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Shadeling[edit]

Lesser children of shadow and darkness who excel at hiding in dark places, but suffer in full daylight.

Shadelings are an uncommon race with an affinity for the Plane of Shadow, though they are natives to the Material Plane. Some believe them to be related to Shadowsouls, but this is not the case.

Shadelings are often confused with other, more sinister creatures, as they are creatures of darkness. However, they are a relatively peaceful race who value personal liberty. By nature they are nocturnal, and prefer to stay out of direct sunlight if they must venture outside during the daylight hours.

Personality[edit]

Shadelings tend to be quiet and seldom attempt to draw attention to themselves in the company of other races.

Physical Description[edit]

Shadelings look as though the color has been leeched from their bodies. Their skin varies from a light gray to dark charcoal gray, as does their hair, which turns white as they age, much like humans. Shadelings vary in height just as much as humans, but all have slender frames and thinner than average limbs. Shadelings have longer fingers than humans, aiding them in delicate work and crafting. Their eyes are larger than those of a human and tend to be pale-colored. Even their blood appears black (though it is really just a dark red), lending credence to the rumors of their sinister nature.

Relations[edit]

Alignment[edit]

Most Shadelings tend towards the chaotic alignments as they tend to be viewed as suspicious in many lawful societies. However, Shadelings of all alignments can be found in the world.

Lands[edit]

Shadelings live in groups called settlements, semi-permanent towns of usually no more than 500. Often they live in areas where the sun does not reach, such as deep forests or in caverns.

To most outsiders it seems that Shadeling parents are cruel or uncaring, since teaching self-reliance can often appear to be abusive. However, what most outsiders do not know is that all Shadelings share an intense feeling of kinship with each other. Shadelings know that most races view them with suspicion and mistrust, so Shadelings take care to stick together and aid each other when necessary (making them seem clannish and exclusive to other races). Crime is almost unheard of in Shadeling settlements. Elders are venerated and respected

Religion[edit]

Many Shadelings worship Selen, demigoddess of outcasts, or Rao, god of peace, serenity and reason. Shadelings prize and admire individual accomplishment and self-reliance, and their beliefs tend towards doing what they feel is right regardless of circumstances. Those Shadelings who worship another deity or no deity at all are not looked down upon.

Language[edit]

Shadelings speak Shadar among themselves

Names[edit]

Male Shadeling names are two syllables long and soft-sounding, even sibilant. Examples: Hatha, Sirith, Thaeun, Farash. Female Shadeling names are three syllables long, with the same sound: Sharatha, Dirinah, Ferrethin, Hearanath

Racial Traits[edit]

  • +2 Strength or +2 Dexterity, -2 Constitution, +2 Intelligence or +2 Wisdom, -2 Charisma: Some Shadelings tend to be smaller and quicker, and some are surprisingly strong, but seldom both. Either way, their shadow heritage makes them less hardy than many other races. Shadelings are bright with quick minds, some are more intuitive while others have excellent recall of even the smallest bits of information. However, Shadelings tend to come across as standoffish and proud in demeanor, and that combined with their sinister appearance makes interactions with others difficult.
  • Humanoid (Planetouched): Shadelings have enough Outsider blood in their veins to gain this subtype, but not enough to give them the abilities most other Planetouched creatures have (see below). 
  • Medium: As a Medium creature, a shadeling has no special bonuses or penalties due to its size.
  • Shadeling base land speed is 30 feet.  
  • Darkvision: A shadeling can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a shadeling can function just fine with no light at all. 
  • Fade (Ex): While not actually invisible, Shadelings can be easily overlooked when they want to be. Any creature not actively making Spot checks to find a Shadeling simply does not notice their presence. This effect is broken if the Shadeling touches the creature, shouts, or interacts with the environment in a disruptive way (e.g., starting a fire, breaking glass, slamming a door, or hostile behavior such as drawing a weapon or casting a spell). Thievery still requires a slight of hand check, and this does not allow a Shadeling to Hide in Plain Sight.

This ability can be suppressed or resumed as a free action, but in areas of shadowy illumination, this ability automatically activates after 3 consecutive rounds of inaction. Other Shadelings are not affected by this ability. 


Vital Statistics[edit]

Table: Shadeling Random Starting Ages
Adulthood Simple Moderate Complex
16 years +1d6 +2d4 +3d4
Table: Shadeling Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
40 years 80 years 120 years +160 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Shadeling Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5' 4" +2d8 85 lb. × (3d10) lb.
Female 4' 10" +2d8 70 lb. × (3d10) lb.





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Author: Spanambula (talk)
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A specialist caster/fighter who uses Bio-Aether to fuel abilities 12 5th Moderate



Other



Chrysalis Lord[edit]

"Here me, sub-creature… you have been called to grow in power and might for the salvation of the universe at the end of time…"
—The Overmind, Mysterious Entity from the stars

Chrysalis Lords are created from psychically gifted individuals from all races and societies, chosen by an ancient entity for reasons known only to it. As a chrysalis lord, though physically monstrous in appearance, gains a variety of powers and abilities fueled by her own life energy at the cost of a much slower advancement of her other powers.

Becoming a Chrysalis Lord[edit]

Chrysalis Lords are chosen from all races and classes. Most Chrysalis Lords possess a penchant for both physical and magical prowess, though focusing on their Bio-Aether abilities slows down the magical abilities from their previous class. Though Chrysalis Lords gain an impressive array of natural weapons, many still use manufactured weapons to deadly effect. While Chrysalis Lords can stand on the front lines, they are better served by staying mobile, using their formidable powers at range to soften up enemies or summoning vicious monsters before dashing in for a quick kill. Chrysalid Lords recover quickly from all but the most deadly wounds and effects, making them hard to keep down for long.

