Hey, Homebrewers! Whatcha Working On?


Homebrew and House Rules

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This is just a casual little thread I thought would be fun where we just talk about current homebrew and house rule projects of ours. We can exchange thoughts and feedback, but only give someone serious feedback if they say they're looking for it, and try to avoid derailing the thread with anything major.

I'll start: My sister and I are currently working on a homebrew setting inspired by fairy tales and folklore from around the world. The Devil is a major figure, along with thousands of small gods, talking rivers and mountains, and the "spirit hemispheres" (our current working title for the "Seelie/Unseelie Courts", plus a bunch of non-technical-fey magical creatures). Our gnomes used to be doll-like changelings, our elves are humans who tried to live forever, and our hobgoblins are a mobile sort of Spanish Inquisition, complete with snappy red uniforms. We're gonna start posting bits and pieces on Tumblr soon.

I'm also trying to adapt the Abhorsen setting into an RPG based around 5th edition D&D, though that's on hold for now.

Oh, and I'm working on a rogue archetype called "the Matador".


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I'm setting up systems and monsters for a Dark Souls game.

I've been doing this fairly publicly in this very forum. I have two threads going ATM - the Bestiary thread (for Pathfinder versions of Dark Souls monsters) and the XP for Loot thread (which turned into a general Dark Souls mechanics thread, including stuff like Estus Flasks, Humanity, equipment slots, and new magic rings.

So yeah, that's the Homebrew stuff I'm up to currently.


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Me? Well, I'm currently building a campaign setting for 5th edition D&D. I've got most of the major countries and gods sorted out in my head, but putting them down in text just seems like a bit of a slog...


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Working on a set of rules for a Magical Girl themed campaign I'm running involving transformation, superpowers, and direct god interaction right now. Deities and spirits in the campaign are mainly inspired by mesoamerican mythology, as well as some associated archetypes like a trickery-magic using magus, a ribbon-fighting warpriest, and a blowgun using gunslinger!


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Closest I've gotten to 'working on' is an archetype for clerics that gives them kineticist abilities. I haven't edited it much lately.


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I have a book series that I've been publishing, and doing reasonably well at. I'm currently working on homebrewing/reskinning things to fit the odd magitech/steamtech of the setting, among other things.


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I'm working on a 3 adventure mini-arc in my homebrew Mythic game. The players have been plagued by a group of liches called called the Nine Unknown Men (based on the legend the Indian king Ashoka created). These three adventures will see them gather the two artifacts necessary to destroy them, then the final showdown. I've got the first two adventures finished and the final one is nearly complete (in my mind). I don't write a lot of stuff for my adventures, just a couple of pages of notes, print off the treasure and encounters, and then let the players take it away with me gently herding them along. But they're really determined to put an end to the Nine, who've been trying to kill them for some time now by sending monsters and assassins after them. I won't have to herd them much.


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I am working on a campaign inspired in part by the MB Dragonmasters card game. I was originally going to attempt to make it into a ccg, but now I'm thinking of just taking it into an roleplaying game with the possibility of making a tactical game as well. I have also added two factions to the four shown.

So in total:
Dragonlords (Developers of social magic. Can build cities rapidly.)
Druids (Nature magic. Can build stone circles to gather more nature magic.)
Nomads (Can move rapidly across landscape.)
Warriors (Build fortresses and have a relatively barbaric culture.)
Sea Fey (Merfolk which reside underwater or have island cultures.)
Death Keepers (A faction controlling the undead).

The fun thing about this campaign is that I using the same random elements that I used to create my Kingdoms of the Seven Continents world for D&D 3rd Edition.

However, I am thinking of either trying to come up with a new fantasy roleplaying game to use with the world, or possibly use an older system like the combat system from Dragonstrike. All in all, it should be interesting.


189birds wrote:
a ribbon-fighting warpriest,

... you have my attention.

Please tell me more about this ribbon fighting warpriest (in PM if you don't want to do so in thread).


I'm loving reading these ideas!


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Lots of stuff.

Campaign setting: Creation Myth, History up to the current time, How Magic works (the popular theory), organizations/countries, bunch of Casting Traditions... I think that is all I have done on that front

Combat System Overhaul: I think I might have bitten off more than my brain can process at this point but I've redone actions, tactical movement, initiative... I forget what else.

