Goblin

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I was thinking that bards have a lot of untapped potential in their perform skill choices. Why does a bard who uses acting and percussion have the same performances as bard who uses oratory and woodwinds?
The idea would be to remove 2 or 3 of the current performances and replace them with an ability similar to a sorcerers bloodline ability,

Any thoughts on this?

Also since I am a fan of bards in general, I've thought of making bardic weapons. Like:

The flute
A mwk rapier with holes throughout it so that it whistles as it moves through the air. On a successful hit, the bard gains 1 free round of bardic performance.


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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


Re-reading the wheel of time series and tried to to replicate the warders that aes sedai have.

Caster's bond:

By weaving magical energies between caster and non-caster, both sides may share in a new power.

Prerequisite: ability to cast 2nd level spells

A caster may only bond with a creature who has no casting other ability other than those that are racial. If the bonded creature were to ever multi-class into a casting class the bond breaks.

Upon bonding the non-caster gains a +4 to 2 out of three physical scores of his choice. His attacks are now treated as magical.

A caster may do a few thing through the bond.
First any effects that the caster may experience can be shared up to half the amount to the non-caster. For example if the caster is healed for 10 hit point, he may share up to 5 pts with the non-caster. On the other hand if the caster is blinded for 5 rounds the caster may force up to 2 rounds of it onto the non-caster, these rounds do not need to be consecutive and may occur at any time before all rounds are consumed.
Also if the caster ever falls below 5 hp she may take up to 2hp/level from the non-caster as temporary hit points which the non-caster loses. These hit points remain with the caster for up to an hour at which point they revert back to the non-caster.
Lastly the caster may sacrifice a spell that she can cast a day and allow it to be cast by non-caster. The non-caster must have a Con modifier equal to the spell level +1. The non-caster chooses when he wants to use the spell. This may only be used once per day.

Magical Feedback: If either character falls unconscious the other must make a save, Fort for martial/Will for caster (DC 10 + ½ character level), If failed, character is stunned for 1 round and then staggered for 1d4 rounds afterwards. If character dies similar rolls (DC 10 + character level), if failed suffer ability drain (-2 to the original physical scores chosen when first bonded, or -2 to casting ability score).

Can sense each other’s emotions through the bond and because of it suffer a -5 to Bluff checks against each other.

To willingly break bond must spend an hour doing so and experience ability damage (-2 to scores as above).


I have been on a archetype building binge and came up with a few different ideas and here they are. Some... well most are just weird ideas that came to mind (spidermonk, yodeler, and mime, to name a few). I would love to get some feedback on these since they are a bit rough. Hope you all like them.

Go to Mighty List of Archetypes.


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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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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) -