Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 308600 times)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #500 on: May 18, 2014, 09:54:23 PM »
Erg race, living incarnations of evocation's magical energy

(Description)
Ergs appear as glowing spheres of energy with four pseudopods extending from the center. These pseudopods, too, are made of the same energy. Fire Ergs appear as balls of crackling golden flames. Cold Ergs appear as orbs of deep blue ice. (TODO: Electricity = yellow lightning, Acid = green globule, Sonic = greyish waves bouncing about the sphere shape, Force = Opaque purple sphere).
Ergs are genderless.

  • An Erg's ability modifiers are dependent on the energy it exhibits. See Exhibited Energy below for more details.
  • Elemental: As elementals, Ergs have a number of traits, as listed below.
    • Darkvision out to 60 feet.
    • Immunity to poison, sleep effects, paralysis, and stunning.
    • Not subject to critical hits or flanking.
    • Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Unlike other elementals with humanoid forms, Ergs are not automatically proficient with all simple weapons. They are, however, always proficient with their unarmed strikes and any other natural weapons they may acquire.
    • Ergs are not automatically proficient with any form of armor.
    • Elementals do not eat, sleep, or breathe.
  • Small: As a Small creature, an Erg gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than Medium-sized creatures use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • 25' speed: Erg base land speed is 25 feet. They are relatively quick for creatures of their size.
  • 35' speed as quadrupeds: An Erg walking on all fours has a base land speed of 35 feet instead. See Variable Pseudopods below for more details.
  • Aura: Ergs have an innate magical aura of evocation. The caster level of this aura is equal to the Erg's hit dice.
  • Energized Pseudopods: An Erg's unarmed strikes deal damage of the Erg's energy type, instead of bludgeoning damage. Force Ergs are an exception. Their unarmed strikes are considered force effects, allowing them to strike incorporeal and ethereal targets, but they still deal bludgeoning damage and are still affected by damage reduction. A force Erg's unarmed strikes can, however, bypass damage reduction as though they were magic weapons.

    An Erg also gains Improved Unarmed Strike as a bonus feat. An Erg's unarmed strikes deal damage as though they were one size category larger than they actually are.

    Despite how they may appear to be composed of destructive energies, the mere touch of an Erg is not dangerous at all. Only when an Erg willfully strikes with intent to harm does its natural energy escape from the containment of its body.
  • Exhibited Energy: Each Erg exhibits a specific type of energy. Young Ergs occasionally find that the energy they exhibit changes, although mature Ergs' energy types usually remain fixed, changing only in moments of extreme stress or danger. Changes of energy type are usually involuntary, although some Ergs who have devoted much time and effort into self-examination and mastery of their bodies have learned to induce and control these changes.

    Ergs can exhibit one of six energy types: fire, cold, electricity, acid, sonic, and force. An Erg's ability modifiers partially depend on the type of energy it exhibits.
    • Fire: -4 Strength, +2 Dexterity, +2 Charisma
    • Cold: -2 Strength, +2 Dexterity, -2 Intelligence, +2 Wisdom
    • Electricity: -2 Strength, +2 Dexterity,  -2 Constitution, +2 Intelligence
    • Acid: -2 Strength, +2 Constitution
    • Sonic: -2 Strength, +2 Dexterity
    • Force: +2 Dexterity, -2 Wisdom
  • Glowing Energy: Ergs' natural energies emit a colored glow. An Erg's body produces bright illumination at a range of 10 feet, with shadowy illumination for another 10 feet beyond that. An Erg can reduce this glow to as little as shadowy illumination within its own space, or suppress it entirely. Changing the amount of illumination is an act of will that takes a move action.
  • Variable Pseudopods:: Each of the Erg's four pseudopods have the manual dexterity of a halfling's hands and fingers, and each can serve the functions of arms (with hands) and legs (with feet) interchangeably. Ergs think nothing of changing between which of their limbs are used for what function, or even how many are being stood upon, using however many are practical at the time. In addition to the benefits of being able to alter the number of hands and feet it has at any time, simply being able to shift which ones are which gives Ergs a +4 racial bonus on Tumble checks and allows them to make Tumble checks untrained.

    An Erg holding nothing in any of its four pseuodopods can walk on all fours, functioning as a quadruped instead of a biped, increasing its movement speed, carrying capacity, and stability. As a quadruped, the Erg's base speed increases to 35 feet, and its carrying capacity is equal to that of a Medium-sized creature instead of only three-quarters (assuming that the Erg is still Small). It gains a +4 bonus on checks to resist being bull rushed, overrun, or tripped, as normal for a creature with more than two legs. Unlike most quadrupedal creatures, an Erg retains its normal reach as a tall creature when on all fours.

