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Homebrew and House Rules (D&D) / Oneiromancer (3.5) - a dream mage
« on: October 29, 2017, 01:24:16 PM »
Note: this class was made based on the cosmology I'm using for my campaign. One of the planes is the plane of dreams, which is known for having both time and space being very fluid. Because of this, the plane is especially suited for divination and teleportation magic. The plane also has a bunch of aberrations living on it. Teleporting more than a few hundred feet risks a chance of encountering one on the way to the destination, and any divination spell with a range greater than long needs to be cast from this plane to work.

That being said, I created this class to be a sort of dream/divination/teleportation/time mage. It will fulfill a role of a rogue/specialist caster.


Oneiromancer

“I told you that would happen.”

(click to show/hide)

An oneiromancer is an arcane caster who focuses on magic from the dream plain; mainly divination, teleportation, and dream magic. He is gifted at seeing a moment into the future and stepping briefly back in time to avoid calamity. His foresight makes him capable of dealing well-placed strikes and generally being in the right place at the right time.

The Oneiromancer   Hit Die: d8
Level  BAB  Fort  Ref  Will  Special
            Save  Save Save

________________________________________________________________________________
1      +0   +0    +2   +2    Focus, anticipation
2      +1   +0    +3   +3    Sneak attack +1d6, focused precision
3      +2   +1    +3   +3    Evasion, perform under pressure
4      +3   +1    +4   +4    Hop back
5      +3   +1    +4   +4    Improved meditation, uncanny dodge
6      +4   +2    +5   +5    Sneak attack +2d6, short hop
7      +5   +2    +5   +5    Glimpse of madness, penetrating perception
8      +6   +2    +6   +6    Improved focused precision, distant divinations
9      +6   +3    +6   +6    Improved uncanny dodge, improved short hop
10     +7   +3    +7   +7    Sneak attack +3d6, improved perform under pressure
11     +8   +3    +7   +7    Improved evasion
12     +9   +4    +8   +8    Improved teleportation
13     +9   +4    +8   +8    Improved hop back
14     +10  +4    +9   +9    Sneak attack +4d6
15     +11  +5    +9   +9    Improved distant divinations
16     +12  +5    +10  +10   Hijack teleportation
17     +12  +5    +10  +10   Supreme evasion
18     +13  +6    +11  +11   Sneak attack +5d6
19     +14  +6    +11  +11   Supreme short hop
20     +15  +6    +12  +12   Glimpse of the future
________________________________________________________________________________

Skill Points: 4 + Int modifier per level, x4 at 1st level.
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Any)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Class Features
Your class features focus on dreams, meditation, and the manipulation of space and time.

Weapon and Armor Proficiency: Oneiromancers are proficient with simple weapons, but not with armor or shields.

Spells: The oneiromancer is able to cast magical spells. At 1st level, he learns all 0-level spells on his spell list, and learns new spells of other levels based on the table below. Upon reaching 2nd level, and every level after that, the oneiromancer can choose to learn a new spell in place of one he already knows. In effect, he "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. He may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. To cast a spell, the oneiromancer needs to have a Wisdom score of 10 + the spell's level. The Difficulty Class of any spell cast by his is 10 + the spell's level + his Wisdom modifier.
   The oneiromancer does not prepare spells from slots like many other casters. Instead, he uses his internal focus (see below) to harness his magical abilities. This means that he cannot prepare or spontaneously cast spells with metamagic feats by using a higher spell slot.
   So long as he has at least one point of focus, he can cast a 0-level spell for free. he may cast his highest two levels  of spells known for two points of focus, and all other spells for one point. For example: a 7th level oneiromancer would cast his 3rd and 4th level spells for two points of focus, his 1st and 2nd spells for one point, and his 0-level spells for free.

Spells known:
Level  1   2   3   4   5   6   7   8   9
_________________________________________
1      6   -   -   -   -   -   -   -   -
2      7   -   -   -   -   -   -   -   -
3      7   5   -   -   -   -   -   -   -
4      8   6   -   -   -   -   -   -   -
5      8   6   5   -   -   -   -   -   -
6      8   7   6   -   -   -   -   -   -
7      9   7   6   5   -   -   -   -   -
8      9   8   7   6   -   -   -   -   -
9      9   8   7   6   5   -   -   -   -
10     10  8   8   7   6   -   -   -   -
11     10  9   8   7   6   4   -   -   -
12     10  9   8   8   7   5   -   -   -
13     10  9   9   8   7   5   4   -   -
14     10  10  9   8   8   5   5   -   -
15     10  10  9   9   8   6   5   4   -
16     10  10  10  9   8   6   5   5   -
17     10  10  10  9   9   6   6   5   4
18     10  10  10  10  9   7   6   5   5
19     10  10  10  10  9   7   6   6   5
20     10  10  10  10  10  7   7   6   6
_________________________________________


Focus (Ex): An oneiromancer gains a number of points of focus equal to one third his level, plus his Wisdom bonus (minimum 1), plus two. He may attempt to regain a point of focus by making a DC 15 Concentration check as a full-round action. He gains one extra point of focus for each 5 points he exceeds the DC. He may alternately attempt a DC 20 Concentration check as a move action.
   Note that he may not regain focus when stopping time, such as with Temporal Acceleration or Time Stop.

Anticipation (Ex): So long as the oneiromancer has at least one point of focus, he can see a fraction of a second into the future. Because of this, he adds his Wisdom bonus (if any) as an insight bonus to his Armor Class. Every three levels, his insight bonus to AC increases by +1.
   He does not add this bonus any time he is immobilized or helpless. he loses this benefit any time he is wearing armor, using a shield, or carrying more than a light load.

Sneak Attack (Ex): At 2nd level, the oneiromancer's ability to see slightly into the future improves, allowing his to exploit openings in combat. He gains the ability to use sneak attack as a rogue (PHB 50), albeit at a slower progression.

Focused Precision (Ex): At 2nd level, the oneiromancer may spend a point of focus as a swift action. If so, the next opponent he strikes this round is denied their Dexterity bonus to Armor Class against his first attack.

Evasion (Ex): At 3rd level, so long as the oneiromancer has at least one point of focus, he gains the benefits of Evasion (PHB 50).

Perform Under Pressure (Ex): At 3rd level, the oneiromancer may spend a point of focus as an immediate action to take 10 on a skill check, even when he would not normally be able to. In addition, he gains a +2 competence bonus to the check.

Hop Back (Su): At 4th level the oneiromancer may spend a point of focus as a swift action to teleport to any square he was in this round or the last. He may not teleport to a square further away than Close range (25' + 5'/2 levels). This is a [teleportation] effect and does not require line of effect to his new location.

Improved Meditation (Ex): At 5th level,  the oneiromancer becomes better at traveling to Oneirus through meditation. He does not need to make a Wisdom check each hour to be able to wake up; he is always aware his mind is in Oneirus. Anyone meditating with the oneiromancer may also wake up at will, so long as they are within 30 feet of him in Oneirus and can communicate with him.
   If his mind is killed in Oneirus while meditating, he may immediately attempt a DC 20 Will save to wake up, avoiding having his body die and his mind become trapped.

Uncanny Dodge (Ex): At 5th level, so long as the oneiromancer has at least one point of focus, he gains the benefits of Uncanny Dodge (PHB 50).

Short Hop (Su): At 6th level, the oneiromancer may spend a point of focus to teleport to any location within Close range, as a standard action. This is a [teleportation] effect and does not require line of effect to his new location.

Glimpse of Madness (Ex): At 7th level, the oneiromancer no longer gains madness for spending time on Oneirus. In addition, any time he makes a Will save to avoid gaining madness, he gains a +4 bonus to the saving throw.

