Bront's Creation Collection

Bront

The man with the probe
This thread is a link thread for all kinds of homebrew stuff I've either created or helped to work on. I've created some things for LEW, or to help others out, and it would be nice to put links to them all in once place.

Feedback is always appreciated. I'll be filling this out slowly, so look for changes as I go. Some things may end up being moved here, particularly LEW things, while others will point to the origional discussion thread.

(LEW) means it was for Living EnWorld. This does not mean they are invalid for normaly play, just that they were proposed for use in that campaign.

Core Classes
The Noble

Prestiege Classes
The Outrider (LEW)
Seeker of the Llanno (Seeker of the Elemental Song in LEW)

Feats
Devoted Mage
Mounted Cleave (LEW)
Slice Through (LEW)

Races
The Katara (LEW)

Spells
Vasha's Mystical Massage

Templates
Magic Born (Divine and Arcane)

Deities Note: LEW will be a link if there is a seperate version for LEW.
Gundar, LN God of the Earth. (LEW)
Halina, NG goddess of fertility, agriculture and childbirth. (LEW)
Halor, CN God of the Sky. (LEW)

Other Content
The Freefolk (LEW)
 
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Bront

The man with the probe
KATARA
  • Type is Humanoid (Katara)
  • Small size (+1 size bonus to AC/Attack, +4 size to hide)
  • Katara Land Speed is 20 feet.
  • +2 Dex, +2 Cha, -2 Str, -2 Con
  • Keen Ears - +2 racial bonus to Listen,
  • Natural Grace - +2 racial bonus to Move Silently, Balance, and Tumble. Balance is always a class skill.
  • Incredible Leap - +8 racial bonus to Jump
  • Wandering Mind - -1 save vs enchantment/charm effects, -2 racial penalty to sense motive and concentration checks (Katara are extremely curious and as a result, their minds often wander, overlooking dangers most might otherwise see)
  • Lowlight vision
  • Favored Class: Bard
Description:
The Katara have features that are both humanoid and feline. Their legs are fairly cat like, but stable to stand on with more human like feat, and leathery pads on the bottom. Their torso is a bit more cylindrical than some humanoids, but is still has some shoulder and pectoral proportion to it. Their arms and hands are very human like, though with slightly thicker fingers and a leathery palm. Their heads are a bit wider than a normal human's, with a more cat like maw, nose, and eyes, but definitely drawn out in a somewhat human way, and their head sits perched on a fairly normal humanoid neck.

Like this picture here here, though with a more cat-like face (a bit more rounded, ears closer to the top of their head)

The Katara are a race that traces their origins to smaller wild cats, though scholars debate which ones in particular. Unlike their wilder feline cousins, the Katara do not have claws, nor are their teath as sharp as their wilder bretherin. Katara fur comes in a variety of colors and patters, and stripe or spot patterns are usually distinctive of a particular clan. Some clans have more noticable human fiacial and head hair, and some others have what resembles a mane (and in rare cases, both).


Society:
The Katara are a curious and social race. Many Katara will spend several years exploring and experimenting till they find something they enjoy doing and finaly stick with it, and even they they find ways to experiment and explore within their chosen craft. The Katara enjoy social occasion, and have been known to celebrate numerous holidays regularly.

The Katara look curiously upon the other races. They marvel at their accomplishments, and often seek to explore other cultures. Visitors to a Katara settlement might find themselves often asked about their travels, their culture, and their histories. The Katara have no qualms about borrowing from other cultures (particularly celibratory holidays) enough to where some scholars might say they have no true culture of their own, but the Katara blend these cultures togeather in ways that make them unique.

The Katara are a clan oriented society. Your clan is your family, however extended they might be. Most clans have strong ties to each other, and clan names and legacies are passed down maternaly, with the husband joining his wife's clan. Clan names, used as last names, are often based around some distictive feature fairly unique to the clan (examples, Whiteboot, Blackstripe, Greycoat, etc...). First names are drawn from many different cultures, that there is no true Kataran first names. They do tend towards using human or halfling names over others.

Background:

The Katara originate from the Kanatisis region, located far to the east of Orussus. The region extends from the desert in the "lands of fire" to the south, to the inland Bantala Sea to the north, and bordered by a mountain range to the east, and hills to the west. The region is generally overrun by flora, often with the tall trees creating a canopy several hundred feet from the ground. Towards the south, the region tends to be a bit more tropical or rainforest like. Towards the north, the flora thins out a bit as the grounds gets sandy towards the sea. To the east, as you get closer to the mountains the temperature tends to drop a bit, and you see more pine trees among the flora. And the canopy all but disappears the closer you get towards the hills to the west. The river running down from the mountains splits many times as is passes through the region, leaving few places without a river near by, but also leaving few rivers large enough for any boat larger than fairly small watercraft.

