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  1. - Top - End - #1
    Firbolg in the Playground
    Join Date
    Mar 2007

    Default Lords of Creation:Homebrew Section

    Here we will list races, prestige class's, feats, and base class's(possibly cities and the world over all).

    Races
    Spoiler
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    Hachi-Innis Cabal
    Elf-Innis Cabal
    Flameborn(Darkborn)-Tialait
    Halfing-Armin
    Dwarf-Tsuuga
    Athiks-Pyrefiend
    Spirit Folk-Faithless
    Lupin-Alchemyprime
    Aegar-Faithless
    Capsin
    Srem
    Shadar-Kai
    Zarier
    Icthye


    Prestige Class's
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    Bleeding Scion of Lyrius


    Base Class's
    Spoiler
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    Adept
    Commoner
    Expert
    Warrior
    Cleric
    Druid
    Fighter
    Incarnate
    Ranger
    Rogue
    Soulborn
    Wizard
    Warlock
    Dread Necromancer
    Beguiler
    Wild Bard
    Divine Bard


    Feats
    Spoiler
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    Controlled Inner Light[Racial]
    Extended Light Ray[Racial]
    Radiant Light[Racial]
    Healing Aura[Racial]
    Extended Radiant Light[Racial]
    Improved Radiant Light[Racial]
    Skilled Jumper
    Scribe Xiua'Hi's Curse
    Tattoo of Freedom
    Tattoo of the Sea


    Spells

    Artifacts
    Spoiler
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    Cloud Tool(unspecified)
    Forbidden Puzzle Box
    Rathtack the Godlance
    Nine Rings of Kaern
    Stern Question


    Domains
    Spoiler
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    Passion
    Endurance
    Night
    Capsin
    Summer


    Monster
    Spoiler
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    Deadborn(Template)-Draken
    Seabeast
    Mouthbeat
    Skybeat
    The Qi
    The Hallowed Dead
    Myxiniloth


    Planes
    Spoiler
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    The Burning Void
    The Moon("demi-plane")
    The Endless Swamp
    The Astral Void
    The Dark Home of Eul
    Second Chance
    Domain of Dreams
    Plane of Elemental Earth
    Coirae
    Last edited by Innis Cabal; 2008-08-04 at 08:36 PM.
    My Current Works


    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Mar 2007

    Default Re: Lords of Creation:Homebrew Section

    Elves
    Before the sun shone in the sky, and perpetual dusk draped the land, the Elves existed. Their skin as dark as jet or obsidian shone in the pale light, their eyes perfectly suited to the dim light. But with the sun, they fled to the gloom of the crust of the mainland, only coming out during the night.

    Personality: Elves are strong will survivors, having been made in the first throes of life of the world, seeing the deaths of their kindred, the forming of the wastelands and deserts, and the very creation of the heavens themselves. Such adversity has given them a strong sense of family and life, and how to shape their home to support any sort of struggle, no matter if it is from a mortal source of a divine one.

    Physical Description: Elves have jet black skin, almost lustrous in their shine. Their eyes vary greatly, from almost a white/pearl hue to the deepest of oranges and amethyst. Their hair color varies from an off white to a gleaming silver. Elves stand tall, the average standing at 6’, and are muscled to weather any physical hardship.

    For stats and further information such as names, religious views and language, see the main entry of elves in the Player’s Handbook, page 15.

    Hachi

    Born of the Earth god, and chosen as his people, the Hachi dwell on a single mountainous island off the coast of the mainland. These odd creatures have grown fond of their draconic guardians, incorporating them into their communities as simply larger versions of themselves. While appearing like a bee or wasp, Hachi are in fact mammals, but are ovoviviparous, laying eggs in a single clutch of twelve.

    Personality: Hachi have taken to their creator’s sleepy, lazy style of life. Working in large prosperous bursts, and then resting for long periods of time in their homes. While not lazy, the hachi prefer to watch and to fully understand a situation before rushing to act on it, and many can be found in debates over even the simplest of matters for hours, even day’s. Male hachi are prone to hedonistic life patterns, favoring eating and drinking and debating over the harder menial tasks, while females prefer to feel the earth on their feet and the air in wings.

    Physical Description: Hachi stand lower to their ground, around 5 foot to 5 foot 6 inchs. Their lower body’s are shaped much like an insect, with a thorax and abdomen with two set’s of legs attached to the thorax. A pair of multifaceted clear wings also attached to the thorax, as well as the upper body of an elf. The upper body remains the same color of the main body, which can range from a molted black to bright yellow. Markings designate family, and share the color range of regular skin tones. Most males do not wear clothing, while females of the species wear a simple jerkin over their upper body. Haci females have a single pair of antenna while males do not.

    Relations: Hachi have for the most part, kept to their island, forming deep bounds with the draconic presence that shares their homelands.

    Alignment: Hachi mindsets tend toward the varied forms of neutral, but good and evil minded hachi have existed.

    Hachi Lands: Hachi hold an island off the coast of the main continent, but have yet to adventure past their boundaries. Hachi communities, called hives, are ruled by a female with the largest hit dice, known as a Queen, and four princes, picked by the community at large. Buildings are built with multiple stages, and typically employ their natural ability to fly.

    Religion: Hachi live worshipping nature and the world above them, paying particular attention to what the view as their father, the moon. They have a strong drive to nurture the natural world, and plant trees and other plant life after the harvest so as to guarantee a decent harvest for the next year.

    Langauge: The Hachi language is brisk and upfront, making sure to get its point across with the least possible effort and the most possible meaning. Their odd shaped mouths offer them the ability to form syllable’s not possible for other races to vocalize easily, though it is not hard to grasp the basics. The Hachi language is known as Bixxian

    Names: Hachi names are often polysyllabic, consisting of multiple z’s and k’s. Hachi names are not gender specific and it is just as likely to meet both a male and female Kk’xristic as it is any other name.

    HACHI RACIAL TRAITS

    Hachi base land speed is 40 feet

    +2 charisma, -2 con: Hachi are inquisitive and naturaly friendly with all things, but suffer from a frail body build.

    Medium: As a medium creature a Hachi have no special bonuses or penalties due to their size

    Flight(Ex): When a Hachi gains 5 hit dice, he becomes able to fly with a speed of 30 feet(with good maneuverability). A Hachi cannot fly if he is exhausted or carrying a heavy load. A Hachi at this stage can fly for up to 10 minutes per day, or 20 minutes if they over exert themselves, after which they are considered fatigued. After a Hachi gains 10 hit dice, they can fly as easily as one could run or walk, and can fly for an indefinite period of time.

