a class that casts from its hit points. The class itself so far has a lot of abilities, so a small spell list would be preferable please. If more is needed: It's for a Blood Mage homebrewed base class I'm making.
    I've started streaming again.


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    BlackDragon

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    Default Re: Request a Homebrew

    My request is as follows:

    I have always found that the Soldier base class in the Star Wars d20 Roleplaying game (revised core rulebook) as weak compared to the others as though they just threw it in as a spare. Could anyone please create a newer Soldier class that has a more variety of features, which would make players want to gain it?

    Thanks

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    Default Re: Request a Homebrew

    Quote Originally Posted by Master Thrower View Post
    R580- I'd like something like the invisible blade but with fixed pre req's and abilities not based off feinting
    The author himself has stated those requirements are not apropriate. This is the classes' first draft, before going into CW.

    R581 - I'd 4e's Caiphon as a 3.5 vestige.

  7. - Top - End - #1237
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    SwashbucklerGuy

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    Default Re: Request a Homebrew

    Hi. I would like to request a homebrew. My villain, Dracotes, is trying to control and befriend a level 26 sea monster. Greek influences preferable. Name: Blue Death. It should be able to cause an apocolyptic scale of destruction. It also should be intelligent. This is the focal point of the campaign, so it should be EPIC. 4e rules A MUST. It should be very serpentine, and a bit draconic. It should be natural.

  8. - Top - End - #1238
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    AssassinGuy

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    R610
    Dekanter Goblins as a 3.5 player race.

  9. - Top - End - #1239
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    R 611

    A spell with effects similar to Reverse Gravity, with a difference:
    It affects a singe target, plus their carried equipment.
    It will also need some sort of thing relating to how much weight the target will pull up, such as if they grab on to a table or someone grabs on to them.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  10. - Top - End - #1240
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    Moose Man's Avatar

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    Default Re: Request a Homebrew

    R612: Stat up Tim the Enchanter from Monty Python and the Holy Grail.
    R613: Desert-Themed monsters. 1-3. Go wild.
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  11. - Top - End - #1241
    Barbarian in the Playground
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    Quote Originally Posted by Fisticuffs View Post
    R:606
    I need a 3.5 revised Paladin of Tyranny spell list, I want a spell list that looks less like the Paladin of Honor's.
    C606: Does this work? It's based on the Blackguard spell list, plus a few goodies from the evil Paladin variants and the Cleric list. It'll really differentiate itself once you start including the Blackguard spells from non-core sources, especially Spell Compendium.
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    1st: As the normal Blackguard spell list, plus the following spells: Bane, Command, Comprehend Languages, Curse Water, Deathwatch, Detect Undead, Divine Favor, Endure Elements, Protection from Chaos, Protection from Good, Read Magic, Resist Energy, Resistance

    2nd: As the normal Blackguard spell list, plus the following spells: Align Weapon, Bear's Endurance, Delay Poison, Desecrate, Hold Person, Lesser Restoration, Owl's Wisdom, Protection from Energy, Spiritual Weapon, Undetectable Alignment

    3rd: As the normal Blackguard spell list, plus the following spells: Bestow Curse, Blindness/Deafness, Discern Lies, Dispel Magic, Greater Magic Weapon, Heal Mount, Magic Circle Against Chaos, Magic Circle Against Good, Prayer
    In addition, the following spells have been reduced in level compared to the normal Blackguard spell list: Protection from Energy (2nd)

    4th: As the normal Blackguard spell list, plus the following spells: Animate Dead, Break Enchantment, Dispel Chaos, Dispel Good, Dominate Person, Mass Cure Light Wounds, Mass Inflict Light Wounds, Order's Wrath, Tongues, Unholy Blight, Unholy Sword
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  12. - Top - End - #1242
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    A612

    Tim the Enchanter (CR 6)

    Medium Humanoid
    AC- 12, Touch- 12, Flat-Footed- 10
    Hit Dice- 6d6+12 (30hp), Fort- 3, Ref - 3, Will- 8
    Speed- 30ft
    BAB- 3
    Str- 8, Dex- 12, Con -13, Int- 14, Wis- 10, Cha- 18

