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82
Homebrew and House Rules (D&D) / Whip Fighter [Tactical]
« on: March 21, 2012, 08:46:05 AM »
This is a tactical feat I created a while ago, and realized I never ported over here.

Whip Fighter [Tactical]
Your skill with the whip allows you to use it to manipulate objects and to keep foes at bay.
Prerequisites: Base attack bonus +6, proficiency with the whip, Combat Expertise, Weapon Finesse
Benefit: This feat grants you the ability to use three maneuvers:
  • Third hand: You can use your whip to manipulate objects. You can grab an unattended object with an attack by making a touch attack against the object's AC (10 + its size modifier). You can drop the object as a free action. Grabbing attended objects follows the same rules as a disarm.  If you disarm an opponent, you can grab the disarmed weapon as a free action with your whip.
  • Hold 'em at bay: If you take at least a -5 penalty on your attack roll using Combat Expertise while using your whip, you threaten all squares within the whip's reach. This lasts until the beginning of your next turn.
  • Skilled Tripper: You may use your Dex mod in place of your Str mod for any opposed rolls you make for your whip (such as trip attempts).

83
Homebrew and House Rules (D&D) / Shadow Blade (kinda like a Hexblade)
« on: March 16, 2012, 10:07:21 PM »
Shadow Blade

"What's the matter? Are you afraid of the dark?"

(click to show/hide)

The shadow blade is a melee combatant who augments his martial prowess with abilities of deception. He is capable of darkening the battlefield, limiting his opponent’s ability to see, while he wades effortlessly through the darkness. He can even travel short distances through the plane of shadow, reappearing right where his opponent least expects him. Worse of all, he can attack his opponents through a great distance over this plane, and even send them there to suffer for a brief while.

Abilities: Strength and Constitution are important for a shadow blade to get in the thick of things and fight. Dexterity is also important, to a lesser degree. Charisma is useful to a shadow blade, because many of his shadowy powers are Charisma-based.

Races: Any race can be a shadow blade, although races that spend a lot of time in darkness might be drawn to this class. Many of the shadow blade’s abilities only function in dark or dimly-lit areas.

Alignment: Any.

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

______________________________________________________________________________________________
1       +1                +2    +0    +2      Shadow (darkness), Extinguish, Blind-fight
2       +2                +3    +0    +3      Shadowsight, Darkness
3       +3                +3    +1    +3      Shadow (attack: 1d6, flank)
4       +4                +4    +1    +4      Hide in Plain Sight, Shadow Pin
5       +5                +4    +1    +4      Shadow Cache, Visions of Shadow, Extinguish (large)
6       +6/+1             +5    +2    +5      Shadow Strike, Shadow (attack: 2d6)
7       +7/+2             +5    +2    +5      Shadow Jaunt, Darkness (move-action)
8       +8/+3             +6    +2    +6      Shadow Well, Shadow Scry
9       +9/+4             +6    +3    +6      Shadowfade, Shadow (attack: 3d6)
10      +10/+5            +7    +3    +7      Shadow Form
11      +11/+6/+1         +7    +3    +7      Improved Shadow Strike
12      +12/+7/+2         +8    +4    +8      True Seeing, Shadow (attack: 4d6), Darkness (swift)
13      +13/+8/+3         +8    +4    +8      Improved Shadow Jaunt
14      +14/+9/+4         +9    +4    +9      Summon Shadow
15      +15/10/+5         +9    +5    +9      Improved Shadow Well, Shadow (attack: 5d6)
16      +/16+11/+6/+1     +10   +5    +10     Greater Shadow Strike
17      +17/+12/+7/+2     +10   +5    +10     Greater Shadow Jaunt
18      +18/+13/+8/+3     +11   +6    +11     Improved True Seeing, Shadow (attack: 6d6)
19      +19/+14/+9/+4     +11   +6    +11     Draining Well
20      +20/+15/+10/+5    +12   +6    +12     Draining Darkness


Class Skills (6 + Int modifier per level): Balance (dex), Bluff (cha), Climb (str), Craft (int), Disguise (cha), Escape Artist (dex), Gather Information (cha), Hide (dex), Intimidate (cha), Jump (str), Knowledge (The Planes) (int), Move Silently (dex), Profession (wis), Sleight of Hand (dex), and Tumble (dex).

Class Features

All of the following are class features of the shadow blade class:

Weapon and Armor Proficiency: The shadow blade is proficient with all simple and martial weapons weapons, as well as light and medium armor, and shields (but not tower shields).

Shadow (Ex): The shadow blade’s own shadow becomes an entity unto itself. As a free action, the shadow blade can make his shadow animate, moving on its own. This grants the shadow blade a +2 circumstance bonus to Intimidate checks.
   As a swift action, the shadow blade can command his shadow to move anywhere within ten feet of him, although it is always connected to him and is always cast on a solid surface, like a wall or the floor. The shadow can occupy a square with another creature (or the shadow blade himself) with no penalty as it takes up no volume.
   If the shadow blade moves more than ten feet away from his shadow, it immediately appears in his square and follows him in his square until later redirected.
   As the shadow blade gains levels, his shadow gains new powers:
  • Level 1 - Darkness (Su): As a free action, you can designate your shadow’s square as shadowy illumination (providing it’s not already darker).
  • Level 3 - Attack (Ex): As a swift action, when directing your shadow’s movement, you may have it attack an adjacent target. It uses your Base Attack Bonus + your Charisma modifier + your enhancement bonus to hit. A successful hit deals 1d6 nonlethal damage per three class levels + your Charisma modifier. If the target is immune to nonlethal damage, they take half the amount of lethal damage, instead. The shadow suffers no miss chance against incorporeal creatures and deals full, lethal damage to them.
  • Level 3 - Flank (Ex): Your shadow is able to flank with you and your allies based on its position. It gains the usual +2 bonus to hit, as well.
Extinguish (Su): as a swift action, the shadow blade can extinguish any non-magical flame the size of a torch or smaller within medium range (100 ft + 10 ft per class level).
    At fifth level, the shadow blade can use this ability to affect a large-sized fire (one that fits within a ten-foot square) or smaller.

Blind-fight (Ex): At first level, the shadow blade gains the Blind-fight feat as a bonus feat.

Shadowsight (Ex): At second level, the shadow blade can see normally in shadowy illumination and similar levels of darkness, both magical and mundane. He ignores the concealment granted to others and any other penalties caused to him by this level of light.

Darkness (Sp): At second level, the shadow blade can cast Darkness as a spell-like ability at will. He may only create one such area of darkness at a time. If he uses this ability before the duration expires on a previous use, the first effect immediately ends.
   At seventh level, the shadow blade can create an area of darkness anywhere within medium range as a move action.
   At twelfth level, he can create an area of darkness anywhere within long range (400 ft + 40 ft per class level) as a swift action.

Hide in Plain Sight (Su): At forth level, the shadow blade can hide while being observed, so long as he is within ten feet of a shadow (but not his own shadow) or shadowy illumination.

Shadow Pin (Su):
At 4th level, the Shadow Blade can pin a creature to its own shadow for a brief period of time. Any one creature within long range (400 ft + 40 ft / level) that fails a Will save is pinned to it's own shadow for one round per class level. The pinned creature cannot leave the ground or move more than five feet from its original position where it was pinned.
   If the creature was flying when it was affected, it descends straight down at a rate of 60 feet per round. It takes no falling damage while falling at this speed. The duration starts from when the creature starts descending, and not when it lands on the ground.
   This ability has no effect in total darkness or against incorporeal creatures, invisible creatures, or creatures who otherwise have no shadow. Any creature that makes its Will save cannot ba affected by this abililty for 24 hours.

Shadow Cache (Sp): At fifth level, the shadow blade can cast Shadow Cache (Spell Compendium pg 183) as a spell-like ability at will.

