Author Topic: Wonderful Other Things [3.5]  (Read 1488 times)

Offline littha

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Wonderful Other Things [3.5]
« Topic Start: November 07, 2011, 03:09:34 AM »
Port of my collection of homebrew

Racial Classes:
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Feats:
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Equipment:
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Prestige Classes
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Other Threads:
« Last Edit: November 30, 2012, 05:37:19 PM by littha »

Offline littha

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Machines of the Gods
« Reply #1: November 07, 2011, 03:11:20 AM »
Devices:
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Electroforge items:

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Steam powered items

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Clockwork items
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Converters
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However I'm having trouble coming up with prices for these things and most of all more items, the electrospark gear wont be used to power anything large as it requires each generator to be hand crafted by a fairly skilled artisan and steam power or direct magical power like that used to power a golem will be used more often...

So far all of the equipment here is none magical but obviously there needs to be some magical effects in there somewhere and i want to interweave the steam and electrical systems to produce more synergistic results, possibly electrifying the cone of steam or something. There will also be a third set of items that use clockwork to run with flywheels and the like that can be powered off either of the two of these but i havent started writing those yet.

Offline littha

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Re: Wonderful Other Things [3.5]
« Reply #2: November 07, 2011, 03:12:02 AM »
Golems:
Electrospark Golem
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Electrostorm Golem
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Offline littha

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Re: Wonderful Other Things [3.5]
« Reply #3: November 07, 2011, 03:12:40 AM »
Started this a while back and finally got it to some kind of completion.  Slivers from Magic the Gathering in 3.5. The CR needs recalculating i thing, i have a lot of them set way too high/low so suggestions in this regard would be nice.

Also I have yet to come up with abilities for some of the slivers (they are in the table but have no ability) so suggestions would be nice, at the moment most of the abilities are as close as I could get the cards effect in D&D.
(click to show/hide)

Offline littha

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Re: Wonderful Other Things [3.5]
« Reply #4: November 07, 2011, 03:14:40 AM »
Not so sure how i got on to this or how i managed to write so much about it but id like help balancing these and any other tips you might want to give me on them. The female ones are targeted at LA +0 so balancing towards that if they are too strong is preferable to increasing the Level Adjustment.

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Not happy with female Nekomimi as it stands, realized that the ability bonuses are far too extreme, here is the revision so far:

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This is obviously way too weak though.
Attempting to balance against the players handbook races atm.

+CHA -WIS is weak
Land speed is strong
Low light vision is alright but nearly every race has it.
Weapon familiarity seems to be fairly standard so ignored.
Skill bonuses are small and counterbalanced, PHB races only have bonuses all be it on more general things.
Bite attack is unusual but not that strong
Dodge as a bonus feat is good but elf gets 6 weapon proficiencies, Dodge is also a weak feat.

so, ideas on making the race stronger to be inline with dwarf or human.

Darkvision
larger skill bonuses and no penalties
selection of bonus feats?

Side by side:
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suggestions needed.

Offline littha

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Re: Wonderful Other Things [3.5]
« Reply #5: November 07, 2011, 03:24:09 AM »

Battle Dragon


Racial:
Tiny Dragon
Darkvision  out to 60 feet and low-light vision.
Immunity to magic sleep effects and paralysis effects.
+2 Str, +2 Cha

Level   HD   BAB   Fort   Ref   Will   Size   Age      Skill points   Breath    Ability   Special         Natural Armor   Speed
 1.   1d12    +1    +2    +2    +2     Tiny   Wyrmling   (6+Int)*4   1d6                  Feat                  +1       40 ft
 2.   2d12    +2    +3    +3    +3                        6+Int                           Immune to Sonic       +2       40 ft
 3.   3d12    +3    +3    +3    +3                        6+Int      2d6                  Feat                  +3       40 ft
 4.   4d12    +4    +4    +4    +4                        6+Int                 +2 Cha                          +4       40 ft, 100ft (average)
 5.                                                                             +2 Str                          +4       40 ft, 100ft (average)
 6.   5d12    +5    +4    +4    +4     Small   Very Young 6+Int      3d6        +2 Con                          +5       40 ft, 100ft (average)
 7.   6d12    +6    +5    +5    +5                        6+Int                           Feat                  +6       40 ft, 100ft (average)
 8.   7d12    +7    +5    +5    +5                        6+Int      4d6                  Protecton from Evil   +7       40 ft, 100ft (average)
 9.   8d12    +8    +6    +6    +6                        6+Int                                                 +8       40 ft, 100ft (average)
10.                                                                              +2 Int                         +8       40 ft, 100ft (average)
11.   9d12    +9    +6    +6    +6                        6+Int      5d6         +2 Str   Feat                  +9       40 ft, 100ft (average)
12.   10d12   +10   +7    +7    +7    Medium   Young      6+Int                  +2 Con                         +10      40 ft, 150ft (Poor)
13.   11d12   +11   +7    +7    +7                        6+Int      6d6                                        +11      40 ft, 150ft (Poor)
14.   12d12   +12   +8    +8    +8                        6+Int            Feat                                 +12      40 ft, 150ft (Poor)
15.                                                                                       DR 5/Magic            +12      40 ft, 150ft (Poor)
16.   13d12   +13   +8    +8    +8                        6+Int      7d6         +2 Wis                         +13      40 ft, 150ft (Poor)
17.   14d12   +14   +9    +9    +9                        6+Int                  +2 Str   Aid, Shield Other     +14      40 ft, 150ft (Poor)
18.   15d12   +15   +9    +9    +9            Juvenile    6+Int      8d6         +2 Con   Feat                  +15      40 ft, 150ft (Poor)
19.   16d12   +16   +10   +10   +10                       6+Int                                                 +16      40 ft, 150ft (Poor)
20.                                                                                       DR 10/Magic           +16      40 ft, 150ft (Poor)

