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Messages - trundlebot

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I was reading through some of the earlier posts in this thread, and it got me to thinking about a setting where everyone is living magic. I've got one race for Illusion and the start of one race for Universal or maybe Divination. Only 7 to go...

Ideas...

The apocalypse came and went. Magic ran rampant, destroying the civilizations of humans, orcs, dwarves, goblins, elves, and more. Magic is what rose from the ashes. Living and sentient, filling the gaps left behind. Now feral humans skulk in caves, and the elves have retreated to their once-forested swamps. Dwarves hide themselves beneath the earth. The once-great dragons live in catatonic slumber within their lairs. The once-great mages of ages past wreak havoc across the lands, seeking to enslave magic once again.

Elementals roam the wilds. Living spells are pets and beasts of burden.

Player races:
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Non-Player Races:
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Deities:
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Classes:
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Very well thought out so far! I would play the living crap out of this.
Would be swordsage sorcerer :D

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Updated. I removed the Mystic. Added pretty pictures to the base classes.

I will begin plotting tables and stuff out soon.

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Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: May 14, 2014, 09:40:20 PM »
Or why not throw in things like Enchanted Clay as a material?

Enchanted Clay:
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Got bored, so made you some Clay Golem Armor!
Wonder if you could bend the rules and make it so the armor animates?

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Hate to double post, but Update: Added Elves, updated a bit of formatting, and changed Humans.

What I have is subject to Change. The Mystics are currently under heavy debate, as well as their prestige class(es). There are going to be PLENTY of changes, but I am still keeping Elves as Dragon-descendants...It sounds so much cooler than silly little forest munchers! Apologies if that was offensive to any Elves in the forums. I just dislike stereotypical Elves.

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So I am wondering about something:

I am planning on having the Elementalist as a mana-esque magic user, drawing energy from the world in a way similar to MtG Planeswalkers. I was thinking that at higher levels in the Elite class (meaning 6th and above) the ability to slowly become partly elemental in aspect. Specialized Elementalists get the more powerful abilities and spells, while non-specialized would gain a bit of everything, just somewhat weaker.

Now for a relative frame of reference, I am planning (at least for this system's base World) to have level 10 as the major cap. The most powerful man in the world is level 10. Anything beyond is god-like and more the realm of legend. level 5 is the average highest class level any NPC would normally get (and yes, I will be adding NPC classes).
Level 5 Elementalists would gain a single spell as an at-will supernatural ability concerned with their element. Non-specialized would obtain an elemental trait of their choosing from a list.

Sound cool?

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Homebrew and House Rules (D&D) / Re: Heir of Might [PrC]
« on: May 12, 2014, 05:27:10 PM »
Okay, so we have the Crown of Clarity, Crown of the Grave, Crown of Might, Crown of Protection, Crown of Smiting, Crown of Veils...what is the 7th one? I feel like I missed something here.

Other then THAT, this is a pretty amazing PrC. I would rate it at a solid Tier 3. Really good at one particular set of cool stuff. The flavor is really nice too!

What I would recommend is this: instead of just burning a single color, make it so either the Heir of Might chooses the color when they get the ability OR it changes pending on his mood.
Also, maybe for more visual awesome, add different effects to the crown for each class ability?

As said before, love it. I will be all over this and the others because I so want to use them in my RL campaign.

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So this is still a WIP
I am working on it HERE, and HERE but feel free to post comments, ideas, and so on in either location.
Hello world! I am here before you to present to you something I have been working on for a while now.
It started simply as a Wizard and Fighter fix IRL, but when I went to put it online, I decided to fix other issues I saw, which evolved into my wanting to make a setting for the homebrew, which THEN evolved into my saying "Screw this, I will just make an alternate to Pathfinder with my own stuff!"

I do apologize if it is a disorganized mess in any way. If this is the wrong section for this, please let me know/move it (last option for mods and such  :P ).

This Opening Post shall have all of the Changes contained within.

Lots of Base Classes and Prestige Classes, I will be changing the skill system and combat system up a wee bit, as well as spell lists, spells, magic item and spell creation, and some other stuff that needs doing.



Hit Die is no longer determined by class. HD is determined by Race.

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What you do get from the Classes is a Bonus to Health per level.
Shown below are the new classes and the health bonuses.

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Soldier: +6
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Elementalist: +1
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Magician: +1
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Warmage: +2
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Thief: +2
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Hunter: +4
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Pariah: +4
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Bard: +2
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Assassin: +2
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Priest: +1
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Summoner: +1
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Wilder: +1
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Necromancer +2
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[/SPOILER]

Classes no longer advance to the 20th level. Instead they now advance to 5th level, allowing either advancement in Prestige Classes if accessible, or advancement in an elite version of the original class that advances previous skills.

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Good show! Jolly Good Show!
[/SPOILER]

What I am trying to achieve is something...unique but based off of that familiar and relatively easy to use system Dungeons and Dragons 3.5e.

This will take some time, so please keep an eye out, suggest things and give good criticism. I will be working on it for as long as it takes!

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Introduce Yourself / Hello strangers!
« on: March 26, 2014, 10:46:49 PM »
Sup homies?

Tis me, the chillin' troll from Freljord ready to bring some shagnasty to DnD 3.5e.

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