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Topics - Kethrian

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1
Off Topic Fun / A Bunch of Stupid Gaming Memes
« on: October 13, 2016, 07:06:54 PM »
I laughed at more of these than I probably should have.










2
Homebrew and House Rules (D&D) / Hexblade gone Insidious
« on: October 05, 2016, 04:55:26 PM »
      This time around, I wanted to rewrite the hexblade.  The suggested changes from Mike Mearls were a good start and brought the class more in line with paladin or ranger.  But since I've rewritten both of those to bring them up close to Bo9S levels, the hexblade needed a boost to catch it up.
   I tried some different things than most of my other martial rewrites this time around.  The hexblade is more about debuffing, so I expanded upon that by adding new abilities like that.  The Dark Companion ACF is often considered far superior to having a familiar, and so I figured it should just be a core change (as some other hexblade rewrites I've looked at have also done), but here it also improves as you gain levels now.
   Since I really believe in letting martial classes have a way of getting full attacks and still being able to move more than 5 feet, I created Dire Draw, where instead of the martial character moving and full attacking, the hexblade moves the target to him and delivers the full attack!  Or use it to save an ally, if you're feeling magnanimous.
   I also added or modified a few hexblade abilities to be stronger against casters, making a hexblade a potentially serious threat to all casters even without feats like Mage Slayer.
   While my paladin and ranger rewrites did not change their spell lists at all due to being core classes, the hexblade is ignored by many books, especially the PHB2 and SC, so I added spells to the list from both of those books.
   Finally, since the original hexblade gets a bunch of spells to hide or disguise itself, I modified several abilities to synergize with that, as well as adding hide and move silently to the class skill list.
   Comments and critiques are appreciated!


Hexblade

Alignment: Any Non-Good

Hit Die: d10

Table:
SavesSpellcasting
Lv   Base Attack Bonus    Fort     Ref     Will     Class Abilities1st     2nd   3rd    4th
1+1+2+0+2Hexblade's Curse, Necromantic Resistance  -  -  -  -
2+2+3+0+3Magic Resistance, Cantrips  -  -  -  -
3+3+3+1+3Mettle, Bonus Feat  -  -  -  -
4+4+4+1+4Dark Companion  1  -  -  -
5+5+4+1+4Combat Casting, Shadow Sight  1  -  -  -
6+6/+1+5+2+5Dire Draw  2  -  -  -
7+7/+2+5+2+5Improved Hexblade's Curse, Bonus Feat  2  1  -  -
8+8/+3+6+2+6Aura of Unluck, Quick Cast 1/day  3  1  -  -
9+9/+4+6+3+6Bestow Curse 1/day, Greater Shadow Sight  3  2  -  -
10+10/+5+7+3+7Insidious Curse, Greater Dark Companion  4  2  1  -
11+11/+6/+1+7+3+7Curse Eater, Quick Cast 2/day, Bonus Feat  4  3  1  -
12+12/+7/+2+8+4+8Spell Resistance  5  3  2  -
13+13/+8/+3+8+4+8Greater Hexblade's Curse, Greater Aura of Unluck  5  4  2  1
14+14/+9/+4+9+4+9Bestow Curse 2/day, Quick Cast 3/day  5  4  3  1
15+15/+10/+5+9+5+9Insidious Aura, Bonus Feat  5  5  3  2
16+16/+11/+6/+1+10+5+10Dire Dark Companion, Superior Shadow Sight  6  5  4  2
17+17/+12/+7/+2+10+5+10Heart of Darkness, Greater Bestow Curse, Quick Cast 4/day      6  5  4  3
18+18/+13/+8/+3+11+6+11Dire Aura of Unluck  6  5  5  3
19+19/+14/+9/+4+11+6+11Dire Hexblade's Curse, Bestow Curse 3/day, Bonus Feat  6  6  5  4
20+20/+15/+10/+5+12+6+12Paragon of Misfortune, Quick Cast 5/day  7  6  5  4


Class Skills (4+int mod skill points per level, x4 at 1st level) Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sleight of Hand (Dex),  Spellcraft (Int), Spot (Wis), Swim (Str), Use Magic Device, and Use Rope (Dex).

Weapon and Armour Proficiencies: A hexblade is proficient with all simple and martial weapons, with light and medium armour, and with shields, except tower shields.  Hexblades do not suffer from arcane spell failure with light or medium armour, or with shields other than tower shields.

Hexblade's Curse (Su): The core of a hexblade's abilities is his ability to curse others.  As a swift action that does not provoke attacks of opportunity, he can place a curse on a creature within close range (25 feet + 5 feet per 2 levels).  The target must succeed on a Will save, DC 10 + ½ the hexblade's class level + his Charisma modifier, or suffer the curse, which inflicts a -3 circumstance penalty on attacks, saves, ability checks, skill checks, and weapon damage, and inflicts a 15% spell failure chance on all spellcasting and spell-like abilities for 1 minute.  The hexblade can have an active Hexblade's Curse on a number of targets equal to his Charisma bonus (minimum 1) simultaneously.  If he should successfully place a new curse on a new target, the oldest one ends immediately.  Hexblade's Curse is usable at will, but no more than once per round.
   Any effect which removes or dispels a curse works on Hexblade's Curse.
   Using Hexblade's Curse is not obvious.  The hexblade needs to merely crook a finger or the like and subtly point at his intended target in order to unleash the curse, and the curse manifests itself as simply bad luck, making it very hard to detect as anything out of the ordinary.  An alert observer suspicious of nefarious activities could attempt a Spot check opposed by the hexblade's Sleight of Hand check in order to notice the gesture.  A Knowledge (Arcana) check, DC 10 + the hexblade's level, is required to identify a Hexblade's Curse when it is in effect.  Also, uniquely, Hexblade's Curse does not trigger effects tied to "attacks", such as Invisibility.  An invisible hexblade can deliver his Hexblade's Curse and remain invisible, and any spell or effect which would trigger when an attack is made will not be set off by it.
   Of course, sometimes a hexblade wishes to draw attention, and so he can make a grand showing when he uses his Hexblade's Curse, in which case all who can see and hear him clearly know when the Hexblade's Curse is used, and who the target is.  In this instance, the "not an attack" feature of the Hexblade's Curse is waived, and any resulting effects are triggered as normal for placing a debilitating effect on another.

Necromantic Resistance (Su): A hexblade's training in the dark arts imbues him with a resistance to their destructive energies.  Hexblades have a resistance to negative energy equal to their class level.  If the hexblade is undead, however, he instead gains resistance to positive energy equal to his class level, as the dark arts instead infuse and shield him.

Magic Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1), up to a maximum equal to his hexblade level, on all saving throws against spells, spell-like abilities, and supernatural abilities.

Cantrips (Sp): A hexblade of 2nd level gets some cantrips that he can cast as spell-like abilities at will.  He picks 6 from the following list that he knows and can use, and can take another one every 3 levels after 2nd (5, 8, 11, 14, 17, and 20).  All hexblade spell-like abilities use his hexblade level as his caster level, and his Charisma determines their save DCs, as normal.
   Amanuensis, Arcane Mark, Caltrops, Daze, Dancing Lights, Detect Magic, Ghost Sound, Launch Bolt, Launch Item, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Silent Portal, Stick, Touch of Fatigue.

Mettle (Ex): Hexblades can resist certain attacks with greater effectiveness than others.  Beginning at 3rd level, a hexblade can shrug off effects that would hinder even the toughest warrior. If he succeeds on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead negates the effect. The hexblade does not gain the benefit of mettle while unconscious.

Bonus Feat: At 3rd level and every 4 levels thereafter (7, 11, 15, and 19), a hexblade gains a bonus feat from the following list.  He must still meet any prerequisites required in order to take the feat desired.
   Ability Focus, Arcane Strike, Battle Caster, Blind Fight, Close-Quarters Fighting, Combat Reflexes, Deft Hands, Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, Eschew Materials, Extra Slot, Extra Spell, Great Fortitude, Improved Critical, Improved Initiative, Iron Will, Lightning Reflexes, Magical Aptitude, Power Attack, Cleave, Great Cleave, Improved Sunder, Quick Draw, Shielded Casting, Somatic Weaponry, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Weapon Finesse.

Dark Companion (Su): At 4th level, a hexblade can create a quasi-illusory companion, spun seemingly from the darkness of the night.  The companion's appearance is determined when it is first created, most commonly looking like a panther made of shadows, though other forms are possible, so long as it is either small or medium size.  The appearance ultmately has no effect on how the dark companion functions, however.  Creating the dark companion requires a ritual which takes 24 hours and uses up magic materials that cost 100 gp.  Once created, the dark companion stands with its master in battle, hindering his enemies' defenses.  The companion can be dismissed as a move action, or summoned as a free action.
   Any enemy adjacent to or sharing the space of a dark companion takes a -2 penalty on its saves and to its AC.  This penalty stacks with any other conferred by the hexblade, such as his Hexblade's Curse.  The companion's speed is equal to the hexblade's (including all modes of movement he possesses) and it acts during the hexblade's turn each round.  It follows his mental commands perfectly and without requiring an action from the hexblade - in effect, it is merely an extension of his will.
   The dark companion has no real substance, and thus cannot attack or otherwise affect creatures or objects.  It occupies a 5 foot space, even though it is insubstantial and can share its space with any creature.  It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect.  The dark companion is treated as a spell whose level is equal to ½ the hexblade's class level.  If it is dispelled, it becomes unavailable for as long as a magic item would be suppressed.  If the dark companion ends up inside an anti-magic field or similar effect, the hexblade can resummon it outside the area, if possible.
   A dark companion cannot create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize its insubstantiability.  If it is more than 120 feet from the hexblade at the start of his turn, or if he ever loses line of effect to it, it instantly reappears adjacent to him.  The dark companion has no real senses of its own, and cannot be used as a scout.

Spells: Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list.  He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can.  To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth).  The DC for a saving throw against a hexblade's spell is 10 + the spell level + the hexblade's Charisma modifier.
   Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day.  His base daily spell allotment is given on the table above.  In addition, he receives bonus spells per day if he has a high Charisma score.
   The hexblade's selection of spells is extremely limited.  A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on the Spells Known table, below.  (Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows; the numbers on the table are fixed.)
   Upon reaching 7th level, and at every third hexblade level after that (10th, 13th, 16th, and 19th), a hexblade can choose to learn a new spell in place of one he already knows.  In effect, the hexblade "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, and it must be at least one level lower than the highest-level hexblade spell the hexblade can cast.  For instance, upon reaching 10th level, a hexblade could trade in a single 1st or 2nd level spell (one spell level below the highest-level hexblade spell he can cast, which is 3rd) for a different spell of the same level.  A hexblade 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.
   Unlike most other arcane casters, a hexblade does not suffer from arcane spell failure from casting in light or medium armour, or when using a shield other than a tower shield.  He does, however, suffer the standard chance for any other type of armour or shield.
   After 1st level, a hexblade's caster level is equal to his hexblade level.  At 1st, he has no spells or spell-like abilities, and therefore has no caster level.

Spells Known
Level      1st    2nd    3rd    4th
1st  -  -  -  -
2nd  -  -  -  -
3rd  -  -  -  -
4th  2  -  -  -
5th  2  -  -  -
6th  3  -  -  -
7th  3  2  -  -
8th  4  2  -  -
9th  4  3  -  -
10th  5  3  2  -
11th  5  4  2  -
12th  6  4  3  -
13th  6  5  3  2
14th  6  5  4  2
15th  6  6  4  3
16th  6  6  5  3
17th  6  6  5  4
18th  6  6  6  4
19th  6  6  6  5
20th  6  6  6  6

Combat Casting: A hexblade of 5th level gains Combat Casting as a bonus feat.

Shadow Sight (Su): A 5th level hexblade's vision improves through his arcane ability.  He gains darkvision out to 60 feet, or increases any existing darkvision by +30 feet, and he gains low-light vision or increases the multiplier of any existing low-light vision by 1.
   The hexblade can also now see through magical darkness.  It appears as nothing more than a faint haze that does not impede his vision in any way.

Dire Draw (Su): Upon reaching 6th level, a hexblade can start bringing others to him.  As a swift action, a hexblade can target a single creature up to 10 feet away per hexblade level and attempt to magically teleport it to right beside him, though it does not actually utilize extra-planar travel.  The target gets to make a Fortitude save (including constructs and undead, even though this ability does not normally function on objects) with a DC of 10 + ½ the hexblade's class level + his Charisma modifier in order to negate the movement.  If it should fail, it immediately appears in an adjacent unoccupied open space of the hexblade's choice.  If there is no space available, it is placed in the closest open space possible to the hexblade.  This can be used to drop foes into hazardous locations if the hexblade is right beside it, such as off a cliff or into a fire, or to pull allies out of harm's way.
   A hexblade can use this ability three times per day, plus extra uses equal to his Charisma bonus (if any).  A use is not consumed if the target succeeds on its saving throw, however.

Improved Hexblade's Curse (Su): A hexblade of 7th level has a stronger Hexblade's Curse.  From now on, the penalty inflicted by it is -4, the spell failure chance is 20%, and he can have 1 more active target at once (minimum 2).

Aura of Unluck (Su): At 8th level, hexblades begin radiating bad luck for his foes.  All enemies within 30 feet of the hexblade must make a Will save, DC 10 + ½ the hexblade's class level + his Charisma modifier, or suffer from terrible luck.  An affected enemy must roll twice every time they make an attack roll, and they must take the worse result.  Casters affected by the aura must roll twice for any chance at spell failure, whether due to deafness, Hexblade's Curse, arcane spell failure due to armour, or any other similar effect.  If the afflicted enemy has the ability to reroll his attack or failure chance, he can reroll one of the two rolls, and must use the worse of the new roll and the one not rerolled.  Should anyone succeed on their save against a hexblade's Aura of Unluck, they are immune to that hexblade's aura for 1 day.  Once affected, the enemy suffers the aura's effects whenever he is within its area for the rest of the encounter.  If he should later enter the hexblade's aura again, he must make a new saving throw.
   If an enemy is immune to curses, he is immune to this ability.  Remove Curse or other similar effects cast on anyone affected by Aura of Unluck become immune to its effects for a number of rounds equal to the level of the spell cast, or ½ the caster's level if it has none.

Quick Cast (Su): Beginning at 8th level, a hexblade can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.
   He can use this ability one extra time per day every 3 levels thereafter (11, 14, 17, 20).

Bestow Curse (Sp): At 9th level, a hexblade can start placing the more common curses on others.  He gains the ability to cast Bestow Curse as a spell-like ability once per day, plus one every 5 levels beyond 9th (2 at 14, and 3 at 19).

Greater Shadow Sight (Su): A 9th level hexblade's sight is magically strengthened further.  He gains another +30 feet to his darkvision.  He also gains blindsight out to 30 feet, as he begins to mystically observe his surroundings without needing to use his own eyes.

Insidious Curse (Su): At 10th level, a hexblade gains a new way to use his Hexblade's Curse.  If he chooses to use a full-round action to activate his Hexblade's Curse, the range increases to medium (100 feet + 10 feet per level), there is no saving throw to resist it, and the duration becomes 1 hour.  It otherwise follows all the rules of the Hexblade's Curse.

Greater Dark Companion (Su): Also at 10th level, the shadows comprising the hexblade's dark companion become a bit more real and tangible.  The penalties inflicted by the companion improve to -3, and extend an extra 5 feet further, as if the dark companion had a 10 foot reach.  The dark companion can now also flank adjacent foes, though it has no attacks of its own.  It merely poses a seeming threat to enemies, causing them to have to split their attention.
   Alternatively, the companion may now be summoned without form.  It is effectively naturally invisible, and even True Seeing or See Invisibility cannot reveal it.  The companion will provide no flanking bonuses, because it cannot be detected, but its aura still inflicts penalties on all enemies in range.

Curse Eater (Su): Once a hexblade reaches 11th level, he becomes immune to curses.  Any spell or effect that can be dispelled or cancelled with Remove Curse has no effect on a hexblade.  Cursed magic items impart no penalties and can be discarded or removed without a problem.  However, some things beyond mortal power, such as artifacts, may have cursed properties, and are likely too strong for even a hexblade to ignore.  If any such item cannot be affected by Remove Curse, it is able to function on a hexblade as normal.
   Some supernatural diseases are also curses, such as mummy rot and lycanthropy, and therefore the hexblade is immune to these diseases.
   The hexblade can also Remove Curse with a touch, once per day, as a superatural ability.

Spell Resistance (Su): After reaching 12th level, a hexblade's resistance to magic becomes even stronger.  From now on, he has spell resistance equal to his class level + 10.  He can lower this as normal (requiring a standard action to lower it for 1 round).

Greater Hexblade's Curse (Su): At 13th level, Hexblade's Curse grows stronger still.  It now inflicts a -5 penalty, the spell failure chance increases to 25%, and he can now have another active target, bringing the active targets he can have cursed at once to a total of his Charisma bonus +2 (minimum 3 total).

Greater Aura of Unluck (Su): Also at 13th level, the hexblade's Aura of Unluck becomes more powerful.  It now affects foes' skill checks and ability checks, in addition to their attack rolls and spell failure chances.

Insidious Aura (Su): Upon reaching 15th level, a hexblade's Aura of Unluck becomes harder to properly resist.  When making a saving throw against Aura of Unluck, the foe must make 2 rolls and use the worse result, as if his saving throw were affected by the aura.

Dire Dark Companion (Su): At 16th level, a dark companion coalesces into a being of pure darkness.  It now imposes a -4 penalty to all enemies within 15 feet of it.  It also gains a natural attack, using the hexblade's base attack bonus + his Charisma modifier to determine the attack bonus.  This attack only has a reach of 5 feet, meaning the dark companion can only attack adjacent foes, or those in its own space.  It deals 1d8 damage + the hexblade's Charisma bonus (if any) to any foe it hits, and it can even make an attack of opportunity each round.  A dark companion's attacks overcome damage reduction as if it were magic and cold iron, and counts as bludgeoning, piercing, and slashing, just like a bite attack, regardless of what the dark companion's physical attack looks like.  Protection from Evil or similar effects do not prevent these attacks like they do against the natural attacks of summoned creatures, because a dark companion is not actually a summoned being.
   The dark companion is still intangible enough that it cannot be harmed, even though it can manifest an actual physical attack of its own.
   If it is summoned formless, the dark companion has no attack, and only gains the benefits of increased aura range and the stronger penalty it inflicts.

Superior Shadow Sight (Su): The hexblade's magically enhanced sight improves once more at 16th level.  His darkvision and blindsight both extend another 30 feet, and his low-light vision multiplier increases by 1.  He also gains continuous See Invisibility, as the spell.

Heart of Darkness (Su): A hexblade that reaches 17th level becomes immune to negative energy and death effects.  If the hexblade is undead, however, he instead becomes immune to positive energy and turn/rebuke undead.

Greater Bestow Curse (Sp): At 17th level, the hexblade's Bestow Curse ability becomes stronger, and from now on he casts Greater Bestow Curse with each use of the ability, instead of just Bestow Curse.

Dire Aura of Unluck (Su): At 18th level, the hexblade's Aura of Unluck expands to affect caster level checks made by affected enemies in order to overcome spell resistance.

Dire Hexblade's Curse (Su): At 19th level, Hexblade's Curse reaches its most powerful.  From now on, the penalty inflicted is -6, spell failure is 30%, and the hexblade can now target a group of enemies.  He can select targets so long as no two are more than 30 feet apart, and can choose the order they are affected in, until either all of them have attempted their saving throws or the maximum number of active targets is reached.  Also, the maximum number of active targets he can have afflicted is equal to his Charisma bonus +3 (minimum 4).
   If using Insidious Curse, the hexblade can only target a single creature each time, even with Dire Hexblade's Curse.

Paragon of Misfortune (Su): A hexblade that reaches 20th level reaches the pinnacle.  He gains a permanent +2 bonus to both Strength and Charisma, and from now on every enemy which attacks the hexblade must make two attack rolls, two spell failure chances, and/or two caster level checks to overcome the hexblade's spell resistance, and must take the worst roll, as if he were affected by the hexblade's Aura of Unluck, even if he has successfully saved against it or is outside its range.



Ex-Hexblades
   A hexblade who becomes good-aligned loses all hexblade spells and all supernatural abilities.  His dark companion dissipates, and he will need a new ritual to create another should the hexblade ever return to a non-good alignment.  He may not gain any more levels in hexblade, though he does keep all other class abilities (feats, proficiencies, and Mettle).



