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D&D 3E
im fleshing out my new world 
23rd-Jul-2005 12:53 am
magick
If anyone has any home blown spells or creature types or any thing else that might spice up a third edition campaign I would like to hear it. I'm finalizing mine and am looking for a few more curves to throw at my players.Also the campaign is centered around a very draconic theme so take that as you will.
Comments 
23rd-Jul-2005 12:26 pm (UTC)
Make sure you use Complete Arcane, tons of great stuff in there for the draconically inclined.
30th-Jul-2005 09:04 am (UTC) - Blah.........
i would but on a limited budget i have as of yet not ben able to find a copy cheep enough for me to buy.
thanks.
23rd-Jul-2005 01:19 pm (UTC) - I've got a great one.
IMBUE NATURE
Grant spellcaster's nature to target.
Transmutation
Circle: 7 [Read this as "level"]
Mana: 26 [Feel free to ignore this line.]
Components: V S XP
Casting Time: 1 minute
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Automatic
Spell Resistance: Yes

By casting this spell, a nonhuman caster bestows part of its special essence upon a willing character. An elf can use this spell to turn a human into a half-elf, or a half-elf into a full elf. A dragon or outsider may use this spell to turn any creature into a half-dragon / half-outsider, or to turn a half-dragon or half-outsider into a full dragon or outsider.

The character automatically gains all the effects of such a change, as if he had always had the mixed or nonhuman blood. If the character is not willing at the time the spell is cast, the spell fails.

Costing this spell costs 1000 XP, plus the XP the target would have to spend to gain any added facets.

Translation from house rule: the cost of the ECL if they were bought as regular class levels. So a 5th level fighter being tunred into a half dragon costs 3 levels worth of XP -- 5k, 6k, & 7k, or 18,000.

Imposing three DC 30 negative levels would also work; if you do that, don't let Restroation spells negate these, although a Wish could. Assume the ECL for a half-elf or similar 1HD race is 1/4 a level.

24th-Jul-2005 02:13 pm (UTC) - Re: I've got a great one.
I've been thinking about this, and I think it raises some interesting possibilities.

Sure, a human can turn an orc into a half-orc, but what happens if a gnome casts this spell on a troll? Or if a dwarf casts it on an elf? Does it just fizzle? I have to admit, I don't like that idea as it would be a shame to have it only usable by two PC races, and only on one or two races each. While it would be a lot more work to make it more inclusive, I would have to do that if it was my spell.

Could an elf make a centaur by casting this on a horse?

Hrm. I just noticed that you specifically disallow non-human casters, limiting the PC races that can use this spell to "elf". Can I ask why? Why can an elf turn a human into a half-elf, but a human can't do the same to an elf?

Actually, could a half-orc or a half-elf cast this spell, or does their human half prevent them? If they could, what would they turn things into? Other half-elves and half-orcs?
24th-Jul-2005 04:51 pm (UTC) - Re: I've got a great one.
Sure, a human can turn an orc into a half-orc, but what happens if a gnome casts this spell on a troll?

The same thing as if the two creatures interbred. My house-rule on it is that a mixed-breed without a type of its own follows the race of its mother.

Hrm. I just noticed that you specifically disallow non-human casters, limiting the PC races that can use this spell to "elf". Can I ask why?

Because the inspiration was for a dragon to cast the spell.

That, and "human" is a -1/4 LA race, with "hero" being a +1/4 LA template.

There's no balance reason that, in a core D&D game, you couldn't let humans use it. There are plenty of flavor reasons, though.
23rd-Jul-2005 03:55 pm (UTC)
Made using the rules in Encyclopædia Arcane: Constructs:

Shard Dragon

Small Construct
Hit Dice: 10d12 (66 hp)
Initiative: +1 (+1 Dex)
Speed: 30ft (can't run), fly 30ft (poor)
AC: 29 (+1 size, +1 Dex, +17 natural)
Attacks: 2 Slams +13 melee
Damage: 2 Slams 1D6+7
Face / Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Breath weapon
Special Qualities: Construct, damage reduction 10/+1, magic immunities
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 25, Dex 13, Con —, Int —, Wis 11, Cha 1
Climate / Terrain: Any
Organisation: Solitary or pack (3 - 6)
Challenge Rating: 7
Advancement: None

A shard dragon is created from a large number of blades - primarily daggers and shortswords - fashioned into the shape of a dragon some four feet long with a wingspan of six feet. There is no physical attatchment between the blades, allowing for a remarkable freedom of movement. They are traditionally left undecorated, though some artificers carve runes into the metal. They are often depoyed in groups of 4-6, disguised as statues. As they don't look like common golems, they may pass unremarked untill they attack.

Combat

Shard dragons are often set to guard a door or corridor, remaining motionless until an intuder passes a certain point, at which point they attack as one. While they have no hands, headbuts, claw rakes and wing attacks all do damage, due to the large number of blades. Any of these may be used as a slam attack, doing either bludgeoning or slashing damage as appropriate. They will often use their breath weapon while others are in close combat with the target.

An unsuspecting intruder can easily be killed before he has time to respond to the shard dragons.