    Darkvision: A Hachi has darkvision out to 60 feet.

    A Hachi has a +3 racial bonus to spot and listen checks. These skills are always class skills.

    Hachi begin play knowing Draconic and Bixxian

    Hachi are surprisingly light on their feet, and their wings aid them in making quick movements in the right situations. Hachi gain a +2 dodge bonus to armor if they are not carrying a heavy load or fatigued.

    Favored Class: Sorcerer or Druid

    That is what elves are at the moment, of course, that is all subject to change.
    My Current Works


    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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

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    Aug 2007
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    In the Interwebz
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    Female

    Default Re: Lords of Creation:Homebrew Section

    Flameborn
    Born as a celebration of the god Enimga. They have little perpose in life, at first restrained to the Burning Void they soon were forced to travel to the World itself. Enigma showing no care for them.

    Personality: Flameborn are emotional beings, they will in the same statement show disdain, rage, and love. They live with passion and show it with everything that do. Flameborn do everything fully and completely.

    Physical Description: Flameborn have ebony skin with small cracklike parts all over their bodies, this allows for their inner flame to flare outward. There eyes show as much fire. They stand between 6'2 and 6'5 with females shorter then males by only a few feet. Flameborn never age, few of them die. They show no ageing effects but each wound on them produces another crack to flare there innerflame.


    Relations: Flameborn have not really met many other creatures like themselves. They think they are the only creatures of the world who can feel. but as they meet others it can be expected they will show hot tempers and loads of passion that could be misenteritued as acts of hostility.

    Alignment: Flameborn tent toward chaotic alignments. As they have passion that does not allow for the great law of things.

    Flameborn Lands: The flameborn live primarily on the fire mountains in the oceans. Near the Black Water blight. As they do not need food or water, the smoke and fire of the fire mountains serve them well. Some have made it as far as the many Desserts that dot the landscape of the World.

    Religion: Flameborn do not worship, they see no reason to. If a God could love them, it could just as quick take fury apon them. They take the outlook that if they leave the Deities alone much the same will happen to them.

    Langauge: Flameborn have the elemental language of Ignian to pull their dialect from.

    Names: Flameborn names often times are the same names for other things around them or variations on the words 'Question' 'Fire' or 'Emotion' Examples are : Enigma, Quantry, Inferno, Flame, Rapturous, Vent.

    FLAMEBORN RACIAL TRAITS


    * Medium: As Medium creatures, Flameborn have no special bonuses or penalties due to their size.

    * +2 Con, -2 Int the Flameborn race are extremely resilient, but they do not learn very quickly often making the same mistake again and again.

    * Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    * Darkvision out to 60 feet.

    * Immunity to poison, sleep effects, paralysis, and stunning.

    * Not subject to critical hits or flanking.

    * Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.

    * Elementals do not eat, sleep, or breathe.

    * Flameborn base land speed is 30 feet.

    * At will spell-like: Create Flame, Control Flames

    * Naturally Psionic 1 extra power point per day.

    * Automatic Language: Ignian Bonus Langues: any.

    * Favored Class: Wilder
    Last edited by Lady Tialait; 2008-06-30 at 08:20 PM.


    "I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Apr 2006
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    Akron
    Gender
    Male

    Default Re: Lords of Creation:Homebrew Section

    Passion Domain

    "To feel is to live. The alternative is worse than even undeath."



    Domain Power - Once per day as a free action, you may grant immunity to fear to all allies within 5 feet for one round per cleric level.

    1 - Remove Fear
    2 - Lesser Restoration
    3 - Rage
    4 - Confusion
    5 - Scrying
    6 - Greater Heroism
    7 - Refuge
    8 - Sympathy
    9 - Freedom
    Last edited by Maerok; 2008-07-02 at 08:51 PM.

  5. - Top - End - #5
    Barbarian in the Playground
     
    tsuuga's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    Endurance Domain

    Domain Power - Once per day as a free action, you may grant an ally within thirty feet a reroll on a failed fortitude save with a bonus equal to half your cleric level, rounded down.

    1 - Endure Elements
    2 - Bear's Endurance
    3 - Magic Vestment
    4 - Stoneskin
    5 - Permanency
    6 - Heroism, Greater
    7 - Refuge
    8 - Shield of Law
    9 - Foresight

  6. - Top - End - #6
    Barbarian in the Playground
     
    tsuuga's Avatar

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    Default Re: Lords of Creation:Homebrew Section

    Dwarves

    Personality: Dwarves tend towards bluntness in their speech - but as a consequence, it's pretty hard to offend a dwarf if you're speaking the truth. Dwarves also tend towards introspection and careful thought.

    Physical Description: Dwarves are short and stocky, fairly ugly... and utterly hairless. Instead, fine whorled lines of black stone cover their skin from head to toe, making them appear a mottled grey color - their skin is usually quite pale. Being a natural part of their bodies, the stone doesn't impede their movement, but it's too brittle to stop a blow.

    Relations: They haven't met anybody yet. Their diplomatic policy could be described as "Detached politeness until the other party demonstrates their intentions one way or the other"

    Alignment: Dwarves tend to be lawful.

    Dwarven Lands: Dwarves are designed to be cave dwellers; after all, caves are defensible. Once metal tools come into play, they'll become miners.

    Religion: Kaern's work is plainly marked on their skin, so of course his worship is very popular. However, they live in intimate proximity with Xiua'hi's domain, stone and metal and gems, so his worship is popular as well.

    Language: Dwarves speak Dwarvish. Once somebody comes up with common, they'll learn that too.

    Names: Dwarven names tend to sound Celtic, and they do not currently use surnames. Aithne, Briac, Caradoc, Dunn, Farrell, Gower, Imogen, Keir, Lann, Maura, Newlyn, Perth, Raelin, Saraid, Tor, Weylin.

    Dwarf Traits (Ex)

    Dwarves possess the following racial traits.
    • +2 Constitution, -2 Charisma.
    • Medium size.
    • A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
    • Darkvision out to to 60 feet.
    • Weapon Familiarity: of some kind. I'll teach em later...
    • Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    • +2 racial bonus on saving throws against poison.
    • +2 racial bonus on saving throws against spells and spell-like effects.
    • +2 racial bonus to hide checks in a stony environment
    • Automatic Languages: Common, Dwarven.
    • Favored Class: Fighter.

