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  • File : 1291139074.jpg-(158 KB, 600x421, hbg.jpg)
    158 KB Homebrew General Thread Anonymous 11/30/10(Tue)12:44 No.12981778  
    Got homebrew stuff going on in your games that you like/hate? Working on a homebrew race/item/class? Talk about it here!

    All systems welcome.
    >> Anonymous 11/30/10(Tue)12:55 No.12981866
    I've got THAT GUY in my group who just keeps trying to get his homebrewed "Soul Reaper" (yeah, from Bleach) class into our D&D game. The class features and abilities are always absolutely ludicrous, and every time we tell him "No, this is insane" he gets pissy, shuts up for a while, and then a few weeks later comes back with more ridiculous, overpowered class features that are "true to how Soul Reapers work." He thinks we're all "Western-biased" and just "hate anime" and that's why we won't let him do it, but we've homebrewed stuff from anime before. He's a fanboy and it WICKED shows in this class he keeps showing us. We keep trying explain to him that we allow any kind of homebrew, as long as it's balanced with the rest of the party, but god DAMN.

    Didn't mean to turn this into a THAT GUY thread, but goddamn I needed to get that off my chest.
    >> Anonymous 11/30/10(Tue)12:57 No.12981888
    >>12981866
    I can almost guarantee that nothing he is doing is worse than a core Druid without ever having to see the class, and I KNOW how retarded Bleach is.
    >> OP 11/30/10(Tue)12:59 No.12981899
    >>12981866
    Quite all right.
    >Got homebrew stuff going on in your games that you like/hate?
    >homebrew stuff ... you hate
    It's welcome here, sir!
    >> Anonymous 11/30/10(Tue)13:01 No.12981919
    I recently made a Prestige Class using an aberration take on Dragon Disciple while cutting off spellcasting. Here's a link if anyone wants to check it out to make sure it's not stupid broken or anything.

    http://www.obsidianportal.com/campaign/new-farline/wikis/underliner-transmorph
    >> Glutton 11/30/10(Tue)13:03 No.12981933
    I'm making a campaign based around Dethklok songs, just cause I thought it would be a funny Idea.

    I don't know what system it's going to be in, but I got most of the story lined up..
    >> Anonymous 11/30/10(Tue)13:03 No.12981934
    >>12981866
    >and it WICKED shows
    I know brah, why don't me and Chad come back from the kegger fraturday night and like, toss him off the quad, yah?
    >> Anonymous 11/30/10(Tue)13:09 No.12981990
    >>12981933
    Hard Mode: You aren't allowed to use Mustakrakish.
    >> Anonymous 11/30/10(Tue)13:10 No.12981997
    >>12981919
    Alrighty, looking it over...

    >>12981953
    You mad.
    >> Anonymous 11/30/10(Tue)13:13 No.12982033
    >>12981778
    Easy fix, make a balanced soul reaper yourself, if he doesn't like it being balanced actually introduce a soul reaper in your game and make it clear that thats what one in your game is like.
    Based upon the different types of reapers who focus on different things like spells or sword bashing "soul reaper" is less of a class than a club. Kidou focused soul reaper? You're a mage. Sword focused? You're a fighter. The sword is basically just a magic weapon with unlockable powers que weapons of legacy rules. And that is basically a soul reaper, you could also throw in feats of "sensing power level" or some shit.
    >> Anonymous 11/30/10(Tue)13:17 No.12982081
    >>12981997

    Oh sweet. Also a wee bit of backstory. In order to take the class you have to have bonded with these living alien weapons. The blood siphon is to help ease the fact anything bonded with these weapons takes half damage from positive energy on a failed Fortitude save and gets half healing on a pass.
    >> Anonymous 11/30/10(Tue)13:19 No.12982093
    >>12982033
    >"soul reaper" is less of a class than a club

    This is exactly what we keep telling him (well, specifically what our DM keeps telling him; I haven't watched much Bleach, but I get the gist of it). But this guy keeps making up shit like:

    Bankai (Ex): +8 to your attack and damage rolls until the end of combat.

    .. and that's literally all it says.

    But I like your idea there. I'll talk to the rest of the group and see if we can't try something like that. Thanks for the help, good elegan/tg/entleman.
    >> Anonymous 11/30/10(Tue)13:25 No.12982185
    >>12982093
    >Bankai (Ex): +8 to your attack and damage rolls until the end of combat.
    i lold pretty hard
    >> Anonymous 11/30/10(Tue)13:28 No.12982213
         File1291141736.jpg-(426 KB, 850x1181, sample_7dbc1f6383c6de12f1e5a56(...).jpg)
    426 KB
    As a programing project I'm taking AdEva and applying it to a magical girls theme for a semi roguelike game. I would make it roguelike but don't feel like doing a tile engine or learning someone elses code.
    >> Anonymous 11/30/10(Tue)13:29 No.12982220
    >>12982093
    Weapons of legacy allows you to basically "level up" items in exchange for questing, ability penalties ect which is a good representation of the the work to unlock the different levels of the bleach sword, if i remember my bleach the different swords all have different unlocks and only some of them have time limits or limited uses per day type stuff. In D&D magical abilities can be "off" by default needing to be activated by a word or something, once hes unlocked the swords powers have the powers grouped in 3 groups which i think is the number of sword levels that bleach had, that way THAT GUY can have his character shout whatever weeaboo shit he wants to activate the swords powers in battle.
    >> Anonymous 11/30/10(Tue)13:29 No.12982222
         File1291141783.jpg-(55 KB, 394x424, chainnin.jpg)
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    I recently invented a magical weapon enhancement.

    Extending (values at +1)
    Can only be applied to a melee reach weapon.
    Doubles the reach of enchanted weapon.

    Made it just for a rogue NPC enemy. Pic related.
    >> Anonymous 11/30/10(Tue)13:33 No.12982264
    >>12982222
    if this is 3.5.... you know you only get 1 AoO against any foe moving through your spaces ever right? cause a lot of people seem to not know that....
    >> Anonymous 11/30/10(Tue)13:33 No.12982269
    >>12982222
    I think the equipment guide had a once a day weapon ability to extend reach like that, the book had a pretty wide range of stuff between under powered and over powered but i think the sweet spot would be somewhere between that and yours, either a much bigger enchantment bonus or better needing to use a standard action to use the extension so as to not allow 20 foot full attack shit.
    >> Anonymous 11/30/10(Tue)13:35 No.12982276
    >>12982264
    I think that there were feats to change that but i could be confusing it with something else.
    >> monotreeme 11/30/10(Tue)13:35 No.12982288
         File1291142158.jpg-(222 KB, 1280x960, 1219001691512.jpg)
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    rolled 93 = 93

    I once homebrewed a going away present for a player who had to leave the group. in the form of a loot item the character (crippled by the BBEG) found it amongst the wreckage of the lair while looking for his severed [redacted] on his last session with us.

    /tg/ helped me build it.


    The house-plant(seed)
    a heart-sized piece of onyx, covered in engravings of buildings and plants of all kinds. Found under it’s stand is a small manual
    Weight (30).
    Value; (going rate for onyx of that weight)
    -
    Manual reads (once translated by a side quest NPC that recognizes the writing)
    >greetings loyal customer. if you are reading this then you have spent over 100,000,000GP in the Overlord Catalog and have earned this free house plant seed.
    >instructions for use:
    1) initially plant seed in a box or pot full of ordinary soil.
    -
    2) water plant three times a week for 4-6 weeks (See appendix 1)
    -
    3) transplant sapling on desired site.
    -
    4) water plant twice a week till FRONT door opens or desired furniture size is acquired.
    -
    >appendix 1
    >Please note; to determine architectural style or useful appointment. water seed with the following.
    >>(all workrooms are fully supplied with masterwork appliances and equipment)
    >> Anonymous 11/30/10(Tue)13:36 No.12982299
    >>12982264
    Improved trip means that you get an additional attack after a successful trip as if you hadn't used trip.
    >> monotreeme 11/30/10(Tue)13:38 No.12982310
         File1291142284.jpg-(168 KB, 600x826, coolbush13.jpg)
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    rolled 91 = 91

    >>12982288
    Human blood=generic castle
    sweat=brick construction
    Minotaur snot=includes underground labyrinth
    maple syrup=house will continue to grow under own power as tree
    river water=to include a waterwheel
    oil=to include a forge
    urine=to include a vented tannery
    seawater=to include one dock and one self sailing ship
    Dragon blood=treasure vault
    kobold blood=artificers workshop
    squeezed juices of beholder eye=hall of mirrors
    Acid=alchemist's workshop
    venom=bestiary
    Semen=whore house(whores not included)
    BEER=tavern front+ale cellar
    non-animal poison=1 secret room or passage for each poison used(must find them yourself).
    Fruit juice=orchard(of type of fruit tree the juice came from)
    milk=stable adjacent
    Mulled cider=inn with two rooms per clove used in the cider
    censer oil=monastery
    holy water=cathedral
    Elf blood=stone walls
    Orc blood=a motif of trees; natural lighting
    Dwarf blood=a tower
    Halfling blood=random hatches at all levels and handholds
    Spit of a politician=a courtyard with an oratory balcony
    Accountant's urine=a bank vault
    Ink=a library (comes with a large encyclopedia set and 2 golem manuals)
    Horse blood=a cartyard
    Chicken blood=a very well made kitchen (full supply of masterwork appliances and equipment)
    Tomato soup=a vegetable/herb garden
    Nectar=a flower garden
    Mercury=root tunnel basement
    bacon grease= an eternally stocked smokehouse
    tears=a holding cell
    saliva=a larger dining room
    cologne=designates Master bedroom design as masculine(instead of gender neutral)
    perfume=designates Master bedroom design as feminine(instead of geneder neutral)
    shampoo=bathhouse
    soap=laundry and scullery
    >> Anonymous 11/30/10(Tue)13:38 No.12982315
    >>12982276
    Combat Reflexes (I think that's the name of the feat I'm thinking of) increases the amount of AoOs you can do per round, but an enemy can only trigger it once per action. If an enemy is moving past you, it provides multiple chances for AoOs (since he'll move through multiple threatened squares), but you can only activate it once because the enemy is passing you in one single move action. Hopefully that make more sense.
    >> Anonymous 11/30/10(Tue)13:39 No.12982319
    >>12982093

    Let him have it, except his sword becomes so stupidly big and oversized that he cant swing it anymore, it becomes unwieldy in the open and is impossible to use in close quarters. He will quickly shut the fuck up about bleach and stop being a weaboo.
    >> monotreeme 11/30/10(Tue)13:39 No.12982323
         File1291142367.jpg-(44 KB, 625x811, 1219708141547.jpg)
    44 KB
    rolled 25 = 25

    >>12982310
    DAMN FIELD TOO LONG WRONG CAPTCHA AND DUPLICATE IMAGE!!!

    this as well

    Brine from the tank of an elder brain makes the building sentient, of the alignment of the planter, capable of communicating through small crystal spheres spread throughout the house in any and all languages the planter can speak. Its personality baseline is a bit like that of the planter, but it deviates based on what is in it in an entirely unpredictable way.
    >> Anonymous 11/30/10(Tue)13:39 No.12982326
    At one point I debated coming up with a Soul Reaper prestige class- I really like it, but as a DM my first issue would be balance. IMO it would be a physical-centric class, accessible by rogues, rangers, monks, (maybe pallies?), fighters, (maybe barbarians?). It would ban the use of armor, shields, most magical items, and any weapons other than the Soul Reaper's Zanpakuto. The Zanpakuto would be based on the character's actions/abilities before taking the class, you would gain Shikai at 3rd or 4th level, Bankai at 10th. I'd include a few abilities from the anime, namely Shunpo - probably none of the Reaper magic though. The Zanpakuto would be a scaling weapon, gaining damage (d8 to 2d8 over the ten levels), enhancement (+2 to +5) and Ghost Touch. It would be a fairly weak (even hindering) class until you start hitting the upper levels, but by 10th you become a pretty powerful guy. Shikai and Bankai would be use per days, Shunpo have a round-based CD.... I could keep going.
    >> Anonymous 11/30/10(Tue)13:40 No.12982331
    >>12982319
    >He will quickly shut the fuck up about bleach and stop being a weaboo

    I don't think you've met many weeaboos.
    >> Anonymous 11/30/10(Tue)13:42 No.12982349
    >>12982326
    Really with how different the different soul reapers are in ability the only way you could pull off a class is with options of different sets of abilities at each level, it makes much more sense as an organisation that allows access to certain feats and magic items.
    >> Anonymous 11/30/10(Tue)13:42 No.12982352
    > If you have the Combat Reflexes feat you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn’t count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.

    Spend that attack on a trip attempt. If successful you can spend the free attack you get to disarm the person. Getting up provokes a separate attack of opportunity, as does picking up your weapon.
    >> Anonymous 11/30/10(Tue)13:43 No.12982366
    >>12982331

    I had two in my group, we mocked them and made every NPC they come across speak like a stereotypical japanese from a 1940's ww2 propaganda film, big buck teeth and all. One finally broke down and stopped being such a homo and the other cried and left, our games have been awesome ever since. We let the weaboo who stuck around play a ronin to compromise half way and give him a little bit of satisfaction, but he does not make weaboo anime concepts into DND custom classes anymore.
    >> Anonymous 11/30/10(Tue)13:44 No.12982372
    I'm currently playing a homebrewed D100 system. Imbalanced as hell, but the GM is a bro and the players don't give a fuck about min/maxing, so it works great.

    While we are talking about homebrewing:

    Does anybody by chance have a homebrewed/converted system that could be used to play Persona? I was thinking about using Mage:TA, but I'm not really sure.
    >> Anonymous 11/30/10(Tue)13:46 No.12982393
    Our group are notorious Home Brewers.

    In four of our six campaigns, no one is running a core class. Adreneline Rusher, Pegasus Knight, Elemental Fist, Masked Knight, Blue Mage, Soul Lance, Demon Arm, Manipulator, Lucky One, White Mage, Quasinaught, Pokemaster, Hexagunner.

    Worshiping custom dieties, fighting home brewed monsters, etc etc.
    >> Anonymous 11/30/10(Tue)13:48 No.12982405
         File1291142913.jpg-(38 KB, 500x396, weeping-frenchman.jpg)
    38 KB
    I spent a week writing up a homebrew Mindflayer racial class using Savage Species. 15 levels, powerful psionics focusing on mind-influencing powers, and a mind blast ability that can be scaled in power by spending more power points on it. After that, I spent a day making and equipping a character to play.

    Game day comes around. About an hour into the game the DM announces he's ending the campaign.
    >> FUCKUTADOR, THE AVATAR OF DISSAPOINTMENT AND RAGE 11/30/10(Tue)13:51 No.12982428
    the Kidou system for bleach has always intrigued me.
    99 attack spells
    99 utility/disabling/whathaveyou

    1 is the weakest 99 is the strongest.
    Your level determines the most difficult one you can cast, damage and/or save DC. Chanting (increasing casting time) lets you count your level as higher.

    A surpisingly simple yet effective casting system could be built from that.

    Right now we're working on a system based off the skills and perk system of coriolis and the tactical combat-system of DnD. Doing great so far. Armor is actually worth it.
    >> Anonymous 11/30/10(Tue)13:53 No.12982445
    ill just do a list for this one

    centurion and several of the legionaires under his command find a portal deep in the german forest and are transported to whatever fantasy world you want where they become a merc band

    a GOOD necromancer after the style of Diablo

    a character thats denzel's character in book of eli combined with the postman

    vanhelsing meets assasins creed
    >> Anonymous 11/30/10(Tue)13:53 No.12982450
    >>12982349
    I agree (and shudder at the thought of having to roll up a large # of NPC reapers... just no).

    My thought is to have the reaper's abilities centered on his mentality (as I said) and to work from there. IE maybe a pyro-crazy barbarian goes SR. His shikai will probably grant flaming (later flaming burst, possibly Fire Elemental Power with Bankai) and would gain some fire resist along with the SR dodge bonus, and could treat water elementals as undead for purposes of SR powers.

    There wouldn't be a cookie-cutter way of doing it, each SR would have to hash out his Zanpakuto/special abilities with the DM (though there would have to be a line drawn for balance purposes).

    Second thought: Epic Level Prestige Class - Vizored (SR continuation).
    >> Anonymous 11/30/10(Tue)13:55 No.12982461
    Currently working on a 4e class called the elementalist. What I've got so far is at the end of each rest they choose an aspect;

    -Fever: You gain resist 5 fire and vulnerable 5 cold. All of your attacks gain the fire keyword and deal ongoing 2 (paragon 4, epic 6) fire damage in addition to any ongoing damage they deal.

    -Chill: Resist 5 cold, Vulnerable 5 fire. Cold keyword. If creature hit with your attack moves before end of your next turn, it takes 1d4 damage (p+3, E +6).

    Storm: Resist 5 thunder and lightning, Vulnerable 5 necrotic. Thunder and Lightning. When you hit with an attack, you may deal damage equal to strength mod (P+2, E+4) to creature adjacent to target.

    Have like two powers thought up too, but mostly concerned about the aspects being balanced at the moment.
    >> Anonymous 11/30/10(Tue)13:55 No.12982464
    >>12982428
    the 1-99 system is a power scale actually
    ie. there are two lvl 66 destruction spells I believe
    (I know, weeeeaaaabooooooo).
    >> Anonymous 11/30/10(Tue)13:55 No.12982466
    >>12981778
    I'm in the process of building a world, and I've recently decided on something I'll be putting to review with the concept critic and playtest teams I have assembled from a couple of my old groups.

    You know how sometimes a DM might need a little filler between story bits in order to give himself time to work the details, or a party might want to take a break from the current story for a little aside? Well, I figured dotting the landscape with dungeons designed almost entirely for the dungeon crawl experience so players could get a break and just fight for the loot and exp, just for when the characters aren't in any immediate hurry or haven't engrossed themselves with any stories, but want to work up some wealth, fame, and training.