    An Erg holding things in only one pseudopod can use the other three as legs, granting it increased stability. As a triped, it gains a +4 bonus on checks to resist being bull rushed, overrun, or tripped, as normal for a creature with more than two legs. The Erg does not gain any of the other benefits of quadrupedal locomotion.

    An Erg can walk normally on two legs, leaving two pseudopods available for use as arms.

    A prone Erg can use all four pseudopods as arms. This allows them to fight with up to four weapons at once, for example, or perform other tasks that require up to four arms and hands. Most Ergs do not train to fight like this, and remain somewhat uncoordinated when using more than two pseudopods as arms in combat even if they are supported off of the ground through flight or levitation, without need for legs. Even when not prone, an Erg using three or more of its pseudopods as arms still suffers a -2 penalty on melee attack rolls and a -2 penalty to Armor Class against melee attacks. Any effect or ability that affects the penalties for being prone also influences these penalties.
  • Evocation Affinity (Ex): Ergs gain a +1 bonus to their caster level when using evocation spells and effects, and when using spells and effects with the descriptor of their exhibited energy type. An evocation spell with the appropriate descriptor gains the bonus only once.
  • Automatic Languages: Common, Invocar. Bonus Languages: ...
  • Favored Class: Warmage
  • Level Adjustment: +0
(TODO: Monk-like PrC. Lets you change your energy type and do other mystical stuff.)



Erg Feats
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Notes
(click to show/hide)
« Last Edit: May 03, 2016, 06:27:25 PM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #501 on: May 20, 2014, 01:12:45 PM »
Completed: Dragon Shaman is part of the Aura Classes project

Dragon Shaman base class
A remake of the original Dragon Shaman with some fancy new aura features that build Touch of Vitality's healing pool.


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


Languages: As a dragon shaman, you learn to speak Draconic. This does not count against the number of bonus languages you can learn due to a high Intelligence score.

Draconic Vitality: Gain a pool of points akin to PP that can be spent on various effects. Pool size = ~4x Psychic Warrior PP + 2x level x Cha mod. Counts as Touch of Vitality's healing pool for effects and options that use that.

Breath Weapon (Su): Starts at level 1, 1d6 + 1d6/2 levels, usable once/round. Energy type determined by dragon totem. Usable as both line or cone, independent of totem (as per DFA). Can add up to 1d6/2 levels (rounded up) more damage at the cost of 3 DV per extra die.

Auras (Su): As a Dragon Shaman, you can channel the mighty powers of dragonkind to project auras that grant you and nearby allies special benefits. You can learn to produce different effects, or auras, over the course of your career. You may project one minor aura and (starting at 2nd level) one draconic aura at a time. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a Dragon Shaman 2/Marshal 2 would be able to project both a major aura and a draconic aura at the same time, but only a single minor aura.

Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind (mantle or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.

As a Dragon Shaman, activating an aura is a purely mental action. Unless otherwise noted, your auras affect all allies within 60 feet (including yourself) with line of effect to you. Unlike the auras of Marshals and Divine Minds, allies need not have an Intelligence score to gain the bonus (mindless creatures can benefit from your Dragon Shaman auras as much as intelligent creatures). Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.

Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your level + your Charisma modifier.

All modifiers granted by a your auras are morale bonuses (or penalties) that do not stack with each other. These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura. This ability otherwise functions as and counts as the Marshal's Auras ability.

(click to show/hide)

Totem Dragon: Largely the same as original. Since the skill list will be expanded, some skills will already be class skills. You get Skill Focus in those skills for free. Probably going to remove or lessen the alignment restriction.
Totem DragonAcceptable AlignmentFocused SkillsBreath Weapon Energy Type
BlackNE, CE, CNHide, Move Silently, SwimAcid
BlueNE, LE, LNBluff, Hide, SpellcraftElectricity
BrassNG, CG, CNBluff, Gather Information, SurvivalFire
BronzeNG, LG, LNDisguise, Survival, SwimElectricity
CopperNG, CG, CNBluff, Hide, JumpAcid
GoldNG, LG, LNDisguise, Heal, SwimFire
GreenNE, LE, LNBluff, Hide, Move SilentlyAcid
RedNE, CE, CNAppraise, Bluff, JumpFire
SilverNG, LG, LNBluff, Disguise, JumpCold
WhiteNE, CE, CNHide, Move Silently, SwimCold

Draconic Adaptation (Ex/Su): 3rd level. Same as original for the most part. The at-will SLAs will be changed to continuously functioning Su abilities that do essentially the same thing as the spells did when you want to take advantage of them. At 13th level, any ally affected by your draconic auras also gains the effects of your draconic adaptation.

