Goblin

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johnnythexxxiv wrote:

I think Naoki00 provided a pretty reasonable solution in that you can only pick up spells that a wizard of your level could cast. If you want to be able to punch above your weight or reverse the big bad's spells on him, maybe increase it to level +3, but don't leave it open ended. Increasing the DC probably isn't a great solution since people will still find a way to increase their bonuses to compensate for the higher DCs, so a hard cap works fine. Could also be interesting if the hard cap was raised slightly during leveling, like capping at Wizard level for 1-4, Wizard +1 for 5-8, Wizard +2 for 9-12, etc.

Other than that, it would be nice to see an ability where instead of learning/absorbing a spell the Cobalt Knight redirects the spell, using their body as a conduit (of course that's something that a different kind of blue mage is better known for, but that's beside the point). Some of the late game Int bonus to hit/damage/CMB/etc. could be rearranged to lower levels without being too powerful, but I wouldn't worry about that unless you were inspired to design a couple more high level abilities and were looking for a slot for them.

I like the idea of a hard cap. Giving them the chance to get slightly higher level but making it more difficult. I think i have something in mind but i need to figure it out mechanically.

I like the idea of redirecting it. Archetype, mayhaps?


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I've seen a few blue mage classes on here and decided to make a similar class for my own homebrew campaign. This class is meant to be an intelligent fighter. Please let me know what you all think

The Cobalt Knight


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Even more prone to stay within the confines of their swamps certain groups of grippli have taken to shunning outsiders all together and doing their best to make sure their territory remains theirs. They have found guns can be pretty effective at this.

Weapon and Armor Proficiencies: Same proficiencies except the only guns proficient with are pistol and musket.

Swamp Look: Due to their natural camouflage, swampbilly can attempt to use stealth in any swampy area whether there are places to hide or not.

Swahmpus: at 3rd level, as a swift action, the swampbilly may coat the loaded bullet in putrid mucus. When hit the target becomes sickened for 1d4 rounds. This deed replaces pistol-whip

Geet Out: At 4th level, swambilly gain a +2 to attack and damage rolls on one type of enemy picked from the same list as favored enemy. Every four levels after the bonus increases +1 and gain an additional type. This replaces all bonus feats

Dey turk ma jerb: at 7th level, by spending one grit point, the swampbilly may make an attack as if it had the bane attribute. This replaces the targeting deed.

I Gots ma Kin: At 9th level, if there are other swampbilly within 10ft, gain +1 dodge AC and +1 to CMB and CMD. Bonus increases +1 every 4th level. Replaces Gun training at levels 9,13 and 17.

I apologize for the weird names a friend and I were just having fun with the idea of hillbilly grippli.


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dwarf gunsliger - hillybilly dwarf mad at the world because dey turk his jerb!!!


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I'm running a homebrew campaign with my brother and some friends. My brother wants to try out the new bloodrager class but doesn't like any of the current bloodlines. I told him to come up with something he likes and ill try to make it work. He chose Voodoo. After many hours of trying to figure it out. Here is what i ended up with. Let me know what you guys think. I am more than happy to receive suggestion.

Bokor Bloodline
The blood of the great priests of voodoo curse through your veins, making you closer to the spirits when you bloodrage.

Bonus Feats: Toughness, Iron Will, Diehard, Forge Ring, Incrisbe Magical Tattoo, Arcane Vendetta

Bonus Spells: Animate Dead (7th), False Life (10th), Desecrate or Consecrate (Choice is made when obtained) (13th), Vampiric Touch (16th)

Bloodline Powers:
Sacrifice to the Loa – At 1st level, by spending 5 HP to the lesser deities of the world, you gain a +1 luck bonus to any roll or can give a -1 penalty to an opponent’s roll. This bonus is applied as an immediate action after a roll is made but before the results are given. HP is not recovered until bonus has been used. Every 4th level the number of sacrifices that can be made increases by one (Max 5). Multiple bonuses cannot be used on the same roll.

Voodoo Dolls – At 4th level you gain knowledge on how to create voodoo dolls. The voodoo doll can be bonded to any creature as long as you have some part of her to use. Bonding the doll is a full round action. By spending a standard action you can push pins into the doll and cause the target to become shaken for 1d4 rounds, Will save negates (DC 10 + ½ bloodrager level + Cha Modifier). Also a standard action you may attempt to trip, or bull rush the target creature from far away. Target gets two rolls, first is a will save to negate, second is standard CMB vs CMD. Start of with only being able to have 1 active bond but increase by 1 every 2nd level after 4th. The making of a doll takes 1 hour.

Voodoo Stare – At 8th level, creature gains gaze attack with a 30 ft range. By locking eyes the bloodrage can take control of the target (Will save DC 10 + ½ bloodrage level + Cha modifier). The target is affected for 1+ Cha modifier rounds per stare. The stare can only be used once per day plus one additional time every fourth level. During this time target takes all damage taken by bloodrager. The bloodrager can also expend the entire entire use (min 3 rounds) and compel the creature to act upon her command. If the action risks the creatures own life, she gets a will save. Must have proper rest to recover daily uses.

Trap Soul – At 12th level the bloodrage can trap Cha modifier number of souls. The souls must be placed into a talisman that takes the bloodrage 1 full day to create said talisman. To trap a soul target creature must be at o HP or less and gets a fort save to prevent her soul from being taken. The soul is then trapped until released or the talisman is broken. The soul may be used in one of three ways: gain +4 to knowledge checks based on the creature (GM Discretion); can force the soul to fight for you 1d4 +Cha modifier rounds. Creature keeps the same stats as when it was put into the talisman but becomes incorporeal; Gain 1 DR/magical ever 4 levels of the soul, only applies while bloodraging. In the latter two instances the talisman is used up when. While the soul is trapped the body can be saved and kept alive but is comatose until its soul returns.

Incorporeal Bloodrager - 1/day choose to become incorporeal. You take only half damage from magic corporeal sources, and you take no damage from non-magic weapons and objects. Your attacks deal damage as normal due.

For the final power I had no idea how to end the bloodline so i made three different options, if you guys want to let me know what would be best.

Ring Shout – When entering bloodrage you create a 30 foot area around you the moves as you move. Any spell targeted within the area targets all creatures except those exempt by you. All spells act as if using the consecrate/desecrate metamagic feat (choice is made at the beginning of the bloodrage) and ectoplasmic spell feat.

Or

Spiritual Dualism – the gros bon ange (biological functions) and the ti bon ange (personality and will power) reach their full potential. Automatically stabilize, immune to poisons, electrical resistance 10, acid resistance 10, and gain fast healing 2 when bloodraging. Not affected by charms, and compulsions. Gain +4 to all Cha checks.

Or

Resurrection (20th) -