Spell List
1st: PHB - Alarm, Arcane Mark, Cause Fear, Charm Person, Disguise Self, Entropic Shield, Expeditious Retreat, Identify, Magic Weapon, Mount, Nystul's Magic Aura, Protection rom Chaos/Evil/Good/Law, Sleep, Tasha's Hideous Laughter, Undetectable Alignment, Unseen Servant
   CM - Bloodletting, Catsfeet, Death's Call, Karmic Aura, Reaving Aura
   CS - Armour Lock, Mage Burr
   PHB2 - Blade of Blood, Stay the Hand
   SC - Backbiter, Benign Transposition, Phantom Threat, Swift Invisibility

2nd: PHB - Alter Self, Blindness/Deafness, Bull's Strength, Darkness, Eagle's Splendor, Enthrall, False Life, Glitterdust, Invisibility, Mirror Image, Protection from Arrows, Pyrotechnics, Rage, Resist Energy, See Invisibility, Spider Climb, Suggestion, Summon Swarm, Touch of Idiocy
   CM - Animate Weapon, Arcane Turmoil, Bothersome Babble, Karmic Backlash
   PHB2 - Curse of Arrow Attraction, Ray of the Python, Scattering Trap
   SC - Baleful Transposition, Bladeweave, Curse of Ill Fortune, Curse of Impending Blades, Greater Alarm, Shadow Mask, Whirling Blade, Wraithstrike

3rd: PHB - Arcane Sight, Charm Monster, Confusion, Deep Slumber, Dispel Magic, Greater Magic Weapon, Invisibility Sphere, Nondetection, Phantom Steed, Poison, Protection from Energy, Repel Vermin, Slow, Stinking Cloud, Vampiric Touch, Wind Wall
   CM - Hood of the Cobra, Nightmare Terrain, Phantasmal Strangler
   CW - Hound of Doom
   PHB2 - Alter Fortune, Legion of Sentinels, Phantom Battle
   SC - Blacklight, Mass Curse of Impending Blades, Ghost Touch Weapon, Mass Resist Energy, Shadow Binding, Spectral Weapon, Unluck

4th: PHB - Baleful Polymorph, Break Enchantment, Contact Other Plane, Detect Scrying, Dimension Door, Dominate Person, Enervation, Fear, Greater Invisibility, Phantasmal Killer, Polymorph, Scrying, Sending, Solid Fog
   CM - Finger of Agony, Horrid Sickness, Karmic Retribution, Unseen Strike
   CS - Spell Theft
   PHB2 - Call of Stone, Crushing Grip, Friend to Foe, Greater Mirror Image
   SC - Assay Spell Resistance, Crawling Darkness, Cursed Blade, Mass Curse of Ill Fortune, Ruin Delver's Fortune, Sensory Deprivation, Sword of Deception, Vulnerability

3
Min/Max 3.x / Poison Ring
« on: August 06, 2016, 04:28:24 PM »
The poison ring (Dragon Compendium, p. 111/115) is an amazingly powerful weapon in the right hands.  Not only is almost every class proficient with it, but it has special rules that can make normally tough enemies incredibly simple to defeat.  Dragon?  Not a problem, just be sure to let the rogue dual-wielding poison rings get his flank on, then sneak attack it into the grave.  Golem?  A fighter with a poison ring will be able to land virtually every blow, adding his strength, feats, and weapon enchantments to the damage and take it down quickly.

Advantages:
 - Simple weapon.
 - Light weapon, for dual-wielding a pair or Weapon Finesse.
 - All attacks are melee touch attacks!
 - Poison friendly.
 - Disguised, so it is very hard to detect as a threat.
 - Can deal damage subtly.
 - Worn, so it is always in-hand for things like Warning enchantments, and though the rules do not state it, a poison ring should be as hard to disarm as spiked gauntlets.
 - You still get to add to damage (Sneak Attack, Weapon Specialization, weapon enchantments, Strength, etc).

Disadvantages:
 - Not Power Attack friendly.
 - Always does only 1 base damage, regardless of size.

I'm honestly surprised there isn't a handbook on this site detailing every possible way to maximize this weapon.  It should be placed right up there with the crescent knife, rope dart, minotaur greathammer, and other weapons that nearly every character should consider taking.

4
   Feats for martial characters have never really lived up to what they should be.  They do not improve as you gain levels, they typically give small bonuses that require multiple stacking feats to turn into a decent bonus, and the ones that do give you something decent are so few and far between that everyone ends up taking mostly the same stuff.  So I have gone through some of the books and tried to make many of the craptastic feats useful.  Feats granting bonuses improve as you gain levels and possibly start stronger, feat trees are smushed down so they no longer require 6 feats just to get some half decent bonuses (I'm looking at you Two-Weapon Fighting tree!), and I've created a new category of feats, called Signature Move feats.  These will have a limit to how many you can have at one time, but will be much more powerful, and worth the multiple feat investment in order to get them.  The rules, plus some new ones, can be found in the 2nd post.

   Great Cleave and Whirlwind Attack have been rewritten to be Signature Move feats, and I think are vastly improved.  And they now combo together very nicely for truly devastating offensive capability.  I've also included a few brand new Signature Move feats, to flesh out this new feat category.

   Because some feats have been subsumed into others and are now removed from the game, if you would normally get a removed feat as a specific bonus feat, it is recommended that you be allowed to take a free feat of your choice that you qualify for in its place.  And, obviously, if a removed feat was a prerequisite for something, the feat it got added into becomes the replacement prerequisite, if it was not already a prerequisite.

   Critiques are welcome!



Feat Changes

Player's Handbook

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Complete Warrior

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Player's Handbook II

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Heroes of Battle

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Complete Adventurer

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Expanded Psionics Handbook

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Masters of the Wild

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Sword and Fist

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Defenders of the Faith

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5
D&D 3.5 and Pathfinder / Warforged and Armour Additions
« on: May 31, 2016, 09:42:48 AM »
I had just been re-reading warforged racial abilities and feats for a possible future character idea, and it stated that the armoured body stuff takes up the body slot, as worn armour normally does.  But then I thought about the chahar-aina and the dastana from OA and how they can be worn in addition to armour and specifically stack with it.  Obviously the game designers had not taken this into account when they wrote up the warforged, but as written it would appear that both armour additions could be worn by a warforged regardless of which armoured body feat (or the base composite plating) he had.

Composite plating, or the feats which alter it, are not actually worn armour, and therefore the limited list of armours that the dastana and chahar-aina can be worn with does not apply.  Especially since neither takes up the body slot.

Now, one could extrapolate the intent behind the chahar-aina and dastana, and given their list of allowed armours are all light, I would say it is reasonable to disallow a warforged with the Adamantine Body feat to wear them.  But the rest of the Body feats from RoE count as light armour or no armour, and should be allowed.

6
Homebrew and House Rules (D&D) / Improved Ranger [3.5]
« on: July 26, 2015, 06:56:25 AM »
   Another tier 4 class I wanted to bring some love to, the ranger needed a bit of a boost in my mind.  Not too much, but enough to make it shine again.  So, the very first change I made was giving them full levels for their animal companion progression, as rangers do not have the spells that druids do to maximize it, nor the ability to summon creatures, nor the ability to shapeshift into one.  Next came Quick Cast, which duskblades get, hexblades get from a WotC suggested update, and which Paladins overdose on with a single feat (Battle Blessing).  It seems only fair to give ranger, another partial caster, the same kind of bonus.  Some extra spells per day doesn't hurt, either, and really adds some nice versatility without a lot of power.  Finally, I wanted to give a few more class abilities to round out the class, as well as fill in dead levels, and moved a couple of ranger abilities to earlier levels.
   Please feel free to give feedback and critiques!



Ranger

Alignment: Any

Hit Die: d8

Table:
SavesSpellcasting
Lv   Base Attack Bonus    Fort     Ref     Will     Class Abilities1st     2nd   3rd    4th
1+1+2+2+0Favoured Enemy (1st), Track, Animal Companion        -  -  -  -
2+2+3+3+0Combat Style, Wild Empathy  -  -  -  -
3+3+3+3+1Endurance  -  -  -  -
4+4+4+4+1Quick Cast 1/day, Resist Nature's Lure  1  -  -  -
5+5+4+4+1Favoured Enemy (2nd), Bonus Feat  1  -  -  -
6+6/+1+5+5+2Improved Combat Style  2  -  -  -
7+7/+2+5+5+2Camouflage, Woodland Stride  2  1  -  -
8+8/+3+6+6+2Swift Tracker, Bonus Feat  3  1  -  -
9+9/+4+6+6+3Evasion, Quick Cast 2/day  3  2  -  -
10+10/+5+7+7+3Favoured Enemy (3rd)  4  2  1  -
11+11/+6/+1+7+7+3Combat Style Mastery, Bonus Feat  4  3  1  -
12+12/+7/+2+8+8+4Hide in Plain Sight  5  3  2  -
13+13/+8/+3+8+8+4Trackless Step, Peerless Hunter  5  4  2  1
14+14/+9/+4+9+9+4Quick Cast 3/day, Bonus Feat  5  4  3  1
15+15/+10/+5+9+9+5Venom Immunity, Favoured Enemy (4th)  5  5  3  2
16+16/+11/+6/+1+10+10+5Combat Style Grand Mastery, Improved Evasion  6  5  4  2
17+17/+12/+7/+2+10+10+5Ultimate Tracker, Bonus Feat  6  5  4  3
18+18/+13/+8/+3+11+11+6Block Nature's Lure  6  5  5  3
19+19/+14/+9/+4+11+11+6Free Movement, Quick Cast 4/day  6  6  5  4
20+20/+15/+10/+5+12+12+6Hunter's Champion, Favoured Enemy (5th), Bonus Feat     7  6  5  4


Class Skills (6+int mod skill points per level, x4 at 1st level) Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

Weapon and Armour Proficiencies: A ranger is proficient with all simple and martial weapons, with light armour, and with shields, except tower shields.

Favoured Enemy (Ex):  At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favoured Enemies, below.  The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type.  Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.  These bonuses improve by +1 for every 3 ranger levels after 1st (4, 7, 10, 13, 16, and 19).
   At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favoured enemy from those given on the table.
   If the ranger chooses humanoids or outsiders as a favoured enemy, he must also choose an associated subtype, as indicated on the table.  If a specific creature falls into more than one category of favoured enemy, the ranger’s bonuses do not stack.
   If the ranger encounters a creature that does not fit in one of the creature categories on the table, he may take its type (or subtype, if it's an outsider or humanoid) as a future favoured enemy choice.

Table: Ranger Favored Enemies
Type (Subtype)Type (Subtype)
AberrationHumanoid (reptilian)
AnimalMagical beast
ConstructMonstrous Humanoid
DragonOoze
ElementalOutsider (air)
FeyOutsider (chaotic)
GiantOutsider (earth)
Humanoid (aquatic)Outsider (evil)
Humanoid (dwarf)Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid)      Outsider (lawful)
Humanoid (gnoll)Outsider (native)
Humanoid (gnome)Outsider (water)
Humanoid (halfling)Plant
Humanoid (human)Undead
Humanoid (orc)Vermin

Track: A ranger gains Track as a bonus feat.

Animal Companion (Ex):  A ranger may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf.  If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid.  This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
   A 1st-level ranger’s companion is completely typical for its kind except as noted below.  As a ranger advances in level, the animal’s power increases as shown on the table in the PHB, pg 36: Druid's Animal Companion.  If a ranger releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer.  This ceremony can also replace an animal companion that has perished.
   A ranger of 4th level or higher may select from alternative lists of animals, also found in the Druid's Animal Companion section.  Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s ranger level were lower than it actually is.  Subtract the value indicated in the appropriate list header from the character’s ranger level and compare the result with the class level entry on the table to determine the animal companion’s powers.  (If this adjustment would reduce the ranger’s effective level to 0 or lower, he can’t have that animal as a companion.)

Combat Style (Ex):  At 2nd level, a ranger must select one of the following combat styles to pursue: Archery, Two-Weapon Combat, Companion Combat, Sword and Board, Monster Hunter, Beast Wrestling, Mounted Combat, Piscator, Strong Arm, Throwing, or Stalker.  This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.  All feats gained from the ranger's combat style do not require him to have any of the prerequisites.  The benefits of the ranger’s chosen style apply only when he wears light or no armour.  He loses all benefits of his combat style when wearing medium or heavy armour.
   Archery Style: Rapid Shot feat.
   Two-Weapon Combat Style: Two-Weapon Fighting feat.
   Companion Combat Style: Combat Reflexes feat.
   Sword and Board Style: Shield Specialization feat.
   Monster Hunter Style: Close-Quarters Fighting feat.
   Beast Wrestling Style: Improved Unarmed Strike feat.
   Mounted Combat Style: Ride-By Attack feat.
   Piscator Style: Exotic Weapon Proficiency (Net) feat.
   Strong Arm Style: Power Attack feat.
   Throwing Style: Point Blank Shot feat.
   Stalker Style: You gain Sneak Attack at +1d6 (see Rogue, PHB p. 50 for details).  In addition, you can deliver bonus sneak attack damage against creatures normally immune, so long as that creature is one of your favoured enemy types.

Wild Empathy (Ex):  A 2nd level ranger can improve the attitude of an animal.  This ability functions just like a Diplomacy check to improve the attitude of a person.  The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result.  The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
   To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions.  Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
   The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Spells:  Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list.  A ranger must choose and prepare his spells in advance (see below).
   To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level.  The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
   Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day.  His base daily spell allotment is given on the ranger class table, above.  In addition, he receives bonus spells per day if he has a high Wisdom score.  The ranger does not have access to any domain spells or granted powers, as a cleric does.
   A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place.  A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
   Through 3rd level, a ranger has no caster level.  At 4th level and higher, his caster level is his ranger level.

Quick Cast (Su): Beginning at 4th level, a ranger can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.
   He can use this ability one extra time per day every 5 levels thereafter (9, 14, 19).

Resist Nature's Lure (Ex): Also starting at 4th level, a ranger gains a +4 bonus on saving throws against spells and spell-like abilities used by fey, and against mind-affecting spells and effects.  This bonus is not cumulative, so a fey casting Charm Person still only allows the ranger a +4 bonus.

Bonus Feat: At 5th level, and every three levels thereafter, a ranger gains a bonus feat.  It can be any feat from the following list, but the ranger must still meet all requirements before being able to take it.
   Able Sniper, Coordinated Strike, Diehard, Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, Favoured Power Attack, Improved Favoured Enemy, Improved Critical, Improved Initiative, Improved Unarmed Strike, Pin Shield, Point Blank Shot, Far Shot, Rapid Shot, Improved Rapid Shot, Many Shot, Precise Shot, Improved Precise Shot, Shot on the Run, Defensive Archery, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting, Quick Draw, Quick Reconnoiter, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Pounce, Two-Weapon Rend, Oversized Two-Weapon Fighting, Dual Strike, Two-Weapon Defense, Improved Two-Weapon Defense, Greater Two-Weapon Defense, Zen Archery

Improved Combat Style (Ex):  At 6th level, a ranger’s aptitude in his chosen combat style improves.  As before, any feats gained from the style do not require the ranger to meet the prerequisites in order to use.  The benefits of the ranger’s chosen style apply only when he wears light or no armour.  He loses all benefits of his combat style when wearing medium or heavy armour.
   Archery Style: Manyshot feat.
   Two-Weapon Combat Style: Improved Two-Weapon Fighting feat.
   Companion Combat Style: Adaptable Flanker feat.
   Sword and Board Style: Shield Ward feat.
   Monster Hunter Style: Sense Weakness feat.  With this style, the ranger does not need to have a specific weapon from Weapon Focus in order to use the feat's benefits.
   Beast Wrestling Style: Improved Grapple feat.
   Mounted Combat Style: Spirited Charge feat.
   Piscator Style: Improved Trip feat.
   Strong Arm Style: Improved Sunder feat.
   Throwing Style: Quick Draw feat.
   Stalker Style: Rapid Stealth.  With this, a ranger is able to move at full speed without penalties to his Hide and Move Silently checks, and only takes a -10 penalty on those skill checks when running.  The ranger's Sneak Attack is increased to +2d6, as well.

Camouflage (Ex): A ranger of 7th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Woodland Stride (Ex):  Also at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
   However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty.  He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility.  If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.  Evasion can be used only if the ranger is wearing light armour or no armour.  A helpless ranger does not gain the benefit of evasion.

Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style improves again.    As before, any feats gained from the style do not require the ranger to meet the prerequisites in order to use.  The benefits of the ranger’s chosen style apply only when he wears light or no armour.  He loses all benefits of his combat style when wearing medium or heavy armour.
   Archery Style: Improved Precise Shot feat.
   Two-Weapon Combat Style: Greater Two-Weapon Fighting feat.
   Companion Combat Style: The ranger's animal companion gains the Warbeast template (MM 2 p. 219).  If the ranger loses his animal companion or changes it, any new animal companion he gains automatically has the template.
   Sword and Board Style: Improved Shield Bash and Agile Shield Fighter feats.
   Monster Hunter Style: Supernatural Opportunist feat.
   Beast Wrestling Style: Stunning Fist feat.  The ranger gains uses of Stunning Fist as if he were a monk with a level equal to his ranger level.
   Mounted Combat Style: Trample feat.
   Piscator Style: Improved Critical feat.
   Strong Arm Style: Great Cleave feat.
   Throwing Style: Far Shot feat.
   Stalker Style: Darkstalker feat, and his Sneak Attack is increased to +3d6.

Hide in Plain Sight (Ex): A ranger of 12th level or higher can use the Hide skill even while being observed.

Trackless Step (Ex): Starting at 13th level, a ranger leaves no trail in natural surroundings and cannot be tracked.  He may choose to leave a trail if so desired.

Peerless Hunter (Ex): Upon attaining 13th level, a ranger's martial skills reach a new tier.  When using melee weapons, whether manufacured or natural, the ranger may, as a full-round action, move up to his speed and make a full attack, though he takes a -2 penalty to every attack until the start of his next turn.
   If the ranger instead wields a ranged weapon, he gains a bonus to damage equal to one half his ranger level with each ranged attack.

Venom Immunity (Ex): At 15th level, a ranger gains immunity to all poisons.

Combat Style Grand Mastery (Ex): Once a ranger reaches 16th level, he gains his final style improvement. 
   As always, these benefits apply only when the ranger wears light or no armour, and any feats gained ignore the prerequisites for whether the ranger can use it.
   Archery Style: Deadly Aim, granting him a +2 to the threat range with any bow he wields.  This bonus stacks with, and is applied before any other critical threat modifiers, such as Keen or Improved Critical.
   Two-Weapon Combat Style: Supreme Two-Weapon Fighting, which grants the ranger a 4th attack with his off-hand, at a -15 penalty, during a full attack.
   Companion Combat Style: The ranger gains Shield Other as a supernatural ability that he and his animal companion can both cast, but only with regard to each other.  This ability can be used at will.
   Sword and Board Style: Improved Agile Shield Fighter, which negates the penalty to attack rolls when shield bashing with your off-hand during a full attack, and gives a second shield bash attack during a full attack, albeit at a -5 penalty.
   Monster Hunter Style: Overhead Thrust feat.
   Beast Wrestling Style: Ki Blast feat.
   Mounted Combat Style: The ranger's animal companion gains the Warbeast template (MM 2 p. 219).  If the ranger loses his animal companion or changes it, any new animal companion he gains automatically has the template.
   Piscator Style: Weapon Specialization feat.  If the ranger does not have Weapon Focus, he can still pick a weapon to apply Weapon Specialization to.
   Strong Arm Style: Favoured Power Attack feat.
   Throwing Style: Improved Precise Shot feat.
   Stalker Style: Eagle Eye, an ability which doubles the range at which the ranger can deliver precision attacks, such as his Sneak Attack.  His Sneak Attack also improves again, to +4d6.

Improved Evasion (Ex): Also upon reaching level 16, a ranger's evasion improves.  He now only takes half damage if he fails a Reflex save when an attack allows a Reflex save for half damage.  If the ranger cannot use Evasion, he cannot use Improved Evasion either.

Ultimate Tracker (Ex): At 17th level, a ranger's tracking skills become unsurpassed.  He no longer suffers any penalties to tracking due to speed, and can track even while running.  He also now can track anything that is under a spell or effect that makes them untrackable, such as Trackless Step or Pass Without Trace, though those effects still apply a +10 to the DC to be tracked.

Block Nature's Lure (Ex): A ranger of 18th level gains the ability to fully shield his mind from unnatural influence.  From now on, he is immune to all mind-affecting spells and abilities.

Free Movement (Ex): At level 19, a ranger becomes capable of slipping free of any sort of bindings, grapples, and even confining magic easily.  This ability duplicates the effects of a Freedom of Movement spell, except that it is always active and is not magical in nature.  The ranger loses the benefits of this ability if he wears armour heavier than light or carries a load heavier than light.

Hunter's Champion (Ex): Should a ranger achieve level 20, he reaches the pinnacle of his class.  He gains a permanent +2 bonus to Dexterity and Constitution, and gains damage reduction similar to the fey, granting him DR 5/cold iron.

7
Homebrew and House Rules (D&D) / Archetypal Rogue Rewrite
« on: July 22, 2015, 03:59:23 AM »
   For the rogue, I wanted to elevate the class to something someone would actually want to take all 20 levels in.  The class, at first glance, looks like it should fit into tier 3, but doesn't actually have what it takes to reach that tier without some serious optimization.  This rewrite, I hope, will fix that.
   The class has been given five archetypes to pick from, all roles the PHB rogue tries to cover, though it can typically only focus on one or two.  They've each been given a distinct flavour that I believe will make the class fun to play. 
   I would love feedback on this!



