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Messages - Darbius Maximus

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It's a long story but due to various reasons, when I found out Lupin existed in D&D I was ecstatic and since then if I had the chance to play them, I have. Finally getting serious about playing Pathfinder, as great of a racial selection as they had, I was a tad sad all that existed was just a tad more than what you'd expect of the fantasy racial fare; almost a copy of the big names both core and not from D&D with a few additions. Seeing Cat-Folk be a more standardized race gave me inspiration so I decided "Why not use this race maker and adapt Lupin?"

Thus I present their Pathfidner equivalent, slightly renamed, the Lupine. Their fluff has a bit of a twist; I have decided to spin it with a bit of their 2e history thrown in (albeit what fluff exists detailed in the feats and alternate traits as I have no major fluff written for them at the moment.

I have given them a very healthy amount of options, about as much as the core races. I'd like you to please take a look at these two work in progress forms and tell me your thoughts.

The Alpha Draft I want to use eventually:

A more statistically inclined draft from earlier detailing original traits as well:

Homebrew and House Rules (D&D) / Re: [3.5 Prestige] The Arch-Warlock
« on: December 04, 2015, 05:38:12 PM »
Actually I might need to fix up the Adapted Blast descriptor because it might lead to being able to weird overlapping blast shape quandaries. Switch all mentions of "blast shape" to "Eldirtch Essence Invocation" and the final line to "If you choose to apply an Eldritch Essence Invocation to your adapted blast it cannot be another blast shape if the Adapted Blast was made to permanently be a blast shape. Instances of multiple damage altering blast shapes split their damage between the two damage types as well as incurring both special effects."

Homebrew and House Rules (D&D) / Re: [3.5 Prestige] The Arch-Warlock
« on: November 24, 2015, 09:14:04 PM »
if i quick read this all right

warlock 12?, AW 5, Legacy Champ 3 (for lvl 20 sake)

thus making AW 8 levels ish.

the the Invocated Spell and you gain a 7th level

(was having a little laugh to myself based on taking Greater Bestow Curse, blasting people with it... the save will be easy, but when it works.. )

edit: still scanning spell lists...

how i overlooked creeping doom idk...

body outside body...

maybe to be continued...

Lol I'm just like most WOTC designers, my class gets exploited by other content. I don't know if you can advance a class beyond it's complete level chart even with Legacy Champion but bring it up with your GM.

Off Topic Fun / Re: Anyone used Roll20?
« on: November 20, 2015, 05:32:47 AM »
Don't use it by itself if you can, combo it with Skype. It has all sorts of map and icon resources or you can upload your own. It has soundcloud connectivity so you can have fitting music play while adventuring. The biggest hump is elarning how to make it all work.

Homebrew and House Rules (D&D) / Re: [3.5 Prestige] The Arch-Warlock
« on: November 10, 2015, 12:50:58 AM »
The way you have your invoking ability laid out could arguably grant warlock class features. If that was the intention, fine I suppose but it kinda makes taking the last 5 levels of warlock completely pointless.

Invocated spell is also asking for trouble. Invocations are (Sp) and as such have no Gold/XP costs. Can't think of many ways to abuse this off the top of my head, especially at levels 15-20 but I am certain there are some.
Cross-Essence Invoking probably needs more clarification.

Not sure about the rest at the moment. Not an expert on warlocks.

Goodf point, I'll edit it to bea clearer. Please spread word of this

Homebrew and House Rules (D&D) / Re: [D&D 3.5] Homebrew Compendium
« on: August 24, 2015, 03:35:25 AM »
I made an Arch-Warlock prestige class and I wondered if anyone else has. it's kinda niche and I have hopes to make it usable with other invocation using classes. I don't want to step on anyone's toes though so I'llw ait til I ehar back before posting about it.

Just post it! There is no toe-stepping in homebrew.

If it's bad, then consider it practice.
If it's good, then be proud of it.

It's posted now. How's your Hinterlander class coming along?

