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Topics - RobbyPants

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61
Off Topic Fun / Holy crap! It's been a year, already!
« on: November 01, 2012, 07:42:29 AM »
I just realized that it's been pretty much a year since we moved from BG to here. It's funny: in a lot of ways, this place still feels new, even though it's been a year. At the same time, the format of this board feels pretty familiar...

62
Homebrew and House Rules (D&D) / RobbyPants' Creations
« on: October 29, 2012, 10:00:04 AM »
I'll start this post to consolidate links to all the stuff I've worked on, so I can put it in my sig. If you have any comments or suggestions, please make them in the individual topic threads rather than here.


House-rules
Character creation (Rules on point buy, races, and base classes)
Skill Feats (A boost to the crappy +2/+2 skill feats. Inteneded to be given out for free to non-casters as well, to help fighters (and their friends) have nice things.)
Combat & Feats (A few revised combat rules and a lot of revised feats. Also, some new feats at the end.)
Heritage Feats for Sorcerers (I put this here since the feats are based on the power-level of the other feats.)
Alignment and Exalted/Vile Feats (Some general changes to alignment and some new/modified feats and vows.)
New Special Material Rules (Improved adamantine, mithril, etc)
Magic and Spells (Rules on casting times, boosts to Evocation, and some modifications to spells.)
New/Modified Invocations (New and modified warlock invocations)
Revised Maneuver List (Some new maneuvers, but mostly shifting the levels around of existing ones.)
Crafting, Bonuses, and WBL (Modified magic item crafting rules, free bonuses to d20 rolls, and generally removing WBL.)

A second Tome of Battle rework (Mostly moving maneuvers down one or more levels, and filling in some new abilities to come up with some actual mid/high level maneuvers)

63
Gaming Advice / Occupied squares
« on: September 13, 2012, 02:53:47 PM »
Lets say two people are in melee with each other. Then, a third person goes to move through his ally's square, provokes an AoO as he leaves it, and then gets tripped.

This should leave him prone in an already occupied square, if I understand correctly. Are there any consequences for this? No one gets shunted off a square, do they?

64
Off Topic Fun / WTF News stories
« on: July 20, 2012, 07:32:36 AM »
I figured this didn't fit in any of the existing threads, and why not make one for crazy news stories that don't really fit in Off Topic Fun?

Gunman kills 14 and wounds 50 at a early Friday showing of the new Batman movie

65
Off Topic Fun / Desktop thread
« on: July 18, 2012, 07:40:13 AM »
There used to be an old thread at BG for your current computer Desktop. I figured I'd start it here... mostly so I can post pics of my two daughters. :p

This is my current one at work:

(click to show/hide)


(I wish PhotoBucket didn't shrink stuff.)

66
Homebrew and House Rules (D&D) / Feral Blade
« on: July 12, 2012, 10:09:06 PM »
This is a PrC I whipped up when I realized that the Jade Phoenix Mage and Ruby Knight Vindicator didn't have any offerings for the druid. Note, that a lot of this is assuming some house-rules, namely that the Druid is using the Shapeshift variant from PHB II and my Raging Storm discipline. I don't think this class contains any other references to any house rules I'm working on, although I am assuming that any passive magical items are melded into the form and remain functional.

So, what do you think?



Feral Blade

(click to show/hide)

Feral Blades are warriors who blend the path of Sublime Way with ferocious aspects of nature, fighting in the form of beasts. They can be terrifying opponents to behold in combat, and often take people by surprise when they assume that they’re just a common animal.

Requirements

Skills: Concentration 4 ranks, Knowledge Nature 8 ranks, Survival 4 ranks
Special: Able to Shapeshift (as the Druid alternate class feature)
Martial Maneuvers: Must know at least one maneuver from the Tiger Claw or Raging Storm discipline.
Martial Stances: Must know at least one stance from the Tiger Claw or Raging Storm discipline.
Spells: Able to cast 1st level divine spells

The Feral Blade              Hit Die: d8
Level  BAB  Fort  Ref  Will  Special

__________________________________________________________________________
1      +1   +0    +0   +2    Shifting recovery, Shapeshift
2      +2   +0    +0   +3    Stance of ferocity
3      +3   +1    +1   +3    Scent
4      +4   +1    +1   +4    Darkvision
5      +5   +1    +1   +4    -
6      +6   +2    +2   +5    Stormbringer stance
7      +7   +2    +2   +5    -
8      +8   +2    +2   +6    Shifted healing
9      +9   +3    +3   +6    -
10     +10  +3    +3   +7    Feral strike

Level  Maneuvers    Maneuvers   Stances   Spells
       Known        Readied     Known

__________________________________________________________________________
1      1            0           1         -
2      0            0           0         +1 level of divine casting class
3      1            0           0         +1 level of divine casting class
4      0            0           0         +1 level of divine casting class
5      1            1           0         +1 level of divine casting class
6      0            0           1         -
7      1            0           0         +1 level of divine casting class
8      0            0           0         +1 level of divine casting class
9      1            1           0         +1 level of divine casting class
10     0            0           0         +1 level of divine casting class


Class Skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Class Features

All of the following are class features of the Feral Blade class:

Weapon and Armor Proficiency:
The Feral Blade gains no new proficiencies.

Spellcasting:
At each level except 1st and 6th, the Feral Blade gains new spells per day and an increase in caster level (and spells known, if applicable) as if he had gained a level in a divine spellcasting class to which he belonged to before entering this prestige class. He does not gain any other benefits a character would have gained from a level in that divine casting class. If he had more than one divine casting class, he must choose which one to advance each level.

Maneuvers:
At each odd-numbered level, the Feral Blade gains one new maneuver known from either the Raging Storm or Tiger Claw disciplines. He must be high enough level to learn the maneuver. You add your full Feral Blade class level to your total initiator level.
    At 5th and 9th level, he gains an additional maneuver readied per day.

Shifting Recovery (Ex):
A Feral Blade may recover one expended maneuver as a free action whenever he uses his Shapeshift feature. He may use this ability once per round, and may not recover a maneuver he already used this round. He may not use the maneuver he recovered on this round, either.

Shapeshift (Su):
Levels of the Feral Blade class stack with any class levels you have to determine power of your Shapeshift ability. For example, a Swordsage 2/Druid 3/Feral Blade 3 would Shapeshift as a 6th level Druid.

Stance of Ferocity (Ex):
At 2nd level, the Feral Blade learns a special stance. This stance is learned in addition to any stances already known and does not count against the number known. It is initiated and switched with a swift action, just like any other stance. The only notable exception, however, is that this stance is only effective when the Feral Blade is shapeshifted into another form. It has no effect while in his normal form. If he resumes his normal form, he loses the benefits of this stance and must spend a swift action to initiate it again, should he chose to, later.
    While in this stance, the damage the Feral Blade deals with natural attacks is increased as though he were one size larger, and his critical threat range is doubled with these attacks.
    In addition, when initiating the stance, he may expand a divine spell slot to toughen his defenses. So long as the stance is active, he gains damage reduction equal to double the expended spell’s level. This damage reduction is overcome by cold iron weapons. The benefit gained from expending a spell slot in this way is a Supernatural ability.

Scent (Ex):
At 3rd level, anytime the Feral Blade is shapeshifted into a form other than his normal form, he gains the scent ability.

Darkvision (Ex):
At 4th level, anytime the Feral Blade is shapeshifted into a form other than his normal form, he gains darkvision to a range of 60 feet.

Stormbringer Stance (Su):
At 6th level, the Feral Blade learns another new stance. This stance is learned in addition to any stances already known and does not count against the number known. It is initiated and switched with a swift action, just like any other stance.
    While in this stance, the Feral Blade gains resistance to cold, electricity, and sonic equal to double his initiator level. In addition, all attacks he makes with a natural attack, unarmed strike, or weapon deal an extra 1d6 points of damage. This damage can be either cold or electric damage, chosen before rolling the attack roll.

Shifted Healing (Su):
At 8th level, the Feral Blade may heal himself when shapeshifting. As a free action, he may expend a readied maneuver while he shapeshifts. This heals an amount of damage to the Feral Blade equal to double his initiator level. In addition, he may remove any one of the following conditions: blinded, confused, dazzled, deafened, entangled, exhausted, fatigued, shaken, and sickened.
    Note that if the Feral Blade is located in some ongoing effect, he may again be affected by the condition he just removed. For example, if he uses this ability remove the entangled effect while standing in the area of an Entangle spell, he could become entangled again on the caster’s next turn if he doesn’t leave the area of the spell.

Feral Strike (Ex):
At 10th level, anytime the Feral Blade is shapeshifted into a form other than his normal form, he may initiate a strike as part of a full attack. The strike must have an initiation action of a standard action. When taking the full attack, he makes his usual number of attacks, but any one of them can be used to deliver the strike. He must decide to use the strike before he rolls the attack roll. The maneuver is expended as normal when using this ability.