Rogue

Alignment: Any

Hit Die: d6

Table:
Saves
Lv   Base Attack Bonus   Fort     Ref     Will     Class Abilities
1+0+0+2+0Sneak Attack +1d6, Trapfinding, Rogue Archetype
2+1+0+3+0Evasion, Bonus Feat
3+2+1+3+1Sneak Attack +2d6, Trap Sense +1
4+3+1+4+1Uncanny Dodge, Improved Archetype
5+3+1+4+1Sneak Attack +3d6, Unstoppable Sneak Attack +1d6
6+4+2+5+2Bonus Feat, Trap Sense +2
7+5+2+5+2Sneak Attack +4d6, Rogue Ability
8+6/+1+2+6+2Improved Uncanny Dodge, Advanced Archetype
9+6/+1+3+6+3Sneak Attack +5d6, Trap Sense +3
10+7/+2+3+7+3Bonus Feat, Rogue Ability
11+8/+3+3+7+3Sneak Attack +6d6, Unstoppable Sneak Attack +2d6
12+9/+4+4+8+4Trap Sense +4, Greater Archetype
13+9/+4+4+8+4Sneak Attack +7d6, Rogue Ability
14+10/+5+4+9+4Hide in Plain Sight, Bonus Feat
15+11/+6/+1+5+9+5Sneak Attack +8d6, Trap Sense +5
16+12/+7/+2+5+10+5Rogue Ability, Master Archetype
17+12/+7/+2+5+10+5Sneak Attack +9d6, Unstoppable Sneak Attack +3d6
18+13/+8/+3+6+11+6Bonus Feat, Trap Sense +6
19+14/+9/+4+6+11+6Sneak Attack +10d6, Rogue Ability
20+15/+10/+5+6+12+6Grand Master Rogue


Class Skills (10+int mod skill points per level, x4 at 1st level): Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)

Weapon and Armour Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.  Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
   The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.  This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.  Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
   Ranged attacks can count as sneak attacks only if the target is within 30 feet.
   With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage.  She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

Trapfinding (Ex):  Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.  Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden.  Finding a magic trap has a DC of 25 + the level of the spell used to create it.
   Rogues can use the Disable Device skill to disarm magic traps.  A magic trap generally has a DC of 25 + the level of the spell used to create it.  A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Rogue Archetype (Ex): Rogues must specialize in a particular style.  Each must choose one archetype from the following list, and gains a variety of extra benefits, which improve as they gain rogue levels.  Once chosen, the rogue only gains further abilities from the same archetype, and cannot change her choice.

Con Artist - Con artists are specialists in charming and deceiving others.  These are the ones most often referred to as "roguish", seducing everyone before leaving on another adventure (or just skipping town).  A con artist gains Speak Language as a rogue class skill, and gets the Quick Change ability.  With this, she may don a disguise in 1d3 minutes, and don or remove armour in one-half the normal time.  She also gains a good Will saving throw, so she uses the Reflex save bonus on the table listed above for her Will save progression as well.

Cutthroat - Cutthroats are the stealthy killers of the rogue world.  They specialize in following their prey and ambushing them when most vulnerable.  Cutthroats often get recruited to be assassins as their talents and reputation grow.  A cutthroat adds Survival to her rogue class skills, and gains Track as a bonus feat.  She also gains a good Fortitude saving throw, so she uses the Reflex save bonus on the table listed above for her Fortitude save progression as well.

Thief - Thieves are what many people think all rogues are, but the true thief is the one that creates that reputation.  A thief is a master of breaking and entering, stealth, and picking pockets.  A thief gains Knowledge (Architecture & Engineering) as a rogue class skill, and gets Subtle Pilfer.  With Subtle Pilfer, a thief knows how and when to distract a mark, so that the target of her Sleight of Hand is always considered distracted for the opposed roll to notice the attempt.  A thief also uses the table's listed Reflex save bonus for her Fortitude bonus for her rogue levels instead of the one listed above.

Thug - The thug is the combative archetype for rogues.  She is a specialist in beating down foes, not afraid to mix it up in a straight up melee, but prefers to have allies so she can utilize her sneak attack to its fullest.  A thug gains 8 skill points per rogue level instead of 10, including the x4 multiplier at 1st character level, if it's a thug rogue.  But, in exchange for the loss of those skill points, she gains a full base attack bonus, and uses the base attack bonus progression of a fighter of her rogue level instead of the one listed on the rogue table.  She also uses a d8 for her rogue Hit Dice instead of a d6.  Handle Animal is added to the list of class skills for thugs, and a thug gains proficiency in one martial weapon of her choice.

Treasure Hunter - This is the most common archetype of the adventuring rogue.  She is the master of handling traps, scouting out danger, and looting every valuable from dungeons.  A treasure hunter gains both Knowledge (Dungeoneering) and Survival as rogue class skills, and gains Stonecunning, as a dwarf would have.  If she already has Stonecunning, she doubles the bonuses it grants.  A treasure hunter also utilizes a d8 for her rogue Hit Dice instead of a d6.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility.  If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.  Evasion can be used only if the rogue is wearing light armour or no armour.  A helpless rogue does not gain the benefit of evasion.

Bonus Feat: At 2nd level and every 4 levels thereafter (6, 10, 14, 18) the rogue gains a bonus feat from the following list.  She must still meet any prerequisites in order to take a feat.
   Any ambush feat, Acrobatic, Acrobatic Strike, Agile, Alertness, Appraise Magic Value, Athletic, Blind Fight, Combat Acrobat, Combat Expertise, Deft Strike, Improved Disarm, Improved Feint, Improved Trip, Combat Reflexes, Craven, Crossbow Sniper, Cunning Evasion, Darkstalker, Deceitful, Deft Hands, Diligent, Dive for Cover, Dodge, Melee Evasion, Mobility, Spring Attack, Fade into Violence, Force of Personality, Great Fortitude, Grenadier, Hear the Unseen, Improved Diversion, Improved Initiative, Danger Sense, Improved Unarmed Strike, Insightful Reflexes, Investigator, Iron Will, Jack of All Trades, Keen-Eared Scout, Leap of the Heavens, Lightning Reflexes, Master Manipulator, Negotiator, Nimble Fingers, Open Minded, Persuasive, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Improved Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Run, Savvy Rogue, Skill Focus, Staggering Strike, Stealthy, Tactile Trapsmith, Telling Blow, Track, Tumbling Feint, Two-Weapon Fighting, Improved Two-Weapon Fighting, Dual Strike, Greater Two-Weapon Fighting, Wanderer's Diplomacy, Weapon Finesse.

Trap Sense (Ex):  At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.  These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
   Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Upon reaching 4th level, a rogue can react to danger before her conscious mind registers it.  She retains her Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker.  However, she still loses the bonus if immobilized.
   If a rogue already has Uncanny Dodge from another source, such as levels in another class, she automatically gains Improved Uncanny Dodge instead (see below).

Improved Archetype: Also at 4th level, a rogue's archetype improves, granting new abilities.

Con Artist - The con artist's deceptive abilities now allow her to hide her alignment.  Whenever she is subject to any spell or effect that would reveal her alignment, the con artist may choose to either be undetectable or reveal her true alignment.  Even if she does not realize she is being subject to such an effect, the con artist is able to choose.
   In addition, a con artist using her own forgeries is able to seduce the document inspector, using her detailed knowledge of her own work to get him to overlook small mistakes.  She can add her Charisma bonus, if any, to her effective Forgery result when she is presenting the forged documents.

Cutthroat - A cutthroat gains Poison Use, so she can apply poison to her weapons without the risk of poisoning herself.  She also gains the ability to poison her weapons more rapidly, and is able to poison a weapon as a move action instead of a standard action.

Thief - The thief learns to appraise the value of items on the fly.  She may now use the Appraise skill as a full-round action instead of taking a minute.  In addition, she may "pick" Arcane Lock, using her Open Lock skill against a DC of 25 + the caster level.  The spell will be suspended for 1 round, allowing the portal or lid to be opened once, if done so right away.

Thug - After having gained some fighting experience, a thug learns to roll with the punches.  She gains Stand Tough, usable once per encounter.  When she would be damaged from an attack, she may try to shake it off, by making a Fortitude save against a DC equal to the damage dealt by the attack.  If she succeeds, she takes no lethal damage, and instead takes one-half the damage as non-lethal.  A thug does not need to be aware of the attack in order to use this ability.

Treasure Hunter - Treasure hunters learn to assess items they run across in their exploration.  By spending one hour studying a magic item carefully, which includes touching it, she may identify its abilities, charges remaining, and any command words or other ways to activate it that the item may have.

Unstoppable Sneak Attack (Ex): Starting at 5th level, a rogue learns how to strike weak spots in any type of foe.  Whenever she would be able to use sneak attack against a foe that is immune to sneak attacks, she may instead deal an extra +1d6 damage.  This damage improves by +1d6 every 6 rogue levels thereafter (11, 17).  If she is somehow able to add sneak attack damage through some other means, then she does not benefit from Unstoppable Sneak Attack.  Unstoppable Sneak Attack must otherwise follow all rules of sneak attack.

Rogue Ability (Ex):  On attaining 7th level, and at every three levels thereafter (10th, 13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Camouflage (Ex) -  A rogue with this can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
   (Savvy Rogue addition: Camouflage also functions in outdoor urban environments.)

Crippling Strike (Ex) - A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them.  An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.  Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex) - The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would.  Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage.  To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt).  If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage.  She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability.  Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Eagle Eye (Ex) - With this ability, the maximum range on feats or special abilities that have a hard range limit, such as Sneak Attack or Point Blank Shot, is increased by +100%.  This may be taken multiple times, increasing the range limit by another +100% each time.
   (Savvy Rogue addition: When making a ranged weapon attack, the rogue also gains a +1 on the attack roll as long as it is within the 1st range increment of the weapon.)

Improved Evasion (Ex) - This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save.  A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex) - Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character.  This attack counts as the rogue’s attack of opportunity for that round.  Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery - The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
   Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier.  When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.  A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex) - This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her.  If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC.  She gets only this one extra chance to succeed on her saving throw.

Feat - A rogue may gain a bonus feat in place of a special ability.  She must still meet all prerequisites for the feat.

Improved Uncanny Dodge (Ex): Rogues gain Improved Uncanny Dodge at 8th level, meaning they can no longer be flanked.  This defence denies other rogues from being able to flank the rogue, unless the other rogue has at least four levels more than her.
   Levels from multiple classes that can grant Improved Uncanny Dodge stack for determining the level a rogue needs to flank her.

Advanced Archetype: A rogue of 8th level gains more of her archetypal abilities.

Con Artist - An advanced tier con artist can now shield her mind from scrutiny.  Any attempt to read the thoughts of the con artist automatically fail, and she now detects as whatever alignment she chooses, even if she does not know her alignment is under scrutiny.

Cutthroat - A cutthroat can now deliver bleeding wounds.  From now on, her sneak attacks inflict bleeding damage every round after the hit, doing 1d6 damage each round.  These wounds stack.  A DC 15 Heal check will stop one bleeding wound, or any amount of magical healing will end all bleeding wounds.  Fast healing or regeneration will also stop one bleeding wound each round when it heals the afflicted creature.  Creatures immune to sneak attacks, or which have no vital fluid, are immune to bleeding wounds.

Thief - A thief becomes so familiar with mechanisms and traps that she can make Disable Device and Open Lock checks without a set of thieves' tools at no penalty.
   If she has thieves' tools, she may use Disable Device in half the normal time, where 1 round halved becomes a standard action, and Open Lock now only takes a standard action to use, as well.

Thug - A thug's reputation becomes so great that her mere name incites fear.  From now on, she may add one-half her rogue level to any Intimidate check she makes.

Treasure Hunter - The treasure hunter starts to look around for hazards as second nature.  She may now Search as a swift action instead of a full-round action.

Greater Archetype: Upon reaching 12th level, a rogue's archetype improves yet again, giving her more abilities.

Con Artist - Through the use of guile and raw charisma, the con artist can manipulate a person's heart.  It takes 30 full minutes of conversation with a creature, but if successful, she enraptures it, making it believe she is its closest companion.  The creature must make a Will save (DC 10 + one-half the con artist's class level + her Cha modifier) or is treated as if it is under the effects of a Charm Monster spell, which lasts for 1 hour or until the con artist leaves its presence for at least 1 full minute.  After the effect wears off or on a successful save, the creature does not automatically realize how it was manipulated unless it succeeds at a Sense Motive check opposed by the con artist's Bluff check.  Also, how it was treated and used during this time affects its outlook afterward, at the DM's discretion.

Cutthroat -  A cutthroat gains the ability to deliver a Death Attack.  If a cutthroat studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (rogue's choice). While studying the victim, the rogue can undertake other actions so long as her attention stays focused on the target and the target does not detect the cutthroat or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + one-half the cutthroat’s class level + her Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the cutthroat. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the rogue has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
   If a death attack is attempted and fails (the victim makes his save) or if the cutthroat does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
   Should the cutthroat also gain levels in another class which grants Death Attack (such as assassin), their levels stack for determining the save DC and duration of the paralysis.

Thief - A thief starts to sneak much more quickly and easily.  She no longer takes a penalty to Hide or Move Silently for moving up to her speed, and only takes a -10 penalty when running.

Thug - The thug gains Furious Assault.  As a standard action, she can deliver a full attack, though every attack takes a -2 penalty.
   She also gains a second use of Stand Tough per encounter.

Treasure Hunter - A treasure hunter gains the ability to disarm traps or sabotage mechanical devices much more quickly.  When using Disable Device, the treasure hunter now only needs a standard action for a simple device, a full-round action for a tricky one, or 2 rounds for a difficult or wicked device.  In addition, if she exceeds the trap's Disable DC by only 5 instead of 10, she may now choose to bypass the trap instead of destroying it.

Hide in Plain Sight (Ex): A rogue of 14th level or higher can use the Hide skill even while being observed.  She must still have somewhere she can hide (cover or concealment, or natural surroundings if she has Camouflage) in order to use this ability.

Master Archetype: A level 16 rogue gains even more abilities from her archetype.

Con Artist - A master con artist is able to hide her thoughts under a layer of falsehoods.  From now on, whenever anyone attempts to read the con artist's mind, they read whatever thoughts the con artist wishes for them to read, even if the con artist does not know of the attempt.

Cutthroat - Master cutthroats are experts at stealthy attacks.  She now only takes a -10 penalty to Hide checks immediately after attacking, instead of the usual -20 penalty.

Thief - A master thief is so adept at hiding that she can now hide from even magical detection.  She is now immune to divinations, and any spell which only allows certain types to pass by without triggering (such as Symbol or Ward spells), the thief will be able to pass by without triggering it.

Thug - By spending a full-round action studying her target, the thug finds a weak point.  On the thug's next turn, all her attacks count as touch attacks against that target.  If she does not attack on her next turn, the benefits of this ability are wasted.  Because of the precision involved, the target must be within 30' in order to gain the benefits of this ability.

Treasure Hunter - A treasure hunter's knowledge of legendary locations, people, and items becomes incredibly vast.  Once per day, she may concentrate for one hour on a subject, and gain the effects of a Legend Lore spell as if she had cast it upon the subject.  This ability is extraordinary, not magical.

Grand Master Rogue (Ex): Should a rogue make it all the way to level 20, she reaches the peak of her abilities.  She gains a permanent +2 bonus to Dexterity, and gains other bonuses based upon her archetype.

Con Artist - A grand master con artist has such mastery over her own mind, she is now immune to all mind-affecting spells and effects.  She also gains a permanent +2 bonus to Charisma.

Cutthroat - The Death Attack of a grand master cutthroat improves.  The Improved Death Attack now only needs one round of observation, and may be used with a ranged weapon, though it is limited to 30' because of the precision necessary.  She also gains a permanent +2 bonus to Strength.

Thief - Even magic barriers are barely a hinderance to a grand master thief.  As a full-round action, she can pass through any magic barrier without suffering any deleterious effects.  In addition, the thief's Intelligence improves permanently by +2.

Thug - A thug that reaches grand master status has endured so much combat and physical punishment that she is now immune to all death effects, and can use Stand Tough three times per encounter.  She also permanently increases her Constitution by +2.

Treasure Hunter - A grand master treasure hunter becomes so nimble, she cannot be restrained.  From now on, she gains the benefits of Freedom of Movement, though as a constant extraordinary ability.  She also finds her Dexterity increased permanently by a further +2, on top of the +2 that being a grand master rogue gives, for a total +4 bonus to her Dexterity.

8
Homebrew and House Rules (D&D) / Barbarian Powered Up Rewrite
« on: June 28, 2015, 10:36:13 PM »
   I've been working on rewriting many lower tier classes, and have finally gotten to trying to improve some tier 4 ones, so they are more in line with ToB classes and the other tier 5 classes I rewrote.
   For barbarian, I wanted to make their rage better, and instead of going the PF route of making is rounds per day, I instead just fixed the duration to an entire encounter, in addition to a few other changes.  I also removed Trap Sense, and instead replaced it with a good Reflex save.  Then I added energy resistance, a few bonus feats, and a few other extra effects.
   Critiques would be appreciated.



Barbarian

Hit Die: d12

Alignment: any non-lawful

Saves
Lv   Base Attack Bonus   Fort   Ref     Will   Class Abilities
1 +1+2+2+0Fast Movement, Illiteracy, Rage 1/day
2+2+3+3+0Uncanny Dodge, Crushing Rush, Improved Bull Rush
3+3+3+3+1Energy Resistance (1st Type)
4+4+4+4+1Rage 2/day, Damage Reduction 1/-
5+5+4+4+1Improved Uncanny Dodge, Raging Smash
6+6/+1+5+5+2Energy Resistance (2nd Type), Improved Crushing Rush
7+7/+2+5+5+2Damage Reduction 2/-, Bonus Feat
8+8/+3+6+6+2Rage 3/day, Greater Rage
9+9/+4+6+6+3Energy Resistance (3rd Type), Overhead Smash
10+10/+5+7+7+3Damage Reduction 3/-, Improved Raging Smash
11+11/+6/+1+7+7+3Raging Leap, Greater Crushing Rush, Bonus Feat
12+12/+7/+2+8+8+4Rage 4/day, Energy Resistance (4th Type)
13+13/+8/+3+8+8+4Damage Reduction 4/-, Poison Immunity
14+14/+9/+4+9+9+4Tireless Rage, Spell Resistance
15+15/+10/+5+9+9+5Energy Resistance (5th Type), Master Raging Smash, Bonus Feat
16+16/+11/+6/+1+10+10+5Rage 5/day, Damage Reduction 5/-, Mighty Rage
17+17/+12/+7/+2+10+10+5Indomitable Will, Supreme Crushing Rush
18+18/+13/+8/+3+11+11+6Energy Resistance (6th Type)
19+19/+14/+9/+4+11+11+6Damage Reduction 6/-, Bonus Feat
20+20/+15/+10/+5+12+12+6Rage 6/day, Savage Champion


Class Skills (4+Int/lv): Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str)

Weapon and Armour Proficiency: Barbarians are proficient in all simple and martial weapons, light and medium armours, and shields (except tower shields).

Fast Movement (Ex): A barbarian's speed is faster than normal for his race, by +10 feet.  This benefit is lost if he wears heavy armour or carries a heavy load.  Apply the bonus before any speed reductions for armour worn or load carried.

Illiteracy: Barbarians do not start with the ability to read any language.  A barbarian may gain literacy in every language he can speak by spending 2 skill points, thereby removing this ability.  If a barbarian takes class levels in a different class that does not also have illiteracy, he automatically becomes literate in all languages he can speak.  If a character that is literate takes a level in barbarian, he does not become illiterate.

Rage (Ex): A barbarian can fly into a killer frenzy a limited number of times per day.  He temporarily gains a +4 bonus to Strength, +4 bonus to Constitution, +2 bonus to Will saves, and temporary hit points equal to two times his barbarian level.  The Constitution increase adds 2 bonus hit points per hit die, but these hit points go away when the rage ends.  The temporary hit points last for the duration of the rage, and are lost before the barbarian's regular hit points.
   While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills, except for Balance, Escape Artist, Intimidate, and Ride.  He also cannot use Concentration or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, spell trigger, or spell completion to function.  He can use feats, except for Combat Expertise, item creation feats, metamagic feats, and reserve feats.
   Rage lasts for an entire encounter, or for up to two minutes if used out of combat, unless it is ended prematurely.  The barbarian may voluntarily end it early as a free action on his turn.  Certain spells or effects may also end it prematurely, such as Calm Emotions.  When the rage ends, the barbarian is fatigued (-2 penalty to Strength, -2 penalty to Dexterity, cannot run or charge) until he is able to take five minutes of rest.
   A barbarian may enter a rage once per day, plus once every four levels (4, 8, 12, 16, 20).  Entering a rage is a free action that can only be used on the barbarian's turn.  Should a barbarian be subject to the spell Rage, he may choose to either take the spell's normal effects or gain the benefits of this class ability for the spell's duration, without using up one of his daily uses of it.  If he chooses to use his own rage bonuses, he will become fatigued when the spell ends, as normal for this rage.

Uncanny Dodge (Ex): Upon reaching 2nd level, a barbarian can react to danger before his conscious mind registers it.  He retains his Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker.  However, he still loses the bonus if immobilized.
   If a barbarian already has Uncanny Dodge from another source, such as levels in another class, he automatically gains Improved Uncanny Dodge instead (see below).

Crushing Rush (Ex): When a barbarian of at least 2nd level bull rushes a foe, he can crush him against a wall or other barrier.  Should the barbarian bull rush a foe far enough to ram him into a wall or other barrier, he deals 4d6 damage plus his Strength bonus to the foe, and to the barrier, before hardness.  If the damage would be sufficient to smash through the barrier, the foe only takes half damage, but the bull rush may continue, and may even hit another barrier.  If the bull rush would shove the foe into another creature, both the foe and creature each take 2d6 damage, and the creature hit is moved aside to the nearest open space in order for the bull rush to continue.

Improved Bull Rush: A barbarian also gains Improved Bull Rush at 2nd level as a bonus feat.  This is a part of the training for Crushing Rush, allowing him to use it without provoking attacks of opportunity from his targets.

Energy Resistance (Ex): At 3rd level, a barbarian gains resistance to energy damage.  He chooses one energy type from: Fire, Cold, Electric, Acid, Sonic, Force, Negative Energy, or Positive Energy, and gains resistance to that type equal to his class level.
   At levels 6, 9, 12, 15, and 18, he chooses a new energy type and gains the same amount of resistance to that new type.  This resistance stacks with other resistances to the same types, and cannot reduce damage taken to below 0.