Visions of Shadow (Su): At fifth level, you are able to look deep into the shadows and see visions of another shadowed area. This ability functions exactly like the Clairaudience/Clairvoyance spell, except that you can use your Shadowsight, True Seeing, and Improved True Seeing abilities in the area you're viewing. Magical darkness does not block sight. You must be standing in an area of shadowy illumination or darker to use this ability, and the sensor must appear in an area of shadowy illumination or darker. When you use the ability, you automatically know the location of all available squares within range to place the sensor.
   Using the ability takes 10 minutes to activate, and once it has been used, it cannot be used for another hour.

Shadow Strike (Su): At sixth level, as a full round action, the shadow blade may make a single melee attack on any one target within medium range, provided the target is in at least one square of shadowy illumination or darker lighting and the shadow blade has line of effect to the target. This attack cannot grant or benefit from flanking, but it is resolved in every other way like a single, melee attack.

Shadow Jaunt (Su): At seventh level, the shadow blade can teleport a distance up to his base land speed as a standard action. His movement must start and end in a space of shadowy illumination or darker lighting and he must have line of effect between the two points. As a full round action, he may teleport a distance up to four times his base land speed, with the same restrictions as above.

Shadow Well (Sp): At eighth level, the shadow blade can cast Shadow Well (Spell Compendium pg 186) as a spell-like ability at will. Any creature that succeeds on its saving throw (either during the casting or the duration of the spell) cannot be affected again by this ability for 24 hours.

Shadow Scry (Su): At eighth level, you can look into the darkness and see another person connected through the shadows. This ability functions exactly like the Scrying spell, except that you must be standing in an area of shadowy illumination or darker to use this ability, and the target must either be in an area of shadowy illumination or darker, or have a shadow (so this could exclude vampires or invisible targets, depending on the situation). Your Shadowsight, True Seeing, and Improved True Seeing abilities function through this ability.
   As the spell, using this ability takes one hour to activate, and if the target succeeds on their Will save, they cannot be affected for 24 hours. The save DC is Charisma-based. There is no focus required except for the darkness you must be standing in to use the ability.

Shadowfade (Sp): At ninth level, the shadow blade can cast Shadowfade (Spell Compendium pg 186) as a spell-like ability at will.

Shadow Form (Su): At tenth level, the shadow blade can turn himself into an insubstantial shadow as a standard action. He gains the incorporeal subtype and a fly speed equal to his base land speed, with perfect maneuverability. He loses all bonuses to his Armor Class except for his Dexterity bonus, size modifier, dodge bonus, insight bonus, and deflection bonus. He gains a deflection bonus to his armor class equal to his Charisma modifier (or his existing deflection bonus increases by this amount). He also gains Damage Reduction 10/magic.
   Any physical attacks that would normally use his Strength modifier use his Charisma modifier instead. While in this form, the shadow blade's physical attacks only deal nonlethal damage. These attacks deal half this amount of lethal damage, instead, against any targets that are immune to nonlethal damage. The shadow blade’s physical attacks deal full damage against incorporeal targets, and the shadow blade suffers no miss chance against them.
   The shadow blade may dismiss this and assume his normal form as a standard action. While in this form, the shadow blade loses the use of his Shadow class feature.

Improved Shadow Strike (Su): At eleventh level, the shadow blade can use his Shadow Strike ability to make a full attack against any one target within medium range. This behaves in every other way like Shadow Strike (see above).

True Seeing (Ex): At twelfth level, the shadow blade gains the benefits of the True Seeing spell against anything within shadowy illumination or darker lighting at close range. This effect is continuous and can be resumed or suppressed as a free action.

Improved Shadow Jaunt (Su): At thirteenth level, the shadow blade may use his Shadow Jaunt ability as a move action to teleport a distance of up to double his base land speed. He must still start and end his movement in an area of shadowy illumination or darker lighting, but he no longer requires line of effect. As a full-round action, he may use this ability to teleport anywhere within long range. If his desired location is in an area occupied by a solid object or that is too brightly lit, the jaunt automatically fails.

Summon Shadow (Sp): At fourteenth level, the shadow blade may cast Summon Undead V (Spell Compendium pg 215) as a spell-like ability at will, except that he may only summon a shadow with this ability. This ability takes an entire round to use, and the shadow appears and acts at the beginning of the shadow blade’s next turn. The shadow blade may only summon one shadow at a time, and must dismiss the first shadow (as a standard action) or wait for the duration to expire before summoning another.

Improved Shadow Well (Su): At fifteenth level, the shadow blade may affect anyone damaged by his melee attack to be affected as if targeted by a Shadow Well spell. He may choose to use or not use this ability with each attack, and this attack may be used through his Shadow Strike ability. Any one creature may only be targeted by this ability once per round.

Greater Shadow Strike (Su): At sixteenth level, the shadow blade may use his Shadow Strike ability to make a full attack against any one target within long range. This behaves in every other way like Shadow Strike (see above).

Greater Shadow Jaunt (Su): At seventeenth level, the shadow blade may use his Shadow Jaunt ability as a swift action to teleport a distance of up to his base land speed. He must still start and end his movement in an area of shadowy illumination or darker lighting, but he does not require line of effect. If his desired location is in an area occupied by a solid object or that is too brightly lit, the jaunt automatically fails.

Improved True Seeing (Ex): At eighteenth level, the shadow blade gains the benefits of the True Seeing spell against anything within shadowy illumination or darker lighting at any range. This effect is continuous and can be resumed or suppressed as a free action.

Draining Well (Su): At nineteenth level, the shadow blade may drain the strength from anyone who fails their saving throw against any of his Shadow Well abilities. Each round, the target takes 1d6 points of Strength damage while in the shadow well.

Draining Darkness (Su): At twentieth level, the shadow blade may drain the strength from anyone inside his Darkness ability. He must make this decision at the time of creating the Darkness effect. Anyone inside the area takes 1d6 points of Strength damage (no saving throw) at the beginning of the shadow blade's turn. The shadow blade is immune to the draining ability of his own Darkness ability.

86
Homebrew and House Rules (D&D) / New/Modified ToB Maneuvers
« on: March 05, 2012, 02:47:30 PM »
Note: These rules are meant to be used in combination with my other house rules.



This is a continuation of some of the other stuff I've been rewriting. It's a few new maneuvers, a few modified ones, and some shifting of stances. For the most part, I took the existing stances and lowered their level so that you get them at that character level, and not the initiator level. So, a 5th level stance is now gained at 5th level (making it a 3rd level stance). I also created new 8th level stances.


Modified Progressions

Crusader
  • Learns new stances at the following levels:
Initiator Level   Stances Known
_____________________________
1               1
3               2
7               3
15              4



Swordsage
  • Increase Base Attack progression to full (+1 per level).
  • Wisdom bonus to AC works in light or no armor. This does not stack with other class features that add the Wisdom bonus to AC.
  • Learns new stances at the following levels:
Initiator Level   Stances Known
_____________________________
1               2
3               3
5               4
9               5
12              6
15              7
20              8



Warblade
  • Learns new stances at the following levels:
Initiator Level   Stances Known
_____________________________
1               1
5               2
9               3
15              4



Maneuver Prerequisites

Ignore the prerequisite line on all maneuvers and stances. The only requirement you have to use a maneuver is to meet the minimum initiator level and to have access to the discipline (or the Martial Study feat).


