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Galuf the Dwarf
Senior Scribe

USA
744 Posts

Posted - 23 Jul 2010 :  01:39:24  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote  Delete Topic
I remember I made something to this effect a while back, but unfortunately, my files went missing. Anyways, here's this project anew, and I'll come up with more as time goes on.

Monk of the Long Death (Monk)
Hit Die: d8
Requirements

To take a Monk of the Long Death substitution level, a character must be a member of the Monastery of the Long Death and be about to take their first, fifth, or fifteenth level of monk.
Class Skills
Monk of the Long Death substitution levels have the class skills of monk plus Craft (Poisonmaking).
Base Attack Bonus: As per the monk class.
Saving Throws: As per the monk class.
Class Features
Poison Use: A Monk of the Long Death is trained and efficient at the use of poisons to cause death in their victims. The Monk of the Long Death is never risk accidentally poisoning themselves when applying poison to a blade.
This benefit replaces the bonus feat gained at first level.
Resist Unnatural Death (Ex): A Monk of the Long Death is immune to supernatural and magical diseases, such as Mummy Rot, Ghoul Fever and Lycanthropy. Normal diseases affect the Monk of the Long Death as normal.
This benefit replaces the Purity of Body class feature.
Corpsecrush (Su): A Monk of the Long Death is an ardent foe of the undead, and knows how to easily destroy them. Once a week, a Monk of the Long Death can designate an unarmed strike attack to use the Corpsecrush ability. Any undead struck with this attack must make a Fortitude save or die instantly. The save is DC 5 + the Monk of the Long Death’s level in the monk class. If the affected creature succeeds on the Fortitude save, they take unarmed strike damage as normal but are otherwise unaffected by the ability.
This benefit replaces the Quivering Palm class feature.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766

Edited by - Galuf the Dwarf on 29 Jul 2010 18:17:20

Dark Wizard
Senior Scribe

USA
830 Posts

Posted - 23 Jul 2010 :  04:18:48  Show Profile Send Dark Wizard a Private Message  Reply with Quote
Moar.
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Darkmeer
Senior Scribe

USA
505 Posts

Posted - 23 Jul 2010 :  07:38:41  Show Profile  Visit Darkmeer's Homepage Send Darkmeer a Private Message  Reply with Quote
Typically I'm not a fan of this sort of thing, but the idea fits nicely enough where I WOULD use this in a game. Good work!

"These people are my family, not just friends, and if you want to get to them you gotta go through ME."
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Galuf the Dwarf
Senior Scribe

USA
744 Posts

Posted - 26 Jul 2010 :  21:10:56  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Here's another one. Pardon the delay, but I've been getting over a cold AND preparing for a summer college course, which I started this morning.

As far as I can say, I think it's a little overpowered, but I'll let you folks be the judge of that.

Drow Weapons Master (Fighter)
Hit Die: d10
Requirements

To take a Drow Weapons Master substitution level, the character must be a male Drow from Menzoberranzan, be the member of a ruling house, and be about to take their first, sixth, or tenth level of fighter.
Class Skills
Drow Weapons Master substitution levels have the class skills of the fighter plus Hide and Move Silently.
Base Attack Bonus: As per the fighter class.
Saving Throws: As per the fighter class.
Class Features
Ambidexterity: A Drow Weapons Master is highly trained in wielding a 1-handed weapon in both hands. The Drow Weapons Master reduces the penalty for wielding a weapon in each hand and the size of the offhand weapon by -4, to a total of -4/-4 to attack rolls for each weapon.
This benefit replaces the bonus feat gained at first level.
Poison Use: A Drow Weapons Master is known to use poisoned hand crossbow bolts to gain an advantage over their opponents. The Drow Weapons Master is never at risk of accidentally poisoning himself when applying poison to a weapon.
This benefit replaces the bonus feat gained at sixth level.
Sneak Attack (Ex): Drow Weapons Masters are just as capable of ambushing opponents in combat as they are to fight toe-to-toe. He deals an extra 1d6 damage on all attacks he makes to an opponent that is denied their Dexterity bonus to AC (whether the opponent has a Dexterity bonus to AC or not) or the opponent is flanked. When a critical threat is made, the extra damage is not multiplied. This extra damage increases by 1d6 for every 3 levels (2d6 at 13th, 3d6 at 16th and 4d6 at 19th level). Creatures of the construct, elemental, ooze, plant and undead types are immune to this effect.
This benefit replaces the bonus feat gained at tenth level.