    While this sin't particularly hard (caves, wild places where monsters lurk, and bounty hunting have always been fun), I thought I'd add something else, if only to give them an extra option that might feel a bit less mundane, especially given that magic items are rare, most of them coming from before the civil war that shattered one of the more massive nations that spanned the entire continent they're on. I decided that the old country might have, instead of building conventional tombs and graves, created temples for the spirits of the dead, underground lairs for the spirits to dwell within that were built in the weird, seemingly random geometry that was inspired by the visions of oracle necromancers.

    These places will basically house a variety of beings; animals that let themselves in, goblins or other humanoids that sought refuge or headquarters from the ruins, or even the spectral ghosts of the disquiet dead, made manifest in bodies sculpted from the ashes of the dead that collect on the floors and walls of the hallowed places. In these areas old world relics will still linger, many hidden or guarded by traps or arcane guardians, and give the players some tomb raiding adventures on top of their usual whatnot.
    >> Anonymous 11/30/10(Tue)13:57 No.12982488
    >>12982393
    >Quasinaught
    Okay I really want to know what this is
    >> Anonymous 11/30/10(Tue)13:58 No.12982493
    >>12981919
    >>12982081
    In order of appearance:

    - The name's kind of weird. It makes more sense in the context of your campaign, I assume?
    - It's generally against 3e's design philosophy to explicitly list character level as a requirement. They usually do it indirectly, like with the DD's prerequisite of 5 ranks in a skill.
    - Skills: Diplomacy is an odd choice, as are Spellcraft and Fly (though less so). And you might throw in Swim while you're at it, since aberrations tend to be fishy.
    - Is "Blood Siphon" its own attack, or does it trigger every time the character hits an applicable target in melee?
    - "Positive Energy Weakness" also seems strange. And it would make the character unable to heal except naturally or by the above ability (which was the intent?). Unless that's also a campaign-specific thing, in which case never mind.

    Seems fine balance-wise. And compared to seven levels of [spellcasting/bloodline] advancement, you've probably got a good bit of room to make it stronger.
    >> Anonymous 11/30/10(Tue)13:59 No.12982505
    >>12982466
    This in addition to a number of unique and custom-built locations I'll be scattering across the continent almost solely for the purpose of discovery and mystery, while instilling a sense of depth and wonder for the party should they go about the uncharted lands and stumble upon anything. These range from old ruins of fortresses and towers from the ancient empire and the nations forged and destroyed in the wars that followed, to places both unnatural and unexplained, the secrets of their origin and function lost to time. I figure that even if my players don't stumble upon many of them, much less all of them, I can keep them in mind, catalogue them, and use them for the larger part of my world for later games.
    >> Anonymous 11/30/10(Tue)13:59 No.12982507
         File1291143564.jpg-(873 KB, 1000x1000, f453ea32965301e0114909070a37a8(...).jpg)
    873 KB
    Worked on a To Aru Majutsu no Index/To Aru Kagaku no Railgun RPG over the summer. Interest died out as people started school up again though. I might start on it again during the winter holidays if I can find other interested parties.

    The latest pdf i here in all its inconsistent glory if anyone's interested.

    http://www.mediafire.com/?4f8d5nic2mq39fq
    >> Anonymous 11/30/10(Tue)14:00 No.12982514
    >>12982213
    What do you mean by semi-roguelike? This game is relevant to my interests.
    >> Anonymous 11/30/10(Tue)14:01 No.12982526
    >>12982488
    http://dungeons.wikia.com/wiki/Quasinaught_%283.5e_Class%29

    This is one we didn't brew ourselves but took from a homebrew wiki
    >> Anonymous 11/30/10(Tue)14:06 No.12982572
    >>12982450
    In summary, a little weeaboo is ok, just keep it balanced.

    >able unablabl
    captcha, what dah fuck u smokin'?
    >> Anonymous 11/30/10(Tue)14:08 No.12982590
         File1291144111.png-(356 KB, 678x885, 1287804154623.png)
    356 KB
    I find Mage: the Awakening is missing a catch-all "magic detector" field. Therefore I've instituted the Third Eye, Dresden Files style.

    Opening the Third Eye lets mages view the world in a vast extended visual metaphor. Ambitious businessmen are cunning humanoid hyenas; drug addictions are hooked and barbed parasites, bloating themselves atop people's skulls or wrists; CEOs and eminent doctors of ruthless practicality are smoldering draconic entities in Armani suits.

    Does /tg/ approve of this house rule? Some things, of course, leave a horrible imprint by their "true" form and can damage Wisdom and even inflict Derangements when you look at them.
    >> Anonymous 11/30/10(Tue)14:09 No.12982600
    >>12982590
    I am okay with Agnaktor running a major corporation
    >> Anonymous 11/30/10(Tue)14:11 No.12982614
         File1291144288.png-(434 KB, 1024x1024, wegroup.png)
    434 KB
    I recently read the World Eater thread on suptg, and now I really want to make my own homebrew world completely from scratch. New races, new lands, new lore, new everything. I just wonder how I'm going to keep it all straight.
    >> Anonymous 11/30/10(Tue)14:12 No.12982619
    >>12982590
    I am actually writing a system where this is a core concept, so obviously I approve.
    >> Anonymous 11/30/10(Tue)14:12 No.12982621
         File1291144328.jpg-(87 KB, 396x824, 208f5c449844c1da21fc1ea19aa2df(...).jpg)
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    >>12982514
    Prompt based, there are randomized rooms in a traditional sense and distance between enemies but not a grid set up. The rooms are sort of like Odin sphere where it's a big circle but at points you can go to different rooms. What I'm going for is you'll do auto explore and run into places to get a choice to go through doors and such to other rooms, encounter monsters, items, and what have you. Some rooms will be a dead end in order to have more typical rooms for vaults and such.
    >> Anonymous 11/30/10(Tue)14:13 No.12982636
    >>12982590
    This sounds a lot like Symbolsight from Unknown Armies. I've always liked the slightly low-key way that UA plays this kind of ability. Instead of seeing people and objects completely transformed, a symbolic image is overlayed on top of them, with intensity varying by how strong the symbolic connection is. Additionally, not everyone appears with these symbolic images, just those people and objects who have particularly strong symbolic allegiances (so random guy on the street may not show anything, but a head of state would, as would a painting like the Mona Lisa).
    >> Anonymous 11/30/10(Tue)14:15 No.12982643
    >>12982614
    Is it just me or does that dinosaur thing in the background have huge tits?
    >> Anonymous 11/30/10(Tue)14:16 No.12982656
    I've been thinking a lot about building a light-hearted high fantasy setting where gameplay revolves on three levels; political shenanigans, army leading, and personal adventuring. All at once. The players would generally be adventurers out to carve a kingdom for themselves by the strength of their sword-arm, or to outright conquer the lands under their name. The political and cultural setting would be roughly ripped off and fantasy-ized version of late medieval and early renaissance Italy, with all of its' impossibly convoluted, machiavellian backstabbery marathons between citystates and baronies and intervening foreign kings and adventurers.

    Shit hasn't moved off the drawing board yet, and I've been wondering about it for a good year now.
    >> Anonymous 11/30/10(Tue)14:19 No.12982692
    >>12982621
    I also explain poorly, I guess it'd be like zork in some ways though I never played that.
    >> GTVA Colossus !moot/UIi/o 11/30/10(Tue)14:23 No.12982719
         File1291144990.jpg-(1.42 MB, 2000x2000, Map, pretty much finished.jpg)
    1.42 MB
    I've been working on what to do next in my campaign since I had a bastard of a job that sucked all my time up and it's been on haitus for about half a year. There was a recent sticky which helped for a villain's newest motivation, which kicked ass. This is the map I made for it, and I love it. Even though I haven't used it for six months. Or DM'd in that long. Or found my list of custom items for the ships in the game I threw together, which would be more apropos for this thread.
    >> Anonymous 11/30/10(Tue)14:29 No.12982768
    >>12982526
    Goddamn that class is overpowered as shit
    >> Anonymous 11/30/10(Tue)14:30 No.12982784
    So, who's up for turning this thread from a vague "Here's what I've worked on" to a solid "Here's the specifics of it"?
    >> GTVA Colossus !moot/UIi/o 11/30/10(Tue)14:30 No.12982785
    >>12982719
    GOD DAMN IT I JUST NOTICED I MISSED NAMING A VILLAGE

    FFFFFFFFFFFFFFFFFF
    >> Anonymous 11/30/10(Tue)14:30 No.12982786
    Working on a ritualist class for 4e. They're arcane, but eschew encounters and dailies entirely in exchange for ritual points that let them mitigate component cost for most rituals (they still have to pay full price for brew potion, enchant magic item, and raise dead). They also can speed up the casting time for rituals greatly, allowing some to be used in combat.
    >> . 11/30/10(Tue)14:30 No.12982787
    Low magic setting.

    Elves are mongol gypsies (wagon houses, light cavalry, lives in a saddle, explaining lithe build and natural dexterity, as well as low con from not traveling on foot)

    Dwarves are Greeks, fight primarily in phalanx formations, just a little gay with the "We're so goddamn manly" tendencies.

    Gnomes are tribal island warriors, similar to the Maori, fierce, but smallish, cannibalism included. Low technology but their weapons are surprisingly effective, also primary enemies are goblins living in the volcanic caves of the islands.

    Halflings are pseudo feral desert people. They are a legitimate people, but don't play well with others, can be quite savage (culture based off of the Zulu tribes) Life in the desert has stunted their growth explaining their size and stats. Their primary enemies are kobolds, who are also well designed for survival in that climate.

    Orcs are romans, just without the engineering. They have a very structured society, with duty to the clan/state being the highest goal. They still aren't good with people and in general aren't quite as bright as the other races, but their cultural cohesion and military cohesion have made them a very strong faction. Pilum, towershield and short sword being their primary weapons. Also they have the best crafted armor and weapons, not due to being more intelligent, but due to the structured culture making proper resources more readily available and reliable.

    Humans are still general early pre gunpowder Renaissance, pike and crossbow, but generally traders and go between with the different races.

    There is more to this setting but I'm probably already in the realm of TlDr
    >> MonkeyToho 11/30/10(Tue)14:37 No.12982835
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    rolled 66 = 66

    Not so much working on homebrew myself, but letting my players do so.

    The world is essentially 'open-source' in that they are free to come up with whatever they like for countries, cities, deities, and whathaveyou. It's a world of floating islands with a roiling ball of elemental chaos in the center of it all, barely keeping the atmosphere together and preventing the islands from floating away into space. As such, it gives people a lot of wiggle room to make up whatever they wish. Think Septerra Core, but fantasy instead of supertech.

    Currently I'm letting them devise/research their own powers/spells/rituals, ala 2nd edition D&D where a wizard or priest could research their own spells. They still have to spend downtime and gold to create these, and I have ultimate say in whether or not its acceptable, but I trust the lot of them to come up with creative and interesting stuff.
    >> Anonymous 11/30/10(Tue)14:37 No.12982838
    >>12982493

    The name makes a bit more sense in campaign. Underliners are race of aberrations that live below the surface.

    The requirement is a bit weird since it's a quasi placeholder. You can't enter the class without doing the weapon bonding thingy, but I wanted it to be flexible pretty much any 5th level character could take it if he was crazy enough.

    Skills are a relic from Dragon Disciple. I do need to fix those, so thanks for reminding me.

    Blood Siphon is its own attack, but now I'm wondering if I should just make it an add on to normal attacks instead. Either way I know I totally butchered the formatting on that since I couldn't find an ability quite like it.

    The Positive Energy thing is also campaign specific.

    Thanks for giving it a good lookover anon.
    >> Anonymous 11/30/10(Tue)14:38 No.12982845
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    Time to dump the specifics of my homebrew classes.

    System: D&D (3.5e)
    Pegasus Knight
    Base Attack Progression: Good (As Fighter)
    Fortitude Save Progression: Good
    Reflex Save Progression: Poor
    Will Save Progression: Poor

    Description:Striking from the air with terrifying force, the pegasus knight is a defender of both the wilds, and the people around her. She fights along side her trusty winged steed in battle, striking down her foes from above utilizing a variety of ranged and close combat weapons while their faithful mount tramples them beneath its hooves.
    >> Anonymous 11/30/10(Tue)14:40 No.12982862
    Making a Pegasus Knight

    Pegasus knights specializing in mounted fighting and can fill the place of a fighter with ease, and though not as durable, she can still wield a variety of weapons. A pegasus knight tends to refer to weapons easily used while mounted on the back of her faithful pegasus, such as polearms and swords. With a powerful warrior to defend the pegasus, and a powerful magical beast to defend the knight, few things would dare stand against their combined prowess save for one, critical foe.... a low ceiling. Pegasus knights fare best when they can make use of the high mobility of their mount and take to the skies if things get rough. Combat in tight corridors deny them their special abilities while in flight and reduce the speed at which their large mount can move while on the ground.

    Abilities: Pegasus knights rely heavily on strength to help them wield their mighty lances and rely on dexterity to keep them mounted on their steeds. A pegasus knight also finds being charismatic helps in dealing with people and animals alike.

    Requirements:
    Size: Medium
    Alignment: Non-Evil


    Starting Gold: 150 gp.
    Starting Age: As Fighter

    Hit Dice: d8
    >> Anonymous 11/30/10(Tue)14:46 No.12982918
    >>12982862
    Class Features:

    Weapon and Armor Proficiency: Pegasus knights are proficient with all simple and martial weapons, as well as with light and medium armor. Pegasus knights are not proficient with shields.

    Pegasus Grace (Su): With the blessings of both gods of nature and gods of good, a pegasus knight may add her charisma modifier to her saves.

    Wild Empathy (Ex): A pegasus knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The pegasus knight rolls 1d20 and adds her pegasus knight level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the pegasus knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

    The pegasus knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but, unlike a ranger, takes no penalty on this check.

    Smite Evil (Su): Once per day, a pegasus knight may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per pegasus knight level. If the pegasus knight accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
    >> Anonymous 11/30/10(Tue)14:49 No.12982953
    >>12982918

    Bonus Feat (Ex): At second level, and every four levels thereafter, a pegasus knight may choose a bonus feat from the list of fighter bonus feats.

    Speak with Pegasai (Sp): As Speak with Animals, but it only works on Pegasai and can be used at will.

    Spells: Beginning at 4th level, a pegasus knight gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A pegasus knight must choose and prepare her spells in advance. A pegasus knight must be within ten feet of a pegasus to cast any spells. If the pegasus is not her called pegasus, her effective caster level is divided in half. Additionally, any spell a pegasus knight casts when not in physical contact with her pegasus has a 50% chance of failure.

    Pegasus Calling (Sp): At fifth level, a pegasus knight may summon their namesake forth from the wild. The called pegasus has HD equal to the caller's pegasus knight level -1 and serves its master loyally until either of their deaths, or until the master turns evil. A called pegasus is normal for its kind, except it ignores the weight of its rider and its rider's gear for purposes of carrying capacity. The calling ritual takes a full day of uninterrupted work and a pegasus knight can only have one called pegasus in her service at a time. The pegasus is a natural pegasus from the world called to the knight's location through a spiritual bond established during the ritual. This ritual grants the called pegasus and rider a limited level of telepathy: as long as the two are on the same plane of existence, they know the general direction of each other. This link cannot be used to transmit thoughts, emotions, etc.
    >> Anonymous 11/30/10(Tue)14:52 No.12982974
    I'm currently sitting on 80+ PrC's, 7 races, 2 monster classes, 30 monsters, 11 templates, 4 regular items, 10 artifacts, 3 vestiges, 6 deities, 2 domains, 8 Epic destinies(modified for 3.5), 15 feats, 42 Epic feats, 2 Epic spells, 1 martial discipline and a handful of variant rules.
    >> Anonymous 11/30/10(Tue)14:52 No.12982976
    >>12982953

    Pegasus Proficiency (Ex): At Fifth (Light), Tenth (Medium), and Fifteenth (Heavy) level, a pegasus called forth by a pegasus knight gains armor proficiency with a particular kind of barding. Pegasai never gain proficiency with shields. A knight's pegasus is capable of flight in any armor it is proficient with.

    Share Spells (Su): When either the pegasus knight or her mount are affected by a beneficial spell, they can, at will, grant the spell's effects to the other, provided that the spell is capable of targeting the shared target (Enlarge Person, for example, would fail if the knight tried to transfer it to her mount.)

    Aerial Defense (Ex): When mounted and in flight, a pegasus knight is more maneuverable and gains a +2 dodge bonus to AC.

    Pegasus Trick (Ex): A pegasus knight's mount gains bonus feats at every five levels after fifth in addition to the feats it gains at every three levels. These can be drawn from the list of fighter's bonus feats provided the pegasus meets the requirements or the list of feats in the Monster Manual.
    >> Anonymous 11/30/10(Tue)14:52 No.12982977
    >>12982974
    Oh, and a Campaign Setting and three supplements for it.
    >> Anonymous 11/30/10(Tue)14:53 No.12982990
    >>12982976
    Death from Above (Ex): A pegasus knight may dismount her steed mid-flight above an opponent and attempt to strike them with her lance. She deals an additional 1d6 points of damage for every 10 feet she falls (up to 20d6) and this damage doubles on a critical hit. If she successfully lands the attack, she takes no damage from the fall. If she misses, she takes full falling damage. This is considered both a charge and an attack from higher ground.

    Aerial Strike (Ex): When mounted and in flight, a pegasus knight can strike deftly at an opponent, granting a +2 bonus to attack rolls.

    Pegasus Defense (Sp): At twentieth level, a pegasus knight and her mount become spiritually linked, granting one another the effects of the Shield Other and Shield of Faith spells, except the range is infinite so long as the two are on the same plane of existence and the duration is permanent.
    >> Anonymous 11/30/10(Tue)14:57 No.12983032
    I've been very slowly tweaking and fixing a homebrew system for years. I wanted to create something flexible and easily adaptable to any setting through a few simple rules so I could run different games based on different anime series (feel free to scream Weeaboo all you want)

    I It really started to feel like I was rebuilding D&D at some point, but I haven't been able to finish it recently just due to lack of personal interest. Sooner or later that part of my brain will kick in and I'll be so eager to work on it that I'll start losing sleep.
    >> HERO !ltKB87FTeM 11/30/10(Tue)14:59 No.12983041
    https://docs.google.com/document/d/1l2zwpWmmIcJs8KopnmuUZDO4eEp33t3lXkQ4B7gAmxE/edit?hl=en&authk
    ey=CIuTgwo&pli=1#

    Pikachu, as a player race in D&D 3.5. Been working on this with a couple buddies. Had to refluff a few things (namely the "chewing on electrical wires and destroying household electronics" bit) but I think this works for a standard D&D setting.
    >> Anonymous 11/30/10(Tue)15:02 No.12983064
    I'm dealing with a switch from a 3.5 with a couple of homebrews tacked on to 4th a few sessions into the campaign.

