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31
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on April 02, 2024, 10:18:02 PM »
Increase your wealth check by +12 and go shopping!
32
Uncle Kittie's Unnecessary Revisions / Re: 5E Druid and Ranger Paths
« Last post by bhu on April 02, 2024, 07:00:25 PM »
CIRCLE OF THE FROGNADO
There are surprisingly scant Druids who join the Councils outer periphery.  The one's who do tend to have a chip on their shoulder about people despoiling nature, or who are obsessed with amphibians.  Plus they have to be a wee bit weird.  Circle of the Land Druids want to learn secrets.  Circle of the Moon Druids guard the wilderness.  Your intentions are to become a (comparatively) small, frog infested whirlwind.  Why?  Because you think it will be really nifty, and you ant to see the looks on people's faces.

CIRCLE SPELLS
When you join this circle at 2nd level, you have formed a bond with the Frog Council, a mysterious group dedicated to their own ideal of justice. Your link with these creatures grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Frognado Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.

Druid Level   Spells
2nd           A Frog Speaks in the Darkness*, Ensnaring Strike
3rd           Gust of Wind, Warding Wind
5th           The Frog from Somewhere*, Wind Wall
7th           Storm Sphere, Wall of Frogs*
9th           Control Winds, Frogmorph*

SPEECH OF THE FROG
At 2nd level, you gain the ability to converse with beasts and many elementals.

You learn to speak, read, and write Auran. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

SUMMON THE FROG
At 2nd level, you gain the ability to call forth frog spirits and use them to influence the world around you.

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of a frog. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.  Each creature of your choice in the aura when the spirit appears does an additional +1d4 Poison damage any time it successfully deals damage. 

FROG MAGIC
At 6th Level you can upcast spells from the following list to have improved effects (you must still be high enough level to upcast the spell):

1st: Ensnaring Strike (If upcast to 2nd Level or higher, the target is grappled by a mass of frog tongues, doing 1d3 Frog damage, plus another 1d3 for each slot level above 1st.)
2nd: Gust of Wind (If upcast as a 3rd Level spell, creatures who fail the Saving throw also take 2d4 Frog damage), Warding Wind (If upcast as a 3rd Level spell, all creatures of your choice within the spells area take 1d4 frog damage at the start of each of your turns).
3rd: Wind Wall (If upcast as a 4th Level spell, creatures take an additional 1d8 Frog Damage.)
4th: Storm Sphere (If upcast as a 5th Level or higher spell, it does an additional +1d6 Frog damage for each spell slot above 4th.), Watery Sphere (If upcast as a 5th level or higher spell, creatures restrained by the sphere take 1d6 Frog damage for each spell slot above 4th.)
5th: Control Winds (If upcast as a 6th Level spell, creatures in the area of effect must make a Dexterity Save each round, or take 2d4 Frog damage.)
6th: Investiture of Wind (If upcast as a 7th Level spell, you do an additional +1d10 Frog damage when using your Action to create swirling winds.)
7th: Whirlwind (If upcast as an 8th Level spell, it does an additional +2d6 Frog damage for each slot level above 7th.)

SUMMON THE SCARY FROG
At 10th Level you when you summon the Frog Spirit, it increases  the damage of yourself and creatures of your choice within range, but it does either +2d4 poison or psychic damage, your choice.

THE LEVEL YOU'VE ALL BEEN WAITING FOR
At 14th Level, you can expend two uses of Wild Shape at the same time to transform into a Frognado.

33
You can get around the alignment limitations of Sifkesh by taking a level dip into Infiltrator Inquisitor as it lets you both detect as a chosen alignment every day and allows for casting spells of your deitiy's opposing alignments. I plan on going 1 Infiltrator Inquisitor / 6 Appeaser or Ecclesitheurge & Hidden Priest Cleric / 6 Evangelist / 7 Stargazer.
34
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on March 31, 2024, 09:23:37 PM »
I think she needs to rest for the two days to pay off the ability damage from casting Personal Ward earlier.

Leveling should be complete.

Profession = 1d20+1:
Rolled 1d20+2 : 3 + 2, total 5

Rolled 1d20+2 : 19 + 2, total 21

Rolled 1d20+2 : 18 + 2, total 20
35
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on March 31, 2024, 05:57:11 PM »
yes to all 3 questions.  Are you doing anything else before the meeting in 2 days?
36
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« Last post by bhu on March 30, 2024, 11:19:21 PM »
THE TOUGHEST PERSON IN WASHO COUNTY
x

TOUGH GUY
At 3rd Level you no longer roll for hit points when you gain a new level, and your hit points per level are now 12 + your Constitution Modifier (plus any you gain from Feats or other effects/abilities).  When Raging you have Advantage on Constitution Checks and Constitution Saving Throws.

STEEL JAWED
At 6th Level you can't be Stunned while Raging.