    At-Will Spell Like Abilities: Caster Level 6 (DC 10+Level+4)
    0th-Flare, Light, Prestidigitation
    1st- Orb of Fire, Burning Hands, Cause Fear
    2nd- Flaming Sphere, Scorching Ray,
    3rd- Fireball (DC 19)

    Skills
    Intimidate +13
    Arcana +11
    Spellcraft +11
    Lore (Bardic Knowledge) +11

    Feats
    Improved Toughness, Iron Will, Ability Focus (Fireball)

  13. - Top - End - #1243
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    Quote Originally Posted by ScIaDrd View Post
    R607:
    This is more like a request for help at searching reather than homebrewing but like half a years ago I saw a a caster class on these board, that I would like to find.
    It was called sometnig along the lines of Mage or Magus , had spellcasting inspired by oWod´s Mage the Ascension so it used thematc 'spehres' of magic llike entropy, and so on, but most importantly it had the abilty to cast from several schools like a wizard but had the abily to cast from all of them at differing power levels (max spell level available depending on which it chose as primary or secondary atd).
    This last feature is what interests me the most, so if any one could find the claas or replicate the tiered schools system I would be most grateful.
    Thanks.
    Here's the class: http://www.giantitp.com/forums/showthread.php?t=177987
    Looks like fun to me, too.

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    OldWizardGuy

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    R614

    I was wondering if anyone could brew me a Prc for the doppelganger in the "improved monster class" thread. I want something along the lines of a greater doppelganger with a playable version of the assume identity ability.

    -Thanks

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    Pixie in the Playground
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    R615

    I'd like to request a Kellus Truenamer Epic Destiny. Thank you, that is all.
    Last edited by The Black Staff; 2011-05-04 at 04:54 PM.

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    BlackDragon

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    R616

    I like to request a playable race that will fit in the Final Fantasy VII setting. The race needs to be of large-size and needs to have the rage ability, thanks.

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    R617: Could someone make an epic progression for the Soul Eater PrC (Book of Vile Darkness)? I would like it so that the +4 enhancement bonus to the stats increase as you up your level to +6 and beyond, along with possibly increases to how much energy drain you deal.
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    R 618:
    I am requesting is a really long random effects table. Incidentally, when I say "random", I don't mean "A random spell goes off 20 feet in front of you". I mean stuff up to as random as "All reach weapons within 10 miles of the nearest temple of the god of the nearest cleric turn into either duoms or mercurial longswords 1d3 sizes smaller than the original weapon".
    Yes, I have very high expectations for randomness.
    In case you were wondering, this is for a 3.5 adaptation of the Machine of Lum the Mad from the AD&D Book of Artifacts.

    Do not hesitate to use effects that work by the rules for previous or later editions!
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

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    R 619
    A construct invented for the purpose of being a guide/servant. It should orbit the master's head like a large ioun stone (maybe allow short journeys away, in both distance and time). It should also be usable as a player race.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

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    PirateGirl

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    R 620

    I really like the Hedge Hog from Kobold Quarterly but I have no idea how to convert it to 3.5. Does anyone have any ideas? See it here: http://www.koboldquarterly.com/k/front-page9151.php

    Thanks
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    H 611
    Antigravity
    Level: Drd 9, Sor/Wiz 8
    Area: N/A
    Save: Will Negates or See Text
    Target: 1 creature or object up to 100 lbs. per caster level
    As Reverse Gravity except as noted. In addition to the will save the target is also allowed a reflex save to grab a nearby object if one is within reach. If the object can't support the target's weight (or if it's a free-standing object weighing less than the target and his equipment) then it is dragged upward with him. The target falls upward to a maximum height of 5 feet per caster level.
    Last edited by ericgrau; 2011-05-19 at 10:52 AM.
    So you never have to interrupt a game to look up a rule again:
    My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
    TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
    Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
    Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)

  22. - Top - End - #1252
    Banned
     
    BlueWizardGirl

    Join Date
    Nov 2010

    Default Re: Request a Homebrew

    H620 Oh, they sound sooooo cute:

