Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 308741 times)

Offline Amechra

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #220 on: August 24, 2012, 10:11:54 AM »
Slight fighter redo:

Certain feats designated as Fighter feats gain a bonus when taken by a fighter, based on the character's levels in fighter.


Totally out of the blue and might cause some issues, but it might alleviate more than it causes.

Actually, I've seen that fix a couple of times; my favorite iteration scales by the number of Fighter feats you have, with that number set to your Fighter level if that would be higher.

Considering that I wish that all feats worked like that...
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #221 on: August 24, 2012, 05:54:39 PM »
Fighter with Wizard mechanics
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #222 on: August 27, 2012, 12:16:19 PM »
Illusions

1) Illusions fools the senses in some way.
2) Illusions allow a saving throw to disbelieve them if you "interact" with them.
3) Illusions are automatically disbelieved if you experience sensory information that directly contradicts the illusion.

Well, what does this all mean? A headache. Let's try this another way.

   If you are passively aware of an illusion, you don't get a save at all. An illusion covering a side passage, for example, when you're just walking down the hall towards your destination.
   If you actively interact with an illusion, you get a save to disbelieve. Active interaction is defined as anything that normally requires more than a free action. Attacks of Opportunity also count as active interaction, despite taking no action. An attack (hit or miss), a Spot check made as a move action to notice something you missed, casting a spell, etc. all count.
   If you have evidence (not proof) that something is an illusion, you can attempt to disbelieve it (this takes no action), even if you have previously attempted to disbelieve and failed. You gain a +4 bonus on your save. Evidence is any reasonable, but also deniable indicator contradicting the illusion, such as someone you trust telling you it's an illusion, or seeing someone else's sword pass cleanly through an illusionary creature or object without apparent harm or even being slowed. You only get this one extra chance to disbelieve, and it is lost if you choose not to take it. If you are not already aware that something is an illusion, it may be very difficult to generate evidence on your own, as you will subconsciously react to what you think you perceive, pulling your blows or the like. Throwing things tends to work better than feeling or attacking in melee in this regard (which would only generate active interaction), and even then, illusions that are programmed to interact and respond to the environment generally do not provide evidence of their illusory nature.
   If you have undeniable proof that something is an illusion, you are automatically aware that it is an illusion. This is not the same as disbelief. However, should you attempt to disbelieve (which you can do as no action, even if you have previously attempted to disbelieve and failed), you automatically succeed on the save (treat as a natural 20 on the die roll and an additional +10 bonus if the margin of success is important).

You only get one chance to disbelieve a given illusion. Disbelief saves are made in secret by the DM. Like Spot and Search checks, you only know (in theory) if there's anything you've actually disbelieved when you you succeed and the DM tells you.

Awareness that something is an illusion is not the same as disbelief of the illusion. Awareness of an illusion lets you act in many ways as if it isn't an illusion, although you still perceive it as such. Disbelief of an illusion has different effects depending on the illusion in question.

Disbelief
- Figment: You remain vaguely aware of the false sensations caused by the figment, and can identify them, but you otherwise perceive reality as though without the figment. Any visual effects remain as a faint outline that does not impair your vision.
- Glamer: You remain vaguely aware of the apparent changes to the subject's sensory qualities, and can identify what changes appear to be made, but you otherwise perceive the subject as though without the glamer.
- Pattern: You can still see the images, but they do not invade your mind. Images created by the pattern appear translucent, allowing you to see through them without penalty, and any other effects of the pattern are negated.
- Phantasm: All effects of the phantasm are negated. Any visual effects remain as a faint outline that does not impair your vision.
- Shadow: You can identify the creations of shadow illusions as what they are, and suffer reduced effects from the shadow illusions (depending on the effect's percentage reality and the effect in question). Any effects appear as transparent images superimposed on vague, shadowy forms.
« Last Edit: August 27, 2012, 03:11:01 PM by Garryl »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #223 on: August 29, 2012, 04:26:50 AM »
Create a Shifter psionic class with an ability that treats psionic feats as shifters feats like Moonspeaker can get item creation and metamagic feats treated as shifter feats.  Might require Fierce Mind from Dragon 355 as a prereq.

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #224 on: August 29, 2012, 01:26:26 PM »
Slight fighter redo:

Certain feats designated as Fighter feats gain a bonus when taken by a fighter, based on the character's levels in fighter.