Edit: Changed the descriptions and one of the abilities.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766

Edited by - Galuf the Dwarf on 29 Jul 2010 18:17:52
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Diffan
Great Reader

USA
4491 Posts

Posted - 28 Jul 2010 :  20:49:15  Show Profile Send Diffan a Private Message  Reply with Quote
Good job. Definitly something I'd use in my campaigns. As far as the Drow Weapon Master abilities, I don't think they're over-powered much. Your basically trading a fighter feat (their lively-hood) for a unique special ability. The only one that really stands out is the Sneak Attack class feature. It's greatly reduced when compared to a rogue (which is good) but does it function like a rogue's sneak attack where you can use it against a flanked enemy or just when that enemy is denied his Dex to AC as stated?

And another question is how does Ambidexterity work if a character were to take the Oversized Two-Weapon Fighting feat? The feat basically allows you to wield a one-handed weapon in your off hand without a greater penalty so would Ambidexterity help or modify the penalties further?
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Galuf the Dwarf
Senior Scribe

USA
744 Posts

Posted - 29 Jul 2010 :  02:01:43  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
quote:
Originally posted by Diffan

Good job. Definitly something I'd use in my campaigns. As far as the Drow Weapon Master abilities, I don't think they're over-powered much. Your basically trading a fighter feat (their lively-hood) for a unique special ability. The only one that really stands out is the Sneak Attack class feature. It's greatly reduced when compared to a rogue (which is good) but does it function like a rogue's sneak attack where you can use it against a flanked enemy or just when that enemy is denied his Dex to AC as stated?


Yes, that's definitely how it works. Partially left that out due to time constraints and due to the usual familiarity of people with such. I'll add that in a moment.

quote:
And another question is how does Ambidexterity work if a character were to take the Oversized Two-Weapon Fighting feat? The feat basically allows you to wield a one-handed weapon in your off hand without a greater penalty so would Ambidexterity help or modify the penalties further?

I meant it to function like Oversized Two-Weapon Fighting, honestly. Pretty much, all the character has to do is have Two-Weapon Fighting to begin with, and they could wield two 1-handed weapons without penalty.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766
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Galuf the Dwarf
Senior Scribe

USA
744 Posts

Posted - 29 Jul 2010 :  02:31:12  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Here's another Drow-themed one for everyone's enjoyment.

Master of Sorcere (Wizard)
Hit Die: d4
Requirements
To take a Master of Sorcere substitution level, a character must be a male Drow, be a member of a noble family of Menzoberranzan, and be about to take his fifth, tenth, or 15th level of wizard.
Class Skills
Master of Sorcere substitution levels have the class skills of wizard plus Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive.
Base Attack Bonus: As per the wizard class.
Saving Throws: As per the wizard class.
Class Features
Master Teacher
: A Master of Sorcere deals with students, accomplices and malefactors on a regular basis. The Master of Sorcere substitutes his Intelligence modifier for Charisma when making a Bluff, Diplomacy, Gather Information or Intimidate check. The Master of Sorcere also substitutes Intelligence for Wisdom as an ability modifier for Sense Motive checks. Also
This benefit replaces the bonus feat gained at fifth level.
Uncanny Dodge (Ex): A Master of Sorcere may have to deal with numerous attempts on his life, and can therefore react to danger before his senses may normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. If the Master of Sorcere has Uncanny Dodge from another source (such as four levels of rogue or two levels of barbarian), the Master of Sorcere gains Improved Uncanny Dodge, and the class levels stack for the effect.
This benefit replaces the bonus feat gained at tenth level.
Sudden Cast (Ex): A true Master of Sorcere can sometimes bring his defenses quickly into play. Once every tenday, a Master of Sorcere of fifteenth level or higher that takes this benefit may utilize this ability. The Master of Sorcere must declare they have activated this ability, and when the Master of Sorcere enters combat, the next channeled spell they use is treated as if cast using the Quicken Spell feat. Using a channeled spell that is already quickened does not stack with this effect.
This benefit replaces the bonus feat gained at fifteenth level.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766