Damage Reduction (Ex): When a barbarian reaches 4th level, he gains the ability to shrug off a small amount of physical damage.  Reduce any physical damage taken (weapons, falls, natural weapons) by 1.  Every three levels thereafter (7, 10, 13, 16, 19), the damage reduction is improved by 1.  This cannot reduce any damage taken to below 0.

Improved Uncanny Dodge (Ex): Barbarians gain Improved Uncanny Dodge at 5th level, meaning they can no longer be flanked.  This defence denies rogues from being able to flank the barbarian, unless the rogue has at least four levels more than the barbarian.
   Levels from multiple classes that can grant Improved Uncanny Dodge stack for determining the level a rogue needs to flank the barbarian.

Raging Smash (Ex): A barbarian of 5th level or higher learns how to channel his strength directionally while raging.  When benefitting from his rage, the barbarian can make an attack as a standard action or as part of a charge.  If he hits, in addition to dealing damage, his might attempts to knock the foe back.  The foe must make a Fortitude save against a DC equal to the damage dealt by this attack.  For every 5 points the foe fails his save by, he is shoved away from the barbarian 5 feet, in any direction that does not pass through the barbarian's space.  The foe gains a +4 bonus to his save for every size category he is larger than the barbarian, or a -4 penalty for every size category smaller.  The foe also gains a +4 bonus if he has stability or otherwise is more sturdy than normal, such as having four or more legs, or takes a -4 penalty instead if he is airborne.  This knockback can trigger the damage from the barbarian's Crushing Rush, as well, as if the barbarian were bull rushing the foe back.

Improved Crushing Rush (Ex): At 6th level, the barbarian's Crushing Rush improves.  The barbarian now gains a +5 bonus to his opposed roll when attempting a bull rush, the damage dealt to the foe when hitting a barrier increases to 8d6 plus double the barbarian's Strength bonus, and the damage for hitting another creature becomes 4d6.

Bonus Feat: At 7th level, and every 4 levels thereafter, the barbarian gains a bonus feat.  It can be any feat from the following list, but he must still meet all requirements before being able to take it.
   Blind Fight, Brutal Throw, Power Throw, Close-Quarters Fighting, Endurance, Diehard, Extra Rage, Great Fortitude, Improved Critical, Improved Initiative, Danger Sense, Improved Unarmed Strike, Instantaneous Rage, Intimidating Rage, Iron Will, Lightning Reflexes, Power Attack, Cleave, Great Cleave, Improved Sunder, Leap Attack, Power Throw, Powerful Charge, Quick Draw, Throw Anything, Track

Greater Rage: A barbarian that reaches 8th level increases the might of his rages.  The bonuses from raging improve to +6 Strength, +6 Constitution, +3 to Will saves, and three times his class level in temporary hit points.  His rage otherwise functions as normal.

Overhead Smash (Ex): At 9th level, a barbarian can start to deliver devastating overhead attacks that pound the enemy to the ground.  By taking a -4 penalty to his attack roll, the barbarian can attempt an Overhead Smash.  If he hits, he deals damage as he normally would, and also makes a trip check against the foe, without provoking an attack of opportunity.  If he succeeds, the foe is knocked prone, and if he fails, he cannot be tripped in return.

Improved Raging Smash (Ex): Once he reaches 10th level, a barbarian's knockback attack improves.  From now on, whenever the barbarian initiates a Raging Smash, the foe is knocked back 5 feet for every 2 he fails the Fortitude save, and the DC to resist is increased by 5.

Raging Leap (Ex): An 11th level barbarian expands his frenzying capabilities.  While raging, a barbarian may make a full attack whenever he charges, gaining the +2 bonus to attack on every attack for the turn.  If the barbarian chooses to use Raging Smash during the charge, he can use it on the first attack only.

Greater Crushing Rush (Ex): After reaching 11th level, a barbarian's bull rush becomes even more violent.  The barbarian's bonus to the opposed roll when bull rushing is now +10, the damage dealt to the foe when hitting a barrier increases to 12d6 plus triple the barbarian's Strength bonus, and the damage for hitting another creature becomes 6d6.

Poison Immunity (Ex): Upon reaching 13th level, a barbarian becomes so tough that poisons no longer affect him.  He is now completely immune to the effects of all poisons.

Tireless Rage: After reaching level 14, a barbarian no longer becomes fatigued after his rage ends, regardless of the reason.  Even the Rage spell will not cause fatigue if he takes his own raging benefits instead of the spell's normal effects.

Spell Resistance (Ex): Also at 14th level, a barbarian's inherent mistrust of magic manifests as an actual defense.  From now on, the barbarian has spell resistance equal to 10 plus his class level.  This follows all the normal rules for spell resistance.

Master Raging Smash (Ex): A barbarian that reaches 15th level masters his raging knockback.  He now gets a +10 bonus to the save DC to resist it, and the foe is launched backward 5 feet for every point he fails his Fortitude save by.

Mighty Rage: At 16th level, the barbarian's raging grows even more powerful.  The rage bonuses further improve to +8 Strength, +8 Constitution, +4 to Will saves, and temporary hit points equal to five times his class level.  He otherwise follows all the rules for raging as normal.

Indomitable Will (Ex): Once a barbarian reaches 17th level, his determination grows so insurmountable that he becomes immune to all mind-affecting effects.

Supreme Crushing Rush (Ex): At 17th level, a barbarian also masters his destructive shoving.  The bull rush bonus on the opposed roll becomes +15, the damage dealt to the foe when hitting a barrier increases to 16d6 plus quadruple the barbarian's Strength bonus, and the damage for hitting another creature becomes 8d6.

Savage Champion (Ex): Should a barbarian reach level 20, he becomes an exemplar of his kind.  He gains a permanent +2 bonus to Strength and Constitution, and his speed increases by a further 10 feet.

9
Homebrew and House Rules (D&D) / New Elemental Cosmology
« on: January 13, 2015, 05:22:13 AM »
   I started out looking up the quasi-elements for D&D, in order to make the quasi-genasi templates, but came to realize thing had been changed about repeatedly throughout the editions.  So I finally decided to instead break out the elemental list I had been working on in my spare time as the mood struck me.  This does mean that elementals, and genasi templates, should be made for a crap-ton of new things, but I think this list might actually be useful to lots of people, if they care to use it.

   Some background logic for formation choices:  The quasi-elements which use both positive & negative energy are supposed to be representative of what is left when the third element is removed (the "death" of the element).  Para- and quasi-elements with positive energy are typically "energetic" or "beneficial" in design, while ones with negative energy are typically "harmful" or "stagnant".

   I'm still not sure about Moon being a quasi-element, but it's on there for now.  If someone can think of something more appropriate, with a good reason for it, I will swap it out.  Possibly for other elements as well, but I'm pretty happy with the placing of the rest.


New Elemental Cosmology

6 Elements
 - Air
 - Earth
 - Fire
 - Water
 - Positive Energy
 - Negative Energy

15 Para-Elements
- Dust(Air & Earth)
- Sound(Air & Fire)
- Mist(Air & Water)
- Wind(Air & Positive)
- Gas(Air & Negative) - toxic gases, specifically (ex: green dragon breath weapon)
- Magma      (Earth & Fire)
- Muck(Earth & Water) - also called ooze
- Metal(Earth & Positive)
- Rock(Earth & Negative)
- Steam(Fire & Water)
- Light(Fire & Positive) - also called radiance
- Dark(Fire & Negative)
- Rain(Water & Positive)
- Ice   (Water & Negative)
- Death(Positive & Negative)

20 Quasi-Elements
- Meteor(Air, Earth, & Fire)
- Moon(Air, Earth, & Water)
- Force(Air, Earth, & Positive)
- Rot(Air, Earth, & Negative)
- Cloud(Air, Fire, & Water) - typically thunderclouds
- Lightning   (Air, Fire, & Positive)
- Smoke(Air, Fire, & Negative)
- Storm(Air, Water, & Positive) - also called tempest
- Poison(Air, Water, & Negative)
- Vacuum(Air, Positive, & Negative)
- Oil(Earth, Fire, & Water)
- Gem(Earth, Fire, & Positive)
- Obsidian(Earth, Fire, & Negative) - includes glass
- Wood(Earth, Water, & Positive) - can include other plants
- Tar(Earth, Water, & Negative)
- Ether(Earth, Positive, & Negative)
- Alcohol(Fire, Water, & Positive)
- Acid(Fire, Water, & Negative)
- Ash(Fire, Positive, & Negative)
- Salt(Water, Positive, & Negative)

10
Homebrew and House Rules (D&D) / Planetouched Templates
« on: January 07, 2015, 08:53:44 PM »
   I've always had a problem with the planetouched races (aasimar and tiefling).  The celestial and fiendish templates, plus the half- versions can be applied to a variety of races/creatures, but only human descendants get to be planetouched?  Well, except for tiefling versions of elves, dwarves, halflings, and orcs.  So only humans mate with non-fiendish outsiders?  Total BS.  And so, I took the races and converted them into templates, so you can easily add a bit of outsider ancestry to nearly any creature, just as you could for half-breeds (half-celestial, half-fiend, etc).
   Although the Air subtype in the MM mentions that they should all have flight, that's a bit powerful for a +1 LA template, even if delayed.  So instead, they will gain Breathless.


   Planetouched templates may be applied to any living, corporeal creature.  A planetouched creature uses all the base creature's statistics and special abilities except as noted here.

Aasimar Template

 - Type changes to Outsider with the Good and Native subtypes.  It keeps any subtypes it already had.
 - +2 Wisdom, +2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Gain or increase racial skill bonuses to Spot and Listen by +2
 - Daylight (Sp): An aasimar can use Daylight once per day at a caster level equal to his hit dice or level.
 - Resistance to acid 5, cold 5, and electricity 5.  Stacks with other racial resistances.
 - Add Celestial to languages known
 - Favoured class changes to Paladin
 - Level Adjustment +1


Tiefling Template

 - Type changes to Outsider with the Evil and Native subtypes.  It keeps any subtypes it already had.
 - +2 Dexterity, +2 Intelligence, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Gain or increase racial skill bonuses to Bluff and Hide by +2
 - Darkness (Sp): A tiefling can use Darkness once per day at a caster level equal to his hit dice or level.
 - Resistance to fire 5, cold 5, and electricity 5.  Stacks with other racial resistances.
 - Add Infernal or Abyssal to languages known
 - Favoured class changes to Rogue
 - Level Adjustment +1


Axani Template

 - Type changes to Outsider with the Lawful and Native subtypes.  It keeps any subtypes it already had.
 - +2 Intelligence, +2 Wisdom
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Calm Emotions (Sp): An axani can use Calm Emotions once per day as a cleric at a caster level equal to his hit dice or level.
 - Resistance to Cold 5 and Sonic 5.  Stacks with other racial resistances.
 - Gain or increase racial skill bonuses to Diplomacy and Spot by +2
 - Favoured class changes to Monk
 - Level Adjustment +1


Cansin Template

 - Type changes to Outsider with the Chaotic and Native subtypes.  It keeps any subtypes it already had.
 - +2 Intelligence, +2 Charisma
 - Entropic Shield (Sp): A cansin can use Entropic Shield once per day as a cleric at a caster level equal to his hit dice or level.
 - Resistance to Acid 5 and Fire 5. Stacks with other racial resistances.
 - Gain or increase racial skill bonuses to Bluff and Search by +2
 - Favoured class changes to Sorcerer
 - Level Adjustment +1


Mechanatrix Template

 - Type changes to Outsider with the Lawful and Native subtypes.  It keeps any subtypes it already had.
 - +2 Constitution, +2 Intelligence, -2 Dexterity, -2 Charisma
 - Natural armour increases by +1
 - Shocking Grasp (Sp): A mechanatrix can use Shocking Grasp once per day as a sorcerer with a caster level equal to his hit dice or level.
 - Resistance to Cold 5, Fire 5.  Stacks with other racial resistances.
 - Electricity Healing: Instead of taking damage from electricity attacks, a mechanatrix instead heals 1 point of damage for every 3 points of electricity damage he would otherwise take.  The mechanatrix gets no saving throw against electricity effects.
 - Gain or increase racial skill bonuses to Spot by +2, and Knowledge (Architecture and Engineering) by +4
 - Level Adjustment +1


Shyft Template

 - Type changes to Outsider with the Native subtype.  It keeps any subtypes it already had.
 - +4 Dexterity, +2 Wisdom, -2 Strength
 - Ethereal Jaunt (Sp): Once per day, a shyft can cast Ethereal Jaunt as a cleric of 9th level or his character level, whichever is higher.
 - Resistance to Cold 5, Fire 5, Sonic 5.  Stacks with other racial resistances.
 - Gain or increase racial skill bonuses to Hide and Move Silently by +4
 - Gain low-light vision, or increase the multiplier of the base creature's low-light vision by 1.
 - Level Adjustment +2


Air Genasi Template

 - Type changes to Outsider with the Native and Air subtypes.  It keeps any subtypes it already had.
 - +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Levitate (Sp): Air genasi can use Levitate once per day as a sorcerer with a caster level equal to 5 or his hit dice or level, whichever is higher.
 - Clerical Focus: An air genasi cleric must choose a deity or belief that includes either the Air or Windstorm domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all air spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Breathless: Air genasi do not breathe, and are immune to effects which require breathing, such as inhaled poisons or drowning.
 - Add Auran to the list of bonus languages
 - Level Adjustment +1


Earth Genasi Template

 - Type changes to Outsider with the Native and Earth subtypes.  It keeps any subtypes it already had.
 - +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma
 - Natural armour increases by +2
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Pass Without Trace (Sp): Earth genasi can use Pass Without Trace once per day as a druid with a caster level equal to 5 or his hit dice or level, whichever is higher.
 - Clerical Focus: An earth genasi cleric must choose a deity or belief that includes the Earth domain, and must take the Earth domain as one of his domains.
 - +1 racial bonus on saving throws against all earth spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Terran to the list of bonus languages
 - Level Adjustment +1


Fire Genasi Template

 - Type changes to Outsider with the Native and Fire subtypes.  It keeps any subtypes it already had.  Because of the Fire subtype, fire genasi are immune to fire damage but are vulnerable to cold and take 150% damage from cold sources before saving throws and resistances apply.
 - +2 Intelligence, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Pyrotechnics (Sp): Fire genasi can use Pyrotechnics once per day as a sorcerer with a caster level equal to 5 or his hit dice or level, whichever is higher.
 - Clerical Focus: A fire genasi cleric must choose a deity or belief that includes the Fire domain, and must take the Fire domain as one of his domains.
 - +1 racial bonus on saving throws against all fire spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Ignan to the list of bonus languages
 - Level Adjustment +1


Water Genasi Template

 - Type changes to Outsider with the Native and Water subtypes.  It keeps any subtypes it already had.  Because of the Water subtype, water genasi can breathe both air and water, and gain a swim speed equal to his base land speed.
 - +2 Constitution, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Create Water (Sp): Water genasi can use Create Water once per day as a druid with a caster level equal to 5 or his hit dice or level, whichever is higher.
 - Clerical Focus: A water genasi cleric must choose a deity or belief that includes either the Ocean or Water domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all water spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Aquan to the list of bonus languages
 - Level Adjustment +1


Dust Para-Genasi Template

 - Type changes to Outsider with the Air, Earth, and Native subtypes.  It keeps any subtypes it already had.
 - +4 Dexterity, +2 Intelligence, -2 Constitution, -2 Charisma
 - Natural armour increases by +1
 - Dust Cloud (Su): Once per day, a dust para-genasi can create a 20' radius cloud of dust, centered on himself.  This cloud grants concealment (20% miss chance) to all targets not adjacent to a creature within the cloud.  All creatures within the cloud, except those who do not need to breathe, must make a Fortitude save (DC 10 + ½ level + Charisma modifier) or begin coughing uncontrollably.  This coughing imposes a -2 penalty to attacks and skill checks, and lasts until 1d4 rounds after the creature leaves the cloud.  The dust cloud lasts for 5 minutes.
 - Breathless: Dust para-genasi do not breathe, and are immune to effects which require breathing, such as inhaled poisons or drowning.
 - Clerical Focus: A dust para-genasi cleric must choose a deity or belief that includes either the Air or Earth domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all dust spells and effects (such as Dust of Dryness or a dust mephit's breath weapon).  Increase the bonus by +1 for every five levels he has.
 - Add Auran and Terran to the list of bonus languages
 - Level Adjustment +1


Ice Para-Genasi Template

 - Type changes to Outsider with the Cold and Native subtype.  It keeps any subtypes it already had.  Because of the Cold subtype, ice para-genasi are immune to cold damage but are vulnerable to fire and take 150% damage from fire sources before saving throws and resistances apply.
 - +4 Constitution, +2 Wisdom, -2 Dexterity, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Chill Metal (Sp): Ice para-genasi can use Chill Metal once per day as a druid with a caster level equal to his hit dice or level.
 - Breathless: Air genasi do not breathe, and are immune to effects which require breathing, such as inhaled poisons or drowning.
 - Clerical Focus: An ice para-genasi cleric must choose a deity or belief that includes either the Air, Cold or Water domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all cold spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Auran and Aquan to the list of bonus languages
 - Level Adjustment +1


Magma Para-Genasi Template

 - Type changes to Outsider with the Earth, Fire, and Native subtypes.  It keeps any subtypes it already had.  Because of the Fire subtype, magma para-genasi are immune to fire damage but are vulnerable to cold and take 150% damage from cold sources before saving throws and resistances apply.
 - +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom
 - Natural armour increases by +1
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Heat Metal (Sp): Magma para-genasi can use Heat Metal once per day as a druid with a caster level equal to his hit dice or level.
 - Clerical Focus: A magma para-genasi cleric must choose a deity or belief that includes either the Fire or Earth domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all fire spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Ignan and Terran to the list of bonus languages
 - Level Adjustment +1


Ooze Para-Genasi Template

 - Type changes to Outsider with the Earth, Water, and Native subtype.  It keeps any subtypes it already had.  Because of the Water subtype, ooze para-genasi can breathe both air and water, and gain a swim speed equal to his base land speed.
 - +4 Constitution, -2 Charisma
 - Natural armour increases by +1
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Grease (Sp): Ooze para-genasi can use Grease once per day as a sorcerer with a caster level equal to his hit dice or level.
 - Clerical Focus: An ooze para-genasi cleric must choose a deity or belief that includes either the Water, Earth, Slime or Ooze domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all acid spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Aquan and Terran to the list of bonus languages
 - Level Adjustment +1


Smoke Para-Genasi Template

 - Type changes to Outsider with the Air, Fire, and Native subtype.  It keeps any subtypes it already had.  Because of the Fire subtype, smoke para-genasi are immune to fire damage but are vulnerable to cold and take 150% damage from cold sources before saving throws and resistances apply.
 - +2 Dexterity, +2 Intelligence, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Smoke Cloud (Su): A smoke para-genasi can create a cloud of smoke once per day.  This functions exactly like the smoke version of Pyrotechnics except that it does not need a flame for the origin.  The smoke para-genasi uses this ability as a sorcerer of his character level or hit dice.
 - Breathless: Smoke para-genasi do not breathe, and are immune to effects which require breathing, such as inhaled poisons or drowning.
 - Clerical Focus: A smoke para-genasi cleric must choose a deity or belief that includes either the Air or Fire domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all smoke and cloud-based spells and effects (such as Cloudkill or the smoke version of Pyrotechnics).  Increase the bonus by +1 for every five levels he has.
 - Add Auran and Ignan to the list of bonus languages
 - Level Adjustment +1


Steam Para-Genasi Template

 - Type changes to Outsider with the Fire, Water, and Native subtype.  It keeps any subtypes it already had.  Because of the Fire subtype, steam para-genasi are immune to fire damage but are vulnerable to cold and take 150% damage from cold sources before saving throws and resistances apply.  Because of the Water subtype, they can breathe both air and water, and gain a swim speed equal to their base land speed.
 - +2 Dexterity, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Obscuring Mist (Sp): Steam para-genasi can use Obscuring Mist once per day as a druid with a caster level equal to his hit dice or level.
 - Clerical Focus: A steam para-genasi cleric must choose a deity or belief that includes either the Fire or Water domain, and must take one of them as one of his domains.
 - Keen Eyed (Ex): Steam para-genasi can see through smoke, fog, and other atmospheric effects unusually well.  Reduce the miss chance caused by concealment from these sorts of effects by half.
 - Add Aquan and Ignan to the list of bonus languages
 - Level Adjustment +1


Posi-Genasi Template

 - Type changes to Outsider with the Native subtype.  It keeps any subtypes it already had.
 - +2 Constitution, +2 Wisdom, -2 Strength
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Lesser Restoration (Sp): Posi-genasi can use Lesser Restoration once per day as a cleric with a caster level equal to his hit dice or level.
 - Boundless Life: Posi-genasi are able to turn any exess healing from spells or effects they cast or receive into temporary hit points.  These temporary HP do not stack, and last for up to 1 hour.
 - Clerical Focus: A posi-genasi cleric must choose a deity or belief that includes either the Glory, Healing, Renewal or Sun domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all negative energy spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Level Adjustment +1


Nega-Genasi Template

 - Type changes to Outsider with the Native subtype.  It keeps any subtypes it already had.
 - +4 Intelligence, +2 Dexterity, -2 Constitution, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Command Undead (Sp): Nega-genasi can use Command Undead once per day as a sorcerer with a caster level equal to his hit dice or level.
 - Deathly Life: Nega-genasi are healed by negative energy, and harmed by positive energy, just as undead are.  They are still considered living creatures for all other spells and effects.  Raise Dead and the like still affect a nega-genasi normally.  Additionally, nega-genasi have a 50% chance to ignore critical hits, sneak attacks, and the like.
 - Clerical Focus: A nega-genasi cleric must choose a deity or belief that includes either the Death, Deathbound, or Undeath domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all positive energy spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Level Adjustment +1

11
Homebrew and House Rules (D&D) / Knight Rewrite
« on: January 01, 2015, 03:50:48 AM »
   For this rewrite, I wanted to go with the apparent design idea that a knight should be able to provoke enemies into attacking him instead of allies, as well as being an effective tank.  Sadly, the Knight's Challenge stuff from the PHB2 was terribly thought out and gave little benefit to the class, let alone actually do the job it was supposed to.  So instead, I built new abilities around the concept of attacks of opportunity, allowing a knight to punish those who would attack people other than him, and to specialize in utilizing a shield and heavy armour.  Hopefully this rewrite is a knight that people would actually like to play, and actually be effective at his job!
   Critiques and opinions are welcome!  It should only have Ex abilities, and be an effective tank, roughly falling into high tier 4.

