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DnD 3.5 - Valley of the Dead
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<blockquote data-quote="Zerith" data-source="post: 5397904" data-attributes="member: 99953"><p><span style="font-size: 10px">well, I'm thinking of using an externally demonic (major Demon bloodline, <strong>[FONT=&quot]loaded with Abyssal heritor feats, Etc) [/FONT]</strong>Tiefling, and I would like to add some Homebrew to it.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">The fallowing is a modded feat, and two Hombrew Flaws that I'm presently making the character with (still very easy to weed them out at this point), and two Homebrew traits I'm also thinking of using (Would have only listed </span>Magically-Superior Body, because that's the one of the two I would use if their both ok, but it's a bit more out there)</p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> [FONT=&quot]<span style="font-size: 10px">[sblock=Vestigial Wings]<strong>Benefit: </strong>Your wings aren't formed enough to allow true flight, but they do enhance your ability to jump. You gain a bonus on Jump checks equal to +3 per Abyssal heritor feat you possess. Your wings can also slow your fall. As long as you can take move actions, you can control a fall so that you land without taking damage. You cannot, however, alter the direction you fall.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong> Special:</strong> Because the wings make it easier for a character to get caught by wind, this character receives a -8 circumstance penalty to all saves to resist strong wind effects, including those from spells (e.g. a wind wall or whirlwind spell). All armor and clothing must be custom made to fit, and therefore its price is increased by an additional 50%. Vestigial wings are more a hindrance than a help in swimming, they bestow a -8 circumstance penalty to all Swim checks. A character with Vestigial Wings is unable to conceal them under normal clothing; however they can be concealed under a cloak. For the first circumstance, all Disguise checks made to impersonate a creature that would not have wings automatically fail. For the second circumstance, the character receives a -8 circumstance penalty to such Disguise checks.[Is an Abyssal heritor feat]</span></p><p><span style="font-size: 10px">_____</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Comment: This is not a stock nor homebrew feat, while looking for it online I ran across <a href="http://skirmisher.com/forum/index.php?topic=150.0" target="_blank">this</a> and replaced the stock drawback with its draw backs; while it is nothing but a detriment (normal the only draw back is -2 to siwm) to the character, I simply had to yield to the drawback’s flavor as opposed to min-maxing.[/sblock]</span></p><p><span style="font-size: 10px"></span>[/FONT]<span style="font-size: 10px"></span></p><p><span style="font-size: 10px">[sblock=Magical Hydrophobia]</span></p><p><span style="font-size: 10px"><strong>Detriment:</strong> Whenever the character comes in contact with water, they will sublimate into a silverish mist, taking one point of damage plus their constitution modifier for every turn they are exposed to water. If they are totally immersed, they take four points of damage plus their constitution modifier per turn.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Benefit: In additional to an extra feat, characters with magical hydrophobia do not thirst, or require water at all.</span></p><p><span style="font-size: 10px">(<a href="http://www.dandwiki.com/wiki/Magical_Hydrophobia_%283.5e_Flaw%29" target="_blank">Homebrew</a>)[/sblock]</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>[sblock=Demonic Flaw]<strong><span style="font-size: 10px"></span></strong></p><p><strong><span style="font-size: 10px"></span></strong><span style="font-size: 10px">Prerequisite: None evil, and Tiefling, a Demon bloodline or a Devil Bloodline.</span></p><p><span style="font-size: 10px">Detriment:</span></p><p><span style="font-size: 10px">-The Character’s argument is considered evil/evil outsider if it is to the character’s Detriment. Example even if the character is of a human of good argument, the character is subject to the full affect of abilities like smite evil or items like Holy water.