Draconic Resolve (Ex): 4th level. As original (immune to sleep/paralysis and dragon frightful presence).

Scales (Ex): As DFA, but delayed a couple levels (still much better than original). +2 natural armor at level 5, +1 more every 5 levels thereafter. If you already have natural armor, it's a bonus to your existing natural armor instead.

Dilate Aura: Aura range increases with levels. Exact value to be determined.

Totem Immunity (Ex): Beginning at 9th level, you become immune to your dragon totem's associated energy type. Some totems do grant a different benefit instead of immunity to an energy type, as noted in their descriptions.

Commune with Dragon Spirit (Sp): At 14th level, you gain the ability to contact your dragon totem directly to ask questions of it. This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels. After using this ability, you cannot use it again for seven days.
(Unchanged from original.)

Aura Mastery (Su): Beginning at 20th level, once per day as a swift action, you can project up to 5 additional draconic auras at once (for a total of 6) for a number of rounds equal to your Charisma modifier (minimum 1 round). You can change which draconic auras you are projecting and activate new ones as part of this action.

Bonus Feats: Gain bonus feats from a specific list with things like breath effects, extra draconic aura and other aura modifications, Touch of Vitality, and dragon wings. Exact levels TTBD.

(click to show/hide)

Feats
(click to show/hide)

TODO: VennDygrem's Dragon Shaman has a good skill list and a good rewrite of the Totem Dragon ability and alignment restrictions (or lack thereof).
TODO: Draconic Ideals may have much to offer. I don't want to use the system as a whole, just to reference the various dragon types and their breath damages and resistances, mostly.
« Last Edit: July 17, 2014, 08:29:16 PM by Garryl »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #502 on: May 30, 2014, 10:49:29 PM »
Multiweapon Stability:

Prerequisites: Two-Weapon Fighting (or multi-weapon fighting), four or more hands, str 13

Benefit: When wielding two or more weapons in two hands each, such as a thri-kreen wielding two greatswords between its four hands, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off hand (see page 160 of the Player's Handbook).

Normal: A creature with Two-Weapon Fighting wielding two two-handed weapons using four hands takes a penalty of -4 on attack rolls for both primary and off-hand attacks due to the off-hand weapon not being light.


They really ought to change the wording from "primary hand" and "off hand" to "primary weapon" and "secondary weapon" like it is for natural attacks.

Speaking of natural attacks though...


Strengthened Multiattack:

Prerequisites: Three or more natural attacks, Multiattack

Benefit: Your secondary natural attacks add your full strength bonus to damage rolls instead of the normal 1/2 strength for secondary natural attacks.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #503 on: June 05, 2014, 12:51:22 AM »
Dvaigur, living divinations

Medium
+2 Wis, -2 Cha
+2 on all knowledge, spot, listen, sense motive, search, and gather information checks. Also applies to survival checks to avoid getting lost.

Fleeting Knowledge (Ex): Bardic Knowledge as a Bard of 1/2 their character level. Dvaigur with levels in classes that grant Bardic Knowledge and similar abilities can instead add 1/2 their levels in other classes as well as those that are normally added to the check when using such abilities.

Countersight (Su): Always benefiting from the effects of the lesser countersight spell, CL = your level (+1 due to racial bonus w/ divinations). (See my Weaponizing Divination thread for the spell.) A feat will upgrade this to countersight.

Divination Sight: Dvaigur eyesight uses a combination of light and natural divination. Anything that is fully protected from detection from divinations (such as a mind blanked creature) appears blurry and indistinct, giving it concealment relative to the Dvaigur. Any sort of non-complete protection that can simply be bypassed by a sufficiently powerful caster (such as nondetection) appears slightly fuzzy, but not enough to significantly hamper visual detection. Protections that cause divinations to register incorrect information, rather than none at all (such as magic aura or the disguise option of the aura alteration power, but not visual illusions like screen that simply register to divinations as the visual illusion they present) appear clearly, but with visual distortions (such as color shifting, afterimages, auras, etc.).

Sensor Awareness: A Dvaigur never needs to make a spot check to notice a scrying sensor within this range.

Divination Affinity: +1 CL w/ divinations and an additional +5% chance to get an accurate answer with divinations (cannot increase chance of a correct answer to >95%).