Penetrating Perception (Su): At 7th level, for a point of focus, the oneiromancer may make a Perception check as a full-round action to observe things past solid barriers. It costs one point of focus per round. This ability is blocked by any material and thickness that would block Detect Evil (PHB 218).

Improved Focused Precision (Ex): At 8th level, the oneiromancer's Focused Precision ability applied to all attacks he makes this round.

Distant Divinations (Ex): At 8th level, the range of the oneiromancer's Divination spells increase. Any spell with a range category (Close, Medium, or Long) increases up to the next category. A range that was originally Long increases to one mile per level. All other numeric ranges double. In addition, any Divination with a cone-shaped area becomes an emanation centered on the caster.

Improved Uncanny Dodge (Ex): At 9th level, so long as the oneiromancer has at least one point of focus, he gains the benefits of Improved Uncanny Dodge (PHB 50).

Improved Short Hop (Su): At 9th level, the oneiromancer may use his Short Hop ability as a move action. Alternately, he may teleport to any location up to Medium range (100' + 10'/level) as a standard action.

Improved Perform Under Pressure (Ex): At 10th level, the oneiromancer may use his Perform Under Pressure ability for saving throws as well as skill checks.

Improved Evasion (Ex): At 11th level, so long as the oneiromancer has at least one point of focus, he gains the benefits of Improved Evasion (PHB 51).

Improved Teleportation (Ex): At 12th level, the oneiromancer becomes more skilled at teleporting. Any time he rolls a percentage chance to see if he is on target or if he encounters an aberration, he may roll twice and take either result.

Improved Hop Back (Su): At 13th level, when the oneiromancer uses his Hop Back ability, he may teleport to a square up Medium range away.

Improved Distant Divinations (Ex): At 15th level, the range of the oneiromancer's Divination spells increase even further. Each spell with a range category increases to the next category a second time, as described in Distant Divinations. A spell that's range was already increased to one mile per level is increased to one hundred miles per level. All other numeric ranges are multiplied by five, on top of the previous doubling (to ten times their original range).

Hijack Teleportation (Su): At 16th level, so long as the oneiromancer has at least one point of focus, he may affect the teleportation of others. He may direct any [teleportation] effect that starts or ends within Long range (400' + 40'/level) of himself to instead arrive at any location he chooses within Long range. Each affected creature may attempt a Will save (DC 10 + ½ the oneiromancer's level + his Wisdom modifier) to negate this effect. He must be aware of the teleportation to use this ability. This is a [teleportation] effect and does not require line of effect to the new location.

Supreme Evasion (Ex): At 17th level, whenever the oneiromancer makes a Reflex save to take half damage, he takes half damage on a natural 1 and no damage otherwise.

Supreme Short Hop (Su): At 19th level, when the oneiromancer uses his Short Hop ability, he may teleport to any location in Close range as a swift action, to Medium range as a move action, and to Long range as a standard action.

Glimpse of the Future (Ex): At 20th level, the oneiromancer and any allies within 30 feet gain an insight bonus to Initiative checks equal to his Wisdom bonus (if any).


Oneiromancer Spell List

(click to show/hide)

2
Homebrew and House Rules (D&D) / Berserker (3.5)
« on: August 24, 2017, 11:27:17 PM »
Berserker

"Honestly, I don't know how much of the blood is mine and how much is his."

(click to show/hide)

Berserkers are exceptionally tough combatants. They have mastered a fighting style that channels their fury and rage into well-directed attacks. Their inner strength allows them to stay standing while injured in ways that defy logic, and makes them capable of inhuman feats of strength. While many associated this style of fighting with primitive races and cultures, a good number of berserkers are trained in more advanced societies. Several armies are known for training berserkers specifically to be used as shock troopers.

The Berserker  Hit Die: d12
Level BAB             Fort Ref  Will  Special
                      Save Save Save

______________________________________________________________________
1     +1              +2   +0   +0    Fury, adrenaline surge, iron skin
2     +2              +3   +0   +0    Uncanny dodge, sprint, bombard
3     +3              +3   +1   +1    Demolish, vigor
4     +4              +4   +1   +1    Resilience, leap
5     +5              +4   +1   +1    Clout (15')
6     +6/+1           +5   +2   +2    Improved uncanny dodge, haste
7     +7/+2           +5   +2   +2    Break magic, burst
8     +8/+3           +6   +2   +2    Shout, my love for you is like a truck berserker!
9     +9/+4           +6   +3   +3    Never stop, second chance
10    +10/+5          +7   +3   +3    Clout (30'), haste (continued)
11    +11/+6/+1       +7   +3   +3    Bone breaker
12    +12/+7/+2       +8   +4   +4    Shake it off
13    +13/+8/+3       +8   +4   +4    Just a flesh wound
14    +14/+9/+4       +9   +4   +4    Foresight
15    +15/+10/+5      +9   +5   +5    Clout (45')
16    +16/+11/+6/+1   +10  +5   +5    Focused rage
17    +17/+12/+7/+2   +10  +5   +5    Back on your feet
18    +18/+13/+8/+3   +11  +6   +6    Tireless rage
19    +19/+14/+9/+4   +11  +6   +6    Vorpal strike
20    +20/+15/+10/+5  +12  +6   +6    Tenacity, clout (60')
______________________________________________________________________


Skill Points: 4 + Int modifier per level, x4 at 1st level.
Class Skills: As Barbarian.

Class Features
Your class features focus on combat and channeling your fury.

Weapon and Armor Proficiency: Berserkers are proficient with simple and martial weapons, as well as light armor, medium armor, and shields (but not tower shields).

Fury (Ex): A berserker is able to fly into a rage, channeling his fury into raw power. Any time the berserker deals damage (to a creature or an object), he may gain a point of fury. He may only gain one point per attack. If he takes damage (lethal or nonlethal, but excluding damage from thirst, starvation, suffocation, or similar threats), he must succeed at a Will save (DC 15) or gain a point of fury. He may voluntarily fail this saving throw if he wants to gain fury. The first time the berserker gains fury (starting from zero points), he gains three points. Each gain thereafter is only one point.
   Once the berserker has at least one point of fury, he enters a state of rage. Upon entering the rage, he gains a number of temporary Hit Points equal to double his level. These temporary Hit Points are lost when his rage ends. During this time, he gains a +4 rage bonus to Strength, a +2 rage bonus to Fortitude and Will saves, but suffers a -2 penalty to Armor Class. Each round, at the beginning of his turn, he loses one point of fury. If he is fatigued, he loses two points at the beginning of his turn, and three points if he is exhausted. If at any point he has zero points of fury, his rage ends, and he becomes fatigued for five minutes. He may not gain fury during this time. Even if he keeps his fury total above zero, his rage cannot last longer than one minute per point of his Constitution bonus (minimum one). At this time, he loses all fury and becomes fatigued as normal.
   A berserker may have a maximum number of fury points at any time equal to his Constitution bonus (minimum one) plus one quarter his level (round down), to a total minimum of three points. In addition, when the berserker gains levels, he gains new abilities to use during his rage. Some of these are passive, working so long as he has fury. Some are activated by spending points of fury.
   Note that a berserker does not gain fury by making an attack that uses fury, such as Demolish. He may gain fury from attacks made while under the effects of abilities powered by fury, such as Haste.

Adrenaline surge (Ex): At 1st level, the berserker may spend a point of fury as a swift action to heal an amount of damage equal to double his level. In addition, he gains a +4 enhancement bonus to Strength until the beginning of his next turn. This bonus increases to +6 at 6th level, +8 at 12th, and +10 at 18th.
   For two points of fury, the berserker may use this ability as an immediate action.

Iron Skin (Ex):  At 1st level, if the berserker has at least one point of fury, he gains a +4 Armor bonus to his Armor Class. This bonus increases by 1 point every even level.
   Regardless of if he has any fury, he may get tattoos of magical ink to enchant his skin as though he were enchanting magic armor. The costs and abilities are identical to the costs of enchanting armor normally. The bonuses function with or without fury, but do not function if he is wearing any armor.

