Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 308636 times)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #20 on: March 28, 2012, 12:35:58 PM »
Completed: http://minmaxforum.com/index.php?topic=19246

Temple Raider base class (optionally, of Olidammara)
A divine "skillmonkey" class (by which I mean has decent skills supplemented or exceeded by the spells it also has access to). Many common skillmonkey things will just get replaced by the appropriate spell. Think divine Beguiler, but with Divination and Abjuration rather than Illusion and Enchantment.

(click to show/hide)

Note to self: As cute as it is to do "everything" by spells, it's not quite practical for an actual class. If I ever get around to making this class properly, some things can be spells, but it'll be more along the lines of class features with the names of spells that do what normal class features would do (for instance, instead of Sneak Attack (Ex), give Hunter's Eye (Su)). I'm going to be trying more for the feel of existing spells being worked into class features, rather than shoving them in directly.

BAB: +3/4
Saves: Poor fort, good Ref, good Will


Class skills (6 + Int modifier per level): ...

Weapon and Armor Proficiencies: As a temple raider, you are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. You are proficient with light armor, but not with shields.

Dispel Wards (Sp): As a standard action, you can produce a dispelling effect to disable magical traps and wards. You can use Dispel Wards as a targeted or an area effect.

As a targeted effect, Dispel Wards targets a single object. You make a dispel check (1d20 + your caster level) against each abjuration spell upon the object (DC 11 + the spell's caster level). Each success dispels that spell, as per dispel magic. If the object is a magical trap, you also make a dispel check against the trap itself (DC 11 + the trap's caster level), with a success disabling it for 1 minute. If you succeed by 5 or more against the magical trap, you can instead choose to disable it permanently. This only disables the magical components of the trap. A trap that combines both magical and mundane components (for example, a trap that launches both a volley of darts and a fireball) must still have its mundane components be disabled manually using the Disable Device skill.

Alternatively, you can use Dispel Wards as an area effect to dispel a 5-foot cube. This allows you to make a dispel check (as described above) to dispel any abjurations whose areas include that space (even if they emanate from elsewhere).

Unlike dispel magic, you do not automatically dispel your own spells with Dispel Wards.

Dispel Wards has a range of 5 feet. This is the equivalent of a 0-level spell.

Find Traps (Su): You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue with Trapfinding can. Note that unlike Trapfinding, this ability grants no ability to disable the magical traps that you may find (but see Dispel Wards, above).

Spells: As a temple raider, you cast divine spells, which are drawn from the temple raider spell list. However, your alignment may restrict you from casting certain spells opposed to your moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. As a temple raider, you cast your spells spontaneously, like a bard or a sorcerer, and need not choose and prepare your spells in advance.

To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + the your Wisdom modifier. You automatically know all spells on your temple raider spell list.

Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Wisdom score.

As a temple raider, you meditate or pray for your spells like a cleric. Unlike a wizard or a cleric, you need not prepare your spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. You do not have to decide ahead of time which spells you’ll cast.

Chaotic, Evil, Good, and Lawful Spells: As a temple raider, you can’t cast spells of an alignment opposed to your own or your deity’s (if you have one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Hunter's Eye (Su): Beginning at 2nd level, you gain insight into the weaknesses and vulnerabilities of your enemies' defenses. This functions as the rogue's Sneak Attack ability. The extra damage is 1d6 at 2nd level, plus an additional 1d6 every 3 levels thereafter.

Protection From Traps (Su): Starting at 3rd level, you are warded against traps. You gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. These bonuses increase by +1 every 3 levels thereafter. Both these bonuses apply against attacks made or effects created by traps or creatures summoned by traps.

Creatures summoned by traps are also prevented from making bodily contact with you. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching you. The protection against contact by summoned creatures ends if you creature make an attack against or try to force yourself against the blocked creature. A creature with spell resistance can make a special spell resistance check (1d20 + the creature's spell resistance, DC 21 + your class level) each time it comes up against this warding to be able to bypass it and touch you.

Evasion (Ex): At 4th level and higher, you receive flashes of insight that allow you to avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of Evasion while helpless.

... More class features for higher levels.

Temple Raider Spell List
(click to show/hide)

« Last Edit: May 06, 2020, 08:03:10 PM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #21 on: April 08, 2012, 01:15:45 AM »
Screw it. Everyone else is making a Samurai rewrite, why shouldn't I?

