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[ERROR] No.75068153 [Reply] [Original] [4plebs] [archived.moe]

Post cool homebrew stuff.

>> No.75068188

Uh, my GM used this exact character as a Boss in a Fantasymaker campaign.

>> No.75068676

you first

>> No.75068735

Is this good for an atheist cleric?

>> No.75069670

It's very bad. It's decent for antitheist

>> No.75069719

Jfc I can see the fedora and smell the doritos from here.

>> No.75070251

I don't play D&D. How do you kill something like this.

>> No.75070310

Say-Tyr the Albino Doomgoat

>> No.75070339

Banish lmao

>> No.75070475

>atheist cleric?
like dry water or frosty fire.....

>> No.75071763

This thing is fucking stupid my dude. Do you have anything usable?

>> No.75071989


>> No.75072006

So is this just a character version of rocks falling?

>> No.75072032

Sea Serpent
Huge Animal (Aquatic)
Hit Dice: 12d8+74 (128 hp)
Initiative: +6
Speed: 20ft, Swim 60ft
Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +9/+25
Attack: Bite +15 (2d8+12)
Space/Reach: 15ft/10ft
Special Attacks: Constrict, Improved Grab
Special Qualities: Blindsight, Keen Scent, Low-light Vision
Saves: Fort +13, Ref +10, Will +9*
Abilities: Str 27, Dex 15, Con 21, Int 1, Wis 12, Cha 6
Skills: Listen +13*, Spot +12*, Swim +16
Feats: Toughness, Improved Natural Attack (Bite), Improved Initiative, Run, Endurance
Challenge Rating: 8

Feared alpha predators, sea serpents are fast, deadly, and can be found anywhere in the sea though they spend most of their time in the deep. It has a serpentine body roughly 50-60ft in length and is up to 2-feet thick, weighing up to 9,000 lbs. It has a spined ridge of fins running down the length of the top of it's body, as well as on either side of it's head like a cobra, and has two sets of longer fins on the underside of it's body that it uses for agile maneuvering, and finally a wide lateral fin at the end of it's tail (similar to a dolphin's) that is it's main source of propulsion. It is covered in armored scales of a deep red color, with black bands like many varieties of viper, while it's underside is a bone white. It's fins are a much paler red, almost orange, and it's spines are also bone white. It's piercing serpentine eyes are yellow. Unlike other serpents, the top of it's head is long and bulging (housing it's echolocation organ).

It can slither around on land like a snake, but prefers not to, as it must hold it's breath out of water. They prefer prey smaller than themselves, but have an unnatural animosity towards vehicles. They can rise up 15ft out of the water (and reach another 10ft beyond that).

>> No.75072053

Blindsight (Ex): A sea serpent can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the sea serpent to rely on its vision.

Constrict (Ex): On a successful grapple check, a sea serpent deals 2d6+12 points of damage. A sea serpent grappling a boat/ship does not deal half damage with it's constrict damage and bypasses 5 points of hardness. They will attack low flat vehicles like keel boats, but not taller ones like sailing ships (crew on the deck may get bitten and pulled into the water, however). A sea serpent constricting one target can choose to bite another in the same turn (and grapple them with a -20 penalty), but it can only constrict one target at a time and switching means releasing the first one.

Improved Grab (Ex): To use this ability, a sea serpent must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. If the target is outside of the water, it must either be pulled into the water or the sea serpent must move out of the water before it can constrict (boats/ships are considered to be in the water already).

Keen Scent (Ex): A sea serpent can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A sea serpent has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A sea serpent's blindsight gives it a +4 bonus to listen and spot when in the water; if it's blindsight is negated, it loses these bonuses.

*sea serpents are actually a dire animal

>> No.75072086

Where are you guys getting this MM format. Looks cool.

>> No.75072761

>> No.75072914 [DELETED] 

A homebrew spell my divine soul sorc came up with. Used to be stronger but it was mitigating too much damage for its original level (3rd and scaled with each spell level).

