Dungeons and Dragons Megathread

First Draft:

Orthopians

+2 Dexterity
Size: Medium
Speed: 30 ft
Languages: Common, Slyvan
Good Jumper: You can jump two times farther than other beings.
Slowed Descent: When falling, you may take a bonus action to slow your descent, only falling 5 feet each turn and not taking any fall damage upon landing. However, if damaged, you must make a DC10 Dexterity Save. If you fail, you immediately plunge to the ground, taking full fall damage.
Caeli
+1 Constitution
Grasslander: Caeli have advantage on Hide Checks in areas with tall grass.
Grylli
+1 Charisma
Darkvision 60 ft.
Natural Instruments: Grylli do not need instruments to play music.
Acridi
+1 Strength
Devouring Jaws: May deal d6 slashing damage with their mouths. Cannot get sick from eating.
 
Muhkat Lomorki Homebrew: Orthopian Race
First Draft:

Orthopians
+2 Dexterity
Size: Medium
Speed: 30 ft
Languages: Common, Slyvan
Good Jumper: You can jump two times farther than other beings.
Slowed Descent: When falling, you may take a bonus action to slow your descent, only falling 5 feet each turn and not taking any fall damage upon landing. However, if damaged, you must make a DC10 Dexterity Save. If you fail, you immediately plunge to the ground, taking full fall damage.
Caeli
+1 Constitution
Grasslander: Caeli have advantage on Hide Checks in areas with tall grass.
Grylli
+1 Charisma
Darkvision 60 ft.
Natural Instruments: Grylli do not need instruments to play music.
Acridi
+1 Strength
Devouring Jaws: May deal d6 slashing damage with their mouths. Cannot get sick from eating.
Draft 2:

Orthopians
+2 Dexterity
Size: Medium
Speed: 30 ft
Languages: Common, Sylvan
Good Jumper: You can jump two times farther than other beings.
Slowed Descent: When falling, you may take a bonus action to slow your descent, only falling 5 feet each turn and not taking any fall damage upon landing. However, if damaged, you must make a DC10 Dexterity Save. If you fail, you immediately plunge to the ground, taking full fall damage.
Hard Shell: Have a base AC of 11 rather than 10.
Caeli
+1 Constitution
Grasslander: Caeli have advantage on Hide Checks in areas with tall grass.
Grylli
+1 Charisma
Darkvision 60 ft.
Natural Instruments: Grylli do not need instruments to play music.
Grylli Speak: Grylli can communicate with other Grylli in their odd, chirping language. This language uses musical notes for its script.
Acridi
+1 Strength
Devouring Jaws: Acridi may deal d6 slashing damage with their mouths. This attack does double damage to plants and can be used to cut through grass.
 
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So, another fun Pathfinder Build. This time, it's all about Confusion (and also Channel Energy).

The idea is just to spread as much confusion as possible, as often as possible, and eventually to get as much benefit out of it as possible.

First, how can we spead Confusion, other than the spell?
There are a number of ways that only affect a single target - which is okay, but not what we really want. What we do want is Variant Channeling - with Madness, everyone affected by harmful channel energy is confused until the end of the next turn. It's available to a variety of classes, but we'll go with Warpriest for one reason even if their channeling isn't as-good:

A Warpriest with the Major Madness blessing (gained at 10th level) gets to choose how confused creatures within 30 feet of them behave. This amps up the damage you do with confusion by a lot - now you can turn them against each other (if you're not the closest creature), or at least make them damage themselves - and don't risk getting attacked, or them even acting normally.

Well, we've decided to go with Channel Energy as our main feature - let's augment it.
Selective Channeling is mandatory, so that you don't affect your teammates. It'll require some Charisma, but that's a price you can pay - also, take a look at the multiclass/Gestalt-section.
Channel Smite is a prerequisite to the very useful Guided Hand feat - and it's also a good option if you're only fighting a single enemy.
Extra Channel can sadly only be taken once, but two additional uses per day is still very good.
Improved Channel gives +2 to the save DC of our channeling. Ability Focus can do the same, and stacks.
Lingering Smite becomes very good for single-target debuffs - now they have to save each turn, or be confused all over again.
Quick Channel is very expensive - two uses - but allows channeling as a move-action. Thus, you could channel, confuse everyone around you, and still attack once or cast a spell.
It's a good thing the Warpriest gets bonus combat feats, so that our character can still fight decently. We'll still want to be human (which also grants yet more combat feats via FCB).

