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Panthera_Enigma
Captain

Hilarious Lunatic

PostPosted: Mon Mar 28, 2005 5:37 pm


This thread is for new DnD classes and races. If the class already exists, but is in 3rd edition rules, post what book it is in and your changes to the class. The rules used in this guild are going to be 3.5 edition, because everyone that will play will be using 3.5 rules. Makes sense.
PostPosted: Mon Mar 28, 2005 5:40 pm


[ Message temporarily off-line ]

Panthera_Enigma
Captain

Hilarious Lunatic


Panthera_Enigma
Captain

Hilarious Lunatic

PostPosted: Tue Mar 29, 2005 3:18 am


Prestige class: Animal lord: Update for 3.5 rules. Found in the 'Masters of the Wild' Hanbook, page 43.

Prerequisites:
All ranks in Wilderness Lore are replaced with same number of ranks in Survival.
All ranks in Animal Empathy are replaced with same number of ranks in Handle Animal.
Ranks in other skills still apply.

Wild Empathy class skill.

Feats still apply. Use the 'Masters of the Wild' handbook if you can't find the feats.

Skills:
Skills per level increase to 4+int mod
PostPosted: Tue Mar 29, 2005 8:48 pm


Taken from the 'Masters of the Wild'(MotW) Handbook.

Drift:
Drift is the gradual devolution into some other natural form. Those who experience this phenomenon gain atributes of plants and animals as time goes by. Geomancers experience this at every level. As a variant rule, high level druids who might spend all their lives away from civilization might experience drift - at the dungeon masters discretion - prehaps once every ten years.
Drift is divided into stages. You must choose one drift from stage 1 the first time you experience the phenomenon. Your second drift must also be from stage 1. Thereafter, you may choose from a higher stage only after you have acquired at least two drifts from the previous stage. For example, a stage 4 drift may be chosen only after you have acquired two stage 1 drifts, two stage 2 drifts and two stage 3 drifts. You may however, choose drifts from below your maximum whenever you wish. For example, if you have two stage 1 drifts, you may choose a third stage 1 drift instead of a stage 2 drift, if desired.
Stage 1 drifts have no game effect. Each drift of stage 2 and beyond grants a permenant extraordinary ability. Natural attacks allow for strength bonuses on damage rolls, except on poison and acid.

(Additions will be thought over and added to the appropriate stage)

Stage 1:
1. You gain leopard spots
2. You grow a cat's/wolf's/horses/etc. tail
3. You sprout feathers (but not wings)
4. Your eyebrows become green and bushy
5. Your hair becomes a tangle of short vines
6. Light, downy fur covers your skin
7. Your skin turns green and scaly
8. Your touch causes flowers to wilt
9. Your voice sounds like a dogs, but is still intelligable
10. Zebra stripes appear on your body.

Stage 2:
1. A small camel's hump grows on your back (You can go without water for up to 5 days)
2. You grow a coat of white fur like a polar bear. (+8 to hide checks in snowy areas)
3. The pads of your feet become sticky, like a lizards. (You gain +4 on climb checks)
4. You become as swift as an elk. (Your land speed increases by +5 feet)
5. You become as comely as a dryad. (+4 bonus on diplomacy checks)
6. You become as graceful as a cat. (+4 bonus on balance checks)
7. You sprout leaves and become photosynthetic. (You can exist on 1/hour of sunlight a day in lieu of food, but you still require the same amount of water.)
8. Your blood flows as slowly as tree sap. (The speed at which progressive damage, such as that from wounding or decomposition(See chapter 6 of MotW book), affects you is halved.
9. Your vision becomes as sharp as a rat's. (You gain low-light vision)
10. Your skin adapts like that of an octopus. (You can chage colour to blend in with your surroundings, giving you a +4 bonus on hide checks.)

Stage 3:
1. Deer antlers grow from your forehead. (You gain a gore attack for 1d6 damage)
2. Thorns grow from your body. (Your unarmed attacks do piercing damage, and those stricking you with a natural weapon recieve 1d3 points of piercing damage on a succesful hit.)
3. You can constrict like a snake. (You deal 1d3 points of damage with a succesful grapple check against a creature your size or smaller.)
4. You can spin a web like a spider. (You can use your web to snare prey as described in the monstrous spider entry in the Monster Manual, but you cannot attack with it.)
5. You sprout fish gills. (You can breathe both water and air)
6. Your eyes become as sharp as an eagles. (You gain a +4bonus on spot checks in daylight.)
7. Your eyes become as sharp as an owls. (You gain a +4 bonus on spot checks in dusk and darkness.)
8. Your fingers grow hawklike talons. (You gain Weapon Finesse [claw] and can make two claw attacks per round for 1d3 damage each.)
9. Your mouth extends like a crocodile's. (You gain a bite attack for 1d6 points of damage)
10. Your toes grow lion like claws. (You can make two rake attacks for 1d4 points of damage each if you gain a hold on your target.)

Stage 4:
1. There are more, I just can't be bothered to type them out.

Stage 5:

Panthera_Enigma
Captain

Hilarious Lunatic


Panthera_Enigma
Captain

Hilarious Lunatic

PostPosted: Fri Jun 17, 2005 7:56 pm


Prestige Class: Shifter. Taken from MotW handbook.

Feats: Same. Alertness and Endurance
Spells: Same. Ability to cast 3rd level divine spells
Special: Same. Alternate form - Must either know polymorph self or have a natural alternate form, alter self, polymorph self, shapechange or wild shape ability.