Uncanny Dodge (Ex):  At 2nd level, the berserker gains Uncanny Dodge as a Barbarian (PHB 26).

Sprint (Ex):  At 2nd level, the berserker may spend a point of fury as a full-round action to run at incredible speeds. He may move up to five times his base land speed, but he is not limited to running only in a straight line. He may change direction by up to 90 degrees every 20 feet. This movement does not provoke attacks of opportunity nor cause him to lose his Dexterity bonus to Armor Class. He also gains a +4 bonus to Reflex saves and a +10 bonus to Jump checks until the beginning of his next turn.

Bombard(Ex):  At 2nd level, the berserker may spend a point of fury as a standard action to throw a creature or object that weighs less than or equal to his light load. The thrown object or creature is treated as a thrown ranged weapon with a range increment of 30 feet, and deals 1d6 points of damage per 25 pounds (maximum 1d6 per level), plus his Strength modifier. Both the target and the creature or object thrown take this damage. Soft objects (such as a bag of flour) deal nonlethal damage.
   To throw a creature, the berserker must already be successfully grappling it.

Demolish (Ex):  At 3rd level, the berserker may spend a point of fury as a standard action to make a single powerful melee attack. The attack deals an extra 1d6 points of damage per level and ignores damage reduction and hardness.

Vigor (Ex):  At 3rd level, the so long as the berserker has at least one point of fury, he heals one Hit Point per two levels per round. He also heals one point of ability damage to each ability score per round.

Resilience (Ex):  At 4th level, if the berserker has at least one point of fury, he gains damage reduction X/-, where X is 1/3 his level.

Leap (Ex):  At 4th level, the berserker lessens any falling damage he takes by an amount equal to his damage reduction per damage die. He may also spend a point of fury as a move-action to jump a distance of up to his base land speed. He may instead use a full-round action to jump up to double his land speed. If he does, he may make a charge attack at the end of his movement. 
   At 6th level, this ability no longer costs fury, but he must have at least one point to use it. The berserker may also use this ability to jump off of walls or other surfaces that could support his weight. He may end his turn on such a surface. On his next turn, he must jump again to continue his movement, or he falls.
   At 9th level, the berserker may make leaps that last longer than one round. Each round, he travels at four times his base land speed in a straight line or downward arc. He may jump for a number of consecutive rounds equal to one third his level. He may make a single charge attack each round at any point along the movement.

Clout (Ex): At 5th level, the berserker may spend a point of fury as a standard action to make a single, powerful melee attack. If the attack hits the target, all creatures in a 15-foot cone directly behind the target take damage equal to half the amount the primary target took.
   All affected creatures must make a Reflex save (DC 10 + ½ the berserker's level + his Strength modifier) or fall prone. Any of the secondary creatures affected in the cone take half damage if their save is successful. Creatures with the stability trait may apply its bonus to this save.
   The cone extends to 30 feet at 10th level, 45 feet at 15th level, and 60 feet at 20th.

Improved Uncanny Dodge (Ex): At 6th level, the berserker gains Improved Uncanny Dodge as a Barbarian (PHB 26).

Haste (Ex):  At 6th level, the berserker may spend a point of fury to gain the effects of Haste (PHB 239) for one round.
   At 10th level, the berserker may choose to extend the duration to one round per level, or until his rage end, whichever comes first.

Break Magic (Su): At 7th level, the berserker may spend a point of fury as a standard action to make a single attack. If the attack strikes the target, it is affected by a targeted version of Greater Dispel Magic (PHB 223). The attack does not need to deal damage for this ability to work. The berserker uses his class level for the caster level check.

Burst (Ex):  At 7th level, the berserker may spend a point of fury as a swift action to gain a +10 rage bonus on checks and saving throws to escape a grapple, being entangled, or similar effects. This ability lasts until the start of his next turn.

Shout (Ex): At 8th level, the berserker may spend a point of fury as a standard action to let out a terrifying shout. All opponents within 30 feet must make a Will save (DC 10 + ½ the berserker's level + his Charisma modifier) or be shaken for one round per level. All opponents with 4 or fewer Hit Dice than the berserker are frightened for the first round. This is a [fear] effect.

My Love for You is Like a Truck, Berserker! (Ex): At 8th level, if an ally is the target of an attack, spell, or ability, the berserker may place himself in harm's way, making himself the target. As an immediate action, he may move up to his base land speed, so long as he would end adjacent to the ally, in a square that is a valid target for the effect he is intercepting. For example: if he is attempting to take a melee attack for his ally, he must end within one of the attacking creature's threatening squares. If he is already in a valid square when he uses this ability, he does not need to move for it to work.
   Using this ability uses the berserker's move-action for the next round, instead of his swift action. This ability may only be used once per round, even if the berserker has an extra immediate action.
   If the ability affects an area rather than individual targets, the original target gains a +4 cover bonus to its Armor Class, saving throws, and other d20 rolls against the effect.
   Note that the berserker may choose whom he considers an ally when using this effect, such as innocent bystanders, or even an object he is guarding.

Never Stop (Ex):  At 9th level, the berserker may spend a point of fury as a free action to gain another swift or immediate action for their turn. This new action must be spent on an ability that costs rage to use.
   The berserker may use this ability when it is not his turn when gaining an immediate action.

Second Chance (Ex):  At 9th level, the berserker may spend a point of fury to reroll a save as an immediate action. He may decide to use this ability after he finds out if his initial save succeed or not, but if used, he must accept the result of the second roll. This ability can only be used once per saving throw made, although it can be used more than once per round on different saves if the berserker has sufficient immediate actions to spend.

Bone Breaker (Ex):  At 11th level, the berserker may spend a point of fury to make a bone-breaking attack as a standard action. The target must succeed at a Fortitude save (DC 10 + ½ the berserker's level + his Strength modifier) or take 2d6 points of Constitution damage in addition to the normal damage. If the target takes Constitution damage, a bone is broken. The effects last until the Constitution damage is fully healed. Pick the type of injury at the time of making the attack:
  • Head – Target has a -4 penalty to Will saves and Perception checks.
  • Ribs  – Target has a -4 penalty to Fortitude saves and any skill check that is affected by Armor Check Penalty.
  • Arm  – Target cannot use the arm to attack, perform skills, or other actions. If all arms are broken, it cannot perform somatic gestures.
  • Leg  – Reduce target's land speed:
    • to ½ speed if fewer than half its legs are broken.
    • to 5' if at least half its legs (but not all legs) are broken.
    • to crawling only, if all of its legs are broken.
  • Wing  – Target cannot use its wings to fly.
If the target succeeds at their Fortitude save, the Constitution damage is halved, and they do not suffer any of the above-listed effects.
   Note that a creature must have bones for this ability to work on them. At the DM's discretion, creatures with bones that would normally be immune to ability damage may be affected by this ability.

Shake it Off (Ex): At 12th level, the berserker may spend a point of fury as a swift action to remove any one status condition from himself, so long as he is capable of acting. If he is nauseated, he may use this ability as a move-action.
   Conditions such as ability damaged, ability drained, and energy drained cannot be removed directly, but one individual negative level, or an amount of ability damage or drain to one ability equal to his class level can be removed. He may not use this ability to remove fatigue or exhaustion.
 
Just a Flesh Wound (Ex):  At 13th level, if the berserker has at least one point of fury, he converts one half  of the damage he takes (round down) to nonlethal damage. This ability does not work if he is immune to nonlethal damage.

Foresight (Ex):  At 14th level, the berserker adds his Wisdom bonus (minimum of 1) to Initiative rolls and Reflex saves.

