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Topics - phaedrusxy

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61
Min/Max 3.x / Rebuking Outsiders: Let's break this...
« on: September 22, 2013, 08:54:14 PM »
Noticed this gem in another thread. It might be fun to play this in a game where you expect to encounter a decent number of outsiders (which is most high level games).
The incarnate paladin variant (Dragon 310, p47) can rebuke outsiders instead of turn undead.
This is begging to be abused to high heaven and back!  :P Outsiders often have stupendous abilities (and high CR) compared to their hit dice (completely the opposite of undead), and you could control just about any of them via this and enough optimization pizzazz.

62
Off Topic Fun / real life scene from American Gods in the media
« on: September 18, 2013, 09:57:24 AM »
This news article describing bodies found in old cars sunk in a lake reminded me of American Gods by Neil Gaimen. I literally felt a chill when I saw the cover photo of the rusted old truck. If you've read the book (or listened to the audio book as I did), you'll probably understand, as that part of the book was particularly creepy I thought. If you haven't read the book... you should!

63
Legends of the Heroes / Inspiring pictures/artwork
« on: August 28, 2013, 10:23:44 PM »
I saw this amazing photo (photoshopped, by the way), and thought "Man, I would LOVE to see that used in a game..." So I thought I'd start a thread to put things like this in. If any mods think making a thread like this with unspoilered images will eat too much bandwidth, let me/us know. But since the point is to have a "gallery", it would be easier to browse it if they were unspoilered...

(click to show/hide)

64
Gaming Advice / Animate with the Spirit
« on: August 19, 2013, 05:54:45 PM »
I was looking over sanctified spells to use with a gestalt binder//spirit shaman, and came across this spell. And am I reading this correctly? So I could call the spirit of a hound archon into a dead troll, and basically for 10 min/lvl get a troll with the Su and SLA abilities of a hound archon (and BAB, base saves, etc)? If so... that looks pretty damned awesome. :D

What are some other good/great sanctified spells? I'm looking for 3rd and lower level right now, but the game will probably progress till 12th or so.

65
Gaming Advice / Domain or creature with Plane Shift?
« on: July 23, 2013, 12:28:46 AM »
Are there any domains with Plane Shift as a 5th level spell? What about creatures with the innate ability to plane shift, which could be Called via Planar Ally/Binding? (I know about genies and nightmares)

66
Gaming Advice / Dragonborn Half-elf
« on: June 30, 2013, 02:04:17 PM »
What does a half-elf lose/keep for becoming a dragonborn? I think it basically loses everything (which is really nothing much...), but still counts as a half-elf for prereqs (like the bardic substitution level for Soothing Voice), right?

I think I could also use Alter Self for humanoid and dragon forms, right?

Quote
For all effects related to race, a dragonborn is considered a dragon and a member of her original race.

Working on a bard character, and would like both Soothing Voice + Dragonfire Inspiration without taking Draconic Heritage.

67
Handbooks / Getting the most out of your familiar
« on: May 07, 2013, 12:01:55 AM »
I thought I'd copied these over... but I didn't find them with a search.

Quote from: Wyrd;2737292
Original Message:

Spells that specifically target familiars:
- Animate Dead Familiar: instant duration; makes your dead familiar undead ... it has to die first, so there might be xp-loss :( (SB)
- Augment Familiar: +4 to Str, Dex, Con, 5/magic DR, and +2 to saving throws (CW)
- Elemental Familiar: instant duration; turns your familiar into a tiny elemental (SB)
- Enhance Familiar: can be permanency'd; +2 competence to attack/saves/damage, +2 dodge AC (T&B)
- Familiar Pocket: can be permanency'd; creates an extradimensional pocket on your clothing that the familiar can enter/leave as a free action (T&B)
- Fortify Familiar: can be permanency'd; +2 enhancement to natural armor, 25% fortification, 2d8 temporary HP (T&B)
- Imbue Familiar with Spell Ability: transfers some of the casters daily spells (T&B)
- Planar Familiar: instant duration; turns your familiar into a Celestial/Fiendish/Axiomatic/Anarchic creature, depending on the alignment of your god (SB)
- Dragon 280 also has the following spells: Familiar's Sense, Familiar's Touch, Share Life, Familiar's Form, Call Familiar

Feats:
- Bonded Familiar (PH2)
- Celestial Familiar (BoED)
- Combat Familiar (PH2)
- Construct Familiar (Drag 280) ... change type
- Dragon Familiar (Drac)
- Enspell Familiar (Drag 280) shared spell works up to 1 mile
- Extra Familiar (Drag 280)
- Familiar Concentration (LEoF) familiar can maintain concentration for caster
- Familiar Spell (DMG:epic, Und:general) - familiar can cast spells
- Improved Familiar (CW: Guardian Familiars) (FRCS) (RoF) (SK) (T&B)


check out the nice list further on in this thread:
http://boards1.wizards.com/showpost.php?p=8838824&postcount=167

- Lurking Familiar (PH2)
- Obtain Familiar (CA) gives you a familiar, with the familiar abilities depending on your total arcane caster class levels
- Planar Familiar (Plan)
- Shadowform Familiar (CoR) familiar gains incorporeal subtype (you have to be a Krinth)
- Spell-Linked Familiar (PH2)
- Stitched Flesh Familiar (LM) get an undead version of a normal familiar and control more undead :)
- Token Familiar (Drag 280) familiar can assume statue-like form
- Undead Familiar (Drag 280) ... start with an undead familiar, without xp-loss