Revised Maneuver List

1st level
Desert – Blistering Flourish, Burning Blade, Flame’s Blessing, Wind Stride
Devo – Crusader’s Strike, Iron Guard’s Glare, Martial Spirit, Vanguard Strike
Diam – Moment of Perfect Mind, Sapphire Nightmare Blade, Stance of Clarity
Iron – Punishing Stance, Steel Wind, Steely Strike
Set – Counter Charge, Mighty Throw, Step of the Wind
Shadow – Child of Shadow, Clinging Shadow Strike, Island of Blades, Shadow Blade Technique
Stone – Charging Minotaur, Stone Bones, Stonefoot Stance
Tiger – Blood in the Water, Hunter’s Sense, Sudden Leap, Wolf Fang Strike
White – Bolstering Voice, Douse the Flames, Leading the Attack, Leading the Charge

2nd level
Desert – Burning Brand, Fire Riposte, Flashing Sun, Hatchling’s Flame*, Holocaust Cloak*L
Devo – Forehammer, Shield Block, Thicket of Blades L
Diam – Action Before Thought, Emerald Razor, Pearl of Black Doubt L
Iron – Absolute Steel Stance L, Disarming Strike, Wall of Blades
Set – Baffling Defense, Clever Positioning, Giant Killing Style L
Shadow – Assassin’s Stance L, Cloak of Deception, Dance of the Spider L, Drain Vitality, Shadow Jaunt
Stone – Crushing Weight of the Mountain L, Mountain Hammer, Roots of the Mountain L, Stone Vise
Tiger – Claw at the Moon, Leaping Dragon Stance L, Rabid Wolf Strike, Wolverine Stance L
White – Battle Leader’s Charge, Tactics of the Wolf L, Tactical Strike

3rd level
Desert – Death Mask, Fan the Flames, Zephyr Dance
Devo – Defensive Rebuke, Revitalizing Strike
Diam – Hearing the Air L, Insightful Strike, Mind Over Body
Iron – Dancing Blade Form L, Exorcism of Steel, Iron Heart Surge*
Set – Devastating Throw, Feigned Opening, Shifting Defense L
Shadow –Shadow Garrote, Step of the Dancing Moth L, Strength Draining Strike
Stone – Bonecrusher, Giant’s Stance L, Stone Dragon’s Fury
Tiger – Flesh Ripper, Mantis Leap**, Soaring Raptor Strike
White – Lion’s Roar, Press the Advantage L, White Raven Tactics

4th level
Desert – Fiery Assault L, Firesnake, Searing Blade, Searing Charge
Devo – Aura of Chaos L, Aura of Perfect Order L, Aura of Triumph L, Aura of Tyranny L, Divine Surge, Entangling Blade
Diam – Bounding Assault, Mind Strike, Ruby Nightmare Blade
Iron – Lighting Recovery, Mithral Tornado
Set – Comet Throw, Strike of the Broken Shield
Shadow – Hand of Death, Obscuring Shadow Veil
Stone – Bonesplitting Strike, Boulder Roll, Overwhelming Mountain Strike
Tiger – Death From Above, Fountain of Blood, Prey on the Weak L
White – Covering Strike, White Raven Strike

5th level
Desert – Dragon’s Flame*, Leaping Flame, Lingering Inferno, Rising Phoenix L
Devo – Daunting Strike, Doom Charge, Law Bearer, Radiant Charge, Tide of Chaos
Diam – Disrupting Blow, Rapid Counter, Stance of Alacrity L
Iron –Dazing Strike, Iron Heart Focus, Supreme Blade Parry* L
Set – Mirrored Pursuit, Soaring Throw, Stalking Shadow, Takedown**
Shadow – Balance on the Sky L, Bloodletting Strike, Shadow Stride
Stone – Elder Mountain Hammer, Mountain Avalanche, Strength of Stone L
Tiger – Dancing Mongoose, Pouncing Charge, Wolf Pack Tactics L
White – Flanking Maneuver, Swarm Tactics L

6th level
Desert – Desert Tempest, Ring of Fire
Devo –Rallying Strike
Diam – Greater Insightful Strike, Moment of Alacrity
Iron – Iron Heart Endurance, Manticore Parry
Set – Ballista Throw, Scorpion Parry
Shadow – Ghost Blade, Shadow Noose, Stalker in the Night
Stone – Crushing Vice, Iron Bones, Irresistible Mountain Strike
Tiger – Rabid Bear Strike, Wolf Climbs the Mountain
White – Order Forged from Chaos, War Leader’s Charge

7th level
Desert – Inferno Blade, Salamander Charge
Devo – Castigating Strike, Shield Counter
Diam – Avalanche of Blades, Quicksilver Motion
Iron – Finishing Move, Scything Blade
Set – Hydra Slaying Strike
Shadow – Death in the Dark, Shadow Blink
Stone – Ancient Mountain Hammer, Colossus Strike
Tiger – Hamstring Attack, Swopping Dragon Strike
White – Clarion Call, Swarming Assault

8th level
Desert –Fireform**, Wyrm’s Flame*
Devo – Aura of Resolution**, Greater Divine Surge, Immortal Fortitude
Diam – Cascading Assault**, Diamond Defense, Diamond Nightmare Blade
Iron – Adamantine Hurricane, Lightning Throw, Piercing Blade Style**
Set – Fool’s Strike, Ghostly Defense
Shadow – Enervating Shadow Strike, Hidden Doom, One With Shadow**
Stone – Adamantine Bones, Earthstrike Quake, Strength of the Mountain**
Tiger – Girallon Windmill Flesh Rip, Go for the Throat**, Raging Mongoose
White –Battle Maneuvers**, White Raven Hammer

9th level
Desert – Inferno Blast
Devo – Strike of Righteous Vitality
Diam – Time Stands Still
Iron – Strike of Perfect Clarity
Set – Tornado Throw
Shadow – Five-Shadow Creeping Ice Enervation Strike
Stone – Mountain Tombstone Strike
Tiger – Feral Death Blow
White – War Master’s Charge


L – Level modified from original publication
* – Maneuver modified from original publication
** – New maneuver



Modified Maneuvers

Desert Wind

Dragon’s Flame
Level 5
Deals 1d6 damage per initiator level in a 60-foot cone.

Hatchling’s Flame
Level 2
Deals 1d6 damage per initiator level.

Holocaust Cloak
Level 3
Deals 1 damage per initiator level.

Wyrm’s Flame
Level 8
Deals 1d6 damage per initiator level in a 120-foot cone.


Iron Heart

Iron Heart Surge
Level 3
You may remove one of the following status effects currently affecting you: blinded, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, or stunned. You may initiate this maneuver, even if the condition would normally prevent you from taking a swift action.
   Alternately, you may negate all of the effects of a single spell, spell-like ability, or supernatural ability currently affecting you so long as the duration is at least one round.
   You also gain a +2 moral bonus on attack rolls until the end of your next turn.

Supreme Blade Parry
Level 5
While in this stance, you gain damage reduction X/-, where X is equal to half your initiator level.


New Maneuvers

Desert Wind

Fireform
Desert Wind (Stance)
Level: Swordsage 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you appear to be made of fire. You gain all of the traits of the elemental type, although your type does not actually change. You are immune to fire damage. You also gain a fly speed with perfect maneuverability with a speed equal to you base land speed.
   Each of your melee attacks deal an additioanl 1d6 points of fire damage, plus one point per initiator level. Anyone hitting you with a non-reach melee attack or grappling you takes the same amount of damage on each attack. This is a supernatural ability.


Devoted Spirit

Aura of Resolution
Devoted Spirit (Stance)
Level: Crusader 8
Initiation Action: 1 swift action
Range: 30 feet
Target: You and any allies within 30 feet
Duration: Stance

While in this stance, you are immune to any mind affecting spells and affects. All allies within 30 feet of you gain a +4 morale bonus on saving throws against mind affecting spells and affects.


Diamond Mind

Cascading Assault
Diamond Mind (Stance)
Level: Swordsage 8, Wablade 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you may make a full attack whenever you initiate a strike that takes a standard action to initiate. The strike still only takes a standard action, and the strike happens on the first attack of your full attack. After the strike is resolved, you may take the rest of your attacks for the round as normal.


Iron Heart

Piercing Blade Style
Devoted Spirit (Stance)
Level: Warblade 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, your melee attacks ignore any damage reduction and hardness. All melee damage you deal while in this stance cannot be healed by regeneration or fast healing. In addition, each successful melee attack that deals damage also imposes a stacking -2 penalty to the creature’s Armor Class and Spell Resistance (if any. The spell resistance cannot be brought below 0). These penalties last for one minute after the last successful attack.


