New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 2 12 LastLast
Results 1 to 30 of 51
  1. - Top - End - #1
    Firbolg in the Playground
    Join Date
    Mar 2007

    Default Lords of Creation 2: Homebrew Section

    Alrighty, here is the home brew section. Everyone enjoy!
    My Current Works


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

  2. - Top - End - #2
    Bugbear in the Playground
     
    vegetalss4's Avatar

    Join Date
    Sep 2007
    Location
    Land of Magic and Ponies

    Default Re: Lords of Creation 2: Homebrew Section

    i just want to be sure.
    am i suposed to put my plane in here?
    Remember: Hope springs eternal. The dark days will pass and the sun will shine again.

    The best way to learn something is to ask, so ask without shame.

    Many thanks to smuchmuch for the awesome Ponytar.

  3. - Top - End - #3
    Firbolg in the Playground
    Join Date
    Mar 2007

    Default Re: Lords of Creation 2: Homebrew Section

    Yes


    The Midnight Carnival
    Gravity: Normal
    Time: Normal
    Size: Infinite
    Divinely Morphic: Yen can alter the plane as he wills, when he wills it.
    Normal Magic

    The Midnight Carnival is the personal play pen of the god Yen, and the location he entertains his various guests. Grand palaces and villages make up the only habited areas of the otherwise mountainous plane dominated by thick bamboo forests. The skies constantly churn with rain and the occasional storm, powerful rivers and deep lakes forming in low lying areas. While temperate, the Midnight Carnival is often times coated by thick cloud banks and snow at random intervals.

    There are only two regions a mortal or god may port into on the plane, the Beach of Etiquette, and the Palace of the Grinning Fox. These also make up two of the limited points of interest in the entire plane.

    The Beach of Etiquette

    The Beach of Etiquitte dominates the largest lake in the entire plane, named the Shimmer Sea for its often times multi-hued waves and glittering mist clouds. Much of the “beach” is consumed by a massive city known as Etiquette, and is the portal to the rest of the plane. From this region it is possible to reach even the farthest flung village or city within a weeks travel. The city is dominated by trade and trade goods from various cultures of Playground, and it is very possible to find anything here, whether you wish it or not. Wild parties and other illicit going on’s can be found practically at any single corner of the city, sometimes to the detriment to many an adventuring party.

    The Shimmer Sea

    The Shimmer Sea is the largest lake in the entire plane, and its magical properties are coveted by all mages that seek to learn the arts of illusion and trickery. Imersion in the Sea is harmful to all but the natural denizens of the plane. Those swimming unprotected from planer effects for longer then 3 minutes begin to hallucinate vividly, causing 1d6 charisma damage until removed. This damage can not be cured unless taken off the Midnight Carnival. After more then 5 minutes of immersion a creatures begins to slowly go mad, as his mind is eaten alive by the powerful drug that makes up the actual lake, causing 2d6 points of intelligence and wisdom damage until removed. This damage can only be cured by a remove disease spell. Should a character die on the Midnight Carnival they are fished from the water and dragged to the Palace of the Grinning Fox.

    The Palace of the Grinning Fox

    The “Private” residence of the god Yen, the Palace of the Grinning Fox is a massive palace, stretching across nearly half a dozen mountain ranges, attended by a literal army of black suit clad spirits and shikigami. The central structure of the Palace is a single level house in the depths of the Palace made of jade and ironwood. It is here that any single god may teleport to should they so desire an audience with Yen. The inside of the house, or so its claimed, has never been seen by mortal eyes, nor has the physical appearance of Yen the Fox.
    My Current Works


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

  4. - Top - End - #4
    Bugbear in the Playground
     
    vegetalss4's Avatar

    Join Date
    Sep 2007
    Location
    Land of Magic and Ponies

    Default Re: Lords of Creation 2: Homebrew Section

    The Divine Flame
    Gravity: subjetive gravity
    Time: Timeless
    Size: infinitive
    Divinely Morphic: Ishtar can alter the plane, as he wish as can any god with his permision.
    Magically Morphic: ceartain spells can draw on the Divine Flame as the source to their power, however none have been developed yet.
    Enhanced Magic Magic that use, manipulate, or create positive energy(Dm's discristion) are both maximized and extented (as if the MaximizeSpell and Extend Spell metamagic feats had been used on them, but the spells don’t require higher-level slots), by the same time all magic with the Good subtype works as if its caster level where 4 higher.
    Impeded magic magic with the Evil subtype does not work,in the case of magic items where only some of their power is evil only those powers do not work
    Mildly Law alingned
    strongly good alingned
    minor positive dominant
    (the flames healing efect is greater on those of pure heart, anyone with a good alignment gets regenation instead of fast healing)
    soul touching the divine Flame thouches the very essense of any being in it, therefore for purpose of this plane only a beings actual alingment is considered, any effect wich alters or hides this do not work

    The Divine Flame is a endless space made of golden flames, that do not burn but rather relaxes the body and the soul, there is no objetive gravity however as the flames is semisolid in such a way as to never hinder movement, but still be able to stand on if so wished, this allows anyone on the plane to move in any direction that they please, it is also the afterlife of Ishtar's followers and the default afterlife of any creatures without a god, those creatures jouney to a place called the Soulstone

    The Temple of the Stars
    this is the lair where Isthar sleeps upon his hoard, a metaphysical symbol representing his followers offerings. i is made completly out of a big jewel, and has untold cambers,each more beutiful than the last. no matter where in it you are music is heard that are so beutiful that it can bring tears in the eyes of even the coldest of beings.

    The Soulstone
    The soulstone sits on top of the Temple of the stars and are the suorce of the music that is heard therein. The souls of the dead travels here drawn by the music, once there they are purifyed by the song, a process that is rather painfull for the wicked but very fullfilling, once cleansed the has to make a choice, to either join with the flame or to live within it. most chose the first as it is a very fullfilling and pleasant expirince, and most of those who don't chosee to live in the temple, serving Ishtar
    Remember: Hope springs eternal. The dark days will pass and the sun will shine again.

    The best way to learn something is to ask, so ask without shame.

    Many thanks to smuchmuch for the awesome Ponytar.

  5. - Top - End - #5
    Bugbear in the Playground
     
    Aergoth's Avatar

    Join Date
    Jun 2008

    Default Re: Lords of Creation 2: Homebrew Section

    Lyasis

    Gravity: Subjective Directional Gravity
    Timeless
    Infinite: Lyasis simply goes without end.
    Divinely Morphic: Lyarin himself is the only one that can alter the properties of Lyasis.
    Not Aligned (Elemental): Lyasis has no elemental proximity or alignment of its own.
    Mildly Lawfully Aligned: Creatures of a Chaotic alignment take a -2 circumstance penalty on all charisma based checks.
    Wild Magic: Lyasis has strange effects on spells cast within its bounderies.

    Lyasis is an endless plain of disposed of mater. All things that are unmade end up in Lyasis. Lyarin will eventually turn of the matter sent here back into the world-stuff of which all things are made and return it to the God-Forge for use.

    The God-Forge: The center (in so far as the center exists.) of Lyasis is a singularly massive tetrahedron. It's combosition has changed since it's shift from the material. The God Forge is the home of the Lord of Entropy, and the house of his children, the Shadowkin. Here, the Lord of Entropy recieves visiting siblings, and other members of his pantheon, the Lords of the Beginning. the God Forge also possesses the equipment neccessary to forge the various worldets into usable states.

