1 +0 +2 +0 +2 Major Aura +1, Presence, Skill Focus (Diplomacy) -
2 +1 +3 +0 +3 Aura Shift (2 auras) -
3 +2 +3 +1 +3 Dilate Aura (90 feet) -
4 +3 +4 +1 +4 Major Aura +2 -
5 +3 +4 +1 +4 Extra Aura (Minor) -
6 +4 +5 +2 +5 Dilate Aura (120 feet), Leadership -
7 +5 +5 +2 +5 Aura Shift (immediate) -
8 +6/+1 +6 +2 +6 Major Aura +3 -
9 +6/+1 +6 +3 +6 Dilate Aura (150 feet) -
10 +7/+2 +7 +3 +7 Extra Aura (Major) -
11 +8/+3 +7 +3 +7 -
12 +9/+4 +8 +4 +8 Dilate Aura (180 feet), Major Aura +4 -
13 +9/+4 +8 +4 +8 Aura Shift (3 auras) -
14 +10/+5 +9 +4 +9 Contingent Command -
15 +11/+6/+1 +9 +5 +9 Dilate Aura (210 feet) -
16 +12/+7/+2 +10 +5 +10 Major Aura +5 -
17 +12/+7/+2 +10 +5 +10 -
18 +13/+8/+3 +11 +6 +11 Dilate Aura (240 feet) -
19 +14/+9/+4 +11 +6 +11 -
20 +15/+10/+5 +12 +6 +12 Aura Mastery, Aura Shift (all auras), Major Aura +6 -
Minor Major
Shouts Auras Auras
Level Known Known Known
1 1 2 2
2 2 3 3
3 2 4 3
4 3 4 3
5 3 5 4
6 4 5 4
7 4 6 4
8 5 6 4
9 5 7 5
10 6 7 5
11 6 8 5
12 7 8 5
13 7 9 5
14 8 9 6
15 8 10 6
16 9 10 6
17 9 11 6
18 10 11 6
19 10 12 6
20 11 12 7
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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
http://www.minmaxboards.com/index.php?topic=4799.0
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
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.
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?
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.
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?)
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 (http://www.minmaxboards.com/index.php?topic=1716).
The Enigma, a Gunslinger/Incarnate PrC. WIP.
Requires:
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
Class Feature: Grit
Class Feature: Deeds
Class Feature: Nimble +1
Meldshaping: Ability to bind a soulmeld to a chakra
Meldshaping: Ability to shape at least 3 soulmelds
d8 HD, full BaB, good Will/Ref.(click to show/hide)
New Feats:(click to show/hide)
- Needs more deeds. I want to have about 5-8 to give out over the 10 class levels. Say, 1-2 each at levels 1, 4, 7, 10.
- Still need to fill out some of the firearm chakra binds.
- Wandering Soul needs to be finalized.
- Existing class features and deeds need levels assigned.
- Deep Midnight at High Noon. Not a clue what it does, but I have to have it. Probably a feat?
Terminology:
Cyan
Cerulean
Midnight
Indigo
Sapphire
Point-based, encounter/at will spellcaster. Psion meets Warlock meets spirit Shaman, I guess.
- Mage spells are arcane spells.
- A Mage has a pool of MP used to cast her spells, the size of which is based on her class level and her Intelligence modifier. A Mage regenerates a certain amount of MP each round based on her class level and Intelligence modifier. This regeneration can not grant a Mage more than her maximum MP at any one time. A Mage with MP in excess of her maximum loses half of the excess (rounded up) each round at the beginning of her turn.
- Casting a spell costs a certain amount of MP based on the level of the spell slot the spell would occupy after all modifiers (such as metamagic) have been considered.
- Casting a spell with a duration other than instantaneous impedes the Mage's ability to cast further spells. Her maximum MP is reduced by the spell's cost for as long as the spell remains in effect.
- All Mage spells are dismissible.
- Mages cast spells from the Sor/Wiz spell list.
- A Mage can have a limited number of spells retrieved at once, based on her class level. She can cast any of her retrieved spells spontaneously and at will as long as she can pay the MP cost. Retrieved spells must be retrieved in the form that they could be prepared (which mostly means with metamagic already applied). A Mage can change her retrieved spells with 15 minutes of study or meditation. A Mage can only select her retrieved spells from among the spells she knows.
- A Mage has a spellbook and learns spells as a Wizard. The highest level spell she can learn, retrieve, and cast as a Mage is based on her class level and her Intelligence score.
- Starting at 4th level, a Mage can dismiss her Mage spells as an immediate action. At 9th level, this improves to a free action (even if it is not her turn).
- Power Burn: At 6th level, a Mage can voluntarily take 1d6 points of damage as a free action to gain 1 MP, which can exceed her normal maximum MP. This ability can be used at will, even multiple times per turn. The damage caused by Power Burn cannot be shared, reduced, or prevented in any way, and ignores regeneration and temporary hit points.
A series of special features for Sigil factions
(something alonge the lines : a free feat but with drawbacks)
for each faction - there were whole prestige classes for them but all turned out rather underwhelming
Should be affiliations instead.
QuoteShould be affiliations instead.
From what I remember, some factions gave actual supernatural abilities in 2nd edition. ( Like the Dustmen being so "separated from life" that they were ignored by undead. )
Minimum Radius | Caster Level | Save DC |
Less than 5 ft. | +0 | +0 |
5 ft. | +1 | +0 |
10 ft. | +2 | +1 |
20 ft. | +4 | +2 |
40 ft. | +7 | +3 |
100 ft. or more | +10 | +4 |
Tomb of Battle: The Book of Dead WarriorsThis sounds hilarious and fun. I want to subscribe to your newsletter.
An undeath-focused set of martial adept things. ToB meets Libris Mortis meets a common typo.(click to show/hide)
Tomb of Battle: The Book of Dead WarriorsThis sounds hilarious and fun. I want to subscribe to your newsletter.
An undeath-focused set of martial adept things. ToB meets Libris Mortis meets a common typo.(click to show/hide)
Skirmish is supposed to be you hitting them with extra force due to your momentum, or something along those lines.Then why is it precision-based damage? It should be like Power Attack, a flat additive, and not precision-based. So it would be multiplied in crits, etc.
Skirmish is supposed to be you hitting them with extra force due to your momentum, or something along those lines.Then why is it precision-based damage? It should be like Power Attack, a flat additive, and not precision-based. So it would be multiplied in crits, etc.
Brutal Throw addition:AMEN!
In addition to using his Strength modifier for attack rolls with thrown weapons, a character with this feat may also use his Strength modifier for attack rolls when using a sling.
Rapid Reload addition:
A character with this feat may also use a free action to reload a sling, allowing him to make a full attack with it.
Crippling Overspecialization [Fighter]
Prerequisites: Fighter level 20th, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Weapon Supremacy, Improved Critical, Power Critical, and one of Melee or Ranged Weapon Mastery, all applying to your chosen weapon.
Benefit: Whenever you deal damage with your chosen weapon, the subject of your attack also takes 2 points of Strength damage and must make a Fortitude save (DC 10 + 1/2 damage dealt) or be dazed for one round.
Special: A Fighter can select this feat as a Fighter bonus feat (and kinda has to to take it before epic).
Druid+Warlock PrC, fluffed as Fey-based of course. It should probably have alignments loosened for the druid to allow for all chaotic to fit the theme. Wild Warlock has a nice ring to it, and now I have an image in my head of various animals shooting Eldritch Blasts out of their mouths.I'd love to see this combined with this idea:
I should homebrew a Warlock prc that channels EB through natural attacks. Could pair with lots of different classes (totemist, druid, polymorphing gish).
Don't you mean "Warlocks Gone Wild"?
That's a really awesome idea. Do they get any bonuses to casting illusion spells? What happens if they're hit by an Illusion Purge?
Garryl, have you considered making a different thread called "1001 Fleshed Out Ideas?" You would take what you think are the best ideas from this thread that could not stand on their own, and consolidate them into a collection of complete, game-compatible homebrew. A lot of the ideas in this are great, but can't be fit into campaigns yet because they're not fully developed.
Garryl, have you considered making a different thread called "1001 Fleshed Out Ideas?" You would take what you think are the best ideas from this thread that could not stand on their own, and consolidate them into a collection of complete, game-compatible homebrew. A lot of the ideas in this are great, but can't be fit into campaigns yet because they're not fully developed.
Or get a sub-board of the same name to have a thread for each to-be-fleshed-out idea...
Garryl, have you considered making a different thread called "1001 Fleshed Out Ideas?" You would take what you think are the best ideas from this thread that could not stand on their own, and consolidate them into a collection of complete, game-compatible homebrew. A lot of the ideas in this are great, but can't be fit into campaigns yet because they're not fully developed.
Or get a sub-board of the same name to have a thread for each to-be-fleshed-out idea...
You mean like have a thread/board where all of these half-formed ideas can be worked out (by the individuals who posted them and the viewers who are interested in them) into fully-fledged homebrew?
Random prestige class idea: Hellrager. It's like Hellfire Warlock for Barbarians.
Random prestige class idea: Hellrager. It's like Hellfire Warlock for Barbarians.
You could do that with a bunch of base classes. Hellsinger (bard, duh), Hellstalker (ranger), Hellmage (sorcerer).
Hellsinger is this:This is what came to mind for me.(click to show/hide)
New Trait: Friendly Face
Benefit: Creatures you meet who share a language with you start out one step friendlier toward you, to a maximum of Friendly.
Drawback: You suffer a -4 penalty to Intimidate checks, since you're just not convincingly scary.
New Trait: Friendly Face
Benefit: Creatures you meet who share a language with you start out one step friendlier toward you, to a maximum of Friendly.
Drawback: You suffer a -4 penalty to Intimidate checks, since you're just not convincingly scary.
Effectively +10 Diplomacy (http://www.d20srd.org/srd/skills/diplomacy.htm), way too powerful for a trait, even if it had a penalty on the same scale. Also prevents a lot of encounters since Unfriendly becomes Indifferent and even Hostile becomes only Unfriendly (which means not hating your guts enough to attack on sight).
New Trait: Friendly Face
Benefit: Creatures you meet who share a language with you start out one step friendlier toward you, to a maximum of Friendly.
Drawback: You suffer a -4 penalty to Intimidate checks, since you're just not convincingly scary.
Effectively +10 Diplomacy (http://www.d20srd.org/srd/skills/diplomacy.htm), way too powerful for a trait, even if it had a penalty on the same scale. Also prevents a lot of encounters since Unfriendly becomes Indifferent and even Hostile becomes only Unfriendly (which means not hating your guts enough to attack on sight).
Hmm... any balancing suggestions?
New Trait: Friendly Face
Benefit: Creatures you meet who share a language with you and would otherwise be Indifferent towards you start out as Friendly instead.
Drawback: You suffer a -4 penalty to Intimidate checks, since you're just not convincingly scary.
A prestige class for Shadowcaster, using divination-focused mysteries (new ones, I guess). I don't really have any mechanics in mind, just a general premise of someone who gains knowledge through Shadow. Help?"Who knows what Evil lurks in the hearts of men? The Shadow knows."
A prestige class for Shadowcaster, using divination-focused mysteries (new ones, I guess). I don't really have any mechanics in mind, just a general premise of someone who gains knowledge through Shadow. Help?"Who knows what Evil lurks in the hearts of men? The Shadow knows."
Like that? :D
Wish I could help, but I know absolutely nothing about the shadowcaster. I heard it so much about what a PoS class it is that I never bothered to read it.
Hmm... are there any Divination-based Spellshaping circles? Wouldn't it be awesome to have a Spellshaper focused on using Illusion, Divination, and Negative energy? How about skipping the crappy mechanics of the shadowcaster, and just going "whole hog homebrew"? :p
A prestige class for Shadowcaster, using divination-focused mysteries (new ones, I guess). I don't really have any mechanics in mind, just a general premise of someone who gains knowledge through Shadow. Help?
Hmm... are there any Divination-based Spellshaping circles? Wouldn't it be awesome to have a Spellshaper focused on using Illusion, Divination, and Negative energy? How about skipping the crappy mechanics of the shadowcaster, and just going "whole hog homebrew"? :p
I think I'm going to write this up later. I'll just jot down some stuff here as a placeholder, and for help brainstorming. If you'd rather me not clog up your thread, and instead post it in one of my own, just let me know, Garryl.
Shadow Spy (or Umbral Oracle, still debating the name... and focus)
Level | Apprentice | Initiate | Master |
1 | 3 | -- | -- |
2 | 5 | -- | -- |
3 | 7 | -- | -- |
4 | 10 | -- | -- |
5 | 14 | -- | -- |
6 | 18 | -- | -- |
7 | 24 | 3 | -- |
8 | 30 | 5 | -- |
9 | 30 | 7 | -- |
10 | 30 | 10 | -- |
11 | 30 | 14 | -- |
12 | 30 | 18 | -- |
13 | 30 | 24 | 3 |
14 | 30 | 30 | 5 |
15 | 30 | 30 | 7 |
16 | 30 | 30 | 10 |
17 | 30 | 30 | 14 |
18 | 30 | 30 | 18 |
19 | 30 | 30 | 24 |
20 | 30 | 30 | 30 |
If you want access to a mystery you haven't retrieved yet, it only takes 15 minutes to retrieve it.