Focused Rage (Ex):  At 16th level, if the berserker has at least one point of fury, he is immune to charms, compulsions, and fear.

Back on Your Feet (Ex):  At 17th level, if the berserker has at least one point of fury, if he becomes dead, unconscious, paralyzed, or petrified, he automatically recovers at the beginning of his next turn. He loses any and all of the above-listed conditions, and if he is below half his maximum Hit Points, he is healed to that amount.   He then immediately loses all of his fury and cannot regain fury this round. At the end of that turn, he is exhausted.
   This ability does not work if his body is wholly destroyed.

Tireless Rage (Ex):  At 18th level, the berserker may spend two points of fury a as a swift action to remove the fatigued condition from himself, or to lessen exhaustion to fatigue.

Vorpal Strike (Ex):  At 19th level, the berserker may spend three points of fury as a standard action to cut off his opponent's head. If the target fails a Fortitude save (DC 10 + ½ the berserker's level + his Strength modifier), it dies. Targets without heads cannot be targeted by this ability, and targets that do not need their head to survive (such as trolls) are decapitated, but not killed.

Tenacity (Ex): This ability functions as Back on Your Feet, except instead of losing all fury, the berserker instead loses three points of fury. Tenacity may only be used once per round, even if the berserker has extra immediate actions.

3
Off Topic Fun / Letter swap game v8
« on: March 31, 2017, 08:34:35 AM »

4
Other Games / Paperback
« on: February 15, 2017, 08:48:00 AM »
I got my wife Paperback for her birthday. It's a combination of Dominion (the deck builder) and Scrabble. You basically spell bigger words to earn more for more letters (some with abilities) and victory cards (which are playable as wilds). For anyone who has played Dominion, it's quick to pick up.

Has anyone else tried it?

5
Homebrew and House Rules (D&D) / Tome of Battle rework
« on: November 29, 2016, 10:22:56 PM »
This is part of another project I've started that was born out of wanting to make some house rules that didn't obviate the majority of my books. The idea was to try and use as much of the published material as possible rather than rewriting it. This is largely done by making things come online earlier than normal.

The two probably biggest changes outside of this thread is that I plan on granting a feat every level, and I plan to largely do away with the prerequisites on feats. This thread is concerned with beefing up the Tome of Battle in a way that will hopefully let them operate side-by-side with casters. I think with something like two exceptions, I left the maneuvers as-is, but bumped many of them up one or more levels. Then, I added a bunch of new maneuvers to fill the gaps and grant some other abilities that I've found lacking in the ToB.

Also, to note: I've done away the notions of class skills. If you're worried about that, just use the ones printed in the books. I did make a mention of class skills in one of the Swordsage ACFs.

6
Off Topic Fun / Letter swap game v7
« on: July 15, 2016, 03:27:41 PM »
stoners

+s

Since we're keeping this going.

nesters

o -> e

7
Other Games / Splendor
« on: January 08, 2016, 07:18:14 AM »
Has anyone played Splendor? It's been out a while now, and I just played it over the holidays. I liked it enough to buy it.

What I really like about it is how simple it is to play and explain. There's not a lot of complexity to the game, but each turn, you still have meaningful choices to make. Another interesting thing is, with the exception of the "reserve off the top" mechanic (which seems to be rarely used), there's no real hidden information (apart from cards still in the deck). All of the cards available are visible for all to see. While a card reserved from the center will be placed face-down, you still get to see the card before they reserve it. With all of that open information, a lot of the game involves around trying to see if someone else is trying to get a key card before you are.

On a side note, I like the art on the cards and the heft of the chips. It's a really nice quality game on top of being fun to play.

I've noticed that I haven't really been able to figure out what makes an effective strategy vs an ineffective one. I mean, I can identify obviously bad moves, but I have a hard time telling good moves apart from optimal moves. For example: it would seem wise at the beginning to look at the colors of the gems in the nobles in play. Colors that appear in more of them are going to be more valuable than ones that don't. Of course, if everyone else notices the same thing, it can make those gems more scarce. That being said, I'd say half of the games I've played resulted in the person winning not having a single noble. So, that doesn't seem to be nearly as important as I think it is.

If you've played it, what are your thoughts?

9
The only time I see this feat mentioned is when someone is building a Factotum and trying to give it as large of a pool of Inspiration Points as possible. Looking at the text, the thought is the first time you take it, you get one point, then the second time, you get two more points (for a total of three), and three more the next, etc.

Quote
Benefits: When you take this feat for the first time, you gain 1 inspiration point.

Special: You can take this multiple times. Each time you take this feat after the first time, the number of inspiration points you gain increases by 1 (for example, you gain 2 inspiration points if you take the feat a second time). The maximum number of times you can take this feat is equal to your Intelligence modifier.

However, those points don't actually stack; the benefits of the feat overlap. So, the first time you take it, you gain 1 IP. The second time, you instead, gain 2 IP (not for a total of 3). This is explained in the "benefit" section where feats are explained (emphasis mine):

Quote
What the feat enables the character ("you" in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

 In general, having a feat twice is the same as having it once.

Font of Inspiration does not explicitly say that it stacks, ergo, its effects overlap. Compare and contrast to Toughness:

Quote
A character may gain this feat multiple times. Its effects stack.

The stacking is explicit, so it works.


So, basically, the author chose a particularly odd way to simply say "Special: You may take this feat multiple times, and its effects stack. Each additional time you take it grants you an additional Inspiration Point."

10
Homebrew and House Rules (D&D) / New take on Reserve Feats
« on: November 30, 2015, 09:54:56 AM »
I was thinking about a different take on Reserve Feats. This idea would only work if we assumed 0-level spells could be used at-will (house rules I use). The idea would be to take a feat to beef up one of these spells. It would be less powerful than what you could typically cast at any given level, but it wouldn't use up any of your spells per day.

A second note: I've changed the damage-dealing cantrips to be slightly more powerful. The feats will be based on these versions of the spells:
(click to show/hide)

In addition, Cure/Inflict Minor Wounds only heal targets below half their maximum HP.

So, with that in mind:



Burst of Flame [General]
Prerequisite: Able to cast Finger of Fire. Caster level 3+.
Benefit: When casting Finger of Fire, instead of making a ranged touch attack, you affect all targets in a five-foot radius. A successful Reflex save halves the damage. In addition, the damage cap for Finger of Fire is increased to 10d6 at 19th level. Any target that fails its Reflex save and takes damage starts on fire, taking 1d6 fire damage for every 2d6 damage the spell deals (round down). This lasts one round for every 2d6 damage the spell deals (round down), or until the flames are extinguished.


Cone of Frost [General]
Prerequisite: Able to cast Ray of Frost. Caster level 3+.
Benefit: When casting Ray of Frost change the range to 15 feet plus five feet per three caster levels and the range to a cone of equal size. Instead of making a ranged touch attack, all targets in the area take cold damage, with a Fortitude save halving the damage. In addition, the damage cap for Ray of Frost is increased to 10d6 at 19th level. Any creature who fails their Fortitude save and takes damage has their speed (all movement modes) halved for one round per caster level. Each creature can only have their speed halved by this effect once at a time, although future uses can extend the duration.


Corrosive Spray [General]
Prerequisite: Able to cast Acid Splash. Caster level 3+.
Benefit: When casting Acid Splash, if the attack roll succeeds, each creature adjacent to the target suffers one point of acid damage per die of damage dealt to the target. In addition, the damage cap for Acid Splash is increased to 10d4 at 19th level. If the target takes damage from this spell, any damage reduction it has is reduced by one point per two caster levels (to a minimum of zero) for one round per caster level. Each creature can only have their damage reduction reduced this way once at a time, but additional uses can extend the duration.