The combat system has been playtested once as a "Fun or Not" test. It passed, so I'll continue.


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Zelgadas Greyward wrote:
189birds wrote:
a ribbon-fighting warpriest,

... you have my attention.

Please tell me more about this ribbon fighting warpriest (in PM if you don't want to do so in thread).

Still working on it, but a la ectoplasmatist it uses lashes of deific energy as a weapon instead of a manufactured weapon, and specializes in using maneuvers with those lashes (wrapping people in ribbons, disarming their weapons with ribbons, etc.)


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I'm currently developing a paper mario based table top rpg.


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Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

Many many things...

1) Adapting the Rappan Athuk to a Mythic undead adventure set in Ustalav...

2) Modifying part of the Kingmaker AP; specifically, Candlemere Island into a extra-dimensional space that's part First World and part Material Plane, called The In-Between. In the middle of the island is The Emerald Spire Super Dungeon. The Emerald Spire casts a very long green tinted shadow that migrates around the circumference of the island passing 9 floating statues molded in the visage of each of the Eldest, which is known as the Eldest Clock...

3) A collection of ALL official Paizo spells in ALL the official game books printed since the 1st printing of the Core Rules, into a single collection I'm calling the Pathfinder Spell Collection, which includes actual spell lists by school and level for each class... which has been missing from the Paizo products except for the hardcover books. It's basically a paper form of the web sources.

4) A Trait Treasury that condenses official Traits from Pathfinder into a single volume and eliminates the Traits that duplicate one another. Many traits do the exact same thing and are just named differently; this project is to eliminate redundancies and create a one-stop-shop for traits.

5) Our homebrew version of Pathfinder Unchained in which we are creating alternate versions of the core classes - which is what we thought the actual Pathfinder Unchained was going to do, but only looked a few classes.

6) The Pathfinder Feat Folio which is a collection of all Pathfinder Feats from all the official game books...

None of these are meant for sale or distribution, just for folks around my table so nobody should get their knickers-in-a-knot about copyright.


189birds wrote:
Zelgadas Greyward wrote:
189birds wrote:
a ribbon-fighting warpriest,

... you have my attention.

Please tell me more about this ribbon fighting warpriest (in PM if you don't want to do so in thread).

Still working on it, but a la ectoplasmatist it uses lashes of deific energy as a weapon instead of a manufactured weapon, and specializes in using maneuvers with those lashes (wrapping people in ribbons, disarming their weapons with ribbons, etc.)

This sounds awesome.


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When my current campaign comes to an end at level 20 we're starting a new one at first level. But the history of that setting is the PCs and most of the known world live under an oppressive empire of psionicists and necromancers, so weapons and armor are rarely found among the common people. I'll be substituting CMD for Armor Class and armor will grant a damage reduction equal to its current AC bonus. Heavy armor will slow down a character a bit, but it's a trade off. I've talked it over with my "inner council" of gamers and they're on board with it, so we're going to give it try for a couple of levels and see how it goes.


Kobold Cleaver wrote:

This is just a casual little thread I thought would be fun where we just talk about current homebrew and house rule projects of ours. We can exchange thoughts and feedback, but only give someone serious feedback if they say they're looking for it, and try to avoid derailing the thread with anything major.

I'll start: My sister and I are currently working on a homebrew setting[...] We're gonna start posting bits and pieces on Tumblr soon.[...]

I'm working on a Multi-Breed Dogfolk over here, although work stalled once I decided I needed to post my next version (updated from the one I linked) as a whole doc on-line.

I'm trying to avoid a Google account, so I'm curious: what's Tumblr?

RPG Superstar Season 9 Top 16

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Artiforged - A base class where you play as a fantasy cyborg. I'm designing it for publication.

vScape Roleplaying Game - A tabletop RPG based on my science fiction setting that takes place in virtual reality. I already conducted two playtests of it and am working on the next version.

Rae Sagas Campaign - A Pathfinder campaign rules in a post-modern setting about street fighters that can use ki empowered by emotions to stop corporations from obtaining and abusing artifacts lost to time. I'm implementing it using Spheres of Power.