    Amazingly, the biggest problem I've had is figuring out how to handle primitive firearms.

    Best idea so far is to treat them as an item-based encounter power with replenishable ammunition.
    Dex vs. AC, 3d8/3d10 per tier for pistol/rifle.
    >> Anonymous 11/30/10(Tue)15:06 No.12983109
    >>12982990
    Ex-Pegasus Knights

    Pegasus knights who become evil or fail to perform the mourning ritual for more than one year after the death of their pegasus lose the following class abilities: Pegasus Grace, Speak with Pegasai, Pegasus Calling, and Pegasus Shield and recieves a -4 penalty to their wild empathy checks to deal with magical beasts. The only way a pegasus knight may regain these features is to change fully to a good alignment or mourn for fourty-eight hours respectively and then befriend a wild pegasus through wild empathy.
    >> Majestic Space Whale 11/30/10(Tue)15:08 No.12983126
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    http://code.google.com/p/awesometome/downloads/list
    >> Anonymous 11/30/10(Tue)15:12 No.12983175
    >>12983109
    Superior Aerial Defense (Ex): At twenty-third level, a pegasus knight's ability to evade blows grows to a +6 dodge bonus to AC while mounted and in flight.

    Superior Aerial Strike (Ex):At twenty-eighth level, a pegasus knight's ability to strike a foe while in flight grows, granting them a +6 bonus to attack rolls while mounted and in flight.

    Epic Bonus Feat: The epic pegasus knight gains a bonus feat (selected from the list of epic fighter bonus feats) every four levels after 18th.

    Epic Pegasus Trick: The epic pegasus gains a bonus feat (selected from the list of epic pegasus tricks) every five levels after 20th.

    Epic Pegasus Knight Bonus Feat & Pegasus Trick List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the pegasus knight may treat any feat designated as a Bonus Feat, but not listed here, as being on her bonus feat list.
    >> Anonymous 11/30/10(Tue)15:13 No.12983201
    >>12983175
    Whoops, forgot class skills a while back.
    Class Skills (4 + Int modifier per level, ×4 at 1st level)
    Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nature) (Int), Knowledge (Nobility & Royalty) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis),
    >> Magus O'Grady 11/30/10(Tue)15:14 No.12983212
    >>12982033
    I wouldn't even call it a club. It's a 'race', or at least a template. Incorporeal Undead with some Incarnum powers to manifest parts of their soul as weapons. Other than that, they're basically duskblades in the series.
    >> Anonymous 11/30/10(Tue)15:14 No.12983217
    I'm making steady progress on gang girl fights, the series of skirmishes over a campaign wargame. Shit's basically in beta.
    >> Anonymous 11/30/10(Tue)15:14 No.12983219
    >>12983201
    Playing a Pegasus Knight

    Religion: Pegasus knights tend to worship gods of good, justice, freedom, or nature. They are rarely zealous in their beliefs, and often feel that the gods one worships are their own business.

    Other Classes: Pegasus knights tend to get along well with most other classes, though are distrustful of rogues. Pegasus knights tend to get along best with clerics, fighters, and paladins, but have been known to form tight friendships with rangers and druids.

    Combat: Pegasus knights tend to fight on the front lines of combat, either mounted on their steed, or along side it. When atop their pegasus, the pegasus knight makes use of weapons with a long reach to strike at their enemies while taking advantage of such feats as Ride-By Attack and Trample. When fighting off of their mount, the pegasus knight and her mount aid one another by flanking the foe.

    Advancement: Most pegasus knights remain true to their path, growing in strength as a rider. Some pegasus knights, however, multiclass into other various martial classes, such as a fighter or a ranger. More devout pegasus knights sometimes multiclass into clerics.
    >> Anonymous 11/30/10(Tue)15:16 No.12983236
    >>12983219
    Pegasus Knights in the World
    “ You always have the advantage when you have the high ground, that's why we're invincible ”
    —Emma "Lightfeather" Davis, human pegasus knight
    “ Oh, the gods damn this to the nine hells. Another cave? ”
    —Pretty much every pegasus knight ever.

    Pegasus knights regularly find themselves in dealing with local people, filling the same roles in a society that a fighter would, though are generally respected among the societies in which they inhabit.

    Daily Life: Two hours before dawn, Steven awoke. While the daily training at the Lightfeather Academy wouldn't begin for another three hours, he wanted to get an early start. The academy kept the training tracks open at all times so if a knight like himself wanted some extra practice, they could do so on their own time. He had noticed that his pegasus, Goldhoof, was more sluggish coming out of a tight bank than were the other pegasai in his class.
    >> Anonymous 11/30/10(Tue)15:17 No.12983255
    >>12983236
    He walked down to the stables where his faithful steed awaited him. Goldhoof whinnied happily as he sensed his partner's approach. "Hey boy," said Steven, gently petting his steed. "Did you sleep well?" Goldhoof whinnied once again and stretched his wings. "That's good to hear," he said, walking over to pick up the heavy training saddle. "We'll work on your cornering for an hour before we work on my lancemanship, alright?" The pegasus neighed and stomped his hoof twice. "You sure? It's not that slow, but if you really think you need two, I guess we could." he said, saddling up and mounting his companion. The two of them headed out of the stable to the training track; only a couple other knights had the same idea as he did. The track could easily support them all.

    After two hours of cornering practice, and only half an hour of lancemanship, Steven walked his steed back to the stable. One of the academy's caretakers would be coming by to feed the pegasai soon, and he needed to get to the mess hall himself. The memebers of his squad were already at their table, waiting for him. "Hey, where you been?" asked a gnome, waving him over. "Out at the track?" "Of course that's where he was, he only got three of fifteen rings on his last lancerun," said a human woman, shaking her head. "For the last time, Emily, I was nicked by a training arrow on my shoulder that day... but, even still, yeah, we were out there."
    >> Anonymous 11/30/10(Tue)15:18 No.12983279
    >>12983255

    "That'd have been a real arrow outside, boy," a gruff reply came from down the table from squat, male dwarf in a gleaming breastplate. Steven immediately snapped to attention and saluted him. "P-professor, I didn't see you there," he stammered. "At ease boy, I just thought I'd eat with you recruits today, see what it is you discuss. Just go on as if I weren't here."

    The meal passed uneventfully, and classes began with the dwarven professor presiding. Just as he thought, they started with a simple aerial race around the course, what surprised him, however, was that he and Goldhoof placed first in three out of the five races amongst his squad and that during the lancerun, he managed to get twelve rings. The morning training really had paid off after all.

    Before he knew it, the sun was setting and class was finished. He walked Goldhoof back to the stables, "You did great out there today, boy. Be sure to get some rest, you must ache as much as me, but we're getting an early start tomorrow too. Next time we're going to win all the races."
    >> Anonymous 11/30/10(Tue)15:19 No.12983284
    >>12983041
    >pikachu
    >D&D
    wait are you that guy from the other thread who was running a pikachu monk to fuck with somebody in his group?
    >> Magus O'Grady 11/30/10(Tue)15:19 No.12983285
    >>12982719
    I like your naming scheme.

    >>12981778
    Well, OP, I've been working on my own fix for the 3.5 system. I' sure everyone is sick of me explaining it by now, so I won't bother. I'm currently editing the 3.5 PHB pdf and clipping out the parts I'm dropping. When that's done, I'll begin editing what's left and porting in the parts from other books to create a single, concise pdf reference file for the modified system that eliminates the vast majority of the flaws in the system. It's slow going because my computer sucks, but I'll get it done sooner or later.
    >> HERO !ltKB87FTeM 11/30/10(Tue)15:22 No.12983321
    >>12983284

    Uh .. nope, that's not me. Just started working on this the other day, actually. I've only rolled up a practice Pikachu Barbarian, just to test dice rolls/combat balance. Please don't tell me somebody's already posted rules for a 3.5e Pikachu. I'd feel like a real dip if I hadn't caught that.
    >> Anonymous 11/30/10(Tue)15:44 No.12983550
    Now that I've shared my Pegasus Knight with the most wise and venerable fa/tg/uys, may I receive your input on it as a class?
    >> Anonymous 11/30/10(Tue)15:52 No.12983629
    >>12983321
    well i haven't seen any posted here on /tg/ if that makes you feel better. just seemed like a coincidence is all.
    >> Anonymous 11/30/10(Tue)16:05 No.12983755
    >>12983550
    You're a paladin who got a pegasus mount at level 5 instead of level 7, along with fewer smite evil effects. You don't actually explain what ability score governs the casting (Charisma, I guess?), and the spellcasting is wonky because you get spells at 4th level, but must be near a pegasus to cast them, which you don't get until 5th level, so you're sort of screwed for that level (actually, for the first four levels you're basically a mediocre fighter). Your pegasus does progress at a different rate in terms of HD, but it doesn't get the boost to natural armor or strength that a paladin's mount gets, which means it's going to have more HP, but it may be harder to defend (though it has proficiency with barding, you're looking at several times the cost compared to normal armor). Also, what happens if you have to go wander through a dungeon? You become pretty useless, and if your underground travels mean you don't emerge in the same place you entered (like traveling through the Mines of Moria), you've just left your class feature parked somewhere where you can't get it back. This is one of the general problems with mounted combat, and it's why Paladins can summon and dismiss their mounts in 3.5e (also saves on feeding and healing costs). Speaking of healing, how do you plan on healing your mount?

    Why does someone on a flying horse want the trample feat? Get airborne and stay airborne, since now you only have to worry about archers and mages.
    >> Anonymous 11/30/10(Tue)16:19 No.12983905
    >>12983755
    >You're a paladin who got a pegasus mount at level 5 instead of level 7, along with fewer smite evil effects.

    Yes.

    >You don't actually explain what ability score governs the casting (Charisma, I guess?), and the spellcasting is wonky because you get spells at 4th level, but

    I should probably define that, thanks. What governs paladins, wisdom?

    >must be near a pegasus to cast them, which you don't get until 5th level, so you're sort of screwed for that level (actually, for the first four levels you're basically a mediocre fighter).

    >By design, it was made for a relatively low powered campaign. As for the awkwardness of needing a pegasus, yeah, but I wanted to keep their progression the same as a paladin, but I left the option of them befriending a wild pegasus.

    > Your pegasus does progress at a different rate in terms of HD, but it doesn't get the boost to natural armor or strength that a paladin's mount gets, which means it's going to have more HP, but it may be harder to defend

    Liberal use of the Mounted Combat feat is expected, but yeah, I want it to be a class that's more focused on high motion tactics to defend itself. Use of a reach weapon lets a pegasus knight fly out of its reach (above) and still strike

    >though it has proficiency with barding, you're looking at several times the cost compared to normal armor.

    That's the point of the scaling. Barding costs.... 5x normal price for a large, unusual mount, but the, with the wealth by level, it's not THAT bad. Even concidering that Pegasus Full Plate would be 7,500 GP, at level 15, that's not much.
    >> Anonymous 11/30/10(Tue)16:23 No.12983943
    >>12983905
    Why isn't their a halfling variant/winged pony?
    >> Anonymous 11/30/10(Tue)16:26 No.12983961
    > Also, what happens if you have to go wander through a dungeon? You become pretty useless, and if your underground travels mean you don't emerge in the same place you entered (like traveling through the Mines of Moria), you've just left your class feature parked somewhere where you can't get it back.

    As stated int he Pegasus Calling description, they always have the knowledge of the direction of eachother, and Pegasai have the INT of an average human, so they'd be able to figure "He's been gone quite a while, and he's still moving, maybe I should go that way and see if he needs help.
    That, or squeezing rules. Even though they're a large creature, they can still fit through a 5 foot hall.

    >This is one of the general problems with mounted combat, and it's why Paladins can summon and dismiss their mounts in 3.5e (also saves on feeding and healing costs). Speaking of healing, how do you plan on healing your mount?

    There are a number of surprisingly cheap healing items in the Magic Item Compendium. Collar of Healing I think is the name of the one that comes to mind. Additionally, the knight does get healing spells, drawing from the paladin spell list.

    >Why does someone on a flying horse want the trample feat? Get airborne and stay airborne, since now you only have to worry about archers and mages.

    For the aforementioned tight space dungeon crawls. The pegasus is able of operating autonomously.
    >> Anonymous 11/30/10(Tue)16:26 No.12983971
    >>12983041
    What I worry about with your Pikachu is that Thundershock always deals 1d8, forever. It never scales. Also, you have this scaling bonus electricity damage, but you state that only applies to normal melee damage. So essentially, a Pikachu must be a melee class; the bonus damage is a neat racial feature, but it severely limits people playing the race to melee-only classes. A Sorcerer Pikachu doesn't get the bonus electricity damage to their spells, making them less effective than a Fighter or Barbarian Pikachu.

    Also, Barbarian as favored class? What?
    >> Anonymous 11/30/10(Tue)16:27 No.12983974
    >>12983943
    Because I have yet to desire to play one. It would however, be pretty cool.
    >> Anonymous 11/30/10(Tue)16:32 No.12984016
    >>12983974
    I don't even think the winged pony would be necessary, what if I played a halfling who rode on a normal pegasus and mounted two reloading heavy crossbows onto its back?
    >> Anonymous 11/30/10(Tue)16:35 No.12984053
    >>12983905
    High-motion tactics mean jack against enemies with ranged weapons or spells, which coincidentally are the only things that are going to hit you if you're more than 15 feet off the ground or so. Aerial Combat has a very simple flow: Are You In Range? (Y/N) There aren't usually sources of cover in aerial combat, so with Ride-By/Fly-By attack you just go in and out round after round, hoping they don't ready an attack with a reach weapon (or ignoring them if they seem to be readying/have a spear set against a charge, I guess). Once you hit level 10 or so, your best bet is probably to buy a Ring of Entropic Deflection (8,000 gp, Magic Item Compendium) for you and your mount, giving you a 20% miss chance for any ranged ability requiring an attack roll (or 50% chance if you have something that boosts your move speed, which is easy enough by mid-campaign). After that your only real worry is AoE spells, though unlike the paladin, your pegasus doesn't have Improved Evasion.

    While your death drop is an interesting gimmick, it seems sort of counter-intuitive. For maximum damage, you're going to want to drop 200 feet (and hope you don't die, though what does Feather Fall do in this scenario?), which means you're 200 feet away from your steed, which has a fly speed of 120 feet. True, it can dive that distance in a move action, but things get a little weird when you're trying to get back on your mount.

    Honestly, this just seems more like something that would have made a better PrC than a full class. That way you could avoid the long and boring slog from 1st to 4th level.
    >> HERO !ltKB87FTeM 11/30/10(Tue)16:38 No.12984065
    >>12983971
    >Thundershock always deals 1d8, forever

    I agree with your worry. It won't be strong at higher levels (pretty much tickling everything), but I'm not sure how to rework that, to be honest. I see where you're coming from, and the thing is I don't know a good way to scale it. Any ideas?

    >A Sorcerer Pikachu doesn't get the bonus electricity damage to their spells, making them less effective than a Fighter or Barbarian

    Let's be honest, a Sorcerer in D&D 3.5e doesn't need a damage bonus. Yes, I'm forcing this a little bit, but I feel like it's balanced because if a Sorcerer Pikachu is hucking (usually powerful) spells left and right, he doesn't really need to be tacking on extra electricity to them. But an extra dice of electricity damage in melee helps a Fighter Pikachu better keep up with the damage output of a Sorcerer Pikachu.

    >Barbarian as favored class

    Yes. Do you have a better suggestion?
    >> Anonymous 11/30/10(Tue)16:46 No.12984136
    >>12984053
    Hmm..... Right, I should specify that, the damage is from the falling speed, and that reducing it through Feather Fall would negate the damage bonus. As for making it a PrC, I concidered that, and, in a future revision, it might be, but I've honestly had fun playing it up to fourth level, which is where we're at in that campaign.
    >> Anonymous 11/30/10(Tue)16:47 No.12984145
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    I've got a set of races and monsters in the works for a homebrew setting. I want to send some of it into Kobold Quarterly, but It might be too "out there" for a magazine that focuses on eastern european clockpunk.

    On the other hand, the setting has arboreal squid, sentient raptors, walking plants, psionic robots, tyrannosaurs, gorgonopsids, and ethergaunts.
    >> Anonymous 11/30/10(Tue)17:01 No.12984244
    >>12984065
    Well okay, I see your point about Sorcs not needing a boost, but what about a ranged normal damage characters? Like archery Rangers or bow Fighters? They miss out on the damage boost, too.
    >> Anonymous 11/30/10(Tue)17:02 No.12984253
    >>12984136
    Other problem with making this a full class is what happens when you multiclass? Many PrCs advance caster levels, but I have yet to see one grant +1 to pony (well, aside from the ones that grant you a special mount and stack with the paladin's special mount).

    And the question is not if you'd have fun (since you're the one making it, it'd be kind of telling if not even you could have fun with a class you built yourself), but what other people would think, and unless you want a really esoteric class, it's good to try to get others interested. Personally, I'd probably go with straight paladin. More smite evil, turn undead uses for various tricks, fewer restrictions on spellcasting, a mount that's easier to care for and easier multiclassing and customization can go a long way.
    >> HERO !ltKB87FTeM 11/30/10(Tue)17:46 No.12984639
    >>12984244

    Hmm ... you're right about that. Maybe the bonus electricity damage should apply to all normal damage dealt, but no normal damage dealt by spells? That way things like Magic Missile, Ray of Enfeeblement, etc. aren't getting the bonus?
    >> Anonymous 11/30/10(Tue)18:10 No.12984823
    I'm rebalancing my "witch hunter" class again.
    The concept was a combination of several things- I wanted to create a class specifically to counter the arcane. counterspell, anti-magic field, spell resistance, etc.