</span></p><p></p><p> <span style="font-size: 10px">-The Character is subject to Detect Evil, and like abilities, as per normal, however, on the second round of study the character’s, good-evil, Argument becomes questionable and on the third round it is known to be none evil (however, the creature is still subject to detect evil even after the detecting character knows they’re not actually, truly)</span></p><p><span style="font-size: 10px">[RP Explanation: The Character’s aura/argument is obscured inside of a shroud formed from their demonic energies, that said, it is unlikely a character using detect good, or like abilities, would just shrug off the character’s natural affinity for evil]</span></p><p></p><p> <span style="font-size: 10px">-The Character is sickened while on holy ground.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">-When healed by a positive energy ability (Heal wounds, lay on hands, etc) The Character must make a Fortitude save (DC = ½ potency of ability[rounded up] +10, Example: If cure light wounds heals The Character for 7hp, DC is 14)</span></p><p><span style="font-size: 10px">The following assumes that the Character was healed for 10 hp, or a DC of 15.</span></p><p><span style="font-size: 10px">21+: The Character is Sickened for 1 round</span></p><p><span style="font-size: 10px">19-20: The Character is Sickened for 5 rounds</span></p><p><span style="font-size: 10px">17-18: The Character is Sickened for 1 minutes</span></p><p><span style="font-size: 10px">15-16: The Character is Sickened for 2 minutes</span></p><p><span style="font-size: 10px">14-13: The Character is Nauseated for 1 rounds and Sickened for an additional 2 minutes</span></p><p><span style="font-size: 10px">12-11: The Character is Nauseated for 2 rounds and Sickened for an additional 3 minutes</span></p><p><span style="font-size: 10px">10-9: The Character is Stunned for 1 round, Nauseated for the next 2 rounds and Sickened for an additional 4 minutes</span></p><p><span style="font-size: 10px">8-: The Character is Stunned for 2 round, Nauseated for the next 4 rounds and Sickened for an additional 6 minutes</span></p><p><span style="font-size: 10px">[+5 DC if The Character already Sickened: The Character can only be Stunned/ Nauseated one every two minutes, Sickened Duration is accumulative] </span></p><p></p><p> <span style="font-size: 10px">[FONT=&quot][<strong>RP Explanation: </strong>The Character’s body has an unstable balance of positive and negative energy, and when infused with positive energy The Character Suffers a surge of pain proportional to the amount of energy imparted before becoming ill while their body adjusts to the new balance][/FONT]<strong>[FONT=&quot]</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>[/FONT]</strong><strong>[FONT=&quot]Benefit:[/FONT]</strong>[FONT=&quot]Bonus Feat</span></p><p><span style="font-size: 10px">-Whenever The Character is damage by Negative energy, The Character then gains Twice amount of damage taken as temporary hit points for 1 + Constitution modifier rounds, additional negative energy damage bypass these, and only these, Temporary hit points.</span></p><p><span style="font-size: 10px">[/FONT]</span>[FONT=&quot][<strong>RP Explanation:</strong> The Character has an unstable balance of positive and negative energy, and when infused with negative energy is momentarily invigorated while its body struggles to shed the exes negative energy][/FONT]</p><p><span style="font-size: 10px">[FONT=&quot]</span></p><p><span style="font-size: 10px">(A Homebrew Flaw of my own composition, I kind of cheated with it by making it also function as an adjunct Character Trait(bad affect for posative energy, good one for nagative), but I think it is a strong flaw over all, perhaps too strong ^^; )[/FONT]</span>[/sblock]</p><p></p><p>[sblock=Magically-Superior Body] <strong>Benefit:</strong> You now gain ability increases at every even level, instead of at every fourth.</p><p></p><p></p><p> <strong>Drawback:</strong> You no longer may gain any benefit from any items or spells that grant you a bonus on an ability score.