Breath Weapon (Su): Shard dragons can breath a 20 ft cone of fire, dealing 6D6 damage (ref save 15 for half) every 1d4+1 rounds.

Construct (Ex): Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.

Damage Reduction 10/+1 (Ex): The Shard Dragon has Damage Reduction 10/+1.

Magic Immunities (Ex): Shard Dragons are immune to all spells, spell-like abilities and supernatural effects, except as follows. Electricity-based effects slow them (as the spell) for 2d6 rounds with no saving throw. A fire effect breaks any slow effect on the golem and cures one point of damage for each three points of damage it would otherwise have dealt. For example, a shard dragon hit by a fireball cast by a 5th level wizard gains back 6 hit points if the damage total is 18. The shard dragon gets no saving throw against fire effects.
23rd-Jul-2005 04:04 pm (UTC)
A decent portion of my homebrew rules are at http://www.dragonsept.com/tellith

Feel free to use anything that strikes your fancy.
23rd-Jul-2005 06:04 pm (UTC)
In a friend of mine's campaign, there's a ton of 1/4 Dragons. :) It's interesting.

Just about every NPC we come across is running around with a little bit of dragon blood in them. I'm not entirely sure about what template he's using, but he says it was included in past versions/settings and he's just trying to bring it back.

Might just be me, but I don't remember it. :P I was young back then and we never did anything complex.

I'm assuming it's a watered down Half-Dragon template with a lower ECL.

In any case, it brings a definate draconic spin on things, since it stands to reason that Half-Dragons can breed just as well as anybody7 else can.
23rd-Jul-2005 07:03 pm (UTC)
> ... it stands to reason that Half-Dragons can breed just as well as anybody7 else can.

Yeah, so can half-elves, but no-one ever bothers to create a quarter-elf (or, for that matter, a three-quarter elf) race. Because either you have enough elven blood to be a half-elf, or you don't. After all, taking this line of thought to its natural conclusion, you'd be creating seventeen-sixtyfouths dragon templates and the like. Maybe it's just me, but I think "part dragon" is precise enough.

And besides, it doesn't stand to reason. The offspring of two different species are likely to be sterile; Mules, are a classic example. And, of course, the mūls (half-dwarves) in Dark Sun.

None of which is to say that there can't be quarter dragons if you so choose, it just seems to be a step too far for me.
23rd-Jul-2005 08:04 pm (UTC)
actualy, in the Draconomicon, they have a template for Draconic creatures: creatures that are essentialy part dragon, but less than half-dragon.
30th-Jul-2005 09:23 am (UTC) - thanks
I'd like to get the template from the draconomicon if you wouldn't mind typing it up here for me.
30th-Jul-2005 10:40 pm (UTC) - Re: thanks
no problem. here it is:

Draconic Template

A draconic creature uses all the same base creature's statistics and special abilities except as noted here.
Size/Type: Creature becomes a magical beast, but type and size are unchanged
Armor Class: Natural Armor +1
Damage: Draconic creatur have 2 claw attacks. Use the following damage values if the abse creature does not already have claw attack.
Size-Damage
Up to Tiny-1
Small-1d2
Medium-1d3
Large-1d4
Huge-1d6
Gargantuan-1d8
Colossal-1d10
Special Qualities: Same as base creatures plus darkvision 60 feet and low-light vision.
Saves: A +4 racial bonus on saves against magic sleep effects and paralysis.
Abilities: Str+2, Dex+0, Con+2, Wis+2, Cha+2
Skills: A +2 racial bonus on intimidate and spot checks.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +1

Enjoy ^^
24th-Jul-2005 07:12 pm (UTC)
Meh, Dragons have a much larger template than, say, a half-elf who has no LA at all. You can still see the effects the next step down. 1/8 Dragons is pretty stupid, because then it's more or less just a bloodline.

It has some worth, but not very much.

>_> I said a bunch of people in his game are 1/4 Dragons, but never included myself. I didn't want to bother with such nonsense either. I was just responding with a possibility.
30th-Jul-2005 09:23 am (UTC) - ok
ryukiri
I would like to hear the friends template if you could get it for me.
23rd-Jul-2005 09:54 pm (UTC)
I don't have anything terribly spectacular, but, here's my two cents:

Feat: Hide Shot
Prerequisits: Point Blank Shot, Far Shot, Precise Shot
Description: By taking two full round actions to aim, one full round action to shoot and a -4 penalty, a sniper is able to arch his or her shot so that the arrow lands on the target almost vertically. Anybody looking for the character receives no bonus to their spot check.

