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Homebrew and House Rules (D&D) / Wolven [Monster]
« on: Today at 09:50:31 AM »
Would anyone want to see this as a playable race? It's intelligent enough to be one, which is why I ask.

WOLVEN
Wolven [RUNIC]
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (2d6+10)
Full Attack: Bite +11 melee (2d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, enhanced scent, wolven telepathy, master bond
Saves: Fort +7, Ref +6, Will +2 
Abilities: Str 25, Dex 15, Con 17, Int 10, Wis 12, Cha 10
Skills: Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: TrackB, Pack TacticsB, Improved Initiative, Prodigious Nose
Environment: Aboveground
Organization: Solitary or pack (5-8)
Challenge Rating: 3
Alignment: Neutral
Advancement: 5–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: -

Wolven are an offshoot of dire wolves that grew more intelligent over time, and also evolved the ability to communicate telepathically with both themselves and with a chosen master, although whether that is supposed to have come from runic magic or is entirely natural is a completely unknown phenomenon. Regardless of its source, the ability of the wolven to communicate telepathically has been a great boon to certain Athaghoel communities, who have taken advantage of that fact and paired with wolven packs in their local area, each working to support the other.

Wolven grow as tall as 4 feet at the shoulder and weigh more than 900 pounds. As a wolven ages, its muzzle fades from brown to white. 

Wolven understand Common and Dwarven and can communicate telepathically, although they cannot speak aloud except as wolves normally do.

Combat
Bonded wolven are courageous and loyal, and they ably assist their master in combat, especially through use of their pack tactics feat. In the wild, wolven packs hunt much like wolves, harrying and baiting their prey until it is too worn to fight.

Trip (Ex): A wolven that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolven.

Enhanced Scent (Ex): Wolven have some of the best noses in the canine kingdom, and use them to unerringly hunt down their prey. Wolven can detect approaching enemies and sniff out hidden foes within 60 feet. For strong scents, such as smoke or rotting garbage, double the range. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. Wolven can pinpoint the location of a scent when within 30 ft. This otherwise functions as per the Scent ability.

Wolven Telepathy (Su): Wolven long ago, whether through breeding or an accident of chance, learned how to communicate telepathically with the rest of their pack. These days, that also includes their master, should they have one. A wolven can communicate telepathically with any other wolven or their master within 120 ft. Language does not matter.

Master Bond (Ex): A wolven, despite their intelligence and ability to communicate, are bred to be bonded with a single dwarven master. When bonded, the wolven and the master can communicate via wolven telepathy, and know each other’s location and health (as per the status spell) within 240 ft. Bonding is a process that takes a month of continual contact and communication between the wolven and the prospective master. The bond, however, is entirely voluntary on the wolven’s part, and mistreatment by the master will result in the severing of the bond and the ostracization of the master by all wolven.

Skills: *A wolven also has a +4 racial bonus on Survival checks when tracking by scent.

Feats
PACK TACTICS
You can gain an extra advantage when you and your allies can gang up on a foe.
Prerequisites: BAB +3, Dodge
Benefit: You and your allies harass and harry foes, snapping at their heels and always attacking when their back is turned
Surround the Enemy: As long as you and one other ally threaten the same foe, you and all allies who threaten the same foe are considered to be flanking even if there is not an ally in the correct position to flank. In addition, once per round you can declare that a melee attack you make against a flanked enemy is intended to open the enemy's defenses. You must declare this attempt before you roll your attack, and the attempt is wasted for the round if the attack misses. If the attack hits, your allies who are flanking the target gain a +2 morale bonus on attack rolls and damage rolls against that enemy until the start of your next turn.
Harry: As long as you and one other ally threaten the same foe, each successful attack by you and any allies who threaten the same foe reduces the target's movement speed by 5 feet. This cannot reduce their movement speed below half the unmodified value. In addition, once per round as an immediate action when an opponent you are flanking moves, you can immediately move to any square adjacent to your foe as soon as the foe stops moving, as long as the distance you cover is less than or equal to your speed. Your movement can provoke attacks of opportunity.
Gang Dodge: As long as you and one other ally threaten the same foe, you and all allies who threaten the same foe apply your flanking bonus (if any) as a dodge bonus to armor class, and as a bonus to Reflex saves. These bonuses only apply against the flanked foe. In addition, when a flanked opponent attacks you and misses, you can take a 5 foot step. Your opponent, if they desire, can make a 5 foot step to follow.