Homebrew and House Rules (D&D) / Re: [D&D 3.5] Homebrew Compendium
« on: August 24, 2015, 03:34:51 AM »
the Arch Warlock. Feedback very appreciated:

Homebrew and House Rules (D&D) / [3.5 Prestige] The Arch-Warlock
« on: August 24, 2015, 03:07:13 AM »
I don't have like a fancy chart for it yet but here is a "Arch" prestige class made for the Warlock. I really, really want to maybe collab with someone and find out how to modify this so it can function with other invocation using classes.

Lore: Some Warlocks merely wish to master the powers granted by their fiendish heritage, few dare to reinvent what their power truly is.

Skills: Knowledge Arcana 15, Spellcraft 15.
Feats: Must know two feats that modify Spell-Like abilities (IE: Empower Spell-Like Ability, Quicken Spell-Like Ability)
Invocations: Must know 8 Invocations including 3 Eldritch Essence Invocations.

Levels: 5.

Hit Dice: d4.

Base Attack Bonus Advancement: Poor.

Saving throws: Fortitude: Bad. Reflex: Bad. Will: Good.

Skills: As the Warlock skill list.

Class Features:

Invoking: For the sake of Invocations known as well as all other class features except Damage Reduction and Energy Resistance, every time you take a a level of Arch-Warlock,  you advance as if you had taken a level in Warlock.

Blast Force Exertion: In addition to your standard Eldritch Blast advancement, at levels one, 3, and five you deal an extra 1d6 damage with your Eldritch Blast this means a 15th level Warlock 5th level Arch-Warlock deals 12d6 damage with their Eldritch Blast.

High Invoking: Every time an Arch-Warlock gains a level they must choose a High-Invocation. These are special abilities that show how a Warlock has learned to push or even break the limits of their inborn abilities. Every time you select an option you must follow its corresponding rules for gaining said option or other effects incurred. You may apply the effects of multiple High-Invocation options to a single Invocation if applicable, however the duration between usages of an Invocation effected by multiple High-Invocations, if incurred, stack.


Quasi-Invocation: Lose one Invocation known. Select an Invocation known of your choice with the same Grade (excluding Eldritch Blast or Eldritch Essence Invocations). You may cast that Invocation as a Supernatural Ability, however you must wait 5 rounds to use the selected Invocation again if used as a Supernatural Ability.

Invocated Spell: Lose one Invocation known. You may select a spell from any spell list or a Shadowcaster Mystery with a level equal to your Arch-Warlock level minus 1, the level must be within the equivalent Grade of the Invocation you gave up (A least invocation has a level equivalent of 1st or 2nd; a lesser, 3rd or 4th); that spell becomes an Invocation, with one-half your effective Warlock level functioning as your caster level for all effects except for your effective caster level when a character attempts to dispel the effects of this Invocation. The Invocation's grade corresponds to the original level of the spell (See above for Grade to Spell Level equivalency). You must wait a number of rounds equal to the Invocation's original spell level minus one before it can be used again; For Example: an Arch-Warlock who learns Magic Missile this way may cast it every turn, however if they learn Cure Serious Wounds, upon casting it they must wait 3 turns before they may cast it again. You may not take this High Invoking option as your first High Invoking Selection

Decisive Invocation Shaping: Lose one Invocation known. You may elect to not effect Allies and up to a number of targets equal to your Charisma modifier that are in the area of effect of an Invocation including Eldritch Blast when under the effects of Eldritch Essence Invocations.

Overwhelming Invoking: Lose one Invocation Known. The save DC for your Invocations increase by 1. You may only choose this option 3 times.

Cross-Essence Invoking: Lose 1 Invocation known. Select one Eldritch Essence Invocation you know;  you may apply this Eldritch Essence Invocation to any Invocation you known as if the effected Invocation were an Edritch Blast. For Example: An Arch-Warlock who takes this option could choose Beshadowed Blast and apply it to the Invocation Chilling Tentacles. An Invocation modified in this way can not be used again for 5 turns.