  7. - Top - End - #7
    Firbolg in the Playground
    Join Date
    Mar 2007

    Default Re: Lords of Creation:Homebrew Section

    The Qi are the armies of the gods, fighting for any single god that calls for their aid, so long as they are outmatched and under balanced. They serve the Four kings, who are based in the Burning Citadel in the Burning Void. Each Qi serves a particular service in the military structure, from the simple Junren, to the Mighty Roi. Alone, the lesser Qi are mindless and weak, requiring proper command from the leader Qi

    Combat

    Construct Traits: A Qi is immune to mind effecting effects, posion, paralysis, stunning, disease, death effects, poison, sleep, necromantic effects, and any effects that requires a fortitude save unless it works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but it can be healed through repair. It can not be raised or resurrected. A Qi has darkvision for 120 feet.

    Qi Traits: All Qi have cold resistance 20, spell resistance, and DR 10/Bludgeoning. All Qi have a general collective conscious with their Roi and Vizer. As such any single lesser Qi can employ the skills of a single Roi or Vizer within a mile of them. Qi without an intelligence score have no skills or save bonus’s without a commander present. Qi share all saves and skill modifiers and feats with their commanding unit.


    Junren
    Medium Construct (Extraplaner)
    HD 3d10+3
    Speed 50 ft.
    Init:+0
    AC 15; touch 10; flat-footed 15
    (+0 size,+0 dex, +5 natural armor )
    BAB +3; Grp +5
    Attack Standard attack +6(longspear/see text)
    Space 5 ft.; Reach 15 ft.
    Special Qualities Construct Traits, Qi Traits
    Abilities Str 15, Dex 10, Con 0, Int 0, Wis 10, Cha 10
    Environment The Void
    Organization Army
    Challenge Rating 3
    Treasure Double Standard
    Alignment True Neutral

    The weiry man seems to be made of fresh terra cotta, its skin slick and its face covered in a mask, obscuring its features. In its hands is a spear far to large for its body.

    Junren are the rank and file soldiers of the Qi armies, functioning in all typical capacities as a mortal solider. Each is armed with a large spear which affords them a far greater range then most Qi, and giving them far greater charging power then a regular army. While mindless, some Junren find themselves alone, often becoming members of the Unmasked.

    Spear Mastery: All Junren are masters of their weapons, able to strike any target within their threaten range without penelty

    Combat

    Qi Traits: See entry for base Qi stats



    Keima
    Large Construct (Extraplaner)
    HD 6d10
    Speed 30 ft.
    Init: +0
    AC 19; touch 14 ; flat-footed 14
    (Natural armor 5, -1 size, +5 dex)
    BAB +4; Grp +8
    Attack Standard attack +9(lance)
    Space 10 ft.; Reach 10 ft.
    Special Qualities Qi Traits, Construct Traits, Lead the Charge
    Abilities Str 20, Dex 20, Con 0, Int 0, Wis 15, Cha 10
    Environment The Void
    Organization Army
    Challenge Rating 6
    Treasure Double Standard
    Alignment True Neutral

    These Terra Cotta warriors sit atop stately steeds, shouting over the din of battle, hefting their lances to the sky in open defiance to all around them

    The Keima are the knights of the Qi forces, charging along with the rank and file Junren atop their masked horses, screaming inspiration for all that fight alongside them. It is incredibly rare to find a Keima outside of the Qi army, and they make up the smallest percentage of the Unmasked.

    Combat

    Qi Traits: See above for base Qi traits

    Lead the Charge(Ex): While Keima are mindless, their fervor and loyalty to the Qi is so powerful it has the ability to inspire all Qi within 60 feet with a righteous bloodlust. All Qi within 60 feet gain a +10 bonus to attacking with a charge, and do not lose the -2 to AC due to a charge.



    Bisyop
    Medium Construct(Extraplaner)
    HD 12d10
    Speed 40 ft
    Init: +0
    AC 20; touch 10; flat-footed 10
    (10 natural armor, +0 size, +0 dex))
    BAB +9/+4; Grp +9
    Attack Standard attack +9/+4(heavy mace)
    Space 5 ft.; Reach 5 ft.
    Special AttacksSpells
    Special Qualities Construct Traits, Qi Traits
    Abilities Str 10, Dex 10, Con 0, Int 0, Wis 20, Cha 30
    Environment The Void
    Organization Army
    Challenge Rating 12
    Treasure Double Standard
    Alignment True Neutral

    The wezined old statue seems to move in the army like a piece of wood caught in a tidal wave, when suddenly, out of their arms a cascade of blades appear, churning all before the wave into meat and bone.

    The Bisyop are the essential artiliary of the Qi army, and the medics in a pinch. Each is a powerful spellcaster in their own right.

    Combat

    Spells: Bisyops cast spells as a 12 level sorcerer.
    At will(Repair, Greater, Blade Barrier, Fireball), 3 times per day(Stone wall, melfs acid arrow)

    Qi Traits: Bisyop’s have DR 15/ Bludgeoning



    Caiseal
    Huge Construct(Extraplaner)
    HD 16d10
    Speed 30 ft
    Init:+5
    AC 33; touch13; flat-footed 28
    (+20 natural armor, -2 size,+5 dex)
    BAB +12/+7/+2; Grp +11
    Attack Standard attack +13/+8/+3( huge great sword)
    Space 15 ft.; Reach 10 ft.
    Special AttacksRally, Bardic Music
    Special Qualities Construct Traits, Qi Traits
    Abilities Str 12, Dex 20, Con 0, Int 0, Wis 10, Cha 25
    Environment The Void
    Organization Army
    Challenge Rating 16
    Treasure Double Standard
    Alignment True Neutral

    The toweing brute raises out of the battlefield, its arms in a constant flurry, beating out a constant marching beat, it casts its gaxe upon you, and the surge of battle seems to raise against you, as if you alone are the single force in the army.

    The Caiseal are the marching instructors, and receive direct orders from the Vizer’s themselves. Each is armed with a single large drum, and a bugle that rings out over the entirety of an amassed army.