>> No.75072987

Spell my Divine soul sorc came up with.
Used to be 3rd level and scale 1 to 1 with spell level but, it was mitigating too much damage like that for my taste.

>> No.75073009

Ive never played D&D, how are you supposed to fight something that never falls below 1 HP?

>> No.75073100

What's wrong with it?

>> No.75073149

I do a lot of homebrew for 5e

>> No.75073176

Technically speaking Power Word Kill still kills it, RAW.

>> No.75073186

I started out by just putting things together whatever cool art I could find. This is a bit older and pretty much a micro module with one monster at its center.

>> No.75073236

Nowadays I actually put alot more effort into getting this stuff right. I upped my art game and go as far as commission artists for original art. If you guys want more, let me know!

>> No.75073670

More often than not gods in fantasy settings are known to be real. Being atheist in these settings doesn’t make sense. You could be indifferent or antitheist though.

>> No.75074326

the domain would be "apostate", not "heretic"

>> No.75074373

neat, but the final ability seems rather... lackluster

>> No.75074460

This feels like a Darkest Dungeon reference

>> No.75074470

How balanced are these guys? They're meant to be huge, final bosses, and yes, they're lifted from WoW.

By balanced, I mean Killable by 4 level twenty party

>> No.75074811

Absolutely - the original design of these creatures was inspired by the swinefolk from Darkest Dungeon. I rewrote some lore to make them more universal and expanded on them with a few more additions.

>> No.75074881

You mean all at once or 1 by one? Because by themselves a level 20 party will pretty much wipe the floor with them. Especially The Summon Elemental ability that chips off up to 90 hit points off of them and then disappear when they are dead makes them really easy to burst down with damage. In theory a level 20 fighter with action surge and some good equipment could kill Al-Akir in one turn after the guy summoned 3 elementals.

>> No.75075057

I'd give these zombie animals some sort of constantly screaming thing... like an aura?

I mean, piqs squealing is one thing, but pigs actually screaming in pain is something else entirely, and a writhing abomination screaming in endless torment as it vainly writhes towards you is horrific as fuck.

At the start of combat the reaction to these horrific, screaming, writhing slaughterhouse abominations, players must save or be shaken, taking disadvantage on their first turn.

Or you could have then actually frightened and run until they can pass the save?

>> No.75075161

One at a time, with some additional elementals. Once they all die, then the Summon Elemental ability is used. How much lower should that life cost be?

>> No.75075187

Oh man, that is pretty good! Like some kind of automatic thing that happens right? "On initiative 20, any non-undead creature within 60 ft. of any slaughter house abomination that can hear them must succeed on a Wisdom saving throw or has disadvantage on the next attack or ability check it makes before the end of its next turn. A creature that succeeds the saving throw is immune to this effect for 24 hours. The safe DC is 8 + the number of slaughter house horrors present."
That would be a cool variant ability, thanks annon!

>> No.75075205

>> No.75075219

>> No.75075248

I would almost consider giving them the ability to summon additional elementals without any HP cost. Issue is that the monsters will be spending a turn not dealing damage summoning these creatures in the first place, so that will put them behind for the time being. Then it all depends on how good the players are at dealing with summoned elementals.
Having monsters that are able to summon other creatures is pretty hard to calculate in their statblock.

If I were you I'd just have the boss summon 3 of these elementals as a lair action or something after the first round of combat and calculate the fight as if the party fights 1 CR 18 and 3 CR 5 monsters, which is actually a decent challenge!

>> No.75075513

PDF is too big for 4chan to handle.

>> No.75075541

Alright, thanks. How's the rest of their abilities? I assume since you didn't mention them they're fine

>> No.75075635

They work, yeah! I mean in the end it is hard to tell without some playtesting how well a monster works. Perhaps one ability that I am looking a bit critical at is Al Akir's suffocation action. There save or lose effects in the game, but for players they are never too fun to experience. If you think your players can take it then keep using it.

