Author Topic: all-homebrew game?  (Read 51582 times)

Offline phaedrusxy

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Re: all-homebrew game?
« Reply #100 on: March 31, 2012, 04:54:54 PM »
Not exactly ECL 1...
Take one level only... Those racial classes explicitly allow multiclassing.
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Offline littha

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Re: all-homebrew game?
« Reply #101 on: March 31, 2012, 04:58:52 PM »
ECL 1 as in I can trade out my first HD for a class level. Human etc.

Offline Ziegander

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Re: all-homebrew game?
« Reply #102 on: March 31, 2012, 05:10:48 PM »
Okay, so what with all of the TWF'ers I may either drop out of this entirely, or play something quite different. It looks like we could use a caster with some utility. Let me double check my Beguiler and get back to the thread.

Offline samnemath

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Re: all-homebrew game?
« Reply #103 on: March 31, 2012, 05:11:24 PM »
What about killoren. No Con or Dex penalty. Medium. LA 0 and they are nature themed fey

Offline samnemath

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Re: all-homebrew game?
« Reply #104 on: March 31, 2012, 05:35:28 PM »
Something a little off-topic

A question for those of you that have played dementist. At what tier would you put it.

I was looking through the monsters and there some pretty powerful combinations (mainly thinking hydra+invisibility and magic immunity from will'o wisp)


Offline sirpercival

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Re: all-homebrew game?
« Reply #105 on: March 31, 2012, 05:47:18 PM »
Something a little off-topic

A question for those of you that have played dementist. At what tier would you put it.

I was looking through the monsters and there some pretty powerful combinations (mainly thinking hydra+invisibility and magic immunity from will'o wisp)

Never played one, but DonQ is playing one in one of my games.  I'd put it at tier 2 -- the options are quite powerful, and you can handle a lot of situations if you have the right creatures, but you don't have quite the versatility.

But you can still break the game... particularly if you can imprint a black pudding.
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Offline oslecamo

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Re: all-homebrew game?
« Reply #106 on: March 31, 2012, 05:53:53 PM »
I made my character a gish archer/divine suport since there were clearly so much frontliners already.

I'd put it at tier 2 -- the options are quite powerful, and you can handle a lot of situations if you have the right creatures, but you don't have quite the versatility.

But you can still break the game... particularly if you can imprint a black pudding.

Tier 2 already is potential game-breaking. The only diference it's that they can't have 99% of game-breakers at the same time. That's reserved for dudes like the cleric and wizard who have easy acess to hundreds of effects, and dudes like the artificer that gets everybody else's spell lists sooner than them.

Offline Ziegander

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Re: all-homebrew game?
« Reply #107 on: March 31, 2012, 06:00:23 PM »
Well, I'd play a Beguiler, but since the campaign setting seems to be much more hack n'slash rather than social (it is described as having very little in the way of society and having sentient creatures that are pretty much terrified at all times), I feel like a lot of my abilities would go underutilized.

Any other suggestions for me? I'm pretty excited to have my TWFing rules being tested as it is, but, man, I have so much other material that needs to be tested! I don't know where to begin! I don't want to play a role that's already thoroughly covered and I need something that can compete with some very solid Tier 3 contenders.

I'm considering running with a Mageknight "tank" type character, because I can ramp up my durability something fierce with that class and some of my homebrew feats, and I wouldn't really sacrifice much of my offensive ability in doing so.

Offline samnemath

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Re: all-homebrew game?
« Reply #108 on: March 31, 2012, 06:09:33 PM »
I made my character a gish archer/divine suport since there were clearly so much frontliners already.

I'd put it at tier 2 -- the options are quite powerful, and you can handle a lot of situations if you have the right creatures, but you don't have quite the versatility.

But you can still break the game... particularly if you can imprint a black pudding.

Tier 2 already is potential game-breaking. The only diference it's that they can't have 99% of game-breakers at the same time. That's reserved for dudes like the cleric and wizard who have easy acess to hundreds of effects, and dudes like the artificer that gets everybody else's spell lists sooner than them.

My RL games aren't very high-op, with the exception of 2 guys, and i shudder to think what would happen if anyone in my group could summon or become a magic-immune, fast healing, splitting hydra.


Well, I'd play a Beguiler, but since the campaign setting seems to be much more hack n'slash rather than social (it is described as having very little in the way of society and having sentient creatures that are pretty much terrified at all times), I feel like a lot of my abilities would go underutilized.