    Combat

    Bardic Music: Caseal have bardic music abilities equal to a level 16 bard. All Caseal must succeed a charisma check (DC 30), to manifest these abilities. If a Caseal is in the presence of a Vizer or Roi they use the Vizer or Roi’s perform check.

    Qi Traits: Caseal have DR 20/Bludgeoning.



    Vizer
    Medium Construct (Extraplaner)
    HD 19d10
    Speed 30 ft
    Init: +4
    AC 38; touch 10; flat-footed 38
    (+28 natural, +0 size, +0 dex)
    BAB +14/+9/+4; Grp +15
    Attack Standard attack +15/+10/+5(heavy mace)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spells, Convert the Humbled
    Special Qualities Qi Traits, Construct Traits, Domains
    Saves Fort +29 Ref +19 Will +29
    Abilities Str 12, Dex 10, Con 0, Int 30, Wis 30, Cha 15
    Skills Ride +21, Perform +21, Swim +21, Knowledge(tactics) +21, Knowledge(Arcane) +21, Knowledge(Religion) +21, Craft(metal smithing) +21, Spot +21, Search +21, Listen +21
    Feats Improved Initiative, Chain Spell, Heighten Spell, Maximize Spell, Widen Spell, Twin Spell, Wounding Spell, Sculpt Spell
    Environment The Void
    Organization Army
    Challenge Rating 19
    Treasure Double Standard
    Alignment True Neutral

    This rotund statue of terra cotta seems to move with the fluid grace of a dancer, conducting the forces before her almost as if they were a marching band. Her voice can be heard over the fray, screaming out orders all obey.

    The Vizer are the leaders of the field armies, leading through spell and command combined. The Vizer are also one of two types of Qi that can function outside of the army structure, serving as advisors to both mortals and gods alike.

    Combat

    Convert the Humble(Sp): If a Vizer slays a creature in combat, she can convert it to the Qi army, raising it as a loyal member of her retinue. A corpse must succeed a DC 15 fortitude save before they are reduced to 0, or raise as a Masked One 3 turns later.

    Spells: Vizer act as clerics equal to their level with access to the Balance and War domain

    Qi Traits: Vizer are immune to cold spells and effects, and have DR 20/-



    Roi
    Huge Construct(Extraplaner)
    HD 30d10
    Speed 10 ft
    Init: +8
    AC 38; touch 10; flat-footed 38
    (+30 natural, +2 size, +0 dex)
    BAB +18/+13/+8; Grp +33
    Attack Standard attack +35/+30/+25(Great sword)
    Space 15 ft.; Reach 15 ft.
    Special AttacksConvert the Humbled, Spells
    Special Qualities Construct Traits, Qi Traits, The Vision, Domains, Unmasked
    Saves Fort +39 Ref +26 Will +26
    Abilities Str 45, Dex 10, Con 0, Int 30, Wis 30, Cha 20
    Skills Ride +23, Perform +23, Swim +23, Knowledge(tactics) +23, Knowledge(Arcane) +23, Knowledge(Religion) +23, Craft(metal smithing) +23, Spot +23, Search +23, Listen +23, Handle Animal +23
    Feats Improved Initiative, Improved Initiative, Chain Spell, Heighten Spell, Maximize Spell, Widen Spell, Twin Spell, Wounding Spell, Sculpt Spell, Superior Initiative
    Environment The Void
    Organization Single
    Challenge Rating 26
    Treasure Triple Standard
    Alignment True Neutral

    Standing regal on the battlefield, this terra cotta warrior towers above all in view, sculpted to appear as a giant stately elderly man.

    The Roi are the leading body of the Qi army. Created for the express purpose of leading, the Qi are tactical genius’s, and have mental connection with the rest of the army, using it to co-ordinate and to transfer in new tactics.

    Combat

    Spells: A Roi functions as a cleric equal to their CR with access to the Balance and Earth domains

    The Vision(Ex): A Roi may choose its alignment, changing it from round to round. All Roi start combat as True Neutral, and can assume this alignment at will. A Roi that changes its alignment also changes the alignment of all Qi on the same plane. Once a Roi changes its alignment its domains(and those of any other Qi in the area) change according to one of its alignment discriptors. All spells with an alignment requirements are instantly changed to an alignment of their type, and feats that require an alignment continue to function.

    Convert the Humble(Sp): Like a Vizer, a Roi can convert a single opponent they slay in combat . An opponent must succeed a DC 30 fortitude save before they are reduced to 0, or raise again 3 turns later as a Masked one.

    Unmasked(Ex): A Roi can remove the mask of a single Qi so long as they are on the same plane. This instantly applies the Unmasked Template on the individual.

    Qi Traits: All Roi are immune to cold spells and effects, have DR 30/Epic, and fast healing 25. In addition, a Roi is immune to a single energy type depending on their alignment descriptor. Lightning for good, acid for evil, Sonic for law, and fire for chaos.

    The Four Kings
    The Entire Qi army is led by a group known as the Four Kings. These Kings are four unique Roi who have, through battle and dedication to their kind, evolved into four distinct and powerful lords.

    Abadaan’Qi the Benefactor
    Utlara ‘Qit he Tyrant
    Shiinoa’Qi the Honored
    Eequa’Qi the Anarchic
    Last edited by Innis Cabal; 2008-08-03 at 07:00 PM.
    My Current Works


    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

  8. - Top - End - #8
    Barbarian in the Playground
     
    tsuuga's Avatar

    Join Date
    Jul 2005
    Location
    Dayton, OH

    Default Re: Lords of Creation:Homebrew Section

    Second Chance
    It is the seed of the world. Not a new world, but the old reborn.

    Second chance is a grouping of disks a hundred miles in diameter, each of which mimics an environment on the Playground. The disks extend from the surface world down deep into bedrock, and are smooth edged as though someone punched a cookie cutter through the world. The environment disks are arranged radially around a similarly-sized disk of black stone. The black stone disk, known as the Hub, has a ring of circular obsidian platforms. Standing upon one of these and speaking the command word transports the speaker and all the nonliving matter they carry to a similar platform on one of the environment disks.

    Second Chance Traits
    • Normal Gravity
    • Timeless: Nothing ages in Second Chance.

      On the environment disks, time moves in a one week loop. All objects "native" to the disk appear in the position and state they were in at the beginning of the week, even if they have been removed from the disk in the interim(the removed item does not vanish; a temporal copy simply appears). Anything present during the reset is not affected, but is now considered a native of the disk. Using the portal platform to travel to the Hub removes "native" status from the user. Only nonliving objects can be brought back from the environment disks; and what is removed is a temporal copy(the original will reappear next week).