    Around the time I was formulating a combination of ranger and cleric, I came across these:

    http://www.dandwiki.com/wiki/Alchemical_Gunslinger_(3.5e_Class)
    http://www.dandwiki.com/wiki/Gun_Mage
    http://www.dandwiki.com/wiki/Gun_Alchemist_(3.5e_Class)
    http://www.dandwiki.com/wiki/Gunslinger_(3.5e_Class)
    http://www.dandwiki.com/wiki/Hexagunner_(3.5e_Class)

    And it was more or less decided that he would, as a class ability, have and use a gun.

    I've run the concept by a few DMs and there's been nothing but support- against wizards and sorcs this guy is a goddamn sexual tyrannosaurus, but against non-arcane, he's more or less average. however, he starts out at level 1 with 10 spell resist. this has made a couple GMs leery, so I'm swapping it for leadership at level 9- the Witch Hunter is now capable of taking a subjugated "witch" and making them his minion.
    >> Anonymous 11/30/10(Tue)18:13 No.12984842
    >>12984823
    Personally, I prefer dnd-wiki.org, I find that it's of general higher quality, even if it's not of higher quantity.
    >> Anonymous 11/30/10(Tue)18:16 No.12984868
    >>12984253

    Perhaps I should put in "Any time a class provides effective paladin levels for the purposes of determining the qualities of a special mount, these levels stack with Pegasus Knight levels for determining the pegasus's HD.
    >> Anonymous 11/30/10(Tue)18:23 No.12984911
    http://pastebin.com/Q4EJZdm8

    Completely obvious Tales rip-off. It's supposed to be a healing class that people would actually want to play, but I could only fill 11 levels.
    >> Anonymous 11/30/10(Tue)18:23 No.12984913
    Phase Shift: Still Existing, Still Balancing, Still Awesome.
    >> Anonymous 11/30/10(Tue)18:27 No.12984955
    I'm making some hoax magic items for my party to find in Fort Chan once they get off the back of the city golem they're trapped on:
    - So far they have the fairly useful Ladder of Many Rungs, which is self-explanatory.
    - A magic carpet that, instead of flying, ties any room together.
    - A gem that changes color and opacity to look the least interesting possible in any room.
    - The Cape of Ascent, a cape that allows the wearer to fly upwards... and upwards only.
    - The Reverse Iron Boots, boots that are only too heavy to move when you're *not* wearing them.
    >> Shas'o R'myr !!J5+vjygjQuK 11/30/10(Tue)18:34 No.12985029
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    My players will get one in our Rogue Trader game.

    >about Yeactumn
    >> Anonymous 11/30/10(Tue)19:11 No.12985263
    >>12984955

    Give them a Wand of Fish Hypnotism.
    >> Anonymous 11/30/10(Tue)19:18 No.12985297
    >>12985267
    just so long as it's not as bad as the pegasus knight was.
    >> Anonymous 11/30/10(Tue)19:25 No.12985338
    A Dragon racial class, balanced against spellcasters using Polymorph.

    http://brilliantgameologists.com/boards/index.php?topic=10123.0
    >> Anonymous 11/30/10(Tue)19:38 No.12985467
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    Masked Knight (PrC)

    “ Our foe outnumbers us ten to one. The odds are poor... Let a few of them escape so next time they'll know to bring enough troops. ”
    —Balrahn Blackwell, The Eternal Battlefields of Ala Mihgo.

    The bards tell of a mysterious masked warrior known only as the Tempest of Blades. They say he appears deep within the enemy ranks and summons forth a torrent of swords to shred their soldiers to ribbons, only to vanish just as fast before their eyes. This legendary man is a masked knight.

    Entry Requirements
    Alignment: Any Non-Chaotic
    Base Attack Bonus: +5
    >> Anonymous 11/30/10(Tue)19:38 No.12985468
    Right now I'm my dragon air combat game. It started out as the neat little idea that doing crimson skies with dragons would be cool, then grew wildly out of control as I added in some fairly complex rules for ground and sea units as well as a system for the growth and training of your dragon. Now I'm in the process of totally rewriting the flight rules because they make no goddamn sense. I'm hoping to have something reasonably complete and coherent in a month or for review.

    ...This is in addition to all of the other half-baked projects I've got lying around. "If it's a good idea, it's worth putting together half of a custom system for it", that's my philosophy.
    >> Anonymous 11/30/10(Tue)19:41 No.12985488
    >>12985467
    Hit Dice: d10
    Base Attack Progression: Good
    Fortitude Save Progression: Good
    Reflex Save Progression: Good
    Will Save Progression: Poor

    Class Skills (2 + Int modifier per level, ×4 at 1st level)
    Climb (Str), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str)

    All of the following are class features of the masked knight.

    Weapon and Armor Proficiency: Masked knights are proficient in all simple and martial weapons. They are proficient in light and medium armor, and all shields except the tower shield.

    Dimensional Cape (Sp): A number of times per day determined by the masked knight's class level (Half class level, detailed on chart not shown), he may activate an effect similar to Dimension Door with the following changes: Activating this effect is a swift action that does not end his turn upon use, and he may only take himself and any gear he is carrying with him. He activates this ability with a flourish of his cape or similar accessory. He may activate this effect at any point during his move action.
    >> Anonymous 11/30/10(Tue)19:43 No.12985513
    >>12985488
    Masked Vow: Upon joining the order of the masked knights, he is given a special mask. This mask grants him the special features of his class. The mask cannot be removed by any normal means, requiring a remove curse spell to be cast upon the knight. Enough space between the face and the mask exists to facilitate speech, drinking, and eating. If the mask is removed, he loses all class features except for his bonus feats until the mask can be replaced. A standard mask is forged from normal steel, has a hardness of 10 and HP of 20 and a weight of 5 lbs. If specifically targeted, it uses the knight's AC and saves. A replacement mask requires a journey to the Clockwork Nirvana of Mechanus to have a new one forged. Diligent masked knights may have a mask forged out of any metal they see fit, so long as the forging takes place in the Clockwork Nirvana of Mechanus.

    Whirl of Blades (Sp): A masked knight may create the effect of a Blade Barrier spell with the following changes: It may only form a five foot radius circle, with the knight at the center, deals 5d6 points of damage +1d6 per masked knight level, and lasts for one round. The save DC is equal to 10 + Masked Knight level + Masked Knight's DEX, Reflex for half.

    Blade Rush (Ex): When a masked knight makes a charge attack, he may strike opponents he threatens along the route of the charge totaling up to his strength modifier. This does not negate any attacks of opportunity incurred against him.

    Masked Mind (Su): At fifth level, a masked knight gains a supernatural resistance to any attempts to pry into his mind, granting him a +2 bonus to will saves and Spell Resistance equal to 5+ his masked knight level against any spells of the divination school.
    >> Anonymous 11/30/10(Tue)19:44 No.12985521
    >>12985488
    >2 + Int modifier per level
    No, fuck you.
    >4 + Int modifier per level
    FUCKING FIXED THAT FOR YOU.
    >> Anonymous 11/30/10(Tue)19:46 No.12985533
    >>12985513
    (It should be noted, displayed on the chart, that he gains an extra blade rush every odd level, and a whirl of blades every even level and that Dimensional Cape has an upper distance limit of 10 ft/masked knight level)
    Greater Masked Mind (Su): At tenth level, a masked knight's supernatural resistance to any attempts to pry into his mind doubles granting him a +4 bonus to will saves and Spell Resistance equal to 10+ 2x his masked knight level against any spells of the divination school.

    (Epic Level Progression)
    Impervious Mind (Su): At fifteenth level, a masked knight becomes immune to any divination spell cast against him and gains a +8 bonus to will saves.

    Galaxia Darkness (Su): Once per day, a masked knight may expend one of his dimensional capes to send an opponent either deep underground or out into space at the DM's discression. Either way, they must make a DC 30 reflex save or be teleported. If the target requires air to breathe, they will most likely die.
    >> Anonymous 11/30/10(Tue)19:48 No.12985553
    >>12985521
    I know, I know, I like my skill points too, but I figured it didn't merit more seeing as it was a fighter base.

    >>12985533
    Ex-Masked Knights

    A masked knight who has removed his mask or become chaotic in alignment loses access to his Whirl of Blades, Blade Rush, Dimensional Cape, and Masked Mind class features until the mask is replaced or until he ceases to be chaotic respectively.

    Playing a Masked Knight

    Religion: Most masked knights tend to worship gods of Law, power, or war, though evil knights have been known to worship gods of death.

    Other Classes: Masked knights tend to get along fairly well with most other classes, getting along best with monks and other lawful classes. Most will view paladins as too zealous in their beliefs, but will still respect them. They show no hatred for chaotic classes, unless such classes are actively trying to undo the very structure of law.
    >> Anonymous 11/30/10(Tue)19:48 No.12985555
    >>12985488
    >>12985513
    >>12985533
    Other than the skill points though, it's okay. Pseudo-Blade Barrier save should be character level + Dex, not Masked Knight level.

    Capstone is lame and there are too many dead levels in getting to it. Your class effectively ends at level 5, even if it technically progresses beyond that. Include more abilities and shit into it.
    >> Anonymous 11/30/10(Tue)19:49 No.12985566
    >>12985553
    Combat: A masked knight does best in combat when they can remain mobile. They make as much effort as possible to remain on the front lines, utilizing their blade rushes, whirls of blades, and dimensional cape to get into the heat of the fray.

    Advancement: Masked Knights generally start out their careers as Fighters or Rogues, tending to grow to leadership positions in kings' armies or mercenary bands respectively. The regimented training of the masked knight allows for Paladins and Monks to prestige freely into this class. Paladins/Masked Knights may join their Smite Evil into both Blade Rush and Whirl of Blades, and Monk/Masked Knights are able to make great use of their increased movement.

    Masked Knights in the World

    Masked Knights find themselves falling easily into the role of Generals or Commanders. Their skill in battle leads them easily into leadership of armies or mercenary bands.

    NPCs at first are likely to be distrustful of masked knights. Why would anyone conceal their identity if they intended to do good? However, after prolonged relations with a masked knight, a community will grow to trust him and rely on his combat skills to defend them from threats.
    >> Anonymous 11/30/10(Tue)19:50 No.12985573
    >>12985553
    Yes, but Fighter base is fucktarded. Minimum should be 4, give the Masked Knight 4.

    Consider slightly tougher requirements for entry, it's incredibly easy to access as it stands (which isn't bad, just a heads-up). It's also very early entry.
    >> Anonymous 11/30/10(Tue)19:50 No.12985574
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    This thread is still here? Sweet, time for my Giger/Mage ideas to blossom forth in cold, steely fecundity once more.

    I've retconned the Abyssals out of being amorphous blobs of nothing. Now they're horrible, fucked-up entities from a soulless beyond, the essence of human impassion, apathy and mindless cruelty coalesced into fierce and evil will.

    To make the Abyss more than the minor inconvenience that Mage makes it out to be, I've introduced the concept of Slips. Slips are rifts where the encroaching Abyss "bulges" into the Fallen World: light fixtures may grow sinister faces or cracks in the sidewalk may seethe with metallic grubs and slick phallic snakes.

    Of course, only Mages can see these holes. I think it'll help to create the atmosphere of creeping cosmic horror that Mage promises to deliver and then completely fails to follow through on. (Seriously, what happened? World of Darkness is supposed to be a horror game, not "hurp durp fireballz!")

    Mechanics: Slips come in Minor, Mediate and Major. Being near a Minor Slip just causes feelings of intense self-doubt, apathy and spite: Mediate slips, however, suck out Mana from the Mage into the Abyss, taking 1 mana per hour of exposure. Major Slips are horrific wells of power, withdrawing 1 Mana and 1 Willpower from the Mage for every hour of exposure.

    In addition, all Slips are gates to the Abyss, and highly reactive to the power of spells. Every time a Mage casts ANY spell within 50 feet of a Slip, there is a chance that a Paradoxical Manifestation may occur, as a "thing" from the depths is drawn to the flare of sorcerous might.

    Whaddya think, /tg/? Too much? I just want to scare the shit out of my players. I feel like Mage doesn't have enough of that: they're basically gods. But even gods should feel fear.
    >> Anonymous 11/30/10(Tue)19:52 No.12985590
    >>12985555
    Erm, excuse me, capstone?

    And, yeah, thinking about it, that would make the DC from a 6th level character a DC 14, provided they had a 3 dex mod (and that's being generous to a fighter. Character level ho!)
    >> Anonymous 11/30/10(Tue)19:53 No.12985594
    >>12985521
    >>12985555
    >>12985573
    I do want to say I dig the class though. Not sure what it's based from but I dig the fluff and mechanics at least. I think it just needs a little more work, it's much better than the usual homebrew PrC's you see on /tg/.
    >> Anonymous 11/30/10(Tue)19:53 No.12985596
    >>12985488
    >he may activate an effect similar to Dimension Door with the following changes: Activating this effect is a swift action that does not end his turn upon use
    >Dimension Door
    >swift action

    ...

    Oh screw your Mary Sue garbage classes, seriously. That's a 4TH LEVEL spell he can use at 1st Level.
    >> Anonymous 11/30/10(Tue)19:54 No.12985605
    >>12985590
    The ability you get for completing the class/the ability you get for reaching level 20.

    The Masked Knight's is pretty underwhelming. It's an improvement to an ability you already have and much worse than some of the abilities you gain straight away in the class.
    >> Anonymous 11/30/10(Tue)19:54 No.12985609
    I'm cramming 3.5/d20 onto an index card, with special abilities/items being half an index card.

    It is surprisingly glorious.
    >> Anonymous 11/30/10(Tue)19:57 No.12985629
    >>12985596
    Yes, and minimum entry is 6th level. Did you miss that this was a PrC?

    However, I'd recommend a couple of things. First, make the BAB requirement +6. He gets Dimension Door the same time it becomes available as a spell then. Secondly, make its uses based off Masked Knight level, not total class level (the opposite of the blade barrier DC).
    >> Anonymous 11/30/10(Tue)19:57 No.12985630
    This is a portion of my Dragon class.

    Dragon Heir (feat)
    Gain Dragon type.
    Level Ability
    1 Energy Resistance 5 to two elements, Endure Elements, +4 saves vs Paralysis and Sleep, Darkvision 30, Low Light Vision
    6 Energy Resistance 15 to two elements, +8 saves vs Paralysis and Sleep, Darkvision 60
    11 Energy Resistance 30 to two elements, Darkvision 90, Immune to Paralysis and Sleep
    16 Immunity to two elements, Darkvision 120, Immune to one other status effect of choice

    TRUE DRAGON
    Must have Dragon type
    HP d12
    1/1 BAB
    all saves good
    6 SP
    Simple weapons
    No armor or shields

    Spellcasting
    • Cast spells as a Sorcerer of a caster level equal to half of True Dragon levels (round down), but only from the Sorcerer list and any Cleric domains that match alignment. Spells cast become arcane if not already. Charisma is the primary spellcasting score for True Dragon spells.
    Age Categories
    • Only apply age category related size changes (such as Size Tiny for Wyrmling) if the character has dragon as its only main type.
    • Every time an age category is gained, do not adjust ability scores as by monster growth rules, but do add one Dragon Power from the list along with all size-related adjustments to combat modifiers, natural attacks, and reach.
    >> Anonymous 11/30/10(Tue)19:58 No.12985642
    1 Wyrmling (Size Tiny, 5 lbs), Bite (primary, 1d4, Reach), Natural Armor (+2, and +1 per level), Breath Weapon (any 1 element or mode), +10 racial land speed, Pure Muscle, Draconic Cunning, maximum DEX is 10 (and can not improve by base amount or other racial bonuses, but enhancement and inherent bonuses can apply)
    2 Tiny Wings (Ex, constant Feather Fall, glide speed 30, Poor),
    3 Damage Reduction (1/2 level, weak to magic), Claws (secondary, 2 x 1d4-1)
    4 Blindsense 30 feet
    5 Breath Weapon +1 element or mode
    6 Full Wings (10 x level feet flight speed, poor)
    7 Hover feat
    8 Very Young (Size Small, 40 lbs, Claws become 1d4 damage)
    9 Blindsense 60 feet
    10 Breath Weapon +1 element or mode
    11 Young (Size Medium, 320 lbs), Tail Slap (secondary, 1d6 +1.5 STR modifier for Medium)
    12 True Seeing SLA (constant)
    13 Commune With Nature SLA, Legend Lore SLA
    14 Juvenile (Size Medium)
    15 Breath Weapon +1 element or mode
    16 Flyby Attack feat
    17 Young Adult (Size Large, 2500 lbs), Frightful Presence
    18 Word of Recall SLA
    19 Wish 1/day
    20 Adult (Size Large), Breath Weapon +1 element or mode, Spell Resistance (10 + level + CHA)
    21 (Epic)
    23 Mature Adult (Size Huge, 20000 lbs),
    26 Old (Size Huge)
    29 Very Old (Size Gargantuan, 160000 lbs)
    32 Ancient (Size Gargantuan)
    35 Wyrm (Size Colossal, 1280000 lbs)
    38 Great Wyrm (Size Colossal)
    >> Anonymous 11/30/10(Tue)20:00 No.12985666
    Pure Muscle (Ex): The character adds every True Dragon level as a racial bonus to Strength, and every even True Dragon level as a racial bonus to Constitution. Ability score adjustments from this ability do not stack with racial and enhancement bonuses.

    Draconic Cunning (Ex): A True Dragon adds every even True Dragon level as a racial bonus to Intelligence, Wisdom, and Charisma. Ability score adjustments from this ability do not stack with racial and enhancement bonuses.

    Frightful Presence (Ex): Level 15+, CHA 13+. Opponents with less levels must make a Will save (DC 10 + 1/2 level + CHA) vs. Fear every time the character attacks, charges, or moves past, or become either become Panicked (if the opponent has 4 or less levels) or Shaken (if 5 or more levels) for 4d6 rounds. Success on the Will save means they can not be affected again for 24 hours. The radius of this ability is 30 feet for every 5 levels the character has. If the character has the Dragon type, other Dragons are immune to this ability.