(Prestige) Classes:
- Alienist PrC lvl 5: adds pseudonatural template to your familiar (CA)
- Bonded Summoner PrC: turns your familiar into a powerfull elemental (MH)
- Changeling wizard 5 substitution level: "Morphic Familiar" lets your familiar change between it's possible forms at will. Very cool for a standard familiar, but once you add in Improved Familiar ... (RoE)
- Elf wizard 3 substitution level: doubles the bonus you gain from your familiar (RotW)
- Fleshwarper increases your familiar's size
- Raptorian wizard 1 substitution level: gives you a small air elemental as familiar (RotW)


alternative familiars
- Dragon 277 page 65: badger, chipmunk, dog, eagle, groundhog, lizard, monkey, otter, small constrictor snake
- Dragon 280 page 60: bird, dog, fox, hare, lizard, mouse, otter, raccoon, skunk, squirrel
- Dragon 323 has two good familiar options. The Moth/Butterfly gives +3 to spellcraft checks. The Hummingbird, quite possibly the best basic familiar (although the raven can be better), grants +4 initiative.

the "casting" familiar
- max out use magic device and give him your wands / staffs
- imbue familiar with spell ability (T&B) / contingency / improved contingency (T&B) / symbul's spell matrix/sequencer (MaF/PgtF) ... all allow your familiar to cast spells
- cast a spell and let your familiar "hold the charge" untill you really need the spell ... works just like a quickened spell

tips & tricks
- the raven and some of the "improved familiars" can speak, so can use command word items
- alter self (this thread by PhaedusXY), polymorph and shapechange can also change your familiar into something more suited to combat/survival/whatever ... the alter self/polymorph bit works best when your familiar already is an outsider
- familiars use the masters skills, so use the aid another action to get +2 on the masters checks
- for "Clever uses of the Share Spells ability", check out this thread by PhaedusXY


BoED: Book of Exalted Deeds
CA: Complete Arcana
CoR: Champions of Ruin
CW: Complete Warrior
Drac: Draconomicon
Drag: Dragon Magazine
FRCS: Forgotten Realms Campaign Setting
LEoF: Lost Empire of Faerun
LM: Libris Mortis
MaF: Magic of Faerun
MH: Miniatures Handbook
PgtF: Players Guide to Faerun
Plan: Planar Handbook
RoE: Races of Eberron
RoF: Races of Faerun
RotW: Races of the Wild
SB: WotC - Spellbook Archive
SK: Serpent Kingdoms
T&B: Tome and Blood
Und: Underdark

You can also check:  WotC's Rules of the Game: Familiars ... although sometimes it brings only more obscurity.

And another trick: If you take Improved Familiar to get a Pseudodragon, and find a way to trade out its Alertness feat (Dark Chaos Feat Shuffle, Psychic Reformation, retraining, etc), you can give it Mindsight from Lords of Madness.

68
[Tome] The Fall of Pun-Pun / NPC Graveyard
« on: February 28, 2013, 10:22:35 PM »
I'm going to post the stat blocks for NPCs you guys defeat in combat, in case you're curious how they did some of the things they did.

Encounter 1: The Feast of All Souls


Three 3rd level goblin fighters
(using my homebrew fighter class)
(click to show/hide)

Two 3rd level goblin bards
(click to show/hide)

5 Worgs: as in SRD before buffs
(click to show/hide)

1 greater barghest with two crusader levels

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69
Homebrew and House Rules (D&D) / JaronK's "Quick-fix" monk
« on: February 13, 2013, 11:01:33 PM »
Just copying this over here to preserve it, since I'm using it in a  PbP game on here.
Having been over at the GitP forums for a bit and seeing far too many Monk discussions, I thought I'd make a quick Monk fix.  The goal here is to move Monks up to the T3 level, making them effective strikers and also making them the anti casters they're supposed to be.  Note I'm not trying to get into T1 areas, so a Wizard could still take them... but I'm trying to make them a reasonable threat, including into the higher levels.  Also, I don't want to use ToB or Psionics, since there's already official fixes in those areas (Unarmed Swordsages for example).

1:  Full BAB.

2:  Flurry gives bonus attacks any time you attack, even if you're only doing a standard action attack or a charging attack.  Additionally, at level 15 the Monk gains Superior Flurry, which gives an additional attack when flurrying (for a total of +3 attacks).

3:  Quivering Palm is now a standard action attack at will with unarmed strikes only, and you can't flurry with it, but if you hit you may at any time as a swift action force a save or die on that opponent (Fort Save DC 10+ 1/2 Monk Level + Wis Modifier). You can only do this on the last opponent hit with a Quivering Palm (within the last Monk level days), and once used you have to hit with the attack again before using the swift action kill. This ability is gained at level 7.  At level 12, the attack deals double damage.  At level 17, the attack is a touch attack.

4:  The monk gains an ability called Infused Strike.  You may enchant your unarmed strikes as a weapon using an ability similar to the OA Samurai or Ancestral Relic ability, and may explicitly TWF with them while using the enchantment effect. Furthermore, you may change your selections of bonuses each time you level up. You can add these enchantment bonuses to any Monk weapon you wield so long as that weapon is not magical, and only enchantments that would apply to the weapon can be added to the weapon (so if one of your abilities was "Impact" it would only work on bludgeoning weapons held this way).  The effect wears off immediately when the monk releases the weapon.  It takes eight hours for the ritual to sacrifice items to take place, and you may only sacrifice magic weapons this way.  The cap on how powerful your Infused Strike ability can be is the same as that of Ancestral Relic.  This ability is first gained at level 4.