As for traits, it may require GM-permission but Exalted of the Society would give an extra channel per day. Instead, you can take Sacred Conduit for +1 to DCs - but taking Student of Faith instead would be stricly better, but that's a campaign trait.

A Sacrosanct Weapon can once per day increase the radius to 40 feet, which is pretty nice and not too expensive at 5000 gp. A Malleable Symbol can instead turn it into a 10-foot burst within 30 feet, a 60-foot line or a 30-foot cone whenever you want. Vestments of War give an additional channel per day.

Put a good amount of those things together, and you get a high-DC debuff that also deals some amount of damage.
And of course, you're still a warpriest - thus, still a pretty good fighter with good spellcasting.
With your DCs and uses per day depending on your class level, you shouldn't multiclass - with one possible exception. This also makes an ideal Gestalt-component if that's an option for you:
The Voice of the Void Medium.
Sadly, it's from the Villain Codex which is for some reason not on the PFSRD and isn't yet on Archives of Nethys.
At the price of taking a Will-save and Wisdom-check penalty for each point of influence, this archetype can use Spirit Surge without incuring Influence - at the cost of being confused for 1 round, and if you get the babble-result you still gain influence. But if you're able to choose which result you get - which you are, thanks to the Warpriest-Blessing - why, then it's no risk at all. A free once per round 1D8 bonus to attack or fortitude saves (with the champion spirit) or anything (with the marshal-spirit) is prety good.

This'll turn really potent with a Gestalt-build, which I'll present below - especially since the Voice of the Void also gains Channel Energy, more than doubling our uses.

Race: Human
Ability Scores: Strength 10, Dexterity 12, Constitution 14(18), Intelligence 10, Wisdom 22(26), Charisma 16
Classes&Archetypes: Warpriest//Medium (Voice of the Void)
Favored Class Bonus: +2 combat feats
Traits: Exalted of the Society, Student of Faith
Feats: Channel Smite, Guided Hand, Selective Channeling, Improved Channel, Ability Focus (Channel Energy), Extra Channel, Quick Channel, Weapon Focus (Dagger), Quick Draw, Deadly Aim, Two-Weapon Fighting, Marital Focus, Burrowing Shot, Ricochet Toss
Skills: somethingsomething, 5 ranks per level, some decent support from medium
Class Abilities: Aura, Blessings, Sacred Weapon (1D10), Fervor 4D6 (17/day), Channel Energy (Variant: Madness, +1use/day), Sacred Weapon +3, Sacred Armor +2, Spirit, Spirit Bonus +4, Spirit Power (Lesser, Intermediate, Greater), Spirit Surge (1D8/1D10), Shared Seance, Taboo, Channel Energy (Madness, 5/day), Location Channel, Connection Channel, Propitation
Warpriest Blessings: Chaos, Madness
Warpriest Spells: up to 4th-level
Medium Spells: up to 3rd-level, up to 4th-level with Archmage or Hierophant-spirits
Gear: Malleable Symbol, Vestments of War, two +1 (one Frost, one Shocking) Sacrosanct Daggers

Despite their apparent lack of physical strenght, and only being armed with daggers, you shouldn't underestimate this cultist of the outer gods. With the Champion-spirit channeled, they can easily attack five times per round, and their deaggers deal 1D10+2D6+6 damage.
But as for channeling - whether as a standard- or a move-action, it'll only deal 2D6+2 damage but will have a DC of 28, and on a failure everyone affected is confused. By spending a swift action, the Warpriest can then make all of them attack each other, or just deny them their action. This can be done up to 14 times per day (though you can only use your blessing 9 times per day).
 
Question: If you enchanted a weapon with Versatile Weapon in Pathfinder, so it could be activated at will and choose any one of the types to bypass, would it use one of the limited +# slots, or would it be like a fair amount of enchantments, and only cost money, time, and spell slots? If it uses a +#, how big of one? +1, +2, +3? I can't see it being any bigger than maybe a +3, and even then I'd be more prone to calling it a +2. Maybe even a +1, I just don't want to go up to my GM and be greedy, so that'll depend on what you guys say. What do you think?

Is there anything anywhere that lays out why some enchantments use those slots and others don't?
 