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Working on a necromancy based archetype for magus. It's leaning more toward an alternate than an archetype, though.


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I'm essentially making the Illidari, but less edgy.


Wikipedia wrote:
Tumblr is a microblogging and social networking website founded by David Karp in 2007, and owned by Yahoo! since 2013. The service allows users to post multimedia and other content to a short-form blog.

Basically, imagine Facebook crossed with DeviantArt, but with a generally more progressive community (very much depending on what regions of Tumblr you frequent). There're a lot of really creative people on Tumblr, and we feel like it'd be an okay platform to put up our setting stuff—art, mechanics and flavor—in bite-sized chunks. Ideally, we're hoping we can wrangle a Patreon or the like for if it takes off, but that's all very much pipe dream material.


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The party is in my homebrewed land. They are at level 11 and met most of the major players. They recently survived a trial-by-combat for releasing an illithid threat to this realm. They were guilty as sin, or at least negligent. Anyway, I have decided to split up the party for a time and give them separate adventures (and give everyone a chance to build a few new high level characters).

The first adventure is that of the party wizard. He doesn't know yet, but he has to go to factory that builds constructs, androids, and other things that may verge on some of pf's technology content.

Any suggestions for good creatures, challenges, and puzzles for this sort of environment are always appreciated. I have planned one room that involves 3-5 golems and a variety of conveyor belts. But always on the lookout for interesting ideas.


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An adventure in Galt which involves the PCs ending the Red Revolution once and for all and then fending off invasions from the River Kingdoms and Taldor to cement their rule.

A Mythic Adventure that will take the PCS from Lastwall to Eox to face off and defeat the wizard King Geb once and for all.

Renaming everything in these adventures so that I can put them on community use and not take off paizo for using their property. (I don't understand legal jargon)

And working on two other campaign outlines, doing all of this by myself. So now adding aspirin to my shopping list. And now I'm removing aspirin from my shopping list because I could never choke it down and I'm ending this terrible running joke.


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Finalizing that Warlock Remaster I've had sitting there for nearly a year. It's basically 80% finished, I just need to format it into a presentable PDF.

After that, I want to restart finishing my setting book and finalising the mechanical content for it, then make an adventure for roughly 1-5 for play in the setting. This is probably the largest of my projects, so it's taking a while alongside studies.


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I'm working on the arduous battle against my depression and fatigue in hopes that one day I'll actually have the capacity to produce something of worth.


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Doing veeeery slow work on a low fantasy version of "Traveller", based on the MGP version, intended to play in late middle ages germany. Finished the careers and equipment section, stuck at working at the three "magic" systems I want to use (Alchemy, Miracles, Astronomy).
Progress is so slow because I meet the group I playtest and develop this with maybe once every 3 months.


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Low magic Rise of the Runelords. Healing available at the Cathedral by Father Zanthus, otherwise where did your druid put the bandages? Wand of Magic Missile??? Ooooh! So dangerous! Into the headmaster collection of weird artifacts it goes.

No idea how this will turn out...


Right now working on:

Continueing Dragonlance Skull and Shackles campaign with some homebrew stuff. Probably starting a war between the minotaurs of the Blood Sea and the pirates with their newly crowned queen.

Making some short stories for solo sessions based on Dragonlance setting too, with a lvl 20 bard PC, with an intrigue and conspiration focus, as she is trying to be acknowledged as a rightful ruler for Silvanesti elves. Some support her claim but most nobles are her detractors. Making political games with such level PCs is complicated xD

Making a short story for a group of wilder elves to free a corrupted land where magic has gone wild and has mutated a lot of inhabitants of an ogre city who is now in chaos. The PCs want to reconquer the city from ogres and also put an end to the uncontrolled magic.

And all of that while I am GMing WotW and short stories for my players. Too many ideas, not enough time to develope all of them.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Kingmaker 2: The March of Progress.

Liberty's Edge

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been playing persona 5 lately, and I've been thinking of making a phantom thief type class. Currently dabbling with the idea of a vigilante/medium hybrid class, or perhaps just a medium-flavored vigilante archetype or vice versa. My original thoughts on it were that medium itself would be enough, but I think the build could benefit from elements of the vigilante (like dual identity).