Why don't you tell me? The way you were talking about it, as an alternative to the Sublime Rogue, implied a base class. But the printed Dervish is a PrC. Give me a little more info and I'll tell you how it feels.
I have a song stuck in my head.Sounds like the Okilei race turned into a class. Or maybe racial sublevels for Okileis. One of the song choices for the Okilie's Ohrwurm song is Eclectic song... which basically means they can change their song.
I could get rid of it, but I don't want to.
When it's fast, I go fast.
When it's strong, I'm strong.
When it's slow, the world slows around me.
I can control it if I concentrate.
When I think about it, I can share it with my friends...
or my enemies.(click to show/hide)
I need an interesting recovery mechanism for the Heron-Marked prc that I'm working on. ...help? I'm drawing a blank.
Hmm... since it is based around White Raven and Bards... You may recover all of your maneuvers by beginning a Bardic Music effect.
Alternatively, you may recover a maneuver the first time in a round that someone empowered by your buffs makes a successful attack, heartened by their success...
Any time anyone touches Saiden/Saidar (i.e. casts a spell) within your line of sight, you may recover a single maneuver as a free action. Or should that be reserved for Warders only? I guess this class isn't specifically for Warders, is it?
Ooh... I completely mixed it up with another, similarly named PrC...
<awesome idea>
How about... in any round in which he does not miss with any of his attacks, he may recover one maneuver as a free action. Yes, it oddly penalizes people who make lots of attacks, as critical fumble rules do. But in this case, I think it makes a certain amount of sense. If you're focused, and only deliver a single, heavy blow (likely a martial strike), you seem to have a sense of mental calm compared to a guy who attacks 10 times in the same six seconds.The problem with this is that you don't have so many readied maneuvers. I think (at least until the 10th-level capstone) that there will be too many rounds where you can't recover a maneuver.
Tomb of Battle: The Book of Dead Warriors
An undeath-focused set of martial adept things. ToB meets Libris Mortis meets a common typo.
Note to self: Read Libris Mortis and reread ToB before going too much further with this.(click to show/hide)
Your death knight idea sounds interesting, but I was thinking more along the lines of Saint Kargoth (http://www.canonfire.com/wiki/index.php?title=Saint_Kargoth) than any Warcraft death knight. I'm not nearly that old.
I just added a list of links to my ideas in the original post. I hadn't realized how much is in here. The links themselves take up almost a whole page's view on my computer.
Wild Spell feat
Prereqs: Natural Spell, ability to Wild Shape into a Large animal
Benefits: While Wild Shaped, you may treat yourself as the type and subtype of the creature you are Wild Shaped into for the purposes of your own spells. For example, this would allow you to cast Animal Growth on yourself while Wild Shaped into an appropriate animal.
For more fun stuff, be a Goliath and get a barbarian level for Mountain Rage, then take Powerful Wild Shape. From the looks of it, that'll allow the character to become a larger animal.
Wild Spell feat
Prereqs: Natural Spell, ability to Wild Shape into a Large animal
Benefits: While Wild Shaped, you may treat yourself as the type and subtype of the creature you are Wild Shaped into for the purposes of your own spells. For example, this would allow you to cast Animal Growth on yourself while Wild Shaped into an appropriate animal.
For more fun stuff, be a Goliath and get a barbarian level for Mountain Rage, then take Powerful Wild Shape. From the looks of it, that'll allow the character to become a larger animal.
Hmm.... not a great idea. Makes Awaken shenanigans even easier.
Shift: A new action option that replaces 5' steps. For smaller creatures, it's effectively the same as before. However, big creatures can move further than just 5'. When a creature shifts, it can move a distance up to half its space (rounded down to the nearest 5', minimum 5') in a straight line, to a maximum of its movement speed for the mode it uses.Great idea. I remember hearing someone discuss something like this, but have never seen it implemented in a game. It makes being big even better than it already is, though...
Wild Spell feat
Prereqs: Natural Spell, ability to Wild Shape into a Large animal
Benefits: While Wild Shaped, you may treat yourself as the type and subtype of the creature you are Wild Shaped into for the purposes of your own spells. For example, this would allow you to cast Animal Growth on yourself while Wild Shaped into an appropriate animal.
For more fun stuff, be a Goliath and get a barbarian level for Mountain Rage, then take Powerful Wild Shape. From the looks of it, that'll allow the character to become a larger animal.
Hmm.... not a great idea. Makes Awaken shenanigans even easier.
That one I didn't think about, but Awaken on a PC is broken anyway and shouldn't be used.
A transformational prestige class based on Boots & Cloak of Elvenkind, which turns you (over X levels) into an Elf.
A transformational prestige class based on Boots & Cloak of Elvenkind, which turns you (over X levels) into an Elf.
A prc that turns you into an ECL 1 race?
A transformational prestige class based on Boots & Cloak of Elvenkind, which turns you (over X levels) into an Elf.
A prc that turns you into an ECL 1 race?
I haven't worked out all the prereqs, but you may have to have levels in Feater.
I'm thinking you'd just be expanding the PF rogue with the Rogue MKII.
I'm thinking the biggest problem is making Mecha work without making the whole party mecha operators. Hmm.
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.
Slight fighter redo:Sounds familiar. (http://www.minmaxboards.com/index.php?topic=729.0) ;)
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.
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
Favored Nemesis (Ranger ACF)Psionic (any creature with a power point reserve)
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)
What if a creature fits in more than one category? Multiple boni? That wouldn't happen with favored enemies...
Strength to Intimidation:
You may use your strength mod instead of (or on top of, whatever) charisma for intimidation, but the modifier benefit is capped by your ranks in Intimidate.
There's the alternate use MotW has on page 18 for barbarians using strength for intimidate as well as the feat Dread Tyranny from Races of Destiny. Mostly this is just my idea on how it might work since the character needs to actually train to know how to use strength that way whereas doing it with charisma is simply natural.Strength to Intimidation:
You may use your strength mod instead of (or on top of, whatever) charisma for intimidation, but the modifier benefit is capped by your ranks in Intimidate.
I am sure there was a feat or class feature that does that already. If I remember correctly it might be in a racial sub level though (I think Orc or Half Orc, not sure)
Table: The Agraramel | HD: d6 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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That is awesome. PrC or base? Also, time stop seems overly strong, though without spellcasting I guess it's less so.He can share it with his friends...
That is awesome. PrC or base? Also, time stop seems overly strong, though without spellcasting I guess it's less so.
That is awesome. PrC or base? Also, time stop seems overly strong, though without spellcasting I guess it's less so.He can share it with his friends...
Before Its Time seems kind of weak. How about making it a modified Dispel check? (if successful, spells end as if their duration had expired, Permanent effects are not dispelled).
Straight dispel check probably is a good idea. Say, 1d20 + moments spent? Or a fixed moment cost and 1d20 + class level? Moment cost could also be based on the number of effects affected.Fixed cost and 1d20+class level, IMO.
Straight dispel check probably is a good idea. Say, 1d20 + moments spent? Or a fixed moment cost and 1d20 + class level? Moment cost could also be based on the number of effects affected.Fixed cost and 1d20+class level, IMO.
Hilt Smash [Fighter]
Prerequisites: Str 13, Dex 13
Benefit: You can treat any non-double melee weapon you wield in two hands as a double weapon, using the hilt of the weapon as the second head. The hilt deals bludgeoning damage with a base damage of a weapon two sizes smaller. Enchantments and other effects applied to the weapon also apply to the hilt. Similarly, any other properties that the weapon is made with (such as weapon templates and masterwork) also apply to the hilt. Regardless of the weapon used, the hilt is not considered a reach weapon, nor do any other special bonuses of the base weapon apply to it (such as bonuses to disarm attempts or the ability to be used as part of a trip attempt). The hilt is not otherwise considered a distinct weapon from the normal weapon, and any effects that would specifically affect the hilt instead affect the weapon as a whole.
Original Duration | New Duration | Level Adjustment |
1 round/level | 1 round | +1 |
1 minute/level | 1d4 rounds | +1 |
10 minutes/level | 1d4+1 rounds | +1 |
1 hour/level or longer | 2d4+1 rounds | +2 |
1 minute | 1d2 rounds | +1 |
10 minutes | 1d3+1 rounds | +1 |
1 hour | 1d6+1 rounds | +2 |
1 day or longer | 2d6+1 rounds | +2 |
Taking a cue from 5E (D&D Next) and taking it a step further, what if saving throws were skill checks? You'd have your huge list of skills, some of which you had ranks in, some of which you didn't, just as things are now. Classes would have base Str/Dex/Con/Int/Wis/Cha save bonuses, which you could use in place of your ranks of the skill in question when making a save. Different spells and effects would have different skill saves. Web would be an Escape Artist save, Fireball a Tumble save, Charm Person would be a Sense Motive save, Rock to Mud would be a Jump save, Discern Lies a Bluff save, and so on and so forth.I like this.
Taking a cue from 5E (D&D Next) and taking it a step further, what if saving throws were skill checks? You'd have your huge list of skills, some of which you had ranks in, some of which you didn't, just as things are now. Classes would have base Str/Dex/Con/Int/Wis/Cha save bonuses, which you could use in place of your ranks of the skill in question when making a save. Different spells and effects would have different skill saves. Web would be an Escape Artist save, Fireball a Tumble save, Charm Person would be a Sense Motive save, Rock to Mud would be a Jump save, Discern Lies a Bluff save, and so on and so forth.
I can work on these, perhaps. Since I write martial adepts like it's my job.
(I wish it was my job.)
Here's a question: How much should full-attacking as a standard action cost, if it were available?Three feats makes it available for a non-human barbarian at 6th level.
Alright, never mind, this won't work. The Craft skill takes way too damn long. Just to get to the 1000g/day that spellcasters do, you need a check result of about 265. That's plainly ridiculous. Remind me to redesign Craft one of these days.
Seems to me it'd be better named Immortal (http://en.wikipedia.org/wiki/Xian_%28Daoist%29#The_word_xian) personally.
Just give them Heretic of the Faith as a bonus feat at first level; as a bonus, it lets you be up to 2 alignment steps away from your god!
("Praise the Burning Hate!" Thus spake my LE Cleric of Pelor.)
Kinda bored, so I thought of this:Spoilered for cruelty to animals.
Unorthodox Arrows Technique
OK, so you kinda are not using arrows with your bow; that's just fine...
Prerequisites: ???
Benefits: You may use any improvised weapon that you would be able to use as a Light weapon as if it were ammunition for any ranged weapon of your choice. This is regardless of the actual shape of the improvised weapon; it is entirely possible to fire a length of rope or a single coin out of a bow (just don't ask how...)
This "arrow" deals normal damage for ammunition of its size, and has the added benefit of allowing you to apply any feat or effect that applies to improvised weaponry to your ammunition.
Normal: You can't fire fish out of your bow.
Ranger variant: Instead of a flat damage boost against favored enemies, perhaps have Sneak Attack dice instead.
Interesting that with the same number of die size increases, standard and compressed do more damage than the others.
Three Monkeys StyleSounds awesome. Prereq: Stunning Fist, uses Stunning Fist usages to power the feat.
Prereqs: No idea
Benefit: Spend whatever resource to blind, deafen, or mute opponent.
Render the target insane and send him back in time?I'd like to subscribe to your newsletter.
3E Basic
Some (hopefully) simplified rules based on 3rd edition. Ideally this will be like an introductory ruleset
*snip*
Classes, skills, and spell lists will be simplified, feats will be made less trappy, and stuff.
Knowledge | Check Modifier |
None1 | n/a |
Secondhand (you have heard of the destination) | -10 |
Firsthand (you have visited before) | +0 |
Familiar (you have visited three or more times) | +5 |
Connection | Check Modifier |
Likeness or picture of destination | +2 |
Object from destination | +4 |
Cartographer’s map of destination | +10 |
Distance | Complexity |
Same country | 3 |
Same continent | 4 |
Same planet | 6 |
Same plane, different planet | 8 |
Coterminous plane | 8 |
Non-coterminous plane | 9 |
Alternate Prime Material plane | 11 |
Dimensionally Locked or otherwise inaccessible plane | 12 |
Needs name
Artificer advancement
6) Weapon damage magically increases through methods that I can only describe as "I lost my idea around here".
Domain Savant variant ClericI've already been developing this as the Cleric for Great Wheel, actually. :)
In place of normal Cleric spellcasting and domains.
Your spellcasting is Cha-based instead of Wis-based.
You are a spontaneous caster instead of a prepared caster.
Your spell list consists of the spells on every Cleric domain and all Cleric orisons. You can cast all orisons, but other than that you can only cast spells on the domains you have prepared (see below).
Each day, you can select any two domains to prepare. You gain their domain powers for the day and can cast their spells. At 2nd level again again every 3 levels thereafter, you can select an additional domain each day (to a total of 9 domains at level 20).
Spell slots as Cleric, except with the domain slots as general spell slots.