    Hedge Hog
    Small Plant
    Hit Dice:
    1d8 (5 hp)
    Initiative: +5
    Speed: 30 ft. (4 squares)
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-12
    Attack: Tusks +6 melee (1d4)
    Full Attack: Tusk +6 melee (1d4)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: —----
    Special Qualities: Low-light vision,Forest Camouflage
    Saves: Fort +2, Ref +6, Will +2
    Abilities: Str 10, Dex 21, Con 10, Int 6, Wis 14, Cha 2
    Skills:Hide +14, Listen +4, Move Silently +6, Spot +4,
    Feats: Stealthy, Weapon Finesse (Tusks)
    Environment: Warm forests
    Organization: Solitary or small packs
    Challenge Rating: 1
    Advancement: —----
    Level Adjustment: ----—

    This pig-like creature resembles a squat pine or spruce shrub. Its small thorny tusks can inflict minor injuries, but its ability to disappear into the forest. They are a lesser form of Topiary Guardians used by gnomes, though several have long ago grown wild and inhabit forests.

    Combat
    These small creatures prefer to hit and run in packs—usually charging a chosen target and then spreading out into the surrounding terrain to hide before charging again.

    Powerful Charge (Ex): A Hedge Hog can charge and strike with it's Thorny Tusks for 3d4+2 damage.

    Feats:Gains Weapon Finesse as a bonus feat.

    Feats:Vulnerability to fire

    Skills: Icarosauruses have a +8 racial bonus on Hide checks when in terrain that is mostly trees, underbrush, plants, or natural growth.

  23. - Top - End - #1253
    Titan in the Playground
     
    Archpaladin Zousha's Avatar

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    Apr 2007
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    Hastings, MN
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    Default Re: Request a Homebrew

    R 621

    I'd like to include a weapon called The Hellfire Redeemer in an upcoming campaign, but have no idea how to stat it out using Pathfinder's rules. Here's the fluff, from Paizo's book, Cheliax: Empire of Devils:

    Spoiler
    Show
    The legend goes that when Her Infernal Majestrix Abrogail I rose to power, a devoted knight of Sarenrae and his companions mounted an assault to destroy her and her fiendish allies. When they breached the throne room, they found themselves stunned by the unholy beauty of the Majestrix, who enspelled the knight and forced him to cut down his allies. As the blood mingled on the knight’s blade, the longsword turned pitch black, with swirls of red seething beneath the surface. Abrogail commended her new champion and declared him the first Hellknight.

    This legend is totally unsupported by history; no scholar has found evidence that the story is true (and in fact the Hellknights predate Abrogail’s time as queen). None can even find the name of this supposed “first Hellknight” or his eventual fate. From time to time, though, this weapon surfaces, carves another memorable place in folklore, then disappears again. The Hellfire Redeemer typically reveals itself to good folk in their time of greatest need. It supposedly causes black rot to spread through its victims whenever it strikes, ignites enemies with a command, and sucks the souls of the fallen into its blade. To wield the sword is to truck with the legions of Hell, and most stories tell of it corrupting its bearer.

    All I know is I'd like the weapon to act as something that could inspire the rumors about its properties, and something that could be wielded by neutral or even good characters without punishing the player with negative levels. I'm not sure if it'd be artifact caliber or not.
    Last edited by Archpaladin Zousha; 2011-05-18 at 12:44 PM.
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

  24. - Top - End - #1254
    Troll in the Playground
     
    PirateGirl

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    Sep 2007
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    Default Re: Request a Homebrew

    C 620 Thanks for the stat block. I see a few minor errors but nothing I can't fix. For example, Grapple is -4 not-12 (+0 BAB, +0 Str modifier, -4 special size modifier for Small).

    Also, I think Powerful Charge should do double damage not triple damage (2d4+2 not 3d4+2) as their tusks would be like a shortspear. It should be listed on the Special Attack line.

    Vulnerability to Fire is not a feat, it is a Special Ability and should be listed on that line.

    There is nothing called "Forest Camouflage" listed. Since the bonus to Hide is listed under a Skills section, you could delete that.

    Otherwise, it looks good.
    Thanks!