Curing Touch [General]
Prerequisite: Able to cast Cure Minor Wounds. Caster level 3+.
Benefit: When casting Cure Minor Wounds, you heal 1d6 hit points of damage per every odd caster level (2d6 at 3rd level, 3d6 at 5th, etc). You are able to heal targets above half their hit points, but they are only healed one point per every odd level once they are above half. Cure Minor Wounds always does full damage against creatures damaged by positive energy.


Electric Bolt [General]
Prerequisite: Able to cast Electric Jolt. Caster level 3+.
Benefit: When casting Electric Jolt, change the area to a line extending out to close range. Instead of making a ranged touch attack, all targets in the area take electricity damage, with a Refelx save halving the damage. In addition, the damage cap for Electric Jolt is increased to 10d6 at 19th level. Any creature who fails their Reflex save and takes damage is entangled for one round per caster level.


Force Dart [General]
Prerequisite: Able to cast Force Bolt. Caster level 3+.
Benefit: When casting Force Bolt, you may opt to cast it as a full-round action. When doing so, you may shoot a number of bolts equal to the number of attacks you'd be able to make from your Base Attack Bonus. Each attack requires a separate attack roll, and may affect a different target than previous attacks. You do not get extra attacks from Two Weapon Fighting or Rapid Shot, but you do get an extra attack if affected by Haste. In addition, the damage cap for Force Bolt is increased to 10d3 at 19th level.


[General]Thunderclap
Prerequisite: Able to cast Sonic Snap. Caster level 3+.
Benefit: When casting Sonic Snap, change the area of effect to a five-foot radius. In addition, the damage cap for Sonic Snap is increased to 10d3 at 19th level. Any creature that fails it's Fortitude save and takes damage is knocked prone (in addition to the normal effect of being deafened).


Touch of Pain [General]
Prerequisite: Able to cast Inflict Minor Wounds. Caster level 3+.
Benefit: When casting Inflict Minor Wounds, you deal 1d6 hit points of damage per every odd caster level (2d6 at 3rd level, 3d6 at 5th, etc). You are able to heal targets above half their hit points, but they are only healed one point per every odd level once they are above half. Inflict Minor Wounds always does full damage against creatures damaged by negative energy.


Zone of Disruption [General]
Prerequisite: Able to cast Able to cast Disrupt Undead. Caster level 3+.
Benefit: When casting Disrupt Undead, instead of making a ranged touch attack, you affect all targets in a five-foot radius. A successful Will save halves the damage. In addition, the damage cap for Disrupt Undead is increased to 10d10 at 19th level. Any undead creatures damaged by the spell who fail their Will save must flee from the caster for 1d4 rounds in the using the fastest means available. If they cannot flee, they cower for the duration, unless they are approached within 10 feet.

11
Off Topic Fun / Awesome stuff you have to share, V4
« on: November 20, 2015, 03:32:48 PM »
So, apparently my fortune cookie at lunch had a good idea of what my plans are for this weekend:


12
Homebrew and House Rules (D&D) / Favored Soul
« on: October 30, 2015, 09:29:21 AM »
Recently, the favored soul (Complete Divine) came back on my radar. The concept of the class was simple (divine sorcerer), but it wasn't a very solid class. Still, it seemed so easy to improve.


(11/6/2015 - updated to version Stratovarius suggested.)


Favored Soul



Favored souls are people who have found favor from their deity. They are passionate people who are exemplars of their faith. They channel their deity's power innately, often leading the charge. They have strong personalities and are often natural leaders.

Favored Sould    HD: d8
Level BAB        Fort Ref  Will  Special
                 Save Save Save

________________________________________________________________________________
1     +0         +2   +2   +2    Spells, Aura, Turn or Rebuke Undead, Domain (3)
2     +1         +3   +3   +3    Favored Weapon Focus, Devotion (1)
3     +2         +3   +3   +3    Domain (4)
4     +3         +4   +4   +4    Panacea
5     +3         +4   +4   +4    Ascension
6     +4         +5   +5   +5    Favored Weapon Specialization
7     +5         +5   +5   +5    Devotion (2)
8     +6/+1      +6   +6   +6    Domain (5)
9     +6/+1      +6   +6   +6    Commune
10    +7/+2      +7   +7   +7    Ascension
11    +8/+3      +7   +7   +7    -
12    +9/+4      +8   +8   +8    Devotion (3)
13    +9/+4      +8   +8   +8    Domain (6)
14    +10/+5     +9   +9   +9    -
15    +11/+6/+1  +9   +9   +9    Ascension
16    +12/+7/+2  +10  +10  +10   -
17    +12/+7/+2  +10  +10  +10   Devotion (4)
18    +13/+8/+3  +11  +11  +11   Domain (7)
19    +14/+9/+4  +11  +11  +11   -
20    +15/+10/+5 +12  +12  +12   Ascension
________________________________________________________________________________


Alignment: A favored soul must be within one step of their deity's alignment. A favored soul cannot be true neutral unless their deity is true neutral.

Class Skills
The favored soul's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.


Class Features
The following are class features of the Favored Soul:

Weapon and Armor Proficiency: Favored souls are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). A favored soul is also proficient with her deity's favored weapon. Although a favored soul is not proficient with heavy armor, wearing it does not interfere with her spellcasting.

Spells: A favored soul casts spells drawn from a narrow spell list (see below), which is expanded by her domains. She may spontaneously cast any spell she knows and gains a number of spells per day equal to a sorcerer. She uses her Charisma to determine the highest level of spell she can cast, her bonus spell slots, and the DC for her spells. Her spells are divine and are not affected by arcane spell failure.
   If a favored soul would add a spell to her list of spells known that she already has, she gains a +1 bonus to her caster level when casting that spell.
   In addition gaining new spells directly from her domains, she also learns one 0-level spell from the Cleric list for each domain that she has from her class.

Aura (Ex): A favored soul has an aura based on her deity's alignment, just as a cleric.

Turn or Rebuke Undead (Su): A favored soul can turn or rebuke undead, just as a cleric.

Domain (Ex): At 1st level, the favored soul gains three domains associated with her deity. She gains each domain's granted benefit, and any spells on the domain list are added to her list of spells known. She can cast them once she is a high enough level to cast that spell. As she gains levels, the favored soul gains new domains. She gains a fourth at 3rd level, and a new domain each five levels thereafter. If her deity does not grant enough domains, she may pick one (choice subject to DM's approval). She may never select an alignment domain opposing her deity's alignment.

Favored Weapon Focus (Ex): At 2nd level, the favored soul gains the Weapon Focus feat with her deity's favored weapon. If she already has it, she may pick a different feat for which she meets the prerequisites, instead.

Devotion (Ex): At 2nd level, the favored soul gains a devotion feat corresponding to a domain her deity grants. She gains an additional devotion feat every five levels thereafter. If her deity does not grant enough domains, she may pick any devotion feat (choice subject to DM's approval). She may never select an alignment devotion feat opposing her deity's alignment.

Panacea (Su): At 4th level, the favored soul can channel divine energy to remove certain afflictions. To do so, she must touch the recipient as a standard action, and expend a spell slot. The spell slot might be at least as high a spell level, corresponding to the affliction, based on the chart below:
  Spell  Condition
  Level

  ______________________________________________
  0      Fatigued, Shaken, Sickened
  1      Exhausted, Frightened, Panicked
  2      Ability Damaged (one ability), Dazed,
           Nauseated, Stunned, Paralyzed
  3      Blinded, Cowering, Deafened
  4      Abilty Drained (one ability), Energy
           Drained (all negative levels)
  5      Confused
  6      Petrified
  ______________________________________________
Each use of this removes one condition. The favored soul may use this to remove two conditions, each at least two levels lower than the slot expended. She may remove three conditions, each at least three levels lower than the slot expended. She may expend a spell slot to remove all conditions four levels or lower than the expended spell slot.

