Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 308625 times)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #380 on: May 07, 2013, 04:46:37 PM »
Spells are considered to be of a level equal to the level of the spell slot they're cast from. Metamagic feats (and similar effects, including rods and metamagic SLA feats) alter the spell level along with the level of the spell slot required.

Heighten Spell no longer exists. Its function has been baked in to the new spell level rules.

Sanctum Spell is just a +/-1 DC modifier, rather than a spell level adjustment.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #381 on: May 08, 2013, 01:15:50 PM »
Arcane Preparation revamp: Spell Preparation

Requirements: Able to spontaneously cast arcane or divine spells.

Benefits: Mostly the same as the original, but it works with divine spells too.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #382 on: May 08, 2013, 01:42:32 PM »
Alacrity bonus

Basically, it's the same as a Dodge bonus, but it doesn't stack with other alacrity bonuses. Also, none of that confusing text about only existing as an AC bonus, despite Haste applying it to Reflex saves, too.

Haste and similar effects provide an Alacrity bonus instead of their existing Dodge (and untyped) bonuses. Haste, for example, now gives a +1 Alacrity bonus to attack rolls, AC, and Reflex saves.
Haste, the Speed weapon property, and similar effects grant a +1 Alacrity bonus to the number of attacks you can make as part of a full attack.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #383 on: May 18, 2013, 03:26:24 PM »
Spot/Listen

Normally, you have a -1 penalty for every 10 feet away you are. That scales up pretty fast for anything not right in your face. It also doesn't quite jive with how size categories handle Hide bonuses (-1 size, which is 1/2 the height, gives +4 on Hide). So how about every time you double the distance away, the penalty increases by 4? It needs a slightly different formula for really close things to establish a baseline penalty.

DistanceListen or Spot penalty
10'-1
20'-2
35'-3
50'-4
60'-5
70'-6
85'-7
100'-8
x2-4
« Last Edit: May 23, 2013, 02:58:25 PM by Garryl »

Offline veekie

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #384 on: May 19, 2013, 06:34:08 AM »
Hmm, more effective no doubt, but also slower to implement...you can't just eyeball up a penalty on the fly.
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Offline Bauglir

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #385 on: May 21, 2013, 12:36:32 AM »
MtG style spellcaster. You have the 5 colors of mana, which you need to spend in order to cast spells. You have 2 different sources of mana, a mana pool and a mana reserve. Your reserve is a fixed supply whose size increases as you level and gets a bonus from a high ability score, and it's full at the start of each encounter. It doesn't otherwise refill. You need to perform some daily ritual (the standard base class for the system would have a "Mana Lotus" that they need to meditate on) in order to get your reserve to function. You can also tap into the natural flow of mana to fill your mana pool, which is empty at the start of each encounter, and empties at the beginning of each of your turns. After your mana pool empties, you gain one mana of the appropriate color for each land you have tapped (note that this system uses "tap" in a slightly different way than MtG, and is more analogous to just having it on the battlefield). You tap lands as a swift action requiring a "magus level check" or something analogous to caster level, whose DC starts out at 5 and increases by 4 for each land you currently have tapped (numbers pulled straight out of the deepest regions of my digestive tract). Add in a list of special effects for existing magical locations that gives them special effects in lieu of colored mana when you tap them, and require the mage to have visited these magical locations.

You can't spend more mana in a single turn than a number called your mana capacity (which will be table-based, but equal to 1/2 your level rounded down). As your level increases, you get more efficient (for instance, tapping a land becomes a 1/round free action). The standard base class will have a Crusader-style spell access mechanic. Main-phase spells are standard actions, instants are immediate.

This is stupid, but I had to get it written down. However, I don't have time to actually write the real homebrew, so if somebody else wants to, please.

Offline littha

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #386 on: May 21, 2013, 12:42:18 AM »
There is always this:
http://www.minmaxboards.com/index.php?topic=351.0

But that doesnt quite hit all the ideas in your post.

Offline Braininthejar

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #387 on: May 22, 2013, 02:23:43 PM »
(adopted from an old rpg game) Demigod character class - a person who, through divine intervention, great destiny, heritage or perhaps enlightened madness acquires a spark of divinity - basically, a guy who wants to become a god and has so much faith in himself he can grant himself spells.

HP D8
2 good saves (will + one of choice)
choice between better BAB and more skill points.
a choice of class skills depending on intended "portfolio"
No multiclassing - following the path to godhood takes undivided dedication.


features;
probably turning
wisdom-based spellcasting - a bit of healing, but mostly spells for influencing groups of people, buffs and biblical shock and awe.
social abilities synergising with leadership and party face role

more weird stuff to make up for no prcs:
an ability to attempt actual miracles (very hard and terribly risky at first - not only is it the ultimate test of your faith in yourself, but you risk one of the real gods smiting you)
at higher levels, a retinue of summonable outsiders is "born" out of the demigod's power.


Offline Raineh Daze

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #388 on: May 22, 2013, 02:59:05 PM »
I would have thought Charisma for becoming a god out of sheer willpower and determination, not Wisdom. :huh

Offline Braininthejar

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #389 on: May 22, 2013, 03:57:56 PM »
well, power of personality comes from charisma, willpower comes from wisdom. As it is, he is using both. Wouldn't he be too powerful when SAD?

