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Maxus
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Best of Dumpster Diving

Post by Maxus »

On my home computer, my favorites list takes more than ten seconds to scroll through by holding one of the arrow buttons.

An important fraction of that is DnD stuff I've found online through Google-fu. And if I find something that looks interesting, I'll save it because it might be useful later...

So in that vein, I'm sharing some of the highlights off my favorites list, just as a random resource.

I'm on a school computer at the moment, so I'll just post the website that's most easily remembered at the moment: Planewalker.com

This website idolizes the whole Planescape setting. That's not important, though. What's important is it has pages dedicated to spells, equipment, and all kinds of creatures. The only thing is that it's scattered, and you'll often sort through stuff you don't really care about before you find something that makes you start thinking.

First, the equipment page and a few of the interesting things...

http://www.planewalker.com/snail/equipm ... r][br]Cape of Chains

The cape of chains is a cape made literally out of chains.The chains are flat, finely constructed, bladed and up to 12 feet long, as the cloak resizes itself so that it never touches the ground.
The chains on the cape can be commanded to attack a target up to twice per round as a free action. The chains enjoy the wearer's BAB and number of attacks. They cause 2d4+4 damage on a successful hit. The chains can attack up to 25 times per refresh, and the cloak makes up to 4 attacks of opportunity per round at the wearer's will. The chains can perform civilian actions (such as wrapping around a bottle of wine and bringing it to the wielder) without spending themselves.
Also, once per day the cape can form into a pair of metal wings and allow the wearer to fly as the spell at a cost of 1 chain spent/minute. The chains cannot be used to attack while in "Flight" mode.
The cloak can form itself into a suit of mithril chainmail, but cannot be used to attack while in this form. The suit provides an +6 AC bonus while in this form, as well as a -4 Check penalty and 50% spell fail. The cloak consumes one chain for each ten minutes that it spends in armour form (rounding up).
Making the cloak assume either flight or armor mode is a standard action, and provokes an attack of opportunity. Switching from any mode to normal is a free action.
The cape itself is made of 25 chains made of Mithral, and each chain "spends" itself when used in combat, or as given above for flying or armour modes. When all the chains are "spent" the mantle from which the chains arehung begins to emit a small amount of discomforting heat. At this point the cloak must soak in moonlight for a peroid of 2 hours in order to refresh itself. If exposed for shorter periods, then one chain is recharged for each 15 minutes that the cloak is exposed to moonlight.

Constructing the chains requires a metalsmithing check (DC25) and 9000Gp worth of mithral. Each failed attempt ruins half the mithral and the lost amount must be replaced(4500Gp worth of mithral) in order to resume construction.
Constructing the mantle upon which the chains rest requires 1000gp worth of Darkwood and a sucessful woodworking check (DC15). Again, failure results in half the material being ruined.
Constucting the blades for the chains requires 5000gp worth of Adamantine and a successful weaponsmithing check (DC 20). Again, failure results in ruining half the material.the cape can them be assembled almost without effort. Market Price: 60000Gp, CasterLevel: 12 Prerequisites: Craft Wonderous Item,Telekeinesis, fly.

Type Wonderous Item, Magical
Market Value: 60,000 gold pieces
Craft Level: 12
Craft Prerequisites:
Creation Cost: 45,000gp
Weight :35lbs.


Knockpicks

This is a small set of ten lockpicks on a metal ring. Each pick is fashioned out of a strange, shifting metal, and their ends are constantly changing shape slightly. When placed in a lock and the command word spoken, the pick casts Knock on the lock, in most circumstances opening it. Note that this means knockpicks can only be used to open doors or containers with a lock on it. Once used, the pick disappears. Knockpicks are created with 10 picks on the ring.
Type Wonderous Item, Magical
Market Value: 900 gp's for a ring with 10 picks.
Craft Level: 3rd
Craft Prerequisites:
Creation Cost: 450 gp's, 36 XP
Weight .5 lb


Caster's Plate

This armor is a series of light plates connected by links. The arms are unprotected to enable easy casting. A cloak is worn under the armor as chainmail would be to restrictive. instead of plates on the legs the plates on the chest continue to the middle of the lower leg on the back and front of the aromer. It also includes greaves and a helmet. (optional)

it requires a dc 22 craft check to make normal armor and a dc 27 check to make masterwork armor

Type: Medium
Cost: 4000 gp (4500 mw)
AC Bonus: 5
Max Dex: -2
Armor Check: -5
Spell Failure: 0%
Speed 30: 20
Speed 20: 15
Weight: 25 lb
Craft Prerequisites:
Crafter Level:
Price Mod:

-----------------------------------------------------
Spells and suchs

Just as the title says.

http://www.planewalker.com/snail/travel ... taract.[br](aka "I hate my players")

Cataract Necromancy, N/A,
Level: Clr 7, Sor/Wiz 7
Components: V, S, M / DF
Time: 1 round
Target: One living creature
Range: Touch
Area: N/A
Effect: N/A
Duration: Permanent
Save: See Text
Spell Resistance: Yes
A particularly brutal spell, though one that isn't quite true to it's name, a Cataract spell is useful for teaching those who spy into your affairs to mind their own business...not that it would likely matter, as they're likely to be stuck with their own business for some time.