</p><p> <strong></strong></p><p><strong>Special:</strong> You may not use this feat in conjunction with the Vow of Poverty feat <a href="http://www.dandwiki.com/wiki/Book_of_Exalted_Deeds" target="_blank">BoED</a> or similar effects.</p><p>(<a href="http://www.dandwiki.com/wiki/Magically-Superior_Body_%283.5e_Trait%29" target="_blank">Homebrew</a>)[/sblock]</p><p></p><p>[sblock=Unnatural Aura]</p><p><strong>Benefit:</strong> Your unnatural aura grants you a +2 bonus on Intimidate checks and to the DCs of any effects you have that possess the Fear descriptor.</p><p> <strong></strong></p><p><strong>Drawback:</strong> Your unnatural aura disturbs people and animals, imposing a -2 penalty on all Diplomacy, Handle Animal, and Wild Empathy checks you make.</p><p></p><p> <strong>Special:</strong> Bluff and Disguise checks may also get a penalty, or bonus, under some circumstances.</p><p>(<a href="http://www.dandwiki.com/wiki/Unnatural_Aura_%283.5e_Trait%29" target="_blank">Homebrew</a>)[/sblock]</p></blockquote><p></p>
[QUOTE="Zerith, post: 5397904, member: 99953"] [SIZE=2]well, I'm thinking of using an externally demonic (major Demon bloodline, [B][FONT="]loaded with Abyssal heritor feats, Etc) [/FONT][/B]Tiefling, and I would like to add some Homebrew to it. The fallowing is a modded feat, and two Hombrew Flaws that I'm presently making the character with (still very easy to weed them out at this point), and two Homebrew traits I'm also thinking of using (Would have only listed [/SIZE]Magically-Superior Body, because that's the one of the two I would use if their both ok, but it's a bit more out there) [SIZE=2] [/SIZE][SIZE=2] [/SIZE] [FONT="][SIZE=2][sblock=Vestigial Wings][B]Benefit: [/B]Your wings aren't formed enough to allow true flight, but they do enhance your ability to jump. You gain a bonus on Jump checks equal to +3 per Abyssal heritor feat you possess. Your wings can also slow your fall. As long as you can take move actions, you can control a fall so that you land without taking damage. You cannot, however, alter the direction you fall. [B] Special:[/B] Because the wings make it easier for a character to get caught by wind, this character receives a -8 circumstance penalty to all saves to resist strong wind effects, including those from spells (e.g. a wind wall or whirlwind spell). All armor and clothing must be custom made to fit, and therefore its price is increased by an additional 50%. Vestigial wings are more a hindrance than a help in swimming, they bestow a -8 circumstance penalty to all Swim checks. A character with Vestigial Wings is unable to conceal them under normal clothing; however they can be concealed under a cloak. For the first circumstance, all Disguise checks made to impersonate a creature that would not have wings automatically fail. For the second circumstance, the character receives a -8 circumstance penalty to such Disguise checks.[Is an Abyssal heritor feat] _____ Comment: This is not a stock nor homebrew feat, while looking for it online I ran across [URL="http://skirmisher.com/forum/index.php?topic=150.0"]this[/URL] and replaced the stock drawback with its draw backs; while it is nothing but a detriment (normal the only draw back is -2 to siwm) to the character, I simply had to yield to the drawback’s flavor as opposed to min-maxing.[/sblock] [/SIZE][/FONT][SIZE=2] [sblock=Magical Hydrophobia] [B]Detriment:[/B] Whenever the character comes in contact with water, they will sublimate into a silverish mist, taking one point of damage plus their constitution modifier for every turn they are exposed to water. If they are totally immersed, they take four points of damage plus their constitution modifier per turn. Benefit: In additional to an extra feat, characters with magical hydrophobia do not thirst, or require water at all. ([URL="http://www.dandwiki.com/wiki/Magical_Hydrophobia_%283.5e_Flaw%29"]Homebrew[/URL])[/sblock] [/SIZE][sblock=Demonic Flaw][B][SIZE=2] [/SIZE][/B][SIZE=2]Prerequisite: None evil, and Tiefling, a Demon bloodline or a Devil Bloodline. Detriment: -The Character’s argument is considered evil/evil outsider if it is to the character’s Detriment. Example even if the character is of a human of good argument, the character is subject to the full affect of abilities like smite evil or items like Holy water.