Edited by - Galuf the Dwarf on 29 Jul 2010 18:19:47
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Artemel
Learned Scribe

USA
110 Posts

Posted - 29 Jul 2010 :  02:33:08  Show Profile  Visit Artemel's Homepage Send Artemel a Private Message  Reply with Quote
The sneak attack is a bit too much. Unearthed Arcana had a variant that essentially had one feat as equal to one level of sneak attack. You have one feat granting sneak attack multiple times. I think that might be a bit much.
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Galuf the Dwarf
Senior Scribe

USA
744 Posts

Posted - 29 Jul 2010 :  18:14:22  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Inquisitor (Paladin)
Hit Die: d10
Requirements

To take an Inquisitor substitution level, a character must be about to take their first, third or fourth level of paladin
Class Skills: Inquisitor substitution levels have the class skills of paladin plus Gather Information, Intimidate, Knowledge (Arcana)and Knowledge (The Planes)
Base Attack Bonus: As per the paladin class.
Saving Throws: As per the paladin class.
Class Features
True Seeing (Sp)
: Once per day, and once more every 4 levels of paladin the character has, the Inquisitor can use True Seeing as a spell-like ability.
This benefit replaces the Lay on Hands ability gained at first level.
Dispel Magic (Sp): Once per day, and once more every 4 levels of paladin the character has, the Inquisitor can use Dispel Magic as a spell-like ability. The caster level for this ability equals the Inquisitor's levels in the paladin class.
This benefit replaces the paladin's ability to turn undead.
Unmovable Mind: Through intense mental training and blessings of their deity, an inquisitor is rendered immune to paralysis and enchantments spells with the compulsion descriptor.
This benefit replaces the paladin's spellcasting ability.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766
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Diffan
Great Reader

USA
4491 Posts

Posted - 29 Jul 2010 :  19:41:38  Show Profile Send Diffan a Private Message  Reply with Quote
I think there is a way to incorporate both the higher sneak attack die and still keep it balanced. It's an idea from 4E but I think its more balanced if you can only add the sneak attack die once per round. So for example, you have a drow weapon master with +3d6 SA damage, you can add that damage once during a round rather than once per attack. Much more limited but still has the feel.

The Inquisitor's abilities are pretty flavor-ful yet I don't know too many ppl who play paladins who would want to give up their Spellcasting. The turn undead I can deal with as paladin's don't rely on that as much as clerics for beefing up certain things (note all the Divine Feats in Complete Warrior and Divine) when compared to the effects of Dispel Magic. However, there is a alternate class feature in Complete Mage which swaps a cleric's or paladin's turn undead for the ability to counter spells like the spell Dispel Magic. So while they're not the same, I could see the benefits for both.

Hope some of this helps.
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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 30 Jul 2010 :  10:46:41  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
I love the two pertaining to drow. I'd remove the Menzoberranzan req from the descriptions, though, just make it 'a drow city ruled by clergy of Lloth'. Citizens of Ched Nasad/whatever have the same options, belong to the same culture.

Any chance for more? I'm definitely saving those two on my HDD.

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

http://zireael07.wordpress.com/
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