Likewise, you may sacrifice magic armor to add armor enchantment abilities to yourself while unarmored.  This functions just like Infused Strike (call it something like Perfect Body) but you can only sacrifice magic armor this way.

5:  Monk weapons include all weapons currently listed in their proficiencies (plus unarmed strike!), and then at levels 8, 13, and 18 you can add new thematic weapon groups, choosing from a few mastery groups. For example, Mastery of the Striking Snake gives proficiency in Spiked Chains, Spinning Swords, Chains, Kusari Gamas, Meteor Hammers, and Rope Darts. Mastery of the Pillars of Heaven gives Longstaff, Glaive, Guisarme, Duom, and Awl Pike. Mastery of the Dragon's Fang gives Dagger, Kukri, Punching Dagger, Barbed Dagger, and Broadblade Shortsword. All such weapons can be flurried with, and enchanted using the rules above.

6:  Empty Body is now gained at level 10.

7:  Fast Movement now applies to all movement forms a Monk gains, so a level 10 Monk under the effects of a fly spell now flies 30ft faster.

8:  At level 5, the Monk gains the ability to walk on air for limited durations.  The Monk my effectively fly at a speed equal to her normal ground movement speed for a number of rounds equal to her Monk level at a time, but if she is still in the air at the end of this time she falls as though a flight spell wore off.  Once she is on something that can support her weight for at least one round, she can take off again.   Her maneuverability is considered Clumsy at 5th level, Poor at 8th level, Average at 11th level, Good at 14th level, and Perfect at 17th level.

9:  At level 9 the Monk gets Blindsight (5ft) and this improves to 10ft at level 19.  Additionally, the Monk has Blindsense equal to 5' times Monk level, starting at level 4.  Furthermore, Monks get Tremorsense at level 4, which starts at 5' and improves by 5' every 4 Monk levels.

10:  A Monk gets Detect Magic at will at level 5.  At level 9, the Monk gains Arcane Sight at will, though her eyes do not glow.  At level 13, the Monk gains True Sight at will.  At level 17, the Monk gets a permanent Mindblank effect.

11:  Abundant Step now allows the Monk to teleport as a Move Action to any position within 5' X Monk level.  The Monk must have Line of Effect to the new position.  This ability is used at will.

Okay, so overall this makes monks noticeably better as scouts and strikers, plus they're capable of defeating illusions relatively well.  They also get useful abilities as they level up, and can actually help against mages and the like.  Plus, they don't need to be holding quite as much gear due to the Infused Strike and Perfect Body abilities, and I think a lot of people like the idea of Monks running around with less gear.

Any thoughts?  This is just a rough cut idea.

JaronK

70
[Tome] Frozen Night / Rules and World
« on: February 05, 2013, 10:16:52 AM »
copying over from here but mostly the same as here

Specifics for TheFrozen Night campaign (other than the stuff listed in the other posts in this thread):
  • Starting level 10th
  • 36 Point Buy
  • Max hit points at first level, average after that (3.5 on a d6, for example). Or you can roll after first, if you'd prefer that.
  • Wealth by level is basically thrown out the window. You get to start with 8 level-appropriate magic items. You can only use 8 magic items at a time, anyway. See below for details.
  • No flaws. 1 Trait
  • Partial BAB and saves (Unearthed Arcana)
  • No item crafting feats. Everyone can craft one item of their level at every character level. No XP cost for item crafting. If you get an item crafting feat as a bonus from a class, pick another feat that is appropriate for that class instead.
  • Guidance of the Avatar is banned, because it makes most skill checks meaningless. The Dark Chaos feat shuffle, and buying magical location feats and retraining them are both right out also. Other similarly broken things will be banned too. I'm sure I'm forgetting some.
  • Technically set in the Forgotten Realms, but most materials available. (All official D&D, and homebrew on a case by case basis, this version of "The Realms" will also no doubt deviate substantially from "canon", so don't be alarmed...)

If you're interested in playing some kind of "monster race", make sure you check out the Races of War rules for that. I'll be using some variations of that on a case by case basis, and NOT using the standard LA system at all when it is avoidable. Seriously... if you like playing monsters (and who doesn't?) look into the Tomes. The Tome of Fiends has rules for playing a True Fiend, for example. This is a "base class" that is solely for advancement as a demon/devil/etc.

For magic items and wealth, we're going to go with the 8 item limit that they talk about in the Book of Gears. You basically can only have 8 "constant effect" magic items at a time. Single use items like potions don't count against this, and neither do "use activated" items (like magic weapons that only do damage, for example). Wands don't count as "attuned" items, but staves (staffs) do*. We'll use the rules on page 225 of the Magic Item Compendium to estimate what levels are appropriate for magic items with the modifications found here. We're dumping the "body slot" system entirely. You can totally wear 8 magic rings if you want to, but that will be all the magic items you can benefit from at once. You can own more than that, but swapping them out will usually take 15 minutes of "attunement".

*Clarification on Continuous vs Use-activated and Attunement:
(click to show/hide)

Ammunition is not magical. I might allow individual magical ammunition that works basically like a potion in arrow form.

We're going to hand waive magic item creation stuff. Don't bother taking feats. If you want to say you crafted your stuff, you can. It will take time is all, and it won't give you any economic advantage over someone who buys theirs. It won't cost any XP, either. XP also won't be given out for killing things. You'll be rewarded for completing storyline objectives, regardless of how you do it.