Totally out of the blue and might cause some issues, but it might alleviate more than it causes.
Sounds familiar. ;)
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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #225 on: August 29, 2012, 01:38:19 PM »
Yeah, I figured it would have been done.  I know I've read such redos, but at the time I honestly couldn't remember where.   :??? :-\

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #226 on: August 29, 2012, 01:44:15 PM »
Yeah, I figured it would have been done.  I know I've read such redos, but at the time I honestly couldn't remember where.   :??? :-\
You know... I originally had a bunch of feats scaling with fighter level only, but wound up converting most (all?) of them to scale with either character level or BAB, as I thought that was a better mechanic. I'd actually forgotten about changing that, though, as no one in my games actually uses my homebrewed fighter fix (except maybe for a 1 or 2 level dip). :P
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #227 on: August 30, 2012, 12:07:32 PM »
ToB ACFs

... well, that was easy.

Crusader
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Swordsage
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Warblade
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« Last Edit: September 18, 2012, 10:25:29 AM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #228 on: August 31, 2012, 11:15:14 AM »
Stupid movie titles

First Post: The Flame Wars
Double Post: Tagged for Deletion
Third Post: Back on Topic
Preview and Post: The Typo Menace
Quote and Post: The Lost Board Tags
Repost: The Return of Typo

Offline Amechra

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #229 on: September 01, 2012, 05:13:36 PM »
Fighter Fix idea: Basically, make a bunch of abilities that, in effect, duplicate Blast Shapes and Eldritch Essences.

A Fighter can apply them to different actions they take (there could be essences that boost movement, or drinking potions, or 5' steps, or full attacks...), and they can do this at will.

Basically, it's like ToB with build-your-own-maneuvers.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #230 on: September 06, 2012, 11:02:32 AM »
Raptor Grapple [Tactical]
Prerequisites: Balance 4 ranks, Battle Jump or wings, Improved Unarmed Strike or any natural attack
Benefits: Raptor Grapple grants you access to the following options.
   Raptor Grasp: To use this option, you must make an unarmed or natural attack as your first attack at the end of a charge from above an opponent. If the attack hits, you can initiate a grapple as though with the Improved Grab ability for that attack, and you retain your Dexterity modifier to your Armor Class against opponents you aren't grappling as long as you are only grappling the creature you attacked.
   Raptor Hold: Whenever an opponent attempts to escape from a pin or a grapple with you, you can use your ranks in Balance and your Dexterity modifier in place of your Base Attack Bonus and your Strength modifier when determining your grapple modifier. If you do, you gain an additional +4 racial racial bonus on your grapple check if you have wings.
   Raptor Attack: To use this option, you must deal damage with a natural attack or an unarmed strike to an opponent during a grapple on your first turn. On your second turn, you do not take the normal -4 penalty on attack rolls for attacking with a weapon while in a grapple.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #231 on: September 09, 2012, 05:18:38 PM »
Combat Expertise addition:

Any time you use the Combat Expertise feat, you are treated as fighting defensively for all purposes.


The reason for the addition is because that's probably what it was meant to do in the first place but the rules dance around it like the designers couldn't be bothered to make it work that way.

While I'm at it, the Deadly Defense feat needs a bit of a rewrite because -2 to gain +1d6 is alright at low levels, but as weapon damage goes up the accuracy is worth more and eventually it becomes a net loss.

Addition to Spring Attack:

Against your Dodge target you are treated as threatening an additional 5 foot area around you as long as you aren't using a light weapon.  A medium creature not using a reach weapon could attack his dodge target as if he was using one, and if the creature already benefits from a reach weapon then his reach effectively increases 5 feet.

I think that might be enough to actually make it worthwhile.



Dodge chain change:

For each [Dodge] feat you gain an extra +1 to your dodge bonus.  For every 2 [Dodge] feats you can designate an additional enemy to apply your dodge bonus, but you must lower your total dodge bonus to apply this.  For example, a character with Dodge, Mobility, and Spring Attack (all [Dodge] feats with this change) has a +3 dodge bonus against one opponent or a +2 against one opponent and a +1 against another.

Since the Dodge feat is just a +1 against one enemy and that's it, I think that's an appropriate starting point.
« Last Edit: September 09, 2012, 05:35:23 PM by Jackinthegreen »

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #232 on: September 09, 2012, 05:23:24 PM »
Barbarian: The Disipline. Barb ACFs as different maneuvers, with actual raging as stances which you can only enter for a certain length of time.  Or a boost, with a crappy recovery mechanic.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #233 on: September 11, 2012, 11:10:10 AM »
Found this in my PM box, a buried discussion with Sirpercival.

Echotracer Ritual/Psionic PrC (either dual progression or Ritual Mage style)
    A lot of abilities based on sound and time.

    - Echotracing: Track by the sounds of the past. Functions as the Track feat, but uses Listen instead of Survival.
    - Resonance: Build up resonance in targets whenever you deal sonic damage with a power to them. Functions like the similar ability of the Serene Guardian from Shattered Gates of Slaughtergarde (or my Monk from a couple pages back, or Sirp's new and improved Mentalist class). Resonance will be used by some class-specific rituals.
    - Echoes of Reality: Force target to repeat its previous actions (like the Deja Vu power).
    - Muffle Echoes: Remove targets from time temporarily (as Time Hop).
    - Stifle Echoes: Remove targets from time permanently (as Recall Annihilation; see Weaponizing Divination in my homebrew compendium).