    Coating (Ex): Level 6+, CON 13+. The character's body secrets a specific type of element. Anything touching the character for a round automatically takes 3 per odd level damage (including grappling) at the end of the round, but lightly striking with a weapon allows a Reflex save (DC 10 +1/2 level +CON) to avoid the damage to both weapon and user.
    >> Anonymous 11/30/10(Tue)20:01 No.12985670
    >>12985590
    Allow me to detail why that is wrong and you are stupid.

    1) This is a prestige class that needs to be at least level 6 to get into, not first. Level wizards get access to their fourth level spells that include Phantasmal Killer and other encounter enders, 7.

    2) The capabilities of the wizard version of dimension door:
    Range: Long (400 ft. + 40 ft./level)
    Target: You and touched objects or other touched willing creatures
    You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels.

    The capabilites of his class: Teleports himself up to 10 feet/PrC level.

    Seriously, the only way this is like the spell is its a low level teleport spell.
    >> Anonymous 11/30/10(Tue)20:01 No.12985674
    Breath Weapon (Su): CON 13+. As a standard action the character breaths a single element in either a 40 foot line or 20 foot cone, dealing 1d6 damage per odd level. Opponents get a Reflex save (10 +1/2 level +CON) for half. Every size increase beyond Small increases the length of area by half. In any round the character uses this ability, they may not use it in the next 1d4 rounds.
    Some energy types will have extra effect in addition to damage, but at a cost of using 1d4 damage per odd level instead of d6s;
    • Fire or Acid (Reflex save, opponents catch on fire)
    • Air (Fortitude save, opponents are Checked for 1 round)
    • Earth or Water (Fortitude save, opponents are Pinned for 1 round, or evaporate 1 cubic foot of water per point of damage)
    • Force (affects ethereal opponents, may also be nonlethal)
    • Light (Reflex save, Blinded for 1d4 rounds)
    • Sonic (Fortitude save, Deafened for 1d4 rounds, or Will save, Panicked for 1 round)
    Alternatively instead of an energy type the character may choose to cause one of the following status effects when this ability is gained. All gas breaths are Poison type unless specified otherwise;
    • Sleep Gas (Will save, Dazed for 1d4 rounds, if affected while Dazed they become Unconscious for 1 round, new save at the beginning of every turn)
    • Repulsion Gas (Will save, move away for 1d6 rounds, Enchantment [Mind-Affecting, Compulsion])
    • Slow Gas (Fortitude save, Slowed for 1d6 rounds)
    • Weakening Gas (Fortitude save, 1d4 STR damage)
    • Stun Gas (Fortitude save, Stunned for 1d4 rounds, new save at the beginning of every turn)
    • Dazing Gas (Will save, Dazed for 1d6 rounds)
    • Fear Gas (Will save, Shaken for 4d6 rounds)
    • Maddening Gas (Fortitude save, 1d4 WIS damage)
    • Stupefying Gas (Fortitude save, 1d4 INT damage)
    >> Anonymous 11/30/10(Tue)20:02 No.12985683
    (this part is too long, here's half of it)

    Dragon Powers
    • Choose one each time a new age category is gained.
    • Later categories may be used to acquire earlier powers.
    • The caster level for Dragon Power effects is equal to character level. For save DCs use 10 + 1/2 level +CHA.

    Wyrmling
    Ability Drain (see Fang Dragon, Draconomicon, Su, Fortitude save, 1d2 CON ability score damage with bite, increase die size with each age category)
    Cloudwalking (Su, see Silver Dragon)
    Constrict
    Destroy Water SLA (see Blue Dragon)
    Detect Magic SLA
    Ghost Sound SLA
    Icewalking (Ex, see White Dragon)
    Increased Damage (see Fang Dragon, Draconomicon, Ex, increase all natural attack damage dice by one step)
    Speak With Animals (Su)
    Spider Climb (Ex)
    Water Breathing (Ex)

    Very Young
    Alternate Form: Animal (animal shapes, Transmutation (Polymorph), constant)
    Color Spray SLA
    Elemental Mastery
    See Invisible and Ethereal (Su)
    Shadow Blend (Su, total concealment under less than daylight)
    Trip (claw or tail)

    Young
    Alternate Form: Humanoid (humanoid shapes, Transmutation (Polymorph), constant)
    Gaseous Form SLA
    Improved Grab (bite)
    Invisibility SLA
    Poison (Ex, Fortitude save, 1d4 STR/2d4 STR)
    Roar (see Dragonne, affects all opponents)
    Wingover feat
    Wounding (Ex, claw attack, 1 CON damage per hit, counts as Precision damage)
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:04 No.12985695
    >>12985629
    D. Cape is already based off of Masked Knight level, sorry I didn't make that clear.

    Continuing dump, now with namefaggotry to help differentiate posts from the guy dumping his dragon heir

    Masked Knight Lore

    Characters with ranks in Knowledge (Nobility and Royalty) can research masked knight to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
    Knowledge (Nobility and Royalty) DC Result
    11 Masked knights are mobile fighters who can appear suddenly in the heat of battle.
    16 They are sometimes referred to as the storm of blades due to their constant barrage of attacks.
    21 With a flourish of their cape , they can disappear, only to reappear deep within the enemy ranks and cut them down with a whirling tornado of blades.
    26 Every mask of a masked knight is initially forged deep within the Clockwork Nirvana of Mechanus and infused with a shred of the essence of the plane itself. This mask grants the masked knight all their powers.
    >> Anonymous 11/30/10(Tue)20:06 No.12985705
    >>12985488
    ...I'm kind of surprised you didn't let the Masked Knight turn his cape into wings, seeing as he's pretty much Meta Knight. Like maybe low-level abilities it only glides as if it's a featherfall enchantment, and true flight comes later?
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:08 No.12985719
    >>12985705
    Ding ding ding, we have a winner. Yeah, I based it off of Meta Knight. I feel great shame in this fact. It came out of boredom of stating vidya characters in my business class, and lo and behold, metaknight was too badass to not get his own class.

    Masked Knights in the Game

    While NPC Masked knights tend to be content to lead armies or mercenary bands, some may lust after power and attempt to annex another land to that of their own. Masked knights will almost never be in a unit composed of only masked knights. Player character masked knights will find unique uses for the masked knight's dimensional cape ability. DMs should be prepared for them to teleport beyond a locked door, or try something reckless, such as teleporting directly above an enemy, 100 feet in the air.
    >> Anonymous 11/30/10(Tue)20:12 No.12985743
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    I'm coming up with content for the GM book of my magical girl rpg. One of my alpha-testing players couldn't show up due going to a family get-together this past weekend (as if Thanksgiving wasn't enough).

    I'm thinking of pushing it to beta and making it more public soon; see what other make out of it and such.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:12 No.12985750
    >>12985719
    I take it you guys DON'T want me to dump my horrendously over powered blue mage that I've kept trying to tone down to balance only to have my DM give me an unforseen ability that breaks me once again?
    >> Anonymous 11/30/10(Tue)20:12 No.12985751
    >>12985719
    It's solid, who cares what it was based from? Flight is a decent choice for another class ability. What other powers does Meta Knight possess?
    >> Anonymous 11/30/10(Tue)20:14 No.12985766
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    So whadda people think about my Giger idea?

    I tend to run more CoC-type games, but I'm wondering if I'm pushing the horror too far. I know Mage is a sandbox, but there's no reason (in my mind, at least) that certain parts of the sandbox can't be scary.
    >> Anonymous 11/30/10(Tue)20:14 No.12985767
    >>12985750
    Wrong! I'd like to see it.

    Also, my dragon class needs a glance over. Is it better, same, or worse than a fully buffed and equipped Sorcerer using Polymorph to become a dragon?
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:14 No.12985768
    >>12985751
    While I want it similar, I don't want it identical, you know what I mean? I want it to be a PrC based off of meta knight, and not "Meta Knight, the Prestige Class"
    >> Anonymous 11/30/10(Tue)20:17 No.12985785
    >>12985767
    Well, it has crazy good spell resistance.
    >> Anonymous 11/30/10(Tue)20:17 No.12985786
    >>12985768
    You need some abilities for levels 6-10.
    >> Anonymous 11/30/10(Tue)20:18 No.12985791
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    Hey /tg/ here's some OC 'homebrew' content for old school games.

    Psionicist:
    http://hackslashmaster.blogspot.com/2010/09/psionics.html

    Interesting treasure
    http://hackslashmaster.blogspot.com/2010/11/treasure-update.html
    >> Anonymous 11/30/10(Tue)20:19 No.12985799
    >>12985785
    Really? I thought it was average. Comes later on anyway.
    >> Anonymous 11/30/10(Tue)20:20 No.12985818
    >>12985791
    Fuckin saved
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:22 No.12985831
    Alright, dumping Blue Mage base class, based exclusively off of Final Fantasy XI's.

    Hailing from a land far to the east, fierce, bestial mages train their minds, bodies and souls to defeat the enemies of the empire and to strengthen their own powers. These warriors, who could scarcely be called men anymore, are the true might behind the throne of the empress. Few who battle the immortals return to tell the tale of their strength, but those that do speak of encountering, not only a skilled swords master, but their worst nightmares from the wilds around them; the flaming breath of a red dragon, the petrifying gaze of a Medusa, the virulent poison of a thousand beasts, all from one terrifying source — the blue mages of the east.

    Blue mages are rarely found outside of the empire of Aht Urhgan, but those that are usually are out at the behest of the captain of the immortals or even the Empress herself. Some are sent out to gain powers from faraway lands to better serve in the defense against the bestial hordes that constantly besiege the empire; others are sent out to obtain artifacts or information that would help their society. Whatever the blue mage is out doing, one can be assured that they are wholeheartedly devoted to the task at hand.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:25 No.12985856
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    Blue mages are trained from very near birth in the ways of the azure arts. They all share a few of the following traits. They were all born in Aht Urhgan, they all show above average force of will, and they will all fight to the death if their Empress commands it. All blue mages in the past three decades have trained under Raubahn Hydrahunter, the captain of the immortals, and have all slain a predator in one-on-one combat and absorbed its essence. At this point, the vizier Razfahd officially bequeaths them the title Blue Mage and Immortal, and gives them their new surname, which pertains to their foe (Wolfrender, Lionsbane, Bearslayer, etc.) Blue mages regularly change their surnames throughout their adventures as they defeat more and more powerful beasts, no longer required to maintain a predator's name (Phoenixigniter, Golemcrumbler, Efreetbottler, etc.)

    All blue mages recognize each other as members of an elite order dedicated to the protection of their home and empress, and will only fight against each other to the death if one has fallen into irreversible insanity.
    >> Anonymous 11/30/10(Tue)20:25 No.12985859
    >All systems welcome.
    I'm going to assume that includes original ones.

    Just finished the first series of play tests for a miniatures game I'm making. Long story short its based on a setting going through a period of demented enlightenment that causes a technological golden age that simultaneously erased all concepts of "human rights".

    Anyway, the actual game is based on fairly lethal ranged engagements with certain liberties taken for fun. For example "super heavy infantry" adds a step between IFV and Infantry. So far its been a hit and gives the game a nice mix of realistic tactics and fictional elements.

    Starting on a so called "first edition" that will be more organised than the book of papers I have, but before I can be done I have to test everything from bio-hazard attacks to implementing my weird psudo-magic.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:26 No.12985872
    >>12985856
    Making a Blue Mage

    The source of a blue mage’s power is the azure essence tied to his soul. A blue mage can absorb and command the powers of the essence of any foe he has felled, drawing on their supernatural, and extraordinary abilities. Even without their repertoire of blue magic, a blue mage is skilled in the use of scimitars, clubs, and the chakram, therefore making him a formidable opponent in one-on-one combat.

    The further a blue mage delves into his power, the more fragmented his soul becomes. Many blue mages teeter on the brink of insanity. A blue mage whose azure essence has taken control of his body is truly a terrifying thing to see, and a deadly foe to face.

    Abilities: A blue mage has a use for almost every attribute; strength for their skill with scimitars, dexterity for striking at a range with their chakrams, constitution for weathering blows, intelligence to aide in the learning of spells, and charisma for dealing with the masses. Most importantly though, is their wisdom, the one thing keeping them sane. Ever on the verge of insanity, a blue mage with a weak will is doomed to failure.

    Races: Blue mages can be of any intelligent race, so long as they originate in the empire of Aht Urhgan. Human, Elven, Halfling, Gnomish, Dwarven, and even Half-Orc blue mages are not unheard of, and all undergo the same training and all serve the empress with every fiber of their being.

    Alignment: Lawful Neutral, Lawful Evil — A blue mage must keep a lawful mindset if he has even the slightest hope of remaining sane, and, though he can strive to do good, and to be good; most good deities tend to frown upon such actions as the consumption of souls for power.

    Starting Gold: 3d6x10 (100) gp .

    Starting Age: "As Fighter"
    >> Anonymous 11/30/10(Tue)20:26 No.12985873
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    >>12985818

    Thanks!

    Working on Alchemy/Poisons and Tricks/Empty Rooms right now.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:28 No.12985895
    >>12985856
    GOD DAMN IT MOOT I ADBLOCKED THAT VIDEO!

    Base Attack Progression: Average (As Rogue)
    Fortitude Save Progression: Good
    Reflex Save Progression: Poor
    Will Save Progression: Poor
    Hit Dice: d8

    Class Skills (4 + Int modifier per level, ×4 at 1st level)
    Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Alchemy) (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Nobility and Royalty) (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)

    Class Features

    As a blue mage gains power, he turns further and further into a beast, and that's just how he wants it to be. All of the following are class features of the blue mage. All of the following are class features of the blue mage.
    >> Anonymous 11/30/10(Tue)20:30 No.12985919
    >>12985895
    Should have good Will since it's a caster, and to resist the effects it (supposedly) collects.
    >> Anonymous 11/30/10(Tue)20:31 No.12985925
    Since its Homebrew time, here's one for anime fans I did during a Oriental Adventures 3.5 game:

    Zanbato
    Large Exotic Weapon
    Damage: 3d6 (damage scales accordingly for other sizes)
    Critical: 20/x4
    Type: Slashing
    Weight: ~16lbs. (adjust how you see fit)
    Cost: 350 gp.
    Special: The Zanbato was traditionally used as a method of proving your skill in blacksmithing, as such, it is counted as Masterwork quality.

    Furthermore, the Zanbato is an extremely difficult weapon to wield due to size, to represent this, a player suffers a -4 penalty for using it without having the Monkey Grip feat.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:31 No.12985932
    >>12985895
    Weapon and Armor Proficiency: Blue mages are proficient only with the following weapons: the scimitar, the club, and the chakram. They are proficient with only light armor but no shields. When casting spells in light armor, a blue mage does not experience an arcane failure rate.

    Spells: A blue mage learns spells from his fallen enemies by absorbing their essences. These can be any supernatural or extraordinary ability of theirs. These are considered arcane spells with no verbal or somantic components, but are unaffected by arcane spell failure rate, so long as the blue mage is wearing light or no armor. These spells have no level, and thus the DC of the spells is equal to the (10 + 1/2 Blue Mage Level + WIS). Physical spells (spells learned as blue mage class features, or extraordinary abilities from monsters, such as the ability to rend an opponent with claws) act separately, making an attack roll against the opponent. The attack bonus is equal to (Blue Mage Level + STR). A blue mage does not need to prepare his spells in the morning, but must meditate for one hour once a week to realign his souls. Blue mages that attempt to cast any spell that allows them to change form become irrevocably mad, and only a miracle or wish spell can cure them. Passive abilities such as an Ash Rat's smoky hide are able to be activated as a free action and last for one round, despite the source's duration.

    * The number of spells per day a blue mage can cast is the same as his spellcraft modifier.
    * A blue mage may only absorb the soul of the same kind of monster up to the number of HD the blue mage has.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:33 No.12985956
    >>12985919
    It's a caster in only the loosest sense of the word. It's a very combat class. It also needs repeated whacking with a nerf bat.

    Learning (Su): A blue mage is trained to absorb the essence of their fallen foes. A blue mage who witnesses a monster use a natural (as opposed to a class based) extraordinary, or supernatural ability may, upon defeat of the foe, make a spellcraft check DC equal to 10 + the monster's HD to learn the ability as an azure spell. Absorbing essence is a standard action and must take place no less than ten rounds after a foe is slain. A monster who is dying (between -1 and -9 HP) cannot be learned from until they are killed. A monster whose essence is absorbed is exceedingly hard to revive, and cannot be resurrected through normal means. A Resurrection, True Resurrection, Limited Wish, Miracle, or Wish spell is required. In the event that a blue mage witnesses multiple abilities from the same foe, they can either focus on a specific ability (increasing the DC by 5) or have the abilities assigned to a d% (as equal portions as possible, going in order as they are listed in the monster manual.) A spell can be learned multiple times. Each time a spell is learned it can be cast an additional one time per day. A blue mage who is not threatened or rushed may spend five full rounds to taken 10 on a spellcraft check to absorb a soul.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:36 No.12985987
    >>12985956
    Insanity (Su): Blue mages are extremely unstable; their very souls are fragmented. A blue mage is always at war within himself, holding back the beasts within. If a blue mage takes more than five times their hit dice in damage or fails a will save against a compulsion or mind effecting effect, they must make a will save DC 10+ damage exceeded or against the former will save DC, or fall into a state of azure rage. An insane blue mage gains their INT, WIS, & CHA modifiers as an azure bonus to their STR. An insane blue mage is unable to use any skill that requires intelligent thought, rushing headlong into combat attacking furiously anything they perceive as a threat, including allies. They will use any means at their disposal (spells, weapons, even bare hands) to kill their foes. After the initial source of the insanity is gone, the blue mage may make another will save (same DC) to regain control. They may also willingly fail this save, but doing so increases the DC of future saves by a cumulative one. A natural 20 does not guarantee success if a blue mage has willingly stayed insane.