Only "lesser" magic items will be for sale with gold, and they will be the basic items like weapons with only an enhancement bonus, and maybe something like the flaming property. (Basically anything that costs less than 15,000 gp.) However, enhancement bonuses will scale with levels, as outlined in the Book of Gears. We can RP this as you upgrading the items somehow, or it can just represent your growing skill at using the item, however you would prefer. So you don't have to replace your magic sword every 3 levels. Changing bonuses around to other types will not be allowed, either.

It might be possible to trade for more powerful magic items (worth more than 15,000 gp and/or listed on the Medium or Major tables in the DMG), but you'll have to offer something of relatively equal value. This might not always be an object. Of course you can always kill people and take their stuff, too. ;) I'll try to make sure and keep everyone outfitted appropriately, and try and fit acquisition of items into the game in ways that are fun and appropriate. It would be helpful if you all made "wish lists" of things you'd like to get.

Combining magic items is totally fine, as long as they are appropriate for your level in the end. There is no charge at all for combining items. You just add the price of the items together to get the final item value.

"Minor" magic items will be fairly common, but medium and major ones (costing more than 15,000 gp) will not. It is entirely possible for someone to use a magic item that is above their level if they somehow obtain one. However, medium and major items (that cost more than 15,000 gp) are highly coveted by powerful creatures and individuals. So if you get your hands on something wildly more powerful than you should probably have, expect and be prepared for them to try and take your stuff, if they know about it. See the Wish Economy rules for more details on this.

Bonus type consolidation:
1) bonuses from classes will stay as-is, as will bonuses from feats and other character building resources.
2) for items and spells, there will only be the following bonus types:
-enhancement
-circumstance (roll competence into this)
-insight
-racial (will replace any existing racial bonus)
-dodge
-resistance
-inherent (only on bonuses to ability scores from Wish/Miracle)
-deflection
3) No custom magic items with the type of bonus changed to something else
4) If a spell or item gives some other bonus type not listed, or is "untyped", change it to be one of the above.

And on that note, here is something on style: There are certainly more powerful things than your character in the game, and the world is quite lawless. I won't go out of my way to kill you, but if you blunder into the cave of an ancient dragon and piss it off, I won't pull any punches because you're in over your heads. I will try to provide "in game" warnings if you're headed for something that is almost certain death for you, but please try to play intelligently. Not everything that you might encounter in the game is something I specifically placed there for you to kill.


Here is a new fiendish sphere (as in the Tome of Fiends): the Time Sphere
(click to show/hide)

71
Team H.E.R.O. / Dice Rolls
« on: February 04, 2013, 04:52:35 PM »
So we can avoid the angry text...

Will save vs. Detect Thoughts
Rolled 1d20+11 : 16 + 11, total 27


Looks like that only applies against the 3rd round results, and not the first two, though.

72
[Tome] Frozen Night / Character Sheets
« on: January 31, 2013, 12:43:19 AM »
Put 'em here, please.  :D

73
[Tome] The Fall of Pun-Pun / Chapter 4: If a tree falls in the forest...
« on: January 30, 2013, 11:09:01 PM »
The dreams have been getting worse lately. Even during your waking hours, you've felt a tightness in your chest, and a sense of impending doom, but despite your best efforts, you've been unable to determine what they mean.

You (all) have had these recurring nightmares for years in which you were running from some unknown and unseen force. In the dreams, you were always racing against "the clock", and knew that if you weren't successful at whatever you were trying to do (which was never clear in any of the dreams...), that there would be dire (but vague/unknown) consequences.

In many of the dreams, you've had to fight bizarre creatures with unexplainable powers. Secrecy is another constant theme in the dreams, because it seemed that even speaking about certain things could make them happen, as could drawing a lot of attention to yourselves, for some reason. It was as if the dream itself was your enemy, but that it was only vaguely aware of you... unless you did something to get its attention. So you learned to be quiet. To watch. To wait. To only act when you knew it would count. To be patient. And often to dread sleep...

You've always had the same group of allies in the dreams. Oddly, even though they seem as real now as people you see every day, you've never actually met any of them, as far as you can remember, and you're unsure if they actually exist. These allies have strange powers of their own, and as the years have worn on, their powers (and appearances) have actually changed, but you know that they are still the same "people"... at least in the dreams. Their names have always seemed to slip away when you wake up, though... until tonight...


You're woken up by an odd, tentacle-armed demon pouring a bucket of water on you, screaming "Wake up Bitches! OK, this shit is about to get real! Training is over, and the Time of the Reaping is coming, for us, or them!

Tonight, the Veil will be lifted. When you wake up, you'll remember every detail of what I'm about to tell you, and of all of these special dreams you've been having over the years. Yeah, that's right Motherfuckers, I know all about them. You know why? Because I made them! I couldn't risk my own ass coming to fill you motherfuckers in on what happened... so I had to sneak into your minds while you slept! And I couldn't just give it to you all at once, or let you keep all of it, either. Else you might have went off asking the wrong questions and gotten your fool selves killed, and I couldn't have that. Because I need you, Bitches. You're my soldiers, and it's Time to go to War!"


As you look around, you see your allies from all the earlier dreams, and although you'd expect them to be soaking wet, none are... and neither are you, now that you think about it... Maybe it was just a metaphorical bucket of water... And if you woke up, why does this still feel like a dream?

"Now, before you Motherfuckers start asking all kinds of stupid questions, first open up these motherfucking books and take a look at them."