The Exchange

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Pathfinder Adventure Path Subscriber

1.Still in the planning stage for a new homebrew, in which humanity has to recover from a cataclysmic event destroying their home continent. I'm working on an introductory module in which the survivors of this event find shelter in an abandoned elven city, meaning they'll have to explore it and probably will have to deal with other (humanoid? monstrous?) factions that have made parts of that city their home). Will probably have a bit of a Bard's Tale feeling to it.

2. Thinking about a low-magic modification of Pathfinder to use with this setting. Maybe using the Spheres of Powers as the base.

3. I'm just rereading the Eberron Books because I plan to revisit this setting again, probably converting a lot of APs in the process.

4. Doing the same for the Realms (yeah, I really like this conversion work, even if I end up never using it :)

The Exchange

Pathfinder Adventure Path Subscriber
Umbral Reaver wrote:
I'm working on the arduous battle against my depression and fatigue in hopes that one day I'll actually have the capacity to produce something of worth.

*hugs*


WormysQueue wrote:
Umbral Reaver wrote:
I'm working on the arduous battle against my depression and fatigue in hopes that one day I'll actually have the capacity to produce something of worth.
*hugs*

Haha. I lie.

I'm barely making progress. I might even guess that I'm drifting backward. I do less and less every day.


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I'm mostly working on moving to my new home during the month of June, but the items on the backburner are: a divine version of the magus, fighter re-write #4 (a mashup of my favorite aspects of the previous three), a barbarian-like class based on Frazetta's Conan (with none of the existing barbarian class features), a nature-based version of the paladin, a spontaneous-casting version of the cleric, a cleric re-write, a divine version of the alchemist, and an ongoing collection of archetypes. There is also a rules-lite RPG I started a few years back for one of my kids that is based on 2d6 instead of d20, and someday I'd like to get back to that. I just counted the number of homebrew RPG-based docs I have and it is at 39. :)


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Making an adventure path, of sorts, for my home setting. Wake up in (neutral evil) Hell and go from there.


Purple Overkill wrote:

Doing veeeery slow work on a low fantasy version of "Traveller", based on the MGP version, intended to play in late middle ages germany. Finished the careers and equipment section, stuck at working at the three "magic" systems I want to use (Alchemy, Miracles, Astronomy).

Progress is so slow because I meet the group I playtest and develop this with maybe once every 3 months.

I hope and kind of assume you're a fan of the 1632-verse started by David Weber? I'd love to see what you've got if you're ready for a critic/fan!

{I keep editing to try to make my invitation clear. I hope I've finally succeeded!}


189birds wrote:
Still working on it, but a la ectoplasmatist it uses lashes of deific energy as a weapon instead of a manufactured weapon, and specializes in using maneuvers with those lashes (wrapping people in ribbons, disarming their weapons with ribbons, etc.)

Nice! Yeah, seriously, if you would be so kind as to PM me with the final design when you're finished, I'd appreciate it. I can think of all sorts of things I could do with that concept.


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I'm still tinkering around with my Powder Mage class, either keeping it as a PrC or making it some sort of archetype (I've even considered making it a Prestige Archetype for Arcane Archer or Eldritch Knight.)

I've got a variant version of the Savage Technologist archetype sitting around that's based on Unarmed Strikes with firearms (my friend wanted to play something like Hellboy, so I took the framework of the ST and ran with it.)

I wanted to try to convert the Juicer class from the RIFTs system to PF, likely as a Alchemist/Barbarian hybrid, but I don't know if that's something I'm going to have the time to give the proper attention to.


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Pathfinder Starfinder Society Subscriber

Working on two main projects right now, a revision of the Unchained Rogue that's been inspired by the Operative reveal for Starfinder, and fleshing out one of the final encounters for my long-running homebrew campaign.

The Unchained Rogue revision picks up a built in way to make your enemies vulnerable to your sneak attack via a skill check(similar to the trick attack ability of the Starfinder Operative), gains a quickly-regenerating pool of points that are used a little bit like a cross between rage and inspiration (turn it on in combat to bump your attack rolls to equivalent of full BAB, gain bonuses on skill checks, but also spend extra points to do various cool things), and has built in magic interaction class features without gaining magic itself.