SHRUG IT OFF
At 10th Level, when you are making a Saving Throw to avoid/remove a Condition, or avoid/lower damage, you can choose to make a Constitution Saving Throw instead of the Saving Throw you would normally use.  You may do this a number of times equal to your Proficiency Bonus per Long Rest.

NOT TODAY
At 14th Level when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
37
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on March 30, 2024, 08:10:16 PM »
Ginosaji
                      Medium Outsider (Evil, Shapechanger)
Hit Dice:             6d8+30 (57 hp)
Initiative:           +8
Speed:                40 ft. (8 squares)
Armor Class:          16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +6/+7
Attack:               +1 Spoon +11 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
Full Attack:          +1 Spoon +11/+6 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spoon Collection
Special Qualities:    Darkvision 60 ft., Curse of the Ginosaji, Partial Invulnerability, Immunities, Spiderclimb, Change Shape, Selective Invisibility
Saves:                Fort +10, Ref +9, Will +8
Abilities:            Str 12, Dex 18, Con 20, Int 14, Wis 16, Cha 18
Skills:               Balance +14, Climb +11, Hide +14, Intimidate +14, Jump +11, Knowledge (Arcana) +11, Listen +13, Move Silently +14, Spot  +13, Swim +1
Feats:                Improved Initiative, Two-Weapon Fighting, Weapon Finesse
Environment:          Any
Organization:         Unique?
Challenge Rating:     6
Treasure:             Spoons (see below)
Alignment:            Neutral Evil
Advancement:          7+ HD (Medium)
Level Adjustment:     ---

The Ginosaji is a tall, slender white man with black lips and circles around his eyes, wearing black clothes and a hoodie.  There is a cryptogram known as the Mark of the Ginosaji on his left wrist.  He has an odd walk, carries a collection of spoons, and sports a sneer of perpetual rage.  His blood is black, and he appears to be full of worms.  He doesn't communicate, preferring to just batter his victims with a spoon.  He does not appear to need air, food or water.  He doesn't speak, except when changing shape to disguise himself.  He is a remarkably tenacious (beep), and is apparently a vengeful demon of some sort whose goal is to punish people by murdering them as slowly and inefficiently as possible, to the extent he will even save them from suicide if he has to.

Spoon Collection: The Ginosaji keeps a collection of 16 magical +1 spoons under it's hoodie.  These are weapons that do 1 point of bludgeoning damage, and can be thrown up to 10 feet.  If the Ginosaji successfully hits an opponent, it can choose to add one of the following effects:

Disarm: As a Free Action the Ginosaji can make a Disarm attempt, without provoking an Attack of Opportunity.

Fatigue: The target must make a DC 14 Fortitude Save or become Fatigued (or Exhausted if it's already Fatigued).  The Save DC is Strength based.

Knockdown: As a Free Action the Ginosaji can make a Trip attempt, without provoking an Attack of Opportunity.

Stun: The target must make a DC 14 Fortitude Save, or be Stunned for 1 round.  The Save DC is Strength based.

Sunder: As a Free Action the Ginosaji can make a Sunder attempt, without provoking an Attack of Opportunity.

Curse of the Ginosaji (Su): The Ginosaji always knows the location of it's intended current target, so long as they are on the same plane of existence.  It cannot choose a new victim until it has killed the old one.

Partial Invulnerability: The Ginosaji is immune to non-magical weapon damage, and has DR 10/- against magical weapons.  If the Ginosaji loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Immunities: The Ginosaji has immunity to poison, sleep effects, paralysis, petrification, polymorph, stunning, disease, and death effects.  He is not subject to critical hits, nonlethal damage, ability drain, or energy drain. He is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.  He is immune to cold, fire and negative energy damage.

Spiderclimb (Ex): The Ginosaji can climb sheer surfaces as though with a spider climb spell.

Change Shape (Su): The Ginosaji magically polymorphs into a small or medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment the Ginosaji is wearing or carrying transforms to something appropriate for the new form. If the Ginosaji dies, it reverts to its true form.

Selective Invisibility (Su): The Ginosaji is permanently Invisible to everyone but it's current intended target.

Combat:  The Ginosaji just runs after his victim, relentlessly battering him with a spoon.  He only breaks out the fancy maneuvers when the target tries to fight back, in an attempt to crush it's spirit.   Sadistic to a fault, the Ginosaji will let it's victim escape to attack later, and will not pursue another victim until it kills it's current one.


38
Homebrew and House Rules (D&D) / Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Last post by Garryl on March 30, 2024, 02:39:40 PM »
ToB maneuvers to buff:
- Trying to buff up the maneuvers that are generally considered the weakest of the bunch and either don't have any practical use cases or are just so weak as to be traps to use.
- Not trying to make them as powerful as the strongest maneuvers. Just trying to bring them up to a level where they feel like they should be okay to use.
- Not trying to buff up maneuvers that are great for certain builds but poor for others. We're not trying for mass appeal.
- Not trying to buff up maneuvers that are highly situational, but very good in their situation. Depending on how specific the situation is, I might try to expand the range of situations a maneuver is useful in, but I'll try not to increase its power in situations it's already good in.