But as an alternative that will be less frustrating I'd suggest an ability that chokes a player and keeps them incapacitated while losing hit points with each turn. This allows some further counter play from the other players to interrupt al-akir to break the choke, instead of just having to pick up their insta defeated team mate.

>> No.75075894

Another thing that might be a thing:
players show up to the "Little Farmhouse of horrors" and the barn starts disgorging these abomination while the necromancer (probably a gnome, fuck those guys) giggles shrilly in the background.
The clouds part to reveal his ghastly creations.
"All players save or take 1 point of psychic damage."

You could build a mini-module that could be done in like 1-3 sessions.
Your players are passing through the town. One of the selectmen or a mayor, or maybe just a radon passer-by tells them that there's got to be a fierce beast prowling around because they keep losing livestock.
the local hunters/ militia or whatever haven't found any signs of predators, but would the party be willing to check it out?
Offer a small reward, and the blacksmith will shoe their horses, sharpen their weapons, the local tavern will put them up for a few nights, blah blah blah.
This sends the players into the forest nearby; throw a couple of unrelated encounters at them. Maybe a couple of goblins, or whatever. Whatever you throw at them, it's a dead lead, meaning the players can't connect encounters to the Little Farmhouse of Horrors.

Throw them a bone; players usually ask for a town map. point out the usual places of interest, town hall, blacksmith, general store, point out farms by family name, and then you know, on the outskirts of town, outside the wooden fence around the village, there's an abandoned farmstead. Nobody lives there. It was there before the wall went up, and the family abandoned the place.

Our titular villainous necromancer is a gnome; he was part of the family that lived there; he begged for the people that were putting up the wooden wall around the town to include his farm as well. Geographically, it was impossible. Also cite lack of money, and maybe even that there just wasn't enough wood to extend the wall out that far.

>> No.75076008

The grudge is that the family was excluded.
The grudge is that they were vulnerable and were attacked/ caught sickness and was not let into the town.
Also maybe include some sort of natural dislike for the family; they were disgusting, ill-mannered, petty thievery, didn't contribute to the township, whatever.

Addendum: a few people have died as well.

So the players go out. Position them to go out there at night for maximum effect.
ewww, yuck, gross.
fight fight fight
Now would be a great time to introduce a disease mechanic.
Also the party is drenched in rancid offal that is disgusting, possibly harmless, but nobody wants to be around them because of the stench. It'll take a full long rests' worth of washing to get rid of the stench.
The gnome necromancer will have a magical item that allows him to control the things; this is broken in combat.
If it's broken in combat, some of the abominations will attack him.
If it's not broken in combat, it's rendered useless on his death. You don't want party members creating/ summoning these things.

Yuck. Gross.

collect your reward, maybe the paladin castigates the town for not working harder to include the family in their town development plans, whatever; roll credits and time to move on.... maybe after one more bath to get rid of that stench.

>> No.75076053

>using rhajat instead of tharja

What were they thinking?

>> No.75076400

Everyone has already said it but this is really awful. Clerics are clerics because their diety gives them power. Oathbreakers, fighters, and rogues are all playable in this exact flavor except they have interesting class features.

The heretic idea is interesting if it refers to the church, not the diety though. It could be played similar to a sorcerer where the cleric has rule bending options for the existing domains. This for instance could be a nature cleric who can cause nature around them to die(life cycle vs prosperity), a light cleric who knows the importance of shadow, or even a war cleric who can strategically bring peace. The idea could expand each domain to be viewed as a duality and make the characters being played much more interesting.

>> No.75076625

Good except for the abilities imo. It instantly brought flesh golems to mind and I would probably use these as minions to support them or some type of zombie boss.

The movement ability is good in concept, but it should require an initial dex save not strength, and it should be worded so that it has a detailed explanation of what the ability actually is.