You all realize that you're holding a small black book. They all look identical.

"Go ahead. Take your time. As deep as we are, we can afford a little more."

As you open the book and start to skim the pages, it all seems familiar to you. You realize you've seen bits and pieces of all of this in the dreams you've had over the years. Before long, you feel like you don't even need to read anymore. You know it all, already. And you remember the names of your companions, although they don't look exactly like they were described in the book.

The foul-mouthed demon says "Now... we come down to it. This P-P Motherfucker is going to Ascend soon, and you motherfuckers need to be getting the fuck out of here before that happens... especially after you wake up from this dream... as even having all of this stuff in your head might be enough to draw his attention, even if you don't ever speak a word of it. Luckily... I've got your asses a ticket back to the past. It's not any of that shit in that book, either. That's way too damned dangerous. Even though he doesn't know exactly what happened the first time around, or who is responsible, he is definitely more wise and paranoid about shit this time... and I'm sure he'll be watching the Myth Drannor Portal, and... well, you know... that damned green globe that about fucked us up last time we did this shit...

And don't even think about saying you're not going, because you know you're gonna be fucked if you don't. If you listen to me, you just might survive. I've learned a thing or two since we tried this shit last time, and I'm gonna put that to work helping you motherfuckers out... although I won't be coming along for the ride personally. We'll keep in contact though, same way we always have... when you sleep."


The grin on his face is unspeakably wicked.

"So... any questions? Or are you ready to hear how you're getting the fuck out of this soon about to be fucked up time?"


(click to show/hide)

74
[Tome] The Fall of Pun-Pun / Recycled Character Sheets
« on: January 30, 2013, 12:45:52 PM »
Let's post the new versions/character sheets here.

75
Team H.E.R.O. / Character Profiles
« on: January 29, 2013, 11:58:53 PM »
Zeus (Formerly known as Typhoeus)

Yeah, Zeus! As in, father of Apollo? Mt. Olympus? Don't fuck with me or I'll shove a lightning bolt up your ass? Zeus! You got a problem with that?

Chaotic Good Jotun (no bloodline)
Ancestor: Storm Lord 8
Descendant: Sniper 2/Soulknife 2/Sublime Archer 4

Team: Hero
Party Role: Ranged damage, battlefield control, some utility (divination)

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76
Homebrew and House Rules (D&D) / Time and Space [Tome] Base Classes
« on: January 29, 2013, 04:15:41 PM »
Warper


How 'bout the power... to move you?

The Warper learns how to feel space and intuitively bend it to his will, allowing him to move he and his allies in unexpected ways, and hinder the movement and attacks of his enemies.

Ability Scores: Wisdom is the primary ability score for a Warper, as it determines the saving throw DCs of all of his abilities. Dexterity or Strength may also be important, depending on what kinds of weapons the Warper decides to focus on using.

Hit Dice: d8
Class Skills: Balance, Climb, Concentration, Disable Device, Escape Artist, Hide, Jump, Knowledge (any), Listen, Move Silently, Profession, Search, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, Use Magic Device

Skills/Level: 6+Int

Weapon Proficiencies: All simple and martial weapons
Armor Proficiencies: All armor and shields (except exotics).
Alignment: Any

LevelBase
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+0+0+2+0Phasing Attacks, Hammer Space, Bend Blows, Spatial Sense, Treacherous Space
2nd+1+0+3+0Warp Rift, Far Filch
3rd+2+1+3+1Recall, Dispersal
4th+3+1+4+1Reality Stutter, See the Paths
5th+3+1+4+1Warp Sense, In All Places
6th+4+2+5+2Greater Teleport, Phasing Attacks (Swift)
7th+5+2+5+2Xeno's Treadmill, Follow the Lead
8th+6/+1+2+6+2Warp Reach, Self-Flank
9th+6/+1+3+6+3Crowd Dispersal
10th+7/+2+3+7+3Universal Teleport
11th+8/+3+3+7+3Warp Lock, Unlocked Space, Phasing Attacks (Free)
12th+9/+4+4+8+4Perfect Reality Stutter
13th+9/+4+4+8+4Seize the Heart
14th+10/+5+4+9+4Co-location
15th+11/+6/+1+5+9+5Gate
16th+12/+7/+2+5+10+5Implosion
17th+12/+7/+2+5+10+5Planar Bubble
18th+13/+8/+3+6+11+6Planar Inversion
19th+14/+9/+4+6+11+6Genesis
20th+15/+10/+5+6+12+6Dimensional Being

Any Warper ability that offers a save has a DC of 10 + 1/2 character level + Wisdom modifier.

Phasing Attacks (Su): The Warper learns how cause his weapons to bypass the space occupied by his enemy's armor and natural armor, allowing him strike vital areas unhindered by much of their defenses. As a move action, he may cause his next attack to be resolved as a touch attack (melee or ranged). At 6th level, this becomes a swift action, and at 11th level, it becomes a free action.

In addition, the Warper can use this ability to bypass other obstacles, both magical and mundane. Attacks made using this ability ignore cover (including total cover, if the Warper can still accurately target), can strike incorporeal creatures with no miss chance, and can bypass effects like Wind Wall, Walls of Force, etc. The Warper's attacks can bypass up to one inch of material per class level in this way (Force effects count as 6 inches thick for this purpose). These attacks may also pass into co-terminous planes (such as the Ethereal, or the inside of a Rope Trick), but materials and effects which block teleportation and travel through the Astral plane can also block these attacks (but see Unlocked Space).