Class Skills:
Listen, Search, Spot, Concentration, Diplomacy, Escape Artist, Intimidate, Knowlege(any), Sense Motive, Use Magic Device and Preform

Size:
At level 6 a Battle Dragon increases in size to small, its ability bonuses do not increase because of this but AC and attack bonus will to reflect its larger size. At level 12 it advances once again to medium size.

Age:
Any effect refering to the dragons age uses the most recent age on the table, thus a level 11 dragon is still very young but a level 12 dragon is just young. you may only multiclass out of the Battle dragon class at the level immediately after you gain an age category (2/7/13/19)

Breath:
A battle dragon has two types of breath weapon, a cone of sonic engergy and a cone of fear gas. Creatures withing the cone of fear gas muse succeed on a will save (DC 10+ 1/2 HD + Con) or become shaken for 4d6 rounds. Multiple exposures are not culmative.

Spell Like abilities:

Beginning at level 8 three times per day a Battle dragon may use Protection from Evil as a Spell Like ability. At level 18 it also gains the ability to use Aid 3 times a day and Shield other once a day.

Wings:

Beginning at level 4 a Battle Dragon can fly at 100ft/round with average manuverability, When the dragon becomes Medium sized at level 12 the speed increases to 150/round but the manuverability decreases to Poor. These speeds are during combat, Dragons are exeedingly strong flyers and can cover vast distances quickly. At level 4 a Battle Dragon's Overland fly speed is 15 miles/hour or 24 miles/hour if it hussles. At level 12 this increases to 20 miles/hour or 40 miles/hour doing a hustle. Dragons tire more slowly than other creatures. If a dragon attempts to hustle or Forced march, check for nonlethal damage once every 2 hours instead of every hour.

Natural Armor:

A Battle Dragon has natural armor equal to its HD.

Attacks:

A Tiny dragon has 1 bite attack (1d4) and two claw attacks (1d3), when size increases to small this increases to 1d6 and 1d4 respectivly. When the dragon becomes medium sized its bite increases to 1d8, its claws increase to 1d6 and it can slam its wings into its opponent for 1d4 damage. In all cases bite is the primary attack.

True Dragon:

A battle dragon is a true dragon, it uses all the rules for true dragons presented in the monster manual (Blindsight, extra reach on bites etc)

Offline littha

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Re: Wonderful Other Things [3.5]
« Reply #6: November 07, 2011, 03:31:27 AM »

Disciple of Flames
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Offline littha

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Re: Wonderful Other Things [3.5]
« Reply #7: November 07, 2011, 03:35:41 AM »


Power Level.
Power level is the sum total of a creatures racial HD and its level in all classes.
For example a nymph druid 5 has a power level of 11.

Half Celestial.
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Offline littha

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Re: Wonderful Other Things [3.5]
« Reply #8: September 04, 2012, 08:02:38 PM »
Ok, started working on classes and i wanted some help with this one:

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Obviously its incomplete, needs a proper name and more class abilities but the big thing im thinking of atm is what my capstone should do.
I was thinking Either:
Massive bonus to using the machines for a couple of rounds/day. Possibly infinite power for 1 round (though you would have to be careful not to fry your stuff)
or,
Give a nice +LA template for free. I cant find any for machines really apart from Effigy or Half Golem (possibly a selection of my 3 to be announced golems).

any suggestions?