Desert Wind
1
- Blistering Flourish: Initiating this maneuver also grants you concealment for 1 round as lingering sparks and embers dance around you. You can't use this concealment to hide.
- Wind Stride: Also removes the -5 penalty on Tumble checks to move at full speed.
2
- Fire Riposte: Base damage reduced to 3d6. Add +1 damage per initiator level.
- Hatchling's Flame: Add +1 damage per initiator level.
3
- Fan the Flames: Base damage reduced to 5d6. Add +1 damage per initiator level. Range increased to 60 ft.
- Holocaust Cloak: Instead deals 3 damage + 1/2 IL to attacker. Also renders you and your equipment immune to damage from being set on fire.
4
- Firesnake: Add +1 damage per initiator level.
- Searing Blade: On crit, set target on fire if they're not already, making them take an extra 1d6 fire damage immediately and again every round until they put themself out.
5
- Dragon's Flame: Add +1 damage per initiator level.
- Lingering Inferno: The lingering flames amplify damage taken from fire. The creature takes +2d6 damage from other sources of fire damage, up to a maximum of 100% of the source's original fire damage.
6
- Ring of Fire: Base damage reduced to 10d6. Add +1 damage per initiator level. Your movement does not provoke attacks of opportunity for leaving threatened spaces. If you don't close the area, project a line with a length up to your movement speed in any direction. If that would close the area, the flames still ignite, albeit with reduced intensity, dealing half damage (Reflex negates).
- Fiery Assault: Add +1/2 damage per initiator level.
7
- Inferno Blade: On crit, set target on fire if they're not already, making them take an extra 1d6 fire damage immediately and again every round until they put themself out. If they're already on fire, fan the flames, dealing an extra 1d6 fire damage immediately, increasing the fire damage they take each round by 1d6, and increasing the Reflex DC to put themself out by 1 (up to a maximum of 17 + Wis modifier + any modifiers to this maneuver's save DC if it had one).
- Salamander Charge: Add +1/2 damage per initiator level to the damage for crossing or starting a turn in the wall of fire.
8
- Wyrm's Flame: Add +1 damage per initiator level.
- Rising Phoenix: Can fly at any altitude without ending the stance. At more than 10 feet above the ground, maneuverability drops to poor and the fire damage doesn't trigger from a full attack.
9
- Inferno Blast: Base damage reduced to 90. Add +1 damage per initiator level. Creatures that fail their Reflex saves must also make a Fortitude save or be knocked prone due to the concussive force of the blast wave. Save DC is 19 + Wis modifier (previously unlisted). The nature of this maneuver is to release a hellish blast of wild, uncontrolled flames, but you can exert some influence on it; if you wish, you may choose a cone in which the burst does not apply.
Rationale
- The community agrees that most Desert Wind maneuvers are subpar. A lot of them are pure blasting with no scaling, which is already a poor strategy. The theme of relying purely on fire damage, the most resisted damage type, makes them inflexible and often weaker than they look. I can't do anything about the fire lock without sweeping changes, but scaling up the damage to match what blasters can pull off when the maneuvers are first accessible and tapering off more slowly should help a bit.
- Blistering Flourish does basically nothing. It's a Bane spell, but with point blank range a worse save type, and no penalty on saves vs. fear. Even if it works, it only has a 1/20 chance of making a given attack miss. It probably still needs a buff, but at least the round of concealment gives a little more viable momentary defense and makes it less bad.
- Wind Stride is at the edge of fine, but poor, depending on who you ask.
- Hatchling's Flame compares poorly to Burning Hands, itself a poor blasting spell. It's behind by 0.5 damage at the level you get it and falls further behind as you go.
- Fan the Flames is actually okay, but it's mostly just outdone by Shadow Garrote in Shadow Hand, which trades 1d6 damage for double range, a minor debuff, and an unresistible damage type.
- Searing Blade and Inferno Blade aren't bad, they just don't add enough over the 1st-level Burning Blade to ever be worth trading up for.
- Lingering Inferno SUCKS. It adds 8d6 damage at best which is barely par for a pure damage 5th-level strike. You have to wait 3 rounds to get that damage, and any amount of fire resistance just neuters it due to being split over 4 instances. Hopefully, making it a debuff that amplifies other fire damage works.
- Dragon's Flame tries to pretend than a CL 6 Fireball's damage is relevant at level 9. At least it's a CL 9's worth of damage at level 9 now.
- Fiery Assault is 1d6 extra damage. Punishing Stance has been doing that since level 1, albeit with a -2 AC penalty, but also in a form that doesn't stack up against an entirely new defense (fire resistance). Burning Blade added 1d6 fire damage since level 1, and also added your IL, all at the cost of being a boost; by level 11 when you can get Fiery Assault, it's adding 1d6+11, more than four times what Fiery Assault gives. With these numbers, it's now a permanent half-strength Searing Blade, which doesn't seem too out of line for a stance.
- Ring of Fire does decent damage, it's just implausible to use. A base 30-foot movement speed covers an area barely larger than a 15-foot diameter, so this is really a single-target attack masquerading as an AoE. It's even smaller if you're moving at a lower speed (hitting a single 5-foot square requires at least 30 feet of movement), or have to take a strange path to move around creatures or obstacles. Also, any creature standing by a wall is basically not a viable target unless you can hit the DC 25 Tumble check reliably (not unreasonable at this level, but still worth mentioning as a further inconvenience). The extra bit of extended path lets you increase the area a bit, and gives you a better failure state if your movement is interrupted or blocked. Avoiding AoEs is vital to not taking more damage yourself than you deal to your enemies, and I don't know how the writers didn't think to put that in originally.
- Salamander Charge: Honestly, this one's pretty okay and I mostly felt the need to add more damage just because I was doing it for everything else. The fire wall has similar limitations to Lingering Inferno's damage, but the damage is in larger chunks and cover an area instead of a single target.
- Wyrm's Flame brings it up to just about the 1d6/level benchmark when you get it. It's still underperforming, but I can't be arsed to tweak the numbers even more.
- Rising Phoenix gives you flight but only where you don't need it. You're at least 15th level. Just take the damn flight!
- Inferno Blast does really good damage. That's all it does. It also has an annoying tendency of friendly fire. It didn't need the damage scaling buff, but everything else got it so why not.