67
D&D 3.5 and Pathfinder / Martial Adept changes
« on: June 28, 2012, 02:42:15 PM »
It seems fairly well accepted that the swordsage is weaker than the other two MAs in most situations. I'd submit the warblade is better than the crusader, both due to better access to disciplines and because of a pretty solid recharge mechanic. That being said, I'd like it if the other two classes were on a similar page to the warblade. What are your thoughts on the following:

Crusader:
The crusader picks one of the six disciplines to which he doesn't have access and gains access to it. This choice is made at level 1 and cannot be changed. The idea is to give the crusader a bit more breadth in selecting abilities to fill up his selected maneuvers, since the choice is normally so narrow. This also gives you different areas of specialty, and makes to crusaders feel different.

Swordsage:
Gain full BAB progression. This is because it's a melee class expected to do melee things. It really should have this. The smaller HD, light armor, and recovery method still encourage skirmishing to an extent, but it should still be hitting just as often.



That being said, I still think that this leaves the swordsage behind, somewhat. I'd like it if the recovery mechanic were better, but I don't know what to do. I made a swashbuckler variant for the class that let you recover a single maneuver if you used the Balance, Jump, or Tumble skill during movement for the turn (you could not use that maneuver that turn). It's kind of a quick patch, but it also really only fits for a swashbuckler archetype.

Any ideas here, either?

68
From the Den:

Quote from: FrankTrollman
A bit of backstory, this is how the designers of 4th edition described the process:

Quote from: Races and Classes
Design Work, Orcus I:June through September 2005
Team: James Wyatt, Andy Collins, and Rob Heinsoo.
Mission: Our instructions were to push the mechanicsdown interesting avenues, not to stick too close to the safehome base of D&D v.3.5. As an R&D department, we under-stood 3.5; our mission was to experiment with something new.
Outcome: We delivered a document that included eightclasses we thought might appear in the first Player’s Handbook or other early supplements, powers for all the classes, monsters,and rules.

First Development Team:October 2005 through February 2006
Team: Robert Gutschera (lead), Mike Donais, Rich Baker,Mike Mearls, and Rob Heinsoo.
Mission: Determine whether the Orcus I design (as wenamed it) was headed in the right direction. Make recommen-dations for the next step.
Outcome:The first development team tore everythingdown and then rebuilt it. In the end, it recommended that wecontinue in the new direction Orcus I had established.This recommendation accompanied a rather difficult stuntaccomplished in the middle of the development process: Baker,Donais, and Mearls translated current versions of the Orcus Imechanics into a last-minute revision of Tome of Battle: Book of  Nine Swords. It was a natural fit, since Rich Baker had already been treating the Book of Nine Swords as a “powers for fighters”project. The effort required to splice the mechanics into 3rdEdition were a bit extreme, but the experiment was worth it.


Second Orcus (Orcus II) Design Phase:February to March 2006
Team:Rob Heinsoo (lead), Bruce Cordell, James Wyatt.
Mission: Finish monsters and other areas that were weakin the first draft. Follow some new design directions suggestedby the development team.
Outcome: After the design phase ended, several weeks of playtesting left most of us unconvinced with where we weregoing. The system wasn’t working the way we wanted it to work.

One Development Week: Mid-April 2006
Team: Robert Gutschera, Mike Donais, Rich Baker, MikeMearls, and Rob Heinsoo.
Mission:Recommend a way forward.
Outcome: In what I’d judge as the most productive weekof the process to date, not that anyone would have guessed that beforehand, Mearls and Baker figured out what was going wrong with the design. We’d concentrated too much on the new approach without properly accounting for what 3.5handled well. We’d provided player characters with constantlyrenewing powers, but hadn’t successfully parsed the necessarydistinctions between powers that were always available andpowers that had limited uses.

Flywheel Team: May 2006 to September 2006
Team: Rob Heinsoo (lead), Andy Collins, Mike Mearls,David Noonan, and Jesse Decker.
Mission: Move closer to 3.5 by dealing properly withpowers and resources that could be used at-will, once perencounter, or once per day.
Outcome: A playable draft that went over to the teams that would actually write the Player’s Handbook and the Monster Manual.

Scramjet Team; Same Timing as Flywheel
Team: Rich Baker (lead), James Wyatt, Matt Sernett, EdStark, Michele Carter, Stacy Longstreet, and Chris Perkins.
Mission: Draft a new vision for the world and the storybehind the D&D game.
Outcome: A first draft of the story bible, notable for its new understanding of civilized portions of the D&D world as points of light threatened by enveloping darkness filled with monstersand other threats.

Player’s Handbook Creation:October 2006 to April 2007
Designers:Rich Baker (lead), Logan Bonner, and DavidNoonan.
Developers: Andy Collins (lead), Mike Mearls, SteveSchubert, and Jesse Decker.
Mission: Achieve design and development consensus onthe direction each role and class should take; make good onthe goals with playable mechanics.
Outcome: Oodles of powers. Semisolid rules set

Writing Phase: April 2 to May 11, 2007
Story Team: James Wyatt (lead), Rich Baker, BruceCordell, and Chris Sims (with advice and general nosinessfrom Bill Slavicsek).
Mission: Write prose manuscripts in the style we want touse for the finished products.
Outcome: The team turned over a 600-plus-page workingrules set on deadline and to specifications.

Magic Item Revision: May 2007
Mechanics Design: Rob Heinsoo, Mike Mearls, DavidNoonan, and Matt Sernett.
Mission: Re-create the vision for what magic items accom-plish in the new design, carve separate space for each type of item, and design them all.
Outcome: More magic items than our initial publicationscan use!
Full-On Playtesting: June 2007
Mission: With Dave Noonan handling the reins, all designers and developers and many other WotC employees donothing but playtest D&D 4E for three solid weeks. This led to ongoing playtesting using in-house groups and the personal game groups of most of the R&D staff that continues to the endof the year.

Now, a bit more backstory, Robert Gutschera is this guy. Unlike the inmates currently running the asylum, he can do math.

Now there's a bit I would like to pull out of the story and have it stand on its own:
Quote
Baker, Donais, and Mearls translated current versions of the Orcus I mechanics into a last-minute revision of Tome of Battle: Book of Nine Swords.
Got that? Book of Nine Swords wasn't used as a template for 4e, the 4e that Robert Gutschera made that they scrapped was used as template for the Bo9S.

So here's the question that I think is on everyone's mind, or at least should be: how the fuck did the Flywheel team manage to oust the only guy who could do fucking math from project leadership in order to make the turkey that 4th edition actually ended up being? Because you know what? Orcus sounds like a pretty cool game.

-Frank
(Emphasis mine)

This Races & Classes blurb was posted there twice, and it jumped out at me.

People have often talked about Tome of Battle as being a testing ground for 4E. According to this, it was a tried and scrapped approach to 4E quickly ret-conned into 3.5.

69
Homebrew and House Rules (D&D) / Raging Storm Martial Discipline
« on: June 07, 2012, 03:53:18 PM »
(I can't believe I forgot to port this!)

This discipline is designed to be used with RadicalTaoist's Sublime Way Ranger variant. It's meant to be used in place of the Falling Star discipline. There is a fair amount of overlap, but it focues more on nature-oriented supernatural effects; particularly storm-related. So, I'm looking for your thoughts, advice, and critiques. I'm fine with renaming some of these maneuvers too; I've never been all that good with names and flavor text.


Raging Storm

Howling winds, fridged cold, and dazzling bolts of lightning all combine into the Raging Storm. This discipline is both the physical and supernatural manifestation of nature’s rage as well as a focus on archery and hunting. Students of the Raging Storm learn both how to harness the power of nature through themselves as well as control its raw fury externally.
   Survival is the key skill for Raging Storm. The bow (any), javelin, throwing axe, great scimitar, and warhammer are all weapons for Raging Storm.

Maneuver and Stance List               

1st LEVEL
Channeled Shock: Boost – Deal 1d6 electric damage +1 /initiator level.
Point Blank Marksmanship: Stance – your ranged attacks threaten and do not provoke attacks of opportunity.
True Shot: Strike – deal +1d4 damage. You may take a penalty to damage to gain a bonus on your attack roll.
Weather the Elements: Stance – gain benefits of Endure Elements spell as well as cold and fire resistance based on ranks in Survival.

2nd LEVEL
Guiding Wind: Boost – double ranged increments for weapon.
North Wind Shot: Strike – make two ranged attacks.
Static Charge: Counter – counter foe’s attack with electric touch that deals 4d6 damage.
Whirlwind: Strike – entangle target creature in a whirlwind.

3rd LEVEL
Lightning Strike: Strike – deal 5d6 electric damage in a 40-ft. vertical line.
Numbing Cold: Strike – melee touch deals 2d6 cold damage and gives a -4 penalty to Strength.
Static Field: Stance – attackers take 5 electric damage.

4th LEVEL
Dance of the Winding Breeze: Strike – deal +3d6 damage. Move up to your base speed before and after the attack.
Electric Blade: Boost – Deal 2d6 electric damage +1 /initiator level.
Thunder Clap: Strike – deal +3d6 sonic damage to target an all creatures within 10 feet.
Winter Wind: Strike – entangle target creature in a cold whirlwind and deal 5d6 cold damage.

5th LEVEL
Maelstrom: Strike – create a small whirlwind of windstorm strength that knocks foes down and hinders ranged attacks.
True Shot, Greater: Strike – deal +5d4 damage. You may take a penalty to damage to gain a bonus on your attack roll.
Zephyr Armor: Stance – gain DR 2/-. Ranged attacks against you suffer a -4 penalty.