    Worldlets: Lyasis is made up of mater that has been used and unmade. This mater accrues in globules that float around the plane, contact with a worldlet can be disastrous.
    You don't want the monster? You don't throw the switch.
    Awesome Avatar by Starwoof

  6. - Top - End - #6
    Bugbear in the Playground
     
    Aergoth's Avatar

    Join Date
    Jun 2008

    Default Re: Lords of Creation 2: Homebrew Section

    Shadowkin, Humanoid (Shapechanger)
    LA+0, Playable Race:

    Shadowkin are creatures of intense lawful allignment. They are beings of pure entropy and desire nothing more and nothing less than existance.
    Shadowkin look like their name describes, vaguely humanoid creatures with distended limbs and darkened flesh. Shadowkin excell at making things out of their own mater, in addition to changing their own shape, and rarely make any equipment out of other things.

    Special Qualities

    Craft Flesh (Su): A Shadowkin can form an item out of her own flesh as a standard action. This item costs no experience to create, but reduces the Shadowkin's total health by one point, until reabsorbed. Only a flesh item's creator can reabsorb it. Attempting to disarming a Shadowkin of a flesh item takes a -2 circumstance penalty. A Shadowkin cannot make magical items out of their flesh, nor can they make items of a special materials. They cannot create armor out of flesh. A shadowkin may only fashion simple weapons out of flesh, and they cannot create weapons that require ammunition or complex mechanical parts. Items made from flesh have a hardness of 5 and 5 hit points. These items seem to have a pulse of their own, and are always warm. Flesh items that are separated from their creator must be held by another Shadowkin within 10 rounds or be destroyed. Destruction of a flesh item allows the creator to re-coup the hitpoint they had lost 24 hours after destruction. If a flesh item's creator dies all flesh items that they had created are destroyed instantly. If the creator is resurrected following this destruction they return with all of their total hit points.

    Fleshbond (Su): A Shadowkin always knows where a Flesh item they have created is located so long as it is held by another Shadowkin and within 100 feet of it.

    Entropy (Su): A Shadowkin can channel their own energies into a burst of raw entropic energy. That energy is damaging to any creature with out the [Entropic] descriptor, or Entropic resistance. A creature without the proper defense against it takes an extra +1 damage from a Fleshweapon or unarmed strike from a Shadowkin. This damage is pure entropic energy and is not affected by spell resistance but can be blocked by damage reduction.

    Alter Self (Ex): A Shadowkin can alter her appearence to some extent. They cannot change their gender or similar features but a Shadowkin can perform the following:
    *Alter the colour of their skin or hair.
    *Superficially change their shape and features (no actual effect other than the change in shape.)
    *Temporarily give themselves natural weapons, either a bite or claw attack of the appropriate size and damage. These are considered Fleshweapons for the purposes of enchantment.

    Racial Traits: A shadowkin's darker colouration and natural skills gives them a +2 circumstance bonus to Hide checks while in shadowy lighting +4 circumstance bonus to Hide checks if the lighting is worse than shadowy.
    Proficiencies: A shadowkin only takes a -2 penalty for using a weapon they are no proficient with if it is a fleshweapon. A shadowkin is considered to be proficient in any natural weapons they possess from the Alter Self ability.
    Alignment: Always Lawful. A Shadowkin that becomes chaotic cannot use their Entropy and Fleshbond special abilities, or Craft Flesh. Any existing items created by a shadowkin that becomes chaotic are destroyed and hit points are restored after 48 hours.
    Languages: All Shadowkin speak Shadowkin.
    Favoured Class: Rogue, a shadowkin's Rogue levels do not count for the purpose of determining multiclass penalties.
    Last edited by Aergoth; 2008-11-22 at 07:16 PM.
    You don't want the monster? You don't throw the switch.
    Awesome Avatar by Starwoof

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

    Default Re: Lords of Creation 2: Homebrew Section

    The Shikigami


    Shikigami were made by the god of air and illicit dealings to interact with the mortal world. Males and females hold equal station, and the vast majority of the race spend their time in other cities and locations, leaning customs and languages of other species to better trade with them.

    Shikigami

    Personality: Shikigami are secretive and tend to dislike staying in one place for any length of time. Most Shikigami stick to their people if not in other races cities, where they often times try to adapt to their cultures and lifestyles. In their own settings they are voracious eaters and drinkers, exalting in carnal pleasures with wonton abandon.

    Physical Description: All Shikigmai have russet to orange red hair, most often times worn long and shaggy. Ritualistic piercing and tattooing is common, with many’s natural light tan skin color being obscured by full body tattoo. All Shikigami also have brilliant green eyes, each with six concentric circles within each spiraling toward the pupil. Shikigami tend towards leather and cloth clothing, shunning metal for its lack of practical movement. Clothing tends towards high face obscuring collars and ankle length over coards.

    Relations: Shikigami attempt to get along with all races, though it is often met with resistance for their racial history of thieves, assasins and crime boss’s.

    Alignment: Shikigami tend towards neutral and evil in equal measure, caring little for the methods they practice or the end results past how it effects them and who they consider close friends.

    Shikigami Lands: Shikigami hold no lands, instead roaming over the majority of the main continent.

    Religion: Shikigami pray to the majority of the gods, but primarily worship their creator Yen for his aid and teaches, as well as to avoid any undo wrath the god might instill upon them while in a drunken state.

    Language: While many Shikigami develop talents with other races language, each speaks a form of sign language known as Hand.

    Adventurers: Shikigami make excellent adventurers, having the benefit of a wandering lifestyle. Most are motivated by further business practices and

    Shikigami Racial Traits

    +2 Charisma, +2 Dexterity, -2 Wisdom: Shikigami are agile and personable but lack the dedication to follow through with a great many of their plans.

    Medium Sized Humanoid(Spirit): A Shimkigami is a medium sized creature
    Shikigami base speed is 40 feet

    One with Spirit: Shikigami count as spirits for all spells.

    Fox Step: Shikigami move swiftly in all environments, and are not hindered by rough terrain or the Grease spell.
    Last edited by Innis Cabal; 2008-11-23 at 12:11 PM.
    My Current Works


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

  8. - Top - End - #8
    Bugbear in the Playground
     
    vegetalss4's Avatar

    Join Date
    Sep 2007
    Location
    Land of Magic and Ponies

    Default Re: Lords of Creation 2: Homebrew Section

    star dragons will come here... sometimes after i have learned how to make a table for the differen't age catagories.
    Remember: Hope springs eternal. The dark days will pass and the sun will shine again.

    The best way to learn something is to ask, so ask without shame.

    Many thanks to smuchmuch for the awesome Ponytar.

  9. - Top - End - #9
    Firbolg in the Playground
    Join Date
    Mar 2007

    Default Re: Lords of Creation 2: Homebrew Section

    Check the Homebrew walk through, they should have all you need Vegetal

    Also,


    Base Class: Yakuza
    My Current Works


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

  10. - Top - End - #10
    Bugbear in the Playground
     
    vegetalss4's Avatar

    Join Date
    Sep 2007
    Location
    Land of Magic and Ponies

    Default Re: Lords of Creation 2: Homebrew Section

    Quote Originally Posted by Innis Cabal View Post
    Check the Homebrew walk through, they should have all you need Vegetal
    sadly not the kind used for dragons
    Remember: Hope springs eternal. The dark days will pass and the sun will shine again.

    The best way to learn something is to ask, so ask without shame.

    Many thanks to smuchmuch for the awesome Ponytar.

  11. - Top - End - #11
    Bugbear in the Playground
     
    Aergoth's Avatar

    Join Date
    Jun 2008

    Default Re: Lords of Creation 2: Homebrew Section

    I realized this was missing:

    Domain: Entropy

    Granted Power: Cast spells with the [Entropy] Descriptor at +1 Caster level. Cast spells and substitute entropic energy for half of the damage instead of any of the following: Sonic, Fire, Cold, Electricity, Positive, Negative, Acid.