The homebrew encounter has been a long time coming and is against a master of spying who wields psychic magic and has an army of incorporeal servants. Since its one of the four big bads of the campaign, I'm really trying to give the encounter a lot of love. Right now I have a pile of elaborate mechanics I want to incorporate, from having it take place in a variant of a mindscape, to having a multi-phase fight where the big bad gets progressively more eldritch horror as it goes.

On my back burner I have a two idea husks that need a lot more work, one a homebrew martial class that fights by making illusory clones of themselves, the other a homebrew class that is essentially a "prepared" martial that composes battle dances at the start of each day and then executes them later on. Both of these ideas seem fun to me, but they've proven to be an absolute bear to execute. The clones-fighter has game slowdown problems like a summoning specialized caster that I haven't been able to resolve without gutting the class. The battle dancer is really hard to balance because of how it disregards the normal rules for moving and attacking.


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Cellion wrote:

Working on two main projects right now, a revision of the Unchained Rogue that's been inspired by the Operative reveal for Starfinder, and fleshing out one of the final encounters for my long-running homebrew campaign.

The Unchained Rogue revision picks up a built in way to make your enemies vulnerable to your sneak attack via a skill check(similar to the trick attack ability of the Starfinder Operative), gains a quickly-regenerating pool of points that are used a little bit like a cross between rage and inspiration (turn it on in combat to bump your attack rolls to equivalent of full BAB, gain bonuses on skill checks, but also spend extra points to do various cool things), and has built in magic interaction class features without gaining magic itself.

The homebrew encounter has been a long time coming and is against a master of spying who wields psychic magic and has an army of incorporeal servants. Since its one of the four big bads of the campaign, I'm really trying to give the encounter a lot of love. Right now I have a pile of elaborate mechanics I want to incorporate, from having it take place in a variant of a mindscape, to having a multi-phase fight where the big bad gets progressively more eldritch horror as it goes.

On my back burner I have a two idea husks that need a lot more work, one a homebrew martial class that fights by making illusory clones of themselves, the other a homebrew class that is essentially a "prepared" martial that composes battle dances at the start of each day and then executes them later on. Both of these ideas seem fun to me, but they've proven to be an absolute bear to execute. The clones-fighter has game slowdown problems like a summoning specialized caster that I haven't been able to resolve without gutting the class. The battle dancer is really hard to balance because of how it disregards the normal rules for moving and attacking.

Why not use the Path of War classes as a sort of shell for your Dancer? From how you described it, the dances just basically sound like Manuevers.


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bitter lily wrote:
Purple Overkill wrote:

Doing veeeery slow work on a low fantasy version of "Traveller", based on the MGP version, intended to play in late middle ages germany. Finished the careers and equipment section, stuck at working at the three "magic" systems I want to use (Alchemy, Miracles, Astronomy).

Progress is so slow because I meet the group I playtest and develop this with maybe once every 3 months.

I hope and kind of assume you're a fan of the 1632-verse started by David Weber? I'd love to see what you've got if you're ready for a critic/fan!

{I keep editing to try to make my invitation clear. I hope I've finally succeeded!}

Sorry to disappoint you.

I used to read Honor Harrington, but until now I didn't´t really now Weber also wrote different things.

For me, it has a different background. Early 90s, the owner of a LFGS made a mock-up of "Wanderer" and put it on display. Saw it, fell in love and was totally disappointed that I couldn't´t buy it, me being totally hooked up on "Darklands" at the time.
Some years ago, I was visiting a flea market with some friends and happened upon an unopened "Darklands" again, bought it and was immediately reminded of "Wanderer".

Now, the funny thing is, I started a post on my local rag board about this topic and guess which guy answered?

So that got me started actually working on it.

Now I could share some parts with you, but I´ve gotta ask first before I start transcribing it from hand-written notes to google docs: Do you speak german?


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Off and on work on a Zelda conversion.


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Trying to put together the elements I feel I need to run an "open table" game based on plundering megadungeons. So, I'm making my own key for Undermountain, making some adjustments to the map and story of Sunless Citadel, and trying to create and playtest some Spheres of Power content.


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Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

Oops... I forgot to add that I'm also working a retooling of the Iron Gods AP to turn it into a steampunk/clockwork adventure to remove as much of the "space" content as possible.