6th LEVEL
Refreshing Breeze: Boost – gain fast healing 5 as long as your current hit points are below half your maximum.
Thunder Clap, Greater: Strike – deal +6d6 sonic damage to target an all creatures within 10 feet.

7th LEVEL
Dancing Storm: Strike – make a full attack with a ranged weapon while moving. Each attack deals +3d6 electric damage.
Exit Wound: Strike – your ranged attack affects everyone in a straight line.
Stormstrike: Boost – Deal 3d6 electric damage +1 /initiator level.

8th LEVEL
Driving Wind: Strike – deal +12d6 damage and push target back with a bull rush.
Thunderhead: Stance – gain 20% concealment. Strike an adjacent opponent with lightning for 8d6 damage each round.

9th LEVEL
Apocalypse Storm: Strike – burst deals 50 cold and 50 electric damage and knocks creatures prone.



APOCALYPSE STORM
Raging Storm (Strike) [Air][Cold][Electricity]
Level: Sublime Ranger 9
Prerequisite: Four Raging Storm maneuvers
Initiation Action: 1 full-round action
Range: 60 ft.
Area: 60-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex partial

All the fury of the heavens rains down in a tremendous thunderstorm.

This maneuver deals 50 cold and 50 electric damage to all creatures in the area and knocks them prone. A successful Reflex save (DC 19 + your Wisdom modifier) halves the damage and prevents the creature from falling prone. Creatures larger than you gain a +4 bonus to the saving throw in regards to falling prone but not for reducing the damage, and creatures smaller than you take a -4 penalty on the save in regards to falling prone but not for reducing the damage. You are not harmed by your own Apocalypse Storm nor are you knocked prone.
   This maneuver is a supernatural ability.


CHANNELED SHOCK
Raging Storm (Boost) [Electricity]
Level: Sublime Ranger 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You channel electricity, striking your foes.

For the rest of your turn, your attacks deal an extra 1d6 points of electric damage +1 point per initiator level. If used on a volley attack (several missiles using the same attack roll), the damage only applies once.
   This maneuver is a supernatural ability.


DANCE OF THE WINDING BREEZE
Raging Storm (Strike)
Level: Sublime Ranger 4
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature

As the wind winds through the forest, you effortlessly slip between the trees, pursuing your target.

As part of this maneuver, make a ranged attack. Your attack deals an extra 3d6 damage. In addition, you may move up to your full movement speed before the attack and after the attack (allowing you to move up to double your speed in one round).


DANCING STORM
Raging Storm (Strike) [Electricity]
Level: Sublime Ranger 7
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One or more creatures

A combination of grace and the channeled fury of a storm, you dance across the battlefield, striking you foes down with hurled lightning.

As part of this maneuver, make a full-attack with a ranged weapon. You may move up to your base movement speed during this attack and you must move at least five feet between each attack. You may choose to attack the same creature or multiple creatures. Each attack deals an extra 3d6 electric damage.
   This maneuver is a supernatural ability.


DRIVING WIND
Raging Storm (Strike)
Level: Sublime Ranger 8
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous

You nock an arrow, holding the strength close to its breaking point. You then let it go with dazzling speed, knocking your foe back.

As part of this maneuver, you make a ranged attack. If you succeed, this attack deals an additional 12d6 points of damage. Furthermore, you may initiate a bull rush attempt against that target, except you use your Dexterity modifier instead of your Strength modifier. If the target fails its check, it must make another check equal to the bull rush or be knocked prone at the end of the bull rush. You do not move with the target as part of this bull rush. If the target succeeds on its check, the target does not move, but it still takes the extra damage.


ELECTRIC BLADE
Raging Storm (Boost) [Electricity]
Level: Sublime Ranger 4
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your attacks channel the strength of lightning.

For the rest of your turn, your attacks deal an extra 2d6 points of electric damage +1 point per initiator level. If used on a volley attack (several missiles using the same attack roll), the damage only applies once.
   This maneuver is a supernatural ability.


EXIT WOUND
Raging Storm (Strike)
Level: Sublime Ranger 7
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 standard action
Range: See text
Area: Line; see text
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half

You make a single, powerful shot that passes through anything it hits.

You make a single ranged attack that affects everything in a line. The length of the line is your weapon’s range increment or 30 feet, whichever is greater.
   You do not roll an attack roll when initiating this strike. Instead, all targets in the line automatically take normal damage for your ranged attack (including bonus damage from your Strength modifier, feats, magical abilities on your weapon, and so forth), plus an extra 10d6 damage. Each creature in the attack’s area can make a Reflex save (DC 17 + your Dexterity modifier), taking half damage on a successful save.
   Any fixed, solid object (such as a wall, tree, or closed door) struck also takes damage. If it takes enough damage to destroy it, the projectile continues. If not, the projectile stops and the line ends at the object.


GUIDING WIND
Raging Storm (Boost)
Level: Sublime Ranger 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Your shot sails to your target on a guiding wind, granting you accuracy.

You double the base range increment of your weapon for one round.


LIGHTNING STRIKE
Raging Storm (Strike) [Electricity]
Level: Sublime Ranger 3
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Area: 40 ft. vertical line
Duration: Instantaneous
Saving Throw: Reflex half

You focus the fury of nature into a bolt of lightning from the sky.

This maneuver creates a 40 foot vertical line of lightning and deals 5d6 electric damage to all in the area. A successful Reflex save (DC 13 + your Wisdom modifier) halves the damage.
   This maneuver is a supernatural ability.


MAELSTROM
Raging Storm (Strike) [Air]
Level: Sublime Ranger 5
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Cylinder 10 ft radius, 40 ft high
Duration: 1 round
Saving Throw: Fort partial

You create a small whirlwind, knocking your opponents to the ground.

This maneuver creates small windstorm in a 40 foot tall cylinder with a 10 foot radius. The winds in the area are of windstorm strength (51-74 mph). Small and smaller creatures are blown away, medium creatures are knocked down, and, large and huge creatures are checked. A successful Fortitude save (DC 15 + your Wisdom modifier) negates these effects. In addition, ranged weapon attacks are impossible. See the page 95 of the DMG for additional information on windstorm force winds.
   This maneuver is a supernatural ability.


NORTH WIND SHOT
Raging Storm (Strike)
Level: Sublime Ranger 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: Two creatures
Duration: Instantaneous

A quick draw and swift reflexes allow you to fell two foes in the time it would normally take to kill one.

As part of this maneuver, make a two ranged attacks, each against a different foe. Each target must be within fifteen feet of the other. Resolve each attack separately.


NUMBING COLD
Raging Storm (Strike) [Cold]
Level: Sublime Ranger 3
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous; 3 rounds
Saving Throw: Fortitude partial

As you touch your opponent, a numbing wave of cold comes over his body, sapping his strength.

As part of this maneuver, you perform a melee touch attack. If successful, you deal 2d6 cold damage to your target. The target also suffers a -4 penalty to its Strength score, although a successful Fortitude save (DC 13 + your Wisdom modifier) reduces this penalty to -2. The penalty lasts for 3 rounds. Creatures immune to ability damage suffer no Strength penalty.
   This maneuver is a supernatural ability.


POINT BLANK MARKSMANSHIP
Raging Storm (Stance)
Level: Sublime Ranger 1
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Through a combination of focus and heightened reflexes, you control the area around you, firing attacks faster than your opponents can react.

While in this stance, you do not provoke attacks of opportunity for making ranged attacks inside of another creature’s threatened squares. Also, while wielding a ranged or thrown weapon, you threaten an area of normal melee reach for a creature your size (5 feet for small and medium, 10 feet for large), and you may make attacks of opportunity with your ranged and thrown weapons.


REFRESHING BREEZE
Raging Storm (Boost)
Level: Sublime Ranger 6
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: see text

When times are tough, you look inward and find the strength you need to continue the fight.

If your current hit point total is below half your maximum hit points, you may initiate this maneuver to gain fast healing 5. This maneuver ends when your current hit point total is greater than or equal to half your maximum hit points or if you fall unconscious, die, or are destroyed.


STATIC CHARGE
Raging Storm (Counter) [Electricity]
Level: Sublime Ranger 2
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Holding a static charge, you release it the moment your opponent strikes.

When a creature successfully strikes you with a melee weapon or natural weapon, you can use this maneuver to give yourself the ability to make an immediate melee touch attack. If your attack hits, your target takes 4d6 points of electric damage.
   This maneuver is a supernatural ability.


STATIC FIELD
Raging Storm (Stance) [Electricity]
Level: Sublime Ranger 3
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You build a palpable electric charge around you.

An adjacent opponent that hits you with a melee attacks while you are in this stance takes 5 points of electric damage. Your Static Field does not harm a creature using a reach weapon to attack you.
   This stance is a supernatural ability.


STORMSTRIKE
Raging Storm (Boost) [Electricity]
Level: Sublime Ranger 7
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

The fury of the storm is channeled through your attacks.

For the rest of your turn, your attacks deal an extra 3d6 points of electric damage +1 point per initiator level. If used on a volley attack (several missiles using the same attack roll), the damage only applies once.
   This maneuver is a supernatural ability.