Ascension (Ex): At 5th level, the favored soul begins her transition to becoming an outsider. She picks one energy type (acid, cold, elctric, fire, or sonic) and gains a number points of energy resistance to that type equal to her class level. As her level increases, so does the resistance. Once made, this choice cannot be changed.
   At 10th level, the favored soul grows wings, giving her a flight speed of 30 with good maneuverability. She also gains damage reduction equal to half her class level, overcome by silver or cold iron (based on her deity's alignment). The damage reduction of favored souls of lawful deities is overcome by silver weapons. The damage reduction of favored souls of chaotic deities is overcome by cold iron weapons. A favored soul with a deity that is neither lawful nor chaotic chooses whether her damage reduction is overcome by silver or cold iron. Once this choice is made, it cannot be changed.
   At 15th level, she gains reistance to a second energy type with an ammount equal to her class level. Her fly speed increases to 60 feet with perfect maneuverability.
   At 20th level, her type changes to outsider (native). She no longer ages and does not suffer penalties from aging. In addition, she gains immunity to one of the two energy types to which she has resistance.

Favored Weapon Specialization (Ex): At 6th level, the favored soul gains the Weapon Specialization feat with her deity's favored weapon. She may later take Greater Weapon Focus and Greater Weapon Specialization with her deity's favored weapon as a fighter two levels lower than her class level.

Commune (Sp): At 9th level, the favored soul may cast Commune once per day as a spell-like ability. She does not pay the XP cost of the spell.


Favored Soul Spell List

Level 0: Pick one 0-level spell from the Cleric list for each domain granted by the class.

Level 1: Detect Chaos/Evil/Good/Law*

Level 2: Align Weapon

Level 3: Magic Circle Against Chaos/Evil/Good/Law*

Level 4: Dismissal, Lesser Planar Ally

Level 5:** Dispel ChaosL, Dispel EvilG, Dispel GoodE, Dispel LawC, Plane Shift

Level 6: Banishment, Planar Ally

Level 7:** BlasphemyE, DictumL, Holy WordG, Word of ChaosC

Level 8: Greater Planar Ally

Level 9: Gate

* Gain All
** Pick any one alignment-based spell if deity is true neutral
C only if deity is Chaotic
E only if deity is Evil
G only if deity is Good
L only if deity is Lawful

13
Homebrew and House Rules (D&D) / Improved sorcerer casting
« on: October 30, 2015, 08:20:33 AM »
I've been thinking about sorcerers lately, and I was thinking about modifying their spell progression. There are two things I wanted to look at and bounce off you guys:

1) Even casting progression
One thing I hated about sorcerers is how they get their new spell levels on even-numbered levels, where as the good casters get their spells a level earlier. Is there actually a good reason for this? Given that people tend to rate sorcerers as behind clerics, druids, and wizards on power, I'd like to examine a progression that changes that.

The following two tables are pretty much a straight port of the sorcerer's spells/day and spells known tables, but with the new spell levels coming online at odd-numbered levels:

Sorcerer spells per day:
Level 0 1 2 3 4 5 6 7 8 9
_________________________
1     5 3 - - - - - - - -
2     6 4 - - - - - - - -
3     6 5 3 - - - - - - -
4     6 6 4 - - - - - - -
5     6 6 5 3 - - - - - -
6     6 6 6 4 - - - - - -
7     6 6 6 5 3 - - - - -
8     6 6 6 6 4 - - - - -
9     6 6 6 6 5 3 - - - -
10    6 6 6 6 6 4 - - - -
11    6 6 6 6 6 5 3 - - -
12    6 6 6 6 6 6 4 - - -
13    6 6 6 6 6 6 5 3 - -
14    6 6 6 6 6 6 6 4 - -
15    6 6 6 6 6 6 6 5 3 -
16    6 6 6 6 6 6 6 6 4 -
17    6 6 6 6 6 6 6 6 5 3
18    6 6 6 6 6 6 6 6 6 4
19    6 6 6 6 6 6 6 6 6 5
20    6 6 6 6 6 6 6 6 6 6
_________________________



Sorcerer spells known:
Level 0 1 2 3 4 5 6 7 8 9
_________________________
1     4 2 - - - - - - - -
2     5 2 - - - - - - - -
3     5 3 1 - - - - - - -
4     6 3 2 - - - - - - -
5     6 4 2 1 - - - - - -
6     7 4 3 2 - - - - - -
7     7 5 3 2 1 - - - - -
8     8 5 4 3 2 - - - - -
9     8 5 4 3 2 1 - - - -
10    9 5 5 4 3 2 - - - -
11    9 5 5 4 3 2 1 - - -
12    9 5 5 4 4 3 2 - - -
13    9 5 5 4 4 3 2 1 - -
14    9 5 5 4 4 4 3 2 - -
15    9 5 5 4 4 4 3 2 1 -
16    9 5 5 4 4 4 3 3 2 -
17    9 5 5 4 4 4 3 3 2 1
18    9 5 5 4 4 4 3 3 3 2
19    9 5 5 4 4 4 3 3 3 2
20    9 5 5 4 4 4 3 3 3 3
_________________________



2) 1 known spell of the top level
This issue bothers me far less than the other, but I don't like that sorcerers only get one spell known of their highest level when they first learn it. This following progression is based off of the above table (so, new spells at odd levels), but I made two changes:
1) You get another 1st level spell at 2nd level instead of 3rd.
2) Each odd level from 3rd and on, you start with 2 spells of the highest level known.
So, it looks like this:

Sorcerer spells known:
Level 0 1 2 3 4 5 6 7 8 9
_________________________
1     4 2 - - - - - - - -
2     5 3 - - - - - - - -
3     5 3 2 - - - - - - -
4     6 3 2 - - - - - - -
5     6 4 2 2 - - - - - -
6     7 4 3 2 - - - - - -
7     7 5 3 2 2 - - - - -
8     8 5 4 3 2 - - - - -
9     8 5 4 3 2 2 - - - -
10    9 5 5 4 3 2 - - - -
11    9 5 5 4 3 2 2 - - -
12    9 5 5 4 4 3 2 - - -
13    9 5 5 4 4 3 2 2 - -
14    9 5 5 4 4 4 3 2 - -
15    9 5 5 4 4 4 3 2 2 -
16    9 5 5 4 4 4 3 3 2 -
17    9 5 5 4 4 4 3 3 2 2
18    9 5 5 4 4 4 3 3 3 2
19    9 5 5 4 4 4 3 3 3 2
20    9 5 5 4 4 4 3 3 3 3
_________________________



So, I'm mostly interested in the first point, but I'm curious about your thoughts on both.

Is the progression in point #1 fine? I really can't see it breaking anything. Sorcerers will meet the prereqs for some feats and PrCs a level earlier, but no earlier than a wizard would, anyway. I don't expect this to make them better than wizards (or even as good as), but I'm hoping it'd make them a little more fun to play.

15
Off Topic Fun / Letter Swap Game v6
« on: October 05, 2015, 09:09:10 PM »
needed

p -> d

ended

(how appropriate)


16
Off Topic Fun / Counter Question V2
« on: August 24, 2015, 07:32:38 AM »
The last thread hit 50 pages:

I do?
Are we getting married?

17
[D&D 3.5] The Vault / Game Thread (Rob DM)
« on: July 18, 2015, 07:19:48 PM »
After agreeing with the dwarves about what should be done, you are told to meet a priestess of Heironeous named Sorsha Belgen. She is both friendly to the cause and also quite knowledgeable of the local area and the history and religion surrounding the tales of the vault. You are told that she is stationed in the city of Skogen, which lies Eastern side of the Beld river, about thirty miles north of the fork.

You travel to Skogen and arrive in early May. Skogen is south of the Taren Forest, but there are still evergreen trees across the landscape. It's a cool, crisp afternoon when you arrive at the gates of the town. What few conifers you find are still budding and are without leaves, but a lot of the ground vegetation is sprouting out nicely. The trail following the river is noisy with birds.