    Spells
    Level 0: Entropic Ray
    Level 1: Entropic Shield
    Level 2: Entropic Touch
    Level 3: Dispel Magic
    Level 4: Slay Living
    Level 5: Entropic Burst
    Level 6: Dispel Magic, Greater
    Level 7: Word of Chaos
    Level 8: Anti-magic Field
    Level 9: Implosion

    I should probably make a few spells with the Entropy descriptor.
    Last edited by Aergoth; 2008-11-23 at 07:00 PM.
    You don't want the monster? You don't throw the switch.
    Awesome Avatar by Starwoof

  12. - Top - End - #12
    Ogre in the Playground
     
    Vadin's Avatar

    Join Date
    Oct 2006
    Location
    Auburn, AL
    Gender
    Male

    Default Re: Lords of Creation 2: Homebrew Section

    How is negative energy not entropy?
    Avatar by Linguini


  13. - Top - End - #13
    Bugbear in the Playground
     
    Aergoth's Avatar

    Join Date
    Jun 2008

    Default Re: Lords of Creation 2: Homebrew Section

    I'd kind of already established entropic energy apart from negative energy with the Shadowkin, so I took it a step further.

    Entropic Ray [Entropy]
    Level: Clr 1, Ent 0
    Components: V S DF
    Casting Time: 1 Standard Action
    Range: Close (25 Ft +5 ft/2 levels)
    Target:
    Effect: Ray
    Saving Throw: None
    Spell Resistance: No

    Creates a ray of entropic energy from the palm of your hand. You must succeed at a ranged touch attack with the ray to deal damage to the target. The ray deals 1d3+1 points of damage.

    Entropic Touch [Entropy]
    Level: Clr 3, Ent, 2
    Components: V S
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Creature Touched
    Saving Throw: Will halves
    Spell Resistance: Yes

    You channel pure entropic energy through your touch, inflicting it on other creatures. Suceed a touch attack to deal 2d4+1 points of entropic energy damage to target creature. A creature touched can make a will save to halve the damage.


    Entropic Burst [Entropy]
    Level: Cleric 6, Ent 5
    Components: V S
    Casting Time: 1 Standard Action
    Range: Close (25ft. +5ft/level)
    Area: 20 ft radius burst
    Saving Throw: Will halves

    You draw on entropic energy and release it at once, creating a burst of energy that damages other creatures.

    A creature caught in the burst takes 1d6 damage per caster level (maximum of 8d6) (Will save for half).
    Last edited by Aergoth; 2008-11-23 at 08:10 PM.
    You don't want the monster? You don't throw the switch.
    Awesome Avatar by Starwoof

  14. - Top - End - #14
    Troll in the Playground
    Join Date
    Dec 2007
    Location
    The Great Empyrean Sea
    Gender
    Male

    Default Re: Lords of Creation 2: Homebrew Section

    Lycanthropy Domain: Spell list, by level from 1-9

    Beast Claws-1
    Bite of the Wererat-2
    Bite of the Werewolf-3
    Bite of the Wereboar-4
    Bite of the Weretiger-5
    Bite of the Werebear-6
    Scourge-7
    Curse of Lycanthropy-8
    Phantom Bear-9

    Should I put the actual spells here? They can all be found in the Spell Compendium.
    Caesar Asmodeus by Andraste

  15. - Top - End - #15
    Bugbear in the Playground
     
    Aergoth's Avatar

    Join Date
    Jun 2008

    Default Re: Lords of Creation 2: Homebrew Section

    Well, I had to put some of mine down since they were homebrew but I think you should be fine with that little addendum.
    You don't want the monster? You don't throw the switch.
    Awesome Avatar by Starwoof

  16. - Top - End - #16
    Ettin in the Playground
     
    Draken's Avatar

    Join Date
    May 2007
    Location
    The Southern Wildlands
    Gender
    Male

    Default Re: Lords of Creation 2: Homebrew Section

    Ocanti

    Ocanti are the choosen of Oceanus. They are proud creatures who claim the entire seas as their domain, as decreed by their god, the Sea itself. Their civilization is centered in the depths, but they extend wherever there is water to thrive on.

    Personality: Ocanti are proud - and prepotent - and mostly consider themselves superior to other races. This does not mean they are antisocial or introspective. Ocanti enjoy proving this superiority by showing it, and flaunting it afterwards.

    Physical Description: An average Ocanti is roughtly 5'7'' feet tall and weights 220 pounds. Their skin is leathery and they lack hair of any kind, a mane of fins adorning their heads, Ocanti lack noses, they have a pair of openings where a nose would be, these have cartilaginous prtections against strange bodies. They have fins on their arms and backs as well, and their waist is surrounded by a long cartilage that resembles a kilt, underwater, this cartilage is wraped around their legs by muscular movements, making them look to have snake or fish-like tails.

    Relations: Most Ocanti never get to meet other races, living underwater, they tend to be defensive when first interacting with others, and are easy to offend.

    Alignment: Ocanti are usually neutral, they also tend to avoid the extreme alignments.

    Ocanti Lands: The ocanti consider all oceans, lakes, riverbeds and other natural bodies of water to be, by divine decree, their domain. On more considerate terms, their major powerholds are in oceanic waters.

    Religion: The Ocanti revere Oceanus as their maker, there is no life without water, and as such, Oceanus is the lord of all life.

    Language: Ocanti speak common, along with their own language. Many learn Aquan as well.

    Adventurers: Ocanti like to test themselves, but they also prefer their own communities. Ocanti take on adventuring lives for different reasons, but most of them long to return to the seas.

    Ocanti Racial Traits

    Medium Humanoid (Aquatic)

    Land speed: 30 feet. Swim speed: 30 feet.

    Con +2. Life under water's pressure makes the Ocanti a resilient folk.

    Amphibious: Ocanti can breath air and water equally.

    Water dependency: Ocanti require moisture to remain healthy. After 48 hours without full immersion in water, they become fatigued, after a week of such condition, they become exhausted. Magical protection against these conditions does not protect the Ocanti against this dependency and it's adverse effects.

    Resistance to Cold: Ocanti have a +2 bonus on fortitude saves against cold effects.

    Speak with Animals (Sp): Ocanti can speak with aquatic animals as the spell, this ability is always active and does not necessarily dictates that the animals will have anything interesting to say, or even want to talk.

    Favored Class: Ocanti consider both Druid and Evolutionist as Favored classes.
    Last edited by Draken; 2008-11-24 at 03:50 PM.
    Spoiler
    Show

    Spoiler
    Show

    Homebrewing

  17. - Top - End - #17
    Titan in the Playground
     
    Heliomance's Avatar

    Join Date
    Jan 2007
    Gender
    Female

    Default Re: Lords of Creation 2: Homebrew Section

    The Fey


    The Fey were created by Rendirllyn, god of the forests, and are beloved by him.Lithe and unearthly, they have a connection with nature that few other races can emulate.

    Fey

    Personality: Fey are capricious, shifting from one mood to another as rapidly as a bird flits from tree to tree. They live to enjoy life, chasing through the forst, having wild parties, and generally living it up.

    Physical Description: All Fey are lithe and slim, with long, pointed ears. In height, they vary wildly, with heights anywhere from 4' to 7' being common. They are humanoid in appearancce, though their eyes are often larger than might be expected, with pure black irises. Their faces tend towards the gaunt, and all over they tend to be very angular. That said, they possess a strange and unearthly beauty, which is tantalising to many races.