    Scimitar Wielding (Ex): A blue mage's training is extremely focused. A blue mage fighting with two scimitars takes only minimal penalties, receiving a -2 on both main and off hand attacks. This does not apply to any other weapon a blue mage can wield.
    >> Anonymous 11/30/10(Tue)20:36 No.12985989
    >>12985932
    >>12985956
    >>12985768
    Yeah, that's incredibly broken and will never, ever be balanced because it's so contrary to how D&D actually works.
    >> D&D 3.5 Anonymous 11/30/10(Tue)20:38 No.12985997
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    I've been working on a homebrew campaign setting and recently wanted to splice technology into the world. this obviously affected politics and movement and alot of the cityscape but i'm trying to keep a Medieval feel.. the only issue i'm running into is balancing the class that creates the powerful technologies (gyromancer i call them) with the other classes... and then addressing the issue of the other classes using/abusing technologies
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:39 No.12986002
    >>12985961
    That sounds glorious.

    >>12985989
    Why did you quote one of my posts about my masked knight?

    Azure Lore (Su): Blue mages have developed a sixth sense as to the natural (or unnatural) wildlife around them. Upon entering a new area, a blue mage may make a check similar to a Bard's Bardic Lore check to learn the existence and general location of nearby wildlife. Upon encountering a foe, he may then make another Azure Lore check (vs. 10+ the monster's HD) to determine any skills it may know. Azure Lore checks are determined as such: Blue Mage level + Survival (Finding wildlife)/Spellcraft (Determining abilities) + WIS modifier.

    Track (Ex): By second level, a blue mage has honed his senses well enough to recognize tracks and how to follow them using their survival skill.

    Physical Spells (Sp): As a blue mage progresses in his training, he begins to recall the spells he was shown in his early years of training. All blue mages will eventually remember the following spells once the azure essence in them has reached a certain maturity. Additional physical magic may be learned from monsters. For physical blue magic, the attack bonus is equal to the blue mage's level plus their wisdom modifier. Unless otherwise noted, they are force effects and casting them is a standard action and are usable once per day.

    Bludgeon (Sp): At third level, a blue mage remembers the skill of the eastern constructs in the wielding of their magical staves and can manifest a magical quarterstaff that attacks autonomously for three rounds. It will attempt to strike the nearest foe, dealing 1d6 + 1.5x WIS damage. Crit 19-20/x2. Blunt.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:41 No.12986018
    >>12986002

    Aww, what happened to the 8-bit Dystopia post?

    Head Butt (Sp): At fourth level, a blue mage remembers the ferocity with which the bestial hordes would fight and can envelop their head in a magical shield of force and slam it into a foe with great strength. This deals 1d6 + STR damage and stuns the target for one round. Crit 19-20/x2 and stun is 2 rounds. Stun: Fort DC 10+ blue mage level + STR. Blunt.

    Death Scissors (Sp): At eighth level, a blue mage remembers witnessing the savage scorpions trained by the trolls and is able to manifest a tail of force capable of dealing immense damage, dealing 1d12 + 1.5x STR Crit 19-20/x4. Slashing.

    Disseverment (Sp): At twelfth level, a blue mage remembers the skilled assassins of the bestial hordes, and is able to manifest a dagger to rapidly strike at an opponents weak points five times, wounding them and dealing 1d4 + DEX + wounding that bleeds for one point of damage for each attack that lands. Crit 19-20/x2. Piercing.

    Cannonball (Sp): At Sixteenth level, a blue mage remembers the abilities of the writhing vermin of Mount Zayholm and is able to launch a force projection of himself at a range dealing 1d10+ CON damage. Crit 19-20/x2. Blunt. Ranged up to 50 ft. No ranged increment.

    Burst Affinity (Su): A blue mage has learned to blend their physical and magical prowess together, and, at fifth level, is able to replace one of his melee attacks per round with a magical blue magic spell. (e.g. a blue mage of fifth level could attack with a scimitar while dual wielding at a +3 bonus, and then sacrifice his off-hand attack to breathe fire at an enemy.)

    Monstrous Mutation (Ex/Su): By sixth level a blue mage's body, not just his soul, begins to take on bestial traits.

    Scent (Ex): At sixth level, a blue mage, becoming ever more bestial, has developed a keen sense of smell and is now able to track a foe by scent, even if no tracks are visible.
    >> Anonymous 11/30/10(Tue)20:42 No.12986030
    >>12985987
    Insanity is unneeded.

    Instead you should limit the number of powers the Blue Mage may keep 'stored' to, say, equal to their Blue Mage levels.

    >>12985989
    What's your balance comparison? Fighter? Right.
    It could work.
    We have Wizards, Clerics, and Druids in the game. Compare it to those.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:42 No.12986035
    >>12986018
    Poison Resistance (Su): At seventh level, a blue mage's body becomes so accustomed to poisons both natural and unnatural that he gains a supernatural resistance to them, granting him a +4 to saves against poison.
    Dark Vision (Ex): At ninth level, a blue mage's senses have heightened from the bestial souls within him granting him dark vision out to sixty feet.
    Supernatural Disease Resistance (Su): At thirteenth level, a blue mage's body has becomes so accustomed to unnatural diseases that it grants him +4 to saves against supernatural diseases.

    The Beast Within (Su): At tenth level, a blue mage's soul is so torn that he can no longer be considered human. In fact, no spell that mandates the target be a "person" can no longer affect him.

    Azure Mutation (Su): Upon reaching tenth level, a blue mage's spirit begins to critically destabilize. Any time he falls into insanity, he might experience side effects of the monstrous spirits used to bring out his azure essence in the first place. He has a 25% chance of experiencing an azure mutation for the duration of the insanity.

    Captured Soul: A blue mage has a chance of mutating into any creature he has absorbed the essence of. The DM assigns the monsters a blue mage has learned magic from to a d% and rolls to determine the form. The creature is average in all ways for its type, except that it has the HD of the blue mage who transformed into it.
    Immortal Flan: A blue mage of seventeenth level has an additional 25% chance of transforming into a gelatinous blob. In this state takes on ooze traits but loses the ability to wield weapons, instead gaining a slam that deals 1d10 + STR + 1d10 acid damage and improved grab on any creature equal to his size or smaller. A successful grab deals 1d10 acid each round of grapple.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:43 No.12986044
    >>12986030
    This is certainly up there with the CoDzillas.

    Immortal Flayer: A blue mage of nineteenth level has an additional 25% chance of transforming into something similar to a Mindflayer in all physical regards, save for the blue mage's base stats and alignment (Though, for all intents and purposes, an insane blue mage is chaotic evil.)


    Assimilation (Su): Having absorbed many spirits by this point, a blue mage of eleventh level has learned to focus his mind at the task of gaining new spells and may take a full round action to absorb a soul without fail once a day.

    Convergence (Su): At fourteenth level, a blue mage can focus the azure energies of his magic on a specific point, reducing an area spell to a single target, and increasing its numerical values by 1.5x. He can use this ability a number of times per day equal to his wisdom modifier.

    Chain Affinity (Su): Much as a blue mage can cast a magical spell in place of an attack, at fifteenth level, he may sacrifice an attack to use one of his physical blue magic spells in its place at its attack bonus.

    Diffusion (Su): At eighteenth level, a blue mage can spread a single target spell to targets within an area of a 20 foot radius. A blue mage can do this a number of times per day equal to their wisdom modifier.

    Azure Soul (Su): At twentieth level, a blue mage has finally come to peace within himself, bringing all the monster spirits into line. He no longer has to risk going insane upon taking substantial damage, or failing a will save and can enter into a state of insanity at will. Though still able to differentiate friend from foe, he is still unable to use any skill or feat that requires intelligent thought.
    >> Anonymous 11/30/10(Tue)20:45 No.12986060
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    Deleted and reposted so I don't clutter fighterfag's post. I've written up a big homebrew of 8-bit Dystopia (setting in the suptg thread archives). The ruleset is based on Call of Cthulhu with bits of Dark Heresy and other random stuff thrown in. Character classes seem to cover all the old gaming heroes: Brawler, Jumpman, Shinobi, Scientist, Soldier, and Dream Touched (wizard). Not sure if I'll need some sort of generic 'adventurer' class for RPG heroes, but I think you can represent them as is with other classes. I've statted out lots vehicles, including mecha from Sonic, Megaman, and the original Metal Gears. There are weapon from XCOM and Doom statted out and tied into the setting, with just about the whole armoury sorted for the rpg game. There's ninja powers, psychic powers (although these are just based on the Basic Roleplay System spell lists, and I'm not terribly happy about that, but it has a DH style miscast table with vidya flavoured results), a section of cybernetics (all new), a section on Sanity (currently CoC style), and a section on mutation (all homebrewed, but similar to Dark Heresy. Your mutations start off minor and gradually 'branch off' into related major mutations). Plenty of NPCs are statted out, including most of the generic humans you'll need and several major characters (including Dr Wily and 22 Robot Masters), not to mention bosses (including a couple from Streets of Rage).

    What I really want to do is add rules for playing as robots and artificial lifeforms. I'm thinking of adding special perks or something for them. I'm also getting rid of most of the multiplication in favour of flat penalties and bonuses.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:46 No.12986072
    >>12986044
    Ex-Blue Mages

    Blue mages who have fled the service of the empress are often left alone, so long as they don't pose a threat to the empire; those that do are hunted down ruthlessly. Once a blue mage becomes infused with a monster's soul, nothing short of a Wish or Miracle spell can return them to purely human; which causes them to lose all class features save for scimitar wielding.

    (Epic Levels)
    Spells: Besides normal advancement at epic levels, the only way a blue mage advances is through a growing repertoire of spells.


    Playing a Blue Mage

    Religion: Blue mages tend to worship gods of Law or Power, but rarely dedicated themselves to one particular deity. Much as they live their lives, a blue mage sees his worship of a deity as a means to an end. Even the best hearted blue mage is liable to call upon Erythnul’s blessing when going against an army of foes. Blue mages respect nature, but do not hold it in the reverence of a druid or a ranger.
    >> Anonymous 11/30/10(Tue)20:48 No.12986083
    >>12986030
    It's... better? My ideal balance point is Tier 3, not Fighter (don't assume), but the Blue Mage being able to absorb monster abilities is just never going to work (I fight an Efreeti! And a Hydra! Then an Elemental Wyrd!) and is furthermore an absolute nightmare headache for the DM. Plus it gets tons and tons of other abilities.

    Look at modifying the Alchemist from Pathfinder to produce a sort of monster-fusion Mr Hyde character. Give up on the absorption of monster abilities, it is never going to work.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:49 No.12986087
    >>12986060
    No need to worry sir, your creations are just as, if not more, valid than mine, and that picture is manly as fuck.

    Other Classes: A blue mage asks himself two questions when dealing with a potential ally; “Is he a threat to the empress?” and “Is he useful to my quest?” Aside from these two questions, a blue mage doesn’t care about who they adventure with, though they recognize traits of value in their allies (A Rogue’s stealth and ability to strike at the vital points of an opponent, a wizard or cleric’s command of magic, a Monk or Paladin’s discipline, a Ranger’s knowledge of the wilds, etc.) There are only two kinds of classes blue mages are wary of: Psions and Barbarians. Ever at war within their own mind, a blue mage fears that a malevolent psion would tip the balance against them, and they see the barbarian as what they might well become if they let their magic go unchecked.

    Combat: The blue mage’s role in a group can vary drastically based on the spells they learn throughout an adventure. Whereas one blue mage might find himself in the role of a healer, another may find himself out at the front lines of battle, grinning at the glory of battle.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:52 No.12986114
    >>12986083
    Efreet, good sir, was already handled. Blue Mage 1.0 used to be able to learn spell like abilities too. The utter mess that was that version can still be found at http://www.dandwiki.com/wiki/Aht_Urhgan_Blue_Mage_%283.5e_Class%29

    Advancement: Most blue mages keep to the path of the blue mage, as the rigid structure of the training is also geared to keep their bestial souls in check, with special training from the empire, however, a blue mage may multi-class into anything that benefits the empire. Blue Mage/Rangers are not unheard of, hunting down monsters for the empire's monster breeding grounds and Blue Mage/Rogues are the most dangerous assassins imaginable. Blue mages never multiclass into another spellcaster, as a schism in their magic would result in their mind instantly fragmenting. Blue Mage/Barbarians and Blue Mage/Psions are straight out. Reports of Blue Mage/Druids among the bestial hordes have yet to be confirmed, though, this is due to anyone sent to investigate failing to return. Blue mages who attempt to multiclass without special training from the empire suffer a cumulative 10% chance of slipping into permanent insanity for each level they take of another class without training.

    Blue Mages in the World
    “ "In the name of her Magnificence the Empress, lay down your swords and your lives. You are going to die. The question is 'How fast?'" ”
    —Daswil Wolfsfang, Human Blue Mage
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:52 No.12986124
    >>12986114
    Daily Life: Davis Serpentdivider is awakened at dawn for his daily drills with the immortals. As it is the fifth day of the week, the drills begin with simple meditation, to realign their souls. Today is sparring day, the risk of injury triggering an insane rage is already high enough as it is, the risk of one's mind being unstable during these matches is too extreme. He enters the training chamber in the depths of the imperial ward and dons the heavy training armor. It offers little protection, accustoming his order to pain, while greatly encumbering him so that when he fights in battle, the foe's strikes will be weak, and his own strikes will be blindingly fast.

    As he spars against his allies in arms, he exchanges banter, a simple tactic used to improve his allies morale while enraging his foe; a concept taught early on in his training. After his tenth match, the sparring session reaches its final point. A five on one team against captain Raubahn himself, full spells permitting. It was his best session to date; his team lasted two minutes before being rendered unconscious by the captain - the third best record in the entire regiment.

    After being awakened by the imperial alchemists and restored to health by the clerics of the temple, he proceeds to his next bout of training, combat with monsters in the pit. He makes short work of the first round, being set upon by three wolves, and makes equally short work of all his matches until, during his fifth session (against a dire boar), the watchman of the bastion comes bursting in. The undead swarm has just been spotted and are advancing on the commoner's ward. He and his brethren are called to the defense of the city; this would be a glorious day, it had been ages since he had taken on the essence of a powerful foe.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:54 No.12986133
    >>12986124
    He rushes to the commoner's ward, taking up guard before the hall of binding, removing the heavy training armor and putting on his chain shirt as he runs. Several mercenaries under the employ of the empire are dispatched as well. The scum of the empire that they are, they provide a valuable asset in protecting the astral candescence, the crown jewel of the empire, and the desire of all the bestial hordes. The battle lasts for hours, but the mercenaries combined with the might of the Immortals force the hordes into retreat. With only the powers of a necromantically infused automaton to show for it on his part; he uses what little magic he has left to see that the wounded immortals and mercenaries are tended to. He retires to the tea house in the merchant's ward for a simple cup of chai tea. This is not just relaxation on his part, quite the contrary, such calming exercises are needed after taking on a soul to keep one's mind sound, and who knows whether or not the trolls will come knocking on the gate just before dinner?

    Organizations: Blue mages have one organization. The Immortals, the imperial guard of Aht Urhgan. There are no other factions of blue mages.

    NPC Reactions: In most cases, NPCs won't be able to distinguish a mage from something like a fighter. Those that know what the blue mage is, tend to fear them knowing that they are an inch from a psychotic rage. In Aht Urghan, they are both feared and respected as the protector of their land.
    >> Anonymous 11/30/10(Tue)20:56 No.12986148
    >>12986114
    I must have been wanting to comment on the Meta Knight previously and not noticed. I commented on it a bunch, I just obviously neglected whatever finishing post I had to make.

    Your Blue Mage is unsalvageable in my eyes, anyway. There are monsters who get 18th level Sorcerer casting as an ability, or who get 'I cannot die unless X' as an ability, or immortality as an ability. A system for adopting monster attributes directly is just not capable of functioning within the D&D system. Not to mention ALL THE OTHER SHIT you give the class. How can you have Meta Knight roll up with so many dead levels and bombard Blue Mage with so much overpowered clutter?

    Madness.
    >> Anonymous 11/30/10(Tue)20:56 No.12986150
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    So. . . nobody? Nothin'? Gimme a rating?
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)20:57 No.12986167
    >>12986133
    Blue Mage Lore

    Characters with ranks in Knowledge (Arcana) can research Aht Urhgan blue mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
    Knowledge (Arcana) DC Result
    5 Blue mages are able to learn the abilities of monsters as spells.
    10 Blue mages have to kill a foe to learn its spells.
    15 Blue mages must remain calm at all times or fall into a state of violent, dangeous insanity.
    20 Branded upon a blue mage's body is an elaborate symbol known as the "Mark of Zahak" that was used to infuse them with a soul of a beast and is the source of their powers.
    Blue Mages in the Game

    Adaptation: Blue mages can fit into any campaign, so long as they hail from Aht Urhgan (setting permitting.) However, any Lawful Neutral society will work in a pinch working as the society's military police


    What was said before, about a Mr. Hyde alchemist thing and mention of a Hydra, this is very relevant to my interests, as I intend to introduce such a very thing, a gnoll alchemist who has an alter-hydra-ego. This may or may not be Dr. Jackyl and Mr. Hydra.
    >> Anonymous 11/30/10(Tue)20:58 No.12986179
    >>12986167
    You don't seem to understand why Hydra abilities are not suitable for PC's, which I despair at.

    >>12986150
    What did you post? I'm sorry, there's so much in this thread.
    >> Anonymous 11/30/10(Tue)20:59 No.12986186
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    >>12986087
    Goddamn that was a lot of text. Ah, it doesn't matter anyway. It's 1:52am where I am and my laptop battery is low. I really, really need to get some sleep.

    I keep promising myself I'll stop playing around with the rules and make an epic thread on /tg/, but I don't think that'll be happening for a while. It's kind of silly because I took a six month break from writing the homebrew and its been a long time since those awesome threads.
    >> Anonymous 11/30/10(Tue)21:00 No.12986187
    >>12986083
    It just needs some limits.

    I'm sure whatever a Blue Mage can dish out, a Wizard is worse.

    Sorry for assuming about the Fighter. I've dealt with a lot of kneejerk grognards and it's always the same thing.