THUNDER CLAP
Raging Storm (Strike) [Sonic]
Level: Sublime Ranger 4
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: Ranged Attack
Area: 10-foot radius
Duration: Instantaneous
Saving Throw: None; Reflex half

You release your shot so quickly that it is accompanied by a clap of thunder.

As part of this maneuver, make a ranged attack. Your attack deals an extra 3d6 sonic damage to the target. Each creature within 10 feet also takes 3d6 damage, but may attempt a Reflex save (DC 14 + your Dexterity modifier) for half damage. The creature hit by your ranged attack does not get a saving throw for half damage. If your attack misses your target, everyone in the 10-foot area still takes sonic damage as normal, except the target is also entitled a saving throw for half damage in this case.
   This maneuver is a supernatural ability.


THUNDER CLAP, GREATER
Raging Storm (Strike) [Sonic]
Level: Sublime Ranger 6
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Ranged Attack
Area: 10-foot radius
Duration: Instantaneous
Saving Throw: None; Reflex half

You release your shot so quickly that it is accompanied by a clap of thunder.

This maneuver functions exactly like Thunder Clap, except the target and each creature within 10 feet take 6d6 sonic damage.
   This maneuver is a supernatural ability.


THUNDERHEAD
Raging Storm (Stance) [Electricity]
Level: Sublime Ranger 8
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal; 5-ft.
Target: You; one creature
Duration: Stance

A thunderhead forms directly above you, pouring rain, obscuring your opponent’s view, and hurling lightning bolts at your foes.

While in this stance, you gain concealment, causing all attacks against you have a 20% miss chance. Each round, on your turn, you may strike any adjacent creature with a lightning bolt for 8d6 points of electric damage as a free action. A successful Reflex save (DC 18 + your Wisdom modifier) halves the damage. You may only use the lightning bolt once per round.
   This stance is a supernatural ability.


TRUE SHOT
Raging Storm (Strike)
Level: Sublime Ranger 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature

Focusing on your target, your shot strikes true.

As part of this maneuver, make a ranged attack. If it hits, it deals normal damage, as well as an additional 1d4 damage.
   Before rolling the attack roll, you may choose to subtract a number from your damage and add that number as a bonus to your attack roll. You cannot subtract more than your base attack bonus or 5, whichever is lower.


TRUE SHOT, GREATER
Raging Storm (Strike)
Level: Sublime Ranger 5
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature

With greater focus, you can strike your target at almost any distance.

This maneuver functions exactly like True Shot, except that you deal +5d4 damage on a successful attack. The number you may subtract from your damage cannot exceed your base attack bonus, but may now be greater than 5.


WEATHER THE ELEMENTS
Raging Storm (Stance)
Level: Sublime Ranger 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Through a strong connection with nature, you can endure the harshest environments.

While in this stance, you resist hot and cold temperatures as if affected by an Endure Elements spell. In addition, you gain cold and fire resistance equal to your ranks in Survival.
   This stance is a supernatural ability.


WHIRLWIND
Raging Storm (Strike) [Air]
Level: Sublime Ranger 2
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: 1 round
Saving Throw: Reflex negates

You engulf a creature in a small, confounding whirlwind.

This maneuver entangles the target creature for one round unless it succeeds on a Reflex save (DC 12 + your Wisdom modifier). Creatures that fail their saving throw are unable to run or charge on their next turn. Creatures larger than you gain a +4 bonus to this save and creatures smaller than you take a -4 penalty to the save.
   This maneuver is a supernatural ability.


WINTER WIND
Raging Storm (Strike) [Air][Cold]
Level: Sublime Ranger 4
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: 1 round
Saving Throw: Reflex partial

You freeze and baffle your opponent in a whirlwind.

This maneuver functions exactly like Whirlwind except that the target creature also takes 5d6 cold damage. A successful Reflex save halves this damage. The DC is 14 + your Wisdom modifier.
   This maneuver is a supernatural ability.


ZEPHYR ARMOR
Raging Storm (Stance) [Air]
Level: Sublime Ranger 5
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Swift currents of wind twist tight around your body causing attacks to alter their path, while leaving your own movements unhindered.

While in this stance, all range attacks against you suffer a -4 penalty on their attack roll. You also gain damage reduction 2/- against melee and ranged attacks.
   This stance is a supernatural ability.


Feats

CALM BEFORE THE STORM
Your discipline and focus make your fury all the more terrifying.
   Prerequisites: One Raging Storm stance.
   Benefit: While you are in a Raging Storm stance and attack with one of the discipline’s preferred weapons, you can add your Wisdom modifier as a bonus on damage made with that weapon. This damage only applies once in a volley (several missiles using the same attack roll).


STORM MASTER
The fury of the storm is synergized between your martial and magical training.
   Prerequisites: Caster level 1st, one Raging Storm stance.
   Benefit: While you are in a Raging Storm stance, you gain a +1 bonus to your caster level for all spells with the [Air], [Cold], or [Electricity] descriptors.


EYE OF THE HURRICANE [TACTICAL]
   Prerequisites: Base Attack Bonus +6, Calm Before the Storm, Two Raging Storm maneuvers.
   Benefit: This feat grants you three options for combat:
   Piercing Perception: If you succeed on a DC 20 Survival check, you can ignore any percent-based miss chances due to concealment. If the target is invisible, you still need to pinpoint their square.
   Take Aim: If you make a ranged attack against a target and miss, you gain a +2 competence bonus on your attack roll if you attack the same creature with your next attack. This second attack must also be made with a ranged weapon.
   Thunder and Lightning: If you successfully hit an opponent with a Raging Storm maneuvers with the [electricity] descriptor, the maneuver deals an extra 1d3 sonic damage as well. This applies to maneuvers and stances (such as Thunderhead and Static Field).

70
Off Topic Fun / Letter swap game v2
« on: May 30, 2012, 12:14:13 PM »
Just realized the old thread hit 50 pages. Here's the new one. Picking up where we left off:

strappers

i -> a

trappers

-s

72
D&D 3.5 and Pathfinder / Arcane Strike opinion
« on: May 19, 2012, 09:17:38 AM »
In your opinion, would it hurt anything if Arcane Strike was available at 1st level (perhaps change the prereq to "able to cast 1st level arcane spells")?

Because it scales with level, I honestly don't have a problem with it. I was just looking at the BAB +4 and 3rd level spells prereq and it seemed unnecessarily steep.

73
Note: These rules are meant to be used in combination with my other house rules.



Heritage Feats

Heritage feats are feats that represent a special lineage for the sorcerers, such as draconic or fiendish ancestry. Each type of heritage has a base heritage feat that must be taken at 1st level and before the other feats of that type can be taken. Once you select a heritage, you cannot change it.

Celestial heritage feats
These replace the Celestial Sorcerer heritage feats found in the Player’s Handbook II, starting on page 90.

Celestial Aura [Celestial]
Prerequisite: Celestial Heritage.
Benefit: Whenever you cast an arcane spell, all opponents with fewer Hit Dice than you within 10 feet per level of the spell cast become take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. They may make a Will save (DC 10 + ½ your Hit Dice + your Charisma modifier) to avoid the effect. Any creature that makes its saving throw is immune to this effect from you for 24 hours.

Celestial Heritage [Celestial]
Prerequisite: Sorcerer level 1.
Benefit: You gain a +1 bonus to saves against electricity and petrification. This bonus increases by +1 at 5 Hit Dice, and every five Hit Dice thereafter. In addition, you add Protection from Evil to your list of spells known.

Celestial Lance [Celestial]
Prerequisite: Celestial Heritage.
Benefit: As a standard action, you can expend a spell slot to create a 40-foot line of energy that deals damage based on the level of the spell slot used. The length of the line increases by 20 feet per level of the spell slot expended. A 1st level slot deals 1d8 points of damage, and every spell level after deals an additional 2d8 damage (3d8 for a 2nd level slot, 5d8 for a 3rd level slot, etc). A successful Reflex save (DC 10 + ½ your Hit Dice + your Charisma modifier) halves the damage. Undead creatures and evil outsiders suffer a -4 penalty on this saving throw. This ability has the [light] descriptor.

Celestial Lore [Celestial]
Prerequisite: Celestial Heritage.
Benefit: Add Magic Circle Against Evil, Tongues, and Teleport to your list of spells known. You gain these spells when you are high enough level to cast them.

Celestial Resistance [Celestial]
Prerequisite: Celestial Heritage.
Benefit: You gain electricity resistance equal to double your Hit Dice. You are also immune to petrification effects.

Celestial Wings [Celestial]
Prerequisite: Celestial Heritage.
Benefit: You gain feathery wings that give you a constant Feather Fall effect as an extraordinary ability and also allow you to glide. For every 20 feet you travel horizontally, you drop ten feet vertically.
   In addition, you may expend a spell slot as a swift action to gain a fly speed equal to your base land speed with average maneuverability for one minute per level of the spell expended. If you expend a 3rd level or higher spell slot, you gain a fly speed equal to double your land speed with good maneuverability for 10 minutes per spell level. If you expend a 6th level or higher spell slot, you gain a fly speed equal to three times your land speed with perfect maneuverability for one hour per spell level.


Draconic heritage feats
These are based on the feats found in Complete Arcane, starting on page 77.