    Class ritual list:
    - Time Vortex
    - Zone of Timelessness: Creatures in area are subject to Temporal Stasis.
    - Ritual of Whispers: Become silent.
    - Ritual of Awakened Senses



Echoes of Future Past: look back in time by sound, a la Hindsight.
Minor -- 1 minute.
Least -- 1 hour.
Lesser -- 1 day.
Greater -- 1 week.
Advanced -- 1 month.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #234 on: September 11, 2012, 04:47:36 PM »
House rule for Warlocks (and maybe also DFAs): You gain an extra, floating invocation at 5th level. You can change it to any invocation on your list that you can learn once per day by spending 1 minute. When you do, any existing instances of the invocation are automatically dismissed. This invocation can be a Least invocation only, initially, but can instead become a Lesser invocation at 10th level, Greater at 15th, and Dark at 20th.

Inspired by this.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #235 on: September 17, 2012, 11:33:54 PM »
Energy Tolerance: Whenever you would take damage from a single source that deals an amount of your tolerated damage less than or equal to your tolerance, you instead take no damage of that type. Any source that deals damage greater than your tolerance deals its full damage to you, as normal.
(Or, functions as energy resistance/immunity if it would prevent the whole thing, otherwise does nothing.)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #236 on: September 19, 2012, 10:37:11 PM »
Barbarian Rage (and other Con-reductions):

When your Constitution score drops [at the end of a rage] and you enough lose hit points as a result to reduce you to -1 or fewer hit points, you remain conscious and stable (if you were before). Even if your hit points drop low enough to kill you, you do not die, you merely fall unconscious. If you take damage from any other source afterwards, however, you immediately suffer the full effects of your negative hit point total. Even a single point of damage can cause your death if your hit points are low enough. Healing does not worsen your condition, even if it leaves you at negative hit points, although you cannot regain consciousness by any means until your hit points are high enough for you to be alive under normal conditions (usually -9 or higher).

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #237 on: September 21, 2012, 12:40:01 PM »
Favored Nemesis (Ranger ACF)
Instead of choosing a creature type for your favored enemy, you instead choose a category of character classes. You gain your bonuses against any character with at least one level in a class that matches that category. Creatures with racial abilities that both match a category and count as the ability granted by a class that matches that category also count as favored enemies, but not those with similar abilities. For example, a dragon with spellcasting as a Sorcerer would count as an arcane spellcaster class, but a Reth Dekala would not count as a martial adept class because its racial maneuvers do not function as though used by any martial adept class.

Arcane Spellcaster: Any class that grants the ability to cast arcane spells, including most shadowcasters.
Divine Spellcaster: Any class that grants the ability to cast divine spells.
Manifester: Any class that grants the ability to manifest powers.
Binder: Any class that grants the Soul Binding ability.
Meldshaper: Any class that grants the ability to shape soulmelds.
Invoker: Any class that grants the ability to cast invocations.
Martial Adept: Any class that grants the ability to initiate martial maneuvers.
Skillful: Any class that grants at least 6 + Int skill points per level.
Warrior: Any class that grants full Base Attack Bonus.
« Last Edit: September 21, 2012, 01:38:26 PM by Garryl »

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #238 on: September 21, 2012, 12:45:24 PM »
Favored Nemesis (Ranger ACF)
Instead of choosing a creature type for your favored enemy, you instead choose a category of character classes. You gain your bonuses against any character with at least one level in a class that matches that category. Creatures with racial abilities that both match a category and count as the ability granted by a class that matches that category also count as favored enemies, but not those with similar abilities. For example, a dragon with spellcasting as a Sorcerer would count as an arcane spellcaster class, but a Reth Dekala would not count as a martial adept class because its racial maneuvers do not function as though used by any martial adept class.

Arcane Spellcaster: Any class that grants the ability to cast arcane spells, including most shadowcasters.
Divine Spellcaster: Any class that grants the ability to cast divine spells.
Binder: Any class that grants the Soul Binding ability.
Meldshaper: Any class that grants the ability to shape soulmelds.
Invoker: Any class that grants the ability to cast invocations.
Martial Adept: Any class that grants the ability to initiate martial maneuvers.
Skillful: Any class that grants at least 6 + Int skill points per level.
Warrior: Any class that grants full Base Attack Bonus.
Psionic (any creature with a power point reserve)
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Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #239 on: September 21, 2012, 01:11:36 PM »
What if a creature fits in more than one category?  Multiple boni?  That wouldn't happen with favored enemies...
I am the assassin of productivity

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