How are things coming with that project, by the way?Ever so slowly.
Zen Archery modification (or make into another feat called Improved Zen Archery or something)
You may use your Wisdom score in place of your Dexterity score for the prerequisites to feats such as Improved Precise Shot and Rapid Shot.
(full list would take a long time to figure out)
Zen Archery
Prerequisite
Wis 13, BAB +1.
Benefit
You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll.
Special
You may use your Wisdom score rather than your Dexterity score to qualify for feats related to ranged combat (but not two-weapon fighting). You may not use this feat on attacks with two weapons.
Idea for something that could be used by someone:
An X of at least Y level may make a touch attack, and cripple a person's chakra.
If they hit, that chakra is considered to have a soulmeld bound to it for all intents and purposes, ?taking precedent over any pre-existing soulmeld bound to that chakra?, until Z condition occurs.
Pinpoint Aim feat
Requires Precise Shot
When making a ranged attack, you can ignore your size modifier to attack rolls (if negative) and your target's size modifier to AC (if positive).
Pinpoint Aim feat
Requires Precise Shot
When making a ranged attack, you can ignore your size modifier to attack rolls (if negative) and your target's size modifier to AC (if positive).
Ooh, I like this! Do you mind if I take it for Sniper? (And if so, should if be a class feature or Trick Shot?)
Pinpoint Aim feat
Requires Precise Shot
When making a ranged attack, you can ignore your size modifier to attack rolls (if negative) and your target's size modifier to AC (if positive).
Ooh, I like this! Do you mind if I take it for Sniper? (And if so, should if be a class feature or Trick Shot?)
Sure, that's what this thread's for.
Making it a feat is probably better than a trick shot. Trick shots look to be primarily active things, whereas this is rather passive. Plus, it's good for it to be available for other larger characters than just Snipers to let them be competent ranged attacks (getting larger usually imposes Dex penalties on top of the size penalties).
Distance | Listen or Spot penalty |
10' | -1 |
20' | -2 |
35' | -3 |
50' | -4 |
60' | -5 |
70' | -6 |
85' | -7 |
100' | -8 |
x2 | -4 |
Elite template, Diablo style.
Note: I'm going to be using the term "level" here a lot. It's not HD, but probably will be based on CR instead, or used in a variant where all the monsters are rebalanced to have HD ~equal to their CRs.(click to show/hide)
Hidden Talent [Psionic]
The voices in your head have really been pushing you to do horrible things lately. It is quite a nuisance.
Benefit: You gain a pool of 2 power points, as well as knowledge of a 1st level Psionic power. Your manifester level is equal to the lower of your character level and the number of [Psionic] feats, and you gain bonus power points based off of your Charisma.
Special: Unlike other psionic feats, you need not be psionic to select Hidden Talent.
I thought of doing that, then thought that the exception would be weird. Oh well, looks better.
The voices in your head have really been pushing you to do horrible things lately.It is quite a nuisance.And you've been listening.
They make pretty music.Mine don't :(
Random thought: For the lowbie-casters like ranger and paladin, a way to get certain specific spells to always be spontaneously castable would help greatly. Either make it equal to the number of spell slots, or perhaps use the "spells known" progression of the hexblade to determine how many spells of each level a ranger or paladin can choose to always be spontaneously castable.Hell... just let them cast like a duskblade. Of course, that brings with it a crapton of book keeping, if you want to optimize it...
Random thought: For the lowbie-casters like ranger and paladin, a way to get certain specific spells to always be spontaneously castable would help greatly. Either make it equal to the number of spell slots, or perhaps use the "spells known" progression of the hexblade to determine how many spells of each level a ranger or paladin can choose to always be spontaneously castable.Hell... just let them cast like a duskblade. Of course, that brings with it a crapton of book keeping, if you want to optimize it...
Though I do agree the duskblade progression would be wonderful for paladins, rangers, and hexblades.aka sirp's houserules
Can't duskblades spontaneously cast anything from their spell list? Or is that just beguilders, dread necros, and warmages? Anyway, I meant let them spontaneously cast from their entire spell list, but using their "normal" spell slots (as listed in the PHB).Random thought: For the lowbie-casters like ranger and paladin, a way to get certain specific spells to always be spontaneously castable would help greatly. Either make it equal to the number of spell slots, or perhaps use the "spells known" progression of the hexblade to determine how many spells of each level a ranger or paladin can choose to always be spontaneously castable.Hell... just let them cast like a duskblade. Of course, that brings with it a crapton of book keeping, if you want to optimize it...
Cast like a duskblade how, specifically? Get 0 and 5th level spells and a huge bunch of slots, then select their spells but be able to cast the few spells known spontaneously? Or just the spell selection and casting?
Duskblades get spells known like everyone else. The full list casters are just Beguiler, Dread Necromancer, and Warmage.Can't duskblades spontaneously cast anything from their spell list? Or is that just beguilders, dread necros, and warmages? Anyway, I meant let them spontaneously cast from their entire spell list, but using their "normal" spell slots (as listed in the PHB).Cast like a duskblade how, specifically? Get 0 and 5th level spells and a huge bunch of slots, then select their spells but be able to cast the few spells known spontaneously? Or just the spell selection and casting?Random thought: For the lowbie-casters like ranger and paladin, a way to get certain specific spells to always be spontaneously castable would help greatly. Either make it equal to the number of spell slots, or perhaps use the "spells known" progression of the hexblade to determine how many spells of each level a ranger or paladin can choose to always be spontaneously castable.Hell... just let them cast like a duskblade. Of course, that brings with it a crapton of book keeping, if you want to optimize it...
Though I do agree the duskblade progression would be wonderful for paladins, rangers, and hexblades.aka sirp's houserules
IIRC, in older editions, treasure gain was an experience source in and of itself, in addition to killing enemies.It used to be; one of the Court-Reviews that was done recently revealed Lamentations of the Flame Princess borrows the mechanic, as well.
WIP on some dual-progressions. Which should I finish first? TRANSPARENTHIEF (Lurk/Spellthief), DREAD COLLEGIAN (Duskblade/Advanced Learning Class), or CHAKRA MEDITANT (Manifester/Meldshaper with Psychic Meditation (http://www.wizards.com/default.asp?x=dnd/psm/20040827b) special flavor). All in editorial stage.I'd like to see the Chakra Meditant, personally.
Feat:
Alternate Progression
Benefit: If you have taken an alternate class feature and have a feat, Prestige Class, or other ability that is based on and progresses the class feature replaced with an alternate, you may progress the alternate class feature instead provided it is appropriate.
For example, a swashbuckler that took the Arcane Stunt alternate class feature and then this feat could use the Daring Outlaw feat to progress the Arcane Stunt class feature instead of the Grace class feature that it replaces.
Or just make it a house rule. *shrug*
Yeah, it should be a houserule. Having to take a feat to do that would be super crappy.
Yeah, it should be a houserule. Having to take a feat to do that would be super crappy.
I agree it should be a houserule, but having it be a feat might open it up to some DMs who... Think otherwise.
Ancestral Knowledge (http://dndtools.eu/feats/races-of-stone--82/ancestral-knowledge--69/) tweak: May also be taken by rilkans. The accumulated knowledge of the rilkan race infuses their very souls and gives them intuitive knowledge.Hmm... are there any easy ways to optimize wisdom checks? I know there are some for charisma checks...
Or just give Rilkans the option to use Wis instead of Int for their Knowledge checks. They could certainly use some sort of boost.
Spell Ablation: A defense against magical effects. Anything that ignores SR also ignores Spell Ablation (SA). Rather than sometimes completely negating spell effects like SR, SA reduces its effects, not entirely dissimilar to the difference between AC and DR. Whenever a creature with SA would be affected by a spell with any level-dependent variables as part of its effect, the spell's effective caster level is reduced by the creature's SA when determining those effects. The spell is not negated if this would reduce the effective caster level to less than the normal minimum required to cast the spell. However, if this would reduce the spell's effective caster level to less than 0, the spell is negated as though it had failed to bypass the creature's SR.
Range, area, number of targets, HD of creatures affected, and other factors that determine which creatures are affected are not influenced by SA, only the actual potency of the effect applied to those that are. Duration is affected only for spells that apply their effects individually to each of their subjects (or to their sole subject, in the case of single-target spells).
If a spell would affect multiple creatures, one or more of whom have SA, determine the effects of SA's caster level reduction for each creature independently.
If a creature has both SR and SA, the reduction in effective caster level does not apply to the caster level check to bypass SR. The two magical defenses apply independently of each other.
Multiple sources of SA do not stack. Use only the highest one.
A creature with SA who willingly accepts a spell can choose not to apply SA to that spell.
... not sure how to word how Spell Ablation affects powers. Something to do with reducing the effective amount of augmentation, but how, exactly? Probably capping it at the newly reduced effective manifester level and determining the effects accordingly, or something like that.
Light Armor | Maximum Divine Unease |
Padded | -2 |
Leather | -3 |
Studded Leather | -4 |
Chain Shirt | -5 |
Medium Armor | Maximum Divine Unease |
Hide | -4 |
Scale Mail | -5 |
Chainmail | -6 |
Breastplate | -6 |
Heavy Armor | Maximum Divine Unease |
Splint Mail | -7 |
Banded Mail | -7 |
Half-plate | -8 |
Full Plate | -10 |
Shields | Maximum Divine Unease |
Buckler | -2 |
Light Shield | -2 |
Heavy Shield | -3 |
Tower Shield | -5 |
Death Throes Stuff
Death Throes Stuff
I really like these.
*Tempts you to post them to his wiki*
Small Elemental (=Subtypes=) | |
Hit Dice: | 7d8+14 (45 hp) |
Initiative: | +2 |
Speed: | 30 ft. (6 squares) |
Armor Class: | 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16 |
Base Attack/Grapple: | +5/+3 |
Attack: | Slam +8 melee (1d6+3) |
Full Attack: | Slam +8 melee (1d6+3) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | -- |
Special Qualities: | Death Throes, Power Infusion |
Saves: | Fort +4, Ref +4, Will +6 |
Abilities: | Str 14, Dex 15, Con 15, Int 6, Wis 12, Cha 11 |
Skills: | =Racial class skills and modifiers= |
Feats: | Bloodied Death Throes, ..., ... |
Environment: | Positive Energy Plane |
Organization: | Pack (3-5), Swarm (10-50) |
Challenge Rating: | 5 |
Treasure: | None |
Alignment: | TN |
Advancement: | 6-9 (Small); 10-14 (Medium); 15-21 (Large) |
Level Adjustment: | -- |
*Gives blanket perimission to port anything of mine from this thread onto his wiki, under the condition that it be attributed and linked back to the original, possibly with the disclaimer that the version here may be a newer version.*
At the very least Miracle should cost XP to replicate a spell just like Wish does.
Perhaps yes, although I think the current 5000xp cost is too prohibitive. It's a full encounter's worth of xp (before dividing it among the party).
Perhaps something like the following:(click to show/hide)
I just found this when reading the Great Wheel homebrew and I don't want to lose it.A bit like the Frank and K revision to Wish (http://dungeons.wikia.com/wiki/Tome_of_Fiends_(3.5e_Sourcebook)/Optional_Rules#No_Wishing_for_More_Wishes.21), but you totally removed all of the stuff about wishing for wealth, which is a simpler way to deal with it than their "Wish Economy".At the very least Miracle should cost XP to replicate a spell just like Wish does.
Perhaps yes, although I think the current 5000xp cost is too prohibitive. It's a full encounter's worth of xp (before dividing it among the party).
Perhaps something like the following:(click to show/hide)
Fluff modification to Spirit Shaman:This sparked an idea for 3 feats and 8+ soulmelds that I'm now fleshing out.
Might want some way to interact with incarnum better since souls and spirits have enough of an overlap to be interesting. Or perhaps add some stuff to incarnum to allow for animal-based soulmelds instead of the alignment- and magical beast-focused ones. Maybe start with the spirit shaman's animal guide list for soulmelds?
Not thinking this is a good idea. Posting anyway, though.I would really give Uncontrollable Knowledge a save.
Battlefield Medicine(click to show/hide)
Uncontrollable Knowledge(click to show/hide)
It implicitly needs a touch attack, right? I should probably make that more clear, though. Think the save's necessary as well?Hm. I somehow missed the touch attack.
Not thinking this is a good idea. Posting anyway, though.Skill ranks would be more natural than BAB for healing I think.
Battlefield Medicine(click to show/hide)
Uncontrollable Knowledge(click to show/hide)
True. It originally was intended to be one of a few feats to use BAB for something other then attack so as to give fighter types more versatility; the BAB use is a relic of that, mainly. Shall I edit?Not thinking this is a good idea. Posting anyway, though.Skill ranks would be more natural than BAB for healing I think.
Battlefield Medicine(click to show/hide)
Uncontrollable Knowledge(click to show/hide)
The augment of UK looks like a great way to crack the action economy in half. Your thrall/ally can cause you to throw out a bunch of self-targetting powers all at once, without even using an action? Awesome! :DHah. That never occurred to me. Make the augment cost a bit high, maybe?