Bend Blows (Su): The Warper bends the path of incoming attacks, granting her a deflection bonus to armor class equal to half her level (rounded up).

Hammer Space (Su): At 1st level, a Warper gains access to a minor extradimensional space that she can use to store items.  As a swift action she can store one unattended item which she is touching, retrieve one item from the space, or exchange one item which she is touching with an item already stored in the space. The space can store up to a maximum of her class level plus Wisdom modifier in items, each of which must weigh no more than her heavy load.  A willing creature can also be stored in place of an item, but there is no air in the extradimensional space and the creature must hold its breath until retrieved.

When using this ability to exchange one item for another (such as replacing an original document with a Forgery), anyone witnessing the exchange must make a Spot check (DC 10+ 1/2 the Warper's level + the Warper's wisdom modifier) or fail to notice the exchange. Do note that this initial check only determines whether the action of exchanging the items is noticed, not whether the difference between the items is identified.

At 3rd level, this becomes a free action but is still usable only once per round.

At 6th level, the Warper may retrieve or stow up to her class level in items each round as a free action, as long as they are each touched by her during the exchange (or already in the Hammer Space).

Treacherous Space (Su): At 1st level, a Warper can make space around her bend in uncomfortable ways, making movement difficult.  She can create an aura that causes enemies to treat all squares near her as difficult terrain. Unlike normal difficult terrain, this also affects flying and incorporeal creatures. The maximum radius of this ability is 5' per two class levels (rounded up), but the Warper may reduce the size to as little as she likes when she first activates the aura, or as a swift action after it is active. This aura is also activated or deactivated as a swift action, but requires no actions to maintain.

Spatial Sense (Su):  At 1st level, a Warper gains an intuitive sense for the surrounded space.  She is always aware of all open spaces within 10' per class level, as well as any dimensional anomalies like invisible portals (even inactive ones), dimensionally locked spaces, etc. This special sense does not require Line of Effect, and extends into any coterminous planes of existence.

This ability also allows the Warper to detect difficult traps within her Spatial Sense (as the rogue's Trapfinding ability), but she still needs to make a normal Search check to notice them if they do not include some kind of dimensional anomaly.

Warp Rift (Su): At 2nd level, a Warper can create invisible holes in space that unwary creatures may fall through.  As an immediate action the Warper can create a Warp Rift which connects any two squares within Short range. Any creature stepping into either one of those squares then must make a Reflex save or be instantly teleported to the other one. Each Warp Rift lasts for 1 minute per Warper level and then dissipates. A Warper may ignore the effects of Warp Rifts if he chooses, and his Spatial Sense ability also allows him to see them. Neither end of the Warp Rift may be created inside of a solid object, but they may be created in a square in which a creature is currently standing. If so, the creature must make an immediate Reflex save or be instantly transported to the other end of the Warp Rift. If at any time the space a creature is arriving at is occupied, then they are instead transported into the nearest open space. If the warper wishes, she may make the portals work in one direction only. She may also dispel one or all of them as a free action on her turn.

At 6th level, the Warper can create a one-ended portal that instead leads to an extradimensional space. Creatures that fall into this remain trapped there for the duration of the effect unless they have an ability that lets them travel from one dimension to another. At the end of the duration, they reappear in the spot from which they disappeared. The warper may enter or exit any of these dimensional spaces as a move action, taking willing creatures (1 per class level) with him.

At 9th level, the duration on this ability becomes 1 hour per level.

At 12th level, they are permanent.

Far Filch (Su):  At 2nd level, a Warper learns how to teleport items from her enemy's hands into hers.  As a move action she can teleport an item within Close range to her hands.  If the item is attended, the holder receives a Reflex save to negate.

Dispersal (Su): At 3rd level, a Warper learns to teleport creatures short distances at will.  As an attack action (which may take the place of a single attack within a full attack) she may teleport any creature within Short range of her to any other location within short range.  The Warper must be able to see the intended destination. The target receives a Will save to negate this effect.  Any attempt to teleport a target inside a solid object immediately fails.

Recall (Su): At 3rd level, a Warper can attune herself to a safe location.  Doing so takes an hour of meditation at the site.  Afterwords the Warper can teleport herself to the site with a standard action, regardless of distance or even if the site is on a different plane.  A Warper may have a number of sites attuned equal to her level at any given time, and may replace a previously attuned location with a new one as part of the hour of meditation to attune the new site.

Reality Stutter (Su): At 4th level, a Warper can continually teleport in place, flckering in and out of reality.  This provides the benefits of Blink.  The Warper can choose to suppress or restart this ability as a swift action. 
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See the Paths (Su): At 4th level, a Warper continually emanates an Anticipate Teleportation (SpC) effect within 30'.  The Warper can choose to exclude any creature or object from the effects of this ability, if she wishes (even if she is unsure whom or what the incoming target is).  In addition, the Warper is immune to the effects of Anticipate Teleportation and Greater Anticipate Teleportation, and neither warns the caster nor is delayed by the spell.

Warp Sense (Ex): By 5th level, the Warper's sense of the space around him has become honed to the point that he can sense the distortions in it caused by creatures and objects. He gains the effect of a Burrowing Transdimensional Touchsight out to 10' per class level as a constant effect. He may use his Warper level in place of ranks in Psicraft for the check for Burrowing.

In All Places (Ex): At 5th level, a Warper's location is so unstable from continual teleportation that she becomes hard to locate with magic.  She continually benefits from the effects of Nondetection, with a caster level equal to her character level. 

