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Results for tag: homebrew
Posted by: Ocule on May 18, 2012 at 09:36:15 PM
ese are houserules and homebrew content which will be available in all the games i run consolidated on a general page.

General Houserules
  • FUMBLE: Whenever you make an attack roll of natural 1, your turn immediately ends, and you grant combat advantage to all attackers until the start of your next turn. If the roll is part of a close or area attack, resolve all the other attack rolls before ending your turn. (DMG 189)
  • CRITICAL SUCCESS AND FAILURE: On a skill or ability check, a roll of natural 20 is a critical success and a roll of natural 1 is a critical failure. On a critical success, the check automatically succeeds, and you gain a +5 bonus to checks with that skill until the end of your next turn. In a skill challenge, add one extra victory to the tally. On a critical failure, the
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Posted by: Incenjucar on May 16, 2012 at 01:10:05 AM

Hello again,

I am happy to finally introduce to you the beta version of the Harbinger, an elemental striker that can be played from level 1 to level 30, with two complete builds and two paragon paths. The Harbinger features polymorphing into elemental forms and a choice of steady or explosive additional damage. Please click on that link to the PDF, give it a look and tell me what you think. All input is valuable. Thanks in advance!
Note: As with the Xaosmith, powers which would otherwise be replaced with higher-level powers instead have a higher level version displayed as an additional line beneath the original power. 

Developing the Harbinger

Of the elemental classes, the harbinger has been changed the most since I first introduced it as the Chaos Bringer. While the Chaos Bringer

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Posted by: DarkplaneDM on May 5, 2012 at 03:08:23 AM

EPISODE FIFTY-SEVEN: Maurathel’s Song (Level 23)



The Players:

Kristy Eagar (Nirvani)

Mike Eagar (Sadhai)

Kent Lloyd (Kloric)

Adam Rodger (Arhuzimel)

Tylor Austad (Terulai)

DM: Graham Ward



Sadhai’s arm brought the party to Iljudheim, some five hundred miles from their original destination. They were standing in a blizzard before a large, stockaded hill fort. They approached the guard and got an audience with Gaustadt, the king of Ulfyrstock. They learned that they had ended up in Bale, the capital fortress of the kingdom. Everyone in Bale was extremely suspicious of the strangers, asking them if they had dealings with elves. Nirvani and Terulai charmed Gaustadt, and soon learned that this area had been under a blizzard for several years as a result of some enchantment. The people seemed

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Posted by: DarkplaneDM on Apr 20, 2012 at 11:50:13 PM

EPISODE FIFTY-SIX: The Spirit Walk (Level 23)



The Players:

Kristy Eagar (Nirvani)

Mike Eagar (Sadhai)

Kent Lloyd (Kloric)

Adam Rodger (Arhuzimel)

DM: Graham Ward

 

Not long after Arhuzimel’s ascension, Nirvani felt concerned for Terulai, who had returned to Chayrshellech to oversee the maintenance of the new regime he had put into place there. Nirvani was taken in a vision telling her that Terulai wasn’t in Chayrshellech at all, but that he had somehow been taken captive into the Darkplane just outside Salvendum.

With Ardoth’s help she learned the Spirit Walk ritual from Onfalcedhuitha’s library, which allowed her and several companions to conscious leave their material bodies behind in Morvugol and travel as spirits. Doing so would allow them to travel through

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Posted by: Krusk on Apr 15, 2012 at 07:19:47 PM
So I mentioned in my 5e predictions and hopes thread that I started work on my own v5 because 5e is far away and I realized it won't be exactly what I want anyway. The core outline is coming along, and I am 1/4th the way through classes. After that I've got some stuff to do fleshing out magic items, monsters, and DMG environments and how to DM stuff. I've got a skeleton for it now to check math.  i am not sure if prestige classes or similar will exist, but I don't think so. Opting for more base classes (that might be even shorter than these, they also might be a subsiquent release)

I thought I'd provide an update for anyone curious, along with a sample. One of the 7 Martial classes from the "Warrior Group". In total there is a total of 27 classes planned among ...
Posted by: Samloyal23 on Apr 9, 2012 at 07:00:29 PM

This is the start of my new campaign's background material. You can find more of my notes on Enworld and Wordpress. I'll add more here in time... 
 
The centaur tribes of the central plains were late in becoming civilised and forming a nation, but once the great chieftain Kiron, said to the son of Zeus, found his capital and began building a standing army out of the disparate tribes of his savage race it did not take long for the nomadic warriors to start settling into more permanent communities. Over the course of several centuries, the city of Kironos became a kingdom, then an empire, conquering neighbouring powers from mysterious Thosia in the East, to green and fair Albion in the West.

Tying city after city together with roads and fortresses, the Kironans united

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Posted by: embertiger on Mar 29, 2012 at 05:09:17 PM

Dragonshards

In my home Eberron campaign, I wanted to give out Dragonshards as big treasure items.  However, I found that none of my players would really get much benefit out of the few found in the Eberron player's guide.  I decided to put some universal effects on dragonshards to make them sought-after items by taking an item most PCs will have and expanding it out.  Here they are:

Eberron Shard of Expansive Power    Level 6+ Uncommon
This dragonshard shows its true power when you attack multiple foes at once.
Level 6    1,800 GP                      Level 26 1,125,000 GP
Level 16  45,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with area attacks using
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Posted by: Vestras on Mar 20, 2012 at 01:01:29 PM
Ahh, the Bladesinger. What was promised as THE gish class, the answer to our fighter/wizard aspirations, and failed so very completely to live up not only to our expectations, but to fail to even be worth playing at all.  So very very sad. 

Well, I'm not standing for it! There is a good class buried under some horrible fluff reasoning, and we are going to set it free! While I can only hope that DDI will like what they see, I figured I'd throw some helpful ideas out there and a hint of things to come (Avandra willing). 

 
Posted by: embertiger on Mar 13, 2012 at 10:27:47 PM

Weapons of the Split Soul Part 3


Here's the final (for now) part of my Split Soul Soulknife series: A paragon path and some feats.  Enjoy! 

Twin Soul Master

Prerequisites: Soulknife, Shape Mind Weapon Power

    Most split soul soulknifes who recklessly undergo the process of splitting their soul to have it manifest in two specific parts end up with schizophrenic personalities as their divided soul conflicts and wars within them.  However, for those who seek true mastery over the split soul style, the two souls must regain some of their former harmony and the ability to work together.  Their souls are two equal and powerful parts that form together into a dedicated whole.

   The Twin Soul Masters have dedicated themselves to achieving

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Posted by: DarkplaneDM on Mar 11, 2012 at 09:23:57 PM

EPISODE FIFTY-FIVE: The Drowned Serpent (Level 22)

 

The Players:

Kristy Eagar (Nirvani)

Mike Eagar (Sadhai)

Kent Lloyd (Kloric)

Adam Rodger (Arhuzimel)

DM: Graham Ward

 

After four years of uniting the surviving Shadar-kai, Arhuzimel was prepared to become one with “she who sleeps,” and be baptized in shadow. A military escort and the mad priestess of Ulmhasa led him to Imbakhao, the former capital of the Hana empire, where the ceremony would be performed. When they reached it, they found it not only buried with millennia, but also occupied by a small unit of vampire soldiers from Perrith Gorr. They were excavating and guarding the ruins. The Shadar-kai with him explained that the city is the burial site of Imbakhao himself, the Drowned Serpent, son of Ulmhasa. The appearance

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