Cross-Source Invoking: You may replace a Warlock Invocation known with a Dragonfire Adept Invocation of the same equivalent Spell level.

Desperate Invoking: Lose one Invocation known. A number of times per day equal to your Arch-Warlock level, you may use an Invocation from the Warlock or Dragonfire Adept list of your maximum available Grade -1 that you do not already know. This option may only be taken once. You may not use Blast Shape Invocations you do not know through this ability.

Infernal Capacity: You gain an additional Invocation known up to the maximum Grade of Invocation you have available -1.

Expanded Resistance: You gain Energy Resistance 5 to an Energy damage type of your choosing. In addition to the normal energy types listed, you may also choose to apply this effect to Vile damage.

Choices specifically for Eldritch Blast:

Adapted Blast: Lose one Invocation known; Select any one Blast Shape Evocation from the Warlock Invocation list up to your level, you permanently treat your Eldritch Blast as if it were under the effects of the Blast Shape Invocation you selected. If this option is chosen multiple times, you may select which Blast Shape Invocation you are applying to your Edlritch Blast as a free action when using Eldritch Blast, the Blast Shapes do not stack. A Blast Shape Invocation applied to your Eldritch Blast normally does stack with this effect.

Quasi-Eldritch Blast: You may treat your Eldritch Blast as a Supernatural Ability, however it deals d4's instead of d6's, however you must wait until after your next turn to use your Eldritch Blast again.

Vile Blast: You must be Evil- Aligned to select this ability; you may have your Eldritch Blast deal Vile damage, however you must wait until after your next turn to use your Eldritch Blast again.

Exalted Blast: You must be Good-Aligned to select this ability; you may use your Eldritch Blast as a direct conduit for celestial power; an Evil-Aligned being who takes damage from an Exalted Blast can only be healed by magic cast within the area of a Desecrate or Unhallow spell. If you use this ability, you must wait until after your next turn to use your Eldritch Blast again.

Homebrew and House Rules (D&D) / Re: [D&D 3.5] Homebrew Compendium
« on: August 22, 2015, 05:33:09 PM »
I made an Arch-Warlock prestige class and I wondered if anyone else has. it's kinda niche and I have hopes to make it usable with other invocation using classes. I don't want to step on anyone's toes though so I'llw ait til I ehar back before posting about it.

Homebrew and House Rules (D&D) / Re: Homebrew and House Rules
« on: August 08, 2015, 04:08:03 PM »
Anyone make an Arch-Warlock prestige class? I think I just did and I want to make sure I didn't take someone else's work.

Handbooks / Re: Compiled Shadowcaster Handbook V2
« on: August 05, 2015, 07:26:04 PM »
Hey, a Shadowcaster can qualify for Candle Caster from Tome and Blood super easily. How useful is it as a PRC to a Shadowcaster?
May require some DM tweaking since a Shadowcaster does not have spell slots and only the highest level mysteries able to cast are somewhat counted as spells. A slightly mechanical mostly fluff twist would be that the Shadowcaster's Candle Caster candles shed shadowy illumination in a 5ft radius instead of dimly illuminating a 5ft radius.

I like it :D

Homebrew and House Rules (D&D) / Re: The Hinterlander [Base Class]
« on: July 28, 2015, 09:10:28 PM »
I feel like wall of plants or some lightning stuff might be good too.

Battle Ribbon:  Two-Handed: 1d4 bludgeoning/piercing, 19-20/x2 crit: May Apply Weapon Finesse to this weapon. +4 on bluff checks made to feint, +2 on Disarm checks to Disarm an opponent. You may use this weapon to initiate a grapple and may use it during grapple checks to gain a +2 bonus to the check. You cannot use it to make attacks whilst grappling an opponent, however due to the nature of the weapon, as long as you are proficient in it, you are trated as having a free hand each round after a successful grapple check until your opponent succeeds on his check or you fail the grapple check. You cannot use this weapon to pin an enemy. You are treated as having Improved Feint when weilding this weapon, however an opponent is only treated Flat-Footed from the feint check if the first attack you make against the opponent after the Feint is with this weapon. If you have Improved Feint, you may perform a feint as immediate action before making an attack of opportunity on an enemy when you use this weapon; you may only do this once per round.

