Author Topic: Stuff you made up!  (Read 2940 times)

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Dan2

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Stuff you made up!
« on: May 28, 2008, 02:51:26 AM »
I've seen boards for drawing inspiration from nearly all forms of media, but I didn't see any boards dedicated to stuff that you've invented on your own.

I hereby dedicate this thread to examining and discussing stuff that the contributors have invented themselves.

I'll start:

In my last campaign, the characters were on an interesting world.  It was a cube.

Each face of the cube was dedicated to an element...
Top: light
Bottom: dark
Front: earth
Back: air
Right: fire
Left: water

Obvious precautions had to be taken, such as "pyramids" of force to keep each side's cohesion

As an interesting twist, any object native to one side was forever and always affected by the gravity of that side...  Meaning that anyone who traveled to another side without preparation or precaution was in for a lot of falling damage...

What do you guys think?

Stratovarius

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Re: Stuff you made up!
« Reply #1 on: May 28, 2008, 12:51:50 PM »
How well did it work in the game? I'm going to assume there are spells (or some other thing) that affected the gravity, otherwise that would drive me up a tree, seeing the PCs sail off into the sunset. I do like the factionalization of the planes of the world though. How did one travel between them?
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Dan2

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Re: Stuff you made up!
« Reply #2 on: May 28, 2008, 07:44:18 PM »
Well, I made a set of magical items that re-normalized your gravity to the plane (side) you were on...
For an hour after you got to the plane, you had to make balance checks for running and stuff like that, while you got used to the gravity...

To get to the other sides, you had to travel to the center of the current side, and use a pedastal inside an ancient, magical building...

The players liked the idea, and had a lot of fun with it...  They met an "outsider" who had used special magic to move between planes.  Gravity affected him at about 45 degrees...

I had my campaign a year ago, and this comic is surprisingly similar to the idea, at least for the "outsider" person...
http://www.xkcd.com/417/

PhaedrusXY

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Re: Stuff you made up!
« Reply #3 on: May 28, 2008, 09:41:23 PM »
I wrote a sourcebook for a friend of mine's RPG called The Order of the 5th World. The setting was a post-apocalyptic Earth where "something bad" had happened during a particle physics experiment, and as a result our own world had "collided" with an alternate dimension that had totally different laws of physics. You can download a copy here, but unfortunately one of the fonts in that version is screwed up. If anyone is interested, I could e-mail you a repaired copy. My friend doesn't even remember how to edit that webpage anymore. He made it too long ago.  :wink
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

StruckingFuggle

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Re: Stuff you made up!
« Reply #4 on: May 28, 2008, 11:03:53 PM »
One of my favorite BBEGs (despite the campaign dying before much came to light of him that the PCs would have learned) was a custom monster type that was kind of lich-like. But instead of having a Phylactary, it was the caster becomes a sort of undead cloud of breath, sort of like how vampires become Gaseous upon their 'death'. It could either slip into a living thing and shred it like a Belker, or animate corpses, toughening them up to become its new host, taking on his mind and abilities while allowing him to use the body.


He also had a Minor Artifact that was a staff allowing him to cast a spell and create a Living Spell that he could sense through and telepathically command within the spell's range... his favorite spell for this? A Fell Animate Cloudkill. Oh yes. He was a fun little necromancer.


The final fight was planned to be against his 'favored' "Orc Form" ... and once it was crushed fairly easily, the 'Geistwolke' would exhale from that form and drift into an undead Hydra, becoming a Hydra with the mind of, mental scores of, and class features of a gestalt Dread Necromancer / Swordsage. It would have been epic. : (

The actual mechanics of the template were a trainwreck, but I loved the concept so much. <3

Prime32

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Re: Stuff you made up!
« Reply #5 on: May 28, 2008, 11:12:51 PM »
Blah blah blah
I invented an undead resembling an orb of darkness, that extends tendrils into skeletons and zombie to twist them into claws for itself.

My monster > your monster :smirk

[spoiler]
(It was one of my earlier attempts at statting monsters, so it probably isn't that balanced)
Quote

Soulclaw

Huge Undead (Extraplanar, Incarnum)
Hit Dice: 24d12+12 (168 hp)
Initiative: +2
Speed: Fly 80 ft. (perfect) (16 squares)
Armour Class: 20 (-2 size, +2 Dex, +5 natural, +5 deflection) touch 15, flat-footed 18
Base Attack/Grapple: +12/+27
Attack: Incarnum lash +14 ranged touch (1d8 plus 1d6 negative energy)
Full Attack: Slam +19 melee (1d8 plus 1d6 acid plus 1d6 negative energy) or claw +19 melee (1d8 plus 1d6 cold plus 1d6 negative energy)
Space/Reach: 15 ft./15 ft. (30 ft. with death claw)
Special Attacks: Death claws, Incarnum lash, Spell-like abilities
Special Qualities: Essentia pool 13, Negative energy control, Turn resistance, Undead traits
Saves: Fort +10, Ref +10, Will +19
Abilities: Str 24, Dex 14, Con –, Int 15, Wis 21, Cha 20
Skills: Bluff +28, Knowledge (arcana) +25, Knowledge (the planes) +25, Listen +28, Sense Motive +15, Spot +28, Use Magic Device +18
Feats: Great Fortitude, Incarnum-Fortified Body, Power Attack, Cleave, Shape Soulmeld (Bloodwar Gauntlets), Shape Soulmeld (Mauling Gauntlets), Shape Soulmeld (Necrocarnum Vestments), Shape Soulmeld (Necrocarnum Shroud), Shape Soulmeld (Soulspark Familiar), Undead Meldshaper(B)
Environment: Negative Energy Plane
Organisation: Solitary, pair or company (1-2 soulclaws plus 2-4 human necromancers and 3-8 skeletons or zombies)
Challenge Rating:
Treasure: None
Alignment: Always chaotic evil
Advancement: 21-25 (Huge); 26-42 (Gargantuan); 43-60(Colossal)
Level Adjustment:

A massive orb of darkness floats towards you. Faint blue and purple wisps of light float within, occasionally breaching the surface to form long tendrils.