When a cataract spell is cast upon a target, there are no immediately noticeable effects. However, within fifteen minutes, their eyes will begin to itch, and their vision will blur slightly. As time passes, colours will begin to fade away, their vision will continue to drop in quality, and the itching will intensify to the point where it makes concentration on any complicated task impossible. These symptoms will only increase as time passes, and will soon make themselves apparent to any who view the victim's eyes, as their eyes are slowly being covered by a shiny, black membrane, which seems to squirm slightly if viewed in the right light.

About one hour after the spell is cast, the victim will be totally blind, and the itching will be almost unbearable. Remove Blindness/Deafness, healing spells, and Remove Curse will have no effect whatsoever on the membrane. The victim will feel fine, aside from being totally blind, and having a horrible itching in their eyes, which will not go away. Nothing short of a Greater Restoration spell, or a Wish, will remove the membrane.

After these effects are in place, nothing else will happen, for a time. However, after another four hours, the victim will become overwhelmed by horrible, burning pain, coming, surprise surprise, from their eyes. If examined (almost nobody could stay coherent with this level of pain), the membrane will appear to be shifting around, quite quickly, and slowing becoming more concave. This is due to the fact that the membrane has begun eating away at the victim's eyes.

This process takes three more hours, in which the victim will be in excruciating pain, so horrible that they must make a Fortitude save, or they will fall unconscious from the pain and remain so for the remaining duration of the spell. Even if the save is made, the victim still takes 3d8 points of damage. At the end of these three hours, the membrane vanishes totally, leaving the victim with bleeding, useless eye sockets. This, of course, makes the victim permanently blind, though the eyes could be replaced with extreme examples of healing magic, or a Wish spell.

Arcane Material Components: The material component of this rather horrific spell is a single, preserved eye, taken from a diseased humanoid, and is consumed with the casting.


Geyser

Geyser Evocation, ,
Level: Sor/Wiz 3, Ocean 3
Components: V, S
Time: 1 action
Target: N/A
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 feet (+10 feet /level) by 5 feet (+ 5 feet/level)
Effect: N/A
Duration: 1 round
Save: Fort partial
Spell Resistance: Yes
This spell spurts out an eruption of water.
Geyser causes a spout of water, 20 feet long (plus ten feet per four caster levels), and five feet wide (plus five feet per four caster levels) to erupt in a direction you chose, from a point you chose. The spell requires a Fort save to avoid being knocked about, but anything within the area of the spell is affected by the raging torrent's damage potential.The Geyser lasts only for a single round, and deals 1d6 damage per caster level to those caught within it's torrent. If the geyser is oriented to throw victims into the sky, they may be dealt additional damage upon falling back to the ground.



Lobotomy

Necromancy, none, none
Level: Wiz/Sor 5
Components: V,S
Time: 1 action
Target: One Creature
Range: Medium (100ft + 10ft/level)
Area: none
Effect: none
Duration: Instantaneous
Save: Fortitude negates
Spell Resistance: Yes
This spell erases a number of "Spells per day" equal to half of the total number of spells per day from the memory of the targeted Arcane & Divine spellcaster. These spells are removed from the top down, with the caster losing access to their highest level spells first. Any spell slots erased are not lost permanently. They are regained the next time the spellcaster rests for 8 hours.

This spell is an adaptation of the card "Lobotomy" from WotC's Magic: the Gathering CCG.



---------------------------------------------------
Creatures/templates/etc

http://www.planewalker.com/codex/monste ... ][br]Black Stag
Medium-Size Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50ft.
Armor Class: 18 (+3 Dex, +5 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Gore +10 melee
Space/Reach: 5ft. by 5ft./5ft.
Special Attacks: Dream curse, fear aura, summon black stags
Special Qualities: Scent, gaseous form, fear invulnerability, SR 14
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 20, Dex 16, Con 15, Int 13, Wis 13, Cha 15
Skills: Escape Artist +5, Hide +7, Intimidate +10, Intuit Direction +5, Listen +7, Move Silently +5, Spot +5
Feats: Power Attack, Improved Bull Rush, Improved Initiative

Environment: Any forest; Arawn's Realm, Gray Waste, Outlands
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Neutral Evil
Advancement: 6-7 HD (Medium-size); 8-15 HD (Large)
Level Adjustment: 0

Said to have originated in the realms of Arawn or even to be his servants, the black stags are a plane-wide portent of very ill omen. They are void-black stags enveloped in mists and distant lights in the background. A piercing, cruel requiem seems to be made from the creature's sounds.
Nothing is known about their physiology, they become mist upon defeat, making it hard to find out if they can really be killed.