Setting Sun

Takedown
Devoted Spirit (Stance)
Level: Swordsage 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you may make a special free trip attempt any time you make an attack of opportunity that hits or any time you are grappled as a free action (once per attack or grapple attempt). You roll a Strength or Dexterity check (your choice) opposed by your opponent’s Strength or Dexterity check (their choice). If you roll a Strength check, the normal size modifiers for a trip attempt apply to both rolls, but if you roll a Dexterity check, they apply to neither.
    If your ability check beats your opponent’s, your opponent falls prone. If your opponent was grappling you, the grapple is broken, and your opponent lands in an adjacent, unoccupied space if one is available (otherwise it lands in your space). There is no ill effect for you if your check does not beat your opponents.


Shadow Hand

Hidden Doom
Shadow Hand (Stance)
Level: Swordsage 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you are invisible and silent. Anyone attempting to see you with blindsight or True Seeing must still succeed at a Spot check opposed by you Hide check. Blindsense, tremorsense, scent, and similar abilities still work for detecting your presence. You do not become visible when you attack while in this stance.
    You also gain a fly speed equal to you base land speed with good maneuverability. This is a supernatural ability.


Stone Dragon

Strength of the Mountain
Stone Dragon (Stance)
Level: Crusader 8, Swordsage 8, Warblade 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you are immune to critical hits and you cannot be affected by any spells or affects that require a Fortitude save unless they also affect objects. You gain Damage Reduction 10/adamantine.


Tiger Claw

Go for the Throat
Tiger (Stance)
Level: Swordsage 8, Warblade 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, the critical threat range for all of your attacks doubles. You may deal critical hits to creatures that would otherwise be immune to critical hits.

Mantis Leap
Tiger Claw (Strike)
Level: Swordsage 3, Warblade 3
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous

You leap into the air, up to a distance of double our base land speed. This jump must be in a straight line, but may be at any angle. You make a melee attack at the end of your movement which counts as a charge (with the standard +2 bonus to hit and -2 penalty to Armor Class). Afterward, you fall to the ground, taking damage as normal. If you succeed on a DC 20 Jump check, you take no damage from the fall.
    You do not have to make an attack at the end of your movement, and instead can simply use this maneuver to jump from one place to the next.


White Raven

Battle Maneuvers
White Raven (Stance)
Level: Crusader 8, Warblade 8
Initiation Action: 1 swift action
Range: 120 feet.
Target: You
Duration: Stance

While in this stance, you, and all of your allies within 120 feet of you gain an additional move action each round. Any movement you or your allies take while under the effects of the stance do not provoke attacks of opportunity and may even pass through squares occupied by opponents.
    If you move more than 120 feet away from one of your allies, the effect continues for them on their next round. If they can get within 120 feet of you by the end of their turn, they continue to gain the benefits of the stance.

87
Homebrew and House Rules (D&D) / Caster Level = CR
« on: February 15, 2012, 08:26:40 AM »
This is a discussion started by Hicks at The Den, with an additional modification by Starmaker. The basic idea is twofold:

1) Your caster level (for all level-dependent variables) equals your Challenge Rating (for most PCs this will be your character level), and

2) The DCs of all of your spells is 10 + 1/2 your HD + your casting stat mod (or possibly base DC on CR, as well).


The effects:
  • This makes multiclassing a bit easier. It's effectively an improved version of Practiced Spellcaster for free.
  • The scaling DCs make it so a low level caster with lots of non-caster levels can still have relevant DCs.
  • Using CR instead of HD is more to help keep monsters from becoming batshit crazy with stuff like Blasphemy.
  • It makes picking up a single level of a casting class more attractive of a dip to get a few spells per day with good DCs. This isn't necessarily bad, but it might happen.
  • It's still not powerful enough to justify losing any caster levels in most situations if you're going for pure optimization; it just lessens the blow.
  • This is technically a boost to full casters as their DCs for their low level spells improved. The only downside is they'll technically be one point behind on odd-numbered levels.

Alternately, you could use HD instead of CR, but you'd have to rewrite a bunch of spells and take other things into consideration. CR seems like the quickest kludge.


So, what did I miss? Does this have any merit? What are your thoughts?

88
Other Games / Ticket to Ride
« on: February 09, 2012, 01:18:57 PM »
Has anyone played Ticket to Ride?

I just got into this one around the Holidays. My wife got it for Christmas. It's different than anything I've played, but I really like how quick it is to start a game and how quick it is to teach to other people.

Beyond that, I haven't really worked much on strategy. I'm fairly risk-averse, so I tend not to take lots of route cards. The last game I played, I decided to just pick up a bunch of six-track routes (15 points each) to pad my score after I completed my routes, and I got second place out of five. I'm not sure if it's really a viable strategy, or not.

What do you think of the game?

89
Homebrew and House Rules (D&D) / Improving the Heal skill
« on: February 06, 2012, 10:51:14 AM »
What do you think of adding these changes to the Heal skill?


First Aid
You can attempt a Heal check to aid a dying or disabled character. The effects vary depending on the check result:
  • DC 10 – The character becomes stable and stops losing Hit Points each round.
  • DC 15 – The character is set to one Hit Point and is no longer dying or disabled; however, he is staggered for one round.
  • DC 20 - The character is set to a number of Hit Points equal to one quarter his maximum Hit Points (to a minimum of one Hit Point) and is no longer dying or disabled; however, he is staggered for one round.

You can attempt a heal check to remove nonlethal damage a character has suffered. You cannot remove any damage caused by thirst, starvation, suffocation, or similar effects that deal nonlethal damage unless the problem causing the damage is fixed. For example: you cannot heal a starving character until after they have eaten.

The effects vary depending on the check result:
  • DC 10 – Remove one point of nonlethal damage per your level or hit die of the character, whichever is greater.
  • DC 15 – Remove 1d6 points of nonlethal damage per your level or hit die of the character, whichever is greater.
  • DC 20 – Remove all nonlethal damage from the character.

Remove Affliction
You can attempt to remove any of the following conditions from a character with a Heal check:
  • Blind
  • dazed
  • dazzled
  • deafened
  • exhausted
  • fatigued
  • nauseated
  • paralyzed
  • sickened
  • stunned
It takes one minute of treatment to remove a condition in this fashion. To succeed you must make a Heal check equal to the DC of the original effect, if the effect was caused by something non-magical. If the effect was magical, the DC increases by five points.

90
Homebrew and House Rules (D&D) / New/modified invocations
« on: January 23, 2012, 10:36:42 AM »
Note: These rules are meant to be used in combination with my other house rules.



I'm curious what you think of these invocations. I'm still trying to come up with new ideas. When looking at these, consider the warlock to have two invocations at 1st level, one each level thereafter, and a bonus blast shape or essence invocation for every three levels.


Modified Invocations

Brimstone Blast (Lesser Eldritch Essence)
Your eldritch blast deals fire damage. Anyone damaged must succeed on a Reflex save or catch fire, suffering an additional 1d6 fire damage for every three caster levels, round down. This extra damage persists each round until the flames are extinguished.

Eldritch Cone (Lesser Blast Shape)
Your eldritch blast deals damage to all creatures in a 30-foot cone originating from next to your square. A successful Reflex save halves the damage.

Hellrime Blast (Lesser Eldritch Essence)
Your eldritch blast deals cold damage. Anyone damaged must succeed on a Fortitude save or take two points of Strength damage.

Hideous Blow (Least Eldritch Essence)
As a swift action, you may channel your eldritch blast through each of your melee attacks this round. Each of these attacks deals normal damage plus damage from your eldritch blast, and they are resolve as melee touch attacks. You may only target each creature once with an eldritch blast per round in this way. This invocation does not provoke an attack of opportunity.

Vitriolic Blast (Greater Eldritch Essence)
Your eldritch blast deals acid damage and ignores spell resistance. Anyone damaged suffers an additional 1d6 acid damage for every three caster levels, round down on your next turn. This extra damage persists each round until the acid is rinsed off (requiring at least one water skin of water).