    Relations: The Fey tend not to leave the forest, and as such often have little contact with outsiders. Travellers through the forest are looked upon as a great source of enjoyment, and many an explorer has been invited somewhat forcefully, as the Fey sometimes have trouble understanding the concept of "no" - to a party. To those who would desecrate the forest, however - by chopping down trees, setting fires, or whatever - the Fey hold nothing but hatred. It is not a good idea to be a woodcutter in a forest occupied by Fey.

    Alignment: Fey tend strongly towards Chaos over Law, but their position on the Good-Evil axis varies, with approximately eual numbers of each.

    Fey Lands: The Fey inhabit the Great Forest.

    Religion: Religion as a concept is alien to the Fey - they have no need to worship their god because they know him and he walks among them. Rendirllyn is well beloved by the Fey, but worship is the wrong word.

    Language: The Fey speak Sylan.

    Adventurers: The Fey's habit of doing whatever sounds fun at he time means that many become adventurers. However, few stick it out for any length of time, and even fewer leave the bounds of the Great Forest.

    Life Cycle Fey young are begotten in the normal fashion - and with great pleasure. However, the female does not carry the young Fey to term - instead, she "births" a seed which is planted and nurtured. In the Spring of the year after it was planted, the flower opens, allowing a fully grown Fey to emerge.
    Fey are ageless. Rendirllyn did not give them a limit to their lifespans, and as such they stay eternally young. There is no such thing as an old Fey - they never age. Barring accidents they are functionally immortal - though when the last tree in the world falls they will become infertile and begin to age normally, becoming extinct within a generation.

    Fey Racial Traits

    +2 Charisma, +2 Dexterity, -2 Constitution: Fey are agile and alluring, but their light build makes them less resistant to batterings.

    Medium Fey(Augmented Humanoid): A Fey is a medium sized creature
    Fey base speed is 30 feet

    +2 racial bonus to Hide, Move Silently and Survival.

    Unearthly Lightness (Ex): Fey are incredibly light for their size. This grants them a +15 bonus on Balance checks and the ability to balance on something as thin as a cobweb. However, they count as three sizes smaller than they really are for the purposes of resisting bull rushes.

    Favoured Class: Ranger or Bard.
    Quotebox
    Spoiler
    Show
    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

    Avatar by Rain Dragon

    Wish building characters for D&D 3.5 was simpler? Try HeroForge Anew! An Excel-based, highly automated character builder. v7.4 now out!

  18. - Top - End - #18
    Bugbear in the Playground
     
    vegetalss4's Avatar

    Join Date
    Sep 2007
    Location
    Land of Magic and Ponies

    Default Re: Lords of Creation 2: Homebrew Section

    Star Dragons By Age
    {table=head]Age|Size|Hit Dice (hp)|Str|Dex|Con|Int|Wis|Cha|BAB/Grapple|Attack|Fort|Ref|Will|Breath Weapon (DC)|Frightful<br> Presence DC
    Wyrmling|
    tiny
    |
    2d12+4 (17 hp)
    |
    6
    |
    20
    |
    14
    |
    12
    |
    12
    |
    16
    |
    +2/-8
    |
    +9
    |
    +5
    |
    +8
    |
    +4
    |
    4d6 (x)
    |
    -

    Very Young|
    tiny
    |
    4d12+8 (34 hp)
    |
    8
    |
    22
    |
    15
    |
    14
    |
    14
    |
    18
    |
    +4/-5
    |
    +12
    |
    +6
    |
    +10
    |
    +6
    |
    6d6 (x)
    |
    -

    Young|
    small
    |
    8d12+x (x hp)
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    +x/+x
    |
    +x
    |
    +x
    |
    +x
    |
    +x
    |
    XdY (x)
    |
    -

    Juvenile|
    small
    |
    HD+x (x hp)
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    +x/+x
    |
    +x
    |
    +x
    |
    +x
    |
    +x
    |
    XdY (x)
    |
    -

    Young Adult|
    small
    |
    HD+x (x hp)
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    +x/+x
    |
    +x
    |
    +x
    |
    +x
    |
    +x
    |
    XdY (x)
    |
    x

    Adult|
    medium
    |
    HD+x (x hp)
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    +x/+x
    |
    +x
    |
    +x
    |
    +x
    |
    +x
    |
    XdY (x)
    |
    x

    Mature Adult|
    medium
    |
    HD+x (x hp)
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    +x/+x
    |
    +x
    |
    +x
    |
    +x
    |
    +x
    |
    XdY (x)
    |
    x

    Old|
    medium
    |
    HD+x (x hp)
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    +x/+x
    |
    +x
    |
    +x
    |
    +x
    |
    +x
    |
    XdY (x)
    |
    x

    Very Old|
    large
    |
    HD+x (x hp)
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    +x/+x
    |
    +x
    |
    +x
    |
    +x
    |
    +x
    |
    XdY (x)
    |
    x

    Ancient|
    large
    |
    HD+x (x hp)
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    +x/+x
    |
    +x
    |
    +x
    |
    +x
    |
    +x
    |
    XdY (x)
    |
    x

    Wyrm|
    large
    |
    HD+x (x hp)
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    +x/+x
    |
    +x
    |
    +x
    |
    +x
    |
    +x
    |
    XdY (x)
    |
    x

    Great Wyrm|
    huge
    |
    HD+x (x hp)
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    x
    |
    +x/+x
    |
    +x
    |
    +x
    |
    +x
    |
    +x
    |
    XdY (x)
    |
    x
    [/table]

    N Dragon Abilities By Age
    {table=head]Age|Speed|Initiative|AC|Special Abilities|Caster Level|SR
    Wyrmling|30ft ft.; fly 150 ft. (good)|
    +5
    |20 (+3 natural, +2 size, +5 dex), touch 17, flat-footed 15|
    gracefull strike
    |
    -
    |
    -

    Very Young|35ft.; fly 200 ft. (good)|
    +x
    |x (+x natural, -x size), touch x, flat-footed x||
    Nth
    |
    -

    Young|40ft.; fly 250ft. (good)|
    +x
    |x (+x natural, -x size), touch x, flat-footed x||
    Nth
    |
    -

    Juvenile|45ft.; fly 300ft. (good)|
    +x
    |x (+x natural, -x size), touch x, flat-footed x||
    Nth
    |
    -

    Young Adult|50ft.; fly 350ft. (good)|
    +x
    |x (+x natural, -x size), touch x, flat-footed x||
    Nth
    |
    x

    Adult|55ft.; fly 400ft. (good)|
    +x
    |x (+x natural, -x size), touch x, flat-footed x||
    Nth
    |
    x

    Mature Adult|60ft.; fly 450ft. (good)|
    +x
    |x (+x natural, -x size), touch x, flat-footed x||
    Nth
    |
    x

    Old|65ft.; fly 500 ft. (good)|
    +x
    |x (+x natural, -x size), touch x, flat-footed x||
    Nth
    |
    x

    Very Old|70ft.; fly 600 ft. (good)|
    +x
    |x (+x natural, -x size), touch x, flat-footed x||
    Nth
    |
    x

    Ancient|75ft.; fly 700 ft. (good)|
    +x
    |x (+x natural, -x size), touch x, flat-footed x||
    Nth
    |
    x

    Wyrm|80ft.; fly 800 ft. (good)|
    +x
    |x (+x natural, -x size), touch x, flat-footed x||
    Nth
    |
    x

    Great Wyrm|100ft.; fly 1000 ft. (perfect)|
    +x
    |x (+x natural, -x size), touch x, flat-footed x||
    Nth
    |
    x
    [/table]

    the rest will come later
    Remember: Hope springs eternal. The dark days will pass and the sun will shine again.

    The best way to learn something is to ask, so ask without shame.