Any other suggestions for me? I'm pretty excited to have my TWFing rules being tested as it is, but, man, I have so much other material that needs to be tested! I don't know where to begin! I don't want to play a role that's already thoroughly covered and I need something that can compete with some very solid Tier 3 contenders.

I'm considering running with a Mageknight "tank" type character, because I can ramp up my durability something fierce with that class and some of my homebrew feats, and I wouldn't really sacrifice much of my offensive ability in doing so.

I personally would like to see the Magic User in action. It is yours, isn't it? http://www.giantitp.com/forums/showthread.php?t=227916

Offline sirpercival

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Re: all-homebrew game?
« Reply #109 on: March 31, 2012, 06:25:29 PM »
I'd put it at tier 2 -- the options are quite powerful, and you can handle a lot of situations if you have the right creatures, but you don't have quite the versatility.

But you can still break the game... particularly if you can imprint a black pudding.

Tier 2 already is potential game-breaking. The only diference it's that they can't have 99% of game-breakers at the same time. That's reserved for dudes like the cleric and wizard who have easy acess to hundreds of effects, and dudes like the artificer that gets everybody else's spell lists sooner than them.

Yes, I know -- the fact that the Dementist can break the game, if they have the right imprints, means that it's tier 2 and not tier 3.  But that if means that it isn't tier 1.

My RL games aren't very high-op, with the exception of 2 guys, and i shudder to think what would happen if anyone in my group could summon or become a magic-immune, fast healing, splitting hydra.

Lol.  Think about the fact that with Warp Ally the dementist can just give splitting to all the party members.
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Offline Ziegander

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Re: all-homebrew game?
« Reply #110 on: March 31, 2012, 06:30:16 PM »
I personally would like to see the Magic User in action. It is yours, isn't it? http://www.giantitp.com/forums/showthread.php?t=227916

Yeah, it's one I did. And not a bad idea. Once GitP comes back online I'll give it a thorough look.

Offline samnemath

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Re: all-homebrew game?
« Reply #111 on: March 31, 2012, 06:35:40 PM »
Lol.  Think about the fact that with Warp Ally the dementist can just give splitting to all the party members.

This is Madness! LoL

Offline Garryl

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Re: all-homebrew game?
« Reply #112 on: March 31, 2012, 06:45:49 PM »
My character is sort of a finesse melee character, but is primarily int-based. Trying to build off of that as much as possible (lots of homebrew weapon finesse and zen archery/intuitive strike feats, but very few for Int. Will have to run the ones I've found by Quill).
I might also look into making it more of a dagger-throwing style character, but we'll see. Depends on what I can work out.

Alternative Combat Expertise for Int to attack rolls, and DonQuixote's Characteristics have a few other Int-based options if they're allowed (or you could just take them as feats).

Offline Quillwraith

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Re: all-homebrew game?
« Reply #113 on: March 31, 2012, 06:47:03 PM »
Well, I'd play a Beguiler, but since the campaign setting seems to be much more hack n'slash rather than social (it is described as having very little in the way of society and having sentient creatures that are pretty much terrified at all times), I feel like a lot of my abilities would go underutilized.
Social is good.
There's definitely societies, but they're small and isolated from each other.
The things people are terrified of would actually be the main use for social skills (for an adventurer), because the outsiders don't tend to kill humanoids. We're too valuable for that. They'd rather enslave you, or keep you as a source to drain energy from, or send you to get something from an area warded against evil by the Makers.

Offline Schizek

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Re: all-homebrew game?
« Reply #114 on: March 31, 2012, 06:59:31 PM »
We need to choose rules about combat characters:

I like this one:
http://www.minmaxboards.com/index.php?topic=1756.0


Edit I did found info on previous pages, sorry
« Last Edit: March 31, 2012, 08:05:19 PM by Schizek »

Offline VennDygrem

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Re: all-homebrew game?
« Reply #115 on: March 31, 2012, 07:07:55 PM »
My character is sort of a finesse melee character, but is primarily int-based. Trying to build off of that as much as possible (lots of homebrew weapon finesse and zen archery/intuitive strike feats, but very few for Int. Will have to run the ones I've found by Quill).
I might also look into making it more of a dagger-throwing style character, but we'll see. Depends on what I can work out.