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #504 on: July 08, 2014, 01:35:26 AM »
Improved Eyesight rules

For every 5 ranks you have in the Spot skill, you treat light sources that produce shadowy illumination as shedding it 5 feet further than they actually do when determining what you can see. Treat light sources that produce only bright illumination as shedding shadowy illumination only as far as the bright illumination.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #505 on: July 14, 2014, 04:28:58 PM »
Bonus cantrip slots.

Reduce the printed number of 0th-level (cantrip/orison) spell slots per day that all printed spellcasting progressions that gain bonus spell slots for a high ability score have by 1 slot. Instead, everybody adds their full spellcasting ability modifier as bonus 0th-level spell slots.

Alternatively, make them at-will. But this is to fix a different issue, that all higher level spells get bonus slots from a high ability score, but your Sorcerer with 80 billion Charisma still only has 6 cantrip slots.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #506 on: July 20, 2014, 03:20:29 AM »
Dragonheart Kobold
  • -2 Str, +2 Dex, -2 Con, +2 Cha
  • As kobolds, but without the online extras (no slight build or natural weapons or weapon proficiency/familiarity).
  • +2 bonus on Appraise and Search instead of normal kobold skill bonuses.
  • Dragonblood subtype.
  • Bonus draconic feat at 1st level.
  • Favored Class: Dragon Shaman

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #507 on: July 20, 2014, 03:27:40 PM »
Summon Living Spell
These are additions to the standard Summon Monster list. However, there's also enough to use these lists for a whole new set of spells specifically for summoning living spells.

SM1 (CR <1)
Living Acid Splash (CL 1st)
Living Flare (CL 1st)
Living Ray of Frost (CL 1st)

SM2 (CR 1)
Living Bane (CL 1st)
Living Faerie Fire (CL 1st)
Living Hypnotism (CL 1st)
Living Sleep (CL 1st)

SM3 (CR 2-3)
Living Burning Hands (CL 2nd)
Living Color Spray (CL 2nd)
Living Entangle (CL 3rd)
Living Ray of Enfeeblement (CL 3rd)

SM4 (CR 3-4)
Living Acid Arrow (CL 3rd)
Living Glitterdust (CL 3rd)
Living Scorching Ray (CL 4th)
Living Silence (CL 3rd)
Living Sound Burst (CL 3rd)
Living Web (CL 4th)

SM5 (CR 5-6)
Living Deep Slumber (CL 5th)
Living Dispel Magic (CL 6th)
Living Fireball (CL 5th)
Living Lightning Bolt (CL 5th)
Living Ray of Exhaustion (CL 6th)
Living Searing Light (CL 7th)
Living Stinking Cloud (CL 5th)

SM6 (CR 6-7)
Living Chaos Hammer (CL 8th)
Living Crushing Despair (CL 9th)
Living Dimensional Anchor (CL 8th)
Living Enervation (CL 7th)
Living Fear (CL 7th)
Living Holy Smite (CL 8th)
Living Ice Storm (CL 8th)
Living Order's Wrath (CL 8th)
Living Resilient Sphere (CL 7th)
Living Shout (CL 8th)
Living Unholy Blight (CL 8th)

SM7 (CR 7-9)
Living Cloudkill (CL 9th)
Living Cone of Cold (CL 9th)
Living Dispel Magic (CL 10th)
Living Flame Strike (CL 9th)
Living Mind Fog (CL 9th)
Living Symbol of Pain (CL 9th)
Living Symbol of Sleep (CL 9th)

SM8 (CR 9-11)
Living Blade Barrier (CL 11th)
Living Disintegrate (CL 11th)
Living Greater Dispel Magic (CL 11th)
Living Freezing Sphere (CL 11th)
Living Repulsion (CL 11th)
Living Symbol of Fear (CL 11th)
Living Symbol of Persuasion (CL 11th)

SM9 (CR 11-13)
Living Blasphemy (CL 13th)
Living Delayed Blast Fireball (CL 13th)
Living Dictum (CL 13th)
Living Firestorm (CL 13th)
Living Holy Word (CL 13th)
Living Prismatic Spray (CL 13th)
Living Reverse Gravity (CL 13th)
Living Symbol of Weakness (CL 13th)
Living Symbol of Stunning (CL 13th)
Living Sunbeam (CL 13th)
Living Waves of Exhaustion (CL 13th)
Living Word of Chaos (CL 13th)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #508 on: August 04, 2014, 10:22:03 PM »
Incomplete: http://www.minmaxboards.com/index.php?topic=17186.0

Gears of War: Tome of Battle for Constructs
(click to show/hide)

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).
(click to show/hide)

Look at Maug components/grafts and Warforged components for names and ideas.