    Many thanks to smuchmuch for the awesome Ponytar.

  19. - Top - End - #19
    Firbolg in the Playground
    Join Date
    Mar 2007

    Default Re: Lords of Creation 2: Homebrew Section

    The Yakuza
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soulmelds|Essentia|Chakra Binds

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Stolen Soulmelds, Sneak Attack 1d6|||

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Chakra Bind (Crown), Deny Land+10|||

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |-|||

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Evasion|||

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Sneak Attack 2d6|||

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Slight of the World, Rapid Soulmeld 1/day, Chakra Bind (Hand and Feet)|||

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |-|||

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +2
    |-|||

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +3
    |Rapid Soulmeld 2/day, Improved Evasion|||

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +3
    |Sneak Attack 3d6, Deny +10|||

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +3
    |Chakra Bind (Arm, Shoulder, Brow)|||

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Rapid Soulmeld 3/day|||

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |-|||

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +4
    |Dazzling Shape|||

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +5
    |Sneak Attack 4d6, Deny Land, Rapid Soulmeld 4/day|||

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Chakra Bind (Throat, Waist)|||

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Disparage Grace|||

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +6
    |Rapid Soulmeld 5/day|||

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +6
    |-|||

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +6
    |Sneak Attack 5d6, Chakra bind (heart)||| [/table]


    Weapons and Armor Proficiencies: A Yakuza is proficient with all simple weapons and a single martial weapon of their choice. They are also proficient with light armor but not shields.

    Meldshaping: A Yakuza’s primary ability is shaping the lands natural energies to form incarnum soul melds. Yakuza use the Incarnate soulmeld table to choose their soulmelds.

    The Difficulty for a saving throw against a Yakuza soulmeld is 10+points of essentia invested in the soul meld+ the Yakuza’s charisma.

    A Yakuza can shape only a certain number of soulmelds per day. Your base daily allotment is on the table above. The maximum number of soulmelds that you can simultaneously shape is equal to your charisma score minus 10 or the number of soulmelds allowed for your level, which ever is lower. At 1st level, you may shape a single soulmeld(Assuming you have a charisma score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

    At 1st level you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pools size is shown on the above table. Your character level, as noted on the table found within the Magic of Incarnum(Page 19) determines the maximum quantity of essentia that you can invest into a single soulmeld. As a swift action you can reallocate your essentia investments in your soulmelds

    Stolen Soulmelds: Yakuza’s power stems not from inner diligence or from the splendor and bounty of the world, instead it stems from the greed and from the want of power that lies deep in the hearts of mortal men and women, drawing it from the lives and souls of the very world they find themselves in. Yakuza cannot shape soulmelds that do not match their alignment. For example, if you are a Lawful Evil Yakuza, you cannot shape chaotic soulmelds.

    Unlike other incarnum users, the power’s of a Yakuza draw directly from the world around them, causing all soulmelds to glow a verdant green color, and no matter what appear as piercings in the locations the soulmeld would normally appear. Because of this, all Yakuza suffer a -2 on all opposed spellcraft rolls to figure out what a soulmeld is. As an addition, unlike the majority of incarnum users, Yakuza can not shape soulmelds or bind chakra points in armor heavier then light.

    Sneak Attack: At first level, a Yakuza gains the ability to perform a sneak attack similarly to a rouge.

    Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmelf and the chakra chosen. Binding a soulmeld to a chakra closes the boldy slot associated with that chakra so you cannot also benefit from a magic item worn on the body slot associated with that chakra

    The number of chakra minds that you can have active at any one time depends on your level. At 2nd level you can bind a soulmeld to your crown chakra. Beginning at 6th level you can bind soulmelds to your feet or hand chakras. At 11th level you can bind soulmelds to your arms, brow or shoulder chakra. At 16th level you can bind soulmelds to your throat or waist chakra. At 20th level you may bind soulmelds to your heart chakra.

    For more information on chakra binds, see page 51 in the Magic of Incarnum handbook.

    Deny Land(Sp): At 2nd level, and again at 10th and once more at 15th level, a Yakuza gains a +10 increase to their movement speed so long as they are not over burdened , or wearing armor heavier then light.

    Evasion: At 4th level, a Yakuza gains the evasion ability.

    Slight of the World(Su): A Yakuza relies on the ability to drain energies and other lifeforms to pay off the debt their powers entail. At 6th level a Yakuza may allocate 2 essentia to use at a later date. A Yakuza may expand this power to re-roll a single save or skill check. The essential allocated to this ability can not be reallocated until Slight of the World has been preformed or released.

    Rapid Soulmelds(Su): Yakuza rely on their ability to be fast on the draw and to be ready in a moments notice. At 6th level, and again at 9th, 12th, 15th, and 18th level a Yakuza gains the ability to unshaped an existing soulmeld and immediately shape another once per day. This requires a full round actionand provokes an attack of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld you unshape was bound to a chakra.

    Improved Evasion: at 9th level, a Yakuza gains the improved evasion ability.

    Dazzling Shape(Su): At 14th level, a Yakuza needs only spend a single move action to use their rapid soulmeld ability and no longer provokes an attack of opportunity.

    Disparage Grace(Su): At 17th level your use of the worlds energies around you to your advantage have grown to their extremes. Once per day, a Yakuza may reallocate their essentia between their bound soulmelds. If you are flanking a target at this time, you may unleash a verdant stream of energy at your foe, dealing 1d6 points of damage per essentia reallocated plus your charisma modifier. After the use of this power, a Yakuza is considered flat footed until his next round.
    Last edited by Innis Cabal; 2008-11-24 at 11:56 PM.
    My Current Works


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

  20. - Top - End - #20
    Bugbear in the Playground
     
    Aergoth's Avatar

    Join Date
    Jun 2008

    Default Re: Lords of Creation 2: Homebrew Section

    Chosen of Lyarin

    Prerequisites:
    Base Attack Bonus: +5
    Deity: Lyarin
    Special: Ability to manipulate entropic energy or flesh craft and membership in the Church of Lyarin.

    The Chosen of Lyarin are a small group, mostly composed of devoted Shadowkin clergy and particularly devout warriors. These are considered to be exemplars with either the ability to use their flesh craft abilities, or with the manipulation of entropic energy. A Chosen of Lyarin chooses one of these two skills and exemplifies it, taking it to levels well beyond those of a normal user of these abilities.

    (need to make a table here) Hit Dice: D8
    1: +1 +0 +0 +2 Exemplar specialization
    2: +2 +0 +0 +2 Exemplar fortitude
    3: +3 +1 +1 +3 Exemplar specialization
    4: +4 +1 +1 +3 Lyarin's Gift
    5: +5 +2 +2 +4 Exemplar specialization
    6: +6/+1 +2 +2 +4 Bonus Feat
    7: +7/+2 +3 +3 +5 Exemplar Perfection
    8: +8/+3 +3 +3 +5 Bonus Feat
    9: +9/+4 +4 +4 +6 -
    10:+10/+5 +4 +4 +6 -

    Exemplar Specialization
    At the first, third and fifth level, the Chosen of Lyarin becomes more a more proficient exemplar of their chosen school. Fleshcrafters gain Fleshly Endurance (first), Craft of Many (third) and Lasting Craft (fifth) feats for free regardless of whether or not they meet the prerequisites. Entropics gain Entropic Focus (first), Lyarin's Weapon (third) and Disrupting Blow (fifth) feats for free, regardless of whether or not they meet the prerequisites.

    Exemplar Fortitude
    A Chosen of Lyarin gains damage reduction 5/magic as a result of their extensive training.'