Draconic Breath [Draconic]
Prerequisite: Draconic Heritage.
Benefit: As a standard action, you can change arcane spell energy into a breath weapon of your draconic heritage energy type. The breath weapon is a 20-foot cone + 10 feet per spell level (fire or cold) or a 40-foot line +20 feet per spell level (acid or electricity) that deals extra damage based on the spell you expended to create the effect. A 1st level spell deals 2d6 damage, and every spell level after that deals an additional 3d6 damage (5d6 for a 2nd level slot, 8d6 for a 3rd level slot, etc). Any creature in the area may attempt a Reflex save for half damage (DC 10 + ½ your Hit Dice + your Charisma modifier).

Draconic Claw [Draconic]
Prerequisite: Draconic Heritage.
Benefit: Each of your hands ends in a claw that can be used to make a natural attack for 1d6 points of damage (1d4 for small creatures and 1d8 for large) plus your Strength modifier. The damage from these claws is treated as magic for purposes of overcoming damage reduction. You may make up to two attacks per round with your claws.
   In addition, you gain a climb speed equal to half your base land speed. If you already have a climb speed, it increases by ten feet instead.

Draconic Heritage [Draconic]
Prerequisite: Sorcerer level 1.
Benefit: Choose a dragon from the draconic heritage list below and gain the indicated skill as a class skill. This is your draconic heritage, which cannot be changed once the feat has been taken. Half-dragons must choose the same dragon kind as their dragon parent.
    You gain a +1 bonus to saves against sleep and paralysis, as well as spells and abilities with the energy type of your draconic heritage. This bonus increases by +1 at 5 Hit Dice, and every five Hit Dice thereafter.

Dragon Kind   Energy Type   Skill
_______________________________________________
Black         Acid          Hide
Blue          Electricity   Listen
Green         Acid          Move Silently
Red           Fire          Intimidate
White         Cold          Balance
Brass         Fire          Gather Information
Bronze        Electricity   Survival
Copper        Acid          Hide
Gold          Fire          Heal
Silver        Cold          Disguise


Draconic Power [Draconic]
Prerequisite: Draconic Heritage.
Benefit: You add 1 to the DC of all spells and abilities that deal the same type of energy damage as determined by your draconic heritage. In addition, you can ignore a number of points of energy resistance of that type equal to your Hit Dice. Treat energy immunity as energy resistance 25 for purposes of this ability. For example: an 8th level sorcerer with Draconic Power for fire damage would treat fire resistance 10 as fire resistance 2 (ignoring 8 points), and would treat fire immunity as fire resistance 17 (ignoring 8 points of 25).

Draconic Presence [Draconic]
Prerequisite: Draconic Heritage.
Benefit: Whenever you cast an arcane spell, all opponents with fewer Hit Dice than you within 10 feet per level of the spell cast become shaken. They may make a Will save (DC 10 + ½ your Hit Dice + your Charisma modifier) to avoid becoming shaken. Any creature that makes its saving throw is immune to this effect from you for 24 hours. The effect lasts a number of rounds equal to the spell’s level.

Draconic Skin [Draconic]
Prerequisite: Draconic Heritage.
Benefit: Your natural armor bonus to AC increases by +1 or you gain a +1 natural bonus to your AC if you did not already have one. Also, you gain energy resistance to the type of energy associated with your draconic heritage equal to double your Hit Dice.


Elemental heritage feats

Elemental Durability [Elemental]
Prerequisite: Elemental Heritage.
Benefit: You gain DR 1/-. This damage reduction improves by one point per five Hit Dice, starting at 5th level.

Elemental Fortitude [Elemental]
Prerequisite: Elemental Heritage.
Benefit: You gain light fortification (you ignore critical hits 25% of the time). This improves by 25% every six Hit Dice, to a maximum of 100% at 18th level.

Elemental Heritage [Elemental]
Prerequisite: Sorcerer level 1.
Benefit: You draw your power from one of the four elements. When you pick this feat, you must choose one element. Once you make this decision, it cannot be changed:
  • Air – You no longer need to breathe.
  • Earth – You gain tremorsense to a distance of five feet per Hit Die.
  • Fire – You gain fire resistance equal to double your Hit Dice.
  • Water – You can breathe under water and you gain a +8 bonus on Swim checks.

Elemental Mobility [Elemental]
Prerequisite: Elemental Heritage.
Benefit: By expending a spell slot as a swift action, your movement improves based on your chosen element:
  • Air – You gain a fly speed of ten feet per spell level with good maneuverability.
  • Earth – You gain a burrow speed equal to ten feet per spell level. You can burrow though materials with a hardness of up to three times the spell’s level.
  • Fire – Your base land speed increases by ten feet per spell level.
  • Water – You gain a swim speed equal to 20 feet per spell level.
This ability lasts for one minute per spell level.

Elemental Resistance [Elemental]
Prerequisite: Elemental Heritage.
Benefit: You gain a +1 bonus on saving throws against poison, sleep effects, paralysis, and stunning. This bonus increases by +1 at 5 Hit Dice, and every five Hit Dice thereafter.

Elemental Summoning [Elemental]
Prerequisite: Elemental Heritage.
Benefit: When casting a Summon Monster spell to summon an elemental of your chosen element, the casting time is reduced to one standard action. The summoned elemental may only take a standard action on the round it is summoned if you reduce the casting time.


Fey heritage feats
These replace the Fey heritage feats found in Complete Mage, page 43.

Fey Heritage [Fey]
Prerequisite: Sorcerer level 1.
Benefit: You gain a +1 bonus to saves against [mind affecting] spells and abilities. This bonus increases by +1 at 5 Hit Dice, and every five Hit Dice thereafter. Knowledge (Nature) is considered a class skill for you from now on.

Fey Lore [Fey] (Formerly Fey Presence)
Prerequisite: Fey Heritage.
Benefit: Add Confusion, Deep Slumber, and Suggestion to your list of spells known. You gain these spells when you are high enough level to cast them.

Fey Sight [Fey]
Prerequisite: Fey Heritage.
Benefit: You gain low-light vision. If you already have low-light vision, it increases three times the normal distance instead of double. In addition, add Faerie Fire to your list of spells known as a 1st level arcane spell.

Fey Skin [Fey]
Prerequisite: Fey Heritage.
Benefit: You gain DR 1/cold iron. This damage reduction improves by one point per five Hit Dice, starting at 5th level.

Fey Wings [Fey]
Prerequisite: Fey Heritage.
Benefit: You gain translucent wings that give you a constant Feather Fall effect as an extraordinary ability and also allow you to glide. For every 20 feet you travel horizontally, you drop ten feet vertically.
   In addition, you may expend a spell slot as a swift action to gain a fly speed equal to your base land speed with average maneuverability for one minute per level of the spell expended. If you expend a 3rd level or higher spell slot, you gain a fly speed equal to double your land speed with good maneuverability for 10 minutes per spell level. If you expend a 6th level or higher spell slot, you gain a fly speed equal to three times your land speed with perfect maneuverability for one hour per spell level.


Fiendish heritage feats
These replace the Infernal Sorcerer heritage feats found in the Player’s Handbook II, on page 91 and the Fiendish heritage feats found in Complete Mage, page 43.

Fiendish Darkness [Fiendish]
Prerequisite: Fiendish Heritage.
Benefit: As a standard action, you can expend a spell slot to create an area of total darkness that cannot be penetrated by darkvision (although abilities that can see through any darkness can still see through this). The effect has a radius of five feet per level of the spell slot expended and a range of 30 feet per level of the spell slot. The effect lasts one minute per level of the spell slot.

Fiendish Eyes [Fiendish]
Prerequisite: Fiendish Heritage.
Benefit: You gain 60-foot darkvision. If you already have darkvision, it increases by 30 feet. In addition, as a swift action, you can expend a spell slot to gain the ability to see perfectly in darkness of any kind, out to a limit of your line of sight, allowing you to ignore any concealment caused by darkness. This benefit lasts 10 minutes per level of the spell slot used to activate it.

Fiendish Heritage [Fiendish]
Prerequisite: Sorcerer level 1.
Benefit: You gain a +1 bonus to saves against poison, as well as to either electricity or fire. This bonus increases by +1 at 5 Hit Dice, and every five Hit Dice thereafter. Once you have chosen the energy type, it cannot be changed. In addition, you add Protection from Good to your list of spells known.

Fiendish Howl [Fiendish]
Prerequisite: Fiendish Heritage.
Benefit: By expending one of your spell slots, you crate a 20-foot cone, plus ten feet per level of the spell slot expended, of sonic energy. All opponents in the cone take 1d8 points of sonic damage. For every spell level beyond the first, the cone deals an additional 2d8 points of damage (3d8 for a 2nd level slot, 5d8 for a 3rd level slot, etc). Any creature in the area may attempt a Fortitude save for half damage (DC 10 + ½ your Hit Dice + your Charisma modifier).

Fiendish Lore [Fiendish]
Prerequisite: Fiendish Heritage.
Benefit: Add Magic Circle Against Good, Clairaudience/Clairvoyance, and Teleport to your list of spells known. You gain these spells when you are high enough level to cast them.