Greater Teleport (Su): At 6th level, a Warper can use Greater Teleport at will, though she can only transport herself and her equipment with this ability.

Follow the Lead (Su): At 7th level, a Warper can follow foes across the cosmos.  If a creature within Long range is affected by a teleportation spell or effect, the Warper may teleport to any open space within Close range of the transported creature's new location as an immediate action.

Xeno's Treadmill (Su): At 7th level, the Warper may as a free action choose one creature or object that he can see/sense. The creature/object is considered to be infinitely far from him for the purposes of all attacks or spells they target him with until the beginning of his next turn. Any attacks it uses against him seem to move progressively slower as they approach, stopping when they reach halfway. This even applies to attacks that they make while adjacent to him or in his space. If the target tries to approach the Warper bodily, they also get progressively slower but never reach him as well.

Strangely, this has no affect at all on their capacity to attack or approach anyone else, including allies who are adjacent to the Warper. Any abilities which allow the target to teleport, or bypass intervening space with their attacks (such as a Sharn's hex portals), also allow them to also bypass this ability. Only one target may be affected by this ability at a time.

Warp Reach (Su): By 8th level, due to transient distortions that the Warper causes in the space around him, he is able to attack creatures farther away than he should be able to. His reach extends by 5'.

Self-Flank (Su): At 8th level, by warping space, you are able to hit an enemy from all sides at the same time. You no longer need an ally to be considered flanking any target you attack.

Crowd Dispersal (Su): At 9th level, a Warper can affect all creatures within Close range with Dispersal as a Move action.

Universal Teleport (Su): At 10th level, a Warper's teleportation can reach any corner of the multiverse.  As a standard action she can teleport a touched creature anywhere on any plane.  An unwilling target receives a Will save to negate this effect. If a group of creatures links hands with the Warper, the Warper may instead teleport them all at once (up to one per Warper level).

Warp Lock (Su): At 11th level, a Warper has such control over the paths of teleportation that she can twist her enemies escape plans to her advantage.  Whenever a creature within Long range uses a teleportation spell or effect, the Warper may redirect the creature to any other open space in Long range as a free action (even if it isn't the Warper's turn). 

Unlocked Space (Ex): At 11th level, nothing stands in the way of a Warper's teleportations.  The Warper's abilities ignores all affects that specifically prevent teleportation or dimensional travel.  This includes affects such as Dimensional Anchor and the Monk's Grand Master Style that stops teleportation, but not generic affects that prevent using spell-like/supernatural abilities (such as Anti-magic Field) or prevent you from taking actions (such as being stunned). He or she is also permanently under the effects of Freedom of Movement, as her teleportation abilities allow her to slip any impediment or bonds.

Perfect Reality Stutter (Su): At 12th level, a Warper is perfectly in tune with her teleportation.  When she uses Reality Stutter, she acts as if under the effect of Greater Blink (SpC) instead of Blink.
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Seize the Heart (Su): At 13th level, a Warper gains incredibly fine control over their teleportations, and may remove vital parts of a creature's anatomy. This works as the psi-power Decerebrate, except as follows:
1) at the Warper's option, he may instead render the target dead rather than catatonic by removing its heart, entire brain, or another vital organ. This only kills or completely incapacitates creatures with a definable anatomy which have vital organs or components that they cannot function without (usually this means that they aren't immune to critical hits. in questionable cases, the DM may ask for an appropriate Knowledge check).

2) However, it may also be used to excise a portion of an inanimate object (up to 1 cubic foot per Warper level), or of a creature which is immune to critical hits. In such cases, it does 1d6 damage per Warper level, and may also produce one of the following effects:


Blind, Deaf, and Mute: You remove the creature's head. It can no longer see, hear or speak (unless it doesn't need a head for that).
Lame: You remove part or all of a creature's leg. It's movement speed is reduced to 1/4th normal, and it loses its Dexterity bonus to AC.
Missing Arm: The creature loses the function of any natural weapons associated with one of its limbs (which can be a tentacle or whatever). If it was holding a weapons or other object in that limb, it may appear in the Warper's hand if desired.

Surgical removal of other body parts is possible, depending on the creature's anatomy (removing specific eyestalks of a beholder, etc), but the specific penalties or other consequences will be up to the DM.

Co-location (Su): At 14th level, the Warper gains the ability to exist in two locations at once. This ability may be activated or deactivated as a free action (once per round), and may only be used for one round per Warper level per day (minimum 1 round duration). This effectively creates a duplicate of the Warper anywhere he wishes, even on another plane of existence. This duplicate has the full range of all the Warper's capabilities, including those from magic items and special abilities, and its own full set of actions each round.

However, this is not really a "duplicate". Both copies are actually the same individual, so any effect which affects one of them also affects the other automatically, including damage taken, charges used from magic items (or items which are destroyed or disarmed), etc. They also share completely their full sensory inputs (so they both see what the other sees, etc). When the Warper ends this effect (or when one of the two versions are killed), he must choose which copy is the "real" version. The other disappears.

Gate (Su): At 15th level, the Warper's mastery of space has become complete. He may use the travel of the Gate spell as a spell-like ability at will.

Implosion (Su): At 16th level, the Warper learns to open a tiny tear in space which can suck in an enemy, crushing them as they pass through it, and depositing their remains into the inter-planar void. He can use Implosion at will as a spell-like ability. In addition, this ability may target an object of up to 10 cubic feet per Warper level.