Common themes of the various incarnations of the class seem to be
- Honor
- TWF w/ daisho (katana + wakazishi)
- Fear effects

So, what can we do with that?
Well, honor is as good as any excuse to give a supernatural power source of sorts that you basically need at higher levels. Not that you can't do a non-supernatural thing, it's just generally harder to justify, and I'm tired so I'll take the easy way out, thank you very much. Let's give the Samurai a number of internalized spells (some combination of SLAs and permanent effects, or just regular spells and something akin to Battle Blessing) from the Law domain, plus up to two others based on the Samurai's particular ideal of honor. Naturally, there will be variants that use different alignments. While we're at it, let's give some Exalted feats as bonus feats, except you treat them as non-Exalted feats because you might not be good and Exalted feats suck (also, use these instead because they don't suck and might actually be worth the hassle). Then get some extra things to tie in with the fear effects, especially against dishonorable opponents. Basically, if the Paladin is a paragon of good, and the Blackguard is the same for evil, Samurai should feel sort of the same for law, maybe with Ronin bringing up Chaos. And it's at this point that I really get why Dman was saying it should be a PrC and not a base class.

So, where were we? Oh, yeah, honor, done. Now fear. Staredown and friends actually make a tolerable basis for a fearmonger. But it needs more. MOAR! Like piercing the oh-so-common immunities. Don't just cause fear, make your enemies cower before you, their executioner, who has judged them unworthy of life or afterlife for the dishonor they have brought upon themselves and their family. Indeed, their dishonor is such that they are unworthy of even dying by your hand. You are totally using Death Urge as a fear-based PLA. Or something.

Last and definitely least, TWF. I don't know why that's even in there. It never made sense to me and never jived with my image of a Samurai. Let's junk it. With a crowbar. I don't care if it's the finest nonlethal military vehicle ever made, I want it junked.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #22 on: April 23, 2012, 10:12:15 AM »
This space reserved for the psionic/ToB dual progression combination that I've never seen done: Crusader/Ardent. With a hint of Divine Mind, in the sense that it's got some auras and White Raven stuff going down. Devoted Spirit and White Raven. Diamond Mind gets enough psionic love already, and I like to be different/am contrarian.

Requires:
- Manifest powers (1st level).
- Any mantle.
- 1st level White Raven stance.
- Diplomacy 8 ranks.

d10 HD, full BaB, good Will, 2+Int skills/level, yadda yadda.

Maneuvers: Devoted Spirit and White Raven.
   Known @ 1, 3, 5, 7, 9
   Readied @ 3, 6, 9
   Stance @ 2, 8

Manifesting: 8/10 progression. Loses at 3rd, 8th.

Psychic Auras: If you have Mantle Auras (not the dinky kind classic Divine Minds get, but my fix), this class's levels stack with your existing class levels to determine their effects. If you don't, you can project them as a (fixed) Divine Mind, but only while in a White Raven stance.
- Alone, this caps you out at a +3 aura bonus at level 10. Not shabby.
- Alternatively, give you a +1 increase to your bonus at levels 5 and 9, with a base of +1 at level 1 if you didn't have auras to begin with. (I'm going with this version.)

Extra mantle at 2/6/10.

Strike of the Vitalized Mind (Su): Starting at 3rd level, whenever you heal an ally other than yourself with a martial strike, you can manifest a power of the strike's level or lower as a swift action, targeting only that ally (and/or other allies healed with the strike, if the power has multiple targets). You can manifest powers regardless of their range in this way.
   At 8th level, you can also use this ability to manifest powers with a target of "you" as though they had a target of "one willing ally" instead.

Aura of Leadership (Su): Starting at 4th level, give up your White Raven Stance, take on a special stance, still in White Raven, yadda yadda.
   Choose a mantle you possess when you take on this stance-like thingy. Allies within the radius of your Psychic Aura gain the granted power of this mantle. While you are psionically focused, so are they for the purpose of the mantle. When you expend your psionic focus for the mantle, they can, once during the next 1 round, act as though expending their psionic focus to use the mantle's granted power.
   At 7th, instead choose 2 mantles for this ability.
   At 10th, instead choose 4 mantles for this ability.