The Katara are from somewhere in that region, though their legends never specify exactly where. However, the Katara clans with longer hair tend to be from the colder areas in the east, while the short haired Katara tend to be from the warmer regions of Kanatisis. And while a clan my have a few members in different regions, they tend to settle down more locally in their region of origin.

The Katara are small in stature, and have learned to take to the trees to avoid the larger predators that are native to their lands. The Katara have built huge treetop villages in the immense canopy of Kanatisis. They consist of huts or other buildings built around the trunk of the tree, with suspension bridges and ladders built between them. Many Katara simply jump around on branches cut in a staircase like manner to move around as well. There are even small farming platforms built between some of the sturdiest trees, with dirt brought up from the ground below. The Katara do not herd animals in general, so they hunt for most of their meat and leather.

The Katara have had limited contact with the outside world for a long time. They have traded on occasion with the Dwarves of the mountains to the east, or the men of the desert in the south, but not often, and generally trading more to examine what these other cultures make, or to gain access to materials (such as metal) that are generally scarce in their region. However, the more they learned about other races, the more curious they became. Many curious Katara have begun to set out from their homes to explore other societies and learn what they can. Those that have returned have often had a huge cultural impact in their local area, where the Katara would try to integrate some of these other societal practices into their way of life. Over time, these ideas and practices are integrated more seamlessly and spread through Kanatisis. The Katara are particularly interested in celebrations, and as a result have managed to integrate several Human, Elven, Dwarven, Gnome, Halfling, and even a few Orc and Goblin celebrations into their culture. Often, a holiday will be a strange amalgamation of several different celebrations or traditions, such as the traditional wine drinking and axe throwing contest, where contestants will drink a glass of wine, and then hurl an axe at a target, continuing one of the contestants misses.

Despite their curiosity and willingness to integrate other cultures into their own, the Katara are fiercely independent. Trade between villages happens, but is limited to basic necessities, and generally a community prides itself on what it does not need to trade for more than what it has to trade. As individuals, clan pride is important, and clans within a community will often try to out produce each other in strange pseudo-competitions simply for the right to say they are better. While clans do not tend to stick to any one trade, individual families do, so pride and tradition run deep in these trades. Despite their intense curiosity, often at least one of each generation will take on the mantle of the family trade, though most young children are encouraged to explore their options to indulge in their curious nature.

Code:
Misc:
Race 	Middle	Old	Venerable	Maximum Age
Katara	30 	45	60 		+2d8 years


Race	Adulthood	low	Mid	High
Katara	12 years	+1d6	+2d4	+2d6


	Height 	Modifier	Weight	Modifier
male	2´ 8"	+2d4"		30 lb.	×  1 lb.
female	2´ 6"	+2d4"		25 lb.	×  1 lb.
 

Bront

The man with the probe
Mounted Cleave [General]
Prerequisites:
Str 13+, Power Attack, Cleave, Mounted Combat, Ride-by attack, 5 Ranks Ride skill
Benefit: If you gain an oppertunity to cleave while charging on a mount, you may instead continue your charge into another opponent in line with your current charge. This attack is considered a charge in every respect, and all feats and bonuses involved in the charge work as normal (Spirited Charge, Ride-by Attack, Lance charging damage bonus, etc.). You may not excede your normal movement restrictions on a charge. You can use this ability as often as you may normaly cleave (once with normal cleave, as many times as otherwise legaly available with Great Cleave).
Special: A fighter may select Mounted Cleave as one of his fighter bonus feats.
Example: Sir Joe is charges a goblin 20' on his horse, and kills it with his attack. He may continue to charge the second goblin 10' directly in line of his charge. If the goblin was 40' behind the first one, he could not charge since he would be moving farther than his allowable charge distance. Likewise, he could not charge a goblin that would require him to change the direction of his charge.
 