New Invocations

Least

Desecrate (Least Invocation – Level 2)
As the Desecrate spell. You must provide the unholy water and silver dust as the spell.

Detect Thoughts (Least Invocation – Level 2)
As the Detect Thoughts spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.

Eldritch Bolt (Least Blast Shape – Level 2)
Your eldritch blast deals damage to all creatures in a 30-foot line originating from next to your square. A successful Reflex save halves the damage.

Eldritch Curse (Least Blast Shape – Level 2)
Your eldritch blast is channeled through a melee touch attack. If successful, the target takes damage as normal and then takes half damage on the next round (no save). Any eldritch essence applied to this attack is applied on the second round (with any additional saves as applicable).

Eldritch Ward (Least Invocation – Level 1)
As the Alarm spell. Alternately, you can use this invocation to ward a door, which puts an Arcane Lock (as the spell) and Alarm on the door permanently. The Alarm on the door is permanent until discharged

Fiend Form (Least – Level 2)
Your appearance changes, making you appear fiendish and terrifying. You gain a +6 bonus on Intimidate checks and a +2 natural armor bonus to AC (or your existing natural armor improves by +2). You gain two claw attacks that each deal 1d4 damage (for a medium creature). This lasts 24 hours or until dismissed.

Fiendish Resistance (Least Invocation – Level 2)
You gain the benefits of the Endure Elements spell and Resist Energy spell for 24 hours. Each time you use this, you much choose an energy type to resist and you lose the benefits of any previous uses of this invocation.

Ray of Enfeeblement (Least Invocation – Level 1)
As the Ray of Enfeeblement spell.

Scare (Least Invocation – Level 2)
As the Scare spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.


Lesser

Astral Web (Lesser Invocation – Level 4)
As the Dimensional Anchor spell, plus the target must succeed on a Will save or be entangled and have all of its movement speeds halved for one minute.

Deep Slumber (Lesser Invocation – Level 3)
As the Deep Slumber spell.

Electric Blast (Lesser Eldritch Essence – Level 3)
Your eldritch blast deals electric damage. Anyone damaged must succeed on a Fortitude save or be entangled for one round. Creatures entangled in this fashion may still move, but only at half speed. Creatures wearing armor primarily consisting of metal suffer a -3 penalty on all saving throws relating to this blast, and the attack roll has a +3 bonus to hit them.

Eldritch Sight (Lesser Invocation – Level 3)
As both the Arcane Sight and See Invisibility spells, but with a duration of 24 hours.

Eldritch Sphere (Lesser Blast Shape – Level 3)
Your eldritch blast deals damage to all creatures in a 20-foot radius (to a range of 60 feet). A successful Reflex save halves the damage.

Fiendish Madness (Lesser Invocation – Level 4)
As the Confusion spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.

Incendiary Slime (Lesser Invocation – Level 3)
As the Incendiary Slime spell.

Shape Nature (Lesser Invocation – Level 3)
As the Stone Shape and Warp Wood spells.


Greater

Circle of Death (Greater Invocation – Level 6)
As the Circle of Death spell, but with no material component.

Cloud of Brimstone (Greater Invocation – Level 6)
As the Stinking Cloud spell, plus each round, anyone in the area takes 2d6 points of fire damage.

Disintegrate (Greater Invocation – Level 6)
As the Disintegrate spell, but a target that succeeds on its Fortitude save cannot be affected again by this invocation from the same caster for 24 hours.

Greater Eldritch Cone (Greater Blast Shape – Level 5)
Your eldritch blast deals damage to all creatures in a 60-foot cone originating from next to your square. A successful Reflex save halves the damage.

Fiendish Guile (Greater Invocation – Level 6)
As the Suggestion spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.

Freedom of Movement (Greater Invocation – Level 6)
As the Freedom of Movement spell.

Greater Fiendish Resistance (Greater Invocation – Level 6)
As the Endure Elements, Protection from Energy, and Stoneskin spells, except with a duration of 24 hours. The invocation is dismissed once either the Stoneskin or Protection from Energy effect have absorbed their maximum amount of damage. Each time you use this, you much choose an energy type to resist and you lose the benefits of any previous uses of this invocation.

Quick Teleportation (Greater Invocation – Level 6)
As the Dimension Door spell, but as a move action, and you must have line of sight to your destination.

Minor Disjunction (Greater Invocation – Level 6)
As the Break Enchantment or Greater Dispel Magic spells, chosen each time the invocation is used. The casting time is one standard action for both versions.


Dark

Fiendish Teleportation (Dark Invocation – Level 8)
As the Greater Teleport spell.

Forcecage (Dark Invocation – Level 8)
As the Forcecage spell.

Horrid Wilting (Dark Invocation – Level 8)
As the Horrid Wilting spell.

Mind Blank (Dark Invocation – Level 8)
As the Mind Blank spell, but with a duration of 24 hours.

True Seeing (Dark Invocation – Level 8)
As the True Seeing spell, but with a duration of 24 hours.

91
Homebrew and House Rules (D&D) / SoDs in D&D and degrees of failure
« on: January 04, 2012, 08:40:27 AM »
For quite a while, I've read Veekie talking about "degrees of failure", something I think he got from Mutants & Masterminds (although I could be wrong; I've never played it). Anyway, I've always liked the general idea, and was wondering how easy it'd be to implement into 3.x. Here's a basic idea with some possible implementations. I'm curious about what you all think:


Save or Dies
Any time you're targeted by a spell or effect that outright kills you on a failed save, these new rules apply. This only applies to affects that explicitly kill you, and not ones that merely deal damage, even if the damage is enough to kill you. This should also apply to spells that permanently take you out of commission, like Flesh to Stone and Imprisonment. These will be referred to as SoDs.

Save or Dies saving throw rules
Any time you're affected by a SoD, you still make a saving throw as normal. You only die if you fail your saving throw by a margin of 10 or more. If your save is successful, treat it the same as you normally would on a successful save. If you fail your save, but by a margin of less than 10, you instead incur a penalty on saving throws equal to the amount by which you failed your saving throw (these penalties overlap and do not stack). You also suffer the negative effects (if any) of a successful save. The saving throw penalties last until you rest for an hour or have Restoration, Greater Restoration, or Heal cast upon you (these spells still have their normal effects).

Examples
Someone is targeted by a Destruction spell. One of three things will happen:
  • The save fails by 10 or more: the target dies, as normal.
  • The save succeeds: the target takes 10d6 damage, as normal.
  • The save fails by less than 10: the target suffers a penalty to saving throws equal to the margin of failure on their saving throw, and they also take 10d6 damage.

So, if the target above has a Fort save of +11 and the DC is 22, they will succeed if their base d20 roll is 11 or higher. They will fail on a 10 or less. The 10-or-more margin of failure would only occur on a natural 0 or lower, which means, without any penalties to the saving throw, the target could not be out-right killed by a single casting of Destruction.

If the target rolls a save and rolls a natural 8 (for a modified 19), he would fail by a margin of 3. He suffers 10d6 damage and has a -3 penalty on saving throws. If he is targeted by Destruction again, he now only succeeds on a natural 14 or higher, and can be insta-killed on a natural 3 or lower. Lets say he rolls a natural 8 again, he has failed by a margin of 6 (8 + 11 - 3 = 16, compared to DC 22), and now suffers a -6 penalty to saves (in addition to taking 10d6 more damage).

So, if this poor guy were targeted by Destruction again, he'd now need a natural 17 to succeed, and could be one-hit-killed on a 6 or lower.



Analysis
Anyway, it seems to make SoDs less powerful, and it makes it less likely that a PC will be killed by one bad d20 roll. This would encourage set-up before trying to use a SoD to kill someone, which I think is a good thing, but it could also encourage SoD spamming, which is somewhere between bad and neutral.