    Lyarin's gift
    At the fourth level, Chosen of Lyarin manifest an abillity that grants them great power. Fleshcrafters can imbue fleshcraft items with a small fragment of their personality (similar to a Psicrystal. Use the table ___ to determine bonuses gained by a thinking fleshcraft.) Entropics are able to manifest an entropic energy spirit twice per day. While this spirit is manifested it is controlled by the Chosen of Lyarin as a familiar. It has no attack and is incorporeal. Any creature sharing the same space as an entropic energy spirit takes 1d4+2 entropic energy damage per round and for one round after leaving the spirit's space. In addition, the spirit offers flanking as an ally the same space would, and a +1 to any entropic energy damage done by the Chosen.

    Bonus Feat, at the 6th and 8th levels a Chosen of Lyarin gains a bonus feat from one of the following: Blind-fight, Combat reflexes, Entropic Wound, Entropic Strike, Flesh Memory, Flesh Vampire

    Exemplar Perfection at the 7th level, as Chosen of Lyarin becomes so adept with their chosen field that they can persorm things far beyond most. Fleshcrafters gain a +1 bonus to attack with any fleshcraft weapon they create, and a +2 on rolls made to confirm a critical hit. Entropics gain the ability to cast Entropic burst as a spell-like ability once per day (caster level equal to levels in this class).
    Last edited by Aergoth; 2008-11-25 at 08:26 PM.
    You don't want the monster? You don't throw the switch.
    Awesome Avatar by Starwoof

  21. - Top - End - #21
    Ogre in the Playground
     
    RedKnightGirl

    Join Date
    Jun 2006
    Location
    Not in Trogland

    Default Re: Lords of Creation 2: Homebrew Section

    Tlem the Navigator
    Played By Emperor Demonking
    (DR:2) Wizard 20
    Symbol: A bird's eye view of a circular maze
    Home: Limbo
    Alignment: Lawful Neutral
    Domains: Earth, Law
    Portfolio: Mazes and tunnels
    Favored Weapon: Hammer

    Brief Description: Tlem is the god of earth. He appears to be a small gnome though with kobold features. He is also more dwarf like that the average gnome. He constantly carries a large hammer with him at all times.

    Tlem believes that people should use the earth to travel and dislikes the sea for that reason. He is a firm lover of being surrounded by earth and dislikes the sun. Tlem believes that creatures should show themselves worthy by managing to go through mazes or using that skill in other situations.

    Background: Appeared in Limbo. He then created an island with a lots of tunnels. The Kobolds and gnomes were then created to inhabit the island.

    Dogma: Tlem preaches the importance of the earth. He also teaches how people must be able to both figuratively and literally navigate tunnels. He also teaches how important traps are.

    Clergy: Tlem's priests are an important group in society. They are mostly informal and individual priests mostly preach what they believe rather than a central gospel. The priest also lack a central mortal leader or any hierarchy.

    Relations: He likes Ishtar but that's it.

  22. - Top - End - #22
    Bugbear in the Playground
     
    Aergoth's Avatar

    Join Date
    Jun 2008

    Default Re: Lords of Creation 2: Homebrew Section

    Lyarin, The Ender
    Played By Aergoth
    (DR: 5 ) Sorcerer 15, Entropomancer 10
    Symbol: The Holy Symbol of Lyarin is a swirling whirlpool of colours.
    Home: Lyasis, the Infinite Beyond.
    Alignment: Lawful Neutral
    Domains: Entropy, Law, Shadowkin
    Portfolio: Destruction, Law, Shadowkin
    Favored Weapon: Staff


    Background:

    Dogma:


    Clergy:

    Relations:
    You don't want the monster? You don't throw the switch.
    Awesome Avatar by Starwoof

  23. - Top - End - #23
    Bugbear in the Playground
     
    vegetalss4's Avatar

    Join Date
    Sep 2007
    Location
    Land of Magic and Ponies

    Default Re: Lords of Creation 2: Homebrew Section

    Ishtara'kaxzárr (Ishtar), the star lord ,wielder of the Divine Flame, all father of the Dragons, the truesinger
    vegetalss4
    (DR: 11) Classes: sorcerer 9, favored soul 9, mystic theuge 10
    Symbol: seven pointed star
    Home: The Divine Flame
    Alignment: Lawful Good
    Domains: fire, dragons, good
    Portfolio: The Divine Flame, Dragons
    Favored Weapon: Breath Weapon (the divine flame)


    Background: Ishtar sprang into existence in the sea of radiance at the moment of creation. He looks like a gigantic dragon with shining scales, that dwarf even the biggest of the other gods. his primary goal is to make sure the mortals can live a good and happy life

    Dogma:to show respect, compassion, mercy, and to act with honor in all things. he also teaches that together we are stronger than the sum of our parts, and that so this is preferable.

    Clergy: thanks to their closeness of spirits to Ishtar, in some sense they are all his priest, there isn't much of a church, as the best prayer, in Ishtar's opinion, are to help those in need. however the Truesingers or Hakra'katores as they are called in draconic are closer to Ishtar, and as such their words carry greater weight in all cases.

    Relations: Ishtar is the father of Dayo, a son he loves very much, and has an alliance with Rendyrlin. he dislikes the celestial brothers, especially Luumu. Yen he see as a kind of family, the black sheep of the family, but family none the less.
    Last edited by vegetalss4; 2008-12-30 at 05:31 AM.
    Remember: Hope springs eternal. The dark days will pass and the sun will shine again.

    The best way to learn something is to ask, so ask without shame.

    Many thanks to smuchmuch for the awesome Ponytar.

  24. - Top - End - #24
    Troll in the Playground
    Join Date
    Dec 2007
    Location
    The Great Empyrean Sea
    Gender
    Male

    Default Re: Lords of Creation 2: Homebrew Section

    Name: Lerios the Shadows Eye, The Watcher in the Night
    Played By: Lord_Asmodeus
    DR: 9, Shadowcaster 12/ Lurk 12/ Sorcerer 10
    Symbol:A Luminous eye like a moon on a starry field of black, the eye can be any color (the normally white part) and there can be more than one eye
    Home: The Astral(or the Moon)
    Alignment: Neutral Evil
    Domains: Moon, Evil, Secrets
    Portfolio: Secrets, Lies
    Favored Weapon: Rapier
    Description: Lerios is a god of unfathomable secrets and watchfulness. His goal is to know all the secrets of the world, and to see all. He seeks to see all and know all. He feels that with the proper knowledge anything can be accomplished. He would see the suns light snuffed and diminished, reduced to little more than a moon that Lerios might rule over it, and have the world rely on him and his moons for light though this is not his primary concern, it is one of his long-term goals. He is fond of shadows and darkness, and prefers the soft lights of the moons to the blazing and blinding light of the sun. He is a god of subtlety and patience, and is unfond of the brutal and direct light of the sun.
    Dogma: Lerios is a god of cunning and subtlety. While he is not wholly adverse to brutal tactics, and does not shy from violence or killing in any way, he believes that might is not always right, and instead that knowledge is power and planning is key. Why raise whole armies and crush nations, when the subtle inctracies of the court, or a single assassin, a carefully applied poison, can be the end of your foes and the beginning of your reign or the herald of your victory? Power, influence, control, these are all well and good, but is not best to reserve your power, and hide the true range of your influence? Deception is the name of the game, subtlety is the watchword, and cunning is a virtue one should always strive for.
    Clergy: Anything from the maddened Werewolf who worships the moons power, to deadly assassin the who prays that his footfalls be more silent, his shadows hidden from his foes, and his subtle blade swift, to the deceptive politician who weaves a plot as skillfully as a spider does it's web, and who's influence is just as strong and far reaching, and equally as invisible to those who's eyes are not trained just so to see it.
    Relations: Lerios is the brother of Luumu, who he both views as a rival to be overcome, and a kinsmen to whom he can always identify. In many ways they are opposites, but they many similarities as well. He shares similar outlooks with Yen, and is so far neutral with everybody else.
    Last edited by Lord_Asmodeus; 2008-12-30 at 03:35 PM.
    Caesar Asmodeus by Andraste

  25. - Top - End - #25
    Firbolg in the Playground
    Join Date
    Mar 2007

    Default Re: Lords of Creation 2: Homebrew Section

    Wrong place Mike

    Here
    My Current Works


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

  26. - Top - End - #26
    Bugbear in the Playground
     
    Mike_the_Mystic's Avatar

    Join Date
    Apr 2008
    Location
    Georgia
    Gender
    Male

    Default Re: Lords of Creation 2: Homebrew Section

    Oops, my bad :P
    Here's something you may not have considered: being torn asunder HURTS.
    Ponified Diablo 3 Monk granted to me by Akrim.Elf, a thousand blessings be to her!