Bront

The man with the probe
Slice Through [General]
You may strike your opponent when tumbling through them.
Prerequisites: Dex 13+, Dodge, Mobility, Spring Attack, 5 Ranks Tumble, BAB +6
Benefit: As a standard action you can make a normal melee attack against your opponent while tumbling through his square if you succeed your tumble check. The attack happens while in the opponent's square(s), so does not gain any benifits from flanking. You must tumble in a straight line, and be able to make it through to the other side of the opponent as if tumbling normaly (one-half speed). All other rules for tumbling through an opponent's square apply.
Normal: Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy.
-based on material by Astros
 

Bront

The man with the probe
Vasha's Mystic Massage
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to One creature per hand.
Duration: Concentration
Saving Throw: Will (Special)
Spell Resistance: No
Several invisable hands, similar to Mage Hands, appear. These hands are articulate and well skilled in the art of massage and relaxation. 1 hand + 1 additional hand at every even level, max 6, can be summoned and controlled at the same time. They can be used to stroke and massage, which could cause a creature to be Dazzled if the hands choose to stroke in the right places if the target fail a Will save.
 
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Bront

The man with the probe
Origionaly discussed in This Thread

Divine and Arcane magic born.
Template gives them a subtype magic, but does not change their base type, size, speed, or any other abilities unless listed otherwise.

-2 Str, -2 Con for frail bodies.
Divine - +2 Wis and Cha - Greater attunement to divine magic
Arcane - +2 Int and Cha - Greater attunement to arcane magic

A magic born is resistant to magic of his own type, but susceptible to the opposite type. +2 to save vs spell of the same type, -2 to save vs spell of the opposite type. Unnamed magic gain a +1 save modifier (items, infusions, spell like abilities)

Sense magic: A magic born can sense magic at will (As Detect magic, but only the general magic level and arcane or divine, nothing more can be learned with this ability)

Empower casting: A magic born is attuned to casting their form of magic, and gain +1 caster level when casting spells of their own type.

Magic dependent: A magic born cannot sustain his life force in null magic areas. They take 1D4 non-lethal damage every round in an anti-magic field. A dispel magic cast on a mageborn specificly will stun the mageborn for 1D4 rounds if they fail a will save.

+2 racial bonus to use magic device and concentration when spellcasting. Attunement to magic makes it easier to use items, and harder to loose a spell when casting.

Cantrip: A magic born is assumed to always have the spell Prestidigitation going at all times, and can make minor (IE, not game effecting) magical effects happen without casting a spell.

Divine Channeling: A Divine Magic born may use an ability that requires turn undead as if it had 3 available turns per day. The feat extra turning can be used to increase this number. Feats that require the turn undead class ability can be selected as if the magic born had the class ability. PrCs that require the ability must be allowed by a GM.

Arcane Knowledge: Knowledge of the arcane comes easy to an Arcane Magic Born. If he uses an arcane spell book or otherwise prepares spells in advance, the caster gains the ability to cast one additional spell a day from any spell level he can cast, chosen when he memorizes or renews his spells. If the spell caster has a limited number of known spells, he gains one additional known spell per spell level. This is chosen when access to that level of spells is gained.

Inate Arcane Caster: Alternately, an Arcane Magic Born may pick a single 1st level Arcane spell that he may cast as a spell like ability once per day for every 4 HD (up to a maximum of 5 times per day). The caster level of this spell is 1/2 HD (Round down) +1, and the DC to resist the spell, if applicable, is 11 + Cha bonus. This ability is in place of Arcane Knowledge

LA +1

[sblock=Origional]Origionaly discussed in This Thread

Divine and Arcane magic born.
Template gives them a subtype magic, but does not change their base type, size, speed, or any other abilities unless listed otherwise.

-2 Str, -2 Con for frail bodies.
Divine - +2 Wis and Cha - Greater attunement to divine magic
Arcane - +2 Int and Cha - Greater attunement to arcane magic

A magic born is resistant to magic of his own type, but susceptible to the opposite type. +2 to save vs spell of the same type, -2 to save vs spell of the opposite type. Unnamed magic gain a +1 save modifier (items, infusions, spell like abilities)

Sense magic: A magic born can sense magic at will (As Detect magic, but only the general magic level and arcane or divine, nothing more can be learned with this ability)

Empower casting: A magic born is attuned to casting their form of magic, and gain +1 caster level when casting spells of their own type.

Magic dependent: A magic born cannot sustain his life force in null magic areas. They take 1D4 non-lethal damage every round in an anti-magic field. A dispel magic cast on a mageborn specificly will stun the mageborn for 1D4 rounds if they fail a will save.

+2 racial bonus to use magic device and concentration when spellcasting. Attunement to magic makes it easier to use items, and harder to loose a spell when casting.

Cantrip: A magic born is assumed to always have the spell Prestidigitation going at all times, and can make minor (IE, not game effecting) magical effects happen without casting a spell.

Divine Power: A Divine Magic born may use an ability that requires turn undead as if it had 3 available turns per day. The feat extra turning can be used to increase this number. Feats that require the turn undead class ability can be selected as if the magic born had the class ability. PrCs that require the ability must be allowed by a GM.