Ideas?
- Some ability to spend PP to boost maneuvers.
- Expend psionic focus to reshuffle maneuvers.







Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7


Special
Psychic Auras
Extra Mantle
Strike of the Vitalized Mind
Aura of Leadership (1 mantle)
Mantle Aura +1
Extra Mantle
Aura of Leadership (2 mantles)
Strike of the Vitalized Mind (personal powers)
Mantle Aura +2
Aura of Leadership (4 mantles), Extra Mantle

Maneuvers
Known
1
0
1
0
1
0
1
0
1
0

Maneuvers
Readied
0
0
1
0
0
1
0
0
1
0

Stances
Known
0
1
0
0
0
0
0
1
0
0


Manifesting
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class

Almost done. Just needs a little something else at level 7 or 9, I think. All of the high level class features are currently just upgrades of the lower level ones.
« Last Edit: May 09, 2012, 08:10:04 PM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #23 on: April 26, 2012, 10:58:43 AM »
Just so I don't forget about it.

I'm thinking about a psionic Dodger PrC. More Warmind/Psionic Fist style than a dual progression class. Call it the "Fleeting Thought". 4th-5th level powers, Mind-slip (somewhere between Invisibility and Mass Cloud Mind), maybe Int to AC or something. You could probably do it such that Dodger isn't absolutely required for it, but just by far the easiest entry.

- 8 ranks Acrobatics
- 3D Combat
- Moment's Notice

3/4 BaB, good Ref/Will, 6+Int skill points

Manifesting: As Psionic Fist, Int-based.

- Mind-slip: Some sort of invisibility/cloud mind effect as a swift action, later as an immediate action, usable a few times per day.
- AC Bonus: Int to AC in light armor or unarmored.
- Fade Into Memory: Hide in plain sight against creatures that do not know you.
- Some sort of Modify Memory effect, usable in combat (say, to make people forget they know you?), possibly triggering on sneak attacks.
- Some Death Attack-like ability usable against targets that do not know you.
« Last Edit: May 09, 2012, 08:15:06 PM by Garryl »

Offline sirpercival

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I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #25 on: April 26, 2012, 11:09:37 AM »
This space reserved for the psionic/ToB dual progression combination that I've never seen done: Crusader/Ardent.
I've built and played a few multiclassed ardent/crusaders, and love how the two classes synergize. Definitely interested in what you work out with this, but I don't really have much input at the moment... too busy with work. If anything comes to mind, I'll come back.  :tongue
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #26 on: April 26, 2012, 11:15:39 AM »
http://www.minmaxboards.com/index.php?topic=4799.0

I have a different plan. Now, nothing may come of it, but I'll see how it goes. Not so much Swiftblade as Shadowdancer/Assassin.

This space reserved for the psionic/ToB dual progression combination that I've never seen done: Crusader/Ardent.
I've built and played a few multiclassed ardent/crusaders, and love how the two classes synergize. Definitely interested in what you work out with this, but I don't really have much input at the moment... too busy with work. If anything comes to mind, I'll come back.  :tongue

I need about 2 more class features before it's ready (+/- a little filler for the remaining not-quite-dead levels). So hopefully soon. I'll split it off into its own thread when (if?) I finish it. Thanks for your support.
« Last Edit: April 26, 2012, 10:09:36 PM by Garryl »

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #27 on: April 26, 2012, 11:25:16 AM »
One thing I've always found lacking with Ardent is that some powers just don't exist on any mantle, and some mantles have so few powers. So maybe the ability to add/subtract powers to a mantle? I know this already exists in various forms, though...

Maybe just a bonus Expanded Knowledge feat every few levels? Really, the ones I wanted were Expansion and Share Pain, which I added to the Physical Power and Guardian Mantles, with DM's permission, when I played an ardent/crusader multiclass. I was very much going for a "bodyguard" theme, and this combo works quite well for that.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #28 on: April 26, 2012, 09:51:42 PM »
Gambler


Game Theory (Ex): Add your Int modifier to all Profession (gambler) checks.

Cheat Fate (Su): Can use Profession (gambler) checks in place of d20 rolls. Initially, just saves, but higher levels allow it for skill checks, attack rolls, and more.
   Each time its used, it imposes an increasing penalty on future uses in the day for the same thing. The House (fate) starts to catch on if you cheat the same way, but the more you win, the higher the stakes.