Edit: Whoops... missed the "random" part... Still might work for some builds which focus exclusively on buffing (ardents, psiwarriors, etc).
Fluff modification to Spirit Shaman:This sparked an idea for 3 feats and 8+ soulmelds that I'm now fleshing out.
Might want some way to interact with incarnum better since souls and spirits have enough of an overlap to be interesting. Or perhaps add some stuff to incarnum to allow for animal-based soulmelds instead of the alignment- and magical beast-focused ones. Maybe start with the spirit shaman's animal guide list for soulmelds?
Ancestral Acolyte = Pertaining to necrocarnum soulmelds and a minor spirit bonus.
Elemental Acolyte = Pertaining to air, earth, fire, and water soulmelds and a minor elemental bonus.
Seasonal Acolyte = Pertaining to autumn, spring, summer, and winter soulmelds and a minor faerie bonus.
Not especially pleased with that last but it seemed the best theme for the fey.
Probably a good idea.True. It originally was intended to be one of a few feats to use BAB for something other then attack so as to give fighter types more versatility; the BAB use is a relic of that, mainly. Shall I edit?Not thinking this is a good idea. Posting anyway, though.Skill ranks would be more natural than BAB for healing I think.
Battlefield Medicine(click to show/hide)
Uncontrollable Knowledge(click to show/hide)
Using arcane magic corrupts the spellcaster. Divine magic, being filtered through and controlled by the gods, does not carry this risk.
You accumulate arcane corruption. Initially, your arcane corruption begins at 0. Casting arcane spells and using arcane spell completion items (including in the creation of magic items) causes arcane corruption. Whenever you cast an arcane spell, you gain arcane corruption equal to the spell's level. Using an arcane spell completion item causes half spell's level in arcane corruption, rounded up. More powerful spellcasters, having greater control of their powers, can mitigate this somewhat. For every 3 levels of the highest level spell you can cast, the amount of arcane corruption you gain from employing an arcane spell is reduced by 1 (minimum 0).
Arcane corruption can never drop below 0. Any time it would be reduced below 0, it is instead reduced to 0. There are two ways to remove arcane corruption. The first is time. For every 24 hours spent without casting any arcane spells or using any arcane spell completion items (even ones that do not cause any corruption), you lose 1 point of arcane corruption. The other method is divine magic. A restoration spell removes 1 point of arcane corruption from a subject who has not cast any arcane spells or used any arcane spell completion items within the past 24 hours. A greater restoration spell removes 3 points of arcane corruption from a subject who has not cast any arcane spells or used any arcane spell completion items within the past 24 hours, or 1 point from one who has. Only when these spells are cast as divine spells do they remove arcane corruption; spells cast as or emulated by arcane spells cannot remove arcane corruption.
Small amounts of arcane corruption are tolerable. Your arcane corruption threshold is equal to your character level + your Wisdom modifier + your Charisma modifier (minimum 1). As long as you have less arcane corruption than that, you suffer no penalties at all. For each multiple of your threshold, you suffer a cumulative -2 penalty on Concentration checks, to a maximum penalty of -10. At greater multiples of your threshold, you suffer additional penalties, as indicated below. Effects listed in the "Special" column are cumulative (you suffer the effects of all lower arcane corruption threshold multiples as well as your current multiple).
Threshold Multiple Concentration Penalty Special 0 -0 -- 1 -2 Hostility 2 -4 Consumption 3 -6 Partial Insanity 4 -8 Compulsion 5 -10 Insanity
Hostility: Once your arcane corruption reaches or exceeds your threshold, animals can feel your corruption. Creatures of animal intelligence (1 or 2) and mindless vermin naturally shy away from you. Their initial attitudes when meeting you are always Unfriendly or worse. Even those that know you and are used to your presence will never have an attitude better than Indifferent. Even intelligent creatures can sense your corruption, and while they may not be able to tell what exactly repulses them from you, they are aware of it on at least an unconscious level. Creatures with intelligence 3 or greater whose initial attitudes towards you would be Indifferent are instead Unfriendly, those with initial attitudes of Friendly are instead Indifferent, and those with initial attitudes of Helpful are instead only Friendly.
Consumption: Once your arcane corruption reaches or exceeds twice your threshold, you become physiologically addicted to arcane magic. Each day that you do not cast any arcane spells or use any arcane spell completion items, you must make a Fortitude save (DC 15 + 1 per day since employing arcane magic) or suffer 1d6 points of nonlethal damage. This nonlethal damage cannot be healed until you use arcane magic or until your arcane corruption drops to less than your threshold.
Partial Insanity: Once your arcane corruption reaches or exceeds three times your threshold, a mild form of insanity begins to take hold of your mind. This frequently manifests itself as megalomania, but other conditions are possible. At this degree of corruption, the insanity is manageable, and is never debilitating. However, it cannot be treated until your arcane corruption is reduced below your threshold.
Compulsion: Once your arcane corruption reaches or exceeds four times your threshold, the use of arcane magic becomes an addictive craving. Each day that you do not cast any arcane spells or use any arcane spell completion items, you must make a Will save (DC 15 + 2 per day since employing arcane magic) or be compelled to cast an arcane spell or use an arcane spell completion item. If you are unable to do so, you suffer 2 points of Wisdom damage. This Wisdom damage cannot be healed until you use arcane magic or until your arcane corruption drops to less than your threshold.
Insanity: Once a character's arcane corruption reaches or exceeds five times her threshold, it controls her. She becomes fully insane (depending on how this insanity manifests itself, this may not be entirely debilitating to the character). The character becomes an NPC under the control of the DM. This insanity can never be fully cured, even if the character's arcane corruption is completely purged.
For example, Archmage Solberg is a 14th-level Wizard, with an Intelligence of 20, a Wisdom of 12, and a Charisma of 14. His arcane corruption threshold is 17 (14 + 1 + 2). Due to his mastery of the arcane arts (being able to cast 7th-level spells), Solberg can cast 0th-, 1st-, and 2nd-level spells without risk of corruption. For higher levels spells, he gains arcane corruption equal to the spell's level minus 2. As such, he can safely demonstrate the magic that he teaches his apprentices in his tower, although his teachings are still filled with warnings about the danger involved for less experienced mages.
When an orcish raiding party threatens a nearby village, the archmage is called forth to defend it. Unleashing his awesome power, Solberg drives the orcs away. In the process he casts 3 3rd-level spells, 2 4th-level spells, 2 6th-level spells, a 7th-level spell, and an assortment of his 2nd-level and lower spells. In the process he gains 20 points of arcane corruption (3x1 + 2x2 + 2x4 + 1x5). Being the cautious and experienced archmage that he is, Solberg made sure to purge himself of arcane corruption thoroughly after his previous adventures, so these 20 points are all he has. Since he has now exceeded his arcane corruption threshold, his thoughts feel mildly fuzzy (a -2 penalty on Concentration checks). As Solberg now radiates a subtle aura of corruption, he does not receive the hero's welcome he expected. The town mayor is thankful for Solberg's efforts, but politely cuts their meeting short (Friendly instead of Helpful). Most of the townfolk give the mage a brief nod, but little more (Indifferent instead of Friendly). The village priest, who has always distrusted arcane magic, goes as far as picking an argument with the mage when they pass in the street (Unfriendly instead of Indifferent). Even Solberg's apprentices seem distant in their lessons later in the day. However, after a four days' rest, during which Solberg avoids any spellcasting in his lessons, the archmage's corruption drops to 16, less than his threshold of 17, and good cheer returns to the tower.
Solberg in the tower? Been playing Exile or Avernum have you?
Wait...
If I had a base Corruption Tolerance of 15, and I took Arcane Tolerance 3 times, my Corruption Tolerance would be 21. In addition, I don't suffer any ill effects until I hit 84 corruption, right? I would only go crazy upon hitting 168 Corruption.
However, if I had 63 Corruption, and used Impure Magic, I'd get a +3 bonus to my CL?
Because if that's so... I wanna play a spellcaster in E6 with Impure Magic and 10+ copies of Corruption Tolerance. I mean, +10 to my CL without any penalties? Nice.
EDIT: Would you believe I skipped over the maximums? I skipped over the maximums.
Good points on both of those. I hadn't considered epic play.Try the Meteor Hammer, from Dragon 319 (page 73); it's an exotic two-handed 15' (long reach) weapon that deals bludgeoning damage and can attack all squares within its range.
Might as well edit this idea in:
Need some sort of 1h adjacent + reach exotic weapon that can be used 2h for 1.5x strength to damage unlike the spinning sword in Secrets of Sarlona. First thought was some sort of bludgeoning weapon like an extended flail or even morningstar on a chain mostly since there's no adjacent + reach weapon I know of that is bludgeoning.
Ah yes, that one. And the rope dart. I keep forgetting about those. However, both are two-handed weapons so it's not quite what I'm looking for.Ah, yeah, I missed the "one handed" requirement, just was looking at 2h for 1.5 STR to damage.
Size Category | Precision Range |
Fine or smaller | 5 ft. |
Diminuitive | 10 ft. |
Tiny | 20 ft. |
Small | 30 ft. |
Medium | 30 ft. |
Large | 60 ft. |
Huge | 90 ft. |
Gargantuan | 120 ft. |
Colossal | 180 ft. |
+2 size categories | x2 |
I think I'd rather see the precision damage ranged based on the size of the target, rather than the attacker, since it should be easier to aim for a giant's heart than a mouse's. :P In fact, maybe just make it based on the difference in size between the target and attacker. I like the idea of small creatures being better at sneak attacking bigger ones, rather than vice-versa.
I wasn't planning on addressing it either way. I'm not 100% clear myself on how the Spirit Shaman's version of spell retrieval works with metamagic.
I was reading through some of the earlier posts in this thread, and it got me to thinking about a setting where everyone is living magic. I've got one race for Illusion (http://www.minmaxboards.com/index.php?topic=243.80;msg=90886) and the start of one race for Universal or maybe Divination (http://www.minmaxboards.com/index.php?topic=243.40;msg=73412). Only 7 to go...
Ideas...
The apocalypse came and went. Magic ran rampant, destroying the civilizations of humans, orcs, dwarves, goblins, elves, and more. Magic is what rose from the ashes. Living and sentient, filling the gaps left behind. Now feral humans skulk in caves, and the elves have retreated to their once-forested swamps. Dwarves hide themselves beneath the earth. The once-great dragons live in catatonic slumber within their lairs. The once-great mages of ages past wreak havoc across the lands, seeking to enslave magic once again.
Elementals roam the wilds. Living spells are pets and beasts of burden.
Player races:(click to show/hide)
Non-Player Races:(click to show/hide)
Deities:(click to show/hide)
Classes:(click to show/hide)
Table: The Dragon Shaman Hit Die: d10
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +2 +0 +2 Breath Weapon, Draconic Vitality, Minor Aura, Totem Dragon
2 +1 +3 +0 +3 Draconic Aura +1
3 +2 +3 +1 +3 Dilate Aura (90 feet), Draconic Adaptation
4 +3 +4 +1 +4 Draconic Resolve
5 +3 +4 +1 +4 Scales +2
6 +4 +5 +2 +5 Draconic Aura +2
7 +5 +5 +2 +5 Dilate Aura (120 feet)
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6 Totem Immunity
10 +7/+2 +7 +3 +7 Scales +3, Draconic Aura +3
11 +8/+3 +7 +3 +7 Dilate Aura (150 feet)
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8 Share Draconic Adaptation
14 +10/+5 +9 +4 +9 Commune with Dragon Spirit, Draconic Aura +4
15 +11/+6/+1 +9 +5 +9 Scales +4
16 +12/+7/+2 +10 +5 +10 Dilate Aura (180 feet)
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11 Draconic Aura +5
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12 Aura Mastery, Scales +5
Minor Draconic
Draconic Auras Auras
Level Vitality Known Known
1 10 2 --
2 20 3 3
3 30 4 3
4 40 4 3
5 50 5 4
6 70 5 4
7 90 6 4
8 110 6 4
9 130 7 5
10 150 7 5
11 180 8 5
12 210 8 5
13 240 9 5
14 270 9 6
15 300 10 6
16 340 10 6
17 380 11 6
18 420 11 6
19 460 12 6
20 500 12 7
Totem Dragon | Acceptable Alignment | Focused Skills | Breath Weapon Energy Type |
Black | NE, CE, CN | Hide, Move Silently, Swim | Acid |
Blue | NE, LE, LN | Bluff, Hide, Spellcraft | Electricity |
Brass | NG, CG, CN | Bluff, Gather Information, Survival | Fire |
Bronze | NG, LG, LN | Disguise, Survival, Swim | Electricity |
Copper | NG, CG, CN | Bluff, Hide, Jump | Acid |
Gold | NG, LG, LN | Disguise, Heal, Swim | Fire |
Green | NE, LE, LN | Bluff, Hide, Move Silently | Acid |
Red | NE, CE, CN | Appraise, Bluff, Jump | Fire |
Silver | NG, LG, LN | Bluff, Disguise, Jump | Cold |
White | NE, CE, CN | Hide, Move Silently, Swim | Cold |
Gears of War: Tome of Battle for ConstructsWhen I read this, I expected the rest of the post to be about homebrew named after videogames.