Devoted Spirit
1
2
3
4
5
6
- Aura of Tyranny: You can also deal this damage to unwilling creatures that you dealt damage to with a melee attack within the last round. If you deal damage to at least 2 willing allies, you get a +2 bonus on attack rolls and saving throws for 1 round. If you deal damage to at least 2 unwilling creatures, you get a +2 bonus on weapon damage rolls and to AC for 1 round.
7
- Castigating Strike
8
9
Rationale
- Devoted Spirit is pretty good, overall. Very few maneuvers are off curve.
- Aura of Tyranny just doesn't do much unless you're cheesing a million summons for tons of free healing or something.

Diamond Mind
1
- Stance of Clarity
2
3
4
5
6
7
8
9
Rationale
- Diamond Mind is pretty good, overall.

Iron Heart
1
2
3
4
5
6
- Manticore Parry: You can also choose to deflect the attack harmlessly instead of into another creature.
7
- Scything Blade: Dropped to a level 6 maneuver. Initiate after you hit with a melee attack to make another melee attack at the same attack bonus against a different creature you threaten. (This lets you trigger it off of more than just your first attack in the round, and doesn't force you to commit expending the maneuver preemptively before you even know if the normal attack will hit to trigger the extra one.)
8
- Supreme Blade Parry
9
Rationale
- Iron Heart is pretty good, overall.
- Scything Blade is a strictly worse Dancing Mongoose, but Dancing Mongoose is very good so just closing the gap might be okay.

Setting Sun
1
2
- Clever Positioning: Neither you nor the target provoke attacks of opportunity for this movement.
3
- Giant Killing Style: (Errata) Remove that nonsensical final sentence about it applying to all attacks for the rest of the turn. I think that's an editing fail from it possibly having been a boost instead of a stance in an earlier draft.
4
5
- Stalking Shadow: Dropped to a level 4 maneuver. Initiation action is 1 free action instead of 1 immediate action.
- Shifting Defense: (Errata) As per the table's description and the first non-italicized paragraph's flavor-like text, this only triggers on missed attacks, not all attacks.
6
- Scorpion Parry: You can also choose to deflect the attack harmlessly instead of into another creature.
7
- Hydra Slaying Strike: Add +4d6 damage. Effect changed to match what I think the designers were trying to accomplish, and so that it actually works against its namesake: The creature cannot make more than one attack during its next turn.
8
- Ghostly Defense: Also triggers when you make an attack miss due to a counter.
9
Rationale
- Setting Sun is a little weak and many of its maneuvers really want to be used by a dedicated tripper, but for the most part it's perfectly serviceable. Most of the changes listed here are just adjusting inconsistencies in the text and quirks of operation that feel unintended. Strictly speaking, those should be in a separate document.
- Stalking Shadow is strictly worse than Mirrored Pursuit in the same discipline at the same level. Since it only gives you a 5-foot step, maybe being a free action counter might be alright.
- Hydra Slaying Strike just doesn't do anything against most opponents. It's okay against random beatstick monsters, but even then you're just trading your attacks beyond the first (or other more useful maneuver effects) for their attacks beyond the first. Any spellcaster or martial adept doesn't care at all. White Raven Hammer is only one level higher and offers a stronger no save disable, and has bonus damage to boot.
- Ghostly Defense is just too narrow. The effect is good, but there are a whopping two maneuvers that let you get concealment or otherwise force miss chances on your own, and they're both in Shadow Hand. Child of Shadow would be a third, but it's a stance and so is mutually exclusive with this. Setting Sun, however, is the counter discipline, so why not lean into that?