    Former Avatars!
    Spoiler
    Show


    Diablo 3 Monk avatar blessed upon me by CrimsonAngel, and his awesome art skillz.


    Homebrew Classes, 3.5
    Zealot
    Tinker

  27. - Top - End - #27
    Bugbear in the Playground
     
    Devil

    Join Date
    Dec 2007

    Default Re: Lords of Creation 2: Homebrew Section

    Name: Cryala, the Way Between, Lady of the Coming and Going.
    Played by Sicarius
    Divine Rank: 5 - Scout 16/Dervish 10
    Symbol: A pair of winged sandals
    Home: The Wanderhome. Cryala's home, as befits her nature, is never in the same place twice. It defies being pinned down.
    Alignment: Chaotic Neutral, though she has Good tendencies. The journey is rarely nice, but she believes in a traveler's code of honor, courtesy, and succor.
    Domains: Travel, Chaos
    Portfolio: Travel and Journeys
    Favored Weapon: Handaxe

    Description: Cryala existed after all other things. Only after form was given, did Cryala exist to govern the space between. Some might see Cryala as capricious and fickle, but Cryala's fortune and favor run the strongest for those who expect, and even relish, when it runs out. Clever and sharp-witted, she is an infuriating enemy and a difficult ally.

    Dogma: Enjoy life and experience new things. Behold the wonders of the world. Share them with others. Don't be rude to fellow travelers, but do not help if you can't.

    Clergy: Cryala has few priests, as Cryala dislikes organized religion and static temples. Those faithful to her may pray at any crossroads, or site of wonder removed from the world. This is especially infuriating to other gods, as their temples may be used to worship the Way Between.

    Relations: Cryala enjoys Yen, finding him very similar in ability. She finds something amusing about each of her brothers, and only when they lack humor does she dislike them.
    Creations:

    Myths:

    The Coy Maiden Who Made the Stars, Or How Cryala Came to Be
    Spoiler
    Show

    Cryala sat down. "Once, there was a maiden. She did not know who she was. Her sandals carried her to where she needed to go. In this time, all things had a purpose, and to not have it was to not exist. Yet the maiden existed, which meant that she had a purpose."

    She began artfully weaving her hands in time with the story. "If her purpose was not known, she would simply have to find it. She looked toward the shaped all, and walked among it's surface. She removed her sandals and felt that her feet shook of the balance, her shape and temperature different from what she saw. She spoke then, to the Ender."

    "Lyarin the Ender, am I the End?"

    "You are not the End, for the End is itself. You are neither the Beginning nor the Ending."

    "How intriguing then, to be before you though I came after!"

    "After her idle, amusement, the Maiden realized she was not the End. Since that was not the case, the maiden drew from the End the Final Step, which began with her, and went to him. She then picked a second direction and walked until she found Rendirlyn, the Wild One."

    "Rendirlyn, am I the Wild?"

    "You are not the Wild, though I am through you, and you through me."

    "I must have been been born before!"

    "Whether she was or not, the Maiden took from the Wild One three acorns. The first she ate, and it became the first thing to be transformed so. The second she planted, and it became the first thing to be grown. And the third she kept for herself, and it remains there to this day. As she walked, she had noticed the gaze of the two heavenly bodies, the sun and the moon Luumu and Lerios. Both had noticed her as well, and both desired to take her for a wife, though the Maiden suspected that their rivalry may have had a part."

    "As my bride, I shall offer you the brilliance and glory befitting your loveliness." The sun boldly exclaimed.

    "As my bride, I shall offer you the unknowable mysteries of the world." The moon was quick to counter.

    "Both offers tempted the maiden, and she agreed to spend one night with them each so that she might make her decision. She split herself into two so that she might properly judge without bias. Her solar half loved the splendor, and took as a gift from the Sun a sliver of light. Her lunar half enjoyed the sublime mystery and changing nature of the moon, and took as a gift from the Moon seven small stones, perfectly formed. The two halves met in secret that night and exchanged gifts. As her gift to the Moon upon the morrow, the Maiden's lunar half bequeathed the Moon almost all of his brother's light, keeping a small portion to herself to light her way. The Solar half of the Maiden bequeathed six of the small stones, five of which broke into pieces by the Sun's radiance and became the stars, though they did not glow. The Maiden then joined her halves and became herself again, leaving before the brothers discovered her trick."

    "When the two discovered the trick, the Maiden was gone, moving as was her custom. The two brothers demanded the gifts back, but neither would allow the other to be given the gift first, lest it be seen as a sign of weakness. To compromise, as the brothers rarely did, the Moon gave part of the light to the stars, which while not his brother, was not himself. The Sun, for his part, threw the mightiest and unbroken sixth stone at where he last saw the Maiden, which streaked with such brilliance that it became the First Comet."

    "Seeking to avoid the brother's wrath, the Maiden found the furthest thing from their gaze and walked into the Ocean's depths. There, Oceano neither welcomed nor harmed the Maiden. His always was. The Maiden looked upon his indifference, and asked the riddle which bespeaks of Oceano's dual nature.

    "If you are neither brutal nor caring, why do your waters both soothe and crush?"

    "The Maiden left the Oceans and walked where the eyes of the Sun and Moon were not, towards Yen the Midnight Carnvial, who's door was on the highest peak. There, she surveyed her journey that she had taken."

    "My purpose is what I make it to be." "The Maiden laughed and became Cryala, the Way Between."
    Last edited by Sicarius; 2008-11-29 at 10:56 PM.

  28. - Top - End - #28
    Dwarf in the Playground
     
    Reath's Avatar

    Join Date
    Nov 2008

    Default Re: Lords of Creation 2: Homebrew Section

    Dayo, the Yougling
    Played By Reath
    (DR: 5 ) 26th level Epic Bard
    Symbol: An egg, generally outlined with blue and filled in with gold.
    Home: The Material Plane
    Alignment: Chaotic Good
    Domains: Emotion, Choas
    Portfolio: Youth
    Favored Weapon: Khopesh (Sickle-sword)


    Background: Dayo was born from the Egg of Ishtar. While he was waiting for release from his confinement, he imagined himself entertainement: A playmate who was as unpredictable as his fathers fires, and just as passionate. He was so infatuated with this figure, which he dubbed Emotion, that he bound it to himself and escaped from his egg before he could hatch. As onsequence, he was transformed into a half-dragon: a humanoid with scales that changed colors with his emotions, though with wings twice his size. He was also cursed to remain forever young.

    Upon excape from his egg Dayo created the Intelligent Items, which he now preads around the world, hoping they will give others the same happyness his Emotion gave him. His only true goal is to allow people to completly accept Emotion and it's intracies in their daily lives.