This still kills mooks just fine, as their saves are so much lower, but I don't know that you'd want to waste high-level slots on mook-killing when Fireballs do just fine. Does this make SoDs weak to the point of needing to be one level lower, or are they still viable if you use them with a set-up?

92
Other Games / Illuminati
« on: December 20, 2011, 08:37:27 AM »
Has anyone played Illuminati by Steve Jackson (the guy who made Munchkin)?

That's one of those games that I seem to remember liking a lot more when I was in college. It's still fun, but I pretty much never play it anymore.

I don't have a lot of experience with it, but it seems like certain Illuminatis are much better than others.
  • Bavaria seems to be the best. The solid attack combined with the ability to make a privileged attack each round is awesome. Also, acquiring 35 power is a really easy goal to work to; picking up power is handy on it's own, anyway.
  • I like Bermuda's goal (one of each alignment) just because it's hard for other people to keep track of, and I like being able to rearrange my power structure for free each turn.
  • The UFOs can be fun because you can make two attacks (or add their power twice) and no one knows what your goal is.

What are your experiences?

93
Homebrew and House Rules (D&D) / Social and movement-oriented ToB maneuvers
« on: December 19, 2011, 02:07:23 PM »
This is just the beginning of a set of maneuvers and stances I'm working on to give martial adepts more utility. The idea is to give them more spell-like options that still feel more like you're playing a martial adept. Several of them (like Iron Stare and Mantis Leap) work both in and out of combat. I also modified Strength of Stone. I'm planning on making some of the swordsage mobility maneuvers (like Rising Phoenix) lower level and/or beefing them up.

What do you think of the idea? Do you have any suggestions for new maneuvers?


Devoted Spirit

Aura of Resolution
Devoted Spirit (Stance)
Level: Crusader 8
Initiation Action: 1 swift action
Range: 30 feet
Target: You and any allies within 30 feet
Duration: Stance

While in this stance, you are immune to any mind affecting spells and affects. All allies within 30 feet of you gain a +4 morale bonus on saving throws against mind affecting spells and affects.


Aura of Terror
Devoted Spirit (Strike) [Fear]
Level: Crusader 5
Initiation Action: 1 standard action
Range: 30 feet
Duration: 1d4 rounds.

All opponents within 30 feet of you must make a Will save (DC 15 + your Charisma modifier) or be panicked for 1d4 rounds. Any opponent who makes his save is shaken instead for the duration.


Iron Stare
Devoted Spirit (Boost) [Fear]
Level: Crusader 1
Initiation Action: 1 swift action
Range: 30 feet
Target: One creature
Duration: 1 round
Saving Throw: Will Negates

You gain a +5 competence bonus to Intimidate when influencing the attitude of you target. If the target witnesses you dealing damage to anyone (the target or anyone else) this round, he must succeed on a Will save (DC 11 + your Charisma modifier) or become shaken for one round.


Setting Sun

Read Emotion
Setting Sun (Stance)
Level: Swordsage 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you may take 10 on Sense Motive checks. You may spend a standard action to concentrate on one person within 30 feet of you. You are able to tell if this person is lying (but you do not learn the truth) unless they succeed on a Will save, DC 13 + your Wisdom modifier.



Stone Dragon

Strength of Stone
Stone Dragon (Stance)
Level: Crusader 8, swordsage 8, warblade 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you are immune to critical hits and cannot be affected by any spell or affect that requires a Fortitude save unless it also affects objects.


Tiger Claw

Mantis Leap
Tiger Claw (Strike)
Level: Swordsage 3, warblade 3
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous

You leap into the air, up to a distance of double our base land speed. This jump must be in a straight line, but may be at any angle. You make a melee attack at the end of your movement which counts as a charge (with the standard +2 bonus to hit and -2 penalty to Armor Class). Afterward, you fall to the ground, taking damage as normal. If you succeed on a DC 20 Jump check, you take no damage from the fall.
   You do not have to make an attack at the end of your movement, and instead can simply use this maneuver to jump from one place to the next.


White Raven

Diplomatic Speech
White Raven (Strike)
Level: Crusader 2, Warblade 2
Initiation Action: 1 full-round action
Range: 30 feet
Target: One creature
Duration: 1 minute
Saving Throw: Will Negates

You make a diplomatic speech and your opponent makes a Will save (DC 10 + your Charisma modifier). On a failed save, your opponent becomes friendly as though affected by a Charm Person spell.

94
Gaming Advice / Chain Devil - Improved Critical
« on: December 16, 2011, 01:06:17 PM »
How the crap does the chain devel (Kyton) get Improved Critical?

IC requires BAB +8, which the devil has, but it has 8 HD, which means it wouldn't have met that prereq until it got it's 8th hit die, but it only has feats for 1, 3, and 6 HD. It's not listed as a bonus or racial feat or anything.

I'm assuming this is just an oversight on the designer's part?

95
Legends of the Heroes / MOVED: FoF or SGoSg
« on: December 16, 2011, 07:57:06 AM »

96
D&D 3.5 and Pathfinder / MOVED: Paladin /rogue Build (help)
« on: December 14, 2011, 02:16:56 PM »

97
Homebrew and House Rules (D&D) / Revised combat rules & feats
« on: November 30, 2011, 02:03:49 PM »
Note: These rules are meant to be used in combination with my other house rules.



General Rules

Charging:
Charging at an opponent is a full-round action. You must move at least 10 feet to charge, and you may move up to double your base land speed. You make a single melee attack at the end of your movement against the opponent. You gain a +2 bonus to your attack roll and suffer a -2 penalty to AC until the beginning of your next turn.
   Your movement must be in a straight line and must end in a square where you threaten your target. You cannot charge over difficult terrain, although you can jump over any obstacles with a successful Jump check.

Death and Dying:
When you are below zero hit points, you are considered dying, except that you don't necessarily die at -10 hit points. You can survive until the number of hit points you are below zero exceeds your Constitution score or one quarter of your maximum hit points, whichever is greater.

Death from Massive Damage:
Remove this rule.

Feint:
You may make a feint attempt against an opponent as a move action by rolling a Bluff check. This is opposed by your opponent's Sense Motive check plus their Base Attack Bonus. If your check is successful, your opponent is denied their Dexterity bonus to Armor Class against your next melee attack, provided you attack them this round.

Grapple:
You may grapple creatures more than two sizes larger than you, although you must still beat their grapple check as normal.

Iterative Attacks:
All iterative attacks are made at a -5 penalty from your Base Attack Bonus (not cumulative). So, a full attack by someone with a Base Attack Bonus of 16 would be +16/+11/+11/+11 instead of +16/+11/+6/+1.

Overrun:
Use the pre-errata version in the PHB (you can overrun as part of a charge).

Pounce:
A creature with pounce may attack once with every weapon it is wielding at the end of a charge. A weapon only counts as "wielded" if it is ready to be used as soon as the creature begins attacking. So, while all natural weapons are considered wielded, attacking with a sword then dropping the sword as a free action to attack with the gauntlet on the same hand would not make the gauntlet count as "wielded" for that instance of pounce. This does mean that a character wielding a sword in each hand could attack with each sword, though.

Shields:
A character gains the following benefits while wielding a shield (animated shields do not grant these benefits):
  • The character adds their shield bonus to their touch AC, and on checks to resist grapples, bull rushes, disarms, and trips.
  • A heavy or tower shield grants the shield bonus as a bonus to Reflex saves against spells and effects that deal half damage on a successful save. If the save is successful, the character suffers no damage (similar to Evasion, but without the armor restriction).
  • A character wielding a tower shield takes only half damage on a failed Reflex save against a spell or effect that offers half damage on a failed save (similar to Improved Evasion, but without the armor restriction).
  • A character using a tower shield may designate one opponent during their turn. They are considered to have total cover against all ranged attacks and spells from their designated opponent and they cannot attack their opponent with ranged weapons this turn. This has no effect if the character and their designated opponent are in melee combat with each other. It is possible for the designated opponent to affect the character with an area of effect spell, but not a targeted spell.