Shadow Hand
1
2
3
- Shadow Garrote: Base damage reduced to 4d6. Add +1 damage per initiator level.
4
5
- Step of the Dancing Moth
6
- Ghost Blade: In addition to rendering the target flat-footed (as normal), roll two attacks and choose one (as Shadow Blade Technique). Taking the lower roll adds an extra 5d6 cold damage.
- Shadow Noose: Base damage reduced to 6d6. Add +1 damage per initiator level. Does not require target to be flat-footed, but if it isn't, a failed save renders it flat-footed until its next turn (as Shadow Garrote) instead of stunned for 1 round.
7
- Death in the Dark: In addition to functioning against a flat-footed opponent, also functions if the foe is denied Dex to AC and you have concealment from it.
8
9
Rationale
- Shadow Garrote is fine. Just giving it the same scaling I did for Fan the Flames in Desert Wind.
- Shadow Noose should be Shadow Garrote's older brother, but requiring a flat-footed foe makes it far more situational. This change makes it into that better, higher-level Shadow Garrote, since it now does the same thing with +2d6 damage against non-flat-footed creatures.
- Ghost Blade just doesn't do enough. Sapphire Nightmare Blade has been doing the same thing with an extra 1d6 damage since level 1, albeit with less reliability. The fluff describes it similarly to Shadow Blade Technique, so now it's Shadow Blade Technique's older brother.
- Death in the Dark is perfectly fine, just a little too narrow.