Knight

Alignment: Any Lawful

Hit Die: d12

Table:
Saves 
Level   Base Attack Bonus    FortRef     Will     Class Abilities
   1+1+2+0+2Shield Specialization
   2+2+3+0+3Endurance, Knight Style
   3+3+3+1+3Omnipresent Threat, Armoured Agility +1
   4+4+4+1+4Reactionary, 1-Handed Mastery
   5+5+4+1+4Shield Ward, Vigilant Defender, Bonus Feat
   6+6/+1+5+2+5Diehard, Improved Knight Style
   7+7/+2+5+2+5Shield Mastery +1, Unstoppable 1/day
   8+8/+3+6+2+6Grand Charge, Combat Reflexes
   9+9/+4+6+3+6Shield Ally, Unfailing Determination 1/day, Bonus Feat
   10+10/+5+7+3+7Overwhelming Counter, Mettle
   11+11/+6/+1+7+3+7Master Knight Style, Armoured Agility +2
   12+12/+7/+2+8+4+8Strength of Will, Unstoppable 2/day
   13+13/+8/+3+8+4+8Reflective Aegis, Shield Mastery +2, Bonus Feat
   14+14/+9/+4+9+4+9Unfailing Determination 2/day, Pierce the Veil 1/day
   15+15/+10/+5+9+5+9Lunging Stance
   16+16/+11/+6/+1+10+5+10Impetuous Endurance
   17+17/+12/+7/+2+10+5+10Unstoppable 3/day, Pierce the Veil 2/day, Bonus Feat
   18+18/+13/+8/+3+11+6+11Armoured Agility +3
   19+19/+14/+9/+4+11+6+11Unfailing Determination 3/day, Shield Mastery +3
   20+20/+15/+10/+5+12+6+12Paragon, Pierce the Veil 3/day

Class Skills (4+int mod skill points per level, x4 at 1st level) Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex)

Weapon and Armour Proficiencies: A knight is proficient with all simple and martial weapons, with light, medium, and heavy armour, and with shields, including tower shields.

Shield Specialization: A knight is highly skilled with his shield, and starts with this feat as a bonus feat.

Endurance: Upon reaching 2nd level, a knight becomes more comfortable in his armour and long journeys.  He gains the Endurance feat as a bonus feat.  If he already has this feat, he may pick a different feat in its place, so long as he meets the chosen feat's prerequisites.

Knight Style (Ex): Also at 2nd level, the knight chooses which fighting style he will specialize in.  He can pick between armour mastery, mounted combat, monster hunter, or anti-caster.  Each style will improve further at level 6, and again at level 11.
   A knight that chooses armour mastery gains the ability to move at full speed in medium armour, and any armour check penalty he suffers from is reduced by 1, from the total.  If the knight is a dwarf or other character who innately ignores speed penalties from armour, he instead gains +5' to his base speed, in addition to the armour check penalty reduction.
   If the knight chooses the mounted style, he gains Mounted Combat as a bonus feat.
   For a monster hunter knight, he gains Close-Quarters Fighting as a bonus feat.
   Should the knight choose anti-caster style, he gains Mage Slayer as a bonus feat.

Omnipresent Threat (Ex): A knight of at least 3rd level gains the ability to make attacks of opportunity against foes in his threatened area which make an attack against anyone other than the knight.  If the attack has multiple targets, of which the knight is one, or is an area attack, such as Fireball, and includes the knight, then it does not provoke an attack of opportunity from this ability, though it may still do so for other reasons, such as being a ranged attack or casting a spell.

Armoured Agility (Ex): Level 3 knights also learn to move more freely in armour.  They increase the maximum dexterity bonus of any worn armour or shield by +1.  This ability improves further, to +2 at 11th level, and to +3 at 18th.

Reactionary (Ex): At level 4, the knight gains heightened reactions, allowing him to make attacks of opportunity more frequently.  He can make one extra attack of opportunity each round for every 4 full levels of knight he has.

1-Handed Mastery (Ex): Also at 4th, the knight learns how to better wield a weapon with one hand.  From now on, he can treat any weapon wielded in one hand as if he was wielding it in two, if the weapon can be wielded as such.  Therefore, a knight with a longsword would add 1.5x his strength bonus to damage and would count as wielding it 2-handed for disarm checks.  If he also had the Power Attack feat, he would gain the increased damage bonus as if he was wielding a 2-handed weapon.  This does not let him wield a 2-handed weapon in one hand, however.

Shield Ward: A 5th level knight gains Shield Ward as a bonus feat.  If he already has this feat, he may pick a different feat in its place, so long as he meets the feat's prerequisites.

Vigilant Defender (Ex): A 5th level knight also learns how to hinder foes' movements.  Any foe within the knight's threatened area finds that it costs twice as much movement to leave the space, and a foe attempting to tumble through the knight's threatened area has the tumble DC increased by the knight's class level.

Bonus Feat: At level 5 and every 4 levels thereafter, a knight gains a bonus feat from the following list.  He must still meet all prerequisites in order to take any of these feats.  Also, knight levels count as fighter levels for prerequisites for feats.
   Active Shield Defense, Animal Affinity, Armour Specialization, Blind-Fight, Close-Quarters Fighting, Overhead Thrust, Defensive Sweep, Dragon Hunter, Dragon Hunter Bravery, Dragon Hunter Defense, Dragonfoe, Dragonbane, Dragondoom, Expert Tactician, Great Fortitude, Hold the Line, Improved Critical, Improved Shield Bash, Agile Shield Fighter, Iron Will, Lightning Reflexes, Mage Slayer, Pierce Magical Concealment, Pierce Magical Protection, Mounted Combat, Ride-By Attack, Spirited Charge, Trample, Robilar's Gambit, Quick Draw, Weapon Focus, Sense Weakness, Weapon Specialization, Melee Weapon Mastery, Greater Weapon Focus, Greater Weapon Specialization

Diehard: Knights of at least 6th level become even more determined, and gain Diehard as a bonus feat.  If he already has this feat, he may pick a different feat in its place, so long as he meets the chosen feat's prerequisites.

Improved Knight Style (Ex): A knight that has reached level 6 improves his chosen combat style further.
   If he took armour mastery, the armour check penalty reduction is improved to 2.  He can now move (but not run) in heavy armour at full speed, or if he can already ignore speed reduction from heavy armour, he instead gains another +5' to his base speed.
   A mounted style knight gains Trample as a bonus feat.
   For the monster hunter style, the knight gains Overhead Thrust as a bonus feat.
   If the knight took anti-caster style, he learns Pierce Magical Concealment as a bonus feat.

Shield Mastery (Ex): Upon reaching level 7, a knight's mastery of shields improves further.  The AC bonus from a shield he holds in his offhand increases by +1.  It increases to +2 at level 13 and to +3 at 19.  This bonus applies to everything the normal shield bonus applies to, such as touch AC or opposed rolls from the Shield Ward feat.

Unstoppable (Ex): Also at 7th, the knight gains the ability to focus and gird himself for brief moments.  Once per day, he may activate this ability as an immediate action, which grants him temporary immunity to fatigue and exhaustion, suppressing either if he is already suffering from either, and he receives half damage to his HP from all attacks.  If the knight expends HP as part of the cost of a spell or ability, Unstoppable does not reduce this damage.  This ability lasts for 1 round per 2 knight levels.  Every 5 levels beyond 7th, he gains another daily use of Unstoppable.

Grand Charge (Ex): A level 8 knight learns how to deliver devastating charge attacks.  When the knight charges and hits, his damage is multiplied by the number of attacks his base attack bonus would allow in a full attack.  For instance, a knight with a +12 BAB who uses Grand Charge would deal x3 damage if he hits.  The multiplier from this ability cannot exceed x4 for having a +16 or higher BAB, though it will still stack with other damage multipliers as usual.

Combat Reflexes: Knights of 8th level also gain Combat Reflexes as a bonus feat.  If they already have this feat, they may pick a different feat in its place, so long as they meet the chosen feat's prerequisites.

Shield Ally (Ex): Once a knight reaches 9th level, he is able to protect his allies more effectively.  Any ally adjacent to the knight benefits from his shield bonuses, including those from the knight's Shield Ward feat and other effects which apply to his shield, though they do not stack with any shield bonuses the ally might already have.  The knight must use his shield in his off-hand, and be alert and unimpeded to confer these bonuses.  If he is stunned, helpless, or otherwise denied his dexterity bonus to AC, the knight cannot use this ability.

Unfailing Determination (Ex): Also at 9th, the knight gains the ability to shrug off blows that should otherwise kill him.  Once per day, as an immediate action, the knight may activate this ability.  For a number of rounds equal to his class level, the knight remains conscious and fully functional regardless of his HP total.  He cannot die due to HP damage for the duration, as well.  Once the effect ends, if his HP are at -10 or below, he immediately dies.  This does not protect against death effects, constitution damage, or other ways to die outside of HP loss.  At levels 14 and 19, the knight gains an extra use of this ability per day.

Overwhelming Counter (Ex): At level 10, a knight's skill at taking advantage of an aggressor's weaknesses increases further.  Whenever he successfully hits with an attack of opportunity, the foe must make a Will save, DC 10 + ½ the knight's class level + his strength modifier, or be dazed for 1 round.

Mettle (Ex): Knights of 10th level also gain the ability to resist magical attacks with greater effectiveness than others. If he succeeds on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead negates the effect. The knight does not gain the benefit of mettle while unconscious.

Master Knight Style (Ex): At level 11, the knight gains one last ability from his chosen style.
   The armour mastery knight can now run in heavy armour without a multiplier reduction, or if he could innately ignore armour speed penalties, he gains a final +5' bonus to his base speed, for a total of +15'.  In either case, he also reduces the total armour check penalty he suffers from by a further point, for a total of 3.
   A knight that masters the mounted style gains Spirited Charge as a bonus feat.
   The monster hunter knight's mastery gains him Supernatural Opportunist as a bonus feat.
   A master knight of the anti-caster style learns how to disrupt ongoing spells on foes.  Whenever he hits with an attack of opportunity, the foe struck is treated as if he had received a targeted Dispel Magic, in addition to the damage.  Treat the knight's class level as his caster level for this effect, with no maximum, and do not reduce it for feats such as Mage Slayer.  In addition, if the spell effect only penalizes the foe or does ongoing damage, that effect does not get dispelled.

Strength of Will (Ex): Upon reaching level 12, a knight's resolve to survive reaches incredible proportions.  Once per encounter, when the knight must make a save against mind-affecting effects or death effect and he fails, he may re-roll the save.

Reflective Aegis (Ex): At 13th level, a knight starts to reflect spells with his shield.  Whenever the knight succeeds on his save against a targeted spell or spell-like ability, it is reflected back at the caster.  If the spell or spell-like ability does not normally allow a save, the knight may make a Will save against the DC it would otherwise have.  The knight is treated as the caster of the reflected spell, should it matter, such as a spell that requires concentration, or spells such as Charm Person.  The knight may only use this ability while he is holding his shield in his off-hand.
   If an ally is benefitting from the knight's Shield Ally, the ally gains the benefit of Reflective Aegis as well, reflecting any targeted spells or spell-like abilities that the ally successfully saves against.  This means that if both the knight and a shielded ally are targeted by a multi-target spell and both succeed on their save, the caster suffers the effects of his own spell twice.

Pierce the Veil (Ex): A knight of 14th level or higher gains the ability to see through magical deception.  Once per day, as a swift action, the knight gains the benefits of True Seeing for 1 minute.  He gains another use of this per day at 17th, and again at 20th.

Lunging Stance (Ex): Once the knight reaches level 15, he learns an aggressive stance.  So long as the knight's movement is unimpeded (cannot be entangled, slowed, held, bound, or the like), he gains +5' to his reach.

Impetuous Endurance (Ex): A knight of 16th level is capable of astounding resistance to baleful effects.  From now on, a knight no longer automatically fails a saving throw on a natural 1, though if the total is below the DC, it is still a fail.

Paragon (Ex): Should a knight attain level 20, he attains peak perfection.  His strength and constitution each increase by 2, he is now immune to death effects, he gains a continuous Freedom of Movement effect, and he gains DR 5/- which stacks with other sources of unbreachable damage reduction.

12
Homebrew and House Rules (D&D) / Battle Dancer class rewrite
« on: October 12, 2014, 07:20:51 PM »
   While working on a rewrite for monk & samurai, a friend asked me to try rewriting the battle dancer class for an upcoming campaign.  Of course I had to oblige, and incorporated some of the ideas I had for fixing monks into it, as the two classes have some interesting similarities.  But, there is a new system I am building for the monk and samurai that I did not feel would suit this class, so I went a little more traditional, and instead built the class around having special dances that could create supernatural effects, in addition to its original design as an alternate to the monk class.


Battle Dancer

Hit Die: d10

Alignment: any chaotic

         SavesUnarmoured   ACUnarmed
Lv     Base Attack Bonus     Fort   Ref     Will     Class AbilitiesSpeed Bonus     Bonus     Damage
1+1+2+2+0Improved Unarmed Strike, AC Bonus       +0  +0    d6
2+2+3+3+0Uncanny Dodge, Hypnotic Dance       +0  +0    d6
3+3+3+3+1Dancer's Flurry +1       +0  +1    d6
4+4+4+4+1Dancer's Strike (Magic), Bonus Feat       +0  +1    d8
5+5+4+4+1Dancer's Weaponry, Charming Dance       +10  +1    d8
6+6/+1+5+5+2Acrobatic Agility, Evasion       +10  +1    d8
7+7/+2+5+5+2Featherlight Step, Bonus Feat       +10  +2    d8
8+8/+3+6+6+2Improved Uncanny Dodge, Aerial Dance       +10  +2    d10
9+9/+4+6+6+3Elegant Extension (30')       +10  +2    d10
10+10/+5+7+7+3Vexing Strike, Bonus Feat       +10  +2    d10
11+11/+6/+1+7+7+3Dancer's Strike (Material), Concealing Dance          +20  +3    d10
12+12/+7/+2+8+8+4Dancing Assault       +20  +3    2d6
13+13/+8/+3+8+8+4Dancer's Flurry +2, Bonus Feat       +20  +3    2d6
14+14/+9/+4+9+9+4Confounding Dance, Elegant Extension (60')       +20  +3    2d6
15+15/+10/+5+9+9+5Improved Evasion       +20  +4    2d6
16+16/+11/+6/+1+10+10+5Chaotic Mind, Bonus Feat       +20  +4    2d8
17+17/+12/+7/+2+10+10+5Heroic Dance       +30  +4    2d8
18+18/+13/+8/+3+11+11+6Dancer's Strike (Aligned)       +30  +4    2d8
19+19/+14/+9/+4+11+11+6Elegant Extension (90'), Bonus Feat       +30  +5    2d8
20+20/+15/+10/+5+12+12+6Ultimate Dance       +30  +5    2d10

Class Skills (6+Int/lv): Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)

Weapon and Armour Proficiency: Battle dancers are proficient in all simple weapons, plus short sword, whip, flail, heavy flail, kusari-gama, glaive, kau sin ke, war fan, shuriken, chakram, claw bracer, and bolas.  They also start with Improved Unarmed Strike.  Battle dancers are not proficient in any armour or shields, as several of their class abilities are reliant upon remaining unarmoured and unencumbered.

Improved Unarmed Strike (Ex): Battle dancers are highly trained in using their body with unprecedented skill.  While a battle dancer starts with Improved Unarmed Strike, she may use practically any body part - head, elbow, knee, fist, foot - with lethal force.  Any magic item which would add levels to monk for determining unarmed strike damage (or any other class feature which battle dancers share with monks) increase the battle dancer's effective level instead.

AC Bonus (Ex): A battle dancer has expertise at avoiding attacks through her mesmerizing movements.  She adds her Charisma bonus to AC so long as she is unarmoured, carrying no more than a light load, and not using a shield.  At 3rd level and every 4 levels thereafter (7, 11, 15, and 19), the bonus increases by 1.
   This bonus applies against touch attacks and when the battle dancer is flat-footed, but she loses it whenever she is immobilized or helpless.

Uncanny Dodge (Ex):  At 2nd level, a battle dancer can react to danger before her conscious mind registers it.  She retains her Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker.  However, she still loses the bonus if immobilized.
   If a battle dancer already has Uncanny Dodge from another source, such as levels in another class, she automatically gains Improved Uncanny Dodge instead (see below).

Hypnotic Dance (Su): Also upon reaching 2nd level, a battle dancer learns her first special dance.  Special dances have a save DC of 8 + ½ her ranks in Perform (Dance) + her Charisma modifier, require a move action to initiate and a swift action to maintain each round.  A battle dancer may use special dances a number of times per day equal to her class level.  She cannot use any special dance if she wears any armour or shield or carries a load heavier than light.  She may also only use one special dance at a time.  A special dance may be maintained for a maximum number of minutes equal to her Constitution score.
   When the battle dancer initiates her Hypnotic Dance, all targets within 30' that can see her become fascinated unless they succeed on a Will save for as long as they can see her dancing.  This is a mind-affecting effect.  Once someone shakes off the fascinate effect, they cannot be affected by this use of the dance again.  However if the battle dancer starts the dance over again, they must make a new save.

Dancer's Flurry (Ex): Starting at 3rd level, a battle dancer may launch a flurry of blows in combat.  Whenever she makes a full attack using unarmed strikes or a battle dancer weapon, she gets one extra attack at her highest bonus.
   Battle dancer weapons are: dagger, quarterstaff, short sword, whip, flail, heavy flail, kusari-gama, glaive, kau sin ke, war fan, shuriken, braid blade, and rope dart.
   At 13th level, the battle dancer's flurry improves to 2 extra attacks, each at her highest bonus.

Dancer's Strike (Su): A 4th level battle dancer gains the ability to breach certain forms of damage reduction with her unarmed strikes.  Initially, her unarmed strikes bypass damage reduction as if it were a magic weapon.  At 11th level, her unarmed strikes count as if it were a single special material of her choice, which she can change as a swift action, and finally at 18th, it becomes aligned according to her own alignment.

Bonus Feat: At 4th level and every 3 levels thereafter, battle dancers gain a bonus feat.  It can be any feat from the following list, but she must still meet all requirements in order to take it.  With regards to monk levels, battle dancer levels are equivalent, for all feats.
   Acrobatic, Acrobatic Strike, Agile, Alertness, Athletic, Blind-Fight, Clever Wrestling, Close-Quarters Fighting, Combat Acrobat, Combat Expertise, Improved Disarm, Improved Trip, Melee Evasion, Combat Reflexes, Hindering Opportunist, Stalwart Defense, Vexing Flanker, Adaptable Flanker, Defensive Throw, Cunning Evasion, Dash, Defensive Sweep, Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, Eyes in the Back of Your Head, Great Fortitude, Improved Critical, Improved Initiative, Improved Grapple, Deflect Arrows, Snatch Arrows, Stunning Fist, Extra Stunning, Fiery Fist, Fiery Ki Defense, Water Splitting Stone, Earth's Embrace, Fists of Iron, Freezing the Lifeblood, Pain Touch, Rapid Stunning, Weakening Touch, Improved Natural Attack, Leap of the Heavens, Lightning Reflexes, Master Manipulator, Negotiator, Quick Draw, Run, Snap Kick, Stealthy, Superior Unarmed Strike, Versatile Unarmed Strike, Weapon Finesse

Dancer's Weaponry (Ex): At 5th level, a battle dancer's improved unarmed damage begins to carry over to battle dancer weapons as well.  She may roll her unarmed damage at her battle dancer level - 4 with battle dancer weapons if it is higher.  Battle dancer weapons are the same as the ones she can flurry with.  For instance, a short sword normally deals 1d6 damage, but in the hands of a 12th level battle dancer, it instead deals 1d10 damage.  Sources which alter a battle dancer's unarmed damage, such as Improved Natural Attack, do not apply to the weapon's damage, unless it only modifies her class level for determining what damage to use, such as a Monk's Belt.  The weapon still uses its critical threat range and multiplier, instead of using the battle dancer's unarmed critical range and multiplier. Any bonuses from masterwork quality, special materials, or magic enchantments upon the weapon still apply to all attacks made with them.

Charming Dance (Su): Also at 5th level, battle dancers gain a new special dance.  She can charm a single living creature within 30' unless it makes a Will save, as the spell Charm Monster.  As long as the battle dancer maintains her dance, the creature remains under the charm effect.  This is a mind-affecting effect.

