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[3.P] Miscellaneous Creations (WIP)

Posted: Wed Apr 05, 2017 4:09 pm
by virgil
Balor's Clutch
Evocation [Fire, Evil, Chaotic]
Level: Sor/Wiz 0
As per shocking grasp, but the damage is fire and the attack bonus only triggers against creatures with the [good] or [lawful] subtype.

Phantasmal Blade
Illusion (Shadow)
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched (up to one/level)
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted)
Spell Resistance: Yes
You cloak your hand with violent energy, that to all observers looks to be a wicked dagger that strikes with unerring accuracy. Your successful melee touch attack deals 1d6 nonlethal force damage, appearing to all observers as a viciously bloody attack. You can use this melee touch attack up to one time per level.

Posted: Wed Apr 05, 2017 4:14 pm
by Kaelik
.........

Aside from the basic premise "I want my zeroth level spells to be one cast giving me lots of attacks, and be better than any other 0th level spell" being at least plausibly reasonable, even if it's better fixed by just at will cantrips or redesigning existing spells.

Why in fucking hell is their a will disbelief illusion spell doing non-lethal FORCE damage. WTF.

Are you really planning to fight some phase spiders in a level and need your cantrips?

Posted: Wed Apr 05, 2017 4:22 pm
by virgil
I wasn't sure what damage type to use, mainly. And force damage at least gave it something without flat-out being better than proper evocation cantrips. I'm specifically wanting a touch-range subdual damage cantrip, and illusion (shadow) seemed the most appropriate. What would you suggest?

Posted: Mon Apr 17, 2017 8:44 pm
by virgil
Image
Huge Giant (Air)
Hit Dice 13d8+52 ( hp)
Initiative -1
Speed 40 ft
Armor Class 22 (-2 size, +1 Dex, +12 natural, +1 leather), touch 9, flat-footed 20
Base Attack/Grapple +9/+24
Full Attack Greatclub +15/+10 (3d8+12) or 2 slams +14 (1d6+8) or rock +9 ranged (2d8+8)
Space/Reach 15 ft/15 ft
Special Attacks Rock throwing
Special Qualities Low-light vision, mistsight, rock catching, spell-like abilities
Saves Fort +12, Ref +5, Will +4
Abilities Str 27, Dex 12, Con 19, Int 10, Wis 10, Cha 7
Skills Climb +8, Hide +6 (+14 in fog), Jump +8, Move Silently +14, Spot +8
Feats Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Skill Focus (Move Silently)
Challenge Rating 8
  • Rock Throwing (Ex) The range increment is 120 ft for a fog giant's thrown rocks.
    Mistsight (Ex) A fog giant can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to their normal range of vision.
    Spell-Like Abilities
    3/day - obscuring mist; 1/day - fog cloud. Caster level 11th.
    Skills A fog giant gains a +8 racial bonus to Hide checks in fog, mist, and similar conditions.
I'm hoping the CR is appropriate? I'm tempted to worsen their rock throwing capabilities, & add control weather (fog only) 1/week.

Posted: Wed Nov 29, 2017 11:00 pm
by virgil
Temporal Paradox
School evocation (temporal); Level sorcerer/wizard 3
Components V, S, F (frog w/unguent of timelessness applied)
As per delayed blast fireball, but deals either positive or negative energy damage, whichever causes the most damage to each subject.

Panemondium's Howl
School evocation (sonic, chaotic); Level sorcerer/wizard 3
As per shout, but the increased damage only applies to lawful outsiders instead of crystalline creatures and objects.

Posted: Thu Oct 18, 2018 4:06 pm
by virgil
Clutch of Cania (Evocation; Cold, Evil, Lawful)
Level
Sor/Wiz 1
Components V, S
As shocking grasp, but it does cold damage, doesn't have a special attack bonus, and the target must make a Reflex save or act as if struck by a tanglefoot bag that can be broken with any damage (not just slashing).

Posted: Sat Apr 27, 2019 6:11 pm
by virgil
Technically not mine, but a friend wanting to increase their action economy.
TRIPLECAST (Enchantment; Mind-Affecting
Level Psychic 5
Casting Time 1 swift action
Components V, S
Range personal
You gain two extra standard actions, which must be used this same round. These actions are restricted to purely mental actions, which includes psychic spells. The highest level spell you can cast with these additional actions is (caster level - 6)/2, rounded up.

Posted: Fri Sep 13, 2019 4:50 am
by virgil
Image
Functionary
Medium Outsider (good)
Hit Dice 3d8+6 (20hp)
Init +0
Speed 30 ft, climb 30 ft
Armor Class 16 (+6 natural)
Base Attack/Grapple +3/+7
Space/Reach 5 ft/5 ft
Special Qualities Low-light vision, Darkvision 60', Truespeech, DR 5/evil or bone, Immunity to acid/cold/petrification, Resistance fire/electricity 10, Trance, Constant Protection from Evil
Saves Fort +5, Ref +3, Will +4 (+4 vs poison)
Abilities Str 18, Dex 10, Con 15, Int 15, Wis 13, Cha 6
Skills Climb +18, Knowledge (arcana, local, religion) +8, Notice +7, Spellcraft +8
Feats Toughness
Trance (Ex) Can enter a state of enhanced focus, gaining a +6 bonus to single task, but is otherwise blind & deaf to external stimuli. Damage will break them out of the trance, as well 5 consecutive rounds away from their designated task.