Gears of War: Tome of Battle for ConstructsAwesome.
Clockwork Warrior: Martial adept base class. Readied maneuvers are in a specific order. Only the first few are granted, the rest are withheld. As each one is initiated or otherwise expended, the next one on the list granted (up to 1/round).
Mechanus Hand: Martial discipline. Impenetrable defenses and debilitating, immobilizing attacks.I am reminded of Adamant Soul, Golem Heart, and Domestic Tarrasque...
Shifting Steel: Martial discipline. Flurries of strikes with weapons of all sorts. Many strikes are full-round actions that give enhanced full attacks.
Crushing Juggernaut: Martial discipline. Bowl over your foes with superior size and strength.
Gears of War: Tome of Battle for ConstructsWhen I read this, I expected the rest of the post to be about homebrew named after videogames.
Alas.
Gears of War: Tome of Battle for ConstructsAwesome.
Clockwork Warrior: Martial adept base class. Readied maneuvers are in a specific order. Only the first few are granted, the rest are withheld. As each one is initiated or otherwise expended, the next one on the list granted (up to 1/round).QuoteMechanus Hand: Martial discipline. Impenetrable defenses and debilitating, immobilizing attacks.I am reminded of Adamant Soul, Golem Heart, and Domestic Tarrasque...
Shifting Steel: Martial discipline. Flurries of strikes with weapons of all sorts. Many strikes are full-round actions that give enhanced full attacks.
Crushing Juggernaut: Martial discipline. Bowl over your foes with superior size and strength.
what is this for? if you say magipunk i will be happy
what is this for? if you say magipunk i will be happy
Power of Cybernetics, which, as a component of Magipunk, means that I can say that this is for Magipunk.
what is this for? if you say magipunk i will be happy
Power of Cybernetics, which, as a component of Magipunk, means that I can say that this is for Magipunk.
I'm glad to see you're still working on it.
But how will it help the Terror Squid?
There aren't rules for carrying passengers. Otherwise, they are pretty usable; not as great as they'll be when you're actually done, but I don't feel any holes in them.
Attacker | Defender | Melee | Cover |
At | At | Adjacent | None |
At | Near | Reach | None |
At | Away | No | Cover |
Near | At | Reach | None |
Near | Near | No | None |
Near | Away | No | Cover |
Away | At | No | Cover |
Away | Near | No | Cover |
Away | Away | No | Total Cover |
Thought back to my Spirit Shaman and Incarnum stuff and realized I should perhaps just make a bunch of animalistic soulmelds and have them be an alternative list of soulmelds for the totemist instead of magical beast ones? And then have totemist substitution levels for shifters or something.Well, let's see. We have incarnum classes (w/ dedicated soulmelds) for Magical Beast, Plant, and Aberration. We need a bunch more if we're going to run the gamut, which would actually be kind of fun to consolidate.
I've been stymied by this idea myself. I tried working it as 3 access feats, one of which was basically a redesign of Necrocarnum Acolyte. The fey section wrote itself but I got blocked when coming upon ideas for elemental melds.Thought back to my Spirit Shaman and Incarnum stuff and realized I should perhaps just make a bunch of animalistic soulmelds and have them be an alternative list of soulmelds for the totemist instead of magical beast ones? And then have totemist substitution levels for shifters or something.Well, let's see. We have incarnum classes (w/ dedicated soulmelds) for Magical Beast, Plant, and Aberration. We need a bunch more if we're going to run the gamut, which would actually be kind of fun to consolidate.
I mean, absolutely, but personally I feel like having distinct classes for the various creature types is a more interesting idea than access feats... just my 2cp.I've been stymied by this idea myself. I tried working it as 3 access feats, one of which was basically a redesign of Necrocarnum Acolyte. The fey section wrote itself but I got blocked when coming upon ideas for elemental melds.Thought back to my Spirit Shaman and Incarnum stuff and realized I should perhaps just make a bunch of animalistic soulmelds and have them be an alternative list of soulmelds for the totemist instead of magical beast ones? And then have totemist substitution levels for shifters or something.Well, let's see. We have incarnum classes (w/ dedicated soulmelds) for Magical Beast, Plant, and Aberration. We need a bunch more if we're going to run the gamut, which would actually be kind of fun to consolidate.
Should I post a tentative?
It certainly can be, but the original classes didn't get any real support either. I try to shy from something that big. Let me dig out the file and edit for monday.I mean, absolutely, but personally I feel like having distinct classes for the various creature types is a more interesting idea than access feats... just my 2cp.I've been stymied by this idea myself. I tried working it as 3 access feats, one of which was basically a redesign of Necrocarnum Acolyte. The fey section wrote itself but I got blocked when coming upon ideas for elemental melds.Thought back to my Spirit Shaman and Incarnum stuff and realized I should perhaps just make a bunch of animalistic soulmelds and have them be an alternative list of soulmelds for the totemist instead of magical beast ones? And then have totemist substitution levels for shifters or something.Well, let's see. We have incarnum classes (w/ dedicated soulmelds) for Magical Beast, Plant, and Aberration. We need a bunch more if we're going to run the gamut, which would actually be kind of fun to consolidate.
Should I post a tentative?
I mean, absolutely, but personally I feel like having distinct classes for the various creature types is a more interesting idea than access feats... just my 2cp.I've been stymied by this idea myself. I tried working it as 3 access feats, one of which was basically a redesign of Necrocarnum Acolyte. The fey section wrote itself but I got blocked when coming upon ideas for elemental melds.Thought back to my Spirit Shaman and Incarnum stuff and realized I should perhaps just make a bunch of animalistic soulmelds and have them be an alternative list of soulmelds for the totemist instead of magical beast ones? And then have totemist substitution levels for shifters or something.Well, let's see. We have incarnum classes (w/ dedicated soulmelds) for Magical Beast, Plant, and Aberration. We need a bunch more if we're going to run the gamut, which would actually be kind of fun to consolidate.
Should I post a tentative?
I've requested a subforum for the incarnum stuff.
Demolition skill - Str-based skill for breaking things (to replace the flat Str check to break an object). Synergy for 5 ranks in Disable Device and vice-versa. It would need some extra things you can do with it in order to be worth building as a fully-fledged skill. Maybe a skill check to be able to ignore some/all of an object's hardness when you attack/sunder it?
Can I suggest "Hindsight" instead of Inverted Foresight, and Babble instead of Garbled Tongues?
... Huh. That's a good spell, too.Can I suggest "Hindsight" instead of Inverted Foresight, and Babble instead of Garbled Tongues?
Hindsight is already the name of a spell. Otherwise I'd have called it that.
Slain Creature Hit Dice | Baatezu Summoned | Tanar'ri Summoned |
1 or less | Lemure | Dretch |
2-3 | Bearded Devil (Barbazu) | Howler |
4-5 | Chain Devil (Kyton) | Succubus |
6-7 | Erinyes | Vrock |
8-9 | Bone Devil (Osyluth) | Hezrou |
10-11 | Barbed Devil (Hamatula) | Bebilith |
12-13 | Ice Devil (Gelugon) | Glabrezu advanced to 14 HD |
14-15 | Horned Devil (Cornugon) advanced to 16 HD | Nalfeshnee advanced to 16 HD |
16-17 | Pit Fiend | Balor |
18 or higher | 1 Ice Devil (Gelugon) and 2 Imps | 1 Glabrezu advanced to 14 HD and 2 Quasits |
Deception: Enemies suffer a 5%/aura bonus miss chance on attacks, as per concealment. Cast an Illusion spell and enemies within the aura lose special senses for 1 round.I really like this one; it's a particularly unusual sort of effect, yet not unbalanced.
Armor Mobility | |||||||||||||||||
Unarmored/light | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 |
5/6 | 15 | 20 | 25 | 30 | 35 | 40 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 70 | 75 | 80 | 85 |
2/3 (standard) | 15 | 15 | 20 | 25 | 30 | 35 | 35 | 40 | 40 | 45 | 50 | 50 | 55 | 55 | 60 | 65 | 70 |
1/2 (mountain/gear) | 10 | 15 | 15 | 20 | 20 | 25 | 25 | 30 | 30 | 35 | 35 | 40 | 40 | 45 | 45 | 50 | 50 |
Normal Bonus | Modifier |
+1 or less | +0 |
+2 | +1d4-2 |
+3 | +1d6-3 |
+4 | +1d8-4 |
+5 or higher | +2d6-6 |
Surprise Elemental. Because it's the element of... Oh forget it.:lol :clap
Surprise Elemental. Because it's the element of... Oh forget it.:lol :clap
Definitely needs HiPS as well as a really high initiative modifier. Maybe base it on the Invisible Stalker?
Surprise Elemental. Because it's the element of... Oh forget it.:lol :clap
Definitely needs HiPS as well as a really high initiative modifier. Maybe base it on the Invisible Stalker?
Alternatively the dire turtle ability or the one from that drow only PRC nobody
Dread Fang of Lolth for its 10th level ability I assume?
Heh, the class is kinda shitty now that I see it for the first time. Both in fluff and in mechanics.
Surprise Elemental. Because it's the element of... Oh forget it.+1 :clap
Surprise Elemental. Because it's the element of... Oh forget it.+1 :clap
Sight of Destination | Spellcraft Modifier |
Never seen | -10 |
Pinpointed at least once | -5 |
Indirectly seen at least once | -5 |
Directly seen at least once | +0 |
Pinpointed through inferior senses (such as blindsense or scent) | +5 |
Visible indirectly (such as through scrying or via a mirror) | +5 |
Within line of sight (including sight-equivalent senses) | +10 |
Familiarity | Spellcraft Modifier |
Destination does not actually exist | -201 |
Secondhand (you have heard of the destination) | -10 |
Firsthand (you have visited before) | +0 |
Nearby (within the same structure or local area as origin) | +5 |
Familiar (you have visited three or more times) | +5 |
1. If the destination does not actually exist, successful teleportation is impossible. Use the DC only to determine the effects of failure. On a success, no teleportation occurs and the would-be teleporter becomes aware that the destination does not exist. |
Connection | Spellcraft Modifier |
Likeness or picture of destination | +2 |
Object from destination | +4 |
Cartographer’s map of destination | +10 |
Created or studied teleportation beacon at destination | +10 |
Teleportation | Spellcraft DC |
Origin has a teleportation circle, destination has a teleportation beacon | 25 |
Destination has a teleportation beacon | 30 |
Origin has a teleportation circle | 40 |
No beacon or circle | 45 |
Per 100 miles distance (same plane) | +1 |
Destination is warded against teleportation (dimension lock, forbiddance, a dead magic zone, etc.) | +101 |
Destination on another, coterminous plane | +102 |
Destination on another, non-coterminous plane | +202 |
1. On a success, the teleportation arrives in the general vicinity of the edge of the ward, outside of it. 2. If the destination is on another plane, successful teleportation is impossible without appropriate magic (such as the Planar Teleporter feat or the plane shift spell). Without this, use the DC only to determine the effects of failure. On a success, no teleportation occurs and the would-be teleporter becomes aware that the destination is on another plane. Ignore the DC modifier for distance. |
Make a PrC for adepts like Sublime Chord is for Bards.
Make a PrC for adepts like Sublime Chord is for Bards.
This sounds like it would be a very fun class to make. Might take a stab at it myself.
Make a PrC for adepts like Sublime Chord is for Bards.
This sounds like it would be a very fun class to make. Might take a stab at it myself.
Aside from getting 9th level spells, it would also need some sort of spice that thematically goes along with the adept's repertoire. Something building on the familiar for sure since that's the adept's only class feature, plus some other things based on how adepts aren't as studied as clerics. Maybe more spontaneity in spells or something, plus some access to certain normally arcane spells as divine ones.
A 5-level PrC that gives you pieces of the Incorporeal subtype as class features. Each piece should be active, so you can toggle your miss chance or whatever.
A 5-level PrC that gives you pieces of the Incorporeal subtype as class features. Each piece should be active, so you can toggle your miss chance or whatever.
Psion Uncarnate isn't quite what you're looking for?
Of course not.
Just some thoughts on those spells that affect humanoids specifically. Why should it specifically be easier to affect humanoids with magic than any other type?
Of course not.
Given that, I'm assuming you mean a five level class that gets a permanent ability to swap in and out of incorporeal and doesn't really rely on magic at all? So more for rogues/shadow focused people?
@Littha - Where do counters and boosts fall in the chain?
1. Minimum roll rules for rogue skill checks and initiative. E.g. your minimum d20 result on skills and initiative is 1 plus your rogue levels.
@ Litha
How about danseuse for some bard cross?
Trying to think of a way to smash the Blighter, Talontar Blightlord, Walker in the Wastes, and one or two other classes into an anti-druid class that doesn't suck and isn't undead reliant. If there are other anti-life classes out there, I take suggestions. :)
Trying to think of a way to smash the Blighter, Talontar Blightlord, Walker in the Wastes, and one or two other classes into an anti-druid class that doesn't suck and isn't undead reliant. If there are other anti-life classes out there, I take suggestions. :)
I'm on it! (http://www.minmaxboards.com/index.php?topic=16472.msg289333#msg289333)
@ Litha
How about danseuse for some bard cross?