      Time on the Hub is linear; but objects on the Hub do not age, hunger, thirst, rust, rot, or otherwise degrade with time.
    • Infinite Size
    • Divinely Morphic
    • No Elemental Traits
    • Normal Magic

  9. - Top - End - #9
    Ogre in the Playground
     
    DruidGirl

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    Default Re: Lords of Creation:Homebrew Section

    Quote Originally Posted by tsuuga View Post
    *snip*
    You sir, forced this:

    The Burning Void
    This is a place in the Void that burns with the pure power of a God of fire. As such forever will burn. Trapping the God of Fire in it. The first Elemental Plane of the Playground it flickers eternally.

    The very air seems to ignite around anyone who enters. Without Fire immunity you would be dissipated upon entering. Question marks, random letters in different languages form around. The Flameborn float in and around the burning void exploring it. This place traps the God of Fire and also fuel.

    The Burning Void Traits
    • Subjective Gravity
    • Normal: Time passes normally inside the Burning Void.
    • Infinite Size
    • Divinely Morphic
    • Fire Elemental Traits
    • Fire Magic Effect Doubled, Cold Magic Negated, Water Magic at 50%


    "I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”

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    Ettin in the Playground
     
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    The Cosmology grows.

    The Dark home of Eul

    The Dark home was the first victim of the endless hunger of the Comsuming Shadow, this endless expanse is suffused by the deitiy's dark presence. This world of entropy and emptyness was the very first planar realm to be created, or uncreated, depending on point of view.

    The Dark Home has nothing, no air, no land, no time, nothing, it hungers for the heat and life of visitors just like it's creator does. The only solid land found in the plane are the small patches that drifted into it from planar alomalies created by Eul's slashes in the dark.

    Traits:

    Gravity: Inexistant. To move around the Dark Home, you need only believe you are moving.
    Time: Timeless. In the dark home, it is not possible to recover by resting, and natural aging halts. however, creatures remaining in the Dark home still feel hunger and thirst, and those can never be sated while inside the plane.
    You do not suffer the effects of delayed aging after leaving the Dark Home.
    Size: Infinite.
    Morphology: Divinely Morphic.
    Heavy Negative Predominance: There are no areas of small predominance, unless Eul creates these, and they usually don't last long.
    Magic (Activated): Negative Energy effects used in the Dark Home are maximized and empowered. Darkness spells and effects are extended. Rebuke Undead attempts made in the plane receive a +5 bonus to the cleric level check and damage roll.
    Magic (Restricted): Positive energy and Light spells are restricted. Turn Undead attempts are made at a -5 penalty to the cleric level check and damage roll.

    Voidstone: to be added later.
    Inhabitants: to be added later.
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    DruidGirl

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    Artifact: Forbidden Puzzle Box

    Whenever someone holds the Puzzle Box they must make an Int check (DC 20) or take 10D6 Fire damage. Each round they may make the Check again till they succeed. On success the Box opens and the User gains a 8th level spell as a spell-like ability useable once. The spell-like is randomly chosen from the Cleric or Wizard spell list.


    @V: Yes...at random.
    Last edited by Lady Tialait; 2008-07-03 at 08:34 PM.


    "I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”

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    Default Re: Lords of Creation:Homebrew Section

    Quote Originally Posted by Innis Cabal View Post
    The Qi

    Junren
    Keima
    Bisyop
    Caiseal
    Veizr
    Roi

    Updates for tommorow
    Chess pieces? Cool. I think it's possible I know way too much about language and/or chess variants to have picked up on that.

    Tialait: at random?
    Last edited by tsuuga; 2008-07-03 at 08:43 PM.

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    Default Re: Lords of Creation:Homebrew Section

    oh, awsome someone got it, and thank you!
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Default Re: Lords of Creation:Homebrew Section

    Quote Originally Posted by Innis Cabal View Post
    oh, awsome someone got it, and thank you!
    I know too much about chess for someone who sucks so badly at it...
    Roi - french for king
    Keima - knight in shogi, japanese chess
    Bisyop - bishop
    Caiseal - Castle
    Veizr - vizier, the original name of the queen piece
    Junren - by process of elimination, the pawn, I suppose.

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    Quote Originally Posted by tsuuga View Post
    I know too much about chess for someone who sucks so badly at it...
    Roi - french for king
    Keima - knight in shogi, japanese chess
    Bisyop - bishop
    Caiseal - Castle
    Veizr - vizier, the original name of the queen piece
    Junren - by process of elimination, the pawn, I suppose.
    Bisyop is Korean

    Caiseal is Irish

    And Junren is chiense(mandarin i think...) for soldier
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Athiks
    The Athiks are the chosen people of Cliktith. The first Athiks were created from ants, and the species as a whole has a very insect-like mindset.
    Personality: Cliktith society frowns upon displays of emotion and independent thought, so Athiks are almost invariably hard working humanoids who keep to themselves. Athiks hold the safety and self-preservation of their race above all other values, and individual Athiks often display extreme bravery in the face of threats to their settlements. Cooperation among Athiks is a fundamental aspect of their culture, so Athiks can be quite empathetic and helpful to their kin.
    Physical Description: Athiks look like a cross between a human and an ant. They all stand within one inch of three feet, eight inches tall. They have no skin, but instead are covered in a shiny black exoskeleton. They have only two arms, each of which end in a hand with four fingers. They have two legs, each of which has two sharp toes. They have no mouth or lungs but instead absorb oxygen through spiracles on their bodies. Their heads have small, widely-set black eyes, two long thin feelers and a pair of small mandibles.
    Relations: Athiks are yet to meet any other creature, but will tend toward xenophobia due to their high value of self-preservation.
    Alignment: Almost all Athiks are lawful. Those who are not do not last long in Athiks society. They tend toward neutrality on the good-evil scale. Evil is favored ever so slightly over good due to their lack of appreciation for common freedoms
    Athiks Lands: As of yet, all Athiks live together in a huge series of tunnels beneath The Anthill.
    Religion: Athiks are extraordinarily reverent, though not in the contemporary sense. They do not pray, but instead adhere to the commands given to them when they were created.
    Language: Athiks have their own simple, easy to learn language with makes use of a series of hisses and clicks.
    Names: Athiks names are no more than a series of numbers.