Planar Bubble (Su): At 17th level, the Warper may duplicate the effects of a Planar Bubble spell, at will. However, the Warper can choose to emulate any plane he wishes (not simply his native plane), and he and any allies he designates are treated as natives of whatever plane he chooses to emulate.

Planar Inversion (Su): At 18th level, the Warper may permanently swap out a piece of one plane with a piece of another one. This affects 100' radius centered on the Warper, and is usable at will. So yes, given enough time he could turn the entire Material Plane into the Plane of Fire, or whatever. Hopefully someone stops him before his madness is finished if he tries that, though. :)

Genesis (Su): At 19th level, the Warper may use Genesis as a SLA once per day. This costs him no XP.

Dimensional Being (Ex): At 20th level, the Warper permanently transcends the limitations of space. He may now use Greater Teleport as a free action, even if it is not his turn. He may even use this as a reaction to avoid attacks, but only if he can perceive the attacker somehow and is not flat-footed. He also counts as being in all places at once, or no place, at all times, whichever is most beneficial to him. This basically lets him choose whether to be affected by any effects for which he is targeted with, or choose to be within the area of area affects, or not. This includes mundane attacks as well as all magical effects.

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77
Homebrew and House Rules (D&D) / Wild Reaper [Necromantic Druid ACFs]
« on: January 29, 2013, 11:39:36 AM »
Wild Reaper


"Don't fear the Reaper."

Death, rot, decay. These are all as much of the natural cycle as birth and growth. And while all living animals know fear and pain, the undead do not. Is it not much more humane to use undead to do your fighting and manual labor than animals? Creating mindless undead from the corpses of creatures who have already died naturally is no more evil than creating a golem, or even an inanimate tool like a shovel, and is certainly less evil than enslaving an animal. Yet not everyone sees it this way.

The Wild Reapers are a small sect of druids who have embraced undeath as a more palatable alternative to using animals for combat and labor. Although they certainly are not completely opposed to the existence and creation of undead, they do nonetheless have strict rules about it. Undead which are compelled to feed on the living, and especially those whose victims rise as spawn, are especially reviled and are to be destroyed at all costs. Likewise it is forbidden to slay an enemy for the express purpose of animating its corpse. However, if you are attacked and slay an enemy in self-defense, it is acceptable to reanimate him. Otherwise their creed is not that much different than those followed by most other druids. They are staunch defenders of nature, but might be even more militant than typical druids when it comes to the defense of animals, as they see the use of domesticated animals as no better than slavery.

Of course most other druidic sects see them as heretics and treat them no differently than any other necromantic cult.

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Weapon and armor proficiencies: Club, Dagger, Dart, Kama, Quarterstaff, Scythe, Sickle, Sling.
Class Skill Points: 4 (unchanged)
Skills: Add Intimidate and Knowledge (Religion), lose Diplomacy and Handle Animal.
Alignment: Any. While the use of undead is typically evil, not all Wild Reaper druids need be. Many use undead to defend the living and defenseless. However, in campaigns where all undead and spells dealing with animating them have the evil descriptor, maintaining a good alignment as a Wild Reaper will certainly be more difficult.

Replace Animal Companion with Death Master, which is as follows:
   1) The druid gains Tomb-Tainted Soul as a bonus feat. If he is or becomes an undead, he instead gains Corpsecrafter and Corrupted Wild Shape.
   2) All spells on the druid's list which normally have animals as targets (Animal Growth, etc) now instead only affect undead. Any boosts to Constitution now grant temporary hitpoints equal to the normal Con bonus multiplied by the creature's hit dice.

Lose Wild Empathy and Spontaneous Summoning, gain Rebuke Undead (at 1st level).

Remove Charm Animal and Dominate Animal, and add the Summon Undead line of spells to the Wild Reaper's spell list, as well as the following spells: Hide from Undead, Animate Dead (as a 3rd level spell), Command Undead (2nd), all of the Inflict X Wounds spells (same level as the corresponding Cure), as well as Harm (7th level) and Speak with Dead.

Lose Venom Immunity gain Disease Immunity (as paladin's Divine Health).

Lose Resist Nature's Lure, gain +4 to save vs. Necromancy (includes supernatural negative energy and level drain effects, and acts as Turn Resistance +4 if the druid is undead).

78
Board Business / New wave of spambots?
« on: December 06, 2012, 11:17:59 AM »
Has anyone else noticed how many new users with names made of seemingly random strings of characters we've had lately? Are these things spambots? (I assume they are being deleted, since I never see posts by them, due to the 2 post minimum).

79
Mindscapes / Miscellaneous links
« on: December 03, 2012, 12:20:23 AM »
Ideas I don't want to forget about...

Co-terminous Planar Travel only

How to make floating islands

Brainstorming alternate WBL system (WBL = attuned wealth, consumables count for a time even after you use them)

The Dreamason (a grammarie/manifesting/warlocky PrC related to dreams)

Agraramel

Warper

Homebrew/rules for Fall of Pun-Pun and Frozen Night (with links to character setting ideas, which I may use in the near future for a game for my son)(original thread with the most setting material)
Edit: Hmm... actually incorporating the dream rules into this game could be really fun, because most of the "real" world is a frozen wasteland, but dreams could be anything...

My Playground

80
Legends of the Heroes / Tales of the Black Freighter
« on: November 25, 2012, 11:13:02 PM »
I think the ship from the comic within the comic series "The Watchmen" would make a great addition to a D&D campaign. How could we pull that off? Homebrew is OK if necessary, but it might not be. :D

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