Crushing Juggernaut
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Mechanus Hand
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Shifting Steel
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Variant Nimblewrights (MM2) with martial maneuvers.
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Metal Soldier
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Golden Soldier
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Golden Crown - Major artifact
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« Last Edit: June 10, 2016, 05:19:39 PM by Garryl »

Offline Agita

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #509 on: August 05, 2014, 05:35:21 AM »
Gears of War: Tome of Battle for Constructs
When I read this, I expected the rest of the post to be about homebrew named after videogames.
Alas.
Please send private messages regarding board matters to Forum Staff instead.

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #510 on: August 05, 2014, 06:43:12 AM »
Gears of War: Tome of Battle for Constructs

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).
Awesome.

Quote
Mechanus Hand: Martial discipline. Impenetrable defenses and debilitating, immobilizing attacks.

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.
I am reminded of Adamant Soul, Golem Heart, and Domestic Tarrasque...
I am the assassin of productivity

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

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

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #511 on: August 05, 2014, 02:26:26 PM »
Gears of War: Tome of Battle for Constructs
When I read this, I expected the rest of the post to be about homebrew named after videogames.
Alas.

Sorry. Although that was where I got the name.

Gears of War: Tome of Battle for Constructs

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).
Awesome.

Quote
Mechanus Hand: Martial discipline. Impenetrable defenses and debilitating, immobilizing attacks.

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.
I am reminded of Adamant Soul, Golem Heart, and Domestic Tarrasque...

I'll have to take a look at them, although I have no plans for shield-based defenses in Mechanus Hand, and Shifting Steel is more Nimblewright and less plodding golem.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #512 on: August 11, 2014, 12:47:03 AM »
Soldier base class

Full BAB, good Fort, d10 HD, yadda yadda martial stuff.
Gains a few fighter bonus feats.
Knows a number of tactics. Tactics provide benefits under specific conditions, often requiring your allies to help out, although not always.
(click to show/hide)
Gains commands as a Marshal, although at a slightly slower progression.
Weapon Aptitude as a Warblade (switch weapon-specific feats, take fighter feats at level - 2).
« Last Edit: August 11, 2014, 12:55:14 AM by Garryl »

Offline Braininthejar

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #513 on: August 12, 2014, 10:39:57 AM »
Monk prestige class build around bonus feats related to stunning fist and comboing them.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #514 on: August 14, 2014, 02:33:08 AM »
Like the Manual of Puissant Skill at Arms and friends (although cleaving a bit closer to psionics' Sutra of Tranquil Thought), here's a "free character level" minor artifact for ToB.

Tome of Battle (Minor Artifact)
Caster Level: 19th
Aura: Strong Divination
Activation: See text
Weight: 3 lb.
These tomes are greatly prized by martial adepts. Each one describes the history and practices of a single martial discipline. Simply skimming it from cover to cover grants the reader the ability to make Martial Lore checks to identify maneuvers and stances and the capabilities of martial adepts as though she had ranks in the skill equal to her character level + 5. This enhanced knowledge fades over time, and if the character does not reference the tome for at least a full week, her insight is lost and her abilities return to normal. This benefit only applies to the discipline described in the tome read, not to any other martial disciplines.

A martial adept who knows any maneuvers or stances from the tome's discipline and who takes the time and effort to thoroughly study the tome learns much more. If the character spends one week reading through the tome and practicing the techniques described inside, she gains experience points sufficient to place her halfway into the next level of experience and permanently gains the knowledge of a single martial martial maneuver that she qualifies for from the tome's martial discipline. A maneuver gained this way functions just like a bonus maneuver known gained from a prestige class. Once so studied, the book vanishes, reappearing somewhere far away. The same character can never benefit from reading a similar tome a second time, nor from reading a Tome of Battle describing a different martial discipline.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #515 on: August 14, 2014, 10:24:19 PM »
Perfect Sense of Self [General]
Benefits: You have an absolutely perfect sense of what yourself is. Anything that is not you is instantly recognizable. This grants you the following benefits:
  • Observers automatically recognize any illusions of you.
  • Since illusions of you are instantly recognizable, the mirror image spell is useless for you as observers can always tell which image is the real you.
  • Other creatures that disguise themselves as you are automatically recognized by observers.
  • You automatically recognize any sort of trickery or illusion, be it mundane, magical, or otherwise, intended to convince you to act in opposition to your alignment, values, or personality.
  • You are automatically aware of any attempt to possess you or influence your mind. If you are possessed, charmed, or dominated, other observers automatically recognize it.
  • You gain a +2 bonus on all saves against possession and on saves against charm and compulsion effects.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #516 on: August 21, 2014, 02:12:30 PM »
Decking
Decking is linking your mind to a virtual reality representation of a computer system or network known as cyberspace. Decking is more visceral and intuitive than blandly typing away at a computer terminal, yet is no less potent as a method of breaking computer security. It does carry greater dangers, however. The neural link works both ways, so viruses (and some questionably-legal security programs) can fight back against the decker himself, rather than just the computer a hacker uses. Some such programs can hijack the link to knock out or paralyze the decker until real-world authorities can arrive, or even induce psychosomatic feedback that can wound or kill.