    Racial Traits
    Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks.
    Increased Capacity: Unlike most small creatures, Athiks’ carrying capacity is the same as a medium creature with the Athiks’ strength score.
    Feelers: The Athiks’ feelers allow them to automatically the sense the presence of foreign substances in the air as soon as they are exposed to them.
    Mandibles: The Athiks’ mandibles can be used as a natural weapon which deals 1d2 damage, and double on a critical hit.
    Exoskeleton: The Athiks’ exoskeleton grants a +1 bonus to natural armor.
    Hive Telepathy: Athiks can speak telepathically to any other Athiks within ten feet. This is an supernatural ability.
    Hive Cooperation: Athiks grant double the normal benefit for the aid other action in combat so long as the creature they aid is also an Athik.
    Darkvision: Athiks have Darkvision out to 60 feet.
    Ability Score Modifiers: +2 Str, -2 Cha, -2 Wis. Athiks, like ants, are amazingly strong for their size. However, they hardly express any emotion at all and tend to have a somewhat detached view of the world.
    LA+0
    Last edited by pyrefiend; 2008-07-03 at 11:39 PM.
    Witch Razor Blood Sage
    (Links both lead to ToB disciplines I made!)

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    The Deadborn

    And as a gift to his servants, the Comsuming Shadow snuffed out the life of a draconic egg, but fed it with his own might of unlife, creating something new. And he sent this creature to the Playground, and during it's travel, the energy of the monster leaked, and plagued the world with a new race.

    The Deadborn are a subspecies that can appear among any kind, they are shunned in almost all societies, considered a curse upon their family, but considered blessed by the Cults of the Comsuming Shadow.
    Lands of the Deadborn
    The few deadborn that find acceptance live with their parents, but suffer of prejudice. Most of them are abandoned after their births, and taken in the night by cults of Eul or by the claws of Nightwings, and taken to the Deadlands.
    Appearance
    Deadborn look like their original race, but their skin is either ashen or pale white, and their eyes are dark with white pupils or milky white with dark pupils.
    Relations
    Deadborn are shunned by most living races, but treat each other as equals, in spite of their original species. Deadborn of the same base species can breed, giving birth to more of their kind, but deadborn of different species cannot breed (unless they such a mating would create a "half-" being).
    Language
    Deadborn speak the languages of their parent races. Those who are taken by the Nightshades also learn to speak Necran.
    Personallity
    Deadborn personality varies, depending on where they grow. They tend to be cruel and violent, however.
    Alignment
    Deadborn tend towards evil. But that is not an iron clad rule.
    Names
    Deadborn raised by their parents have names fitting their races. Those raised among the Nightshades have names with strong intonations or dark meanings.

    Creating a Deadborn

    Deadborn is an inherited template which can be added to any living corporeal creature.

    Type and Size: The type and size of the creature remain unnaltered. Deadborn have the Incarnum subtype.
    Hit Die: Same as base creature.
    Movement: Same as base creature.
    Armor Class: Same as base creature.
    Base Attack Bonus: Same as base creature.
    Attacks: Deadborn gain two claw attacks, if they have none already. These claws deal 1d4 damage for a medium creature.
    Special Attacks: Same as base creature.
    Special Qualities: Deadborn keep all the special qualities of the base creature, and receive the following.

    - Deadborn receive a +6 bonus on fortitude saves against diseases and poisons, their half-undead anatomy is hard to affect with these substances. Deadborn are also immune to spells and effects that cause fatigue and cannot be exhausted, if an effect would make them exhausted, they become fatigued instead. They are also immune to death by massive damage.

    - A deadborn is healed by negative energy and healed by positive energy. In addition, they may be turned or rebuked (but not destroyed or controled), and are treated as undead by all spells and effects that target specific creature kinds. They can take feats as if they had the Tomb-Tainted Soul feat.

    - Deadborn have Turn Resistance +2.

    - Deadborn have an innate essentia pool with 1 point, their strange nature makes these creatures adept at powering the art created by their dark father.

    - Deadborn don't have to eat, breath or sleep, and are immune to sleep effects. They can't heal naturally, unless they rest for at least four hours inside an area charged with negative energy (Desecrated, Unhallowed or Negative Dominant). Deadborn spellcaster must still rest for eight hours to recover their spells. They age at half the speed of their original race (double the age thresholds and max age dice roll).

    - Deadborn are not disabled when at 0 hit points, and automatically become stable when between -1 and -9 hit points, they can take a single move or standard action each round (but no swift actions), and suffer a -5 penalty to AC, attack rolls, skill rolls, damage rolls and saves, and must make concentration checks to cast spells (DC 15+ spell level). They do not risk losing aditional hit points due to these actions.

    - Deadborn are creatures of darkness, they suffer a -2 penalty to all rolls while under natural sunlight.

    Saves: Same as base creature.
    Abilities: Same as base creature. Unlike actual undead, Deadborn keep their constitution scores.
    Skills: Same as base creature.
    Feats: Same as base creature. Deadborn can take feats as if they were undead, or if they require a "-" Con score.
    Level Adjustment: +1
    Last edited by Draken; 2008-07-07 at 02:59 PM.
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    Default Re: Lords of Creation:Homebrew Section

    Flameborn Reactions:

    Flameborn react differntly to different templates. I'll be posting the slight change here.


    Deadborn Flameborn (DarkBorn)

    Template is unchanged exepct where noted here:

    Special Qualities: Darkborn loose their normal spell-like abilitis for flameborn. Instead gaining the following:

    At will- Inflict Light Wounds, Control Undead.

    Addi tonally they no longer have Immunity to Fire, and Volnuable to cold. instead they have Undead Traits when it comes to Negivtive and Postive Energy.

    Edit: I want a thing that will allow them to control Negivite energy. That way they will feel like the Flameborn with an Negivite Energy twist.
    Last edited by Lady Tialait; 2008-07-09 at 01:12 PM.


    "I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”

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    Default Re: Lords of Creation:Homebrew Section

    Rebuke Undead? As the cleric class feature? That's a bit... Strong.

    Maybe Doom or Scare?
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    Spiritfolk
    When Evadize accidentally left a Flameborn egg(Not realizing what it was) in the Sacred Glade, his demigoddess found it. She who had encountered many Flameborn recognized it and decided to harbor something so destructive into the glade's protectors. Nurturing it in a magical light instead of fire, Spiritfolk were born.