Fiendish Resistance [Fiendish]
Prerequisite: Fiendish Heritage.
Benefit: You gain electric or fire resistance equal to your double your Hit Dice. Once the energy type is chosen, it cannot be changed. You are also immune to poison.

74
Homebrew and House Rules (D&D) / Quick-fix races and classes
« on: May 14, 2012, 09:45:55 PM »
Note: These rules are meant to be used in combination with my other house rules.



Character Creation

Ability Scores

If using point buy, apply any racial penalties before spending points and apply racial bonuses after spending points. It costs two points to raise a 6 to an 8.
For example: an elf would start with a base 6 Constitution and an 8 in every other score. After the points are spent, the Dexterity is increased by two points.

All ability score adjustments listed in a race or monster’s entry are considered to be Racial bonuses and penalties for purposes of stacking. Ability scores modified by a template are untyped, unless noted otherwise.


Background Skills

Characters start with two background skills. These skills must be a specific instance of Craft, Knowledge, Perform, or Profession (such as Craft (Alchemy), Knowledge (Local), or Perform (Singing)). The character starts with four ranks in each of these two skills and these skills are considered to be class skills every level.


Races

Below are changes made to existing races. The racial ability score adjustments listed are to be used instead of the printed adjustments, not in addition to them.

Aasimar
  • Type is Humanoid (Extraplanar)
  • +2 Wisdom, +2 Charisma, -2 to any two ability score (which may include Wisdom and/or Charisma, canceling out the bonuses).
  • Remove level adjustment.
Drow
  • +2 Dexterity, Intelligence, or Charisma, -2 to any other ability score.
  • Remove spell resistance.
  • Reduce darkvision to 60 feet.
  • Gain +2 racial bonus on saving throws against spells and spell-like abilities.
  • Reduce Level Adjustment to 0.

Dwarf
  • +2 Constitution, -2 to any other ability score.

Elf
  • +2 Dexterity, -2 to any other ability score.

Gnome
  • +2 Constitution, -2 to any other ability score.

Goblin
  • +2 Dexterity, -2 to any other ability score.

Half elf
  • Gain bonus skill points as a human.
Half orc
  • +2 Strength, -2 to any other ability score.
  • Gain a +2 racial bonus to Fortitude saves.
Hobgoblin
  • +2 Dexterity, +2 Constitution, -2 to any two ability score (which may include Dexterity and/or Constitution, canceling out the bonuses).
  • Gain a +2 racial bonus to Knowledge (History).
  • Reduce Level Adjustment to 0.
Kobold
  • +2 Dexterity, -2 to any other two other ability scores (or -4 to any one other ability score).
  • Gain Slight Build: kobolds are treated as if they were one size category smaller whenever he is subject to a size modifier or special size modifier for an opposed check (such as Hide) and doing so is advantageous to him. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
  • Gain Natural Weapons: Kobolds have two primary claw attacks that deal 1d3 points of slashing damage plus Strength bonus, and a secondary bite attack that deals 1d3 points of piercing damage plus 1/2 Strength bonus. Despite possibly being the weakest reptilian humanoid, kobolds retain a connection to their feral nature.
  • Gain Weapon Proficiency: Kobolds receive the Martial Weapon Proficiency feats for the heavy pick and light pick as bonus feats. Kobolds are born and bred miners, regardless of their actual profession, allowing them to easily wield these weapons.
  • Gain Weapon Familiarity: Kobolds may treat greatpicks as martial weapons, rather than exotic weapons.
Orc
  • +4 Strength, -2 to any other two other ability scores (or -4 to any one other ability score).
  • Gain a +2 racial bonus to Fortitude saves.
Tiefling
  • Type is Humanoid (Extraplanar).
  • +2 Dexterity, +2 Intelligence, -2 to any two ability score (which may include Dexterity and/or Intelligence, canceling out the bonuses).
  • Remove level adjustment.

75
Homebrew and House Rules (D&D) / Mob template
« on: May 05, 2012, 10:35:19 PM »
I wanted to create a mob template to be able to handle varying sizes of monsters. Right now, this is fairly quick and dirty, and only accommodates medium-sized creatures. With a bit more work, I could probably allow other sizes in as well. The CRs might be a bit off too, but tell me what you think:


Creating a Mob

A mob is a template that can be applied to a group of humanoids of the same type, treating them as one more powerful creature. This is very similar to the swarm type in many ways. There are different sized mobs. The larger the mob is, the more formidable the stats are.

Size and Type:
The type of the creatures stays the same, although the size of the mob is based on the number of creatures in it:
Number of creatures   Size
5                     10x10 (large)
10                    15x15 (huge)
20                    20x20 (gargantuan)
40                    30x30 (colossal)


Hit Dice:
The multiply the base creature’s hit dice by the number of creatures on the mob.

Speed:
Creatures tend to move more slowly in large groups. Reduce the movement rate of the base creature by 10 feet, but not to lower than half their original base speed.

Armor Class:
Same as the base creature except modified based on the new size.

Attack:
Mobs deal damage based on their size. Multiply the base creature’s damage by the damage multiplier listed below. Add in the creature’s Strength modifier to damage, but to not allow extra sources of damage like Power Attack to be used. All creatures affected by these attacks may make a Reflex save to take half damage. The DC is also based on the mob’s size. Depending on the attack, the DC is Strength or Dexterity-based.

Number of creatures   Damage Multiplier   Reflex Save DC
5                     X2                  12 + ability mod
10                    X3                  14 + ability mod
20                    X4                  17 + ability mod
40                    X5                  21 + ability mod


Mobs gain several attacks:

Mob attack: As a standard action, the mod can attack anyone in its space. The Reflex DC is Strength-based.

Targeted Volley: As a standard action, the mob can make a range attack against a single target. The Reflex DC is Dexterity-based.

Area Volley: As a standard action, the mob can make a range attack against everyone within an area the same size as the mod. Everyone only takes damage equal to the base creature’s damage instead of multiplied. The Reflex DC is Dexterity-based.

Grapple: The mob can grapple anyone in their area. Treat the grapple modifier as the base creature’s, modified for the mob’s size, and with a +4 circumstance modifier for extra creatures being able to help. If the mob wins the grapple check, the opponent takes unarmed damage modified by the damage multiplier.

Special Qualities:

Disperse: If the mob takes enough damage in one round to bring it to zero or lower hit points, all of the creatures in it are killed. If at the start of the mob’s turn, it is below or at half its maximum hit points, it disperses into the next size smaller mob, keeping its current hit points. If a five-person mob is reduced to half or few hit points, it disperses into two creatures of the base type.

Immunities and resistances: Mobs are immune to ability damage and drain. Any condition applied must be applied to at least 50% of the mob’s area to affect the mob. For example: Touch of Fatigue would have no effect, but Waves of Fatigue would, if it affects at least 50% of the mob’s squares. Any single-target energy draining effect can only inflict a maximum number of negative levels as the base creature’s Hit Dice each time. For example, each casting of Enervation can only bestow one negative level on a mob of orcs. Against a mob of gnolls, each could bestow up to two negative levels.

Abilities:
Same as base creature.

Saving Throws:
As base creature, modified by the mob’s size:
Number of creatures   Save bonus
5                     +2
10                    +4
20                    +6
40                    +8


Skills:
As base creature.

Feats:
As base creature.

Challenge Rating:
Modified from base creature based on the mob’s size:
Number of creatures   Challenge Rating
5                     +2
10                    +4
20                    +5   
40                    +6



 
Sample Creature: Mob of 10 Orcs

Size/Type              Huge Humanoid (orc)
Hit Dice:              10d8+10 (55 hp)
Initiative:            +0
Speed:                 20 ft.
Armor Class:           11 (+3 studded leather armor, -2 size)
Base Attack/Grapple:   +1/+16
Attack:                -
Full Attack:           -
Space/Reach:           15 ft./0 ft.
Special Attacks:       Mob attack, 6d4+12 (DC 17); Targeted volley, 3d6+9 (DC 14); Area volley, 1d6+3 (DC 14)
Special Qualities:     Disperse, Immunities and resistances
Saves:                 Fort +7, Ref + 4, Will +2
Abilities:             Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills:                Listen +1, Spot +1
Feats:                 Alertness
Challenge Rating:      5


Combat:

Mob attack: As a standard action, the mod can attack anyone in its space, dealing 6d4+12 damage. A successful Reflex save (DC 17) halves the damage.

Targeted Volley: As a standard action, the mob can make a range attack against a single target, dealing 3d6+9 damage. A successful Reflex save (DC 14) halves the damage.

Area Volley: As a standard action, the mob can make a range attack against everyone within a 15x15 foot area, dealing 1d6+3 damage. A successful Reflex save (DC 14) halves the damage.

Disperse: If the mob takes enough damage in one round to bring it to zero or lower hit points, all of the creatures in it are killed. If at the start of the mob’s turn, it is below or at half its maximum hit points, it disperses into a mob of five orcs, keeping its current hit points.

Immunities and resistances: Mobs are immune to ability damage and drain. Any condition applied must be applied to at least 50% of the mob’s area to affect the mob. For example: Touch of Fatigue would have no effect, but Waves of Fatigue would, if it affects at least 50% of the mob’s squares. Any single-target energy draining effect can only inflict a maximum number of negative levels as the base creature’s Hit Dice each time. For example, each casting of Enervation can only bestow one negative level on a mob of orcs. Against a mob of gnolls, each could bestow up to two negative levels.