All class features stay the same.

All class skills stay the same with a few excetions.

Animal Empathy is removed.
Wilderness Lore is replaced with Survival

This prestige class has been banned due to the amazing fact that the class is broken! After spending almost a week watching a shifter do what only a fighter or barbarian should do, I have decided that the class is overpowerful.
PostPosted: Sat Jul 16, 2005 5:25 pm


Feat: Massive
Prerequisites: 1st level, base size small or medium
Benifit: Apon taking this feat, your base size increases one size, with all the benifits listed below. You can only take this feat once and only at first level.

Increasing from small to medium: +4 str, -2 dex, +2 con, -1ac/attacks (This last bit cancells the +1 small creatures get)

From Medium to large: +8 str, -2 dex, +4con, +2 natural armor, -1ac/attacks

Panthera_Enigma
Captain

Hilarious Lunatic


Malkiel Ketu

PostPosted: Wed Jul 20, 2005 10:56 pm


GUNS GUNS GUNS GUNS GUNS GUNS GUNS GUNS GUNS GUNS GUNS GUNS GUNS
....
um tell ya what if you want to know stuff about them PM me im to friggin lazy to type up the hole um...7 BLODDY PAGES!!!!!!!!!!!!!!!!!!!!!!!!!!
PostPosted: Wed Jul 20, 2005 10:58 pm


lol... you could type up the basic stats in your spare time.

Panthera_Enigma
Captain

Hilarious Lunatic


Malkiel Ketu

PostPosted: Wed Jul 20, 2005 11:08 pm


yeah but as i said "to freekin lazy"!!! it'll eventully get done but thats looking at LONGTERM plans... leave me and my lazyness alone
PostPosted: Tue Oct 25, 2005 2:24 am


Sacred Exorcist, Defenders of the Faith handbook

Everything stays the same, including prerequisites and class abilities.

Panthera_Enigma
Captain

Hilarious Lunatic


killerlaur

PostPosted: Thu Nov 17, 2005 10:25 pm


By Roy Schiavone
Electrolyte (humanoid, electric subtype)

Origin
The race of electrolytes originated during a lightning storm long ago.
A group of gnomes were trying to harness the power of lighning, as they
were belligerent against a tribe of orcs whom, they believed, had an
obvious advantage over them. Therefore, the head of the troops called
upon a powerful illusionist for his help. Although he was reluctant, for
he was but a lowly illusionist, practically a magician, and not a
powerful summoner of the elements, he agreed to help, for the threat of orcs
terrified him. That night, he summoned a lightning storm and, although
a weak one, for he had just practiced for the first time that day, it
was powerful enough for him to grab a lightning bolt right out of the
sky and liquefy it, mix it with quintessence(that element from which all
other elements are derived) and feed it to the gnome troops. They were
invincible! Well, when they returned from war, most of them got
married, which youngish gnomes will tend to do. Some of their children
possessed the same powers they did. The great illusionist told them that
was what would protect the gnome nations until the end of time: the
electrolytes. Throughout the generations, however, normal gnomes became
jealous of the electrolytes. They forced the electrolytes out of their
homes and into the wilderness, for the electrolytes had but one genetic
defect: they were tiny! No one knows why...

Personality
Electrolytes emphasize a strong family unit. Electrolyte families may
have up to 25 people because aunts, uncles, grandparents, cousins,
etc., all live in one home. They dislike gnomes to a great degree, but
don't hate them, for gnomes basically "invented" electrolytes. Otherwise,
they like all races, including orcs, but most other people don't know
they exist.

Physical Description
Electrolytes are only 6+1d8 in. and weigh about 6+2d4 lbs. They are,
therefore, considered tiny-size and get all of the bonuses dealing with
that(pg.131-132 PH). They look like gnomes in every other aspect.

Electrolyte Lands
Electrolytes live in one forest in the whole world, called Bugwood.
Did I mention that a beetle is like a turkey to these people? That's
probably why that call it that. They live inside trees there.

Etc.
They speak gnome and often learn sylvan. They tend toward Chaos, and
toward Neutrality and Good. They have gnome names. A male's favored
class is fighter, protecting his family from orcs and gnomes with his
power. A female's favored class is sorcerer, using her powers to help the
family do work. I know that seems a little shovonistic, but that's
just how it is. They worship Garl Glittergold.

Stats
+4 dex, -4 str, +2 con, +2 cha, -2 wis, -2 int. They are agile but
weak because of their size, tough and friendly because they are related to
gnomes, and ignorant and stupid because they are secluded from
civilized society.
Tiny=+2 AC, +6 on hide checks, 1/2 lift and carry limits, can only use
sticks(1d4) as weapons.
Base Speed=10 ft.
Low-Light Vision
+1 on attack rolls against gnomes and orcs.
+8 dodge against everyone size Small and above.

Special:This is the fun part...
Electrolytes have the ability to use lightning. Any electrolyte,
having a wisdom of 10 or higher, can do the following:

Stunning Shock: If he touches an enemy, they have to make a fort save
DC:10 or be paralyzed until they make a successful save.

Lightning Bolt: He summons a lightning bolt, duh. 2d8 damage, once per
day.

Call Lighning: At 5th level in any magic-using class, the electrolyte
can summon a bolt of lightning(see pg.182 in PH)

Immunity to Lightning
Double Damage from water: This may be a little confusing.
Electrolytes can drink water, but if submerged or just drenched in it, they must
make a successful fort save(DC:15) or pass out. They receive double
damage from water attacks.
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