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Well, going by the infamously-abusable DMG guidelines for custom magic items in 3.5, the cost would be 3*5*2,000*2 for a use-activated item of it with a duration of 5 minutes per use, being CL 5. This means 60,000 gold, which is utter nonsense for the value of the enhancement. For reference, this is 10,000 GP more than a +5 weapon. 12,000 GP short of actually being able to get a +5 equivalent special property. Like Vorpal, which automatically kills most creatures on a critical hit.

This is a case where it's just bluntly insanely overpriced, as selective DR bypass of two special material types and the basic damage types isn't really worth the same as fucking Vorpal. The clause responsible for that last *2 also makes use-activated True Strike cost a mere 4,000 GP. For a Standard Action whenever you feel like it, you get +20 to your next attack roll. Yea, crazy nonsense.

Edit: As for answering the question, I'd go with a +2 bonus equivalent, under the condition that spell-stacking rules prevent it from switching to a different DR bypass type until 5 minutes have passed for the previous casting to expire. +3 without that restriction.

Why? Because you can bypass Silver and Cold Iron with one weapon. As well as all the physical damage types. Which means that you can ignore every physical DR other than Adimantine.
 
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Okay, I think I've got my masterlist of stuff I want, and a prospective order for up to Level 10. I've decided I want to go for Dirty Tricks as my Combat Maneuver, for both mechanical and RP reasons. I've also decided that, despite the weakness inherent in having no real ranged option, I think I'll deliberately sacrifice any serious ranged capability for ALL THE MELEE! I'll still have a Compound Longbow, but no feats to make it better. To that end, I'd like to post the masterlist and the <=Lvl10 build, and hopefully get some help in organising the up to level 10 stuff better, and maybe even start organising Lvl11+.

Stats
---
Str 16
Dex 14
Con 15
Int 12
Wis 12
Cha 8

Favoured Class Bonus
---
Skill Points

Alternate Racial Benefits
---
Craftsman
Rock Stepper

Traits
---
Defender of the Society(Combat)
Glory of Old(Regional)

Advanced Weapon Training - 4
Warrior Spirit
Abundant Tactics
Armed Bravery
Defensive Weapon Training/Fighter's Reflexes

Advanced Armour Training - 3
Armoured Juggernaught
Armour Specialisation
Armoured Master(Secured Armour)

General - 3
Steel Soul
Additional Traits(Family Trade[Acrobatic], Seeker)
Cunning

Combat Feats - 17
Power Attack
Combat Reflexes
Dwarven Hatred Style
Dwarven Seething
Dwarven Fury
Weapon Focus (Dwarven Longaxe)
Barroom Brawler
Cut From the Air
Smash From the Air
Greater Weapon Focus (Dwarven Longaxe)
(Dwarven Longaxe)
Dirty Fighting
Dirty Trick, Improved
Dirty Trick, Greater
Dirty Trick, Quick
Weapon Versatility
Quickdraw
Phalanx Formation

Lvl1: Power attack, Combat Reflexes.
Lvl2: Weapon Focus (Dwarven Longaxe)
Lvl3: Additional Traits(Family Trade[Acrobatic], Seeker), Armour Training
Lvl4: Barroom Brawler, Str +1
Lvl5: Cunning, Weapon Training: Axes
Lvl6: FAWT: Warrior Spirit
Lvl7: Dirty Fighting, AAT: Armoured Juggernaut
Lvl8: Improved Dirty Trick, Str +1
Lvl9: Steel soul, FAWT: Armed Bravery
Lvl10: Greater Weapon Focus (Dwarven Longaxe)
 
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Question: If you enchanted a weapon with Versatile Weapon in Pathfinder, so it could be activated at will and choose any one of the types to bypass, would it use one of the limited +# slots, or would it be like a fair amount of enchantments, and only cost money, time, and spell slots? If it uses a +#, how big of one? +1, +2, +3? I can't see it being any bigger than maybe a +3, and even then I'd be more prone to calling it a +2. Maybe even a +1, I just don't want to go up to my GM and be greedy, so that'll depend on what you guys say. What do you think?

Is there anything anywhere that lays out why some enchantments use those slots and others don't?
The closest thing to Versatile Weapon in 3.5/PF is the Metalline weapon property, which lets you actually change the material of the weapon to adamantine, cold iron or silver for a +2. Versatile Weapon is close enough to price it at +2 as well.
 