Two Weapon Fighting:
A character fighting with two weapons may either split their attacks between these weapons however they choose at no penalty. So, a character with a battle axe and light mace with a Base Attack Bonus of +6 could make two attacks with either weapon or one with each.
   Alternately, the character may make a full attack with their main weapon and gain an extra attack with their off-hand weapon, but all of their attacks suffer a -2 penalty to hit. If their off-hand weapon is not light, the attack penalty increases by two on their off-hand weapon, to -4.


Feat Abilities

All players effectively start with the following feats as bonus feats, even if they don’t meet the prerequisites.

Combat Expertise:
You may take a penalty on all of your melee attack rolls until the start of your next turn. During this time, you gain a Dodge bonus to AC equal to the penalty you took to attack rolls. You cannot take a greater penalty than your Base Attack Bonus. If you are also using Power Attack (see below), your combined attack penalty cannot exceed your Base Attack Bonus.

Power Attack:
You may take a penalty on all of your melee attack rolls until the start of your next turn. During this time, you deal extra damage with you melee attacks:
  • Light weapon: +1 point per attack penalty.
  • One-handed weapon: +2 points per attack penalty.
  • Two-handed weapon: +3 points per attack penalty.
You cannot take a greater penalty than your Base Attack Bonus. If you are also using Combat Expertise, your combined attack penalty cannot exceed your Base Attack Bonus. You cannot Power Attack with a weapon while using Weapon Finesse (see below).

Weapon Finesse:
You may use your Dexterity modifier in place of your Strength modifier when making a melee attack with a light weapon or finesseable weapon (like a rapier or spiked chain). You cannot use Weapon Finesse while Power Attacking with a weapon.

98
Homebrew and House Rules (D&D) / Witch
« on: November 22, 2011, 12:28:10 PM »
Witch

"You think me wicked? I prefer… misunderstood."

(click to show/hide)

Making a Witch

Witches are arcane casters that focus on casting certain enchantments, transmutations, and curses. She also has limited control over plants, animals, and a limited ability with divination. In addition, she is skilled at creating potions, oils, and poisons.
   Certain cultures shun witches due to fear or superstition, so many witches are loners or prefer to live on the outskirts of civilization. Many witches are not evil or cruel, but the focus of their abilities tends to lead others to assume the worst about them.

Abilities: Intelligence determines how well the witch can cast her spells. Dexterity helps the witch avoid attacks, which helps given that she is not proficient in armor. Constitution helps the otherwise frail witch withstand physical attacks. Charisma helps with some of the witch’s skills, including Intimidate, which is useful for her cackle ability.

Races: Any.

Alignment: Any.

The Witch                   Hit Die: d4
_______________________________________________________________________
Level  BAB     Fort   Ref    Will   Special
1      +0      +0     +0     +2     Spells, summon familiar
2      +1      +0     +0     +3     Advanced learning, cackle
3      +1      +1     +1     +3     Potion making
4      +2      +1     +1     +4     Advanced learning
5      +2      +1     +1     +4     Flight
6      +3      +2     +2     +5     Advanced learning
7      +3      +2     +2     +5     Covey
8      +4      +2     +2     +6     Advanced learning, improved cackle
9      +4      +3     +3     +6     Improved Flight
10     +5      +3     +3     +7     Advanced learning
11     +5      +3     +3     +7     Reaching curse
12     +6/+1   +4     +4     +8     Advanced learning
13     +6/+1   +4     +4     +8     Greater cackle
14     +7/+2   +4     +4     +9     Advanced learning
15     +7/+2   +5     +5     +9     Chain curse
16     +8/+3   +5     +5     +10    Advanced learning
17     +8/+3   +5     +5     +10    Irresistible curse
18     +9/+4   +6     +6     +11    Advanced learning
19     +9/+4   +6     +6     +11    Improved reaching curse
20     +10/+5  +6     +6     +12    Advanced learning


Class Skills (4 + Int modifier per level): Bluff (cha), Concentration (con), Craft (int), Disguise (cha), Handle Animal (cha), Heal (wis), Intimidate (cha), Knowledge (Arcana) (int), Knowledge (Geography) (int), Knowledge (Local) (int), Knowledge (Nature) (int), Knowledge (The Planes) (int), Profession (wis), Ride (dex), Sense Motive, (wis), Spellcraft (int), and Survival (wis).

Class Features

All of the following are class features of the Witch class:

Weapon and Armor Proficiency:
The witch is proficient with all simple weapons, but is not proficient with armor. Any spells with a somatic component cast by a witch are subject to arcane spell failure.

Spells:
A witch casts arcane spells which are drawn from her spell list (see below). She need not prepare her spells ahead of time, and may spontaneously cast any spell she knows from her list so long as she has remaining spell slots of the appropriate level.
   To learn, prepare, or cast a spell, the witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.
   Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. She has the same number of spell slots available equal to a sorcerer of the same level.

Summon Familiar (Ex):
The witch can obtain a familiar the same as a sorcerer or wizard.

Advanced Learning (Ex):
At 2nd level and every even level thereafter, the witch adds a new spell to her list of spells known. The spell comes from the Advanced Learning List (see below) and cannot be of a level higher than what the witch can cast.
 
Cackle (Ex):
At 2nd level, the witch can let out a frightening cackle. She can use her Intimidate skill to demoralize any opponents within 30 feet as a standard action.

Potion Making (Su):
At 3rd level, the witch can use a cauldron to brew potions, poisons, and contagions. When crafting a potion, the witch follows the normal rules, except she can create one potion per hour per class level, and the cost is only 10 x spell level x caster level gp.
   The witch can create ingested poisons, but must spend sixth the market cost in materials, and the poisons only remain potent for 24 hours. Similarly, she can create a dose of the disease blinding sickness for 25 gp. This also loses potency in 24 hours. The witch can brew a number of doses of either equal to her class level in one hour.
   In addition, the witch gains a +4 circumstance bonus to Craft (Alchemy) checks when using her cauldron to create an alchemic substance.

Flight (Su):
At 5th level, the witch can fly on an item on which she can sit. This item is typically a broom, but any similar-sized item could work, such a chair, small tub, or even her cauldron (if it is large enough). In order to use the item to fly, the witch must imbue it with magic, which takes one hour of uninterrupted work. The item stays enchanted until it is either dispelled or she imbues another item with this ability.
   To fly the item, the witch must sit on it and maintain a grip with at least one hand. It is possible to dismount the witch just as a mounted rider, so the witch may wish to train in the Ride skill to help protect against this.
   While flying, the witch can fly at a speed equal to her base land speed with average maneuverability. The witch can fly up to 10 minutes per day per class level. This time does not need to be used consecutively.

Covey (Ex):
A witch of at least 7th level can form a covey with two other witches and/or hags. See Covey under Hag in the Monster Manual (page 144) for more details. The witch is unable to use any spell-like abilities of a higher level than what she can currently cast. She can participate in creating a hag eye as normal.

Improved Cackle (Ex):
At 8th level, the witch can use her cackle as a move action and may affect any opponents within 60 feet.

Improved Flight (Su):
At 9th level, the witch’s Flight ability improves. Her movement speed increases to 150% of her base land speed and the maneuverability increases to good. She is no longer limited on how long she may use this ability during a day. Other than that, this ability faces the same restrictions as the Flight ability.

Reaching Curse (Su):
At 11th level, the witch can cast Bestow Curse and Greater Bestow Curse with a range of close (25 feet + 5 feet / 2 levels) instead of touch. This requires a ranged touch attack.

Greater Cackle (Ex):
At 13th level, the witch can use her cackle as a swift action, may affect any opponents within 60 feet, and the duration of the effect is increased to one minute.

Chain Curse (Su):
At 15th level, when the witch casts Bestow Curse or Greater Bestow Curse, she may affect a number of targets equal to her class level. Each target must be within 30 feet of each other and within range of the spell (which might be increased by Reaching Curse).