Stone Dragon
General
- Maneuvers can be initiated if you were in contact with the ground at any point since the beginning of your last turn. (This allows you to, for example, leap up and bat a flying foe down to the ground.)
- Stances that end when you move more than 5 feet are instead suppressed until your next turn (so you don't need to spend the swift action to reenter it). You can still reinitiate them while they're suppressed this way to get them back immediately.
1
- Charging Minotaur: This damage bypasses damage reduction and other defenses as though it was dealt through your unarmed strike (for example, if you wore an amulet of mighty fists +1, it would bypass DR/magic and would potentially be able to damage incorporeal creatures, if you could somehow bull rush them). Movement with this maneuver does not disable your Stone Dragon stances.
- Stonefoot Stance: Stance is suppressed until your next turn if you move more than 5 feet instead of ending (so you don't need to spend the swift action to reenter it).
2
- Stone Vice: Fort save is tagged object. If you hit a creature not on the ground, it must make the Fort save or be knocked to the ground, falling up to 30 feet (no AoO for this movement). If this causes it to land on the ground, it is affected by the speed reduction effect.
3
- Stone Dragon's Fury: Deals bonus damage to all creatures, not just constructs. If it hits a construct or object, it must make a Fortitude save (object, DC 13 + your Str modifier) or have any damage reduction or hardness reduced to half its normal value (rounded down) for 1 round.
- Roots of the Mountain: Stance is suppressed until your next turn if you move more than 5 feet instead of ending (so you don't need to spend the swift action to reenter it). Also causes non-teleportation forced movement to which you are unwilling to move you half the distance.
4
- Boulder Roll: Is a strike instead of a boost. Effect is instead: You move up to your speed. During this movement, you can make any number of overrun attacks, as a free action, once per target. If a target chooses to avoid you, you still make an opposed Strength check to knock it prone as though it had not, and you can continue your movement even if you fail to knock it prone. If a target blocks you, you gain a +4 bonus on your Strength check made to overrun, and if you fail your check, your target can't knock you prone. You simply stop moving in the last legal space you occupied. You do not provoke attacks of opportunity for the movement or the overrun attempts. Movement with this maneuver does not disable your Stone Dragon stances.
- Overwhelming Mountain Strike: Fort save is tagged object. Effect changed to match what I think the designers were trying to accomplish. On a failed save, the creature's normal allotment of actions during its turn is reduced. Instead of being allowed a standard action and a move action, two move actions, or one full-round action, the creature is allowed only a single standard or move action. The creature can otherwise act normally; this does not impact its swift action or free actions, nor does it affect any extra actions it may gain (such as from the quicksilver motion maneuver).
5
- Mountain Avalanche: Replace text with that of Crushing Advance, except with a base damage of 6d6. Movement with this maneuver does not disable your Stone Dragon stances. (I would've just written up the differences, except that the original version is a mess. It contradicts itself about whether you deal damage to any creature whose space you fully occupy (first paragraph) or if covering only part of its space is good enough (second paragraph). It's also even more vulnerable to AoOs than the basic trample monster ability. Not worth the effort when I already have some perfectly valid text to reference.)
- Giant's Stance: Stance is suppressed until your next turn if you move more than 5 feet instead of ending (so you don't need to spend the swift action to reenter it). Instead of increasing your effective weapon size, adds 1d6 damage and lets you add an additional 1/2 your Str bonus to weapon damage rolls that already add your Str bonus.
6
- Crushing Vice: If you hit a creature not on the ground, it must make a Fort save (object, DC 16 + Str) or be knocked to the ground, falling up to 30 feet (no AoO for this movement). If this causes it to land on the ground, it is affected by the speed reduction effect.
- Iron Bones: Add +4d6 damage.
- Irresistible Mountain Strike: Fort save is tagged object. Effect changed to match what I think the designers were trying to accomplish. On a failed save, the creature's normal allotment of actions during its turn is reduced. Instead of being allowed a standard action and a move action, two move actions, or one full-round action, the creature is allowed only a single move action. The creature can otherwise act normally; this does not impact its swift action or free actions, nor does it affect any extra actions it may gain (such as from the quicksilver motion maneuver).
7
- Colossus Strike: Can also target and affect objects. If an obstacle prevents the completion of the target's move, the obstacle takes 6d6 points of damage.
8
- Adamantine Bones: Add +8d6 damage.
- Earthstrike Quake: Duration 5 rounds. The ground continues to shake and rumble, forcing creatures that attempt to move through it to make a Balance check (DC 20 + your Str modifier). Each of the subsequent rounds after you initiate the maneuver, you can trigger an aftershock around the same point, forcing a Reflex save and Concentration check.
- Strength of Stone: Stance is suppressed until your next turn if you move more than 5 feet instead of ending (so you don't need to spend the swift action to reenter it). Also grants immunity to any effect that allows a Fortitude save (unless the effect also works on objects, or is harmless).
9
Rationale
- Oh boy, Stone Dragon. There's a lot of variance here. The Mountain Hammer maneuvers are ToB staples, but so much else is so flawed.
- Being usable only on the ground is thematic, but overly restrictive at higher levels. At least now you can jump up and swat someone out of the sky to bring them down to the ground where you want to fight them.
- Most of the Stone Dragon Stances end if you move more than 5 feet. I'm not going to try for a sweeping change that just edits that out, but at least this way (suppression for 1 round instead of ending), movement and Stone Dragon stances play better with boosts and counters. That said, most of them are on the weak side even without that limitation, although not horrendously so, so most of them got buffs.
- Charging Minotaur got the ability to bypass DR in a limited way, like I wrote into similar maneuvers for my Crushing Juggernaut homebrew discipline. It's less of an intended buff and more of a basic effect that I feel should be there in some manner, and I'm doing the same thing along the way as part of Mountain Avalanche's changes.
- For Stone Vice and Crushing Vice, these changes go hand in hand with the "jump up and swat someone out of the sky" thing I mentioned above.
- Stone Dragon's Fury is just too narrow, and the effect when it is applicable isn't enough.
- Roots of the Mountain is probably fine, but if it's going to protect you from the more "normal" forced movement, why not the special stuff as well?
- Boulder Roll was poorly written from day one. Even assuming the full-round action initiation for a boost is a typo, it just doesn't do much of anything. Overrun has two purposes for which you're spending your standard action: knock a foe prone, and move past the space the foe is occupying. Without preventing the target from avoiding you, which Improved Overrun does but Boulder Roll doesn't, the opponent chooses which of those two is more important to them and thus how to contest you. I would be hesitant to select that original Boulder Roll as even a 1st- or 2nd-level boost. This is basically a complete rework of the maneuver, which I don't want to do much of if I don't have to, but I feel like this trample-style multiple overrun fits the original theme much better.
- For Overwhelming and Irresistible Mountain Strike, I just made them work the way I think the designers intended (removing some of the target's actions, like the staggered or nauseated conditions). Also tagged them for objects so they can affect constructs and undead.
- Mountain Avalanche is a bad version of the trample monster ability, and its damage does not keep up with what is expected at this level. It was like Firesnake, but weaker, and with making you provoke AoOs, and with movement (which could be good, but could also disable your Stone Dragon stances).
- The Bones line of maneuvers provide a reasonable enough defense with their DR/adamantine to deal with the smaller hitters, although they don't scale up quite well enough to deal with big threats. A little extra damage on the higher-level ones lets you keep up that mix of offense and defense at higher levels.
- Giant's Stance's absolute best-case scenario is a +4 average damage bonus with a medium greataxe (going from 1d12 to 3d6). Punishing Stance has been doing +3.5 since level 1, albeit with a -2 AC penalty. Most of the rationale for the need for a buff is similar to what I wrote for Fiery Assault in Desert Wind. The implementation should wind up comparable, if a bit weaker.
- Colossus Strike is one of those maneuvers that feels like it should be good but doesn't quite stand up. The damage to the impactee is basically copying Setting Sun's Comet Throw and Ballista Throw. Also, now you can hit baseballs (and constructs and undead) with it. Batter up!
- Earthstrike Quake is most comparable to a Grease spell with a larger area and a scaled up save DC, but lots of downsides. It has no duration, hitting only once and not even obstructing the area. It's point-blank, not ranged, although honestly that's par for the course for spell-comparable maneuvers just from the basic paradigm. Hitting through walls is cool. Hitting creatures on the ground only it shares with Grease, but it's a limitation that doesn't hold up as well at 15th level as it did at 1st. It probably still needs a buff beyond this, but that would require a more substantial rework to it.
- Strength of Stone is heavy fortification. It's great against crit fishers and sneak attackers, but most monsters only have a 20/x2 crit, which means in terms of average damage taken, it's less effective than +1 AC against them. One can't knock the benefits of smoothing out damage spikes, but at this level things are throwing out multiple attacks and hp pools are large enough to absorb an extra singular hit now and again, so it's not as important as at lower levels. Plus, anyone can get this for 36000 gp and a -1 attack roll penalty by strapping a +1 Heavy Fortification buckler to your arm if you really want crit protection, which seems a bit cheaper than what I'd hope the equivalent value of an 8th-level stance would be.