    Personality: Extremely playful and creative, Spiritfolk at heavily artistic. A Spiritfolk can be any alignment from lawful to chaotic however almost every Spiritfolk is good. All Spiritfolk have a large sense of community and our very open minded to all cultures, admiring beauty in all forms. However, Spiritfolk heavily resent the abuse of anything, nature, power etc.

    Appearance: Spiritfolk constantly emit a soft multicolored light from their flesh. Their upper body is that of a human transcending down into just pure light hovering inches above the ground. When they experience potent emotions or are subjected to physical exercise, the light on these creatures bursts into a harmless multicolored flame. These flames are much brighter than their normal light.

    Religion: Most Spiritfolk worship Calypso and Evadize, as the Spiritfolk are appreciative of the beauty of the nature around them. Some Spiritfolk worship other deities as well. Multiple worshiped is encouraged within their society, and not at all frowned upon.

    Lands: Spiritfolk live within the Sacred Glade protecting it's grounds and thriving in it's beautiful landscape. It provides more than enough nourishment for them. The Sacred Glade also lets them live alongside the Demigod Calypso who they all admire and worship.

    There are some Spiritfolk however who leave the community of the Sacred Glade to protect nature in different parts of the world. These Spiritfolk do this of their own will, mimicking how Calypso did this in the first years of her creation. These nomads simply travel the world nourishing dying plants. The effect they have is very minuscule but Evadize smiles upon their efforts.

    Spiritfolk Racial Traits:
    • Medium Fey
    • +2 Charisma, -2 Constitution
    • Base Land Speed: 30ft
    • Low-light Vision
    • Inner Light(Su): The light a Spiritfolk gives off provides bright illumination to 15ft and shadowy illumination to 30ft. When angry or subject to physical activity the illumination doubles. When unconscious or sleeping this is brought down to 5ft of bright illumination and shadowy to 10ft. This light invokes a -2 penalty on hide per 5ft of bright illumination.
    • Gift of Calypso(Su): When a Spiritfolk dies his body explodes in a violent splash of light leaving nothing behind. This light heals nearby spiritfolk in a radius of 5ft for d4+hd of the dying creature.
    • Hover(Ex): Though Spiritfolk never touch the ground they do not exactly fly. This natural abilities lends them a +5 bonus on jump checks and move silently.
    • Displacement(Su): The shifting lights of a Spiritfolk make it very hard to pinpoint where on their bodies is flesh rather than light. They receive a 20% miss chance against ranged attacks.
    • Light Ray (Ex): A Spiritfolk may shoot a blast of light dealing 1d6 damage. This is a ranged touch attack that overcomes any damage reduction. The damage increases every 5th HD. (Ex: 2d6 at 5th, 3d6 at 10th).
    • Languages: Sylvan



    Feats

    Controlled Inner Light[Racial]
    Prerequisites:Spiritfolk, Hide 4 ranks
    Benefit: You can force your inner light to extend only to 5ft of shadowy illumination.

    Extended Light Ray[Racial]
    Prerequisites: Spiritfolk
    Benefit: Extends your Light Ray attack to a range of 60ft.

    Radiant Light[Racial]
    Prerequisites: Spiritfolk, Level 3
    Benefit: Any undead entering a radius of 5ft of you takes d4 damage every round it spends within that radius. You may surpress this ability as a free action. Additionally your Light Blast attacks do an additional 1 damage per damage die.
    Special: This only functions when your Inner Light has spread to 30ft.

    Healing Aura[Racial]
    Prerequisites:Spiritfolk, Radiant Light
    Benefit: Allies within your radiant light radius receive Fast Healing 2. Does not stack.

    Extended Radiant Light[Racial]
    Prerequisites: Spiritfolk, Radiant Light
    Benefit: The radius of your radiant light expands to 15 ft.

    Improved Radiant Light[Racial]
    Prerequisites: Spiritfolk, Radiant Light, Level 9
    Benefit: Undead within your radius now take d6 damage instead of d4. Your ray of light now does +2 damage per damage die. If you have Healing Aura that improved to Fast Healing 3. In addition you may also now benefit from the fast healing.
    Last edited by Faithless; 2008-07-04 at 09:15 PM.

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    Aegar
    Overtime many of the sheep that were herded were lost or escaped and wild rams began to populate the land. Fierce and powerful they populated the woods outside the glade. Rather than battle these creatures Calypso exhaled life into them. These great warriors have pledged themselves to protect the glade in thanks for their creation.

    Personality: Gruff and serious Aegar don't speak much preferring action over words. There are only two values important. Pride and ability. Respect is directly related to effectiveness. They don't care much for appearance, and show little personality. There is only one personality trait that Aegar resent which is lack of discipline. Without it dishonour is brought to the tribe.

    Appearance:
    Aegar have the lower body of a goat and the upper body of a muscular human. They also have large spiral horns like that of a ram. Male Aegar are often noted for being extremely hairy. Many boast both full beards or much chest hair.

    Not a true physical trait, but a noted visible marking of an Aegar are the runic markings on the palms of his hand. When a newborn child is born the tribe’s leader will carve the symbol of the tribe in the child’s hand. This not only identifies him as a member of that tribe but is seen as an honour for being initiated into the tribe.

    Religion: All Aegar wprship Calypso, grateful for their creation. Many also worship Kaern Steadfast for his discipline, Xam for his blessings in their hunts, and Evadize who watches over the forests they live in.

    Lands: The Aegar inhabit the forest outside the Sacred Glade but often tribes go on week long expedition where they venture off to see if they can challenge exotic animals to combat.

    Aegar Racial Traits:
    • Medium Fey
    • +2 Strength, -2 dexterity, -2 Intelligence, -4 Charisma.
    • Base Land Speed: 40ft
    • Low-light Vision
    • Stability: An Aegar has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    • Powerful Build: Whenever an Aegar is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Aegar is treated as one size larger if doing so is advantageous to him. An Aegar is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An Aegar can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • Natural Weapon: Gore(1d6)
    • Powerful Charge: In addition to the normal benefits and hazards of a charge, this allows an Aegar to make a single gore attack at his highest base attack bonus dealing 2d6+str.
    • Pack Fervor(Ex): When an Aegar is within 30ft of an allied Aegar it receives a +2 bonus on attack and damage rolls and a +4 on saving throws against fear.
    • Languages: Sylvan
    • +4 dodge bonus to Armor Class against creatures of the animal or magical beast type (such as Wolves, Bears or Griffons).
    • +2 racial bonus to Intimidate Checks.
    • Level Adjustment:+1


    Feats

    Improved Pack Fervor[Racial]
    Prerequisites: Aegar
    Benefit: Increase Pack Fervor's bonus to attack and damage from +2 to +3. Increase the morale bonus to +6.