    I go for Tier 2, but Tier 3 is fun.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)21:02 No.12986209
    >>12986148
    Blue Mage, honestly, was my first attempt to homebrew a class, explaining its over poweredness. We are, admittedly, playing a ridiculously high powered campaign in the one I'm using it in. The DM has resulted in using a d% for the damage one of our characters did (albeit on a natural 20)

    As for the masked knight, its levels aren't dead, per se, Evens he gets a Whirl of Blads, Odds he gets a Blade Rush and an extra D.Cape/day, but, I get your point of it not getting enough new toys as it progresses, but, I'd rather not take any more meta knight material and rather something that fits for the mood I've put with the class. Any ideas?
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)21:06 No.12986241
    >>12986209
    An idea for Blue Mage balance I just came up with, going to sound it off of you guys to get your opinions.

    Every time a Blue Mage gains a level, his essence purges a number of souls he has collected. When a blue mage levels up, they must select a number of spells equal to their blue mage level plus their wisdom modifier. All other spells are lost until the blue mage reacquires them.
    >> Anonymous 11/30/10(Tue)21:07 No.12986248
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    >>12985831
    You know, I made a Blue Mage class.

    It ended up using psionics because it was explicitly based on using only enemy abilities and fuck trying to figure out where a dragon's breath goes in a vancian system. I'm still kinda happy with it even though there's some sloppy-ass shit in it.

    I also made a dragoon class. Even though 4e is funner, making things work in 3.5e is oddly satisfying.

    I kinda want to make a 4e version of the general FF classes- make a suite of powers to add to existing classes that'd equal the FF class and then make some Paragon Paths that are the advanced or combined classes. I just need to put my nose to the mechanics harder. 4e is odd (to me) in that making a whole class is harder than making a 3.5e class, but making a suite of powers (with 'suite' meaning Brutal v Cunning Rogue, for example) seems to be much easier.

    Anyway. Someone reskin Pokemon Adventures into Megaten Adventures.
    >> Anonymous 11/30/10(Tue)21:07 No.12986250
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    Working on a homebrew system/setting for playing as a refugee/criminal/profiteer/monster in the aftermath of a borderline genocidal revolution that takes the best and worst parts of WWII and the Russian Revolution.

    Trying to find an easier system to incorporate as I've been working with some sort of modified Rogue Trader system.

    Character creation thus far is pretty fun. By the end of it, even if your character slept through the revolution and never saw combat he's some sort of inglorious bastard whose inaction probably led to a great deal of death for one side or the other.
    >> Anonymous 11/30/10(Tue)21:08 No.12986255
    >>12986209
    Check out Swiftblade for possible speed-related abilities. Flight and other pseudo-spells would also be fine.

    Expand the skill list slightly too, perhaps. If it's Str/Dex based it should have plenty of Str/Dex skills. Consider having the class give more of a material benefit from a high Dex.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)21:11 No.12986283
    >>12986248
    That reminds me, I might totally rework it if I ever get around to learning about incarnum. I've heard two things about it. It's soul magic, and it's blue. These sound relevant to blue mage.
    >> Anonymous 11/30/10(Tue)21:13 No.12986300
    >>12986283
    Oh god, yes, having an incarnum system where you spend incarnum to activate 'soul of the beast' abilities (PRE-SELECTABLE, DO NOT LET THE PLAYER MANIFEST 18TH LEVEL SORCERER CASTING, POLYMORPH, OR HYDRA HEADS) would be a much more sound alternative.
    >> Anonymous 11/30/10(Tue)21:15 No.12986316
    >>12986300
    >psyker blue mage here

    You can seriously play a Blue Mage as a Totemist and have it feel pretty close to the FF idea- you're manifestin' animals all over the fukkn place.

    I really like Incarnum. It may not be strong and some of the fluff is stupid as hell, but it's got a charm I can't ignore.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)21:16 No.12986324
    >>12986300
    I'm glad I have backing on the Incarnum idea. I just got my hands on the Magic of Incarnum sourcebook. I have found my reading material for my buisness class tomorrow.

    As for masked knight... I am hesitant to give it tumble, but the fact that I bring up tumble without specific provocation suggests to me that it is an option. As for dead levels... Uncanny Dodge and Evasion sound like "Derp why wasn't this in 1.0?"
    >> Anonymous 11/30/10(Tue)21:17 No.12986328
    >>12986316
    It's not like it's bad, save for a couple of classes, but it takes a lot of effort to get the most out of it. Often useful for dipping, though.
    >> CrabNutz 11/30/10(Tue)21:17 No.12986332
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    >>12981866

    >Bleach

    Not in my game you're not. I have nothing against anime-inspired classes/races/etc. so long as it's not generic weeaboo shit like Bleach. Guy is a fag, carry on.

    >>12982033

    >sensing power level

    Dragonball much? Like I said, generic weeaboo shit.

    As far as "Soul Reaper" being more of a title than a profession, I'm familiar enough with Bleach to confirm this. The guy is a fucking retard who clearly wants to take "ORIGINAL CHARACTER DO NOT STEAL" to CWC levels of faggotry.

    >>12982093

    >GRORIOUS NIPPON

    You foolish gaijin simply fail to understand his superior Eastern mysticism.

    >>12985831
    >>12985856

    Looks good, just reading the flavor text gives me ideas. Caster class that uses spells/abilities inspired by famous/infamous monsters.

    Do they have to copy the abilities like in FF or do they just learn them is the question... hell every Blue Mage would have a reason to quest if they had to learn in field.
    >> Psyker Blue Mage 11/30/10(Tue)21:22 No.12986361
    >>12986328
    There's some balance issues with the non-totemist classes and the Necrocarnum stuff if just... dumb.

    But I still like it pretty much the best out of the Alternative Magic Systems presented.

    ngl though if truenaming wasn't a pile of shit It'd be on the top- the idea and the 'spells' shown are great. It's just that the numbers and math are shit.
    >> Anonymous 11/30/10(Tue)21:22 No.12986363
    >>12986324
    Yeah, they would hardly be the worst choices you could add. I would tentatively suggest spreading out the blade barrier so it's every three levels and adding in some more abilities. Probably. I tend to be decisive when offering criticism and indecisive when actually designing, but I think that's what I'd go with.

    Probably increase the Dimension Door distance to 20ft/Masked Knight level too. Evasion and Uncanny Dodge sound solid though, although you might be better picking one and adding in some more 'magical' effects instead of the other. I don't get a huge Mechanicus feeling from the class, for instance. Maybe some sort of 'Gears of Fate' ability allowing a reroll once per encounter or Int times per day or something?
    >> Psyker Blue Mage 11/30/10(Tue)21:23 No.12986374
    >>12986324
    Do you have all that shit with a table somewhere? Put it on pastebin or something.
    >> Anonymous 11/30/10(Tue)21:24 No.12986382
    >>12986363
    Or Smite Chaos/Magic Circle against Chaos is always an option, I guess.
    >> Anonymous 11/30/10(Tue)21:25 No.12986391
    >>12986341
    >a prominent western series based on prominent western pop culture
    >weeaboo

    wtfamireading.jpg
    >> Anonymous 11/30/10(Tue)21:28 No.12986406
    >>12986341
    >>12986391

    Kids, have your greentext pissing match elsewhere, please?
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)21:30 No.12986425
    >>12986363
    >Probably increase the Dimension Door distance to 20ft/Masked Knight level too.

    I want it to be more of a battlefield control ability, and less a utility one.

    > Maybe some sort of 'Gears of Fate' ability allowing a reroll once per encounter or Int times per day or something?
    This is going in for certain. 7th level. 1 reroll per day.

    Gears of Fate (Su) Everything falls into place... the lawfulness inherent in his mechanus forged mask strives to prove this. Once per day, a masked knight may make a reroll of any dice he has rolled or has been rolled against him before the DM announces the outcome.

    As for the table I had all that blue mage stuff on?
    http://dungeons.wikia.com/wiki/Blue_Mage_%283.5e_Class%29
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)21:33 No.12986440
    >>12986382
    Those are good too. Fourth gets smite, eighth gets circle. Third gets evasion, sixth gets uncanny dodge, ninth gets improved evasion. BOOM. Stuff every level.
    >> Anonymous 11/30/10(Tue)21:42 No.12986505
    >>12986440
    Now it's got a lot of stuff! Maybe drop the Smite, because it's hard to use without Detect and the class isn't really built upon it. I would probably structure it roughly:

    1: Dimensional Cape, Blade Rush, Masked Vow
    2: Evasion, Masked Mind
    3: Dimensional Cape 2/day
    4: Whirl of Blades
    5: Gears of Fate 1/day, Dimensional Cape 3/day
    6: Uncanny Dodge, Magic Circle Against Chaos (at will? uses based on stat?)
    7: Dimensional Cape 4/day, Whirl of Blades 2/day
    8: Improved Evasion, Greater Masked Mind
    9: Dimensional Cape 5/day
    10: Gears of Fate 2/day, Whirl of Blades 3/day
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)21:44 No.12986518
    And now, ca/tg/irls and fa/tg/uys, a 3 level PrC brought to you by none other than our own lovely CAPTCHA!

    One day, while I was making a homebrew thread, my captcha was Natical Lectual. Thus, the Sea Scholar was born.

    “ Sometimes you gotta go with the flow... but it helps when you are the flow. ”
    —Hormorn Fletcher, Human Sea Scholar, Tome of the Sea

    The sea is crucial to our survival. These mages are not just its protectors, but also, deep down, a part of it. These mages are so adept at fighting at sea, they are actually stronger there, then they are at the heart of a continent.

    Becoming a Sea Scholar

    Only those with a healthy love for the sea would want to become a sea scholar. Sea scholars are almost universally druids, though there have been known to be Cleric, Wizard, or Sorcerers among their ranks.
    Entry Requirements
    Alignment: Any Neutral
    Skills: Profession (Sailor) 9 Ranks, Knowledge (Nature) 9 Ranks
    Spellcasting: Ability to cast 2nd level spells.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)21:47 No.12986546
    Base Attack Progression: Poor
    Fortitude Save Progression: Poor
    Reflex Save Progression: Poor
    Will Save Progression: Good
    Hit Dice: d6

    Class Skills (2 + Int modifier per level.
    Balance (Dex), Concentration (Con), Decipher Script (Int), Heal (Wis), Knowledge (Int) (Nature), Perform (Cha), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Rope (Dex).

    Class Features

    All of the following are class features of the Sea Scholar.

    Spellcasting: At every level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a sea scholar, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    Get Yer Sea Legs (Ex): A sea scholar no longer needs to make concentration checks to prevent a loss of spellcasting due to vigorous motion.

    Bounty of the Sea (Su): When a sea scholar is within 500 feet of the ocean, a sea, or an exceptionally large lake, he gains a +2 to effective caster level for the purposes of determining spell effects.

    Fury of the Storm (Su): Any spell that a sea scholar casts that creates a wind or water effect is treated as if under the Quicken Spell metamagic feat, except that it does not increase the spell's level.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)21:49 No.12986561
    Playing a Sea Scholar

    Combat: Sea scholars tend to aide their allies in battle by summoning gusts of wind or torrents of water to wash away and hinder their foes.

    Advancement: Most sea scholars remain on this relatively short path to its completion before continuing to train in their previous vocation.

    Resources: Sea scholars have no formal groups, but respect one another as ones who know the beauty and deadly nature of the sea, and would almost certainly band together if a large body of water were in danger.

    “ The sea can be a harsh mistress. ”

    Sea scholars can be anything from a wise man for a village that relies upon fishing for its livelihood to a grizzled old wizard called to protect merchant vessels.

    NPC Reactions: NPCs tend to view Sea Scholars in the same light as they would a salty old sailor. A wise man of the sea, but kinda useless in everything else.

    Sea Scholar Lore

    Characters with ranks in Knowledge (Nature) can research sea scholars to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
    Knowledge (Nature) DC Result
    11 Some mages are especially attuned to the sea.
    16 The sea is a powerful force, and some spellcasters have gone to great lengths to mimic this power.
    21 Sea scholars are never shaken by the rocking waves and take great pride in casting with all the might of the ocean.
    26 The first sea scholars were taught by a sect of druidic Ocean Striders in the ways of the power of the ocean.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)21:57 No.12986604
    >>12986561
    Got nothing else on that one, threw it together in fifteen minutes.
    >> Anonymous 11/30/10(Tue)21:58 No.12986615
    Eh, there's nothing much to say. It's not bad, but it would probably mainly be taken by arcane casters interested in abusing it particularly or solely for flavour reasons. It's pretty niche, but there's nothing really wrong with it.
    >> Anonymous 11/30/10(Tue)22:00 No.12986633
    Elegan/tg/entlemen, I seek your balancing prowess. I'm very slowly developing a module/setting, but I'm limiting magic classes (no wizards/sorcerers, rangers and druids getting tweaked). To make up for this, I'm offering more and new "utility potions" to replace spells. Follows is one:

    Potion of Breath Fireball:
    Similar to the spell Fireball. Upon drinking, but not swallowing, the imbiber is granted the ability to breathe a plume of flame up to 15' away, terminating with a 5' radius stemming from target area. Does 1d6 damage to single target, plus 1d4 damage to any other creatures in area of effect. One mouthful of potion allows one breath. Allow 1 round between each fire breath; otherwise take 1d2 damage. Typical flask carries 5 uses. If in melee, make DC 15 Concentration check to not swallow. If mouthful held for longer than 2 rounds, DC against swallowing increases by 5/2 extra rounds. User is left with the feeling of having just eating a hot pepper after use.

    IF SWALLOWED: Imbiber suffers 1d3 damage per fireball, and may breath 1d4 fireballs, with a 10% chance each time to breath a full power Fireball (see spell). Fire erupts from imbiber's stomach once every two rounds; if release of fire is resisted, imbiber suffers 1d6 damage per fireball in addition to the 1d3/fireball. After potion effect, imbiber suffers -1/fireball for all Con based checks for 24 hours. (Note: This is for each mouthful swallowed. If entire flask is drank, multiply by uses remaining in flask. If more than 5 fireballs are breathed, -1 Con for 24 Hours in addition to penalties to Con based checks. Additional -1 Con for every five fireballs.)

    Is this balanced/fair?

    >the sannized
    Yeah captcha, that is pretty crazy.
    >> Anonymous 11/30/10(Tue)22:01 No.12986651
    >>12986633
    Well, it's pretty terrible for players but would be useful to low level warriors and other soldierly-but-weak NPC's.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)22:06 No.12986688
    Dump Fail Mage: Y/N
    >> Anonymous 11/30/10(Tue)22:14 No.12986762
    >>12986651

    Suggestions for improvement? I scribbled this down quickly about a year ago (when I had much less gaming experience), and just remembered it when I saw this thread.
    >> Anonymous 11/30/10(Tue)22:15 No.12986777
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    At the risk of posting in a dead thread, we've made a whole passel of Changeling the Lost homebrew over at sup/tg/ #nwod.

    Some are more fleshed out (kiths, hedge bounty) than others (contracts, courts) but I'm fairly proud of the mess so far.

    http://1d4chan.org/wiki/Changeling_Homebrew_Kiths
    http://1d4chan.org/wiki/Changeling_Homebrew_Contracts
    http://1d4chan.org/wiki/Changeling_Homebrew_Hedge_Bounty
    http://1d4chan.org/wiki/Changeling_Homebrew_Courts
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)22:17 No.12986792
    >>12986777
    Not dead yet. I'm still contemplating dumping a class I made called the Fail Mage that I can't quite figure why anyone would want to play other than to troll the shit out of everyone.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)22:23 No.12986859
    >>12986792
    Fuck it, Trolls for the troll god. Incidentally, what do trolls worship?

    Fail Mage

    Cursed by the gods of luck, these eccentric mages have all the casting ability of a wizard and then some. The only problem is, they can't always control their magic, causing mishaps at the most inopportune times.

    Making a Fail Mage

    Fail mages cast all the spells a wizard can and has all the same strong points, but they have one glaring weakness, their magic isn't always controlable. It can, and will fail, often spectacularly.

    Abilities: Intelligence is required to cast any spells. A strong constitution, dexterity, and wisdom will help a fail mage survive their own spells.

    Races: Any race that can become a wizard can become a fail mage.

    Alignment: Any.

    Starting Gold: 100 gp.

    Starting Age: As Wizard.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)22:26 No.12986888
    >>12986859
    Base Attack Progression: Poor
    Fort Progression: Poor
    Ref Progression: Poor
    Will Progression: Good
    Hit Dice: D6

    Class Skills (4 + Int modifier per level, ×4 at 1st level)
    Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

    Class Features

    All of the following are class features of the fail mage.

    Weapon and Armor Proficiency: Fail mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a fail mage’s movements, which can cause her spells with somatic components to fail.

    Spells: A fail mage casts arcane spells which are drawn from the sorcerer/wizard spell list. A fail mage must choose and prepare his spells ahead of time (see below).

    To learn, prepare, or cast a spell, the fail mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fail mage's spell is 10 + the spell level + the fail mage’s Intelligence modifier.

    Like other spellcasters, a fail mages can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Fail Mage. In addition, he receives bonus spells per day if he has a high Intelligence score.

    Unlike a bard or sorcerer, a fail mage may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the fail mage decides which spells to prepare.

    Failure (Su): Whenever a fail mage casts a spell, the DM secretly rolls a d%. On a roll of 1-5, the spell fails as a mishap with a scroll.

    Familiar: Blah blah, same as a wizard
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)22:28 No.12986908
    >>12986888
    Oops - Delayed/Expanded (Su): On a roll of 6-15, the spell's effect is delayed by 1d4 rounds, but then activates as if under the Widen Spell metamagic feat, except that its spell level remains the same.

    Oops - Energy Malfunction (Su): On a roll of 16-25, a spell that deals a particular type of energy (such as fireball or Magic Missile) has its energy type changed. The DM rolls a d8 to determine the effect. 1 causes fire damage, 2 causes cold damage, 3 causes electric damage, 4 causes sonic damage, 5 causes force damage, 6 causes non-elemental damage, 7 causes negative energy damage, 8 causes positive energy damage. Note: Creatures healed by positive or negative energy are affected normally for the energy type. (A wight hit by a negative fireball would gain HP for example). Any excess hitpoints are gained as temporary hitpoints that last for three rounds.

    Oops - Conical/Linear Malfunction (Su): On a roll of 26-35, a line or coe spell is effected by having its properties changed. A line is reduced to a cone of half its length. A cone is expanded to a line of twice its length.