Offline Raineh Daze

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #390 on: May 22, 2013, 04:12:00 PM »
I was looking at Sorcerers for the CHA thing. And bards. Also loads of monster SLA's.

Take away turning and add in something else? Don't see why divine = obsession with undead. @_@

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #391 on: May 31, 2013, 10:50:27 PM »
Inspired Tricks:

Requirement: Factotum

Benefit: Basically spend an inspiration point to spontaneously perform a skill trick.

Offline Braininthejar

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #392 on: June 02, 2013, 04:57:04 PM »
Abilities for a familiar to help his master focus magical energy (not to the point slaymate does, but enough to make it worthwile to have one without additional feat investment)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #393 on: June 06, 2013, 11:01:02 PM »
Variant death and dying.

Under this variant, you do not die at -10 hp, fall unconscious at negative hp, and so on.

While at 0 or fewer hit points, you are disabled. While disabled, you are staggered and any standard or move action you take deals 1 damage to you.
Whenever you take lethal damage that reduces you to a negative hit point total, make a Fortitude save with a DC equal to 10 + your negative hp. If you succeed, you begin bleeding, but remain conscious (if you were conscious before). If you fail, you begin bleeding and fall unconscious until your hit points increase to 0 or greater. If you fail by 11 or more, you die.

While your nonlethal damage equals or exceeds your current hit points, you are staggered.
Whenever you take damage such that your total nonlethal damage exceeds your hit point total, make a Fortitude save with a DC equal to 10 + the difference. If you succeed, you remain conscious (if you were conscious before). If you fail, you fall unconscious until your hit points equal or exceed your nonlethal damage.

If you are reduced to negative hit points and have nonlethal damage on top of that, make only a single saving throw and compare it against both the lethal and nonlethal DCs.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #394 on: June 26, 2013, 01:25:41 AM »
Barbed Bracers:

Whenever you succeed on a grapple check to deal damage, these bracers deal an extra 1d6 piercing and slashing damage, and the contribution to damage from your Strength modifier increases to 1.5x your strength mod instead of the normal 1x for unarmed strike damage.


Maybe add these into a set or something that consists of gloves, bracers, and a belt.  The belt would prevent being pinned unless the opponent successfully held you for two (maybe three) consecutive rounds.  The gloves would allow for a constrict attack perhaps.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #395 on: July 08, 2013, 01:36:09 AM »
Accurate attacks, but fewer of them?

When you make a full attack, you can give up one or more of your attacks. You can divide up the total Base Attack Bonus that the lost attacks would have been made at to improve the attacks you still make. For every 1 point of BAB spent, you can gain a +1 bonus on the BAB of one of the attacks you still make, to a maximum of your full normal BAB. For every 2 points of BAB spent, you can gain a +1 bonus on the BAB of one of the attacks you still make, to a maximum of 1.5 times your full normal BAB.

For example, if you have a BAB of +12 (attacks at +12/+7/+2), you could give up your attack at +2 to attack at +13/+7 or at +12/+9, or you could give up your attack at +7 to attack at +15/+3, or you could give up your attacks at +7 and +2 to make a single attack at +16.
« Last Edit: May 18, 2014, 12:47:22 PM by Garryl »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #396 on: July 22, 2013, 07:42:34 PM »
Addition to the multiclass feats like Swift Hunter: You do not do suffer experience penalties for multiclassing with these classes.

Just in case there's someone who is okay with houseruling a bit but for some odd reason thinks the multiclass experience penalties are worthwhile.   :rolleyes

Edit:  Minor Swashbuckler tweak: Change Grace's boost to Ref saves to be a Dodge bonus (a la Haste), and let the Dodge class feature actually count as the Dodge feat for prerequisites.
« Last Edit: July 23, 2013, 01:05:09 AM by Jackinthegreen »

Offline Amechra

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #397 on: July 23, 2013, 04:03:14 PM »
Some sort of conditional movement boost...

Basically, you get a bit of extra movement in each of your move actions that you don't have control over.

For example, a Barbarian feat could, as a "charge into battle" thing, give you an extra 10' of movement while raging that must be used to move towards a given target.

In other words, a Barbarian with a base land speed of 40' would effectively have a 50' land speed while closing with their target, but would effectively only have a 30' move speed while trying to move away from the guy.

Ends up making your movement kinda tear-shaped.

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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #398 on: July 25, 2013, 11:13:07 AM »
Metamagic Reserve feat:

Benefit:  Choose one Metamagic feat and one Reserve feat that you have.  Your Reserve feat now benefits from the Metamagic feat if the spell you use to power the Reserve feat is also modified by the Metamagic feat.

Assessment: It needs to have some exceptions of course (Born of the Three Thunders comes to mind), and I think it's probably best if the Reserve feat uses the spell's unmodified spell level instead of the higher Metamagic level to determine its power.

Offline Jurai

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #399 on: July 29, 2013, 01:38:19 AM »
Elite template, Diablo style.
Note: I'm going to be using the term "level" here a lot. It's not HD, but probably will be based on CR instead, or used in a variant where all the monsters are rebalanced to have HD ~equal to their CRs.

(click to show/hide)

What, no love for the Lightning Enchanted Multiple Shots 30-headed half-Time Dragon Paragon Tarrasque?