Keen senses makes no sense for golems/undead. Instead I would build on the pack tactics style ability and allow them to be "devoured" by greater undead/golems to gain temporary health.

They also should be weak to fire and radiant damage types.

>> No.75076818

not really homebrew but a monster from 3.5 i converted

>> No.75076831


>> No.75077266

I too enjoy converting stuff from older editions.

>> No.75078253

I want to laugh but I think someone might have made these earnestly.

>> No.75078702

>> No.75079823

what books were those from?

>> No.75080044

Looked up most of them from http://www.wizardmark.com/spellinv/spells.asp or otherwise remembered them from elsewhere or some giantitp thread about weird old spells.
2e's Tome of Magic
>Ray of Ondovir
apparently from Haunted Halls of Eveningstar/Pages from the Mages.
>Solid Fog
There's more that got cropped out in the snipping, but it's an adaptation of 3.5's version
>Shadow Drain and Plowshares to Swords (and it's basic version Sticks to Spears)
seem to be homebrew that were allowed into the archive for whatever reason, citing being credited to a "Belodrim" and "Grish" respectively.
Got a whole bunch of 'em though, like Fang Fist (from 2e's Campaign Guide to Myth Drannor) that was Snakebite in 3.5 (Magic of Faerun), or Fist of Stone that's from a lot of things if the Forgotten Realms fan-wiki is to be believed, but also 2e's Tome of Magic.

>> No.75083703

I remember downloading this, but I don't really have enough crunch experience to know how balanced/good it is.

>> No.75083813

extreme cringe

>> No.75083868

Where to begin.

>heretic domain
Like >>75074326 said, this is an apostate, not a heretic. In addition, a clerical domain is usually a subset of the material world a cleric can exert influence on (life, death, war, pestilence, etc.) Neither heresy nor apostasy are good fits for that.

>"you are gifted with the light of truth"
tip count: 1

>"the true enemies are the church"
>rebukes celestials

>cleanse falsehoods: cleanse divine magic from that which has been corrupted by the church
The writed had a bit of a stroke there, and the rest of the description doesn't help. Does this ability cancel all ongoing spells affecting the creature, or just divine ones? Also,
>perform an obscene gesture
tip count: 2

>expose the folly
>this works if the creature is in a form that is not their own
What if that form cannot speak? What if the question has no answer (e.g. "will you answer no to this question?") The spell becomes a straight-up damage booster in this case. Not very flavourful (are you really "exposing the folly" at that point?)

4/10. Some okay ideas, but they're not explained particularly well, and don't convey the themes the author clearly wanted to. All in all, the juxtaposition of "truth-knower* and "anti-church" doesn't work, and gives off massive fedora vibes.

>> No.75084347

I mean the class abilities are puns more so than thematically appropiate.

>> No.75084898

I like the term "alatrist" for worlds where plain atheism requires logical impairment. Idolatry is the worship of idols, so alatry would be lack of worship.

It isn't about not believing in gods, as they clearly do exist, but it's about believing that they shouldn't be worshiped.

>> No.75086488

Made this based on another homebrew class I made that was a conversion of a class from another RPG. I like the idea of minion mechanics that shouldn't break action economy so I made a more general purpose version of it.

>> No.75087194


>> No.75087749

What is this from?

>> No.75087843

This isn’t just cringe, but really boring mechanically too.

>> No.75087935

Are impregnation rules cool enough to post?

I know asking may derail but I would like to be polite.

>> No.75088675

the game/setting is called Varsol, but most people know it as the world of the Albino Doomgoat

>> No.75091133

>> No.75094809

Based, go for the other DD enemies now

>> No.75095558

Think about this for a second, you turned atheism into a religion.

>> No.75096684

damage resist while unconscious only prevents insta-kill by massive damage maybe., still take the auto crit and the death save fails.

>> No.75096912

I really like this, anon. I've already got an idea of how I want to use it. I'd love to see more if you have any.