Not keen on the idea, I was going for some sort of ascetic monk type. Not capoeira.
Trying to think of a way to smash the Blighter, Talontar Blightlord, Walker in the Wastes, and one or two other classes into an anti-druid class that doesn't suck and isn't undead reliant. If there are other anti-life classes out there, I take suggestions. :)
The only odd thing is that it's actually a worse caster when in that environment it worships... :P And I know that's because of the whole defiling mechanic and consuming life to power it, but you'd think a Walker in the Wastes would be at an advantage in them.Trying to think of a way to smash the Blighter, Talontar Blightlord, Walker in the Wastes, and one or two other classes into an anti-druid class that doesn't suck and isn't undead reliant. If there are other anti-life classes out there, I take suggestions. :)
Decided to take up my own challenge - Walker in the Wastes (http://www.minmaxboards.com/index.php?topic=16478.0).
Thematically, the Walker in the Wastes is an anti-druid, a character that wants to see the verdant life of the forest, jungles, and plains reduced to nothing more than the chill deserts of snow and ice or burning wastes of sun-scorched earth. To that end, most of his class abilities are centred around either desiccation, defiling, or making the landscape inhospitable. Classes that sacrificed themselves/inspired this guy are the Walker in the Wastes, Blighter, Sand Shaper, Dark Sun Defiler, Arch-Defiler, and Leech. Sandstorm and Frostburn are very necessary books to use the class.
The only odd thing is that it's actually a worse caster when in that environment it worships... :P And I know that's because of the whole defiling mechanic and consuming life to power it, but you'd think a Walker in the Wastes would be at an advantage in them.
The way Defiling works basically turns Walker in the Wastes into an NPC class, because it's so difficult to use, especially in confined spaces. Take the case of a normal humanoid with a 30' move speed: If he casts a 6th level spell, he can't cast anything next round because he has to double move to get out of the radius of his Defilement.
Was there a rule that he can't cast without defiling? If so, I missed it. Just sorta assumed a Defiled area counted as the Waste / a -2 CL area.The way Defiling works basically turns Walker in the Wastes into an NPC class, because it's so difficult to use, especially in confined spaces. Take the case of a normal humanoid with a 30' move speed: If he casts a 6th level spell, he can't cast anything next round because he has to double move to get out of the radius of his Defilement.
On the other hand, the Walker qualifies for Natural Spell, and can easily pick a shape with enough movement. Cheetah or any flying options come to mind. Likewise, casting a 5th level spell is an option. Or using the vast array of magical options that grant movement enhancements. Finally, he can start combat by summoning something, then turning into a Dustform Dire Bear and punching the opponent in the head until it falls over. That choice always seems to work well for Druids I've played as/with.
The fact that his casting is somewhat harder to use efficiently than the overpowered Tier 1 classes certainly doesn't put the Walker anywhere near NPC level. At worst, he's low Tier 2, because he's a Druid with an equal or better chassis and a worse spell selection/casting method.
Was there a rule that he can't cast without defiling? If so, I missed it. Just sorta assumed a Defiled area counted as the Waste / a -2 CL area.
Have you been reading Unknown Armies? :P
Have you been reading Unknown Armies? :P
Nope, totally spontaneous.
A class that copies enemies, making illusionary copies of them as his main abilities, and using lesser illusions as his at wills. But the illusionary copies are much weaker and have lesser abilities. Class features would grant special attacks, qualities, etc. Not sure if its a magic system or a class.
Alternately, summoning shadow clones of various monsters to have them use their powers to aid the character. Something like a cross between a Binder, Shadowcaster, and Summoner. But that they could never be more than shadows, and so their effects were always weak/short/crippled, and that as the class/system progressed, what the character gained instead was more of them, more shadows that could act on his behalf, do his bidding, etc.
Seems very interesting. Could use fading parts of something to apply conditions (entangled and nauseated come to mind first). Real and unreal other than the percentage... no idea with that, though.A class that copies enemies, making illusionary copies of them as his main abilities, and using lesser illusions as his at wills. But the illusionary copies are much weaker and have lesser abilities. Class features would grant special attacks, qualities, etc. Not sure if its a magic system or a class.
Alternately, summoning shadow clones of various monsters to have them use their powers to aid the character. Something like a cross between a Binder, Shadowcaster, and Summoner. But that they could never be more than shadows, and so their effects were always weak/short/crippled, and that as the class/system progressed, what the character gained instead was more of them, more shadows that could act on his behalf, do his bidding, etc.
I started, very briefly, writing up some basic rules text around the idea mentioned above (here (http://www.minmaxboards.com/index.php?topic=16544.0)), but I'm already unsure of the direction to go in. I want things being real/not real and shadow creatures to be part of the core, but I'm not sure what to surround that with, for two reasons - I don't want the rest of the system to be a rehash of Mysteries, and I don't want to be too close to arcane magic in feel.
So, here's an alternate set up idea:
Three sets of abilities (a little like ToB) - "stances" are your summoned creatures, mostly permanent but not very real and kind of weak. "Boosts" are exactly that, boosting your summoned creatures and making them more real or giving them different abilities. "counters/strikes" are abilities that attack enemies, making them less real, fading bits and pieces of them away.
Which would mean coming up with a fading mechanic, something that can manage real/unreal more than just the % mark and account for being able to do things like fading only certain parts of something, or using it to counter spells, etc. Thoughts?
Seems very interesting. Could use fading parts of something to apply conditions (entangled and nauseated come to mind first). Real and unreal other than the percentage... no idea with that, though.
Seems very interesting. Could use fading parts of something to apply conditions (entangled and nauseated come to mind first). Real and unreal other than the percentage... no idea with that, though.
Could do something like an ability score penalty, as if you were only fading someone's legs, for instance. "Faded life" is energy drain. What other conditions (aside from Entangled/Sickened/Nauseated) do you see fitting the idea? On the flip side, there is making something more real, which one of the bard's abilities basically is (Inspire Greatness is positive level gain, effectively).
The big thing (for me) is still trying to figure out a mechanic to use - I've already got ToB casting (Chronomancy), and I'm not coming up with a compelling idea that I like. I sort of want to try a stacking mechanic, where a caster can spend more actions to increase or alter (metamagic) his individual spells. Maybe that's how the boosts come online - via being extra action riders on top of main spells. 1 Increase (see below) means move -> standard, standard -> full round, etc.
Could also have some effects that make creatures/other things less real in return for "spin-off" effects.
With the slightly different idea now being mentioned, here's several new sample "spells":(click to show/hide)
Seems very interesting. Could use fading parts of something to apply conditions (entangled and nauseated come to mind first). Real and unreal other than the percentage... no idea with that, though.A class that copies enemies, making illusionary copies of them as his main abilities, and using lesser illusions as his at wills. But the illusionary copies are much weaker and have lesser abilities. Class features would grant special attacks, qualities, etc. Not sure if its a magic system or a class.
Alternately, summoning shadow clones of various monsters to have them use their powers to aid the character. Something like a cross between a Binder, Shadowcaster, and Summoner. But that they could never be more than shadows, and so their effects were always weak/short/crippled, and that as the class/system progressed, what the character gained instead was more of them, more shadows that could act on his behalf, do his bidding, etc.
I started, very briefly, writing up some basic rules text around the idea mentioned above (here (http://www.minmaxboards.com/index.php?topic=16544.0)), but I'm already unsure of the direction to go in. I want things being real/not real and shadow creatures to be part of the core, but I'm not sure what to surround that with, for two reasons - I don't want the rest of the system to be a rehash of Mysteries, and I don't want to be too close to arcane magic in feel.
So, here's an alternate set up idea:
Three sets of abilities (a little like ToB) - "stances" are your summoned creatures, mostly permanent but not very real and kind of weak. "Boosts" are exactly that, boosting your summoned creatures and making them more real or giving them different abilities. "counters/strikes" are abilities that attack enemies, making them less real, fading bits and pieces of them away.
Which would mean coming up with a fading mechanic, something that can manage real/unreal more than just the % mark and account for being able to do things like fading only certain parts of something, or using it to counter spells, etc. Thoughts?
Other conditions I could see applying: fascinated / dazed (fading mind), slowed (fading time/speed), or possibly shaken / frightened / panicked (fading coherence? fading willpower?)
Maybe look into ShadowcastingToM? It's an interesting system, and might work with things becoming more real the more proficient you are with them, or something to that effect.
I'm not sure about making things less real for spin-off effects; it seems like it would just be your Chronomancy class re-skinned (the one that uses durations to do the same thing).
This sounds like the Mesmer from Guild wars... Which is awesome because it was the most interesting class in both the first game and the sequel.
It does have a moderate amount of overlap with Chrono there, but I think heading down a much more illusion/enchantment/shadow end of things could keep them far enough apart. Like having a counter that turns a spell illusionary, with riders that make the spell more illusionary, not less (effectively weakening it).Oooh. Now that's a good idea - affecting the reality of other spells or attacks (or even having some sort of AC-shred by making natural armor / normal armor unreal). Definitely separates it by way of having it affect others instead of your own parts. Perhaps a class feature that allows them to modify the reality of spells that affect them (so they could have their healing be X% more real, or the enemies' Shades spell be X% less real)? That, combined with a "counterspell" that turns something into a shadow conjuration-esque effect would be a powerful defensive ability, but one that was action-intensive and only worked against single-target, direct-effect spells.
http://wiki.guildwars.com/wiki/Mesmer
The guild wars 1 mesmer mostly revolved around single target disabling effects. Counterspells, Illusion spells and spells that drain their targets mana (along with some other strangeness.)
https://wiki.guildwars2.com/wiki/Mesmer
Guild wars 2 mesmers have illusionary and phantasmal duplicates. Phantasms deal damage but are easy to tell apart from the mesmer, Illusions are perfect copies and there are ways to swap places with them.
They can also shatter their illusions for various effects.
Oooh. Now that's a good idea - affecting the reality of other spells or attacks (or even having some sort of AC-shred by making natural armor / normal armor unreal). Definitely separates it by way of having it affect others instead of your own parts. Perhaps a class feature that allows them to modify the reality of spells that affect them (so they could have their healing be X% more real, or the enemies' Shades spell be X% less real)? That, combined with a "counterspell" that turns something into a shadow conjuration-esque effect would be a powerful defensive ability, but one that was action-intensive and only worked against single-target, direct-effect spells.
At this point, I think I have enough material to have another go at the base mechanics...
Unsure of where to put stuff, so it's going in here.
Nitpick: I'm assuming that Armor of Unreality is actually reducing natural armor by its reality percentage.
Multiple Portals
Level: Gap 3
Casting Time: No increase
Effects: Gap thresholds
Whenever you bring into being a single-target gap with a reality percentage, you may instead apply it to as many targets within range as you wish, dividing the reality percentage as you choose among all targets, rounding down to the nearest 5% in each case. Otherwise, apply the gap normally.
Example: Umachys brings Armour of Unreality into being, targeting three trolls. He decides to reduce one troll's natural armour by 30%, and the other two by 10% each. Each troll gets a save at the normal DC to resist.
The Iron Ghost: Like the Swiftblade, but with Blink instead of Haste.
Making weapon damage types and shield use matter a bit more.
Masterwork and magic armor and shields give DR while in use. The magnitude of the DR is based on the base armor/shield bonus of the item in question (excluding the enhancement bonus, if any). Non-magical masterwork is half the base armor/shield bonus (rounded down, as usual), magic is the base armor/shield bonus times the item's enhancement bonus. Non-magical, non-masterwork armor and shields don't give DR. DR from a shield or armor's material (such as adamantine) stacks with the DR it provides.
Armor gives DR bypassed by one or more damage types.
- Light armor: DR/piercing or slashing
- Chain shirt: DR/bludgeoning or piercing
- Medium armor: DR/piercing
- Hide armor: DR/slashing
- Breastplate: DR/bludgeoning
- Heavy armor: DR/bludgeoning
Shields give DR/-. Does not stack with DR from armor.
Numbers undoubtedly require adjustment.
Making weapon damage types and shield use matter a bit more.
The only problem you might have is the number of +Skill items and classes out there boosting it to hell and back. Then you get infinite Divine feats.
Second: Making "vestiges" that are closer to embodiments of what are normally Domains, so instead of gaining their powers from worshipping gods, clerics (reflavored Binder, or maybe another class) gain powers by binding some discrete element of the world to them - a Healing vestige, or a Knowledge one, say. The original idea involved assembling all the regular Domain powers, improved powers, devotion powers, and such to crib together powersets based off of them, but who knows how'd it actually work out.
Second: Making "vestiges" that are closer to embodiments of what are normally Domains, so instead of gaining their powers from worshipping gods, clerics (reflavored Binder, or maybe another class) gain powers by binding some discrete element of the world to them - a Healing vestige, or a Knowledge one, say. The original idea involved assembling all the regular Domain powers, improved powers, devotion powers, and such to crib together powersets based off of them, but who knows how'd it actually work out.
