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Messages - Darbius Maximus

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121
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: April 25, 2014, 02:11:52 AM »
Kethrian. Your comment about making non-metal equivalents to materials to avoid rusting was a good point, but there's an equivalent to the rust monster in the Expanded Psionics Handbook that dissolves crystal. As of such, I think the next option would be to look into something that isn't crystal or metal. I'm thinking we should have a special stone of sorts. Opinion?

122
Homebrew and House Rules (D&D) / Re: Martial Discipline Ideas
« on: April 16, 2014, 08:32:59 PM »
There's the Martial Discipline Compendium thread which should have the majority of the disciplines made here and on GitP.  Trawl through it and see if your idea has already been used.

Seven of the ones listed use Autohypnosis for their key skill.  Only 1 is keyed to Iaijutsu Focus.  None are keyed to Knowledge (astrology).

Ah thanks. I didn't get an answer when i posted there. Making a Discipline based on Knowledge Astrology would be fun.

123
Homebrew and House Rules (D&D) / Martial Discipline Ideas
« on: April 16, 2014, 08:15:02 PM »
I'm thinking about making a Martial Discipline. What skills haven't been used to make one yet. I'm thinking one absed around Autohypnosis, Iaijutsu Focus, or a skill from Dragon Mag such as Knowledge Astrology. Any suggestions for other esoterric skills that would be odd to see in a Discipline? Also, any other skills from Dragon mag?

124
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: April 11, 2014, 04:37:56 PM »
@Darbius: Your temporal glass idea is interesting.  I'd suggest not emulating mithral exactly or making it a metal alloy.  How about going pure glass that has the strength of steel?  Maybe add in a -15% ASF and -1 ACP for armour, and as for the armour insight bonus, it could be a constant +1 to AC and saves so that non-casters can still benefit.  As for pricing it, I'd suggest 100 - 150gp per pound of the item's weight.

As for your crystal idea, again go for something that doesn't just copy an existing material.  There's already the Blueshine enchantment to rust-proof armour, and Everbright for weapons, so you don't need to make new materials just for rust immunity.

Oh yeah... I forgot about those... I'll change the entries accordingly

125
Homebrew and House Rules (D&D) / Re: [D&D 3.5] Homebrew Compendium
« on: April 11, 2014, 03:29:21 PM »
Has anyone here collaborated to make a new Skill? Something with use and substance. Not something that would become a mainstay on all character sheets; something esoterric like Autohypnosis; different but still serious and with function?

126
Homebrew and House Rules (D&D) / Re: Martial Discipline Compendium
« on: April 11, 2014, 03:16:14 PM »
I may make a Martial Discipline. I want to base it around an oddly specific skill. I'm thinking Autohypnosis, Iaijutsu Focus, or Heal. Also, any unique skills in Dragon Mag that are of note?

127
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: April 11, 2014, 12:33:38 PM »
Maybe have a crystal with similar properties to Adamantine.

128
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: April 08, 2014, 10:14:31 PM »
Alright. I have only made some homebrew materials before and 2 of them are setting specific. I'll have to post that setting at some point.

So whilst reading Manual of the Planes I read about the Temporal Energy plane and how the sands of time flow in a grinding whirlwind that grinds all else into yet more dust to add to the winds thus I had this idea:

Temporal Glass: Created similarly to Glass Steel, sand captured from the maelstrom within the Plane of Temporal Energy is alloyed then half-blown, half-forged by arcane metallurgists to produce weapons whose surface appears as sandy, opalescent polished glass.

Treat the characteristics of Temporal Glass as Steel except as follows: Temporal glass is only partially composed of metal and thus does not rust.

Weapons: Weapons "Forged" from Temporal Glass seem to pulse outward; while the sands may have stopped shifting, the energy has not. Weapons created from Temporal Glass weigh half as much and confer a +1 Insight bonus to attack and damage rolls. Creatures struck by a Temporal Glass weapon heal the wounds created by such weapons at half their normal speed.

Armor: Armor "Forged" from Temporal Glass seem to pulse inward. Armor made from Temporal Glass is treated as Steel except for the following qualities: Temporal Glass Armor does not confer a movement speed penalty to the wearer and reduces ASF by 15%, reduces ACP by 1, and confers a +1 Insight bonus to AC that unlike other Insight bonuses does stacks with other Insight bonuses.

Price: 100 - 150gp per pound of the item's weight.