Irresistible Curse (Su):
At 17th level, if witch casts Greater Bestow Curse and the target succeeds on their saving throw, she can choose to have the target be affected by Bestow Curse instead, with no save.

Improved Reaching Curse (Su):
At 19th level, the witch can cast Bestow Curse and Greater Bestow Curse with a range of medium (100 feet + 10 feet level). This requires a ranged touch attack.


Spell List

Level 0:
Arcane Mark, Create Water, Cure Minor Wounds, Dancing Lights, Daze, Detect Poison, Detect Magic, Know Direction, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Touch of Fatigue

Level 1:
Cause Fear, Charm Animal, Charm Person, Detect Animals or Plants, Disguise Self, Endure Elements, Faerie Fire, Identify, Pass without Trace, Reduce Person, Sleep, Speak with Animals, Ventriloquism

Level 2:
Blindness/Deafness, Continual Flame, Darkness, Delay Poison, Detect Thoughts, Fog Cloud, Gust of Wind, Hold Animal, Misdirection, Scare, See Invisibility, Touch of Idiocy, Whispering Wind

Level 3:
Bestow Curse, Clairaudience/Clairvoyance, Contagion, Deep Slumber, Diminish Plants, Dispel Magic, Dominate Animal, Hold Person, Neutralize Poison, Plant Growth, Poison, Speak with Plants, Suggestion, Water Breathing

Level 4:
Blight, Charm Monster, Confusion, Fear, Hallucinatory Terrain, Lesser Geas, Mass Reduce Person, Phantasmal Killer, Remove Curse, Scrying

Level 5:
Baleful Polymorph, Break Enchantment, Commune with Nature, Death Ward, Dominate Person, Dream, Feeblemind, Hold Monster, Insect Plague, Nightmare, Sending

Level 6:
Analyze Dweomer, Find the Path, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Legend Lore, Mass Suggestion, Mislead, Stone to Flesh, True Seeing, Veil

Level 7:
Banishment, Creeping Doom, Forcecage, Greater Bestow Curse*, Greater Scrying, Insanity, Transmute Metal to Wood, Vision

Level 8:
Animal Shapes, Antipathy, Demand, Discern Location, Mass Charm Monster, Screen, Sympathy

Level 9:
Foresight, Freedom, Imprisonment, Weird

*Spell Compendium


Advanced Learning List
Level 1:
Cure Light Wounds, Entangle, Hypnotism, Inflict Light Wounds, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Ray of Enfeeblement

Level 2:
Alter Self, Command Undead, Cure Moderate Wounds, Daze Monster, Hideous Laughter, Inflict Moderate Wounds, Invisibility, Lesser Restoration, Shatter, Soften Earth and Stone

Level 3:
Cure Serious Wounds, Halt Undead, Inflict Serious Wounds, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Ray of Exhaustion, Slow, Stinking Cloud

Level 4:
Animate Dead, Cure Critical Wounds, Detect Scrying, Freedom of Movement, Greater Invisibility, Inflict Critical Wounds, Polymorph, Restoration, Solid Fog

Level 5:
Cloudkill, Control Winds, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Unhallow, Wall of Thorns, Waves of Fatigue

Level 6:
Circle of Death, Create Undead, Eyebite, Harm, Heal, Move Earth, Repulsion, Shadow Walk, Transport via Plants, Undeath to Death

Level 7:
Control Weather, Ethereal Jaunt, Finger of Death, Greater Restoration, Horrid Wilting, Mass Hold Person, Phase Door, Power Word Blind, Regenerate, Sequester, Waves of Exhaustion

Level 8:
Create Greater Undead, Earthquake, Irresistible Dance, Maze, Mind Blank, Polymorph Any Object, Power Word Stun, Temporal Stasis, Whirlwind, Word of Recall

Level 9:
Dominate Monster, Etherealness, Mage’s Disjunction, Mass Hold Monster, Power Word Kill, Shapechange, Wail of the Banshee

99
Homebrew and House Rules (D&D) / Wizard rework
« on: November 18, 2011, 11:03:21 AM »
So, what do you think about this wizard rework? It will use my spellcasting houserules. The basic idea is to make them less super-awesome while still fun to play. I'd like to maintain somewhat of that iconic feel (yes, that's subjective as hell :P).


Modified Class Features

  • Use the universal 9th level casting progression (see below).
  • May swap any one spell (even of the highest level known) for another of equal level from your class list every even level.
  • Casts spontaneously, still uses Intelligence.
  • Uses new Wizard spell list (see New Spell lists). Knows all spells on the list.
  • Each level, the wizard gains Advanced Learning as a class feature. Each time, he may choose an Evocation spell or Conjuration spell from the Sorcerer/Wizard list and at it to his list of spells known. He may not pick Calling or Summoning Conjuration spells with this ability. These spells are subject to the DM’s approval.
  • Replace Scribe Scroll with a metamagic feat, Combat Casting, Spell Focus, or any wizard bonus feat (listed in the special section of the feat).
  • Spellbook rules:
    • Every spell the wizard knows is added to the Spellbook.
    • No spell can be added that the wizard does not know.
    • The wizard can cast a spell directly from the book. If the casting time is one minute or more, the casting time is doubled, otherwise it is increased to one minute. The wizard can add one of the following metamagic feats to the spell without increasing the level of the slot used: Enlarge Spell, Extend Spell, Maximize Spell, Widen Spell. The wizard does not have to have the metamagic feat to use this ability.



Spells per day

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

(unlimited 0-level spells)


Spell List

Level 0:
Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Finger of Fire*, Force Bolt*, Light, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Ray of Frost, Resistance, Sonic Snap*, Zap*

Level 1:
Alarm, Burning Hands, Comprehend Languages, Endure Elements, Erase, Expeditious Retreat, Floating Disk, Grease, Identify, Mage Armor, Magic Aura, Magic Missile, Magic Weapon, Obscuring Mist, Shocking Grasp, Shield, Sleep, Unseen Servant

Level 2:
Acid Arrow, Arcane Lock, Continual Flame, Darkness, Fog Cloud, Glitterdust, Invisibility, Knock, Levitate, Magic Mouth, Pyrotechnics, Resist Energy, Scorching Ray, Shatter, Touch of Idiocy, Web, Whispering Wind

Level 3:
Arcane Sight, Daylight, Deep Slumber, Dispel Magic, Explosive Runes, Fireball, Fly, Greater Magic Weapon, Hold Person, Illusory Script, Lightning Bolt, Sepia Snake Sigil, Sleet Storm, Stinking Cloud

Level 4:
Arcane Eye, Black Tentacles, Dimensional Anchor, Dimension Door, Fire Shield, Fire Trap, Greater Invisibility, Ice Storm, Minor Creation, Resilient Sphere, Solid Fog, Stoneskin, Wall of Fire, Wall of Ice

Level 5:
Baleful Polymorph, Break Enchantment, Cloudkill, Cone of Cold, Hold Monster, Interposing Hand, Major Creation, Overland Flight, Permanency, Sending, Symbol of Sleep, Telekinesis, Teleport, Wall of Force, Wall of Stone

Level 6:
Acid Fog, Analyze Dweomer, Chain Lightning, Contingency, Disintegrate, Flesh to Stone, Forceful Hand, Freezing Sphere, Greater Dispel Magic, Mislead, Stone to Flesh, True Seeing, Wall of Iron

Level 7:
Delayed Blast Fireball, Forcecage, Grasping Hand, Greater Arcane Sight, Greater Teleport, Limited Wish, Mage’s Sword, Mass Hold Person, Mass Invisibility, Phase Door, Plane Shift, Teleport Object

Level 8:
Clenched Fist, Dimensional Lock, Incendiary Cloud, Maze, Polar Ray, Sunburst, Telekinetic Sphere

Level 9:
Crushing Hand, Gate (Planar Travel version only), Mage’s Disjunction, Mass Hold Monster, Meteor Swarm, Teleportation Circle, Time Stop, Wish


* New spell described in my spellcasting houserule thread


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