The closest thing to Versatile Weapon in 3.5/PF is the Metalline weapon property, which lets you actually change the material of the weapon to adamantine, cold iron or silver for a +2. Versatile Weapon is close enough to price it at +2 as well.
Cool, thanks. Have to balance that against other +# slots, then.
 
Oh, hey I was looking through the pfsrd, and found this line:

"All magic armors and shields are automatically considered to be of masterwork quality."

Does this mean that Magic gear in PF absorb the masterwork cost into the enchant cost?

In 3.5, a +1 Leather armor cost you 1160 gp, because you have the 150 gp masterwork cost and 1000 gp enchantment cost on top of the 10 gp base armor cost.

This line, however, implies that in pathfinder, the +1 Leather would be 1010 gp instead.

Anyone?
 
The line exists in 3.5 too, so it should be the same either way. I think it's just because you can only enchant an item that's already of masterwork quality.
 
It's also there so that, in the case you enter in an Antimagic Field/Dead Msgic Zone, you still get the masterwork bonuses.
 
So, level 9.

-At besieged Paladin hunting party (trying to fight white dragon but actually losing because they didn't git gud).
-Half the party wants to help them (a hundred or so Paladins left, 70 of which are somewhat in fighting condition).
-other half wants to ignore them.
-Ask the Gith we are taking along to scry the Dragon's location.
"About an hour's walk from here."
-Declare that I am taking a walkie.
-Walk to plain.
-Yell Dragon's name.
-Have a chat, she gives me her (entirely unreasonable) demands. Unreasonable under normal circumstances, entirely so because they're bone-headed dumbshits.
-Come back.
"YOU DID WAT."
Cleric: "Do you ever think about the consequences of your actions."
-When I go to sleep?
Cleric: "BEFORE."

Also remark off-handedly that she's only "this" big, not "that" big.
Party is at an impasse what to do, either help them or leave them and go (potentially) save the world.
Only two options really: Either we get them out and leave the Dragon or we fight the Dragon and win or lose.

And now I have the bestdumbstupid doubleplusgood idea.
See, her demands were that all the Paladins disarm and renounce Sarenrae.
I will use disguise self to be the commander, order them all to do so on my orders. It would be a damn shame if a group of adventurers snatched all that armor left around and donated it to a bunch of eary paladins someway away from here, at a certain rendezvous point with reinforcements. The other part is where the Commander, which would be me, would be going to her and offer himself up to her (nonexistant mercy).

I'll just wing the details, which is extra funny because the dragon's the one with wings.

Except instead of getting killed I will be shadowstepping to safety. Bonus points if its in her shadow. And I will most certainly be giving her the finger while I planeshift out.

I mean, what's a decent adventurer without the enmity of a powerful, evil beast.
 
New Race:
Artificial Human/Frankenstoid Race 5e
Racial Information
Stitched together from the remains of dead animals and humans, these artificial humans are often crafted by those who seek to resurrect without the use of the clergy, raised by lightning and thunder. They often have unusual, muted hues to their skin, such as green, blue, yellow, and purple. They are often abandoned by those who brought them to life, however, leaving them with vendettas. Their more general name, "Frankenstoid", comes from the infamous creator of one of these beings, who faced the consequences of abandonment to the point of death in the cold.


Despite their grotesque appearance, they typically are no less adapt or unintelligent than regular humans, and are often quite amiable. They can be seen as an evolution upon the more crass Flesh Golem, as while they may be initially weaker, they have access to a sentient mind.
Traits
+2 to Strength, +1 to Any, -2 Charisma

Age: Frankenstoids do not age.

Alignment: While generally Chaotic in nature due to their abandonment, Frankenstoids still often seek some sort of revenge upon their creator, leading some down the path of law.

Languages: Common, one other.

Size: Medium, generally around 7 feet tall, average 280 lb.

Speed: 40 ft.

Darkvision: Frankenstoids can see in dim light within 60 feet as if it were bright light, and in Darkness as if it were light. Frankenstoids cannot discern color in Darkness, only shades of gray.

Great Strength: Frankenstoids may push, carry, and lift as if a Large creature.

Lightning Absorption: If struck with lightning damage, Frankenstoids, instead of being hurt, gain a number of temporary hitpoints equal to the damage. These temporary hitpoints last for until the next short rest.