76
Note: These rules are meant to be used in combination with my other house rules.



This is somewhat of a work in progress, but I wanted to lighten the requirements on some alignment restrictions and redo some of the vile and exalted feats. If you have any ideas for similar feats I should rewrite, or other weird alighment issues, bring them up.

Note that this is part of a larger project invloving other feats that I've rewritten and new magic item rules (which is important for Vow of Poverty).

One thing I'm toying with is getting rid of the Sacred Vow prereq for all of the other Vow feats. I got rid of the Willing Deformity feat as a prereq for the other deformity feats. What do you think?



Alignment

General Rules

Class Restrictions:
Alignment restrictions for classes based solely on the law-chaos axis of alignment are removed. This means that a barbarian or bard no longer needs to be non-lawful, and a monk no longer needs to be lawful. Specific alignment requirements for other classes such as paladins, clerics (according to their deity), and crusaders are still in effect.

Poison Use:
Poison use is no longer considered evil. Given that unless a poison deals HP or Constitution damage it’s not even lethal, there should be no alignment restriction. There’s nothing evil about tranquilizers.


Vows
A character may take any number of these vows if they wish. If they violate the condition of the vow, they lose the benefit until they follow their vow and for one more week afterward. If they violate their vow a second time, they lose the benefit for an additional month instead of week. If they violate it a third time, they permanently lose the benefits of the vow.
   Characters who violate the vow while under the effects of charms or compulsions, or who are tricked via illusions do not lose their benefits once they break free of the offending effect and resume following their vow.

Vow of Abstinence:
You have vowed to abstain from alcohol, drugs, stimulants, or similar mundane substances (this does not include potions). You gain a +1 sacred bonus on saving throws against illusions.

Vow of Chastity:
You have vowed to refrain from sexual activity. You gain a +1 sacred bonus on saving throws against enchantments.

Vow of Nonviolence:
You have vowed not to use excessive violence against any intelligent, living creature, with the exception of evil outsiders. You cannot deal lethal damage to these creatures, use any spell or effect that kills them outright, bestow negative levels upon them, or use pain effects. You cannot use poisons, spells, or similar effects that cause ability drain (any ability score) or Constitution damage.
    Any time you deal damage to these creatures, you may immediately convert any lethal damage to non-lethal damage at no penalty. Any damage you deal is treated as good-aligned for purposes of overcoming damage reduction.

Vow of Purity:
You have vowed to avoid contact with dead flesh, including eating meat. You gain a +1 sacred bonus to saving throws against disease.


Undead

Mindless Undead:
Mindless undead creatures are neutral-aligned, although they count as evil-aligned for purposes of being affected by spells and items such as Holy Smite, Holy Word or a Holy weapon. This is due to their connection to the negative energy plane. Any alignment detection abilities still register them as neutral.

Creating/Summoning Undead:
Creating a mindless undead creature is not an [evil] spell; however, creating intelligent undead creatures is. In either case, simply summoning an undead creature is not considered [evil].



Exalted and Vile Feats

Exalted feats are special feats that only can be taken by a non-evil creature with an Intelligence score of 3 or higher. These feats are typically granted at the behest of a powerful good-aligned agent, such as an outsider or deity. Similarly, vile feats can only be taken by non-good creatures with an Intelligence score of 3 or higher, and they are typically granted by a powerful evil agent.
    Deformity feats are special vile feats that grant an ability due to the character inflicting some sort of permanent change in their appearance. This change may be mundane or magical in nature, but it is difficult to hide. Any non-magical Disguise check suffers a -1 cumulative penalty per deformity feat the character has. If these deformities are not hidden, the character also gains a cumulative +1 deformity bonus to Intimidate checks for each deformity feat.
    Vow feats are special exalted feats that require a certain additional sacrifice on the part of the character. If the character violates this vow, they lose any benefits associated with the feat. This lasts until one week after they resume following their vow or until they receive an Atonement spell.

Exalted feats

Exalted Turning [Exalted]
Prerequisite: Non-evil alignment, ability to turn undead.
Benefit: Any undead creatures you turn take 1d6 points of damage per character level you possess.

Holy Radiance [Exalted]
Prerequisite: Non-evil alignment, Nimbus of Light, Charisma 13+.
Benefit: The size of your nimbus of light doubles, shedding bright light in a ten foot radius and shadowy illumination in a 20 foot radius. The Consecrate effect also extends to a radius of 20 feet. In addition, any undead creature that starts its turn in your nimbus of light suffers 1d6 points of damage per character level you possess. A successful Will save (DC 10 + ½ your Hit Dice + your Charisma modifier) halves the damage.

Nimbus of Light [Exalted]
Prerequisite: Non-evil alignment.
Benefit: You are surrounded by an aura of light that gives bright illumination to a distance of five feet and shadowy illumination to ten feet. You may extinguish or reactivate your aura as a free action. While active, all undead creatures in your aura is affected by a Consecrate effect.

Sacred Vow [Exalted]
Prerequisite: Good alignment.
Benefit: You swear an oath to serve a good-aligned outsider or to champion an appropriate good cause. You gain a +1 sacred bonus to all of your saving throws and are immune to fear. In addition, you are sworn to serve your new lord or ideal. Talk to your DM to see what all this entails and whether or not it is appropriate for the campaign.
Special: This feat can only be taken once and cannot be taken if you have the Disciple of Darkness or Thrall to Demon Vow feat.


Vile feats

Abnormally Tall [Vile, Deformity]
Prerequisite: Non-good alignment.
Benefit: You are considered one size category larger for purposes of determining reach, your attack modifier, and your AC modifier, but not for any other size-based modifiers. This stacks with any other abilities that modify your base size.
    For example, a medium character with this feat would have the reach of a large creature, but would also take a -1 penalty on attack rolls and AC like a large creature. The character would still only use medium-sized weapons and would not gain the modifiers of a large creature to other things like grapple or Hide checks.

Clawed Hands [Vile, Deformity]
Prerequisite: Non-good alignment.
Benefit: You gain one claw attack per hand that deals 1d6 points of damage (1d4 for small creatures and 1d8 for large), plus your strength modifier. These claws are natural weapons and are considered evil-aligned for purposes of overcoming damage reduction.
    In addition, you gain a climb speed equal to half your base land speed. If you already possess a climb speed, it increases by ten feet.

Disciple of Darkness [Vile]
Prerequisite: Lawful Evil or Neutral Evil alignment.
Benefit: You swear an oath to serve an archdevil or similar powerful lawful evil outsider. You gain a +1 profane bonus to all of your saving throws and are immune to charm and compulsion effects. In addition, you are sworn to serve your new dark lord. Talk to your DM to see what all this entails and whether or not it is appropriate for the campaign.
Special: This feat can only be taken once and cannot be taken if you have the Thrall to Demon or Sacred Vow feat.

Evil Brand [Vile]
Prerequisite: Non-good alignment.
Benefit: You are branded with a dark symbol of an evil outsider more powerful than you. Others recognize the symbol for what it is, but do not necessarily know to whom the symbol belongs. So long as the symbol is visible, you gain a +2 profane bonus on Diplomacy checks with evil creatures.
    The evil outsider may contact you at will as with a Message spell (with unlimited range, even if not on the same plane as you) at will. For the duration of the effect, you may whisper back to the outsider, although you cannot initiate this effect. Once per day, you may communicate with the outsider as with a Commune spell as a supernatural ability. Your caster level is equal to your character level. You do not need to pay any XP cost for this ability. Note that the outsider can only answer questions of which they have knowledge.

Gaunt [Vile, Deformity]
Prerequisite: Non-good alignment.
Benefit: You weigh half as much as a normal creature of your kind and you require half the amount of food and water as normal.
    You may make a grapple check or Escape artist check to break free of a grapple as an immediate action. You may use your Dexterity modifier in place of your Strength modifier when attempting to escape a grapple. When attempting to escape a grapple, before rolling, you may opt to not add your size modifier to your grapple check and your opponent cannot add his size modifier to his check either.
    You gain a +4 deformity bonus on Escape Artist, Hide, and Tumble checks, although you suffer a -4 penalty on checks to avoid being bull rushed or tripped.
Special: You cannot take the Obese deformity feat if you have this feat.

Hideous Face [Vile, Deformity]
Prerequisite: Non-good alignment.
Benefit: You gain a gaze attack with a range of 30 feet that makes anyone shaken for one minute who fails a Will save (DC 10 + ½ your Hit Dice + your Charisma modifier). This is an extraordinary ability that is a [fear] and [mind-affecting] effect. Anyone who successfully saves against this ability cannot be affected for 24 hours.
    You may activate or dismiss this ability as a standard action. As a normal gaze attack, you may opt to focus your gaze on one creature as a standard action.

Lichloved [Vile]
Prerequisite: Non-good alignment.
Benefit: Mindless undead see you as an undead creature and will not attack you unless commanded. As a full round action, you may attempt to exert control over a mindless undead creature within thirty feet so long as it has fewer Hit Dice than you. If it fails a Will save (DC 10 + ½ your Hit Dice + your Charisma modifier), you may direct it to act how you wish as a free action. If the creature succeeds on its Will save, it cannot be affected by this ability by you for 24 hours.
    This control lasts until you dismiss it, you use this ability on another undead creature, or someone else gains control of it in some way.

