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Topics - bhu

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Uncle Kitty's General Weirdness / 1776 Campaign
« on: June 29, 2017, 04:51:28 AM »
Advanced Classes
Changes to existing Classes

New Skills and Feats
As well as Campaign info

Sanity Rules

Spellcasting Rules

The Grimoire

Equipment
Purchase DC's for Equipment

Informative Links
Links

Bestiary

Those We Do Not Speak Of

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Uncle Kitty's General Weirdness / The Cat Burglar
« on: June 29, 2017, 04:30:04 AM »
The Core Class

Prestige Classes

Kitteh Magic

The Kitteh Gawds

Kitty Monsters

Itty Bitty Kitty Races

Kitteh Magic Items

Kitteh Feats

Example Guilds

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Uncle Kitty's General Weirdness / The Bee-Guiler
« on: June 29, 2017, 04:25:41 AM »
The Core Class

Prestige Classes

Bee Magic

Bee Gawds

Bee Monsters

Bee Races

Bee Magic Items

Bee Feats

Hivemind Feats

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Play by Post / Jesters Realm and 1776
« on: June 23, 2017, 08:25:36 PM »
So how many of you guys survived the board move?

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Offtopic / Templates for homebrewing
« on: June 23, 2017, 12:02:17 AM »
http://minmaxforum.com/index.php?topic=120.0  I'm posting the templates from the old boards here or reconstructing them.  Other than what I've marked wip or example tables am I missing anything?

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Board Discussion / Advertising to lost members
« on: June 22, 2017, 01:12:32 AM »
I know we have announcements to draw in members from the old boards on rule of cool, GitP, and the Den, and I posted one at rpg.net  Is there anywhere else we need to post?  For example are there threads at EN world, roll20 or Myth Weavers?

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Uncle Kitty's General Weirdness / Hexblade Luv
« on: June 16, 2017, 07:20:20 PM »
Hexblade Fixes That Deserve More Attention

Official Hexblade Fix

Reposted here in case link ever breaks: 

* Good Fortitude save
* Curse ability usable 1 + the hexblade's Cha modifier per day
* Curse ability usable as a swift action
* Curse ability does not count as used if the target makes his saving throw
* Ability to cast in light or medium armor and while carrying a light shield or buckler
* At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

Garryl's Hexblade

Lord Gareth's Malefactor

Person Man's Hexblade Fix

Ziegander's Hexblade

Bez-Kismet

Hexblade Homebrew Handbook


And now for my stuff:

Alternative Class Features

Epic Hexblade Levels and Salient Divine Abilities

New Curse Feats

Racial Substitution Levels

Vindicator

Note: When I mention Curse Feats I am referring to Dragon Magazine #339 as well as the stuff below.

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Resource & Handbook Submission / Template Handbook Discussion Thread
« on: June 15, 2017, 10:29:12 PM »
Since I hope to finally update the template handbook after the move I thought I'd open a  thread for chatting about iPBMC have you ported over your LA thread?

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Discussion Thread

Master List of Templates from Official Sourcebooks

Master List of Templates from Dungeon and Dragon Magazines and Web Enhancements (and formerly official or unofficial sources)

PBMC's LA for LA:- Templates Thread

Color Coding (Note this only applies to the "So You've Decided to Become a <insert class> threads on page 3 and up.
Teal: OMG why aren't you using this already?
Blue: Not overpowered but still darn good.
Black: Is okay.  Is not great, but isn't bad either
Purple: Meh
Red: As useful as bringing a Fighter to a Wizard Fight

Edit: Please note if a Template allowed itself to be applied to any Type (or damn close to it), scroll towards the bottom of page one and look for the post titled "Templates for Any" to find them.

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Homebrew / PhaedrusXY's Playground
« on: June 15, 2017, 07:26:53 PM »
(test thread to see if this works)

I'm going to use this thread as a workshop, storage area for builds and other things, and place to solicit advice and comments. It will be an extension of this thread, basically, but I doubt I'll port the old stuff over here (unless we get a warning that they're going to totally shut the old board down... or I get a stretch of free time and I'm bored... ).

Edit: an absolute gold mine of amazing fantasy pictures I stumbled across while clicking "related images" in google.

So right now I'm brainstorming for this:

   
Quote
My character concept is going to be based off a recurring dream I have where I'm a disembodied telekinetic who gets by through "stealing" the bodies of others. In the dream the only "powers" I remember having are being able to hurl and lift things via Telekinesis, possess others, and fly (by lifting myself telekinetically). So... I'll probably play a savage progression ghost of some kind.  ;D

    I'd like to add some battlefield control to it somehow, like the ability to Control Winds, use Wind Wall, etc (which would basically be telekinetically manipulating the air). So I'll have to figure out how to build that.


ECL 9-14 range, sounds like ruleset is somewhat flexible (or at least undefined).

I'm thinking maybe a savage progression ghost (2-4 levels) Warlock, or maybe even Stormlord if I could get that approved. I'd like for most if not all of his abilities to be "at will" and from a fixed list, so I don't have to fiddle around with preparing spells, etc. A ToB class might work also, if I could somehow get decent BFC/wind control from it.


Edit: Now I'm thinking a Psion, Ardent or Wilder might work better, with Psionic Reserve feats and a psionic version of the Stranger with the Burning Eyes PrC.


Psion (Telepath) 11/SwBE 1
Feats: Telekinetic Master

Telekinetic Master
Prereq: Knowledge of at least 3 Psychokinesis (Force) powers which must include Telekinetic Thrust, Telekinetic Force, or Telekinetic Maneuver as a power known or Psi-like ability.

Benefits: As long as your manifester level and power point reserve meet the following requirements, you gain access to the following abilities as Psi-like abilities using your ML and DCs as if you'd manifested them as a power known.

3: As long as you maintain your psionic focus, you may use Far Hand at will.
5: You may use Telekinetic Thrust at will as a standard action by expending your psionic focus.
7: You may use Telekinetic Force at will as long as you maintain your psionic focus.
9: You may expend your psionic focus to manifest Psionic Fly on yourself. Even in a round in which you don't move, you must use a Move action to maintain concentration on this power. Otherwise, you fall if airborne.
11: You may now manifest and concentrate on Far Hand as a swift action, as long as you remain psionically focused.
13: Maintaining your Telekinetic Force power from this feat is now a move action.
15: You no longer need to expend your focus to use Telekinetic Thrust from this feat.
17: ?
19: ?

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