The gates have been reinforced, as of late. New, sharpened palisades surround the city, with towers set up behind them. Each tower has no less than two archers, and the gate is manned by six soldiers. Each solider has a white and blue tabard over their armor. Soldiers are typically outfitted with studded leather or scale armor. Some have longswords and heavy shields, while some only have spears. You get the impression that the lighter-armored soldiers with spears are irregulars who have been quickly brought up to bolster the defenses on the border.

One of the soldiers with a sword calls to you as you approach the gate: "Hail! State your name and your business here!"

He, and the other guards seem relatively at ease. You're guessing they haven't seen much action around here and are just taking precautions.



OOC: Do you have a "permanent" creature summoned via Master Summoner or are you alone?

18
Homebrew and House Rules (D&D) / Summoner
« on: June 10, 2015, 01:55:39 PM »
This is a class I started a while ago and decided to finish up when a player showed interest. It's part of a three-class project to fill in all of the schools of magic with specialty classes like the Beguiler, Dread Necromancer, and Warmage. I created an Oracle class for Divination and Abjuration, and I still need to finish a Transmuter class some day.

So, what are your thoughts? Is this guy viable? He gets some good Conjuration goodies for solid crowd control, and he should be able to get summons out in combat fairly quickly. Also, having access to a wide variety of creatures gives him access to a wide variety of SLAs and movement forms.

At the end of the class are two ACFs for people who want to focus on summoning celestials or fiends.

Let me know if any of the wording on this is too stilted.



Summoner

"Why don’t you pick on someone your own size? Here, I’ll help you."



Summoners are magic users who specialize in summoning creatures to do their bidding and conjuring matter to whatever end suits them. They can fill the battlefield with a variety of deadly impediments, bind outsiders from the far planes to fulfill contracts, or simply summon servants to make life a bit easier. Because a summoner needs to be very persuasive to control that which he summons, he tends to be far more personable than most other people.


The Aeromancer    Hit Die: d6
Level BAB    Fort Ref  Will  Special
             Save Save Save

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1     +0     +0   +0   +2    Armored mage, master summoner, rapid summoning
2     +1     +0   +0   +3    Extended summons
3     +1     +1   +1   +3    Augment summoning
4     +2     +1   +1   +4    Advanced learning
5     +2     +1   +1   +4    Dispel ward
6     +3     +2   +2   +5    Summon group
7     +3     +2   +2   +5    Sculpt spell
8     +4     +2   +2   +6    Distant summoning, advanced learning
9     +4     +3   +3   +6    Master binder
10    +5     +3   +3   +7    Summoned resistance
11    +5     +3   +3   +7    Magical ward
12    +6/+1  +4   +4   +8    Advanced learning
13    +6/+1  +4   +4   +8    Reactive summoning
14    +7/+2  +4   +4   +9    Summon horde
15    +7/+2  +5   +5   +9    Tough summons
16    +8/+3  +5   +5   +10   Advanced learning
17    +8/+3  +5   +5   +10   Reflexive summoning
18    +9/+4  +6   +6   +11   Immunity
19    +9/+4  +6   +6   +11   Abduct
20    +10/+5 +6   +6   +12   Undeniable calling, advanced learning
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Class Skills (4 + Int modifier per level, x4 at 1st level): Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, and Spellcraft (Int).

Class Features

Your class features focus on advancing your strength with conjuring and summoning magic.

Weapon and Armor Proficiency: Summoners are proficient with simple weapons and light armor, but not shields.

Spells: A summoner casts arcane spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time.  To cast a spell of a given level, the summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.
Like other spellcasters, a summoner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is identical to a sorcerer of equal level. In addition, he receives bonus spells per day if she has a high Charisma score.

Armored Mage (Ex): A summoner can cast arcane spells in light armor without risking arcane spell failure. This only applies to spells granted by the summoner class.

Master Summoner (Ex): A summoner gains the Master Summoner feat* as a bonus feat, even if he does not meet the prerequisites.

Rapid Summoning (Ex): When casting a Conjuration (Summoning) spell with a casting time of 1 full round, the summoner may reduce the casting time to a standard action. If he does, the summoned creature may only take a standard action on the round that it’s summoned.

Extended Summons (Ex): At 2nd level, all Conjuration (Summoning) spells cast by the summer have their durations doubled.

Augment Summoning (Ex): At 3rd level, a summoner gains the Augment Summoning feat as a bonus feat, even if he does not meet the prerequisites.

Advanced Learning (Ex): At 4th level, the summoner learns a new spell. This spell can be chosen from any Conjuration spell off the Sorcerer/Wizard list. The spell must be of a level the summoner can cast. The selected spell is permanently added to the summoner's spell list.
   The summoner gets another spell at 8th, 12th, 16th, and 20th level.

Dispel Ward (Ex): At 5th level, any creature called or summoned by the summoner becomes more difficult to dispel. When someone attempts to dispel any of his summoned or called creatures, their caster level check is opposed by 11 + his caster level + his Charisma bonus (if any).
   These creatures also add the summoner’s Charisma bonus to their saving throws against spells that would force them back to their native plane, such as Dismissal or Banishment.

Summon Group (Ex): At 6th level, when the summoner casts a summon spell of a particular level to summon more monsters off of a lower level list, the dice rolled to determine the number of monsters are maximized. So, typically, a summoner would summon three monsters off of a list one level lower (1d3 maximized) and five monsters off of a list two levels lower (1d4+1 maximized).

Sculpt Spell (Ex): At 7th level, the summoner gains the Sculpt Spell metamagic feat (Complete Arcane) as a bonus feat, even if he does not meet the prerequisites.

Distant Summoning (Ex): At 8th level, all Conjuration Summoning spells the summoner casts with a range of Close are extended to Medium range (100 feet + 10 feet per caster level).

Master Binder (Ex): At 9th level, a summoner may add a +4 competence bonus to opposed Charisma checks made while casting Planar Binding spells (including the Lesser and Greater versions).

Summoned Resistance (Su): At 10th level, the summoner may gain energy resistance calling or summoning a creature. The summoner may pick any one energy resistance or immunity the summoned creature has and gain it for a number of rounds equal to his Charisma modifier (minimum one). He gains a number of points of resistance equal to the creature's resistance or his class level, whichever is lower. If the creature has immunity to the energy type, the summoner gains resistance to that energy type equal to his class level.
   For example: if a 13th level summoner summons a bone devil, he could gain fire resistance 13 (the devil is immune to fire) or acid resistance 10 or cold resistance 10 (the devil has a resistance of 10 to both of those energy types).

Magical Ward (Ex): At 11th level, any creature called or summoned by the summoner gains Spell Resistance equal to 8 + your caster level. If the creature already has Spell Resistance, it uses the higher of the two values and adds two if its own resistance is higher.

Reactive Summoning (Ex): At 13th level, if an opponent provokes an attack of opportunity from the summoner, he may opt to cast a Summoning spell as an immediate action in lieu of making the attack. This ability uses the attack of opportunity for the round. The summoned monster appears immediately, although it does not act until the summoner's next initiative pass.

Summon Horde (Ex): At 14th level, when the summoner casts a summoning spell, he may opt to summon ten creatures of the same type from a summoning list three levels lower. So, the summoner could summon ten creatures from the Summon Monster III list when casting Summon Monster VI.
   The level of the summoning spell cast must be at least two levels lower than the maximum level the summoner is able to cast. So, if the summoner can cast 7th level spells, he may only use 5th level or lower Summoning spells with this ability.

Tough Summons (Ex):[/b] At 15th level, all creatures called or summoned by the summoner have maximum hit points for their Hit Dice.