Unarmoured Speed Bonus (Ex): Starting at 5th level, a battle dancer begins moving faster.  She gains a +10' bonus to her base speed.  This increase improves to +20' at level 11, and to +30' at level 17.  She loses the bonus if she wears armour or a shield, or carries a load heavier than light.

Acrobatic Agility (Ex): A battle dancer of 6th level gains the ability to tumble at full speed without penalty.  She can also tumble at up to double her speed with only a -10 penalty to her tumble check.  She loses this ability if she wears armour or a shield or carries a load heavier than light.

Evasion (Ex): At 6th level a battle dancer gains the ability to avoid large blasts and other unusual attacks with panache.  If she makes a successful Reflex save against an attack that normally deals half damage on a successful save (such as Fireball), she instead takes no damage.  Evasion can only be used if the battle dancer is wearing no armour or shield, and is not helpless.

Featherlight Step (Su): Upon reaching 7th level, a battle dancer's step becomes so light that she can literally stride on water.  She can stand upon any surface, solid or liquid, even if it would normally be unable to support her weight.  If the surface is hazardous, she still suffers from it, such as burning from walking on lava.  If she should wear any armour or shield, or carry a load heavier than light, she cannot use this ability.

Improved Uncanny Dodge (Ex): Upon reaching 8th level, battle dancers gain Improved Uncanny Dodge, meaning they can no longer be flanked.  This defence denies rogues from being able to flank the battle dancer, unless the rogue has at least four levels more than her.
   Levels from multiple classes that can grant Improved Uncanny Dodge stack for determining the level a rogue needs to flank the battle dancer.

Aerial Dance (Su): Also at 8th level, the battle dancer gains her next special dance.  As long as she maintains the dance, she can move in the air as if under the effects of Air Walk.

Elegant Extension (Su): A battle dancer that attains 9th level gains the ability to channel her attacks through her dancing movements, focusing them into a ranged strike.  She may now deliver melee attacks against targets up to 30' away.  This provokes attacks of opportunity just like any other ranged attack, and suffers a -1 penalty to the attack roll for every 10' away the target is.  Upon reaching level 14, the range increases to 60', and to 90' at level 19.  A battle dancer cannot use this ability if she is wearing armour or a shield or carrying a load heavier than light.

Vexing Strike (Ex): At 10th level, a battle dancer learns a new combat technique.  If she successfully tumbles through a foe's space and then attacks him, the foe is denied his Dexterity bonus to AC.  If the battle dancer hits, the foe then is rendered flat-footed until the start of his next turn.

Concealing Dance (Su): Once she reaches 11th level, the battle dancer learns her fourth special dance.  With this dance, she obscures her actual position, granting herself concealment.  She must make a Perform (Dance) check as a part of this dance, and half of the check is the concealment percentage she gains, to a maximum of 50%, for as long as she maintains her dance.  For instance, a battle dancer using Concealing Dance rolls a 35 on her Perform (Dance) check, and gains a 17% concealment as long as she keeps the dance going.

Dancing Assault (Ex): A battle dancer of at least 12th level may now make multiple attacks after moving.  As a full-round action, the battle dancer may move up to her speed and make a full attack after.  She takes a -1 penalty to all attack rolls made in the Dancing Assault for every 10' of movement she travelled.  She cannot use this ability if she is wearing armour or a shield or carrying a load heavier than light.

Confounding Dance (Su): Upon reaching level 14, a battle dancer learns her fifth special dance.  When she uses this dance, pick one target within 30' that can see her, which must make a Will save or become confused, as the spell Confusion, as long as the dance is maintained and he can see the battle dancer.

Improved Evasion (Ex): At 15th level, a battle dancer gains Improved Evasion, which functions like Evasion, except that on a failed Reflex save against a spell or effect that allows a save for half damage, the battle dancer takes half damage.  If she cannot use Evasion, she cannot use Improved Evasion.

Chaotic Mind (Su): A battle dancer of at least 16th level embraces the chaos of her thoughts and actions to the point where she becomes immune to mind-affecting effects.  This is a continuous ability.

Heroic Dance (Su): A 17th level battle dancer is able to utilize the penultimate special dance.  With this, all allies within 30' of her when she starts the dance gain the effects of Greater Heroism for as long as she maintains the dance and they are able to see her.  The battle dancer does not gain the benefits of this dance, however.

Ultimate Dance (Su): Finally, a battle dancer that attains level 20 learns this final dance.  With it, she may combine any two dances simultaneously.  Both can be initiated with the same move action, or one may be used and a second added later with a separate move action.  Both dances are maintained with the same swift action, and the battle dancer may end either one as she chooses.  Each dance used in the Ultimate Dance uses up one of her daily uses, so activating two dances at once with Ultimate Dance uses up two uses.

13
Gaming Advice / Precise Weapon
« on: September 23, 2014, 12:16:01 AM »
The wording on Precise Weapon (MIC p. 40) is obscure enough that I wonder, could you have a +1 Precise dagger sheathed on your belt and gain the Precise Shot feat for your Gloves of Endless Javelins (MIC p. 194)?

14
Homebrew and House Rules (D&D) / Paladin Rewrite
« on: June 06, 2014, 01:54:43 AM »
   I had to rewrite the paladin class, because the version in the PHB is an incredibly weak class that deserves much more love and attention.  I opened the alignment up to any good, because I view paladins as holy champions of good, not just warriors that act like Judge Dredd with a few divine effects.  I also removed the special mount in favour of other abilities to enhance the paladin directly, though I left the mount in at the bottom as an ACF.


Paladin

Alignment: Any Good

Hit Die: d12

Table:
SavesSpellcasting
Lv   Base Attack Bonus   Fort     Ref     Will     Class Abilities1st     2nd   3rd    4th
1+1+2+0+2Aura of Good, Detect Evil, Smite Evil 1/encounter        -  -  -  -
2+2+3+0+3Divine Grace, Lay on Hands  -  -  -  -
3+3+3+1+3Aura of Courage, Divine Health  -  -  -  -
4+4+4+1+4Turn Undead, Bonus Feat  1  -  -  -
5+5+4+1+4Heavenly Weapon, Smite Evil 2/encounter  1  -  -  -
6+6/+1+5+2+5Restoring Touch 1/day  2  -  -  -
7+7/+2+5+2+5Invigorating Smite, Bonus Feat  2  1  -  -
8+8/+3+6+2+6Aura of Protection  3  1  -  -
9+9/+4+6+3+6Holy Wings  3  2  -  -
10+10/+5+7+3+7Smite Evil 3/encounter, Bonus Feat  4  2  1  -
11+11/+6/+1+7+3+7Holy Weapon, Restoring Touch 2/day  4  3  1  -
12+12/+7/+2+8+4+8Dazing Smite, Mettle  5  3  2  -
13+13/+8/+3+8+4+8Aura of Life, Bonus Feat  5  4  2  1
14+14/+9/+4+9+4+9Heavenly Guidance  5  4  3  1
15+15/+10/+5+9+5+9Tongues, Smite Evil 4/encounter  5  5  3  2
16+16/+11/+6/+1+10+5+10Restoring Touch 3/day, Bonus Feat  6  5  4  2
17+17/+12/+7/+2+10+5+10Dispelling Smite, Sacred Weapon  6  5  4  3
18+18/+13/+8/+3+11+6+11Aura of Clear Thought  6  5  5  3
19+19/+14/+9/+4+11+6+11Bonus Feat  6  6  5  4
20+20/+15/+10/+5+12+6+12Holy Champion, Smite Evil 5/encounter  7  6  5  4


Class Skills (4+int mod skill points per level, x4 at 1st level) Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information, (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nobility & Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str)

Weapon and Armour Proficiencies: A paladin is proficient with all simple and martial weapons, with light, medium, and heavy armour, and with shields, including tower shields.

Aura of Good (Ex): A paladin's aura of good radiates a power equal to his level, just like the aura of a cleric.  See the Detect Good spell in the PHB, pg. 219 for further information regarding the power of the aura.

Detect Evil (Sp): Paladins can use Detect Evil as a spell-like ability, at will.

Smite Evil (Su): A paladin can channel holy wrath into his blows, allowing him to smite creatures of evil with his attacks.  Once per encounter, he may choose to activate Smite Evil as a free action.  Until the start of his next turn, all his normal attacks, whether with melee or ranged weapons or unarmed strikes, against an evil creature adds his Charisma bonus (if any) to the attack rolls, and if the attack is successful, he adds his paladin level plus his Charisma bonus (if any) to his damage.  If the target is not evil, the smite has no effect.  Smite Evil attacks are good-aligned.
   At 5th level and every 5 levels thereafter, the paladin gains one extra use of Smite Evil per encounter.  The feat Extra Smiting (CW, pg. 98) and other sources that grant bonus smite attempts per day instead grant the extra smite attempts per encounter.

Divine Grace (Su): At 2nd level, the paladin gains a bonus to his saving throws equal to his Charisma bonus (if any), up to a maximum equal to his paladin level.

Lay on Hands (Su): Also at level 2, a paladin gains the ability to heal with his touch.  As an attack action, he may touch a creature to deliver healing.  If the target does not wish to be touched, the paladin must succeed on a melee touch attack.  Upon a successful touch, he heals the target as many HP as he chooses to allocate from his healing pool, divvying these points up however he chooses among each touch.  The healing pool is equal to his Charisma score times his paladin level in HP.  For example, a level 5 paladin with a Charisma of 17 has a healing pool of 85.  The pool refreshes after 8 hours of rest.
   If used on an undead creature, it instead takes damage equal to the amount the touch would normally heal.

Aura of Courage (Su): Starting at 3rd level, a paladin begins to radiate an aura which bolsters the courage of his allies.  He gains immunity to fear effects, and all allies within 30' of him get a morale bonus to saves against fear effects equal to the paladin's Charisma bonus.  The paladin cannot radiate his aura while unconscious or dead.

Divine Health (Ex): Paladins of at least 3rd level also gain an immunity to all diseases, including supernatural and magical diseases such as lycanthropy and mummy rot.

Turn Undead (Su): Upon reaching level 4, a paladin gains the ability to turn undead, much like a good cleric.  He may use this ability a number of times per day equal to 3+ his Charisma modifier (minimum 1).  His effective cleric level for turning is equal to his paladin level.  See Turn or Rebuke Undead, PHB pg. 159.

Bonus Feat: At 4th level, and every 3 levels thereafter, a paladin gains a bonus feat from the following list.  He must still meet any prerequisites for the feat in order to take it.
   Animal Affinity, Battle Blessing, Blind-Fight, Close-Quarters Fighting, Combat Casting, Combat Reflexes, Dodge, Empower Turning, Endurance, Diehard, Extra Smiting, Extra Turning, Great Fortitude, Improved Critical, Improved Smiting, Improved Turning, Iron Will, Lightning Reflexes, Negotiator, Power Attack, Awesome Smite, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Quicken Turning, and any divine feat.

Spells: At level 4, a paladin begins to cast spells.  He casts divine spells, which are drawn from the paladin spell list.  He must choose and prepare his spells in advance.
   To cast a spell, a paladin must have a Charisma score of 10 + the spell's level.  The Difficulty Class for saving throws against a paladin's spell is 10 + the spell's level + his Charisma modifier.
   Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day.  His base daily spell allotment is given in the table above.  In addition, he receives bonus spells for a high Charisma score (see Table 1-1, page 8 of the PHB).
   A paladin prepares and casts spells much like the way a cleric does, but has no spontaneous casting option or domains.  He may prepare and cast any spell on his spell list, provided he can cast spells of that level, but must choose which spells to prepare during his daily meditation.
   Up to 3rd level, the paladin has no caster level.  At 4th level and higher, his caster level is equal to his paladin level.

Heavenly Weapon (Su): At 5th level, a paladin's holy power infuses his armaments.  Any weapon wielded by the paladin automatically gains the Heavenly Burst weapon property (MIC, pg. 36), but the save DC against the blindness effect is 10 + ½ the paladin's level + his Charisma bonus.  This stacks with any enchantments already on the weapon, except for Heavenly Burst.

Restoring Touch (Sp): A paladin of 6th level gains the ability to remove ailments with a touch.  Once per day, plus one every 5 levels after 6, a paladin may use Restoring Touch as a standard action.  It functions as Remove Disease, Remove Curse, or Break Enchantment as appropriate.  If multiple effects could be affected, then each is dealt with using the most appropriate spell effect.  Treat the paladin's class level as his caster level for this ability.

Invigorating Smite (Su): One he reaches level 7, the paladin gains the ability to augment his smites.  If he chooses to expend one additional Smite Evil use when he activates his Smite Evil, every smite attack for the round which hits an evil foe heals the paladin or an ally of his choice within 30' a number of HP equal to the paladin's Charisma bonus (minimum 1).  If this would bring the recipient over his maximum, the excess is gained as temporary HP, which last for up to 10 minutes.

Aura of Protection (Su): Upon reaching 8th level, a paladin's aura improves.  He now radiates an aura which protects himself and his allies within 30', granting a bonus equal to his Charisma bonus to their Armour Class, to a maximum of +2, plus an extra 1 every three levels thereafter.  Much like his Aura of Courage, it does not function when the paladin is unconscious or dead.

Holy Wings (Su): At level 9, a paladin can conjure himself a pair of wings.  The wings do not physically connect to his back, so they do not interfere with worn armour or the like, and they resemble softly glowing white feathered wings.  The wings grant the paladin flight equal to twice his land speed, with good manoeuvrability.  The paladin may still fly even when wearing heavy armour or carrying a heavy load, but still suffers the associated speed reduction.  It takes a standard action to create or dismiss the wings, though they automatically vanish if the paladin should lose consciousness.  If he should be in the air when his wings disappear, he gains the effects of a Feather Fall spell for up to 3 rounds, or until coming into contact with the ground.  He may use the wings for a total of 1 hour per paladin level each day, though each use uses a minimum of 1 minute of the time.
   The paladin may also use his wings to fly short distances very quickly.  As a swift action, he may move up to his fly speed, but this uses up 30 minutes of his time for the day with the wings.

Holy Weapon (Su): A paladin of at least 11th level further infuses holy power into his weapon.  Any weapon wielded by the paladin gains the Holy weapon property (DMG, pg. 225) so long as he keeps it in hand.  This stacks with Heavenly Weapon, and with any enchantments already on the weapon, except for Holy.

Dazing Smite (Su): Once a paladin reaches 12th level, he gains a further method to augment his smite attacks.  Whenever he uses his Smite Evil, the paladin may choose to spend an extra use for the encounter to cause his smite attacks to daze evil foes for 1 round if hit, unless they make a Will save against a DC equal to 10 + ½ the paladin's level + his Charisma bonus.  Dazing Smite may be used in addition to Invigorating Smite on the same round, so long as each has been paid for.

Mettle (Ex): Paladins can resist magical attacks with greater effectiveness than others.  Beginning at 12th level, a paladin can shrug off effects that would hinder even the toughest warrior. If he succeeds on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead negates the effect. The paladin does not gain the benefit of mettle while unconscious.

Aura of Life (Su): At level 13, a paladin gains a 3rd aura.  This one grants him immunity to death effects, and gives a bonus equal to his Charisma bonus to saves against death, effects from undead or evil outsider abilities and spells, and negative energy effects to himself and all allies within 30'.  Any undead and evil outsiders within the aura instead get a penalty to all saving throws equal to the paladin's Charisma bonus, and undead also receive a penalty to their effective Hit Dice equal to the paladin's Charisma bonus for the purposes of Turn Undead.  The paladin keeps the immunity to death effects, but does not otherwise radiate the aura when unconscious.

Heavenly Guidance (Sp): After reaching 14th level, a paladin may pray directly to his god for answers.  Twice per week, the paladin may cast Commune, with a caster level equal to his paladin level.  This takes 10 minutes of prayer, and the use is lost if the prayer is interrupted.  The god is also not limited to just a yes or no answer, and can give a short sentence or two in response to each question.  If the paladin does not worship a specific deity, he may choose a deity whose alignment is within one step of his own to commune with, though once chosen, the paladin cannot change his choice unless his alignment changes first.

Tongues (Su): A paladin of 15th level gains the ability to communicate with nearly any other creature.  He is now under the effects of a constant Tongues spell.  If the effect gets dispelled or otherwise cancelled, it returns automatically on the start of his next turn.

Dispelling Smite (Su): Upon reaching 17th level, a paladin learns one final augment for smiting evil.  With the expenditure of one extra Smite Evil use when he activates his Smite Evil for the round, all his successful smiting attacks against evil foes create a Dispel Magic effect on them.  Treat is as the targeted version of Greater Dispel Magic, using the paladin's class level as the caster level.  This ability may be used in conjunction with Invigorating Smite and Dazing Smite, so long as an extra Smite Evil attempt is expended for each augment.

Sacred Weapon (Su): At 17th level, a paladin's holy weapon powers improve one last time.  Weapons wielded by the paladin gain the Sacred and Sacred Burst properties (MIC, pg. 42) while held.  This stacks with Heavenly Weapon and Holy Weapon, and also with any enchantments already on the weapon, except for the Sacred and Sacred Burst enchantments.

Aura of Clear Thought (Su): A paladin that makes it to level 18 gains a fourth and final aura.  From now on, he is immune to mind-affecting effects, and grants a bonus equal to his Charisma bonus to saves against such effects for his allies within 30'.  This aura's bonus stacks with Aura of Courage, effectively doubling the save bonus against fear effects.  The paladin keeps the immunity, but does not otherwise radiate the aura when unconscious.

Holy Champion (Ex): A paladin who attains 20th level gains an aspect of true divinity.  His type changes to outsider with the native and good subtypes, gets DR 10/evil, and gains darkvision 60' or gets +30' to his existing darkvision.  He also gains a permanent +2 bonus to both Strength and Charisma.  He no longer ages, though he still needs to eat, breathe, and sleep as normal.

Code of Conduct: A paladin must stay of good alignment, and loses all class abilities if he ever willingly commits an evil act.  Additionally, a paladin's code requires that he respect legitimate authority, act with honour (no cheating, stealing, using poisons, or the like), though lying may be allowed, so long as it directly furthers his cause and would not cause harm to others.  He must help those in need, so long as it is not used to evil ends, and must punish those who harm or threaten innocents.
   A paladin can never knowingly associate with evil characters, nor can he continue association with those who continually offend his moral code.  He may only accept followers, cohorts, and henchmen who are of good alignment.



Alternate Class Feature
Special Mount: You may take the original mount rules as an ACF, gaining it at level 5.  In exchange, the class loses Heavenly Weapon, Holy Wings, Holy Weapon, and Sacred Weapon as class abilities.  Add the following to the bonus feat list: Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Swift Call, and Trample.

15
Homebrew and House Rules (D&D) / Bombees!!!!
« on: April 16, 2014, 07:31:26 PM »
My friend and I were playing Dead Nation together, and after seeing the Bombie (a huge lumbering zombie that explodes when killed), we started thinking of a stupid idea for an even punnier creature with a name like that.  Before long, we were statting it out in 3.5e, and this is the result!

Bombee
Medium Undead
Hit Dice:
6d12+3 (42 hp)
Initiative: +1
Speed: 20 ft. (4 squares, can't run), fly 80 ft. (poor)
Armour Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Sting +4 melee (1d4+1 plus explode) or slam +4 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Explode
Special Qualities: Single actions only, Darkvision 60 ft., Undead traits, DR 5/slashing or bludgeoning
Saves: Fort +2, Ref +3, Will +5
Abilities: Str 13, Dex 12, Con -, Int -, Wis 10, Cha 1
Skills: Spot +4
Feats: Toughness (B)
Environment: Temperate plains, swamps, or graveyards
Organization: Solitary, swarm (2-5), or hive (11-20)
Challenge Rating: 3
Treasure: none
Advancement: 7-9 HD (Large)
Level Adjustment: -


   A bombee is an odd zombified version of a typical giant bee.  The necromantic process causes a strange reaction with its venom sac, causing it and the surrounding innards to liquefy into a blackish ooze that is highly explosive.
   In combat, a bombee will mindlessly fly up and try to sting its target, which can trigger the ooze, as a hard enough impact will cause detonation.  Of course, this normally means that the bombee stops flying long enough that it falls to the ground, where the impact can also cause it to explode.
   The stinger of a bombee can be sundered, though it has hardness 5 and 10 hp.  If successfully sundered, the bombee is left only with its slam attack, which spreads out the impact force over too large an area to trigger the explosion.  If, however, the sundering attack does not fully sever the stinger, it will trigger the explosion.

Explode: Whenever a bombee successfully hits with its stinger, dies, or is struck by bludgeoning, fire or sonic damage, the explosive ooze inside its thorax detonates.  The only exception is if it is killed using cold or positive energy, in which case the ooze is rendered inert.  The fiery explosion fills a 15 foot radius, dealing 2d8 fire damage, plus half the bombee's current HP, with a reflex save for half damage, DC 14.  The DC is strength-based.  Against a target struck by the stinger, the save DC is increased by 2.
   In a swarm, this explosion can become much more severe, as any bombees within the blast radius of another bombee's explosion will take some fire damage and then explode as well, possibly causing a further chain reaction.
Skills: Bombees retain their racial +4 bonus to spot, but lose the survival bonus for orientation.

16
Homebrew and House Rules (D&D) / Swashbuckler Rewrite
« on: February 16, 2014, 12:36:09 AM »
    Here's my rewrite for the swashbuckler.  It was quite the interesting challenge, ensuring it would be distinctly different from my fighter rewrite.  I ended up deciding that flanking is a good tactical strategy for melee characters, and built abilities to utilize it, while keeping with the agile, lightly armoured style of the original.