Arcane Knowledge: Knowledge of the arcane comes easy to an Arcane Magic Born. If he uses an arcane spell book, he may select one additional spell per level for free from his spell list when he advances in that magic using class. If the spell caster has a limited number of known spells, he gains one additional known spell per spell level. This is chosen when access to that level of spells is gained.

ECL/LA +2[/sblock]
 
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Bront

The man with the probe
Devoted Mage
Prerequisites: Smite Evil ability, Ability to spontaniously cast arcane spells.
Benifit:
-As a Swift Action that doesn't provoke an attack of opertunity, you may sacrifice one of your daily spells to add a bonus to your attack and damage rolls for one round.
-Your Paladin and Sorcerer levels stack for determining the extra damage delt by your smite evil ability.
-You may freely multiclass between Paladin and Sorcerer, though you still must maintain your lawful good alignment and deal with all other normal multiclassing rules.

-Based on content in the Complete Adventurer.
 

Bront

The man with the probe
Halina, Goddess of Fertility
The Great Mother, The Blessed Provider

Enworldian Greater Deity
Symbol: A baby lying in a basket of wheat
Home Plane: The Blessed Fields of Elysium
Alignment: Neutral Good
Portfolio: Fertility in nature and crops, Conception, Birth.
Worshippers: Farmers, Conceiving couples, midwives
Cleric Alignments: N, LG, NG, CG.
Domains: Good, Healing, Plant, Sun
Favored Weapon: Sickle


Halina is worshiped by farmers, who believe she blesses their crop with a healthy growth each year. She is also worshiped by pregnant and conceiving couples, and midwives. Halina is believed to appear as a farmer, sometimes pregnant, usually carrying wheat or some other crop.

Followers of Halina teach that the creation of life in any form is precious and something to be celebrated. They teach that all things have their place in life, as the life and eventual death of many plants leads to a longer healthy life in other creatures. While not pacifists, followers of Halina strongly oppose the unnecessary killing of any creature. They often make the most out of animals used for food, making sure no part goes to waste, and no more are killed than necessary.

Halina’s worshipers often pray for her blessings before planting a crop by burning one seed of each crop planted, and throw a celebratory festival after the harvest (One of the most well known festivals is held at the town of Covington, a town about 7 days south west of Orussus just off the river Grellgo). Couples and midwives will often light a white candle in the name of Halina.

Some legends post Halina being the mother to both Verdante and Ulura, with each god taking some small part of Halina's domain from their mother's teachings.
 

Bront

The man with the probe
While there are many theories of creation of Enworld, one of the more well known of them is the tale of the conflict between Gundar and Halor. As the tales go, Gundar crafted the earth, and invited the gods to join in his creation under his guidance. Halor, Gundar's brother, became jealous of the power and control that Gundar had over the world and the other gods. In a great conflict, Halor crafted the skies and tried to have them swallow the earth in pure and total chaos. The two gods fought, and the world was ravaged and torn asunder, till Gundar placed what was left on the back of the Enworldphant, which was too large for the sky to swallow.

While many discount this as a simple legend, and this is rarely taught by either god's followers, it is a popular and well known tale. What is known is that Gundar and Halor are powerful deities and brothers in great conflict, and worshipers of both gods can be found across Enworld.


Gundar, God of the Earth
The High King, The Creator

Enworldian Greater Deity
Symbol: A Lion's head carved into a mountain.
Home Plane: Varies
Alignment: Lawful Neutral
Portfolio: The Earth, Order, Creation
Worshippers: Leaders, Druids, Craftsmen, Builders, Those seeking structure in life.
Cleric Alignments: LG, LN, LE
Domains: Law, Earth, Strength, Creation, Artiface
Favored Weapon: Warhammer

Gundar is worshiped by those who strive to give order as well as those who make order out of chaos. Leaders, Crafters, Builders, and others looking to create structure in the world. Druids also worship him for his connection to the earth and the world. Gundar is never known to have appeared on the world, but is often depicted as an older but stronger man, who’s face has the look contemplation.

Followers of Gundar teach of his ties to the earth, and discipline in life. They teach that creating things is they way to bring order to the chaos of life, and often priests are often local craftsmen as well. Temples dedicated to Gundar are always well built, and often ornately done as well. Worshipers of Gundar tell the story of creation, but they tell it more as a demonstration of Gundar’s potential power, and will generally it is taught that while it is not necessarily true, it is a possibility, and well within the realms of Gundar’s powers.