    Plough[Racial]
    Prerequisites: Aegar, Improved Bullrush
    Benefit: When making a single attack with your gore attack not in a charge, you may make a free bullrush attempt.
    Last edited by Faithless; 2008-07-09 at 05:36 PM.

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    Firbolg in the Playground
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    THE MOON-Yueqiu

    Normal Gravity
    Normal: Time passes normally on Yueqiu
    Finite Size
    Divinely Morphic
    No Planer Traints
    Normal Magic

    Yueqiu is a small mirror image of the material plane. It is heavily forested, and rains nearly year round. Rivers and lakes spot the emerald expanses.
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Default Re: Lords of Creation:Homebrew Section

    It barely matters, but ram horns should give a slam attack, not a gore attack.

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    The Capsin
    And Gliss awoke, and was happy. And he thought himself not alone, for life was nearby. The life could not respond to him, however, and he was saddened. To remedy this, he sang intelligence into the life around him, and it spoke, and Gliss was pleased, and he named them the Capsin.

    Personality: The Capsin crave joy. They crave life. They crave action. The Lepsin seek to enjoy all that the world has to offer and avoid the parts they dislike as much as possible. Their interests change as quick as they run, and it takes a mighty Capsin to stick to something that isn't terribly exciting for very long.

    Appearance: They stand, on average, a head or two taller than men and are covered in a fine layer of fur. On their head lies hair, longer than that which covers their bodies, and usually in a bright and unexpected color. Their legs are thick at the tops, and make them powerful runners and jumpers, and their long feet barely touch the ground when they're ready to move. Beyond that, little stands to differentiate them from tall humans with a layer of soft, glisteing fur.

    Religion: The Capsin don't find it hard to pay their respects to Gliss, their creator. After all, he travels with them, guiding them, teaching them, and protecting them. When a Capsin feels particularly grateful to Gliss, or any other time he celebrates, he will imitate the god and sing a few notes and play a simple flute or lyre.

    Lands: The mountains of Xiua

    Capsin Racial Traits
    • +2 Dexterity, -2 Wisdom
    • Medium size
    • Capsin's base land speed is 40 ft.
    • +4 racial bonus on Jump checks
    • +1 dodge bonus to AC when in no or light armor
    • Curiosity: Capsin choose one cross-class skill at character creation. This skill is now always treated as a class skill for the Capsin in terms of how many points it costs to gain a rank in it, but the cross-class limit on skill ranks still applies. The number of ranks the Capsin has in this skill may never be less than half the Capsin's character level.
    • Favored Class: Bard
    Last edited by Vadin; 2008-07-10 at 11:50 AM.
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    Default Re: Lords of Creation:Homebrew Section

    Dude you don't even have your votes yet.

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    Default Re: Lords of Creation:Homebrew Section

    Wrong thread Adumbration.
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    Troll in the Playground
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    Default Re: Lords of Creation:Homebrew Section

    Jeah. I just clicked Lords of Creation from the index... Ah, well. Sorry.

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    Summer Domain

    Granted power: You gain the ability to have fire resistance equal to your cleric level once per day. This effect is a standard action to activate and lasts one round per cleric level. This is a supernatural ability.

    1: Endure Elements (Hot only)
    2: Eagle's Splendor
    3: Continual Flame
    4: Rainbow Pattern
    5: Commune (with Gliss or any god with the sun, heat, festivals or a related subject in their portfolio)
    6: Eagle's Splendor, Mass
    7: Control Weather (Bright and Sunny only)
    8: Sunburst
    9: Prismatic Sphere
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    Coirae
    Realm of Harmonious Vigor

    Flavor Text and History

    Traits:
    • Normal Gravity: Gravity in Coirae acts the same as in the playground.
    • Timeless: Hunger and thirst are feelings that creatures till get however the effects of these do not kick in until you leave Coirae. Creatures do not age while on Coirae.
    • Finite Shape: Coirae is only as large as it needs to be to comfortably suit all creatures on the plane. If more creatures exist on the plane then the plane expands, complete with vegetation.
    • Divinely Morphic: Evadize may change the plane at his whim.
    • Minor Positive-Dominant: Coirae is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy swirling through the plane. All individuals in a positive-dominant plane gain fast healing 2 as an extraordinary ability.
    • Impeded Arcane Magic: To cast an impeded arcane spell, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.
    • Wild Arcane Magic: Arcane magic is subjected to wild magic. Consult the Wild Magic Table if you manage to overcome spell impediment.

    Inhabitants: A variety of animals and plants. When the Archdruids of Evadize die their spirits live within the utopia of Coirae.
    Deities:
    • Evadize, The Gifted Student
    • Lienad
    Last edited by Faithless; 2008-07-10 at 03:25 PM.

  30. - Top - End - #30
    Barbarian in the Playground
     
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    Default Re: Lords of Creation:Homebrew Section

    Nine Rings of Kaern (Utility Artifact, Name in progress.)

    The Seven Iron Rings:
    The Iron Rings are 10-foot diameter hoops of plain black iron, each of which connects to one of the silver rings. The iron rings can be shrunk down to the size of a finger ring. The wearer of one of these rings will be transported, along with their ring, to the location of the silver ring upon their death(or destruction)

    The Silver Ring:
    The Silver ring is a series of seven silver hoops, set edge to edge so that they stand upright in a circle. Each of the hoops connects to an iron ring. Travelers always exit to the outside of these hoops.

    The Stone Ring:
    The Stone Ring is a regular finger ring of plain black stone. The wearer of the Stone Ring can activate or deactivate any of the portals at will. He may also reach through a portal, and pull the ring on the other end through. He can also shrink the Silver Ring to the size of a finger ring. In the same way that a wearer of the stone ring is transported to the silver upon their death, a wearer of the silver ring is transported to the stone ring upon their death.
    Last edited by tsuuga; 2008-07-10 at 10:09 PM.

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