Normal: After the sniper shoots, other characters would have a +20 bonus to their spot checks (they can see where the arrow came from)

spell: Phantasmal Stalker

I haven't pinned down the mechanics of this one, but I like the idea. It's basically Phantasmal Killer, tamed down. You don't always want to kill the person you're terrifying, do you? Instead of killing the target, the Phantasmal Stalker simply does something that the target would consider terrifying (makes threatening motions, simply hangs out in the shadows...staring...grinning...). A target who fails the will save would flee or cower and wet themselves, success would leave them shaken. It would be a level or two lower than Phantasmal Killer. Good for political intruigue-type campaigns where you might want to defame somebody by making them look crazy.
25th-Jul-2005 04:25 am (UTC) - 3.0 versions - adjust as needed for 3.5
BURNING DEAD
Medium-Size Undead (Fire)
Hit Dice: 5d12 (30 hp)
Initiative: +6 (+2 Dex, Improved Initiative)
Speed: 40 ft.
AC: 16 (+2 Dex, +4 natural) (Ignited: 18)
Attacks: 2 claws +5 melee (Ignited: 2 claws +7 melee)
Damage: Claw d6+2 slashing (Ignited: Claw d6+4 slashing, +d6 fire)
Face/Reach: 5 ft. x 5 ft. / 5 ft.
Special Qualities: Undead
Saves: Fort +0, Ref +4, Will +4
Abilities: Str 14, Dex 14, Con -, Int 6, Wis 10, Cha 10
Skills: Hide: +8, Move Silently: +8, Spot: +4, Climb: +8, Jump: +8
Feats: Improved Initiative, Weapon Focus: Claws
Climate/Terrain: Any.
Organization: Any.
Challenge Rating: 3
Treasure: None.
Alignment: Always chaotic evil.
Advancement: 5-6 HD (Medium-size); 7-10 HD (Large).

Burning Dead appear as skeletons scorched and blackened by fire. Despite their apparent damage, they are surprisingly spry and quick, even for skeletons. Unlike other animated skeletons, Burning Dead have a rudimentary intelligence and can carry out relatively-sophisticated instructions. They do not always require a leader in the field.
Their most fearsome ability is that they can ignite, bursting into flames that burn magically and do not (further) consume the skeleton. They generally do this just before they attack.
It is suspected that these creatures were first developed by the necromancer Ozymandias, although the secret of their fabrication may well have spread before his death. For that matter, it is possible that Ozymandias acquired the knowledge from some elder source.
The statistics block describes Burning Dead with a humanoid form.

COMBAT
Burning Dead fight with all the savageness and foresight of rabid cougars. Although they are more intelligent than most undead, they possess the single-mindedness and strength of focus for which skeletons are famed. They will attack until destroyed or their goal is accomplished, and they will use rudimentary tactics to achieve their goal.
Ignite (Su): Burning Dead can ignite as a free action. An ignited Burning Dead receives a +2 enhancement bonus to AC, attack, and damage rolls, and also deals a bonus d6 fire damage with every successful hit. Further, he is protected as a fire shield (warm) spell cast by a sorcerer with a caster level equal to his hit dice.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities: As has been noted, Burning Dead have fire immunity. They also take half damage from piercing or slashing weapons because they lack flesh or internal organs.
25th-Jul-2005 04:26 am (UTC) - Re: 3.0 versions - adjust as needed for 3.5
COLD WIGHT
Medium-Size Undead (Cold)
Hit Dice: 5d12 (30 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., fly 30 ft. (good)
AC: 16 (+2 Dex, +4 natural)
Attacks: Chill touch +5 melee touch
Damage: Chill touch 1d10 cold and paralysis.
Face/Reach: 5 ft. x 5 ft. / 5 ft.
Special Attacks: Cold breath, freezing touch.
Special Qualities: Undead
Saves: Fort +0, Ref +4, Will +4
Abilities: Str 14, Dex 14, Con -, Int 6, Wis 10, Cha 10
Skills: Hide: +4, Move Silently: +12, Spot: +4
Feats: Weapon Focus: Claws, Blind Fight
Climate/Terrain: Any.
Organization: Any.
Challenge Rating: 3
Treasure: None.
Alignment: Always lawful evil.
Advancement: 5-6 HD (Medium-size); 7-10 HD (Large).

Cold Wights resemble nothing so much as frost-slain corpses, well-preserved and rimed with frost and chill. They are stiff in all their movements, and do not seem to walk as much as drift across the ground, sometimes even floating up to pursue their prey. They possess rudimentary intelligence, enough to carry out simple instructions and even adapt to changing situations – they do not always require a leader in the field. Left to their own devices, Cold Wights single-mindedly extinguish the warmth and heat of life which they so despise.
It is suspected that these creatures were first developed by the necromancer Ozymandias, although the secret of their fabrication may well have spread before his death. For that matter, it is possible that Ozymandias acquired the knowledge from some elder source.

COMBAT
Cold Wights are eerie in combat, advancing ghostlike across the frost-rimed grass. They like to encircle and attack in packs, only ceasing when all their opponents are dead. If not in melee, they will often exhale a frosty breath attack, and normally begin all fights in this manner.
Icy Breath (Su): Cone of cold, 15 ft., every 1d4 rounds; damage 3d6, Reflex half DC 16. This is a standard action.
Freezing Touch: When the Cold Wight deals damage with its melee touch attack it also has a chance to paralyze its opponent. Anyone damaged by a Cold Wight in melee must make a Fortitude save (DC 14) or be paralyzed (frozen) for d6+2 rounds.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
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