CREATION DOMAIN
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)
Creation Domain Spells

Code:
Spell Name		Brief Description
1 Create Water		Creates 2 gallons/level of pure water.
2 Minor Image		As silent image, plus some sound.
3 Create Food and Water	Feeds three humans (or one horse)/level.
4 Minor Creation	Creates one cloth or wood object.
5 Major Creation	As minor creation, plus stone and metal.
6 Heroes’ Feast		Food for one creature/level cures and grants combat bonuses.
7 Permanent Image	Includes sight, sound, and smell.
8 True Creation		Creates permanent nonmagical object.
9 Genesis		Creates a small demiplane.

True Creation
Conjuration (Creation)
Level: Creation 8
Components: V, S , M, X P
Casting Time: 10 minutes
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.

Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.

XP Cost: The item’s gold piece value in XP, or a minimum of 1 XP, whichever is more.

Genesis
Conjuration (Creation)
Level: Creation 9
Components: V, S , M, X P
Casting Time: 1 week (8 hours/day)
Range: 180 ft.
Effect: A demiplane on the Ethereal Plane centered on your location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates an immobile, finite plane with limited access - a demi-plane.

Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.

The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.

Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.

If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.

XP Cost: 5,000 XP.

ARTIFICE DOMAIN
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)

Artifice Domain Spells
Code:
Spell Name		Brief Description
1 Animate Rope		Makes a rope move at your command.
2 Wood Shape		Rearranges wooden objects to suit you.
3 Stone Shape		Sculpts stone into any shape.
4 Minor Creation	Creates one cloth or wood object.
5 Fabricate		Transforms raw materials into finished items.
6 Major Creation	As minor creation, plus stone and metal.
7 Hardening		Increases hardness of target by 1 per 2 levels.
8 True Creation		Creates permanent non-magical object.
9 Prismatic sphere	As prismatic wall, but surrounds on all sides.

Hardening
Transmutation
Level: Sor/Wiz 6, Artifice 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level (see text)
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (object)

This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.

The hardening spell does not in any way affect resistance to other forms of transformation.

This spell affects up to 10 cubic feet per level of the spellcaster.

If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.



Halor, God of the Sky
The Sky King, The Grand Suvayor

Enworldian Greater Deity
Symbol: The moon moving in to eclips the sun (Think the mastercard logo with the moon over the sun)
Home Plane: Varies
Alignment: Chaotic Neutral
Portfolio: The Sky (Sun, Moon, Stars), Weather, Chaos
Worshippers: Sailors, Druids, Astrologers, Those seeking chaos in life.
Cleric Alignments: CG, CN, CE
Domains: Chaos, Air, Sun, Darkness, Weather
Favored Weapon: Rapier

Halor is worshiped by those who work under the sky, particularly sailors, astrologers, and druids. Halor is also worshiped by those who challenge the established authority, justly or not. Halor is often depicted as an elf with wings, flying high in the sky.

Worshipers of Halor tell the story of creation, but with a twist. In their version, Gundar was a strict and oppressive ruler, and Halor lead the uprising against him among the gods. It is told to teach that order is not always right, as well as to inspire those of Halor’s power as a god. They make no commitment as to the truth of the tale however.

WEATHER DOMAIN
Granted Power: Survival is a class skill.

Weather Domain Spells
Code:
Spell Name		Brief Description
1 Obscuring Mist	Fog surrounds you.
2 Fog Cloud		Fog obscures vision.
3 Call Lightning	Calls down lightning bolts (3d6 per bolt) from sky.
4 Sleet Storm		Hampers vision and movement.
5 Ice Storm		Hail deals 5d6 damage in cylinder 40 ft. across.
6 Control Winds		Change wind direction and speed.
7 Control Weather	Changes weather in local area.
8 Whirlwind		Cyclone deals damage and can pick up creatures.
9 Storm of Vengeance	Storm rains acid, lightning, and hail.

-Domains based on SRD
 

Rystil Arden

First Post
Moved by popular demand :lol:

The Arcane Magicborn's final ability is really really good for sorcerers and nearly worthless for Wizards. It should probably switch to a choice of the ability to gain either the current ability (for Sorcerers) and something new for Wizards. Also Level Adjustment should probably be +1. The abilities are fairly balanced with drawbacks, but the most important thing is that the Magicborn have abilities that you would only want as a caster, and casters are more screwed than anyone by taking a race with LA, so even the loss of 1 LA is really big and thus we find balance (in contrast, a Fighter class could easily give up 1 LA for something that gives combat boosts including Str and Con boosts)
 

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