Idea 1: Cumulative -(1d6-2) modifier (so from -4 to +1, average -1.5).
Idea 2: Scaling table. (DOESN'T WORK: Too much effort, doesn't scale fast enough.)

Modifier   Max Penalty   Max Bonus
-(1d4-1)   -3         +0
-(1d6-2)   -4         +1
-(1d8-2)   -6         +1
-(1d10-3)   -7         +2
-(2d6-4)   -8         +2
-(2d8-5)   -11         +3
-(1d20-5)   -15         +4


Ante (Su): The real meat of the class. Bet one metaphysical concept against that of another. Make an opposed check based on what you're betting. Winner wins, loser suffers a loss of some kind. Betting an Ante is an immediate action.

Time: Make an opposed initiative check. Winner gains an extra standard action on his turn. Loser is staggered for 1 round.

Awareness: Make an opposed Spot check. Winner gains see invisibility for 1 round. Loser is blind and deaf for 1 round.

Might: Make an opposed grapple check. Winner gains +4 Strength, Dexterity, and Constitution for 1 minute. Loser suffers a -4 penalty to same for 1 minute.

Thought: Make an opposed Will save. Winner gains immunity to mind-affecting effects for 1 round. Loser is confused for 1 round.

Magic: Make an opposed caster level check. Winner gains


... and so on.

Double or Nothing (Ex): Modify a successful Ante. Make the check again. if the winner won again, the effects increase. If the loser won, the Ante is negated.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #29 on: April 26, 2012, 10:29:12 PM »
So, I found these in my notes from almost a year ago about making a Chrono Trigger d20 system/subsystem/whatever. I don't have any plans to finish it, but if anyone wants to run with the idea, go right ahead. The basic idea of the mechanics is ToB meets psionics. Point-based resource system split between a daily pool and a per-encounter pool. More caster-y classes have a larger daily pool but a smaller encounter pool, and vice-versa. Uses initiator level to determine the maximum TP you can spend on an tech (similar to manifester level capping the PP you can spend on a power). Since it's an initiator level, it stacks with half your other class levels, and you have easier access to ToB maneuvers and whatnot.

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Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #30 on: April 30, 2012, 12:57:41 PM »
For the ardent/crusader PrC: how about a mechanism for them to reshuffle their granted maneuvers? So if they're not happy with them, then can basically "reroll" to try and get a better set. Maybe require them to expend their focus, but otherwise not put a cap on how often they can do it?
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #31 on: May 07, 2012, 05:05:36 PM »
Okay, so I was thinking about the various minor resource systems various classes have (spell slots, inspiration, essentia, grit, etc.) and how a lot of classes that actually use them tend to make their own. That's perfectly cool by me. With your own distinct resource, you get the whole resource system thing that can be fun to play with, but without stepping on any other classes' toes or risking being influenced by an unexpected effect that modifies an existing resource. Like, if I were to make a new class that used Ki and had a way to regenerate it, it would dramatically modify the existing paradigm of the CA Ninja just by existing. So having your own thing can be a good thing. Unfortunately, having all of these different pools of power means they don't always mix as well as they could have. Take, for example, the PFMonk's Ki and PF Gunslinger's Grit. Functionally, they're pretty similar, are granted on the same scale, and are even based on the same stat. Sure, Grit is easier to get back right out of the box, but there are enough Monk archetypes out there that can regenerate Ki if you want it, it's not a big difference any more.

There isn't any really point to this. I'm just thinking out loud. Also, I think I want to make a Gunslinger/Incarnum PrC (using 3.5 rules because I'm too lazy to learn the system differences, natch).

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #32 on: May 08, 2012, 12:13:06 PM »
Thief of Concept

Requires Sneak Attack +2d6 and probably other things.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #33 on: May 08, 2012, 04:47:03 PM »
To go with my pipe dream of revamping the core rules of D&D in ways that make the rules clear and precise, yet don't actually change their effects much from the common interpretations:

Change all references to "full-round actions" to "full-turn actions". I mean, it takes up your turn, not a whole round (that's what "1 round" things are for), it just seems like an easy and obvious change.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #34 on: May 09, 2012, 04:59:24 PM »
Bear with me for a sec. This idea is a terrible one for actual play, I think, but I'll suggest it all the same to get it out of my head.