    Debby
    Last edited by Debihuman; 2011-05-20 at 07:53 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  25. - Top - End - #1255
    Ogre in the Playground
     
    LOTRfan's Avatar

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    Oct 2009

    Default Re: Request a Homebrew

    C 622

    As mentioned on the first page, base classes are beyond the scope of this thread. I suggest making you own thread for this request. Sorry.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  26. - Top - End - #1256
    Colossus in the Playground
    Join Date
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    Default Re: Request a Homebrew

    Quote Originally Posted by LOTRfan View Post
    C 622

    As mentioned on the first page, base classes are beyond the scope of this thread. I suggest making you own thread for this request. Sorry.
    Oh, no! Not at all, thank you for mentioning that! I'll delete my post and make my own thread right away. Sorry, I was told to come here by a different user.

  27. - Top - End - #1257
    Ogre in the Playground
     
    lord pringle's Avatar

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    Default Re: Request a Homebrew

    R 622
    I would like allergies as flaws. Preferably at different levels of severity.
    If you need me somewhere, don't hesitate to PM me. I have bad mental health days sometimes, so if I vanish that's probably why. PMs will help break me out of that.
    ~~~~~
    Games I'm Running:
    Digimon: Recollections (OoC)
    Fate/Grand Order: Chaldean Irregulars (OoC)
    ~~~~~
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  28. - Top - End - #1258
    Troll in the Playground
     
    PirateGirl

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    Default Re: Request a Homebrew

    C. 621. Sounds like an artifact to me.

    Quote Originally Posted by lord pringle View Post
    R 622
    I would like allergies as flaws. Preferably at different levels of severity.
    C. 622 Technically this isn't a Homebrew but you could this. From Post Modern Traits and Flaws by Big Finger Games open content converted to standard 3.5 rules:

    Allergy
    You are vulnerable to a substance that is not normally harmful.
    Disadvantage Severity Rating: 1-5
    Effect: Choose a substance to be allergic to, such as a type of food, a certain medicine, variety of insect, etc. If you are exposed to the source of your allergy you must make a Fortitude save (DC 15 + DSR) or suffer one point of temporary constitution damage per DSR. If you are allergic to a medicine, all Heal skill checks performed on you take a penalty equal to the DSR. This represents the inability of the healer to use all the means at his disposal to aid you. If you are incorrectly given the medicine to which you are allergic, you must make a save or suffer temporary Constitution damage as described above.

    Debby
    Last edited by Debihuman; 2011-06-08 at 09:58 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  29. - Top - End - #1259
    Titan in the Playground
    Join Date
    Aug 2007
    Gender
    Male

    Default Re: Request a Homebrew

    H 621
    First the "gimped" non-artifact version:

    Majestrix
    This +2 unholy axiomatic greyflame (APG) longsword has the following powers:

    • Dominate Person 1/day
    • Fascinate (Sp): Any opponent within 90 feet viewing the blade must make a will save DC 27 or be fascinated by its beauty for as long as they view it. They are unable to do anything except watch the sword, and get a -4 to perception checks. Combat or other nearby dangers prevent this ability from working, and will disrupt it as well. This is an enchantment(compulsion) mind-affecting ability. As many as 4 opponents may be affected at one time.
    • Trap the Soul 1/day: The blade may contain the souls of up to 20HD worth of creatures.
    • Hellfire Ray (BotD1) 1/day


    CL 11th, order's wrath, unholy blight, align weapon, dominate person, fascinate, trap the soul, hellfire ray, creator must be lawful evil, Price 227,075 gp, Cost 123,695 gp + 8270 xp

    Greater versions that are a minor or major artifact could change dominate person into dominate monster, make the domination more permanent (rather than 11 days), get more uses per day, increased soul trapping capacity, etc. A way to explain away the temporary dominate would be to say that the knight was already on the fence, and after killing his comrades he felt he had no where else to turn. Or a helm of opposite alignment.
    Last edited by ericgrau; 2011-06-08 at 02:25 PM.
    So you never have to interrupt a game to look up a rule again:
    My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
    TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
    Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
    Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)

  30. - Top - End - #1260
    Pixie in the Playground
     
    Kobold

    Join Date
    May 2011
    Location
    Norway

    Default Re: Request a Homebrew

    R 623

    Hi. I would like a (solitary) CR 4-5 monster that lives on grassy plains. Should be possible to defeat without magic. Preferably not flying (so ground-based or burrowing). Could use Dire Lion (rogue male), but I think it's a little to boring.

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