Tiger Claw
1
2
- Claw at the Moon: If Jump check succeeds and attack hits, target must make a Will save (DC 12 + Str) or flinch, taking a -2 penalty on attack rolls for 1 round.
3
- Flesh Ripper: Add +2d6 damage. A successful save negates the attack roll penalty, but not the AC penalty.
- Wolverine Stance: You do not suffer the normal -4 penalties on attack rolls and to AC while prone or squeezing. When you hit a creature grappling you with a melee attack, you can make a grapple check as a free action to escape the grapple.
4
- Fountain of Blood: Can use after you reduce a living opponent's hp with a melee attack during your turn, regardless of the creature's hp. If it has more than half its hp, you only deal the extra 1d6 damage. If it has half its hp or less, it still deals the 1d6 damage but only the creature struck makes the Will save to avoid being shaken. If it has -1 or fewer hp, the maneuver functions as originally written.
5
6
7
- Prey on the Weak
8
- Wolf Pack Tactics
9
Rationale
- Claw at the Moon is basically Sapphire Nightmare Blade, but with an extra 1d6 damage and better crit confirmation in exchange for 1 higher level and not making foes flat-footed. Also, the Jump skill is harder to get to comfortable levels for hitting DC 20 or so (what lower-level enemies usually have) reliably compared to Concentration; Strength won't be meaningfully higher than Constitution, Jump is hit by your ACP, and it often eats a massive -6 penalty for having 20 ft. speed.
- Flesh Ripper's AC penalty is matched by Leading the Attack, a 1st-level White Raven maneuver with no save.
- Fountain of Blood is useless against single foes, and doesn't really do enough even against larger groups. By the time you start dropping foes, often it's after the party's spellcasters have already thrown down a bunch of disabling effects, so adding one more weak-ish debuff isn't going to add much.

White Raven
1
2
3
- Lion's Roar: Can use after you reduce an opponent's hp, regardless of the creature's hp. If it has more than half its hp, you only grant a +1 damage bonus. If it has half its hp or less, you only grant a +3 damage bonus. If it has -1 or fewer hp, the maneuver functions as originally written.
4
5
6
7
8
9
Rationale
- Lion's Roar is useless against single foes. Now it at least has a lesser effect.
39
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« Last post by bhu on March 29, 2024, 08:51:06 PM »
GHOST PARROT

"Where's yer gold?"

"I ain't talkin'.  (beep) you and your (beep)in' parrot.  What kind of man keeps a berd as a pet?"

"AWK! BILLEH JEAN IS NOT MAH LUVAH!  AWK!"

"Brother, if you only knew."

You're a warlord of some kind.  A pirate captain.  A reclusive nobleman.  Something to that effect.  Whatever the flavor, you also have this weird little pet.  It says random things at random times (usually the worst possible time), and is always skulking somewhere.  People hate it, and they disrespect you for it.  Not when either of you are nearby though.  Your temper is legendary.  You once had a man impaled on a brick for referring to your parrot as 'unmanly'.  But there's a secret people don't know.  That parrot is possessed by the ghost of a dead Pirate Lord.  Named something unlikely, like Axehugger Firebeard.  And as long as he's in your life, he controls you too.  Lord knows, you've tried getting rid of him multiple times.  Exorcists.  Black magic.  Bribes.  Dancing naked in the jungle while swinging a dead pig over your head by the light of the moon.  You've even sued him in the Court of the Afterlife, but he remains a stubborn bastard.  You've no idea what he's up to, but you fear he means you no good.  He tells you things at night.  Sometimes he shows you things.  You once woke up in a pile of bodies, which he assured you that he made in defense of your person.  He left out that you're now a wanted man, but no worries, you found that out quickly enough.