Monstrous Eyes [Vile, Deformity]
Prerequisite: Non-good alignment.
Benefit: You gain 60-foot dark vision. If you already have dark vision, the range extends by 30 feet.
    In addition, you can see invisible and ethereal creatures and objects within close range (25 feet + 5 per 2 Hit Dice). If you focus as a move action, the range extends as far as you can see for one round.

Obese [Vile, Deformity]
Prerequisite: Non-good alignment.
Benefit: You weigh three times as much as a normal creature of your kind and you require twice the amount of food and water as normal.
You gain a +4 deformity bonus on special combat option checks (such as bull rush, grapple, and trip checks). You gain one Hit Point per Hit Die. You gain an additional Hit Point each time you gain a new Hit Die.
    Your base land speed is reduced by ten feet (but not to less than half the original value, rounded up the nearest five feet).
Special: You cannot take the Gaunt deformity feat if you have this feat.

Spikes [Vile, Deformity]
Prerequisite: Non-good alignment.
Benefit: You are covered in spikes that deal 1d6 points of damage (1d4 for small creatures and 1d8 for large), plus your strength modifier. Anyone grappling you automatically takes this damage each round. You may also attack with your spikes as a natural weapon. If used as a secondary attack with a normal weapon, the spikes have a -5 penalty to hit and only add half your Strength modifier to damage. This damage is considered evil-aligned for purposes of overcoming damage reduction.
    In addition, your natural armor bonus to AC increases by +1, or you gain a +1 natural bonus to your AC if you did not already have one.

Thick Skin [Vile, Deformity]
Prerequisite: Non-good alignment.
Benefit: Your natural armor bonus to AC increases by +1, or you gain a +1 natural bonus to your AC if you did not already have one.
    In addition, you gain damage reduction 2/good. This damage reduction increases by two points for every four Hit Dice you gain beyond the first (4/good at 5 Hit Dice, 6/good at 9 Hit Dice, etc).

Thrall to Demon [Vile]
Prerequisite: Chaotic Evil or Neutral Evil alignment.
Benefit: You swear an oath to serve a demon lord or similar powerful chaotic evil outsider. You gain a +1 profane bonus to all of your saving throws and are immune to fear effects. In addition, you are sworn to serve your new dark lord. Talk to your DM to see what all this entails and whether or not it is appropriate for the campaign.
Special: This feat can only be taken once and cannot be taken if you have the Disciple of Darkness or Sacred Vow feat.

Vile Strike [Vile]
Prerequisite: Non-good alignment.
Benefit: Any time you deal damage with a weapon, unarmed strike, or natural attack, the attack is considered evil-aligned for purposes of overcoming damage reduction, and part of the damage is considered vile damage. This vile damage overcomes any form of damage reduction and can only be healed in an area affected by a Consecrate or Hallow spell. The amount of damage converted to vile damage is equal to your Base Attack Bonus, but never more than the total damage dealt per attack.

77
Off Topic Fun / The Small Rants Thread 2.0
« on: April 24, 2012, 01:41:01 PM »
A new thread since the last one got to 50 pages.

78
Homebrew and House Rules (D&D) / Force Mage
« on: April 06, 2012, 09:18:13 AM »
Force Mage

The force mage is an arcane caster who believe that force is the purest form of magic. The hone and specialize their skill to wield this magic as a deadly weapon. In addition, they become more resistant to force magic cast by others as they slowly master their art.

Hit Die:d4.

Requirements

To qualify to become a force mage, a character must fulfill all the following criteria.

Skills: Knowledge (Arcana) 6 ranks, Spellcraft 4 ranks.

Feats: Spell Focus (Evocation).

Spells: Able to cast three different arcane spells with the [force] descriptor.

Class Skills

The force mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Disable Device (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level 2 + Int modifier.

Level  BAB  Fort  Ref  Will  Special                          Spells per Day
________________________________________________________________________________________
1      +0   +0    +0   +2    Force Specialization,            +1 level of existing class
                              Resist Force, Force Protection
2      +1   +0    +0   +3    Extend Force                     +1 level of existing class
3      +1   +1    +1   +3    Versatile Force                  +1 level of existing class
4      +2   +1    +1   +4    Penetrate Resistance             +1 level of existing class
5      +2   +1    +1   +4    Improved Potential               +1 level of existing class


Class Features

All of the following are Class Features of the force mage prestige class.

Weapon and Armor Proficiency: Force mages gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: When a new force mage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of force mage to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Force Specialization (Ex): Any time a force mage casts a damage dealt by any damage-dealing [force] spell, he adds his class level to the damage roll for each target. For example, if a 2nd level force mage casts Magic Missile with three missiles, each target would take an extra two points of damage, regardless of how many missiles struck them.
   This ability also works with spells cast from wands or other magical items.

Resist Force (Ex): Whenever the force mage takes damage from a [force] spell or effect, the damage is reduced by double his class level (to a minimum of zero points of damage).

Force Protection (Ex): When a force mage casts a [force] spell that grants a bonus to his Armor Class, the bonus to his Armor Class is increased by his class level. This extra bonus is considered to be the same type of bonus granted by the spell. For example, if a third level force mage casts Mage Armor, he will gain a +7 Armor bonus to his Armor Class.

Extend Force (Ex): At 2nd level, all [force] spells cast by the force mage with a non-permanent, non-instantaneous duration have their duration doubled. This ability can stack with the Extend Spell feat.

Versatile Force (Ex): At 3rd level, when casting a spell with an energy descriptor that is not [force], the force mage may opt to spontaneously switch one of the energy descriptors for the [force] descriptor. All damage of the previous type is converted to force damage, and that damage fully affects incorporeal and ethereal creatures. Any other effects of the spell also fully affect these creatures. Using this ability raises the level of the slot used by one.
   For example, if a force mage casts Acid Fog with this ability, it would require a 7th level spell slot, gain the [force] descriptor in place of [acid], and deal 2d6 force damage each round. In addition, any incorporeal or ethereal creatures caught in the area would be fully affected by the Solid Fog portion of the spell, having their movement restricted. If a force mage cast Ice Storm, only the cold damage would be converted to force damage. The spell would still deal 3d6 bludgeoning damage as normal.

Penetrate Resistance (Ex): At 4th level, the force mage adds his class level to any spell penetration checks made to overcome spell resistance when casting a [force] spell.

Improved Potential (Ex): At 5th level, when the force mage casts a damage-dealing [force] spell that's damage dice scale by spell level, he may increase the maximum dice allowed. The maximum damage dice rolled increases by five, but the extra dice still scale at the normal level. For example, Magic Missile normally grants a new die of damage every two levels capped at five dice at 9th level. This would raise the cap to ten dice at 19th level (six at 11th, seven at 13th, etc). A Fireball normally deals 1d6 damage per level capped at 10d6 at 10th level. A modified Fireball that deals force damage could deal up to 15d6 damage at 15th level.
   This ability works by spells modified with the Versatile Force ability above.

79
General D&D Discussion / MOVED: dragonfire adpet
« on: April 06, 2012, 08:14:40 AM »

80
Homebrew and House Rules (D&D) / Improved Eldritch Knight
« on: April 01, 2012, 09:53:27 PM »
This is an idea to take the DMG gish class and make it better. It would still involve the loss of two caster levels, and I'm not sure this alone would be worth it, but I'm looking mostly for an improvement at this point. Also, it references two feats that I've rewritten, so I'll link to those.

Eldritch Knight


Requirements:

Base Attack Bonus: +3
Proficiency: Proficient in at least one martial weapon and in light or heavier armor.
Skills: Concentration 8 ranks.
Feats: Skill Focus (Concentration), Battle Caster.
Special: Able to cast 2nd level arcane spells.


Class Skills:
The eldritch knight's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (any) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.


Chassis:

Hit Die: d8

Base Attack Bonus: Good (1/1)

Saves: Fort: good, Ref: poor, Will: good


Class Features:

Bonus Feat (Ex): At 1st level, the Eldritch Knight gains a bonus feat from the list of fighter bonus feats. The Eldritch Knight must meet the prerequisites for this feat.

Somatic Weaponry (Ex): At 1st level, the Eldritch Knight may use a melee weapon he is wielding for the somatic components of his spells.

Channel Spell (Su): At 1st level, the Eldritch Knight may use a melee weapon to deliver a touch spell (including a reach weapon). This can be resolved as a touch attack (in which case the weapon deals no damage) or as a regular melee attack (in which case the weapon deals normal damage if the attack is successful). In either case, the target is affected by the spell as normal if the attack is successful.

The activation of this ability is the same as the casting time of the spell.

Spells per Day: From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.

Improved Channel Spell (Su): At 5th level, the Eldritch Knight may make a full attack when casting a touch spell as a full-round action. To use this ability, he must cast a touch spell with a casting time of a full-round or less. He then makes a full attack, and may deliver the touch spell using the rules of his Channel Spell ability on all of the attacks. No one creature may be targeted by the same spell with this ability per round.

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