What if everyone had a fixed amount of hit points (possibly scaling with level or something). Hit Dice are used as a form of damage reduction/resistance against every attack. Every time you would take damage, roll your hit dice and reduce the damage by that amount. Makes having big hit dice a significant thing, no?

(Why is it terrible for actual play? Too much rolling, damage and hp need to be rebalanced, and the actual damage taken per attack becomes swingier.)

Edit: Okay, maybe not too terrible if you do it right. I'm still concerned with rolling dozens of dice for every attack at higher levels. There's a reason many people roll damage only once for area attacks, rather than for each subject.
« Last Edit: May 09, 2012, 06:47:52 PM by Garryl »

Offline Tarkisflux

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #35 on: May 09, 2012, 05:48:37 PM »
To go with my pipe dream of revamping the core rules of D&D in ways that make the rules clear and precise, yet don't actually change their effects much from the common interpretations:

Change all references to "full-round actions" to "full-turn actions". I mean, it takes up your turn, not a whole round (that's what "1 round" things are for), it just seems like an easy and obvious change.

I am totally stealing 1-turn actions.

Bear with me for a sec. This idea is a terrible one for actual play, I think, but I'll suggest it all the same to get it out of my head.

What if everyone had a fixed amount of hit points (possibly scaling with level or something). Hit Dice are used as a for of damage reduction/resistance against every attack. Every time you would take damage, roll your hit dice and reduce the damage by that amount. Makes having big hit dice a significant thing, no?

This actually isn't terrible for play if you use static damage sources and then reduce them with this roll. Then you still have an activation roll and a damage roll, you just have them split up so that each side of an attack is always involved in the rolling. Yeah, maybe you have to rebalance damage and hit points at each level, but you could probably get a good fit to current numbers depending on how you scaled up the soak rolls as you leveled.

Offline TravelLog

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #36 on: May 09, 2012, 06:22:17 PM »
There isn't any really point to this. I'm just thinking out loud. Also, I think I want to make a Gunslinger/Incarnum PrC (using 3.5 rules because I'm too lazy to learn the system differences, natch).
Drooling. I would love to see that.
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
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Offline Braininthejar

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #37 on: May 09, 2012, 06:23:32 PM »
An Arcane archer with spell progression of his own (somewhat like assassin) and no casting requirements on entry, so that it can be used to upgrade archer characters rather than downgrade caster chars.

(someone has probably already done that?)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #38 on: May 09, 2012, 06:26:57 PM »
An Arcane archer with spell progression of his own (somewhat like assassin) and no casting requirements on entry, so that it can be used to upgrade archer characters rather than downgrade caster chars.

(someone has probably already done that?)

I did that.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #39 on: May 09, 2012, 08:47:33 PM »
Completed: http://www.minmaxboards.com/index.php?topic=14170.0

Enigma Prestige Class
A Gunslinger/Incarnate PrC.
It's a secret to everybody: The Enigma, a Gunslinger/Incarnate PrC. WIP.

   Alignment: Any but true neutral.
   Skills (3.5): Knowledge (the planes) 4 ranks, Spot 8 ranks, Tumble 2 ranks.
   Skills (PF): Acrobatics 1 rank, Knowledge (the planes) 2 ranks, Perception 5 ranks.
   Feat: Soul of Fortune (new feat, see below).
   Meldshaping: Must be able to bind a soulmeld to a chakra, must be able to shape at least 3 soulmelds.
   Special: Must be able to use a deed, must have a pool of grit.

d8 HD, full BaB, good Will/Ref.
Skills: 4+Int

(click to show/hide)

New Feats:
(click to show/hide)

- Deep Midnight at High Noon. Not a clue what it does, but I need to have it. Probably a feat?
- Not quite happy with the heart bind for Spirit of the Gun. But since I've already forgotten my objections, it must be okay. I should still do another pass over the various chakra bind effects while I'm cleaning up the wording.
- Need to properly write out the Spirit of the Gun abilities.
- Table and class skills.
- Some soulmelds to go with the finished product
(click to show/hide)

Some WIP abilities and unused or older versions of existing abilities:
(click to show/hide)
« Last Edit: July 17, 2014, 01:50:53 AM by Garryl »