Jacking In
... (WIP)
Usually need a port on the system to be hacked, as any significant latency (~1/4 second or higher) makes the fine control needed for hacking difficult if not impossible.

A jacked in decker is helpless. The decker does not use his or her senses and can take no actions. If attacked, treat as unconscious (denied Dex to AC, Dex = 0, etc.). Still allowed saving throws, but, again, unconscious (Dex = 0, no Evasion/Mettle, etc.). You are still aware of your body's status, so you can tell if you are being harmed.

Jacking in takes 1 round, provokes an AoO, and requires a Concentration check if damaged. When you jack in, your avatar appears at the cyberspace location of an open port (usually the one you connected to). Your avatar always appears at full health and with no conditions, magical auras, other other effects affecting it regardless of its status the last time you jacked in, as it is an entirely new creature. It might even have a different truename.

Jacking Out
... (WIP)
Jacking out (leaving cyberspace and returning senses to reality) takes 1 round, provokes an AoO, and requires a Concentration check if damaged. Once jacked out, the decker's avatar ceases to exist and the decker's senses and motor control return to his or her body. Normally, jacking out can be done anywhere at any time. If the system or the decker's avatar is locked down, it may also require returning the avatar to the cyberspace representation of an open port in order to jack out.

When you jack out, anything you brought with you when you jacked in (such as equipment your avatar had that was dropped or left behind, or severed body parts form your avatar, etc.) also disappear, even if they aren't with your avatar.

Note: Your avatar takes the actions to jack out, so if your avatar can't act, you can't jack out.

Some special attacks and abilities in cyberspace may lock an avatar down. A locked down avatar can function normally in cyberspace, but the avatar's decker cannot simply jack out. Any attempt to jack out when not at an open port automatically fails. Some abilities that lock down an avatar also cause intense feedback to the decker if the avatar is destroyed. Locked down avatars are not ejected by planar travel; deckers are not jacked out, and programs remain where they are.

Sometimes an entire system can be locked down. Everything in the cyberspace of a locked down system or a virtual machine within it is considered locked down.

Avatars
In cyberspace, everything is represented as an avatar. A decker's avatar allow him to visualize a computer system and interact with it intuitively, with the decking software he uses translating the decker's natural thoughts and bodily actions into meaningful computer actions. The avatar of a security program or virus represents its presence and influence in the computer system.

Each avatar has its own statistics and abilities, just like a normal creature. A decker's avatar has the same statistics and equipment as the decker has in reality, although most magical abilities do not function (see below), while any of the decker's cyberspace abilities are only usable by his avatar. Limited uses of any of your abilities all come from you; your avatar does not have a separate set of abilities. Magical charged and consumable items, should they be usable, are likewise consumed in reality when employed in cyberspace.

(In other words, this is a really complicated way of saying that you can use D&D combat rules to do fancy computer hacking instead of just rolling a ton of Computer Use checks over and over.)

Combat
Combat in cyberspace functions just like normal combat. One round in cyberspace corresponds to one round in the physical world, although particularly fast or slow systems can sometimes run at a different rate, similar to a plane with a different flowing time trait.

Damage to an avatar does not normally cause any negative effects to the decker it represents. However, some special attacks can cause feedback.

A decker whose avatar has been destroyed is immediately jacked out and takes 1d4 points of nonlethal damage and is dazed for 1 round.

Magic
Cyberspace is not reality, so magic does not have any real effect there. Supernatural abilities and magic items simply do not function, as though within an anti-magic field or dead magic zone. Most other magical abilities are similarly nonfunctional. Any sort of magical item or ability that can function under such circumstances (such as grafts and the magic of deities) are either powerful enough to impose themselves into the virtual reality of cyberspace, or inherent enough that standard decking software can translate the magical impulses into practical cyberspace effects.