The concept is essentially a ribbon with some small spiked weights on the end and the underside of the ribbon is a fine chain-mail mesh. This gives it a lot of sturdiness whilst still beign flexible, despite the weights being the striking end, however it is still light enough to "dance" with whilst attacking, however it is so light it can only be swung with striking effectiveness in a two-handed manner.

Homebrew and House Rules (D&D) / Re: The Hinterlander [Base Class]
« on: July 28, 2015, 04:46:27 AM »
I actually like this a bit. Maybe don't go so far under tier. I'd like to maybe see this break into mid 3rd tier maybe. But that might be indicitive of how strong the "Laws" get. I may suggest reducing Nature's armory by a step or two otherwise it might tread on the territory of Sneak Attack users a bit. I would suggest reducing it to 4d5 or if that ends up too much in playtesting, 3d6, OR make it d4's instead of d6's, or even possibly treat the damage of weapons in question a number of sizes higher. I like the concepts though. It's late here and I'll read more and give more feedback when I can. (if this gets alot of steam can i has a PDF of the class when it becomes "complete"?)

I'll look into the late lvl abilities later.

Gaming Advice / 4e; Where are racial hatreds and rivalries listed?
« on: June 22, 2015, 03:02:23 AM »
A person I know keeps saying Revenants get attacked on sight "for religious reasons", or some similar schtick, despite nothing being mentioned, in fact the book says they're at least tolerated, in Heroes of Shadow. Literally no other race when I've talked with them gets this. Is there some line somewhere that I missed or is he just being a dick?

Gaming Advice / Re: Exotic Weapon Critique
« on: June 09, 2015, 06:42:55 PM »
Question: Would a reasonably weighted set of baldes on the end of a chain be worthy of an 18-20/2 crit range or just 19-20/x2?

Gaming Advice / Re: Exotic Weapon Critique
« on: June 09, 2015, 06:14:52 PM »
Leave it as is.  It's plenty balanced and interesting, and it's worth being called an exotic weapon.

Thank you. I may post others here in a bit.

Gaming Advice / Re: Exotic Weapon Critique
« on: June 09, 2015, 05:52:41 PM »
I'd certainly allow it - it's not materially more powerful than a normal rapier except against flat-footed opponents, and taking advantage of that requires being able to consistently flatfoot opponents and then overcome whatever anti-critical defences they might have. In the hands of someone COing a build around just that, it's probably breakable, but so's damn near anything else.

I have an idea to make it further balanced just in case; how does making it so the crit range bonus can only be triggered once per round, or only following an attack after a successful Feint attempt or being caught flat-footed by a hidden opponent?

Gaming Advice / Exotic Weapon Critique
« on: June 09, 2015, 04:57:05 PM »
I need to know if the following exotic weapon I have created is overpowered:

Serrated Rapier: One-Handed: 1d4 piercing, 18-20/x2 crit; May apply Weapon Finesse to this weapon, +2 to Bluff checks made to Feint, +2 to confirm critical hits against flat-footed opponents, your crit range against flat-footed opponents is increased by 1 after any modifiers (vs flat-footed targets, a mundane Serrated Rapier's crit range would become 17-20/x2, a Keen Serrated Rapier would have a crit range of 14-20/x2). You may not use a Serrated Rapier in two hands to apply 1-1/2 times strength bonus to damage.

If the crit range boost is a bit much, I much just further boost the crit confirmation.

Gaming Advice / Re: 3.0/3.5 Prerequisite Question
« on: April 24, 2015, 03:59:12 PM »
Aw damn. OK

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