You know, I've been giving vague thoughts to an Arcane version of this - you bind Transmutation or Conjuration, say, and you get access to some powers. You'd need to layer them in tiers or whatever, though...
So, something like this (http://wiki.faxcelestis.net/index.php?title=D20r:Druid), but with ability bundles closer to the domains from this (http://wiki.faxcelestis.net/index.php?title=D20r:Cleric)?
Dragon Pact Warlock VariantI like this, because I always liked the idea of the dragon shaman, but it was just so lackluster.
- Pick from the list of Dragon Shaman totem dragons (this one (http://www.minmaxboards.com/index.php?topic=13687.msg236209#msg236209), not the dinky original one). Can change totems as Dragon Shaman.
- Alignment must be within 1 stem of totem dragon's (as Dragon Shaman).
- The Ex-Dragon Shaman section applies if you lose your appropriate alignment. You lose Eldritch Blast and the other dragon totem-based abilities this variant gives.
- Eldritch Blast is not untyped. Instead, it deals damage as per the totem's breath weapon damage type.
- Gain DR/magic instead of DR/cold iron.
- At 3rd level, gain Draconic Resolve.
- At 8th level, gain Draconic Adaptation for your totem instead of Fiendish Resilience.
- At 13th level, gain Totem Immunity for your totem's energy type.
- At 18th level... gain something, I dunno off hand.
- The first invocation of each grade (the ones you get at 1st, 6th, 11th, and 16th) are from the Dragonfire Adept invocation list instead of the Warlock list. The rest is as normal.
I like this, because I always liked the idea of the dragon shaman, but it was just so lackluster.
Level 18 is tough, because anything iconic the class should be granting should be stuff you already have. Perhaps the ability to use an invocation (or maybe just Eldritch Blast) as a swift action 3/day? Frightful Presence could be an option, but I'm not sure it would really do much at that point.
Cribbing off FFG Star Wars, I wanna use the Force Dice for divine magic.
[...]
• Rolling a 1 gives you two black dots. A 2-7 is one black dot. 8-9 are one white dot. 10-12 are two white dots.
• By default, you can only spend white dots on force powers - however, you can "flip" black dots into white dots at a personal cost.
[...]
• Divine casters start with one die; they get an extra one every X levels. [...] Maybe use the same progression as Essentia limit?
N | % Chance |
1 | 66.0% |
2 | 63.1% |
3 | 49.7% |
4 | 45.5% |
5 | 38.5% |
Level | Max Spell Level | Dice | % Chance |
1 | 1st | 2 | 66.0% |
2 | 1st | 2 | 66.0% |
3 | 2nd | 2 | 46.5% |
4 | 2nd | 2 | 46.5% |
5 | 3rd | 2 | 14.6% |
6 | 3rd | 3 | 32.8% |
7 | 4th | 3 | 17.7% |
8 | 4th | 3 | 17.7% |
9 | 5th | 3 | 4.7% |
10 | 5th | 3 | 4.7% |
11 | 6th | 3 | 1.6% |
12 | 6th | 4 | 6.1% |
13 | 7th | 4 | 1.4% |
14 | 7th | 4 | 1.4% |
15 | 8th | 4 | 0.4% |
16 | 8th | 4 | 0.4% |
17 | 9th | 4 | N/A |
Cribbing off FFG Star Wars, I wanna use the Force Dice for divine magic.
[...]
• Rolling a 1 gives you two black dots. A 2-7 is one black dot. 8-9 are one white dot. 10-12 are two white dots.
• By default, you can only spend white dots on force powers - however, you can "flip" black dots into white dots at a personal cost.
[...]
• Divine casters start with one die; they get an extra one every X levels. [...] Maybe use the same progression as Essentia limit?
Not knowing anything about FFG Force powers or how they're costed, I'm assuming spells will cost white dots equal to their level. I'm also assuming that you're using the usual spell level progression, that you want a reasonable ≥50% chance for divine casters to be able to cast their more powerful spells without spending faith points to flip black dots, and that faith points are the only limitation on spells (no spell slots, in other words) so you don't want their highest-level spells to be too reliable.
Here's a fan-made handout that lays out the Force Power trees. (http://beggingforxp.com/wp-content/uploads/2016/01/StarWars-FaD-TalentTree-Color-v2.pdf)
As for how they work... imagine if you had to buy the augmentations for individual Psionic Powers separately. In exchange, you can buy a given Augmentation multiple times - and their effects stack.
It works surprisingly well, except for the fact that the Move tree interacts strangely with the range and size rules (if I recall correctly, someone who buys all of the Move talents and rolls 7 points could pull a Star Destroyer out of orbit, which is... pretty out of line compared to the other powers.)
So I was visualizing something kinda similar:
1. Each divine power takes the form of a "tree" of base powers and upgrades. I'm imagining that there'd be a few "basic" trees and the rest would be domain-based.
New area variation: Cloud
A cloud continuously affects its area like an emanation (as opposed to choosing who or what is affected immediately on casting and staying with them no matter where they move like a burst or a spread), but it flows around corners like a spread (as opposed to straight line of effect like a burst or emanation).
For obvious reasons, the cloud spells (Fog Cloud, Obscuring Mist, Stinking Cloud, etc.) would be clouds instead of emanations.
I like this idea, but how do you see the mirror images working?
For ex, Phantom Dodge: if it's in response to an attack, what does the mirror image do? The monster has already targeted you because the image didn't exist at the time of the attack being started. Whereas I can see how the later one works - you leave a mirror image and step out of the way of the attack, so the attack strikes the image.
For those that say "until image is destroyed", is that an indefinite period or limited to the usual 1 round of ToB strikes?
On another note, I would raid all of the class features of the Arcane Duelist (http://archive.wizards.com/default.asp?x=dnd/re/20030224a), since it seems to fit with this discipline perfectly. Flurry of Blades is basically a 9th level strike.
A rush is?
Martial Discipline | Key Skill | Save DCs | Crusader | Swordsage | Warblade |
Desert Wind | Tumble | Wisdom | No | Yes | No |
Devoted Spirit | Intimidate | Charisma | Yes | No | No |
Diamond Mind | Concentration | Strength | No | Yes | Choice |
Iron Heart | Balance | Strength | No | No | Yes |
Setting Sun | Sense Motive | Strength/Dexterity | No | Choice | No |
Shadow Hand | Hide | Wisdom | No | Yes | No |
Stone Dragon | Balance | Strength | Choice | Choice | Yes |
Tiger Claw | Jump | Strength | No | Choice | Yes |
White Raven | Diplomacy | N/A (but it would probably be Charisma if any maneuvers allowed a save) | Yes | No | Choice |
Illusion martial discipline
Illusion martial discipline
Given you're up to 22 maneuvers, it looks like you're all but ready to turn them into a fully fleshed out discipline. Got an idea for the usual tactical feat for the discipline?
Fine: 2½'x2½'x1¼' space, 0ft reach, x1/16 weight and carrying capacity
Diminutive: 2½'x2½'x2½' space, 0ft reach, x1/8 weight and carrying capacity
Tiny: 5'x2½'x2½' space, 0ft reach, x1/4 weight and carrying capacity
Small: 5'x5'x2½' space, 5ft reach, x1/2 weight and carrying capacity
Medium: 5'x5'x5' space, 5ft reach, x1 weight and carrying capacity
Large: 10'x5'x5' space, 5ft reach, x2 weight and carrying capacity
Huge: 10'x10'x5' space, 10ft reach, x4 weight and carrying capacity
Gargantuan: 10'x10'x10' space, 10ft reach, x8 weight and carrying capacity
Colossal: 20'x10'x10' space, 10ft reach, x16 weight and carrying capacity
• You deal [Size Diff]d6 bonus weapon damage vs. smaller opponents, but suffer a -2*[Size Diff-1] penalty to attack rolls against them. You get a +2*[Size Diff] bonus on all Strength-based checks made against smaller creatures.
• You get a +2*[Size Diff] bonus to your attack rolls against larger opponents, but lose [Size Diff-1] dice of weapon damage against them. d6s are always lost first. You get a +2*[Size Diff] bonus on all Dexterity-based checks made against larger creatures.
• Treat objects as "creatures" of a similar size - rather than gaining bonuses to certain checks, however, they apply that bonus as a penalty to such rolls made against them.
So...
An Ogre attacks a human. The Ogre deals +1d6 damage to the human, but the human gets a +2 bonus on attack rolls against the Ogre.
That same Ogre wants to smash a door sized for humans - it gets a +2 bonus to the roll. If it tried to pick the lock, it would suffer a -2 penalty instead.
Concept: A martial discipline whose maneuvers have passive effects while readied. Some are a bit weaker than normal but give small passive bonuses as long as you have them readied and unexpended. Others are stronger than normal, but penalize you until you recover them.
Precognitive JauntDo multi-school spells exist? I don't remember having seen any, though it does make sense for something like this to be div/conj.
Conjuration (teleportation)/Divination
They do. They were introduced late in 3.5s life, just can't remember what book.It was either PHB2 or DMG2, I think the former. Kelgore's Grave Mist is the one that comes to mind, but I know there were more.
If you want the lazy way around dogmas, can make their spell list all the spells granted by domains under their deities portfolio. Somewhere I've got a class or two that does that. It cuts out all the splat book abuse in one go, which is nice.
If you want the lazy way around dogmas, can make their spell list all the spells granted by domains under their deities portfolio. Somewhere I've got a class or two that does that. It cuts out all the splat book abuse in one go, which is nice.
Domain cleric (http://www.minmaxboards.com/index.php?topic=12824.msg220957#msg220957). My lazy ass fix to cleric spell lists. Hope it gives you some ideas, Garryl :)
If you want the lazy way around dogmas, can make their spell list all the spells granted by domains under their deities portfolio. Somewhere I've got a class or two that does that. It cuts out all the splat book abuse in one go, which is nice.
Domain cleric (http://www.minmaxboards.com/index.php?topic=12824.msg220957#msg220957). My lazy ass fix to cleric spell lists. Hope it gives you some ideas, Garryl :)
I'm kinda trying for only a part of that. Yes to the idea of paring down the do-everything nature of the Cleric spell list, but not to the extreme that restricting it to just domains would be. The thought process behind having different dogmas was to give a solid baseline spell list for whatever theme you would focus on (but not all themes at the same time), with the domains expanding it a bit. For a hypothetical example, a Cleric with the wrath dogma (lots of blasty and crowd control spells) might snag the Luck and Knowledge domains for a bit of buffing and out of combat utility. The domains spells should wind up more like a Beguiler or Warmage's Advanced Learning, adding a few spells you're looking for to fill out what your core list is lacking, rather than defining your spellcasting ability or being a secondary concern compared to the domain power (as is frequently the case with the PHB Cleric and its single domain spell slot per level).
...
Master of Masks addition:
Can progress a psionic or incarnum class instead of a spellcasting class. The Mask Specialist ability can also work on Incarnum soulmeld masks.
It's mostly about standardizing the parts that are large quantities of numbers that are subtly different from each other. It would be nice to be able to tell roughly what you're getting when you talk about a dragon of age category X in terms of overall power level and pure statistics. There's still plenty of room for the basic dragon to be different and for dragon-specific features to scale up and grow more different with age, still enabling each dragon type to have its own distinct flavor and specialties.
I'm not trying to say dragons should be all the same. I'm just trying to have a sort of presentation that separates out the parts that are actually unique and doesn't try to mix them in with the things that are the same for everyone.
So you'd start with something like "Adult Dragon" and then apply (for lack of a better term) templates to differentiate between a White and Red dragon? I like the idea, but I'm afraid it might be too little, too late. The biggest reason people I've played with have given me for not including more dragons in their games is that it's too much work to make one. This would alleviate that somewhat, but you'd still have to choose spells and feats, which is where most of the work was anyway. Still, it would help make everything else easier, which can only be a good thing.
My take on it would be to enhance favoured enemy, and then make it a variable/prepared thing. So like, much like the Warblade or the Swordsage- at the beginning of the day you sit down and prepare for what kind of hunting you're expecting to do that day. This is mainly fluff supported so shit like particular fletching for your arrows, particular types of arrows- blunt headed arrows for skeletons, slashing arrows for zombies. Particular adjustments to your clothing-
- Not sure what to do with Favored Enemy. Probably going to remove it. It always kinda felt to me like you needed metagame knowledge of what enemy types are common to make it work at all, and even then it still wasn't too great
My take on it would be to enhance favoured enemy, and then make it a variable/prepared thing. So like, much like the Warblade or the Swordsage- at the beginning of the day you sit down and prepare for what kind of hunting you're expecting to do that day. This is mainly fluff supported so shit like particular fletching for your arrows, particular types of arrows- blunt headed arrows for skeletons, slashing arrows for zombies. Particular adjustments to your clothing-
- Not sure what to do with Favored Enemy. Probably going to remove it. It always kinda felt to me like you needed metagame knowledge of what enemy types are common to make it work at all, and even then it still wasn't too great
Basically make favoured enemy an adjustable suite of tools a Ranger has that he can use to improve his ability to fight a specific type of enemy each day. So he gets bonuses on skills vs that enemy, maybe a bonus on attacks, definitely a bonus on damage, and as he levels up and 'favoured enemy' improves, he'd get two things:
More uses of the '1day pick', representing improving his repetoire and his ability to swap out his preparations on the fly, maybe up to three or four times per day.