    Oops - Mass Oops (Su): On a roll of 36-45, a spell cast on a single target grows to an area spell effecting any targets within 5 feet/fail mage level.

    Oops - Maximized Oops (Su): On a roll of 46-55, a spell is treated as if under the Maximize Spell metamagic feat.

    Oops - School Swap (Su): On ar oll of 56-65 any spell cast by a fail mage can be substituted for another spell of the DM's choice of the same level, but a different school.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)22:29 No.12986925
    Oops - Weaponized Failure (Su): On a roll of 66-75, a spell can simply fizzle, leaving in its place a masterwork weapon of the DM's choice. This weapon lasts for five rounds and deals the effect of the spell on a successful hit. If the spell is a range of touch, only a melee touch attack with the weapon is required.

    Divide by Rule 0 (Su): At twentieth level, a fail mage can produce the effects of a wish spell once per day with no cost. This wish can, and will invariably, go wrong in a way of the DM's choosing.

    Ex-Fail Mages

    A fail mage who has 27 instances of Remove Curse cast upon themselves one immediately after another, becomes a Wizard of the same level.

    Epic Levels
    Spells A fail mage's magic continues to progress as a wizard's magic at epic levels.

    Oops - Self-destruct (Su): On ar oll of 76-85, any spell cast that targets a specific creature and has a duration gains the following effect: when the duration ends, a surge of magical energy wells up in the target, causing 1d8 damage per fail mage level to the target, fortitude save for half. the DC is equal to the fail mage's level plus his intelligence modifier. This damage is treated as chaotic aligned for the purposes of damage reduction.

    Oops - Line/Ray Malfunction (Su): On a roll of 86-95, a spell that requires a ranged touch attack becomes a line of damage (up to the maximum distance of the spell) with a reflex save for half instead.

    Oops - Good Job Breaking It (Su): On a roll of 96-100, a spell becomes altered as a Mordenkinen's Disjunction spell effecting everything the target has if they fail a reflex save DC the fail mage's level + his intelligence modifier.
    >> Anonymous 11/30/10(Tue)22:30 No.12986934
    >>12986777
    http://1d4chan.org/wiki/Changeling_Homebrew_Hedge_Bounty#Diceberry

    THAT IS PURE GOLD
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)22:31 No.12986942
    >>12986925
    Playing a Fail Mage

    Religion: Ironically, most fail mages tend to venerate gods of luck, praying for aid on occasion why they especially don't want their spell to blow up in their face.

    Other Classes: Most classes are unable to differentiate a fail mage from a wizard, other than the fact that their spells occasionally self-destruct. Fail mages tend to get along well with other classes, but are often apologetic to any of their allies that get caught in their spells.

    Combat:Fail mages tend to fill the same role as a wizard in combat.

    Advancement: Most fail mages are intent to continue to follow the path of a wizard, but have been known to entirely give up the magical arts in favor of something that won't explode in their face.

    Fail Mages in the World
    “ How did you somehow manage to explode water? ”
    —Mupom Obpom, Gnome Wizard commenting on his classmate.

    Fail mages can be anything a wizard can, if having a reputation for being somewhat eccentric or unpolished.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)22:33 No.12986966
    A Day in the Life: Domar coughed violently as he emerged rom the cloud of smoke. A simple cantrip had exploded covering everything within a thirty foot radius in soot.

    "Boccob give me strength" he groaned. He was advancing just as fast with magics as his peers at the academy, but for some reason, everything he did just felt... unpolished... in comparison. Focusing his arcane powers, he summoned forth a slight breeze to blow the soot out the window. Thankfully, that one worked right.

    "Perhaps conjury isn't your line of work, my friend, have you concidered illusion?" came a voice from behind. A gnomish wizard whow as studying just barely out of reach of the blast was looking at him. "They tend not to explode quite as much."

    He sighed "Maybe you're right, but I just can't seem to devote myself to one field of study like some of you can. I love all magic... even if it doesn't work quite right."

    "Then don't give up, look at it this way, you managed to create quite an impressive explosion for using so little magic. Maybe this isn't a bad thing, try to build on it, you could be the next Bigby if you can lean to control things like this."

    Notables: Kubori (Catastrophe) Apbori

    Organizations: Fail mages rarely congregate in groups of their own, but often mingle with wizard and sorcerer groups.

    NPC Reactions: NPCs tend to view fail mages as they would an eccentric wizard... from very, very far away.
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)22:34 No.12986971
    >>12986966
    Fail Mage Lore

    Characters with ranks in Knowledge (Arcana) can research fail mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
    Knowledge (Arcana) DC Result
    5 For some people, magic doesn't come out quite right.
    10 Just because a spell didn't work right, doesn't mean it doesn't work effectively.
    15 Never underestimate the power of a gigantic fireball, even if it does appear a few seconds too late.
    20 Fail mages are cursed by the gods of luck for having too much potential at magic.

    Fail Mages in the Game

    NPC fail mages can be anything from a no-talent comic relief wizard who can't even perform simple cantrips correctly to the secret weapon of an army, intent on loosing their chaotic magic in the heat of battle, hoping for a big enough boom to take out the enemy army.

    Adaptation: Similar versions of Psions, Clerics, Druids, or Sorcerers could be easily designed simply applying the same failure chance to their spells.
    >> Anonymous 11/30/10(Tue)22:41 No.12987030
    Trying to wonk up a setting with an elemental focus where everyone gets a minor genie that lives in their soul and gets personality powers, but whenever I throw something together the group powergamer makes me regret it.
    I am just about certain there is no way to mandate actually giving your character a personality now.
    Anyway, the other interesting bit in the setting at the moment is a race of earth-aspected pangolins that replace their scales with magical ceramic tiles instead of slapping on more armor. There's an NPC that calls himself the Knight of Purgatory that replaced all of his with minature portals to an endless void.
    >> Anonymous 11/30/10(Tue)22:46 No.12987085
    I should dig up the stuff I was working on for Castlevania in 3.x...

    I think I posted some of it here before (thought I might wait to see if there's enough interest for a new thread.)
    >> Homebrew Fighterfag !SGuuaGzn8M 11/30/10(Tue)22:47 No.12987104
    >>12987085
    /tg/ never gets enough homebrew threads, dump that shit man.
    >> Anonymous 11/30/10(Tue)22:56 No.12987204
    How the fuck would you make a black mage that wasn't 'wizards lol'?

    Would you go the Warlock path?

    How about a white mage that isn't cripplingly boring?

    also should I dump the TF2 Medic class I crapped out for D20 Modern (this was before I realized how terrible D20 modern is)?
    >> Anonymous 11/30/10(Tue)22:58 No.12987216
    Working on a mythological fantasy alternate history.
    All myths are true, Age Of Mythology style.

    The jews all died before they escaped Egypt: no monotheism.
    Romans are an empire of men that worships the roman gods (gods of men, antropomorphic, it's awwright)
    Rome has a harder time taking over the world since everybody except them has mystical allies. The celtic druids are a bitch and often summon forest trolls to their aid, meaning Rome is only halfway through Gaul.

    The Egyptians keep to themselves; nobody ever succesfully invaded Egypt. Rumors say that this is because the Pharaoh can summon the Army of the Setting Sun from the west bank of the Nile. It's a cross between the Tomb Kings and the army of the dead from LOTR, led by the current Pharaoh's dead father who has joined with Osiris. You do NOT want to be an invader chilling in Egypt during the night.

    The Atlanteans invented high magic, but their mainland sunk centuries ago. They still have a few island strongholds, but they're on the decline.

    The elves are chilling in the woods in northern europe, the goblins are fighting dwarves in the alps and under the northern moutain ranges. The vikings are drinking ale and raiding everybody.

    The romans, seeing the clusterfuck, have created two special organisations: the Palatine Spellbreakers, the only sanctionned mages in the empire, who train only in counter-magic and abjuration, and the Praetoria Argentum, an elite cadre of soldiers decked out in alchemically silvered arms and armor. In this setting, silver protects against magic, and silver weapons can cut through magical beings and prevent regeneration.
    With support from these two forces, Rome can nullify their ennemy's mystical powers and get back to stabbing them in the face with their gladii.
    >> Anonymous 11/30/10(Tue)23:00 No.12987234
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    I want to build a setting based around Terry Gilliam cartoons, but I'm afraid I don't have enough acid for that.
    >> Anonymous 11/30/10(Tue)23:32 No.12987561
    Might be a bit late on the Blue Mage, but a neat suggestion would be to take the Eidolon from the new Summoner Class from Advanced Player's Guide and use it as a PC class. It's evolution points system gives enough flexibility to cover most monster abilities, and you could make the class so that at the beginning of the day when mages normally prepare spells, the Blue Mage has to rearrange his evolution points to mimic the last monster he fought.
    >> Anonymous 11/30/10(Tue)23:36 No.12987596
    More people need to read through the Frank and K Tomes. If only for the fluff. Ditto A World Of Darkness.

    Tome Assassin: "I kill people. Collectively, I think you count as people."

    Master Passion Despair: Shinj [ʃɪndʒ]

    -Verb (used without object)
    1. to absolutely flip out in existential uncertainty and despair to the point of being unable to accomplish life goals.
    >> Anonymous 12/01/10(Wed)08:58 No.12990872
    Have we hit autosage yet?
    >> Anonymous 12/01/10(Wed)09:10 No.12990923
    >>12990872

    Hell no, motherfucker! Living strong! LIVING FOREVER!
    >> Anonymous 12/01/10(Wed)09:43 No.12991054
    I'd like a little more feedback on my 3.5e Pikachu player race, if that's alright. I'll skip the lore, because that's not really important (since it's Pikachu). I'm more concerned with the mechanics:

    >field too long

    Damn it, one sec.
    >> HERO !ltKB87FTeM 12/01/10(Wed)09:43 No.12991057
    >>12991054
    +2 Dexterity, -2 Constitution: Pikachu are quick-footed, but despite their tenacity aren’t very tough.
    Small: As a Small creature, a Pikachu gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than Humans use, and his lifting and carrying limits are three-quarters of those of a Medium character while standing upright. While on four legs, a Pikachu is considered a Medium character for determining weight allowance and encumbrance.
    The base land speed of a Pikachu is 20ft when upright, and 30ft when moving on all fours. Pikachu also have a x5 run modifier when running on four legs. Pikachu are unable to move on four legs when holding a weapon or a shield.
    +2 racial bonus on Listen, Jump, and Escape Artist checks.
    Pikachu can bite a foe with their sharp teeth to deal 1d3 points of normal damage with a successful unarmed attack.
    Pikachu use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. (I'm not sure about this one)
    Pikachu deal bonus electricity damage whenever they deal normal damage, but this bonus damage is not added to normal damage dealt by spells. This damage scales with level. See Table: Pikachu Bonus Damage. (Tweaking this, too)
    Thundershock (Su): Once per day, a Pikachu can deliver an electrical shock to a single opponent within 10 feet. This attack deals 1d8 points of electricity damage to living opponents. A Constitution save (DC 10 + Pikachu’s character level) reduces the damage by half. (I want this to deal more damage, otherwise it blows at higher levels, but I don't know a good way to scale it/make that scaling read right)
    Automatic Languages: Pika and Common. Bonus Languages: Elven and Sylvan. Pikachu can learn the languages commonly found in nature.
    Favored Class: Barbarian. Pikachu are an adamant little race, and are natural-born scrappers.
    >> HERO !ltKB87FTeM 12/01/10(Wed)09:45 No.12991067
    >>12991057
    Pikachu Bonus Damage

    Level:Bonus Damage
    1st – 3rd:1d2
    4th – 7th:1d4
    8th – 11th:1d6
    12th – 15th:1d8
    16th – 19th:1d10
    20th:2d6

    And that's that. I don't want them to have much by way of save/check bonuses due to their bonus damage table. Thoughts?
    >> Anonymous 12/01/10(Wed)10:09 No.12991181
    >>12987234

    I'm sure TOON could be adapted in some way.
    >> Homebrew Fighterfag !SGuuaGzn8M 12/01/10(Wed)10:12 No.12991197
    This thread is still alive? I'll dump an artifact when I get to school.
    >> Anonymous 12/01/10(Wed)10:51 No.12991389
    I wish my DM allowed homebrew. :|
    >> Anonymous 12/01/10(Wed)11:10 No.12991472
    >>12991389
    your dm sounds like a bitch. does he look like a bitch?
    >> Homebrew Fighterfag !SGuuaGzn8M 12/01/10(Wed)11:15 No.12991486
    Writing on a tablet this time guys, so please bear with me for typos etc. Quick poll: plane, ring, artifact, race, or god?
    >> Anonymous 12/01/10(Wed)11:16 No.12991490
    Ah, homebrew thread, but looks like I arrived bit too late. Anyway, I am still working on my Spirit of the Persona project, it is just progressing at glacial pace (ie not at all) as I'm busy with work.
    >> Homebrew Fighterfag !SGuuaGzn8M 12/01/10(Wed)11:18 No.12991493
    >>12991490
    Never too late, the thread has just begun!
    >> OP 12/01/10(Wed)11:20 No.12991497
    >>12991490

    When this maxes out/autosages, I'll just make a new one!
    >> Anonymous 12/01/10(Wed)11:26 No.12991515
    I might join in then and report on my not-progress on SotP, once I've eaten.
    >> Homebrew Fighterfag !SGuuaGzn8M 12/01/10(Wed)11:31 No.12991532
    >>12991486
    Going to dump an artifact then.
    Planar Idol

    Planar Idols are powerful magical objects that reside upon the Plane of Power. Planar idols are adamantine statues approximately 100 feet tall and thirty feet wide at the base. What they resemble details the predominant energy force upon them at the time is and will transmute if that energy changes. Generally, they resemble the elemental plane of their current environment. (e.g. One standing out in the open with the wind blowing would resemble something from the elemental plane of air. One submerged in the ocean would resemble something from the elemental plane of water.) These artifacts have a number of effects detailed below.

    * Planar Idols are immune to all forms of damage. Physical damage is completely negated and magical energy is absorbed and any attempts to move them fail.
    * Upon taking 1,000 points of damage or coming into contact with 1,000 pounds of material placed upon it from a planar source (Shadow, Force, Air, Water, Earth, Fire, Law, Good, Evil, Chaos, Positive Energy or Negative Energy) a rift between the elemental plane of power and the target plane will open. The portal is a 25 foot radius and remains for 2d% hours. Any creature traveling through the portal in either direction knowns 1d4 hours ahead of time that the portal will soon be closing when the time is nearly expired.
    >> Homebrew Fighterfag !SGuuaGzn8M 12/01/10(Wed)11:33 No.12991542
    >>12991532
    #

    * Counteractive energies (Law/Chaos, Earth/Air, Fire/Water, Good/Evil, Positive/Negative, Shadow/Force) will reduce their opposing element to 0 before building their own energy. (e.g. If an idol has 573 points of Evil energy, 1,573 points of good energy would need to be channeled to open a portal to a good aligned plane.)
    o If roughly equal amounts of energy of synergistic alignment energies (Law or Chaos with Good or Evil), a portal will be opened to to the plane that shares both alignments.
    * A combination of weight and energy can be used, so long as the total number reaches 1,000.

    # At any point a ten mile radius around a Planar Idol is devoid of any life other than outsiders or elementals from a particular plane, the geography in a ten mile radius around the idol will transmute to resemble the outsider's plane of origin. This area takes on all traits of the target plane except size.

    * An outsider may open a portal to his home plane by focusing on the idol for five full-rounds without needing to expose the idol to the prerequisite 1,000 points of damage.

    # Any outsiders residing upon a "home" portion of the Plane of Power caused by a Planar Idol instantly gain 5HD that remain for as long as they reside within the area of the Idol and for 1d% hours thereafter.
    >> Homebrew Fighterfag !SGuuaGzn8M 12/01/10(Wed)11:34 No.12991547
    >>12991542
    If at any point the area of a ten mile radius of a planar idol is devoid of any outsiders or elementals, it will immediately revert to its inert state and contain 0 points of elemental energy.
    Planes by Energy

    * Fire & Heat: Elemental Plane of Fire
    * Water & Acid: Elemental Plane of Water
    * Earth & Sonic: Elemental Plane of Earth
    * Air & Cold: Elemental Plane of Air
    * Electricity: Plane of Power (Elsewhere)
    * Force: Astral Plane
    * Shadow: Plane of Shadow
    * Physical Damage: Material Plane
    * Positive Energy: Positive Energy Plane
    * Negative Energy: Negative Energy Plane
    * 100% Good: Elysium
    * 75% Good, 25% Law: Bytopia
    * 75% Good, 25% Chaos: Beastlands
    * 50% Good, 50% Law: Celestia
    * 50% Good, 50% Chaos: Arborea
    * 100% Evil: Hades
    * 75% Evil, 25% Law: Ghenna
    * 75% Evil, 25% Chaos: Carceri
    * 50% Evil, 50% Law: Baator
    * 50% Evil, 50% Chaos: Abyss
    * 100% Law: Mechanus
    * 75% Law, 25% Good: Arcadia
    * 75% Law, 25% Evil: Acheron
    * 100% Chaos: Limbo
    * 75% Chaos, 25% Good: Ysgard
    * 75% Chaos, 25% Evil: Pandemonium
    * Neutrality: Outlands
    >> Radical Dreamer !iQu/bbTn7k 12/01/10(Wed)11:35 No.12991550
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    >My face when the weeaboo trying to make a soul reaper didn't just play an assassian with a ghost touch weapon.
    >> Anonymous 12/01/10(Wed)12:30 No.12991808
    This thread probably isn't gonna get very active until this evening.
    >> Anonymous 12/01/10(Wed)12:31 No.12991811
    >>12991808
    Bumb limit is only a few posts away...
    >> Homebrew Fighterfag !SGuuaGzn8M 12/01/10(Wed)13:30 No.12992141
    Continued at: >>12992108
    >> Anonymous 12/01/10(Wed)17:52 No.12994422
    >>12982326
    > Soul Reaper
    soulknife from expanded psionics, anyone? Anyone?
    >> Anonymous 12/01/10(Wed)17:56 No.12994458
    >>12994422
    Sure, if you like being marginally better than the Samurai and Truenamer.



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