    Dogma:Feel what one will feel, no matter what that feeling is. Dayo seeks to allow all mortals to embrace all of their emotions.


    Clergy: Dayo's followers pay honor him by divesting their feelings into the holy Intelligent Items he created, and speaking with them occasionally about what amotions they have felt, be it strong or weak. It's almost as telling ones sins to clergyman, but rather than to grant forgiveness, the objects are meant to give companionship, and confidence.

    Relations: Dayo regards Luumu as a very respectable figure, for being kind enough to grant him some of his Flames. Dayo holds utmost respect for his father and his dragons. He feels indebted to both. He regards Yen as an interesting Enigma, and Lyarin as a stiff-and-scary figure, though he feels no anger towards him, for he accepted his gift. Dayo has not yet met the others.
    Last edited by Reath; 2008-11-28 at 06:01 PM.
    Avatar by KidKris

    Quote Originally Posted by Aergoth View Post
    He built shiny pet rocks with an edge. 'Nuff said.

  29. - Top - End - #29
    Orc in the Playground
     
    Incendius's Avatar

    Join Date
    Aug 2007

    Default Re: Lords of Creation 2: Homebrew Section

    Jesharad the Introspective
    Played by: Incendius
    Divine Rank: 6
    Classes: Erudite 16/Monk2/Metamind 10
    Holy symbol: An Open Book
    Home: Astral Plane
    Alignment: Neutral
    Domains: Mind (SPC), Balance
    Portfolio: The Mind
    Favored Weapon: Quarterstaff

    Description:

    Background: Jesharad was formed from the beginning sentient thoughts of the mortal creatures of the world. As other Gods were formed as concepts, or from exceptional mortals, Jesharad was formed from exceptional thought. His moment of birth is undefined, but it must have been a great source of advancement, a moment of genius where a creature, tribe, or even race found a new concept on their own, and advanced their knowledge and wisdom. Formed from the mind, Jesharad thus found his domain, concerned only lightly with the physical, as it enables the mental.

    Dogma: Jesharad is the god of the mind and of self reflection. Jesharad is a God that is always examining his actions, and encourages all of his followers to examine their actions as well. He holds no opinion on the morality of actions, and rather looks towards the benefits and risks in actions. Jesharad is a decisive God when he acts, but vacillates between one path and the other when he does not, and encourages his followers to question themselves in the same manor, but not to back off from a decision lightly.

    Jesharad encourages above all things mental growth, the idea of using one's mind in order to accomplish something rather than using brute force. Jesharad as thus encourages individuals to study, and learn anew. He encourages people to keep open minds, and never to become set in stone.


    Clergy: Jesharad's holds libraries as sacred as shrines. Jesharad encourages all to wander, and is a wanderer himself. A home is important, but one must be able to experience other realms and people's as often as possible. As such, Jesharad's clergy are often wanderers, or ascetics. Few remain in one place for their entire life, but if they do it is always near or working in a library. Jesharad's clergy pray to Jesharad not for guidance or power as most would, but for understanding, and they know that true source of their power is their own knowledge and ability.

    Relations: At present, Jesharad's only relation is to Bhareld, who he admires and cooperates with. Due to the nature of Jesharad's birth, there are few he could call an actual brother, but Bhareld comes closest. In most cases, Jesharad will work with Bhareld, who holds goals in parallel to Jesharad's own.

    As for the other Gods, Jesharad is mostly indifferent. He will make alliances and side with other gods, but as said, he vacillates and for all but Bhareld (perhaps) he will break them off eventually.

    His mortal enemy is a God that stiffles creativity and learning, should such a God arise Jesharad would feel instant animosity.
    Last edited by Incendius; 2008-11-27 at 08:29 AM.

  30. - Top - End - #30
    Orc in the Playground
     
    Incendius's Avatar

    Join Date
    Aug 2007

    Default Re: Lords of Creation 2: Homebrew Section

    The Encephaloans

    The Encephaloans were made as a joint effort by Jesharad and Bhareld, the two gods of mind and knowledge, in order to bring the concentrated idea of mental advancement into the world. The Encephaloans are herbivorous, unable to ingest meat.

    Personality: Encephaloans are always seeking knowledge, and have a wistful quality about them as such. They disdain combat and physical confrontations, though they will defend themselves. Encephaloans all have different views on life, and are agreeable and willing to change their views given a good argument.

    Physical Description: Encephaloans are very tall, but thin. They have long faces, with sunken cheeks and a slightly widened cranium. Their figure seems elongated, with digits of great length. Their skin is a pale, milky white, with dashes and swirls of almost ink like black moving across their skin. Their eyes are always a deep, almost glowing blue, with no discernible pupils. Encephaloans always have a wide and different mode of dress, each adorning themselves due to their own desires; few Encephaloans dress exactly the same.

    Relations: Encepheloans will traverse the landbridge when it becomes accessible, and they hold no innate hostility towards any race. While they will welcome individuals and groups into their home continent, they would dislike a massive movement of ulterior creatures, believing that it would disrupt the social dynamics of their society.

    Alignment: Encepheloans are usually True Neutral, but they can be of any alignment. They are seldom chaotic evil, because it is such a dissonance to their life's mission of knowledge, but evil is more common than in most races, as their religion encourages growth and accumulation of knowledge, which can be twisted to meaning accumulation of power.

    Encepheloan Lands: Encepheloan's occupy the new continent, past the land bridge. They tend to form into settlements, but while these settlements are usually permanent, there is always a vast movement rate of the population. Seldom does an Encepheloan stay anywhere but a grand library for more then a few years, making the towns temporary hospices for the constant stream of individuals who come and go.

    Religion: Encepheloan's primarily worship either Jesharad or Bhareld, depending on their life's focus.

    Language: Encephaloan's speak a high lilting language, almost like a song to those who hear it, with few rough consonants and the usage of many vowels.

    Adventurers: An Encephaloan adventurer is common, for those that worship Jesharad are encouraged to wander and accumulate life experiences. While Encephaloans are not by nature violent, they know how to defend themselves, and thus understand the concepts involved in adventuring. An Encephaloan adventurer is often less prone to combat, and more to talk than others races, for Bhareld encourages such interactions.

    Life Cycle Encephaloans mature mentally quickly, reaching a considered age of maturity by twelve years old. Encephaloans do not reach physical maturity until they are twenty one, but after such aging slows. Encephaloan aging seems varying between individuals, and no set rate has been shown. It always seems linked to an Encephaloans desire for death, and as death is considered another chance to gain knowledge, their never seems to be an overpopulation issue, although a few Encephaloans have been known to live in their prime for hundreds of years.

    Racial Traits

    +2 Intelligence, -2 Constitution: Encephaloans are vastly intelligent, valuing knowledge and the mind above all else, but they are also slightly weak of body, having to face few hardships in their home lands, and disdaining direct combat.

    +1 Racial Bonus on Knowledge Checks, and always treated as Trained in such checks: All Encephaloans have an ingrained need and desire for knowledge, and have an uncanny ability to put together stray pieces of information and remember facts.

    Psi-Like Abilities: Mindlink (1/day). This ability like the power manifested by an erudite of 1/2 the Encephaloan's Hit Dice: The Encephaloans are creatures of the mind, and are able to communicate silently directly to such.

    Superior Literacy: Encephaloans are always literate, and speak language is considered a class skill, regardless of their class.

    Favoured Class: Erudite or Wizard, depending on if their primary worship is Jesharad (Erudite) or Bhareld (Wizard).
    Last edited by Incendius; 2008-11-27 at 09:18 AM.

Posting Permissions

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