And: Rider abilities that add onto attacks or actions vs favoured enemy. Stuff like a tangental dodge bonus vs the enemy, or damage reduction vs their attacks, or extra damage of [type] or whatever.
For the sneak attack, honestly I'd approach it from another angle, giving them a choice of Skirmish or the sniper shot thing, where they get bonus dice if they haven't moved. I wouldn't lock it into a fighting style or anything, so you could have zippy bow rangers and hidey TWF ambushers if you wanted.
One suggestion I've seen a lot is to have Favored Enemy give you general bonuses. Like "I hunt dragons, so I pick stuff that counters flying creatures, Natural Armor, and stuff with breath weapons."Ooh, I like that. In theory that was where the archetype split was going with the 5e ranger, broadening into general types, but they kind of lost that.
That way, if you suddenly face stuff that isn't dragons, you can at least do something.
What if shields "upgraded" Evasion, in addition to giving an AC bonus?
• Shield, but no Evasion: Make a Reflex save as if you had Evasion, but the Shield takes the damage on a successful save.
• Shield, with Evasion: Make a Reflex save as if you had Improved Evasion, but the shield takes the damage too on a failed save.
• Shield, with Improved Evasion: Your shield takes the damage on a failed Reflex save instead of you.
Make a Dragon version of Astral Construct, then make a base class that's focused around it, with all the different True Dragon types being the equivalent of Ectopic Form feats.
Not sure if breath weapon and frightful presence should be default features of the "construct"...
Make a Dragon version of Astral Construct, then make a base class that's focused around it, with all the different True Dragon types being the equivalent of Ectopic Form feats.
Not sure if breath weapon and frightful presence should be default features of the "construct"...
I think one of Sirpercival's Ethos of the Wyrm classes did that.
Actually, if you do something like that except actually enforced in the rules, then aside from the auxiliaries, you don't actually need to have techniques completely replace the tags by default, instead only overwriting whichever tag category they grant a tag to. Tags might only get cleared if you use a technique that specifically removes them (like a big finisher). Um, hmm... I'm getting conceptual ideas for a system like that that also leverages the multiple attacks per round that high BAB characters get into a sort of build-your-own-combo system (within the span of a full attack). That would require at least 4 independent tag categories, rather than 2. Don't need to worry about extra attacks, since the maximum potency (and required tags) is limited based on the strongest techniques you know, so you don't get anything super extra, just building up to another smaller combo, or to make a more powerful parry available with a full powered finisher.
Size Category | Str | Dex | Con | Natural Armor |
Fine | -4 | +8 | +0 | +0 |
Diminutive | -4 | +6 | +0 | +0 |
Tiny | -4 | +4 | +0 | +0 |
Small | -2 | +2 | +0 | +0 |
Medium | +0 | +0 | +0 | +0 |
Large | +4 | -2 | +2 | +0 |
Huge | +8 | -4 | +4 | +1 |
Gargantuan | +12 | -4 | +6 | +3 |
Colossal | +16 | -4 | +8 | +6 |
Conjuring Feedback weapon special ability
Price: +1 bonus
Caster Level: 9th
Aura: Moderate abjuration
A successful attack with a conjuring feedback weapon against a summoned or called creature or object deals an additional +1d6 damage. Additionally, it deals 1d6 points of damage + the weapon's enhancement bonus to the summoner or caller of the creature or object.
Prerequisites: Craft Magic Arms and Armor, banishment.
Conjuration Bane weapon special ability
Price: +1 bonus
Caster Level: 8th
Aura: Moderate abjuration
Conjuration bane functions as the bane special weapon ability. It activates against any summoned or called creature or object.
Prerequisites: Craft Magic Arms and Armor, banishment.
Has anyone actually considered going through this thread and pulling out all of the material that's actually finished? There's a lot of "Ideas I actually fleshed out but didn't stick in a separate thread" in here.
The first post has an Index in it, though it's only of Garryl's stuff, and last updated 3 years ago.
The first post has an Index in it, though it's only of Garryl's stuff, and last updated 3 years ago.
We can call that a "No", I think.
Has anyone actually considered going through this thread and pulling out all of the material that's actually finished? There's a lot of "Ideas I actually fleshed out but didn't stick in a separate thread" in here.
The first post has an Index in it, though it's only of Garryl's stuff, and last updated 3 years ago.
Whatever the second one is.Did you read Worm?
Whatever the second one is.Did you read Worm?
Whatever the second one is.Did you read Worm?
Wait, that's supposed to be Noelle? I would not have guessed that. It looks more like something out of a 3rd-party Cthulhu book for d20 Modern.
Indeed.Whatever the second one is.Did you read Worm?
Wait, that's supposed to be Noelle? I would not have guessed that. It looks more like something out of a 3rd-party Cthulhu book for d20 Modern.
The few things I fleshed out from other people's recommendations are in my extended sig. I'll probably be making another pass through here at some point for more inspiration.
That said, here's one: Salt in a lot of lores stops supernatural beings from passing. An ancient cataclysm/divine intervention causes a planet to have an atmospheric salt layer, and subsequently no ghosts or demonic influences. Falling stars herald the coming of evil in this world because (unknown to the people below) the salt barrier is temporarily broken and things slip through. Paladins are trained as quick response teams and the priests are astronomers who try to predict the coming evils.
Until one day, a meteor shower occurs and all hell breaks loose. The paladins can't respond to the overwhelming number of reports and the world as a whole is totally unprepared to deal with supernatural menaces (nobody but the paladins have holy/ghost touch weapons)
I'm pretty sure this is at LEAST one anime plot.
Twist: Salt desert where the last bastion of "humanity" is actually a mostly necropolitan city run by a benevolent(?) Dry Lich council.
4. Apparatus of the Crab based mecha system, using the action economy as fuel. FML, that takes way too long, but I want it, because it can model realistic vehicles.
A chess-themed martial discipline based around battlefield positioning, with things like a 'castling move' counter to pull an ally behind you and take his place, or a "checkmate" that forces the target to make a 5' move as an immediate action, and allows you to hit for massive damage if he can't use it to get out of your reach.Hmm... "Bishop's Gambit" Boost that lets you Charge and land the attack against an enemy on a diagonal of your actual path? "King's Call" Counter to take a 5' step and give an ally a Move Action to intercept the attack?
En Passant: A charging enemy that is not attacking you provokes an AoO from you when it moves into one of your threatened squares instead of when leaving. And/or if an enemy is charging an ally you may make use an immediate action to take a 5 foot step to intercept the charge.
Premise: A more active spellcastery system. Not quite at-will, but not encounter resources like ToB/Spellshapers. Rapid casting, with multiple spellcasts per round, and different spells leading into each other.There are a few official options for stuff this but none like your Homebrew goes on to do.
Evocationist Prerequisite: Sorcerer 1st. Benefit: You use the Spellpoint System out of Unearthed Arcana and casting any non-Evocation Spell costs twice as many spell points. However when ever you deal damage to an enemy during a combat encounter using a cantrip you gain your 1/4 your spellcasting level in spell points. After the 10th level, you can also generate spell points off of 1st level spells. |
Why do none of the schools share charge types other than Consuming Presence and Clarion Tone? I actually think it would lend a really cool element to the system if a lot of effects resulted in charges that a completely different school could use. That way, you'd benefit from constantly switching up which school you pull your next attack from. For example, you could have some ally-buffing effect that gives you flame charges (somehow - it would take a bit of fluff, calling it "Burning Determination" or whatever), so that you could follow it up with a powerful fire attack that uses up those charges.
I like these. Should flesh them out!
For favoured maneuver do you just never recover it and always get one use per encounter?
Some sort of reverse warlock class.Here is an invoker class like that on OSR basis based on Japanese shrine maidens: https://schwarzwaldschrat.wordpress.com/2018/05/01/ganshu-miko-bringing-divine-invokers-to-chanbara/
- Divine-themed invocations.
- Blessed touch. At will touch-range healing (up to 1/2 max hp). Also deals nonlethal damage to enemies or straight up damages undead.
- Fortnate blessing invocations modify blessed touch with various effects, such as buffs, healing to full instead of 1/2, debuffs against enemies, etc.
- Blessed hand invocations modify blessed touch with range and area and other targeting options, including on that just channels it through each of your unarmed strikes as part of a full attack.
For Guardian's Resolve, whose resistances, saving throws, etc, apply? Is it a free action, immediate?
Saving something from Discord I want to revisit later:
Warmage with boom-boom spells as ToB maneuvers, now that could be a very timmy-friendly class that gets more oomph than Warlock without needing to ration its fireballs
Start spell progression with Bard 1, then delay it 1 further level from regular Warmage
Maneuvers could be refreshed by using cantrips, using PF mechanics for at-will cantrips
ToB Warmage/Warlock/Eldritch Theurge would be blaster warlock done right, especially if you give ET the feature that Eldritch Blasts also refresh your pseudo-spells
Property | Base Price Modifier |
Brutal | +1 bonus |
Maneuver Storing | +1 bonus |
Implacable | +2 bonus |
Vanguard | +1 bonus |
1. Ranged weapons only |
Psychic Energy Center | Associated Chakras |
Crown | Crown |
Third Eye | Brow |
Throat | Throat |
Heart | Heart |
Solar (Plexus) | Arms, Shoulders |
Base | Feet, Waist |
Sacral | Hands, Soul |
I think there are some cheap nonmagical goggles in some book that negate daylight sensitivity's dazzling but keep just a small Spot penalty or something.Sun Lenses, 10gp, Sandstorm p.101
"Runerunner"
Subject's Actual Distance | Subject's Actual Size | ||||||||
Fine | Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal | |
> your reach | Fine | Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | |
> 2x your reach | Fine | Diminutive | Tiny | Small | Medium | Large | Huge | ||
> 4x your reach | Fine | Diminutive | Tiny | Small | Medium | Large | |||
> 8x your reach | Fine | Diminutive | Tiny | Small | Medium | ||||
> 16x your reach | Fine | Diminutive | Tiny | Small | |||||
> 32x your reach | Fine | Diminutive | Tiny | ||||||
> 64x your reach | Fine | Diminutive | |||||||
> 128x your reach | Fine |
Adapt the Quicken Spell-Like Ability (https://www.dandwiki.com/wiki/SRD:Quicken_Spell-Like_Ability) feat to use with standard action ToB maneuvers as a swift action. That would give standard action strikes longevity even after multiple attacks per full-attack become available.
- should be limited to relatively low-level maneuvers (can the table be adapated?)
- 3x/day use limit doesn't fit with the way ToB paces out resource use; should have a different limiter related to encounters, rather than per day
A method of nerfing full casters: 1% XP penalty per level taken in a full casting class.This will result in a terrible mess in 3.5. The CR and ECL system don't work well with a party of disparate levels, unlike older editions where different advancement speeds for classes were a feature.
But what about accelerated casting PrCs? OR 3/4 casters, like bards and duskblades?
How much will this be dampened by the increased XP gained from being lower level than the rest of the party?
Haven't actually run the numbers, cause doing it right probably involves calculus.
Plane | Descriptors | Damage Type | Energy and Elemental Traits | Alignment Traits | Magic Traits |
Prime Material | None | Untyped | None | Mildly neutral-aligned | Normal magic |
Ethereal | None | Untyped | None | Mildly neutral-aligned | Normal magic |
Astral | None | Untyped | None | Mildly neutral-aligned | Timeless magic (lower-level spells expire at half their normal rate within the area) |
Shadow | Darkness | Untyped | None | Mildly neutral-aligned | Enhanced magic (+10% shadow reality for lower-level spells), impeded magic (lower-level light spells require a Spellcraft check to be cast) |
Air | Air | Slashing | Air-dominant | Mildly neutral-aligned | Enhanced magic (lower-level air spells are enlarged), impeded magic (lower-level earth spells require a Spellcraft check to be cast) |
Earth | Earth | Bludgeoning | Earth-dominant (area is difficult terrain, rather than being filled with solid earth) | Mildly neutral-aligned | Enhanced magic (lower-level earth spells are extended), impeded magic (lower-level air spells require a Spellcraft check to be cast) |
Fire | Fire | Fire | Fire-dominant (area only deals 1d6 fire damage/round, 2d6 to water creatures) | Mildly neutral-aligned | Enhanced magic (lower-level fire spells are enlarged), impeded magic (lower-level water spells require a Spellcraft check to be cast) |
Water | Water | Bludgeoning | Water-dominant (attacks and effects into the area are resolved as if underwater, area deals 1d6 damage/round to fire creatures) | Mildly neutral-aligned | Enhanced magic (lower-level water spells are extended), impeded magic (lower-level fire spells require a Spellcraft check to be cast) |
Your spells known list is selected from the spell lists of the following domains: Celerity, Luck, Protection, Travel, Weather. You do not gain the domains themselves, and do not get their granted powers.I am fairly certain one would run out of spells to pick even at 1st level for this... also, domains don't grant cantrips.
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