Swashbuckler

Hit Die: d10

Alignment: Any


Saves
Lv   Base Attack Bonus   Fort   Ref     Will   Class Abilities
1+1+2+2+0AC Bonus, Weapon Finesse
2+2+3+3+0Bonus Feat, Savvy Strike 1d6
3+3+3+3+1Acrobatic Charge, Masterful Finesse
4+4+4+4+1Lucky 1/day, Improved Flanking
5+5+4+4+1Evasion, Quick Draw, Savvy Strike 2d6
6+6/+1+5+5+2Acrobatic Skill Mastery, Bonus Feat
7+7/+2+5+5+2Savvy Flanker, Uncanny Dodge, Lucky 2/day
8+8/+3+6+6+2Confounding Tactics, Savvy Strike 3d6
9+9/+4+6+6+3Acrobatic Manoeuvrability, Slippery Mind
10+10/+5+7+7+3Rapier Wit, Bonus Feat, Lucky 3/day
11+11/+6/+1+7+7+3Disruptive Timing, Savvy Strike 4d6
12+12/+7/+2+8+8+4Improved Uncanny Dodge, Acrobatic Assault
13+13/+8/+3+8+8+4Devastating Critical, Lucky 4/day
14+14/+9/+4+9+9+4Greater Rapier Wit, Bonus Feat, Savvy Strike 5d6
15+15/+10/+5+9+9+5Chink in the Armour
16+16/+11/+6/+1+10+10+5Improved Evasion, Lucky 5/day
17+17/+12/+7/+2+10+10+5Greater Disruptive Timing, Savvy Strike 6d6
18+18/+13/+8/+3+11+11+6Superior Rapier Wit, Bonus Feat
19+19/+14/+9/+4+11+11+6Free Movement, Lucky 6/day
20+20/+15/+10/+5+12+12+6Ultimate Flanker, Savvy Strike 7d6


Class Skills (6+int mod skill points per level, x4 at 1st level): Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Weapon and Armour Proficiencies: A swashbuckler has proficiency with all simple and martial weapons, and light armour.  Many class abilities require wearing armour no heavier than light to function.  Elf swashbucklers are also proficient with the elven lightblade, elven thinblade, and elven courtblade (all three weapons are found in RotW, page 165).

AC Bonus (Ex): Swashbucklers are adept at avoiding blows, using grand, flourishing movements to distract and confound their foes.  A swashbuckler can add her Charisma bonus, if any, to her AC, up to a maximum equal to her swashbuckler level.
    This bonus applies against touch attacks and when the swashbuckler is flat-footed.  She loses the bonus when she is immobilized or helpless, when she wears armour heavier than light, or when she carries a load heavier than light.

Weapon Finesse: A swashbuckler is masterful at quick, agile weapons, and gains the Weapon Finesse feat for free at 1st level.

Bonus Feat: At 2nd level, and every 4 levels thereafter, swashbucklers gain a bonus feat.  It can be any feat from the following list, but the swashbuckler must still meet all requirements before being able to take it.
    Acrobatic Strike, Close-Quarters Fighting, Combat Acrobat, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Combat Reflexes, Backstab, Craven, Deft Opportunist, Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, Force of Personality, Improved Critical, Improved Initiative, Intimidating Strike, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Improved Precise Shot, Staggering Strike, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Defense, Greater Two-Weapon Defense, Dual Strike, Exotic Weapon Proficiency (only for weapons that can be used with Weapon Finesse).

Savvy Strike (Ex): A swashbuckler is always ready for the slightest opening.  As long as the swashbuckler is wielding a weapon that benefits from Weapon Finesse and in which she is proficient, is wearing either light or no armour, and is not carrying a load heavier than light, she gains bonus dice to damage against flanked foes, 1d6 at 2nd level, and an additional 1d6 every three levels thereafter.
   The bonus damage is of the same type as that which the weapon deals.  If the swashbuckler is wielding a weapon that deals non-lethal damage, the bonus damage from Savvy Strike is also non-lethal.  If the weapon deals multiple types of damage, such as a flaming rapier, she may divide the damage between each type as she sees fit.  She cannot gain the bonus damage when not wielding her weapon optimally, such as dealing non-lethal damage with a lethal weapon at a -4 penalty.
    Against foes with Improved Uncanny Dodge, swashbuckler levels count as rogue levels for the purposes of being able to flank effectively.
    Against creatures immune to critical hits, the swashbuckler still benefits from extra damage from Savvy Strike, but the extra damage is halved.  If the target has cover or concealment, she cannot use Savvy Strike.
    With regards to requirements and abilities which use Sneak Attack, Savvy Strike counts as Sneak Attack.

Acrobatic Charge (Ex): A 3rd level swashbuckler learns how to utilize her agility when charging a foe.  She can charge across difficult terrain, slip through allies' spaces, and even swing on ropes or the like when charging, though she may still need to succeed on appropriate checks to complete the action, such as balance, jump, or tumble.  She must still abide by all other rules for charges, however.

Masterful Finesse (Ex): Also at 3rd level, the swashbuckler's agile strikes become more deadly.  She can use both her Dexterity and her Strength for determining damage with any weapon which she is proficient and can use Weapon Finesse with, as well as with one-handed thrown weapons.  Add both modifiers together before adjusting for 2-handed weapons or off-hand weapons.  For instance, a swashbuckler with a 14 in both abilities wielding a rapier would deal 1d6+4 damage, while an elf swashbuckler using an elven courtblade would do 1d10+6 damage.

Lucky (Ex): Swashbucklers believe in the old adage, "better lucky than good", though they think they are both.  After reaching 4th level, swashbucklers gain a reroll, usable once per day, reflecting that luck.  This reroll can be used on any attack roll, skill check, ability check, or saving throw the swashbuckler makes.  The reroll must be declared before the results of the original roll are determined.  The new result must be used, even if worse than the original roll.  The swashbuckler gains an additional daily use every three levels thereafter (7, 10, 13, 16, and 19).

Improved Flanking (Ex): Also at 4th level, the swashbuckler improves her ability to flank and keep her foes off balance.  She improves her bonus from flanking foes by another +2, and grants an extra +2 bonus to her flanking partner(s) as well.  Also, against foes with Improved Uncanny Dodge, the swashbuckler's effective rogue level is treated as 4 higher to determine if she is capable of flanking.

Evasion (Ex): A 5th level swashbuckler gains the ability to avoid large blasts and other unusual attacks with panache.  If she makes a successful Reflex save against an attack that normally deals half damage on a successful save (such as Fireball), she instead takes no damage.  Evasion can only be used if the swashbuckler is wearing light or no armour, and is not helpless.

Quick Draw: The swashbuckler also gains Quick Draw as a bonus feat at level 5.  If she already has this feat, she may instead pick a different feat, but must meet its prerequisites.

Acrobatic Skill Mastery (Ex): Upon reaching 6th level, the swashbuckler masters her acrobatic skills.  With Balance, Climb, Jump, and Tumble, she may always take 10, even when under duress or while distracted.

Savvy Flanker (Ex): Starting at 7th level, the swashbuckler gains the ability to flank from other angles than normal.  She may either flank with one-handed thrown weapons, so long as she is within the 1st range increment (treat as if she has a reach weapon to determine whether flanking or not); or with a melee weapon, she may choose an adjacent square to her position to count as where she is for the purposes for flanking, in addition to her actual location, regardless of whether the chosen square is occupied by a creature or other obstacle.
   She may now deal Savvy Strike damage with thrown weapons as well, so long as they are light, and she is able to count as flanking from Savvy Flanker.

Uncanny Dodge (Ex): Also at 7th level, a swashbuckler can react to danger before her conscious mind registers it.  She retains her Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker.  However, she still loses the bonus if immobilized.
    If a swashbuckler already has Uncanny Dodge from another source, such as levels in another class, she automatically gains Improved Uncanny Dodge instead (see below).

Confounding Tactics (Ex): Starting at 8th, the swashbuckler gains the ability to use her charms and flourishes to further enhance her combat ability.  She can now add her Charisma bonus to all opposed rolls for trip, disarm, grapple, bull rush, sunder, and feinting in combat.  This means that her Charisma bonus will essentially apply twice to feinting in combat.

Acrobatic Manoeuvrability (Ex): A 9th level swashbuckler gains even greater skill at acrobatic manoeuvres.  She gain a +10' bonus to her base speed, doubles her jump distances, and can now run along walls for up to half her movement distance for the turn.  She may run in any direction on a wall, but must end her movement on a surface she could normally stand on or fall automatically as soon as she stops moving.  She may use the wall run even during a charge.

Slippery Mind (Ex): A swashbuckler that reaches 9th level also gains the ability to shrug off mental influence.  If she is affected by a mind-affecting spell or effect and fails her save against it, she can attempt the save again 1 round later at the same DC.  She only gets one extra chance to succeed on the save.

Rapier Wit (Ex): A swashbuckler of at least 10th level can begin to alter others' minds with her charm and wit.  All of the various uses granted by this ability are sonic, mind-affecting, and language dependant, have a range of 30', and have a Will save DC of 10 + ½ her swashbuckler level + her Charisma modifier.  They also require a standard action to use, affect only a single target, and last a number of rounds equal to the swashbuckler's Charisma score, unless stated otherwise.  If the target succeeds at the Will save, it cannot be affected by that particular use of Rapier Wit again for 24 hours, though a different use may be used.  Rapier Wit can be used a number of times per day equal to her Charisma bonus (minimum 1), regardless of which option is taken, including the greater versions.
   At level 10, the options are: Enrage, Fear, and Heroism.
   Enrage: Through stinging taunts and crude gestures, the swashbuckler seeks to enrage her foe.  If he fails his save, he gains a -4 penalty to all attack rolls and a -5 penalty to concentration checks, but also gains a +2 to weapon damage rolls.
   Fear: By preying upon her foe's weaknesses, she seeks to undermine his resolve.  The swashbuckler may affect all foes in a 20' radius out from her.  Upon a failed save, an affected foe is shaken.
   Heroism: The swashbuckler may also make a particularly rousing and encouraging comment aimed at one of her allies.  The ally affected gains the effects of the Heroism spell for the duration.  The swashbuckler may not target herself with this.

Disruptive Timing (Ex): Once per round, a swashbuckler of 11th level or higher may draw and throw a single one-handed thrown weapon as an immediate action in response to an enemy beginning to cast a spell or use a spell-like or supernatural ability.  If the spell or ability uses a free, swift, or immediate action, Disruptive Timing cannot be used against it.  If the attack hits, deal damage normally, and apply Savvy Strike if it applies as well.  The spell or ability is disrupted unless the struck creature makes a concentration check against DC 15 + damage dealt + spell level.  In order to use this ability, the enemy creature must be within 3 range increments of the weapon to be thrown.

Improved Uncanny Dodge (Ex): Swashbucklers gain Improved Uncanny Dodge at 12th level, meaning they can no longer be flanked.  This defence denies rogues from being able to flank the swashbuckler, unless the rogue has at least four levels more than the swashbuckler.
    Levels from multiple classes that can grant Improved Uncanny Dodge stack for determining the level a rogue needs to flank the swashbuckler.

Acrobatic Assault (Ex): Also upon reaching 12th level, the swashbuckler's combat grace blossoms further.  If the swashbuckler makes a DC 30 tumble check as a move action, +2 for each creature whose threatened area she moves through, then she may move up to her speed without provoking attacks of opportunity, and may make a full attack at the end of the movement as a standard action.  The DC increases by 10 if she wishes to pass through an opponent's occupied space during the move.  It also increases by 10 if the swashbuckler wishes to move at double speed when using this ability.  Terrain may add further modifiers to the tumble check, as well.
   If the swashbuckler wishes to charge instead, she will still gain a full attack at the end, so long as she succeeds on the tumble check, but must include the 'double speed' increase to the DC, regardless of whether she needs to move that far or not.  She must also abide by the rules for charging, though may still benefit from Acrobatic Charge.

Devastating Critical (Ex): The luck and skill of a swashbuckler in combat is truly an amazing thing to behold.  At 13th level, she gains Devastating Critical, which affects any weapon she is proficient with and either can be used with Weapon Finesse or is a one-handed thrown weapon, increasing the critical threat range by 1, after other effects which may affect the threat range, and stacks with things like Keen or Improved Critical.  It also increases the critical multiplier of these weapons by 1.  For instance, a Keen rapier normally has a critical of 15-20/x2, which with Devastating Critical becomes 14-20/x3.

Greater Rapier Wit (Ex): Upon reaching 14th level, the swashbuckler gains Greater Rapier Wit, which adds the following options to her list for Rapier Wit: Charm, Confusion, and Greater Fear.  In addition, the level 10 options now may be used as a move action, and the radius for Fear increases to 30'.
   Charm: Through the use of guile and raw charisma, the swashbuckler can manipulate a person's heart.  It takes 10 full minutes of conversation with a creature, but if successful, she enraptures it, making it believe she is its closest companion.  The creature is treated as if it is under the effects of a Charm Monster spell on a failed save, which lasts for 1 hour or until the swashbuckler leaves its presence for at least 1 full minute.  After the effect wears off or on a successful save, the creature does not automatically realize how it was manipulated unless it succeeds at a Sense Motive check opposed by the swashbuckler's Bluff check.  Also, how it was treated and used during this time affects its outlook afterward, at the DM's discretion.
   Confusion: By layering a multitude of illogical, confusing, and conflicting distractions upon a foe, the swashbuckler may leave it temporarily loopy.  On a failed save, the target is affected as if under the effects of a Confusion spell.
   Fear, Greater: Through superior observations, the swashbuckler may deliver an even more effective assault upon her foes' morale.  All foes in a 20' radius centred on her are affected, and any who fail their save are frightened.

Chink in the Armour (Ex): A swashbuckler of at least 15th level has learned to study her foes more closely.  Against a flanked target, she can spend a swift action to study their defenses, and for the rest of the turn, her melee attacks with finessable weapons are treated as melee touch attacks against the flanked foe.  If she is using a one-handed thrown weapon to flank with, she can make ranged touch attacks with them against the flanked target.  A creature that is immune to flanking cannot be affected by this ability.

Improved Evasion (Ex): At 16th level, swashbucklers gain Improved Evasion, which functions like Evasion, except that on a failed Reflex save against a spell or effect that allows a save for half damage, the swashbuckler takes half damage.  If she cannot use Evasion, she cannot use Improved Evasion.

Greater Disruptive Timing (Ex): At 17th level, the swashbuckler can use Disruptive Timing as a free action instead of an immediate action, in response to any attempted use of a spell, spell-like ability, or supernatural ability by an enemy in range, regardless of the action required to use the spell or ability.  It may only be used once per provocation, however.

Superior Rapier Wit (Ex): At level 18, the swashbuckler masters her Rapier Wit, and these final additional options: Superior Fear, Greater Heroism, and Sympathy/Antipathy.  The level 10 options are now usable as a swift action, with Fear's radius increasing to 50', and the level 14 options of Confusion and Greater Fear are now move actions, while Charm now requires only 1 minute to activate.  Greater Fear also has its radius increased to 30'.
   Fear, Superior: With utmost skill at crippling an opponent's surety, the swashbucker seeks to drive her foes into fleeing.  All foes within a 20' radius of her must make their Will save, or become panicked.
   Heroism, Greater: Through carefully cultivated words, the swashbuckler can rally an ally to untold heights.  The targeted ally gains the benefits of Greater Heroism for the duration.
   Sympathy/Antipathy: With careful manipulation, the swashbuckler may be able to alter a person's perceptions toward a specific subject to an extreme.  If the target fails its save, it suffers the effects of either Sympathy or Antipathy, as chosen by the swashbuckler, toward the chosen object or location as if it were the specific kind of creature defined in the spell.

Free Movement (Ex): At level 19, a swashbuckler becomes capable of slipping free of any sort of bindings, grapples, and even confining magic easily.  This ability duplicates the effects of a Freedom of Movement spell, except that it is always active and is not magical in nature.  The swashbuckler loses the benefits of this ability if she wears armour heavier than light or carries a load heavier than light.

Ultimate Flanker (Ex): A swashbuckler that has reached level 20 has attained true mastery in distracting combat.  She gains a permanent +2 bonus to both her Dexterity and her Charisma.  Also, she is now able to successfully flank any creature, and is able to use all of her flanking-based abilities against them as if the creature was not immune to flanking.  Her flanking parnter(s) also gain flanking bonuses against such creatures.

17
Homebrew and House Rules (D&D) / Ninja Rewrite (ToB variant)
« on: February 09, 2014, 06:35:21 PM »
     Here is my next rewrite for the ninja, another class that was just too weak when first written.  Instead of trying to give the ninja a bunch of mystic ki-powered stuff, I went with manoeuvres from the Tome of Battle.  The Shadow Hand and Setting Sun disciplines were perfect fits, like they were designed for the class.
     I went with Sneak Attack instead of Sudden Strike, because the latter ability was just flat-out inferior.  I also created an ability for the class to make poisons more viable at higher levels.


Ninja (ToB variant)

Hit Die: d6

Alignment: any


SavesManoeuvres
Lv   Base Attack Bonus   Fort   Ref     Will   AC Bonus   AbilitiesKnown      Readied   Stances
1+0+0+2+2     +0Trapfinding, AC Bonus    3     2     1
2+1+0+3+3     +0Sneak Attack +1d6, Bonus Feat    3     2     1
3+2+1+3+3     +0Evasion    4     2     1
4+3+1+4+4     +1Great Leap (x1.5)    4     2     1
5+3+1+4+4     +1Poison Use, Quick Draw    5     3     1
6+4+2+5+5     +1Rapid Stealth    5     3     2
7+5+2+5+5     +1Sneak Attack +2d6, Deadly Poisons 1    6     3     2
8+6/+1+2+6+6     +2Hide in Plain Sight, Nondetection    6     3     2
9+6/+1+3+6+6     +2Skill Mastery, Great Leap (x2)    7     3     2
10+7/+2+3+7+7     +2Improved Poison Use    7     4     2
11+8/+3+3+7+7     +2Camouflage, Improved Quick Draw    8     4     3
12+9/+4+4+8+8     +3Sneak Attack +3d6    8     4     3
13+9/+4+4+8+8     +3Deadly Poisons 2    9     4     3
14+10/+5+4+9+9     +3Improved Evasion, Great Leap (x2.5)    9     4     3
15+11/+6/+1+5+9+9     +3Greater Blink    10     5     3
16+12/+7/+2+5+10+10     +4Stealth Critical    10     5     4
17+12/+7/+2+5+10+10     +4Sneak Attack +4d6    11     5     4
18+13/+8/+3+6+11+11     +4Mind Blank    11     5     4
19+14/+9/+4+6+11+11     +4Deadly Poisons 3, Great Leap (x3)    12     5     4
20+15/+10/+5+6+12+12     +5Double Strike 4/day    12     6     4

Class Skills (8+int mod skill points per level, x4 at 1st level): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)

Class Abilities
Weapon and Armour Proficiency: Ninja are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, siangham, rope dart, and kusari-gama, and also have Improved Unarmed Strike.  Ninja are not proficient with any armour or shields.  Ninja are also proficient in the use of improvised weapons, and do not take the normal -4 penalty to attack rolls when using improvised weapons.

Manoeuvres: A ninja begins with three known manoeuvres.  The disciplines which she can choose them from are Diamond Mind, Setting Sun, Shadow Hand, and Tiger Claw.
     Once she knows a manoeuvre, she must ready it before she can use it (see Manoeuvres Readied, below).  Manoeuvres are considered extraordinary abilities unless noted otherwise in its description.  Manoeuvres are not affected by spell resistance, and do not provoke attacks of opportunity for initiating one.
     The ninja learns additional manoeuvres at higher levels, as shown on the table above.  She must still meet any prerequisites to learn it.  See table 3-1 on page 39 in ToB:Bot9S to determine the highest level manoeuvres she can learn.
     Upon reaching 4th level, and every even-numbered ninja level thereafter, she can choose to learn a new manoeuvre in the place of an old one.  In effect, she loses the old manoeuvre in exchange for the new one.  The new manoeuvre can be of any level up to the maximum currently available, so long as she meets its requirements.  She can only swap one manoeuvre at any given level.

Manoeuvres Readied: A ninja can ready two of her manoeuvres known at 1st level.  As she advances in level, she can ready more manoeuvres at one time, as shown on the table above.  It takes 5 minutes of meditation to ready the manoeuvres or change which ones are.  They remain readied until she chooses to change them again.  There is no rest requirement to ready manoeuvres.
     At the start of any encounter, all readied manoeuvres are unexpended and available.  When a manoeuvre is initiated, it is expended until the end of the encounter, though they can be recovered earlier.
     To recover expended manoeuvres, a ninja must spend a full-round action to meditate quickly.  This does not provoke attacks of opportunity.  She then recovers all expended manoeuvres at once, making them available for use after her turn ends.

Stances Known: A ninja starts with one stance known, and learns more as she gains levels the class.  At 1st level and every 5 levels thereafter (6, 11, 16) to a maximum of four at 16th, she can choose a stance from any discipline open to her, up to the highest manoeuvre level she can learn and use.  Unlike manoeuvres, stances are not expended when used, and do not have to be readied.  They last until deactivated or the ninja falls unconscious, or the active stance is changed.  All stances known are available at all times, and can be activated or changed as a swift action.  Stances are extraordinary abilities unless stated otherwise in their descriptions.
     Unlike manoeuvres, stances cannot be replaced as the ninja advances in level.