PRODIGIOUS NOSE
Born as one of the lucky beings who can detects scents from vast distances, you are the early warning system your pack depends upon
Prerequisites: Enhanced Scent
Benefit: You can use scent to detect approaching enemies and sniff out hidden foes within 120 feet. For strong scents, such as smoke or rotting garbage, double the range. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. You can pinpoint the location of a scent when within 60 ft.

2
One more monster and half a template. When the template is done it's just items left.

3
Off Topic Fun / Re: Dungeons and Dragons Online (DDO)
« on: Today at 09:40:19 AM »
How close is it to actual DnD?

4
Magics of Arhosa / Re: Runecarving Index & General Discussion
« on: Yesterday at 09:19:21 PM »
And another monster.

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Magics of Arhosa / Re: Runecarving Index & General Discussion
« on: Yesterday at 10:14:19 AM »
And a template.

6
PDF is finalized and complete.

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Magics of Arhosa / Re: Runecarving Index & General Discussion
« on: August 14, 2018, 08:23:01 AM »
Added two new monsters.

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Magics of Arhosa / Re: Runecarving Index & General Discussion
« on: August 08, 2018, 09:46:06 AM »
I haven't started it, I was waiting for Tandda to be done with major revisions.

Updated Tandda and the Spiraling Emptiness feat in the PDF.

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Magics of Arhosa / Re: Runecarving Index & General Discussion
« on: August 08, 2018, 09:12:46 AM »
Yes, yes I do. It's mostly Ex, just a few Su here and there aside from the obvious elemental assault series.

How's Character Options looking?

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Magics of Arhosa / Re: Runecarving Index & General Discussion
« on: August 08, 2018, 07:29:08 AM »
Magical Void (Ex): The very being of the Tandda is inimical to all forms of magic. Any character using a spell, spell-like, or supernatural ability within 10 ft. of a Tandda must attempt an opposed level check with a +5 bonus against the Tandda. If the Tandda wins, the ability fails, otherwise, the ability functions as normal. Any ongoing spell, spell-like, or supernatural ability must make the same check or be suppressed when it enters the area. Any suppressed effects resume upon exiting the area, although if they are then under the effect of a different Tandda's Magical Void, they must then make an opposed level check against that Tandda. If there is more than one Tandda affecting a character, the highest level Tandda makes the check with a +1 bonus to his check result for each other Tandda affecting the character. A Tandda can never use class features affected by this ability.

Added in a bit about stacking, what happens if you walk from one Magical Void to another, and tweaked the restriction slightly. Look good?

11
Homebrew and House Rules (D&D) / Blighter [Base]
« on: August 07, 2018, 08:05:57 AM »
Needs a few more abilities at the top end, but I can't think of any right now

Blighter

"Text."
- Excasard the Brilliant, Human Blighter


Text

Making a Blighter
Text

Abilities: Wisdom is the ability that the Blighter uses to give him extra spells.

Races: Blighter appear amongst all races, for their talents are widespread.

Alignment: Blighter can only be nongood.

Table 1: The Blighter

Level  BAB   Ref   Fort  Will  Abilities                                                                    1st 2nd 3rd 4th 5th 6th 7th 8th 9th
-----------------------------------------------------------------------------------------------------------------------------------------------
1      +0    +0    +2    +2    Defiling, Undying Fauna, Tainted Aura                                        1   —   —   —   —   —   —   —   —
2      +1    +0    +3    +3    Razing Bonus Feat, Sustenance                                                2   —   —   —   —   —   —   —   —
3      +2    +1    +3    +3    Contagious Touch                                                             2   1   —   —   —   —   —   —   —
4      +3    +1    +4    +4    Razing Bonus Feat, Speak with Dead Animal                                    3   2   —   —   —   —   —   —   —
5      +3    +1    +4    +4    Undead Wild Shape                                                            3   2   1   —   —   —   —   —   —
6      +4    +2    +5    +5    Razing Bonus Feat, Animate Dead Animal                                       3   3   2   —   —   —   —   —   —
7      +5    +2    +5    +5    Undead Wild Shape (Large)                                                    4   3   2   1   —   —   —   —   —
8      +6    +2    +6    +6    Razing Bonus Feat, Plague                                                    4   3   3   2   —   —   —   —   —
9      +6    +3    +6    +6    Burning Diease                                                               4   4   3   2   1   —   —   —   —
10     +7    +3    +7    +7    Razing Bonus Feat, Undead Wild Shape (Tiny)                                  4   4   3   3   2   —   —   —   —
11     +8    +3    +7    +7    Undying Horde                                                                4   4   4   3   2   1   —   —   —
12     +9    +4    +8    +8    Razing Bonus Feat, Undead Wild Shape (Plants)                                4   4   4   3   3   2   —   —   —
13     +9    +4    +8    +8                                                                                 4   4   4   4   3   2   1   —   —
14     +10   +4    +9    +9    Razing Bonus Feat                                                            4   4   4   4   3   3   2   —   —
15     +11   +5    +9    +9    Undead Wild Shape (Huge)                                                     4   4   4   4   4   3   2   1   —
16     +12   +5    +10   +10   Razing Bonus Feat,                                                           4   4   4   4   4   3   3   2   —
17     +12   +5    +10   +10   Undead Wild Shape (Elemental)                                                4   4   4   4   4   4   3   2   1
18     +13   +6    +11   +11   Razing Bonus Feat                                                            4   4   4   4   4   4   3   3   2
19     +14   +6    +11   +11   Permanent Dustbowl                                                           4   4   4   4   4   4   4   3   3
20     +15   +6    +12   +12   Razing Bonus Feat, Undead Wild Shape (Huge Elemental)                        4   4   4   4   4   4   4   4   4