Fear of Flame: Frankenstoids are afraid of fire. If they within 10 feet of one or receive fire damage, they must make a Wisdom saving throw or be frightened until they either succeed on the next turn or the fire is moved away from them.

How workable is this for 5e?
 
New Race:
Artificial Human/Frankenstoid Race 5e
Racial Information
Stitched together from the remains of dead animals and humans, these artificial humans are often crafted by those who seek to resurrect without the use of the clergy, raised by lightning and thunder. They often have unusual, muted hues to their skin, such as green, blue, yellow, and purple. They are often abandoned by those who brought them to life, however, leaving them with vendettas. Their more general name, "Frankenstoid", comes from the infamous creator of one of these beings, who faced the consequences of abandonment to the point of death in the cold.


Despite their grotesque appearance, they typically are no less adapt or unintelligent than regular humans, and are often quite amiable. They can be seen as an evolution upon the more crass Flesh Golem, as while they may be initially weaker, they have access to a sentient mind.
Traits
+2 to Strength, +1 to Any, -2 Charisma

Age: Frankenstoids do not age.

Alignment: While generally Chaotic in nature due to their abandonment, Frankenstoids still often seek some sort of revenge upon their creator, leading some down the path of law.

Languages: Common, one other.

Size: Medium, generally around 7 feet tall, average 280 lb.

Speed: 40 ft.

Darkvision: Frankenstoids can see in dim light within 60 feet as if it were bright light, and in Darkness as if it were light. Frankenstoids cannot discern color in Darkness, only shades of gray.

Great Strength: Frankenstoids may push, carry, and lift as if a Large creature.

Lightning Absorption: If struck with lightning damage, Frankenstoids, instead of being hurt, gain a number of temporary hitpoints equal to the damage. These temporary hitpoints last for until the next short rest.

Fear of Flame: Frankenstoids are afraid of fire. If they within 10 feet of one or receive fire damage, they must make a Wisdom saving throw or be frightened until they either succeed on the next turn or the fire is moved away from them.

How workable is this for 5e?
This isn't fairly overpowered at the moment, and has some wording issues.

Personally, I hate stat drops in 5e, I think they do nothing for balancing a race (as people will just not use that race for anything that requires the stat) and limit the player pointlessly. I recommend dropping the -2 cha, and putting the floating +1 into Con.

Speed should definitely not be 40 ft, why is a dead person the fastest player race in the game bar tabaxi? Leave it at 30.

Great strength should just be Powerful Build.

Lightning Absorption should definitely be once per short rest at least, maybe even once per long rest. It's basically an immunity to a fairly common damage type but better in every way. I'd probably also drop it to half the damage in temp hp, like other creatures who have absorption.

Fear of flame is sorta flavorful, but it doesn't have a dc for the fear effect, and it's also another example of a pure penalty that justs kinda limits the player.

I like the idea of a Frankenstein/flesh golem race, but in practice this doesn't really feel like one at all. I recommend using something like the goliath or half orc as a start, and work in player balanced versions of the various flesh golem abilities. Something like berserk could make for an interesting limited player ability, and something like half orcs relentless endurance is suitable for an undead(ish) race.
 
This isn't fairly overpowered at the moment, and has some wording issues.

Personally, I hate stat drops in 5e, I think they do nothing for balancing a race (as people will just not use that race for anything that requires the stat) and limit the player pointlessly. I recommend dropping the -2 cha, and putting the floating +1 into Con.

Speed should definitely not be 40 ft, why is a dead person the fastest player race in the game bar tabaxi? Leave it at 30.

Great strength should just be Powerful Build.

Lightning Absorption should definitely be once per short rest at least, maybe even once per long rest. It's basically an immunity to a fairly common damage type but better in every way. I'd probably also drop it to half the damage in temp hp, like other creatures who have absorption.

Fear of flame is sorta flavorful, but it doesn't have a dc for the fear effect, and it's also another example of a pure penalty that justs kinda limits the player.

I like the idea of a Frankenstein/flesh golem race, but in practice this doesn't really feel like one at all. I recommend using something like the goliath or half orc as a start, and work in player balanced versions of the various flesh golem abilities. Something like berserk could make for an interesting limited player ability, and something like half orcs relentless endurance is suitable for an undead(ish) race.
Point, although the speed thing is actually from the original novel.

Still, I suppose I could lower it to 35 ft.
 
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