Trapfinding (Ex): Only characters with this ability can use the Search skill to locate traps with a DC higher than 20, as well as use Disable Device to disarm magic traps.  If the ninja beats a trap's DC by 10 or more when disarming, she and her party can bypass it without disarming it.

AC Bonus (Ex): Ninja are highly trained at avoiding blows, and have a sixth sense about when to dodge.  So long as she is unarmoured and unencumbered, the ninja adds her Wisdom bonus (if any) to her AC.  This bonus increases by +1 at every 4th level.
     The bonus applies against touch attacks as well, and functions even when flat-footed or otherwise denied her Dexterity to AC.  The only time the bonus is lost is when she is immobilized or helpless, when she wears any kind of armour or shield, or when her encumberance is greater than light.

Sneak Attack (Ex): Whenever a ninja of at least second level catches a foe who is unable to defend himself effectively, she can strike a vital spot for bonus damage.  Whenever the foe is denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not) or whenever the ninja flanks the opponent, she gains bonus dice to damage from Sneak Attack.  The bonus dice start at +1d6, and improve by an extra 1d6 every five levels thereafter (7, 12, 17).  Sneak Attack dice are not multiplied on a critical hit or other damage multipliers.
     Ranged attacks can be sneak attacks as well, but only so long as the target is within 30 feet.
     The bonus damage is the same as that which the weapon deals.  If the ninja is wielding a weapon that deals non-lethal damage, the bonus damage from Sneak Attack is also non-lethal.  She cannot gain the bonus damage when not wielding her weapon optimally, such as dealing non-lethal damage with a lethal weapon at a -4 penalty.  The ninja must also be proficient in the weapon being used.
     Against foes with Improved Uncanny Dodge, ninja levels count as rogue levels for the purposes of being able to flank effectively.
     Creatures that are immune to critical hits cannot be affected by Sneak Attack.  Also, because the ninja needs to be able to precisely determine her victim's vital locations, any creature with concealment cannot be sneak attacked either.  Finally, if a creature's vitals are out of reach, such as a tall giant, the ninja cannot sneak attack them, either.

Bonus Feat: Ninja are very agile, and gain their choice of Weapon Finesse or Shadow Blade for free at 2nd level.  If she already has either, she may choose another feat for which she qualifies.

Evasion (Ex): At 3rd level, the ninja gains Evasion.  She can avoid blasts and the like, whether magical or mundane.  Whenever an attack would allow a Reflex save for half damage, the ninja takes no damage on a successful save instead.  This ability cannot be used when the ninja is rendered helpless or if she wears armour of any kind.

Great Leap (Ex): Upon reaching 4th level, a ninja learns how to jump with incredible prowess.  From now on, she is treated as always having a running start for jumps, and gains a multiplier to the distance she can jump, of 1.5 times the check result.  Every five levels thereafter, the multiplier increases by +0.5.

Poison Use (Ex): At 5th level, ninja learn how to apply poison to their weapons without the risk of poisoning themselves.

Quick Draw: Also at 5th, ninja gain the Quick Draw feat for free.  If she already has it, she may choose another feat for which she qualifies.

Rapid Stealth (Ex): Ninja learn to move much more quickly without revealing their presence.  At 6th level, the ninja no longer takes penalties to Hide or Move Silently when moving up to her speed, and only takes a -5 penalty to those skills when moving up to double her speed.

Deadly Poison (Ex): Ninja are experts at poison use, and learn techniques to improve their use.  Starting at 7th level and every six levels thereafter, the ninja gains this ability, which increases the save DC of any poison she uses by +2, and increases any ability damage it deals by +1.  If the poison does not deal ability damage, it still benefits from the save increase.

Hide in Plain Sight (Ex): Starting at 8th level, a ninja can hide even while being observed.  She must either not be in daylight, or must have some sort of concealment in order to do so.  The ninja cannot use this ability if she is wearing any armour or carrying a load heavier than light.

Nondetection (Su): At 8th level as well, the ninja's stealthiness also improves supernaturally.  From now on, she is under a continuous Nondetection effect, as the spell found on page 257 of the PHB.  Treat the ninja's class level as the caster level for the effect.

Skill Mastery (Ex): After reaching 9th level, ninja master several of their skills.  A ninja can always take 10 with the skills Balance, Climb, Hide, Jump, Move Silently, and Tumble, even when she would not normally be able to do so.

Improved Poison Use (Ex): Once a ninja has reached 10th level, she learns to apply poisons to her weapons quicker.  It now takes only a move action to apply a poison to a weapon.

Camouflage (Ex): At 11th level, a ninja's skill at hiding is so great that she can now hide in any sort of natural terrain, even if there is no cover or concealment.  She cannot use this ability if she is wearing any armour or carrying a load heavier than light.

Improved Quick Draw (Ex): Also at 11th, the ninja's ability to rapidly draw hidden weapons becomes a flurry of motion.  She can now draw hidden weapons as a free action instead of a move action.

Improved Evasion (Ex): Upon reaching level 14, a ninja's evasion improves.  She now only takes half damage if she fails a Reflex save when an attack allows a Reflex save for half damage.  If the ninja cannot use Evasion, she cannot use Improved Evasion either.

Greater Blink (Su): Twice per day at level 15, a ninja can start vanishing from the physical world for brief, controlled moments.  She goes ethereal, able to pass physical obstacles and avoid attack.  This ability functions similarly to Greater Blink, found on page 32 of the SpC.

Stealth Critical (Ex): After gaining level 16, ninja become even more capable at stealthy attacks.  So long as the ninja remains undetected by her target, her attacks are so precise that  her attacks gain a +2 to the critical threat range, after any other increases are applied, and a +1 to the critical damage mulitplier, as long as the victim is not immune.  The target must be within 30 feet for this ability to work, when using ranged attacks.  For instance, a hidden ninja with a +1 Keen kukri has a threat range of 13-20, and will do x3 damage on a critical hit.

Mind Blank (Su): Upon attaining 18th level, the ninja has so mastered the art of stealth, she can hide her very mind.  This ability functions identically to Mind Blank, as found on page 253 of the PHB, except that it functions continuously.

Double Strike (Ex): At 20th level, the ninja has mastered her offensive skills.  Four times per day, she may, as a full-round action, activate two different strike manoeuvres, so long as they only require standard actions to activate.  The first manoeuvre is chosen and resolved, followed by the second.  A 5' step may be taken in between manoeuvres.  If, after the first manoeuvre is resolved, the ninja does not wish to, or cannot initiate a second strike, the use of Double Strike is still expended and the ninja has still used up a full-round action.

18
Min/Max 3.x / Min/Maxing Arcane Fusion
« on: March 25, 2013, 08:24:03 PM »
So I've been thinking about Arcane Fusion and its greater brother.  Nice spells in general, and since they duplicate the effects of other spells, one could do things like applying Arcane Thesis and various metamagic feats to them, as well as use stuff that boosts one spell to effectively boost both effects fired off by them, such as Spell Enhancer.

Considering how, typically, sorcerers get shafted compared to wizards, it's nice to find little combos like this that favour the (comparative) underdog.

19
D&D 3.5 and Pathfinder / Explosive Runes Ruling
« on: March 01, 2013, 08:50:00 PM »
I'm playing a caster in a new campaign, and I'm planning on taking Explosive Runes.  The DM and I have already talked about it, and have come to an agreement regarding the spell, that it will discharge when the object it is put on is broken, because otherwise it would be easily bypassed by PCs just smashing everything it's on when the DM wants to use it as a trap.  But we also agreed that it should be limited to only a single casting per object, to prevent OP abuse.

He also knows I'll be planning on putting it on crossbow bolts, and empowering them at higher levels when I can do so, during downtime.  Considering that ammo is destroyed whenever it hits its target, and a 50% chance on a miss, it should be quite effective, even with only one Explosive Runes per bolt.  I'm also considering putting it on splash weapons, too.  I know it could get a bit cheesy if we had a dedicated archer in the party, but we don't.  Instead, we have 2 casters, a spiked chain fighter, and a soulknife, so I'll likely be the only one using these with any regularity.  Also, I know that safe storage will be a priority, or the resulting kaboom will reduce my PC to chunky salsa, so the bolts will be kept in a Quiver of Elhonna and the splash weapons in a Heward's Handy Haversack, which will keep me down to using just 1 per round of either (light crossbow or Launch Bolt spell for crossbow bolts and regular toss or Launch Item spell for splash weapons, feats are all focused on improving casting).  The only time I could see potential abuse is if we're laying a trap, and I put multiple flasks in a sack triggered to fall on the victim...

Does this sound like a good ruling for the spell, or is there some kind of cheese still present with it that we haven't considered?  I want the spell to be effective, but not overpowering, because I believe in the Gentleman's Agreement.  Also, what do you think of this ruling for the spell?

20
Homebrew and House Rules (D&D) / Warmage
« on: February 20, 2013, 04:43:57 AM »
   It has always annoyed me that the warmage as originally designed is such a poor class.  Access to 9th level spells, and it's still a low tier 4.  The designers did a vastly better job when they used the warmage class as a template to make the beguiler and dread necromancer, improving upon nearly every aspect.  One area I worked to fix was the spell list.  If a warmage is supposed to be highly focused on damage, death, and battlefield control spells, there is no reason a druid should get the same spells a level earlier than the warmage, so I lowered all those spells to the same level as a druid.

   Of course, there are too many spells that fit the warmage's theme, so I felt I should trim the list down, keeping spell levels 4 and under to no more than 20, and trimming it down from there.  This meant paring out any spell which was similar to another already on the list, keeping the more effective one.

   I added footnotes for several spells, many of which include the rulings my gaming group uses for some of the more poorly written spells.  We try to use more balanced readings of a spell's intended effects.  Of course, you are welcome to change such footnotes to your own group's versions.

   So here is my attempt to bring this class up to the standards set by its successors, without stepping on their toes and keeping the class well within its original focus.


Warmage

Alignment: Any

Hit Die: d6


SavesSpells per Day
Lv   Base Attack Bonus   Fort   Ref     Will   Abilities0      1st    2nd   3rd   4th   5th   6th   7th   8th   9th
1+0+0+0+2Armoured Mage (light), Warmage Edge (damage)   5  3  -  -  -  -  -  -  -  -
2+1+0+0+3Bonus Feat, Advanced Learning6  4  -  -  -  -  -  -  -  -
3+2+1+1+3Power Surge6  5  -  -  -  -  -  -  -  -
4+3+1+1+4Breach Resistance 56  6  3  -  -  -  -  -  -  -
5+3+1+1+4Bonus Feat6  6  4  -  -  -  -  -  -  -
6+4+2+2+5Armoured Mage (medium), Advanced Learning6  6  5  3  -  -  -  -  -  -
7+5+2+2+5Warmage Edge (ability damage/penalty)6  6  6  4  -  -  -  -  -  -
8+6/+1+2+2+6Bonus Feat6  6  6  5  3  -  -  -  -  -
9+6/+1+3+3+6Unchained Power6  6  6  6  4  -  -  -  -  -
10+7/+2+3+3+7Breach Resistance 10, Advanced Learning6  6  6  6  5  3  -  -  -  -
11+8/+3+3+3+7Bonus Feat6  6  6  6  6  4  -  -  -  -
12+9/+4+4+4+8Piercing Power6  6  6  6  6  5  3  -  -  -
13+9/+4+4+4+8Warmage Edge (+1 DC)6  6  6  6  6  6  4  -  -  -
14+10/+5+4+4+9Bonus Feat, Advanced Learning6  6  6  6  6  6  5  3  -  -
15+11/+6/+1+5+5+9Power Control6  6  6  6  6  6  6  4  -  -
16+12/+7/+2+5+5+10Breach Resistance 206  6  6  6  6  6  6  5  3  -
17+12/+7/+2+5+5+10Bonus Feat6  6  6  6  6  6  6  6  4  -
18+13/+8/+3+6+6+11Overwhelming Power, Advanced Learning6  6  6  6  6  6  6  6  5  3
19+14/+9/+4+6+6+11Warmage Edge (+2 DC)6  6  6  6  6  6  6  6  6  4
20+15/+10/+5+6+6+12Bonus Feat, Ultimate Destruction6  6  6  6  6  6  6  6  6  6


Class Skills (4+int mod skill points per level, x4 at 1st level): Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int),  Knowledge (history) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).


Weapon and Armour Proficiency: A warmage is proficient in all simple weapons, one martial weapon of his choice, light armour, and light shields.  At 6th level, a warmage gains proficiency in medium armour and heavy shields (see Armoured Mage, below).

Spells: A warmage casts arcane spells, which are drawn from the warmage spell list given below.  He can cast any spell he knows without preparing it ahead of time, much like a sorcerer does.  When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage spell list, given below.  Essentially, his spell list is the same as his spells known list.  Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
   To cast a spell, a warmage must have a Charisma score of 10 + the spell's level.  The Difficulty Class for saving throws against a warmage's spell is 10 + the spell's level + the warmage's Charisma modifier.
   Like other spellcasters, a warmage can cast only a certain number of spells of each spell level per day.  His base daily spell allotment is given in the table above.  In addition, he receives bonus spells for a high Charisma score (see Table 1-1, page 8 of the PHB).

Armoured Mage (Ex): Warmages can cast their spells while wearing light armour and with light shields and ignore arcane spell failure.  In any other type of armour or shield, he suffers the standard chance of failure.  This ability does not extend to spellcasting from a different class.
   At 6th level, a warmage learns to wear medium armour and heavy shields without suffering arcane spell failure, as well.

Warmage Edge (Ex): Whenever a warmage casts a spell that deals hit point damage, he adds his Charisma bonus + half his warmage level to the amount dealt.  This bonus damage is dealt to everything harmed by the spell.  If the spell deals damage over multiple rounds, the bonus is applied each round.  This ability only works on spells cast as a warmage, not to those cast from any other class he might also have access to.  For example, a 7th level warmage with Charisma 16 casts Magic Missile, and directs three missiles at one enemy, and one against another.  The first enemy would take 3d4+9 damage, while the second would take 1d4+7.
   At 7th level, the ability improves to include ability damage and ability penalties, but at one third the bonus.  At 13th, all warmage spells gain a +1 to their save DCs, and improves to +2 at 19th.

Bonus Feat: At 2nd level and every three levels thereafter, a warmage gains a bonus feat from the following list: any metamagic feat, any reserve feat, Arcane Thesis, Armoured Caster, Battle Caster, Extra Edge, Improved Initiative, Rapid Metamagic, Somatic Weaponry, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Versatile Spellcaster.

Advanced Learning: Also at 2nd level, and every four levels thereafter, a warmage can add a new spell to his list, representing the result of personal study and experimentation.  The spell must be a sorcerer spell of a level no higher than he already knows.  If it is from either the Conjuration or Evocation school, he gains it at the same level that sorcerers know it at, otherwise the spell is one level higher for the warmage.  Once a new spell is selected, it is forever added to that warmage's spell list and can be cast just like any other spell on his list.

Power Surge (Ex): At 3rd level, a warmage learns how to amplify the destructive force of his spells.  A number of times per day equal to his Intelligence bonus (minimum 1), a warmage may increase the hit point damage of one of his warmage spells by +50%.  This does not work on spells from other classes.  He gains an extra use per day for every five levels after 3rd.

Breach Resistance (Ex): At 4th level, a warmage's magic is so fierce that it can breach energy resistances and immunities.  A creature's energy resistance to a spell cast by a warmage is lowered by 5, and if the creature is instead immune, it still takes 5 damage, before any saving throws the spell might require.  This does not extend to spells from another class.  At 10th level, it improves to 10, and at 16th, it improves to 20.

Unchained Power (Ex): At 9th level, a warmage gains the ability to let his power truly flow.  He may double a spell's area or range (or both, if the area is based on its range, such as cones or lines).  He can do this a number of times per day equal to the warmage's Intelligence bonus (minimum 1).

Piercing Power (Ex): A warmage of at least 12th level gains some added power to pierce spell resistance.  He adds his Intelligence bonus to his caster level check to breach spell resistance.

Power Control (Ex): At 15th level, a warmage has learned to use metamagic more efficiently.  When casting a spell modified by a metamagic feat, he can choose to lower the modified spell's level by one, but not below the spell's original level.  He can only affect his warmage spells, not spells cast from another source.  This ability can be used up to the warmage's Intelligence bonus times per day (minimum 1).

Overwhelming Power (Ex): A warmage who has reached 18th level unlocks the secret to true power.  The damage cap for his spells are all raised by 5, if it is based upon his level.  If the spell has other limits based upon level, such as the number of projectiles, add 5 to the level cap for calculations.  For instance, Magic Missile normally stops at 5 projectiles at 9th, but now stops at 7 projectiles at 13th, or Shocking Spark stops at 3 sparks at 10th, but is increased to 4 at 14th.  This ability only functions for spells cast as a warmage, and not for spells from any other class.

Ultimate Destruction (Ex): Upon reaching 20th level, a warmage gains true mastery over the piercing power of his spells.  His warmage spell (not spells from another class) may ignore spell resistance, as if the spell did not allow resistance against it.  Usable a number of times per day equal to the warmage's Intelligence bonus (minimum 1).


Spell List

0 - PHB: Acid Splash, Detect Magic, Disrupt Undead, Light, Ray of Frost, Read Magic
      SC: Caltrops, Dawn, Electric Jolt, Launch Bolt, Launch Item, Sonic Snap

1 - PHB: Burning Hands, Colour Spray, Magic Missile, Ray of Enfeeblement, Shocking Grasp, True Strike
      SC: Guided Shot, Hail of Stone, Ice Dagger, Lesser Orb of Acid/ Cold/ Electricity/ Fire/ Sound, Persistent Blade, Ray of Clumsiness
      RotD: Create Trap
      CM: Jet of Steam
      FB: Ice Slick1
      Sa: Parching Touch

2 - PHB: Glitterdust, Heat Metal, Melf's Acid Arrow, Pyrotechnics, Shatter, Web
      SC: Blinding Spittle, Combust, Frost Breath, Greater Disrupt Undead, Kelpstrand2, Mass Snake's Swiftness, Ray of Stupidity
      PHBII: Kelgore's Grave Mist
      RotD: Tail Slap
      SCoT: Force Hammer
      DCS: Elemental Dart, Shocking Spark
      CoR: Scourge of Force
      WotC Spell Archive: Bladesong

3 - PHB: Explosive Runes, Fireball, Ice Storm, Lightning Bolt, Poison2, Sleet Storm, Slow, Stinking Cloud, Stone Shape
      SC: Explosive Cascade, Giant's Wrath, Icelance, Orb of Force, Sound Lance
      PHBII: Channelled Pyroburst, Melf's Unicorn Arrow
      SCoT: Shockwave
      PGF: Mystic Lash3
      FB: Shivering Touch4
      WotC Spell Archive: Sonic Blast5

4 - PHB: Enervation, Evard's Black Tentacles, Wall of Fire
      SC: Arc of Lightning, Assay Spell Resistance, Defenestrating Sphere, Heart Ripper, Moon Bolt, Orb of Acid/ Cold/ Electricity/ Fire/ Sound, Spell Enhancer
      PHBII: Crushing Grip
      RotD: Wings of Flurry6
      CAr: Creeping Darkness, Poison Needles7
      FB: Boreal Wind
      DCS: Dalamar's Lightning Lance

5 - PHB: Cloudkill, Cone of Cold
      SC: Ball Lightning, Cyclonic Blast, Darkbolt, Greater Stone Shape, Stun Ray, Wail of Doom
      CAr: Vitriolic Sphere8
      CM: Arcane Fusion9, Lightning Leap
      Sa: Choking Sands
      MoE: Storm Touch
      CoR: Necrotic Skull Bomb, Slime Hurl
      SS: Streamers

6 - PHB: Chain Lightning, Disintegrate, Fire Seeds
      SC: Extract Water Elemental, Fire Spiders, Freezing Fog, Howling Chain, Ray of Entropy, Wall of Gears
      CM: Lingering Flames
      FB: Freezing Glance
      Sa: Mummify, Scalding Mud
      SS: Kyristan's Malevolent Tentacles

7 - PHB: Delayed Blast Fireball, Energy Drain, Fire Storm, Prismatic Spray, Sunbeam
      SC: Glass Strike, Radiant Assault
      DrM: Arcane Spellsurge, Glorious Master of the Elements
      CAr: Decapitating Scarf
      MoE: Scalding Touch
      SoS: Stored Lightning Bolt
      FCI: Slime Wave

8 - PHB: Horrid Wilting, Polar Ray, Prismatic Wall, Sunburst
      SC: Bombardment, Deadfall, Field of Icy Razors, Lightning Ring
      CM: Deadly Lahar, Greater Arcane Fusion9
      FB: Frostfell

9 - PHB: Meteor Swarm, Prismatic Sphere, Time Stop, Wail of the Banshee
      SC: Maw of Chaos, Sphere of Ultimate Destruction, Summon Elemental Monolith
      CM: Deadly Sunstroke
      FB: Iceberg
      WCoS: Binding Chain of Fate


1 You can choose to take Grease instead, if you prefer.
2 For these spells, use Cha instead of Wis in the description.  The spells were originally designed for divine casters only, and do not take other classes into account.
3 Remove the Evil descriptor from this spell for the warmage.
4 This spell delivers a Dex penalty for the duration, not damage.
5 Update the spell for the 3.5e bull rush rules, and change the area to Line.
6 The spell hits targets in range, dice are capped at 15d6.
7 Damage cap should be 15d4, not 5d4.
8 It is highly recommended you use the Complete Arcane version over the Spell Compendium one.
9 Replace sorcerer spells known with warmage spells known.

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