Game Rule Information
Blighter have the following game statistics.

Alignment: Nongood
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as Druid)

Class skills
Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, local, nature) (Int), Listen (Wis), Profession (herbalist) (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All the following are class features of the Blighter class.
  • Weapon and Armour Proficiency: Blighter are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
  • Spells: A Blighter gains the ability to cast a number of divine spells, which are drawn from the Blighter spell list. A Blighter must choose and prepare his spells in advance. To prepare or cast a spell, a Blighter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Blighter’s spell is 10 + the spell level + the Blighter’s Wisdom modifier. Like other spellcasters, a Blighter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Blighter. In addition, he receives bonus spells per day if he has a high Wisdom score. The Blighter does not have access to any domain spells or granted powers, as a cleric does. A Blighter prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Blighter may prepare and cast any spell on the Blighter spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A Blighter can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any Summon Nature's Ally spell of the same level or lower. See Undying Fauna for details.
  • Defiling: The Blighter is a defiler, and cannot cast spells without defiling.
  • Undying Fauna: Starting at 1st level, whenever a Blighter castes a Summon Nature's Ally spell, the summoned creature has the corpse creature template (BoVD 185) applied to it.
  • Tainted Aura (Su): The blighter is so tainted by his destructive ways that it is noticeable. People feel uncomfortable and wary when you are present and animals whimper when you approach. You suffer a –1 circumstance penalty to Bluff, Diplomacy, Gather Information, and Handle Animal checks for every even level of Blighter you have. Likewise, you receive a +1 circumstance bonus to Intimidate checks for every odd level of Blighter gained. The tainted aura has a range of 5 feet per Blighter level.
  • Razing Bonus Feat: At every even level you gain a bonus feat from the list of Razing feats. You must still meet all the prequisites of the feat in question.
  • Sustenance (Ex): At 2nd level and higher, a blighter no longer needs food or water to survive.
  • Blightfire: Starting at 2nd level, as a standard action, a Blighter can unleash a scorching blast of blightfire. This effect deals 1d4 points of negative energy damage and 1d4 points of fire damage to all creatures in a 10 foot burst (Reflex half; save DC is 10 + 1/2 class level + Wis modifier). Range is 10 feet per class level, and the damage increases by 1d4 points of negative energy damage and 1d4 points of fire damage at every even level to a max of 10d4 at 20th level. Creatures that fail the save catch fire.
  • Contagious Touch (Su): At 3rd level and higher, a blighter can produce an effect like that of a contagious touch spell once per day. She gains one use per day of this ability for every two additional blighter levels she acquires.
  • Speak with Dead Animal (Sp): Starting at 4th level, a blighter can converse with dead animals. This ability functions like a speak with dead spell cast by a cleric of a level equal to the blighter's class levels, except that it affects only corpses of animal creatures. It is usable at will.
  • Undead Wild Shape (Su): At 5th level, the Blighter gains a version of the wild shape ability. Undead wild shape functions like the druid’s wild shape ability, except that the Blighter adds a version of the corpse creature template to the forms he chooses to transform into. The Blighter’ form is altered as follows:
    — Type changes to undead.
    — Natural armor bonus is increased based on size: Tiny or smaller +0, Small +1, Medium-size +2, Large +3, Huge +4, Gargantuan +6, Colossal +11
    — +4 Strength, -2 Dexterity, no Constitution score.
    — Winged shapes retain the ability to fly. However, maneuverability becomes clumsy.
    — Darkvision (Ex): The Blighter gains darkvision out to 60 feet when wildshaped.
    — Immunity to Cold (Ex): Undead wild shape grants the blighter immunity to cold damage.
    — Damage reduction 5/bludgeoning.