GHOST FAMILIAR
At 3rd Level you gain a freaky little pet that looks...off.  Some might even say Evil.  Mostly it's just dead.  This is effectively a Familiar, with the following changes:

It's Type is Undead.
It can speak in a halting, copycat manner, much like a parrot.
It can, and frequently does, attack, using your Proficiency Bonus plus your Str modifier to hit, with a range of 5 feet, doing (1d6+your PB) necrotic damage on a successful hit.
It only pretends to obey you, and even then only in front of others to carry on the charade that it's your servant instead of the other way round.
It knows what you know.
It cannot be dismissed.
It is immune to the following conditions:  Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
It is immune to the following damage types: Cold, Necrotic, Poison.
If 'killed', it merely disappears, returning 24 hours later.

The Familiar is the spirit of a dead person who has some unfinished business, and it has "adopted" you, figuring you won't mind it occasionally possessing you in exchange for the 'good karma' you'll get for helping it.  Clearly the ghost's perspective of Buddhism is flawed.

GHOST RAGE
At 6th Level, whenever you fall unconscious or become Incapacitated, your Ghost Familiar merges with, and becomes in charge of, your body and tries to viciously murder your way to safety if it's necessary.  This works exactly like the Ghost's Possession ability (see Monster Manual), except that your Familiar DOES have access to your knowledge, class features, and proficiencies (and you can't get temporary immunity to this possession as you get no saving throw).  Effectively you don't sleep, as one of you is always in charge of the body.

GHOSTLY AURA
At 10th Level when you Rage, you take on a terrifying appearance, shimmering with necrotic power.  Any creature within 10 feet of you takes 2 points of necrotic and psychic damage each round it's within the area of effect.  You are also resistant to Cold, Necrotic and Poison damage while Raging, or when your Familiar is in charge of your body.

UNEARTHLY TERROR
At 14th Level, when Raging, you are immune to the following Conditions: Exhaustion, Grappled, Paralyzed, Poisoned, Prone or Restrained.
40
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« Last post by bhu on March 29, 2024, 07:24:46 PM »
THE RAGEICIAN
Some people study magic, some people are born with it.  Some had to sell themselves, or swear an oath to get access to it.  Some play snuggles with beings of fell powers.  You came about magic in a slightly more different manner.  You're just so scary you can intimidate reality into obeying you.  At least, that's everyone's working theory.  I mean, in general, you are a scary person with a reputation.  Especially since you used a dead Mindflayer to put on a puppet show.  Not saying you were wrong, just saying there may have been some unforeseen side effects on your social calendar.  But who needs friends when you can tell the world "He didn't hit me.", and the world agrees.

RAGE MAGIC
At 3rd Level you gain 4 Rage Dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended Rage Dice when you finish a short or long rest. You gain another Rage Die at 6th level and one more at 14th level.  You may use a Rage Die after you see the result of any roll (this does not take an Action).  If you choose to expend a Rage Die, you may roll it and add it to the result of the roll you wish to modify.  This can turn a missed roll into a success, or boost rolls like Initiative or damage rolls that you wish to make higher.  You can only expend one Rage Die per roll.  Editor's Note: Except for rolling for hit points when you go up a Level, this can literally be ANYTHING you have to roll a die for.

IMPROVED RAGE MAGIC
At 6th Level you gain three new uses for your Rage Dice.  The first is a Reaction used when you are successfully attacked.  When you expend the die, roll it and subtract the result from your attackers attack roll.  If this lowers it's roll enough that it would miss, it misses.  The second is a Bonus Action used when you have made a successful attack roll.  That attack is now a Critical hit.  The third is that you can expend a Rage Die as a Bonus Action if your Rage would end because you haven't taken damage or attacked anyone, your Rage continues instead.

TERRIFYING GAZE
At 10th Level you fix your gaze on one creature you can see within 10 feet of you as an Action. The target must succeed on a Wisdom saving throw against this magic or become frightened for 1 minute (Save DC is 8 + your Proficiency Bonus + Strength modifier). The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to your gaze for the next 24 hours.

I REFUSE
At 14th Level you can refuse death if you have at least 3 Rage Dice.  If something occurs that would normally result in your death, you Rage at the Gawds while expending 3 Rage Dice.  They promptly decide they don't want to deal with you, and you wake up fully resurrected with 1 hit point.
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