Reflexive Summoning (Ex): At 17th level, whenever a summoner casts a spell other than a calling or summoning spell, he may cast a summoning spell as a swift action. The summoned monster may only take a move action on this round.
   This summoning spell must be of a lower level than the first spell cast. For example: if the summoner casts Solid Fog (4th level), he may cast a 3rd level or lower summoning spell as a swift action.

Immunity (Ex): At 18th level, any creature called or summoned by the summoner gains the benefits of one of the following spells for the duration the creature is summoned: Death Ward, Freedom of Movement, Mind Blank, or True Seeing. The caster level for this ability is equal to the summoner's caster level.

Abduct (Ex): At 19th level, whenever a summoning spell ends either due to the duration ending or the summoner dismisses it, the creature may abduct another creature as it leaves. If the summoned creature successfully grapples and holds a creature, the held creature is taken back to the same plane and location as the summoned creature.
   The abducted creature may negate this ability with a successful Will save, DC 10 + 1/2 the summoner's hit dice + the summoner's Charisma modifier.

Undeniable Calling (Ex): At 20th level, when the summoner casts Gate to call a creature, even deities and unique creatures are compelled to come. Note that this does not confer the ability to control unique creatures or deities with the spell, and a creature that would not have otherwise come on its own accord might be hostile.



Summoner Spell List

Level 0:
Acid Splash
Arcane Mark
Caltrops SC
Detect Magic
Prestidigitation
Read Magic
Resistance

Level 1:
Buzzing Bee SC
Grease
Hail of Stone SC
Identify
Mage Armor
Mount
Obscuring Mist
Resinous Tar 2
Summon Component 2
Summon Monster I
Summon Nature's Ally I A
Summon Undead I SC
Unseen Servant
Wall of Smoke SC

Level 2:
Cloud of Bewilderment SC
Fog Cloud
Inky Cloud SC
Incendiary Slime CM
Kelgore's Grave Mist 2
Malevolant Miasma SC
Summon Monster II
Summon Nature's Ally II A
Summon Undead II SC
Summon Swarm
Web

Level 3:
Bands of Steel SC
Caustic Smoke CM
Contagious Fog SC
Dispel Magic
Mage Armor, Greater SC
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Phantom Steed
Sleet Storm
Stinking Cloud
Summon Monster III
Summon Nature's Ally III A
Summon Undead III SC
Tiny Hut

Level 4:
Bright Worms 2
Caustic Mire CM
Dimensional Anchor
Ethereal Mount SC
Evard's Black Tentacles
Minor Creation
Secure Shelter
Solid Fog
Summon Monster IV
Summon Nature's Ally IV A
Summon Undead IV SC
Wall of Sand SC
Wall of Water SC

Level 5:
Call Zelekhut SC
Cloudkill
Dragon Ally, Lesser SC
Hidden Lodge SC
Major Creation
Mordenainen’s Faithful Hound
Planar Binding, Lesser
Secret Chest
Summon Monster V
Summon Nature's Ally V A
Summon Undead V SC
Viscid Glob SC
Wall of Stone

Level 6:
Acid Fog
Dispel Magic, Greater
Freezing Fog SC
Mordenkainen's Trusted Bloodhound 2
Planar Binding
Steal Summoning 2
Summon Monster VI
Summon Nature's Ally VI A
Wall of Iron

Level 7:
Call Kolyarut SC
Choking Cobwebs CM
Dragon Ally SC
Instant Summons
Mordenainen’s Magnificent Mansion
Summon Monster VII
Summon Nature's Ally VII A

Level 8:
Incendiary Cloud
Planar Binding, Greater
Summon Monster VIII
Summon Nature's Ally VIII A

Level 9:
Call Marut SC
Dragon Ally, Greater SC
Gate
Refuge
Summon Elemental Monolith SC
Summon Golem CM
Summon Monster IX
Summon Nature's Ally IX A


SC – Spell Compendium
CM - Complete Mage
2 – PHB2
A – As an arcane spell




Summoner Alternate Class Features

Celestial Summoner

Lose:
  • Remove all Summon Nature’s Ally, Summon Undead, and Dragon Ally spells from the spell list.
  • Remove Knowledge (Nature) from your list of class skills.
  • You may only summon celestial creatures or good outsiders with Summon Monster and Planar Binding spells.
Gain:
  • Add the following spells to your spell list: L1 – Protection from Evil, L2 – Align Weapon, L3 – Remove Curse, L4 –Holy Smite, L5 – Dispel Evil, L6 – Banishment, L7 – Holy Word, L8 – Holy Aura, L9 – Imprisonment
Fiend Summoner

Lose:
  • Remove all Summon Nature’s Ally and Summon Undead spells from the spell list.
  • Remove Knowledge (Nature) from your list of class skills.
  • You may only summon fiendish creatures or evil outsiders with Summon Monster and Planar Binding spells.
Gain:
  • Add the following spells to your spell list: L1 – Protection from Good, L2 – Align Weapon, L3 – Bestow Curse, L4 – Unholy Blight, L5 – Dispel Good, L6 – Banishment, L7 – Blasphemy, L8 – Unholy Aura, L9 - Imprisonment

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* I don't have the exact text of Master Summoner handy, but the gist of it is you cast a Summon ___ spell to summon a creature, and the duration of the spell is permanent; however, you don't recover the spell slot used to cast the spell until after it ends or is dismissed (and you rest). You can only have one creature summoned in this way at a time.

19
D&D 3.5 and Pathfinder / Poison/Disease without Ability Damage
« on: May 28, 2015, 12:45:32 PM »
In 3E, poisons and diseases typically do ability damage/drain. People often complain about adjusting ability scores this way because of how many things you have to recalculate. I like the idea that lowering different scores has a different effect, making different poisons and diseases feel different, but I do get the complaint about recalculation.

In a 3E-like system, are there any better alternatives other than simply dealing HP damage? Are there ways to mimic stat adjustment without so much recalculation? Are there any other systems that do this well?

My first thought would be something like statuses, condition tracks, or more precisely-applied penalties.

20
Min/Max 3.x / Pyromancer build
« on: April 16, 2015, 02:02:22 PM »
I'm looking for suggestions on making a pyromancer in 3.5. I've made up a couple home-brew classes in the past, but I'm curious what can be done within the published materials.

Requirements:
  • Figure builds for levels 5-10, or so. They can go higher, but it'd be nice to realize the concept somewhere in this range.
  • Only lose zero or one caster levels.
  • Able to do relatively decent blasting with fire spells (doesn't have to be Incantatrix-level uber blasting, but it'd be nice to actually have it worth casting a [fire] spell with a standard action in the right situation).
  • Able to use other thematic spells. This could include lava spells, anything light or heat related, or smoke-related spells (think Stinking Cloud, Cloudkill, and/or Acid Fog reskinned as "smoke").
  • Still has some general utility (So, things like Fly and Teleport would be fine to have in the build). It doesn't have to be just fire spells, but the PC should be able to throw a bunch of fire and fire-like (see above point) spells/abilities around a lot of the time.
Allowed materials:
  • Core
  • Unearthed Arcana races, classes, traits, flaws, and feats (basically, not the alternate systems).
  • All Completes (except Complete Psionic)
  • PHB II
  • Spell Compendium
  • Magic Item Compendium

What are your suggestions? I've never been all that good at math-hammering metamagic feats, but I guess I forsee something like MM stacking on something like Lesser Orb of Fire or Orb of Fire for my primary damage-dealing (particularly Lesser if the game is lower level). What's the best base class for this? The spell list is tight enough that it could theoretically be Sorcerer for the extra spells per day, but that costs a couple bonus feats before PrCs become available. I have no idea what (if any) PrCs make sense for this character. I know there's an Elemental Savant in CA that got nerfed pretty solidly form it's first printing in Tome & the Blood.

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