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D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project


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Some thoughts while looking over the homebrews:

The Psionic subtype should only be added in the XPH section.

Add /19-20 to bastard sword damage.

Add Jump +7 (accounting for its speed) to Skills.

Add "(B)" to Cleave, Exotic Weapon Proficiency (bastard sword), Weapon Specialization (bastard sword), Weapon Focus (bastard sword)

Envionrment should be Negative Energy Plane (as opposed to Negative Material Plane).

Diurges speak.... (Common, Infernal, Abyssal)?

Suggested non-XPH psionics:

Psionics (Sp): 3/day-charm monster, detect magic, detect thoughts, levitate, spider climb. Caster level equals 1/2 diurge's Hit Dice. The save DCs are Charisma-based.

Additionally, a diurge gains additional powers as it gains levels/Hit Dice:

3rd: 1/day-dominate monster
4th: 3/day-touch of idiocy
5th: 3/day-confusion
6th: 3/day-telekinesis
7th: 1/day-Bigby's grasping hand
8th: 1/day-slay living
9th: 1/day-nondetection
 



Good deal. ;) what would make a good replacement? Great Cleave, Improved Sunder, Combat Expertise, Greater Weapon Focus?

he needs a couple more skills, since he has 90 ranks and i maxed out everything he had before. :)
 

I like Combat Expertise for 'em.

For skills, Concentration seems like a no-brainer, and probably Knowledge (arcana)/Knowledge (psionics), depending on if psionics are used.

Use Magic Device/Use Psionic Device would also be nice. :D
 

All of that will be used in one way or another. :)

Updating in homebrews… patterned a few things after the mind flayer sorcerer. Need to come up with a Diurge as characters section.
 

For full attack line, don't forget iterative attacks. ;)

Modeling it after mind flayer, I'd put spell resistance 11 on SQ line, remove the the spell resistance entry in combat section, and add it to the as characters section instead.

Diurges As Characters

Most diurges with class levels are fighters. Those that become commanders are usally wizards or fighter/wizards. (psychic warriors and psions for XPH section?)

Diurge characters possess the following racial traits.

+6 Strength, +4 Dexterity, +4 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma.
A diurge's base land speed is 40 feet.
Darkvision out to 60 feet and low-light vision.
Racial Hit Dice: A diurge begins with six levels of outsider, which provides 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
Racial Skills: A diurge's outsider levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Listen, Move Silently, Search and Spot.
Racial Feats: A diurge's outsider levels give it three feats.
+6 natural armor bonus.
Special Attacks (see above): Energy drain, negative energy touch, psionics.
Special Qualities (see above): Damage reduction 5/magic, fast healing 2, immunities, negative energy affinity, spell resistance 5 + class level, vulnerability to turning.
Automatic Languages: Abyssal, Common, Infernal, Undercommon. Bonus Languages: ?.
Favored Class: Fighter or Wizard.
Level adjustment +x.
 

sounds good, but it should be 5 + HD + class levels, as we discussed before. ;)

and speaking of level adjustment...? :)


SHADE'S NOTE: My first error as a moderator! :heh: I thought I was quoting you, not editing your post. Humblest apologies. :uhoh:
 
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