Attempting to cast a spell or use a spell-like ability normally has no effect; the spell slot or usage of the ability is consumed, but it has no effect in reality and no translation of its effects occur into cyberspace. Characters who employ magical decking software (such as Spellforce v1.2) or feats (such as Cyberspace Magic) can produce effects comparable to the normal magical effects of spells within cyberspace.

Note: While these types of special effects most commonly come from spells, they can come from other sources (even extraordinary abilities, which function normally in cyberspace). Regardless of the source, be it spells or maneuvers or anything else, they all function as described here.

Calling: Spells that call creatures from other planes do not function. They can, however, be used to call avatars that are elsewhere in the cyberspace of the computer system or of a connected computer system's cyberspace, subject to the normal limitations of the spell.

Creation: When spells create creatures and objects in cyberspace, they are linked to the avatar that created them. When the avatar leaves cyberspace, its creations cease to exist as they are garbage collected. One round after an avatar leaves, anything created by its most recently cast creation spell from which anything still remains ceases to exist. Each round thereafter, the effects of the next such spell ceases to exist, continuing until nothing created remains.

Mind-Affecting Effects: Mind-affecting magic that affects a decker's avatar also feeds back and affects the decker him or herself. Mind-affecting magic that affects a decker does not, however, translate onto his or her avatar (the link is unidirectional).

Planar Travel: Planar travel doesn't work normally in cyberspace. An avatar that undergoes any sort of plane shifting effect, with a few exceptions, is ejected from cyberspace. Deckers are jacked out, and programs disappear, returning to their initialization locations 1 round later.

Ethereal travel in cyberspace works almost exactly like etherealness in the physical world, wherein avatars and cyberspace objects are shifted to a different, coexistent computing layer that interacts with normal cyberspace just like the Ethereal plane interacts with the material world.

Spells that create demiplanes and pocket dimensions function almost normally. They create a virtual machine on the computer that the area of cyberspace represents. Time within the virtual machine flows at half the rate as outside it, regardless of the time traits that the demiplane would normally have.

Summoning: Summoning spells summon avatars representing the creatures they would normally summon. These avatars have the same statistics as the creatures they represent. For practical purposes, summoning spells function normally in cyberspace.

Teleportation: Teleportation involving momentary planar travel (usually through the Astral Plane) just moves an avatar directly to another location, without going to another plane.

Cybernetics
When you jack in, your avatar has the same active modules, socket attachments, and energy allocations as you do.

As modules and cybernetic items are computers, you can use their processing power to aid your efforts in cyberspace. Modules, energy, and other cybernetic abilities and items, even supernatural abilities that affect your activating abilities, function normally in cyberspace.

(WIP) Since modules and cybernetic items are computers, they can be decked and hacked, too (although it's usually rather impractical). There might be rules for this. The security for a given module is probably something like an encounter with EL equal to the module's effective activator level to resist dispelling minus 4. Defeating the security allows a decker to deactivate the module.

Pact Binding
Your avatar is bound to the same vestiges that you are and is subject to the same penalties for acting contrary to a vestige's influence as you are, and any penalties it accrues apply to you as well.

Pacts cannot be made in cyberspace.

Most vestige abilities are supernatural or spell-like, and thus cannot be employed in cyberspace without the appropriate feat or magical decking software.

Truename Magic
Utterances are spell-like abilities, and act like them. Consequently, they have no effect when used in cyberspace without the appropriate feat or magical decking software. Avatars and cyberspace locations have truenames just like real creatures do.

If you know your own truename, you know the truename of your avatar, but the truename of an avatar is not the same as that of the decker it represents, with the exception of cyberspace entities and other creatures that are their avatars within cyberspace.

You can use the Computer Use skill to research the truename of cyberspace entities, avatars, and cyberspace locations.

Researching the truename of an avatar or cyberspace location requires no expensive materials and takes only 1 minute per check. However, as the truenames of avatars are assigned by the system on which they come into existence, you must have access to that computer system to perform your research. This special form of truename research and assignment does not apply to creatures that are their own avatars, as they exist independently of the computers and thus have truenames defined by the universe itself like any other creature.