Combat

A black stag will first approach a creature in a forest and use its fear aura against it. Afterwards it will use its dream curse to torment it until it is dead.

Dream Curse (Su): Once a black stag has seen its victim, it can terrorize it using nightmares each night, requiring a successful Will save (DC 16) to escape its influence. While the victim is dreaming, it suddenly all changes to a dark forest where a huge black stag hunts him down. The victim finds herself unarmed and unprepared, without spells or items, while the stag tries to reach them. Eventually it does and charges against the target, who wakes up in panic, only to find a severed head of a normal stag by the foot of her bed, a symbol that he is cursed. If the creature succeeds five consecutive times in its save, the stag gives up chase. Otherwise, the creature is affected by a curse of extremely bad luck that gives him a -4 luck penalty on attack rolls, saving throws, ability checks, and skill checks. The curse can only be dispelled through a wish or miracle, or by having the creature confront and kill the black stag.

Fear Aura (Su): As a free action, a black stag can create an aura of fear in a 30-foot radius. It is otherwise identical to fear cast by a 10th level sorcerer (save DC 16). If the save is successful, that creature cannot be affected again by that black stag's fear aura for one day. Other black stags are immune to the aura.

Summon Black Stags (Sp): Once per night, it can bellow horribly to summon 2-5 stags that arrive within 2d4 rounds, either to assist in combat or to hunt down the target.

Gaseous Form (Sp): A black stag can assume gaseous form at will, as cast by a 10th level sorcerer.

Fear Invulnerability (Su): A creature that was cursed by the stag and failed its save against its fear aura even once finds the creature to have damage reduction 10/+1 and unbeatable spell resistance. If the creature dares grapple barehanded with the black stag, the fear aura is negated and the creature deals damage normally against it.

Habitat/Society

It is said that when someone offends Arawn, he sends one of his stags to torture and kill the victim.
Even tanar'ri will turn down fellows cursed by the black stag, as such don't live long. A few brave souls have made it back from the dead, as it is said, by killing the stag. The fame of such may become widespread, but servants of Arawn may be tempted to try harder.

Ecology

These beings have no place in any of the planes they inhabit, but they exist still, eating the flesh of their prey. Outlands legends tell that they bellow horribly on the colder nights, stirring up the dead to walk again among the living and afterliving.


...And I'll turn up some more stuff when I get this geology paper done.

(Edit: I'd hoped the spoiler boxes would become drop-down stuff, this being my first experience with them. They don't, so might as well nix them...)
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
User avatar
Maxus
Overlord
Posts: 7645
Joined: Fri Mar 07, 2008 7:54 pm

Re: Best of Dumpster Diving

Post by Maxus »

Now that my grade is secured...

For a while I was working on a Soulknife character, and Google turned up a lot of homebrew stuff. I combined a couple of them, took a Kalashtar racial feat, and had a decently fun character while the adventure lasted (a few sessions playing a character who quickly evolved to CN. Fun!)

Anyway, this crap is still on my favorites list. (Edit: Not now! :thumb:)

If anyone wants to make some more scaling Mind Blade feats or anything, here's some ideas to kick over. Seriously, though, the second link came up with some crap feat chains...

http://forums.gleemax.com/wotc_archive/ ... p?t=340512

http://forums.gleemax.com/showthread.php?t=310984
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
User avatar
Maxus
Overlord
Posts: 7645
Joined: Fri Mar 07, 2008 7:54 pm

Re: Best of Dumpster Diving

Post by Maxus »

I have no idea in what area this is on Planewalker...

http://www.planewalker.com/entry.php?in ... br][br]But THIS is some good stuff...

http://direpress.bin.sh/tools/

Fractal
World Generator (Waste hours of time playing God with continental drift)

Power Attack Calculator!

Random Treasure Generator!

XP Calculator!

Random Dungeon generator!


Afterthought: here's the Psionic Rogue.

http://www.wizards.com/default.asp?x=dnd/psm/20040723b
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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JonSetanta
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Posts: 5512
Joined: Fri Mar 07, 2008 7:54 pm
Location: interbutts

Re: Best of Dumpster Diving

Post by JonSetanta »

I'm reading it but don't have much to comment on it, other than thanks for the links Maxus
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
Nobody gives a flying fuck about Tordek and Regdar.
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