>> No.75098719

Sure why not

>> No.75101942

what the fuck is that?

>> No.75102935

Ok so I've been thinking thinking a lot recently about how I'd like to do gunpowder weapons as I'm generally pretty unsatisfied with rules for them that I've seen before. But my thought process to get where I am now is pretty layered, so I'd ask that you have so patience and follow me all the way through and then tell me how autistic my idea is.

One important aspect for example is that I KNOW that historically speaking, the idea that gunpowder weapons were significantly more powerful than more classical missile weapons is actually inaccurate. Bows, crossbows and early gunpowder weapons while all having their perks and negatives were about as powerful when it came to actual killing power, what lead to the dominance of gunpowder weapons was mostly their ease of use, not some kind of massive power difference, especially at first.
Buuuuuuuuuuuuuuuuuuuuuuut, I'm not playing a realism game am I? The image most people have of gunpowder weapons is of them being significantly more powerful than other weapons, and that's the feeling I want to emulate, while still having them be balanced for the game. I want them to in essence be burst weapons.

I have this very specific image about gunpowder weapons of a pirate firing his pistol once before stowing it and fighting with melee weapons. As long as that example doesn't make sense I'm not really satisfied.

So after a lot of thinking this is the WIP template I came up with:

Flintlock pistol, 75 gp, 3d6 (no added damage) piercing (note: average is 10.5) , 3 lb, Gunpowder loading, Gunpowder ammunition , light, (range 40/260)
Flintlock musket, 150 gp, 3d10 (no added damage) piercing (note: average is 16.5) , 10 lb, Gunpowder loading, Gunpowder ammunition (range 80/320)
(Other possible gunpowder weapon variations)

>> No.75102954

Gunpowder loading: Because of the unique process required to load this weapon, after a ranged attack has been made with this weapon it cannot be used to make a ranged attack with again until a creature uses an attack to load the weapon.

Gunpowder ammunition (property): The ammunition for this weapon is drawn when performing the loading action, not when performing an attack, and you cannot recover ammunition after a battle. All other effects of the normal ammunition property apply.

Gunpowder ammunition (20) 10 gp 3 lb.

The general Idea is that gunpowder weapons are burst weapons that deal about 1.5 to 1.75 times the damage of a normal attack but then require a second attack to fire again, thus making a single gunpowder weapon's total dpr lower than normal weapons. BUT that damage is of course frontloaded AND more importantly, they're pre-loadable. Meaning that characters can either switch between multiple gunpowder weapons or switch back to normal weapons to rather significantly increase their damage output.
Now as you might already see I'm pretty sure this would be majorly overpowered in a vacuum, but the idea is that it's balanced out by a lot of the aspects of the way I'm going to run the campaign(s) I would use this in. I really try to not shower my players in gold so that getting all their best possible basic equipment still feels like an achievement and gold doesn't just become meaningless. I'm hoping that the relative rarity of gold and the investment required will mean that gunpowder weapons become a expensive but worthwhile investment should a player want to.

>> No.75103089

Look at Megara the Dawn Titan from Storm King's Thunder. She's a big fire elemental similar to these guys, could give you some ideas of balance and abilities.

>> No.75103101

I also specifically chose to make the damage only dice because I like that Idea that as characters become more and more superhuman, the relative power of gunpowder weapons decreases. A level 20 character should be so powerful that for them using a chemical explosive to propel their projectiles would be a downgrade, which I feel is a thing nicely represented by having straight dice. It also created a greater contrast between gunpowder weapons and normal weapons.

Should gunpowder weapons still be too powerful like this another thing I could is make them their own weapon type, thus making it so most characters wouldn't start off having proficiency in them, making them more high damage lower accuracy weapons until a player decides to invest in getting proficiency with them in some manner. This would make sense as they are relatively new weapons on the world stage and not widely available in most of the world.

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