[/SIZE] [SIZE=2]-The Character is subject to Detect Evil, and like abilities, as per normal, however, on the second round of study the character’s, good-evil, Argument becomes questionable and on the third round it is known to be none evil (however, the creature is still subject to detect evil even after the detecting character knows they’re not actually, truly) [RP Explanation: The Character’s aura/argument is obscured inside of a shroud formed from their demonic energies, that said, it is unlikely a character using detect good, or like abilities, would just shrug off the character’s natural affinity for evil][/SIZE] [SIZE=2]-The Character is sickened while on holy ground.[/SIZE] [SIZE=2] -When healed by a positive energy ability (Heal wounds, lay on hands, etc) The Character must make a Fortitude save (DC = ½ potency of ability[rounded up] +10, Example: If cure light wounds heals The Character for 7hp, DC is 14) The following assumes that the Character was healed for 10 hp, or a DC of 15. 21+: The Character is Sickened for 1 round 19-20: The Character is Sickened for 5 rounds 17-18: The Character is Sickened for 1 minutes 15-16: The Character is Sickened for 2 minutes 14-13: The Character is Nauseated for 1 rounds and Sickened for an additional 2 minutes 12-11: The Character is Nauseated for 2 rounds and Sickened for an additional 3 minutes 10-9: The Character is Stunned for 1 round, Nauseated for the next 2 rounds and Sickened for an additional 4 minutes 8-: The Character is Stunned for 2 round, Nauseated for the next 4 rounds and Sickened for an additional 6 minutes [+5 DC if The Character already Sickened: The Character can only be Stunned/ Nauseated one every two minutes, Sickened Duration is accumulative] [/SIZE] [SIZE=2][FONT="][[B]RP Explanation: [/B]The Character’s body has an unstable balance of positive and negative energy, and when infused with positive energy The Character Suffers a surge of pain proportional to the amount of energy imparted before becoming ill while their body adjusts to the new balance][/FONT][B][FONT="] [/FONT][/B][B][FONT="]Benefit:[/FONT][/B][FONT="]Bonus Feat -Whenever The Character is damage by Negative energy, The Character then gains Twice amount of damage taken as temporary hit points for 1 + Constitution modifier rounds, additional negative energy damage bypass these, and only these, Temporary hit points. [/FONT][/SIZE][FONT="][[B]RP Explanation:[/B] The Character has an unstable balance of positive and negative energy, and when infused with negative energy is momentarily invigorated while its body struggles to shed the exes negative energy][/FONT] [SIZE=2][FONT="] (A Homebrew Flaw of my own composition, I kind of cheated with it by making it also function as an adjunct Character Trait(bad affect for posative energy, good one for nagative), but I think it is a strong flaw over all, perhaps too strong ^^; )[/FONT][/SIZE][/sblock] [sblock=Magically-Superior Body] [B]Benefit:[/B] You now gain ability increases at every even level, instead of at every fourth. [B]Drawback:[/B] You no longer may gain any benefit from any items or spells that grant you a bonus on an ability score. [B] Special:[/B] You may not use this feat in conjunction with the Vow of Poverty feat [URL="http://www.dandwiki.com/wiki/Book_of_Exalted_Deeds"]BoED[/URL] or similar effects. ([URL="http://www.dandwiki.com/wiki/Magically-Superior_Body_%283.5e_Trait%29"]Homebrew[/URL])[/sblock] [sblock=Unnatural Aura] [B]Benefit:[/B] Your unnatural aura grants you a +2 bonus on Intimidate checks and to the DCs of any effects you have that possess the Fear descriptor. [B] Drawback:[/B] Your unnatural aura disturbs people and animals, imposing a -2 penalty on all Diplomacy, Handle Animal, and Wild Empathy checks you make. [B]Special:[/B] Bluff and Disguise checks may also get a penalty, or bonus, under some circumstances. ([URL="http://www.dandwiki.com/wiki/Unnatural_Aura_%283.5e_Trait%29"]Homebrew[/URL])[/sblock] [/QUOTE]
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