Chrysalid Lords are a diverse lot, bound only by the rule that they may not directly attack one another, and come from all alignments fairly equally. Some seek dominion over others, some desire only personal power, and some

Entry Requirements
Skills: Knowledge (the planes): 7 ranks.
Feats: Endurance.
Special: One physical ability score 16+ One mental ability score 16+ Cannot have the undead or construct type or subtype. Must have been contacted by the Entity and agreed to its terms.

<span id="Table: The <-class name->">Table: The <-class name-></span>

Hit Die: d<-die size->

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
2nd + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
3rd + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
4th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
5th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
6th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
7th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
8th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
9th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
10th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->

Class Skills (<-number of skill points-> + Int modifier per level.
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iajitsu Focus (), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), [[SRD:Martial Lore Move Silently Skill|Martial Lore Move Silently]] (), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

All of the following are class features of the <-class name->.

Spellcasting: At <-each level? each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Manifesting: At <-each level? each level after first? Xth and Yth levels?->, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Spells: To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level. Your bonus spells are based on your <- ability ->. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).

You cast spells as a <-similar spellcasting class-> does. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic <-class name->’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—<-this spell->, <-that spell->, <-and the other spell->.

1st—<-this spell->, <-that spell->, <-and the other spell->.

2nd—<-this spell->, <-that spell->, <-and the other spell->.

3rd—<-this spell->, <-that spell->, <-and the other spell->.

4th—<-this spell->, <-that spell->, <-and the other spell->.

5th—<-this spell->, <-that spell->, <-and the other spell->.

6th—<-this spell->, <-that spell->, <-and the other spell->.

7th—<-this spell->, <-that spell->, <-and the other spell->.

8th—<-this spell->, <-that spell->, <-and the other spell->.

9th—<-this spell->, <-that spell->, <-and the other spell->.

<span id="Table: <-class name-> Spells Known">Table: <-class name-> Spells Known</span>
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The <-class name->. In addition, you receive bonus power points per day if you have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X <-class name-> powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving thows against <-class name-> powers is 10 + the power's level + your <-abreviated relevant ability-> modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st—<-this power->, <-that power->, <-and the other power->.

2nd—<-this power->, <-that power->, <-and the other power->.

3rd—<-this power->, <-that power->, <-and the other power->.

4th—<-this power->, <-that power->, <-and the other power->.

5th—<-this power->, <-that power->, <-and the other power->.

6th—<-this power->, <-that power->, <-and the other power->.

7th—<-this power->, <-that power->, <-and the other power->.

8th—<-this power->, <-that power->, <-and the other power->.

9th—<-this power->, <-that power->, <-and the other power->.

Maximum Power Level Known: This column determines the highest level power you can learn at this level.

To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->




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Author: Spanambula (talk)
Date Created: 25 February, 2016
Status: Complete
Editing: Clarity edits only please
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Air Jump[edit]

A creature with this ability can perform a series of midair jumps.

Creatures who can air jump are able to jump while already in mid-air, usually at some point during a previous jump. As an extraordinary ability, some creatures accomplish this with a hard pump of wings too weak for actual flight but strong enough for limited propulsion. As a Supernatural ability, other creatures create a tiny disk of semi-solid air under their feet from which to spring off.

An air jump can be used at any point during a jump. The creature makes a second jump check which is always treated as having a running start, but otherwise follows all the normal rules for jumping. A creature can make a number of air jumps equal to 1+ ½ HD per round. While normally restricted by a creature's base land speed, an air jumping creature may choose to spend a swift action to double their move speed for that round, but only for the purpose of air jumping.

A creature who has not reached solid ground by the end of an air jump falls as normal unless it has some means to stay aloft (such as gliding or the levitate spell), taking damage from the fall as normal. Creatures with a hover speed fall as though under the effect of a feather fall effect.

When used to stop involuntary airborne travel such as the result of falling or being thrown through the air, one air jump may be made as an immediate action, but takes a -4 circumstance penalty to the jump check, and an additional -4 for every 10 feet traveled. Thus, a creature who has fallen 90 feet down a 100 foot drop would take a -40 penalty to their air jump check.



{{3.5e Class Data |summary=Earth. Fire. Air. Water. Only the avatar can master all four elements, and bring balance to the world... |minlevel=1 |ability=

Elemental Avatar[edit]

<-general description->.

Making a <-class name->[edit]

<-Strong points and weak points, and effectiveness with party members.->

Abilities: <-Description of most important attributes for this class.->

Races: <-Description of relative likelihood of various races to join this class.->

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The

Hit Die: d

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will

Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.Expression error: Unexpected > operator.


Class Features[edit]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-Description of class weapon & armor proficiencies.->

Spells: <-Delete this section if this class does not cast spells. Description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.-> <-pluralized class name-> choose their spells from the following list:

0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

8th—<-spells, spells, spells->

9th—<-spells, spells, spells->

<span id="Table: <-class name-> Spells Known">Table: <-class name-> Spells Known</span>
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: <-Delete this section if this class does not manifest powers. Description of manifesting abilities: on what stat save DCs are based, on what stat bonus power points are based, and what stat determines the highest level power that can be manifested.-> <-pluralized class name-> choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power a <-class name-> can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section.->

Epic <-class name->[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-# of levels-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.