Alternative Combat Expertise for Int to attack rolls, and DonQuixote's Characteristics have a few other Int-based options if they're allowed (or you could just take them as feats).

I'll look at them, though right now I'm trying to add more utility. I'm pretty well set on defense, I think. Even though my AC doesn't come anywhere close to that sublime shaper's (my 18 vs their 27), I give enemies a 20% miss chance and can give an enemy a -5 to hit as an immediate action once per round, and next level any enemies in close/melee range have a chance of being dazed. So it's not a lot of traditional defense, but it's a good amount of unconventional defenses.

I'm not really a super-high damage dealer at the moment (though eventually I'll be capable of some pretty nice damage), I am good at some single-target BFC and such, and of course I'll be a repository of knowledge. I can't enchant my usual weapon normally, but I can temporarily enchant it using sacred planar lash for some more boosts and the ability to change enhancement abilities on the fly.

Thanks for the links, though.

Also, Zieg, social is definitely good. My character knows a lot, but you could make that knowledge actually sound like it's not coming from someone with the social graces of a pile of manure. :D

----edit----
I could have sworn there was a feat or item that allowed evil creatures to go about not being affected by good items/alignment effects, or basically masking their evilness. Maybe I made it up in my head, but I thought I had seen it mentioned somewhere *shrug*
« Last Edit: March 31, 2012, 08:13:16 PM by VennDygrem »

Offline Garryl

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Re: all-homebrew game?
« Reply #116 on: March 31, 2012, 09:36:21 PM »
My character is sort of a finesse melee character, but is primarily int-based. Trying to build off of that as much as possible (lots of homebrew weapon finesse and zen archery/intuitive strike feats, but very few for Int. Will have to run the ones I've found by Quill).
I might also look into making it more of a dagger-throwing style character, but we'll see. Depends on what I can work out.

Alternative Combat Expertise for Int to attack rolls, and DonQuixote's Characteristics have a few other Int-based options if they're allowed (or you could just take them as feats).

I'll look at them, though right now I'm trying to add more utility. I'm pretty well set on defense, I think. Even though my AC doesn't come anywhere close to that sublime shaper's (my 18 vs their 27), I give enemies a 20% miss chance and can give an enemy a -5 to hit as an immediate action once per round, and next level any enemies in close/melee range have a chance of being dazed. So it's not a lot of traditional defense, but it's a good amount of unconventional defenses.

I'm not really a super-high damage dealer at the moment (though eventually I'll be capable of some pretty nice damage), I am good at some single-target BFC and such, and of course I'll be a repository of knowledge. I can't enchant my usual weapon normally, but I can temporarily enchant it using sacred planar lash for some more boosts and the ability to change enhancement abilities on the fly.

Thanks for the links, though.

Also, Zieg, social is definitely good. My character knows a lot, but you could make that knowledge actually sound like it's not coming from someone with the social graces of a pile of manure. :D

----edit----
I could have sworn there was a feat or item that allowed evil creatures to go about not being affected by good items/alignment effects, or basically masking their evilness. Maybe I made it up in my head, but I thought I had seen it mentioned somewhere *shrug*

Both of those are ways to use your Int more. That "Alternative Combat Expertise" is a very alternative alternative (from a set of feats that do nothing like their original namesakes). Specifically, it's Int to attack rolls instead of Str (much like Weapon Finesse is Dex to attack rolls, but not that alternative Weapon Finesse which isn't the one you're looking for). So it's not a defensive thing like Combat Expertise normally is.

DonQuixote's got one characteristic for Int in place of Str to damage (and they should be accessible as normal feats even if you're not using the variant that gives you two free characteristics at creation, given that they can be taken as normal feats even under that variant).

Offline Ziegander

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Re: all-homebrew game?
« Reply #117 on: March 31, 2012, 09:58:46 PM »
Okay, I'm going to try to cobble together a "Necromancer" type caster from my Wizard/Magic-User. The biggest problem I'm having now is with feats. I may have to homebrew up some feats, but we'll see. I'm may take Corpsecrafter and Deadly Chill. Having a couple Troll Skeleton bodyguards would definitely be a lot of fun.

Offline Garryl

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Re: all-homebrew game?
« Reply #118 on: March 31, 2012, 10:15:57 PM »
How do you feel about dancing zombies?

Offline Quillwraith

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Re: all-homebrew game?
« Reply #119 on: March 31, 2012, 10:33:38 PM »
Like these?