Soulclaws are balls of necrocarnum formed from souls that get “stuck” before leaving the Positive Energy Plane and entering a body. Masses of such souls bond with stray wisps of incarnum, similar to the process that transforms creatures into lost. Eventually, a “well” forms around the spiritual mass and it sinks into the Negative Energy Plane, hunting on the creatures there and growing in power. Eventually, it becomes strong enough to cross over to the Material Plane. Thankfully, soulclaws are very rare.

Absorb Soul (Su): As a full-round action that provokes an attack of opportunity, a soulclaw may absorb the soul of a creature that has been dead for 4 rounds or less. The soulclaw immediately gains 1 Hit Die. The absorbed creature cannot be raised or resurrected unless the soulclaw is destroyed.

Death aura (Su): When it enters combat, a soulclaw extrudes a mass of small, flailing tentacles that deal 1d6 points of negative energy to all adjacent creatures at the start of its turn. If a creature damaged by this ability has an essentia pool, it takes additional damage equal to its half its essentia pool (minimum 1).

Death claws (Su): As a full-round action, a soulclaw may extend a tendril of incarnum into a Medium humanoid skeleton or zombie under its control. The target undead is mangled and bent into a shape resembling a hand, effectively becoming part of the soulclaw’s body. The incarnum remains, thickening into an arm. Zombies grant a slam attack (1d6 plus 1d6 acid plus 1d6 negative energy) and skeletons grant a claw attack (1d6 plus 1d6 cold plus 1d6 negative energy). The soulclaw may invest essentia into a death claws – each point grants a +1 enhancement bonus or special abilities with an effective enhancement bonus of +1. For instance, a soulclaw could invest a claw with 3 points of essentia to make it a +1 unholy weapon. A Large soulclaw may have up to two death claws at any one time, a Gargantuan soulclaw may have four, and a Colossal soulclaw may have six. Death claws may be sundered, having the same hit points as before.

Incarnum lash (Su): The soulclaw may invest essentia into this attack – each point grants a +1 bonus to attack and damage.

Negative energy control (Su): The soulclaw can manipulate negative energy around it. Whenever a creature takes negative energy damage within 60 feet, the soulclaw may redirect the damage to itself. If the damage is caused by an area effect, or an effect with multiple targets, the soulclaw negates damage  to all within 60 feet, but only gains healing from the energy once. Alternatively, the soulclaw may cause positive energy effect within 60 feet to be treated as negative energy and vice versa. This ability can be used with the soulclaw’s own attacks. Some soulclaws use this ability to protect necromancer allies on the Negative Energy Plane, converting the plane’s effects on the non-undead into healing.

Soulmelds (Su): The soulclaw’s soulmelds have an essentia capacity of 4. It can bind soulmelds to its hands, arms or heart chakras.

Spell-like abilities (Sp): 3/day - rend essentia, soul blight, soulbleed, 1/day – incarnum bladestorm

Unholy Blessing (Su): A soulclaw adds its Charisma bonus as a deflection bonus to armour class and as a bonus on all saving throws.
[/spoiler]
« Last Edit: May 28, 2008, 11:15:15 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

StruckingFuggle

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Re: Stuff you made up!
« Reply #6 on: May 28, 2008, 11:21:17 PM »
I concede the point.

I will, also, steal your idea and use it, because it IS awesome.


(Still, you gotta hate a villain where you kill him, and you just smashed a shell, and have only the time it takes for him to occupy an unsmashed shell to find a near-invisible cloud and damage a mostly-formless and almost-incorporeal enemy for the smitings... yeah, come to think of it, he was a bit unbalanced and over the top, unless there was a cleric with turn attempts left to exploit its ugly extra weaknesses to Positive Energy...)

Amechra

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Re: Stuff you made up!
« Reply #7 on: May 12, 2011, 03:14:03 AM »
The Book of Absolute Mundanity
Major Artifact
No Magical Aura Whatsoever.

When this tome is opened to the proper page, all magic is nullified in the area. Spells do not function, Spell-likes and Supernatural abilities don't work, monsters that 'obviously can't be' (a gargoyle in my game) turn to their nearest approximation (a statue, in that case), familiars and the like become dumb animals...

It was sheer cruelty on my part for giving this to a group of casters...
And then putting them in a situation where they felt they HAD to use it. :smirk
[spoiler]Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".
[/spoiler]

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Dallimar

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Re: Stuff you made up!
« Reply #8 on: May 16, 2011, 07:29:53 PM »
One of my favorite villains proved to be a pain for the characters. They beat the BBEG and looted him (to be expected) and a few days later the character that took the villain’s sword had to make a will save. The BBEG was using a permanent version of Magic Jar and the sword was his focus for it. He gave them enough time to get rested before taking over the fighter. It was messy to say the least and no one suspected the sword. When he was done with the fighter he just moved back into the item. I eventual used it as a way to get one of their characters to be the BBEG for another campaign. They were not fooled the second time (dang knowledge checks).  :P
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