    Unlike a normal corpse creature, Undead Wild Shape does not grant a slam attack.

    At 7th level, the Blighter gains the ability to change into a large animal. At 10th, a tiny animal. At 12th, plants. At 15th, huge animals. At 17th, small, medium, and large elementals. At 20th, huge elementals. When the Blighter gains the ability to Wild Shape into Plants or Elementals, he applies the undead changes detailed above to those creatures as well. At 5th, 9th, 13th, and 17th levels he gains two uses of his undead Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
  • Animate Dead Animal (Sp): This ability, gained at 6th level, functions like an animate dead spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day.
  • Plague (Su): At 8th level and higher, a blighter can spread disease over a large area. This ability functions like the contagious touch ability, except that no attack roll is required and it affects all targets the blighter designates within a 20-foot radius. This abilities uses the same pool of uses per day as contagious touch.
  • Burning Disease (Su): On reaching 9th level, your Blightfire attack takes on a hideous disease. Opponents who fail the save against your blightfire are struck by a contagion spell cast at your caster level (choose the disease randomly). The creature does not get an initial save against the disease. In addition, any spell you cast that deals fire damage also inflicts contagion.
  • Undying Horde (Ex): All undead animals created by a Blighter gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when a Blighter uses the animate dead animal ability to create undead, she can control 4 + her Charisma bonus HD worth of undead animals per class level (rather than the 4 HD per level normally granted by the ability).
  • (Ex):
  • (Ex):
  • Permanent Dustbowl (Ex): You are surrounded by a continual effect equivalent to a Dustbowl spell, although you can suppress or activate the effect as a full-round action.
Blighter Spell List
(click to show/hide)


12
Cleaned up and updated all the material herein and turned into a formatted PDF.

Download Twisted Minds, Twisted Bodies

13
Magics of Arhosa / Re: Runecarving Index & General Discussion
« on: August 06, 2018, 06:47:08 AM »
Updated PDF with added Tandda at the beginning of the racial chapter, a tweaked Runeborn Endowment of Spirit, and a fixed Share the Power.


New (potential) Tandda ability:

Magical Void (Ex): The very being of the Tandda is inimical to all forms of magic. Any character using a spell, spell-like, or supernatural ability within 10 ft. of a Tandda must attempt an opposed level check with a +5 bonus against the Tandda. If the Tandda wins, the ability fails, otherwise, the ability functions as normal. Any ongoing spell, spell-like, or supernatural ability must make the same check or be suppressed when it enters the area. A Tandda can never have levels in classes affected by this ability.

14
Off Topic Fun / Re: My big adventure
« on: August 06, 2018, 06:29:29 AM »
Looking forward to the remote life? Because that is a long way up and away in Canada. But some really beautiful spots up there, especially if you like the great outdoors.

15
General D&D Discussion / Re: Pantheon for my campaign.
« on: August 06, 2018, 06:17:26 AM »
At 27 gods I think yer good.

^^this

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General D&D Discussion / Re: Pantheon for my campaign.
« on: August 04, 2018, 05:34:50 PM »
It would help to know what's in the pantheon before replying,since that tells us where there are gaps.

17
Nice. I'll add to my watch list. How's the game, BTW? Outside of being used as a let's play plan?

18
Magics of Arhosa / Re: Ritual Magic Index & General Discussion
« on: July 28, 2018, 06:42:44 AM »
Another collection of minor little updates.

Download Ritual Magic

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Magics of Arhosa / Re: Runecarving Index & General Discussion
« on: July 28, 2018, 06:42:09 AM »
4 races, 3 classes, 1 skill, 100 feats, 6 ACFs, 30 runes with 150 rune effects, 14 PrCs, 6 spells, 50+ new items, and 4 new monsters (so far). Woo!

Download Stone and Symbol

20
Introduce Yourself / Re: Hello all.
« on: July 25, 2018, 06:48:49 AM »
Welcome aboard. Nice to see you arrived safely.  :D

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