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Horror Campaign using the Horror Realms Campaign book.

Start at level 1, some how try and hit all the locations in the book among others.

I have a lot of general ideas right now. Several NPC's, and the story vehicle to hit all the locations is more or less fleshed out.


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Pathfinder Starfinder Society Subscriber
pulseoptional wrote:
Cellion wrote:
(...)
Why not use the Path of War classes as a sort of shell for your Dancer? From how you described it, the dances just basically sound like Manuevers.

Even though the battle dancer idea prepares at the beginning of the day, it doesn't have much in common with the Path of War maneuvers.

The basic idea is that you compose a few combinations of specific movements, attacks and combat maneuvers, effectively getting a set of scripted attack sequences that look a little like: "Approach 10 ft, attack, circle opponent 5ft, trip, circle opponent 5ft, attack". The building blocks you have to work with and the length of your script expand as you gain levels in the class. Once in combat you can attack normally or execute one of your "compositions". Executing compositions not only lets you do combinations of actions not normally allowed without a bunch of feats, but also grants you bonuses to your actions based on the complexity and impracticality of the composition.

Thanks for the tip though!


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Umbral Reaver wrote:
I'm working on the arduous battle against my depression and fatigue in hopes that one day I'll actually have the capacity to produce something of worth.

I truly know where you're coming from. Hang in there. And message me if you want to talk about our shared affliction.


I'm still in the process of writing concepts for my campaign setting. It's based on ripping-off anything I like, so it's something like this:

-main conflict is Dresden Files, so Faerie Queens, Outsiders (cthulhuoid/tyranid crossbreeds, not DnD outsiders), and the world of men (and goblins, dwarves, elves and stuff)

-geography is ripped out Kobold's Press Midgard although mixed with other campaign settings, like Crossroads&East are mixed with Borderland Provinces (Frog Gods) and River Kingdoms from Golarion. Wasted West is mixed with Fat Goblin Games' Vathak, and Far West is all pirate campaign settings ever (Razor Coast, Freeport, Shackles..), Near East/South Dragon Kingdoms is Serpentfolk Kingdoms (Conan's Stygia), and North is mixed with Rhune (although, I'm still having trouble with Rhune's higher technology, so it's possible it will be relegated to a demiplane or something).

-it's a flat world surrounded by World Serpent, it has First World (Faerie or Nevernever) hidden behind it, but also shadowalking concept from Zelazny's Chronicles of Amber. Infinite variations of world, all outer planes, even chronomancy is possible through shadowalking (of course more through plot points rather than PC mechanical agency).

-Gods are mere immortals, rather than omnipotent, omniscient beings, although they do serve as focuses for harnessing magical energies (i.e. divine spellcasting). They walk the world with mortals, but are most active in Fairie. They can be killed but it's almost impossible to do it mostly. There is a religion of One True God (taken from Vathak), but existence of such a being is still undetermined.

-Dragons and concept of Dreaming - dragons are guardians of the world and they keep it safe and together through a process called the Dreaming. The process is (again) undetermined, although it is said the to shadowalk you need to "ride the dragon", either literally or through a mind-meld/dream thing. Most great wyrm dragons Dream constantly with periods of activity through the world, but younger dragons are present normally through the world. World Serpent is the prime guardian of Dreaming, and some say it is the true creator and God of the world. Part of the concept is taken from Bone comic.

I welcome questions and ideas.

Also working on house rules that will facilitate the setting (mostly races are more powerful and some classes reworked, and feat consolidation). Also new firearms. My fighter is about halfway done (comment in the below post are in Croatian so feel free to ask for clarifications on abilities).


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Creating artifacts based on the Seven Deadly Sins treasures


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I've posted some links to background for my home-brewed "Time of the Tarrasque" campaign/setting, and the session summaries on my blog, in this thread. The heroes have just reached 3rd level, and I'm hoping to keep it going until 20th. I'll probably open up the mythic rules later in the campaign, so that we can have a truly epic endgame.

That campaign takes up the bulk of my homebrewing head-space, though I do post some one-off bits and pieces on my blog. Examples include creatures built using odd template combos, or monsters converted from CoC or 3.0/3.5 sources to PF.

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