Other Magical Abilities
Incarnum: When you jack in, your avatar has the same shaped soulmelds, chakra binds, and essentia allocations as you do. They're still suppressed like any other supernatural ability unless you have the appropriate feat or magical decking software.
Invocations: Invocations are spell-like abilities, and act like them. Consequently, they have no effect when used in cyberspace without the appropriate feat or magical decking software.
Maneuvers: Most maneuvers are extraordinary abilities, and thus function normally in cyberspace. Those that are supernatural abilities are unusable in cyberspace without the appropriate feat or magical decking software.
Psionics: See magic. Powers and psi-like abilities interact with cyberspace just like spells and spell-like abilities.
Shadowcasting: With respect to being usable in cyberspace, mysteries (including fundamentals) always count as arcane spells, regardless of whether they are arcane spells, spell-like abilities, or supernatural abilities.

Cyberspace Abilities (Cy)
Some creatures have special abilities that only function in cyberspace. Within cyberspace, these abilities function normally, but they have no effect at all outside of cyberspace. Within cyberspace, cyberspace abilities function just like extraordinary abilities.

System Traits
Much like planes, computer systems can have traits that influence how the avatars within their cyberspace can function.

Overclocked/Underclocked: Particularly fast or slow systems may function faster or slower than in the real world. Time passes faster in an overclocked system, resulting in more than 1 round passing in cyberspace for every round in reality. Similarly, time passes slower in an underclocked system, resulting in more than 1 round passing in reality for every round in cyberspace. This is comparable to the flowing time trait of planes.

Firewalled: A firewalled system makes it difficult for outside programs to access the system. Any attempt to jack into the system requires a DC 20 Will save or else fail, although a decker can try again on his or her next turn. Even once jacked in, a decker's avatar suffers a -2 circumstance penalty on all ability checks and skill checks while in the system's cyberspace. Some systems have whitelists of authorized individuals. Such users are not impeded by the system's firewall.

Degraded: Damaged systems may have trouble functioning optimally. Avatars native to the system suffer a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks.

Teardown: Systems that are in the process of shutting down or rebooting are difficult to jack in to. Some deckers do so in order to access the system at a time when security measures are disabled and connection logs may not be recorded, allowing them to potentially get in and out completely undetected. Avatars in teardown cyberspace take 3d10 points of damage each round. Once the system finishes shutting down, all avatars are destroyed. A decker whose avatar is destroyed in teardown cyberspace must make a DC 25 Fortitude save or gain 1d4 negative levels from the mental backlash. Demiplane, pocket dimension, summoning, and calling abilities do not work in a system in teardown, even with the appropriate abilities or magical software to allow spells in cyberspace.

Equipment
Decking requires some specialized equipment. A basic VR helmet is the minimum to get into cyberspace, but better technology gives a better experience and greater control over your avatar.
(click to show/hide)

Software
Also purchased as equipment. Software influences how your abilities interact with cyberspace. Some software can allow you to split your attention between your body and your avatar, or cushion the backlash that decking can cause. Magical software can allow you to translate your magical abilities into cyberspace, imposing magical effects upon the representation of the computer system.
(click to show/hide)

Feats
Cyberspace Magic: Your magical abilities and items function in cyberspace. Within cyberspace, your avatar can make use of all of your supernatural abilities, and your spells and spell-like abilities function when cast into cyberspace. Your magical equipment is not suppressed in cyberspace.

Special Abilities
The following special abilities are common to several creatures.
Cyberspace Entry (Cy): This creature does not create a distinct avatar when it jacks in. Instead, it bodily enters cyberspace, ceasing to exist in reality and becoming its own avatar with the same status that it had in the physical world. Anything that happens to a cyberspace entity within cyberspace continues into reality once it jacks out, even death or destruction. However, a cyberspace entity can use all of its abilities normally within cyberspace, even supernatural abilities and spells, just like in reality. Cyberspace entities need no special equipment to jack in, merely a physical connection to an appropriate port, or a wireless connection if the creature has the Wireless Communication ability. A cyberspace entity is always considered locked down within cyberspace (it can only jack out at an open port), but when it jacks out, it can do so at any connected location in the real world, its body simply appearing there (or in the nearest passable location) in the same state as it was in cyberspace.

Subtypes
Cyberspace Entity: Cyberspace entities can exist entirely within cyberspace. Creatures with this subtype have the Cyberspace Entry ability, as described above.

Creatures and Monsters
Rezbits: As described in PoC, except that they also have the cyberspace entity subtype.

New Spells
(click to show/hide)


« Last Edit: August 21, 2014, 11:16:01 PM by Garryl »

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #517 on: August 21, 2014, 02:26:19 PM »
what is this for? if you say magipunk i will be happy
I am the assassin of productivity

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

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #518 on: August 21, 2014, 02:47:49 PM »
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.

Offline Nanshork

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #519 on: August 21, 2014, 03:00:24 PM »
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.