This with your suggestions. I ahd an idea for pulling a Riverine-esque effect and having halv the Armor's AC, rounded down, be an insight bonus but that may be too gimmicy.

129
Homebrew and House Rules (D&D) / Re: Materials Redux [3.5]
« on: April 08, 2014, 03:28:13 AM »
May i post metal ideas?

130
Homebrew and House Rules (D&D) / Re: Tome of Battle + Psionics
« on: April 07, 2014, 07:11:18 PM »
Here is one, but I think if you dig around on GitP you can probably find a few more (but I think this is the best :P). (Warning: the format is broken, since GitP "upgraded" their forums).

Thanks

131
Homebrew and House Rules (D&D) / Tome of Battle + Psionics
« on: April 07, 2014, 02:46:27 AM »
Is there a homebrew prestige class that functions like the Jade Phoenix Mage but for psionics?

132
After looking in the rules for making prestige classes in DM's Guide 1 and 2 and some variant rules with specific ones about taking away racial requirements, how much of a no brainer is is modifying existing prestige classes to augment existing abilities? The best example of a no-brainer I could think of would be a Psionic version of the Eldritch Knight; just have it be the ability to manifest third lvl Powers as an entry requirement and have ever lvl after first give you +1 to existing Manifester class.

133
They're called PsiCrowns now, and were changed a bit to better work with 3.5 psionics. Instead of having a certain number of charges, they hold a certain number of pp that can be used to augment any power it can manifest.

Could they be refluffed then, or simply work as a way to have a device that uses 9th lvl or lower power?

134
Homebrew and House Rules (D&D) / The Drilbu; AKA, the Psionic Staff
« on: April 03, 2014, 05:06:45 AM »
http://www.wizards.com/default.asp?x=dnd/psm/20011123a

Anyone update this for 3.5? I kinda want to use one as a Psi-Artificer.

135
Homebrew and House Rules (D&D) / Shadow Magic Classes
« on: April 02, 2014, 03:00:57 AM »
So I don't know if it's been done already but I made a Shadow Magic Artificer variant. I was wondering if perhaps I could get a critique on what I have so far. I especially would like help tweaking the 13th lvl ability that gets added in.

Shadow Magic Artificer:

Item Creation Feats function instead with Shadow Caster Mysteries and Spells with the "Shadow or "Darkness" descriptors. Can craft items that require they must be made in the Plane of Shadow outside the Plane of Shadow. May take and apply Metamagic feats that do not have equivalent Metashadow feats when utilizing class abilities and item creation abilities when creating a Shadow Magic Item requiring a mystery; they may also apply Metashadow feats to Magic items that have the "Darkness" or "Shadow" descriptor or items that utilize a spell with the same descriptor.

A Shadow Magic Artificer’s Infusion list remains the same, but references to Spells are replaced with references to "Mysteries and Spells with the 'Shadow' and 'Darkness' descriptor".

Homunculus created by a Shadow Magic Artificer gain the Dark template.

Metashadow Trigger: At 6th level, a Shadow Magic Artificer gains this ability in place of Metamagic Spell Trigger. A character can apply a Metashadow feat he knows to a Mystery or Spell trigger device (As long as the spell has the Darkness or Shadow Descriptor), such as a Wand. Using this ability expends additional charges from the item equal to the number of effective spell levels a Metamagic feat or a Metamagic feat equivalent to a Metashadow feat would add.

Metashadow Spell Completion: At 11th level, a Shadow Magic Artificer gains the ability to apply a Metamagic or Metashadow feat he or she knows to a spell completion item (usually a scroll). He or she must have the appropriate Item Creation feat for the spell/mystery completion item he or she is using. The DC for the use Magic Device check is equal to 20 + (3x the modified level of the spell/mystery)

At 13th lvl, Items that utilize Apprentice Mysteries or spells with the "Darkness" or "Shadow" descriptor of level 3 or lower; when activated function as though their effects were Supernatural Abilities. As of such these Items can be activated within an Antimagic Field and bypass Spell Resistance (This ability needs the most work. An additional XP cost when crafting an item subject to this may be necessary to balance this ability, or you must spend an Infusion to activate this ability. Concept example: An Infusion of an equivalent level to the base level of the Mystery or Spell the item would recreate must be spent to activate this effect)

136
Introduce Yourself / Darbius Maximus Here
« on: April 02, 2014, 02:53:38 AM »
Can't wait to start posting my ideas. Get some criticism then i can maybe use them in real games.

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