Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 308691 times)

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #360 on: April 05, 2013, 03:58:48 PM »
Intuitive Learner

Prerquesites: Wisdom 13

Benefit: You may use your Wisdom modifier in place of your Intelligence modifier to calculate the number of skill points you have.

Special: This feat may only be taken at 1st level.



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)


And finally: Allow an option for a Dragonfire Adept to treat its breath weapon like an Eldritch Blast: Ranged touch attack against a single opponent.  May not apply another breath effect though.
« Last Edit: April 05, 2013, 04:11:44 PM by Jackinthegreen »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #361 on: April 07, 2013, 05:18:42 AM »
Non-magical arms and armor

Craft Exceptional Arms and Armor [Item Creation]
Prerequisites: Craft (any) 8 ranks.
Benefits: You can create any exceptional weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its exceptional features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken exceptional weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

In addition, you can craft masterwork weapons in armor in the same amount of time that it would take you to craft regular items. As long as the Craft DC (including increased DCs for accelerated crafting) is at least as high as the masterwork component's normal DC (usually 20), you do not have to craft the masterwork component separately, instead automatically completing it as soon as the rest of the item's construction is complete.
Special: A fighter can select this feat as a fighter bonus feat



Exceptional Weapons
Exceptional weapons have great power due to their flawless construction. In many ways, they function just like magic items. However, their properties are entirely mundane and are not suppressed by dispel magic, anti-magic field and similar effects, nor are they at risk of being destroyed by mage's disjunction and similar effects. An item can have both exceptional and magical properties at the same time. Exceptional weapons do not, in and of themselves, have a caster level or magical aura (although exceptional weapons that are also magically enchanted have such auras in accordance with their enchantments). Detect magic and similar effects do not, therefore, note exceptional weapons as anything special, but any character with martial training (a Base Attack Bonus of +1 or greater) can tell at a glance that an exceptional weapon is more than just masterwork. An identify spell and similar effects can determine the properties an exceptional weapon possesses, just like with magical weapons.

Just like with magical weapons, exceptional weapons can have an enhancement bonus to its attack and damage rolls. Adding an enhancement bonus requires the Craft Exceptional Arms and Armor feat and a number of ranks in the relevant Craft skill of at least 3 + 3 times the final enhancement bonus. The magical and exceptional components of a weapon's enhancement bonus stack to determine both the benefit and the final cost. Due to their permanence, the market price of an exceptional weapon is 500g higher than an equivalent magic weapon for each point of its exceptional enhancement bonus and equivalent enhancement bonus of exceptional properties (this increased cost does not count enhancement bonuses from magical enchantments). For example, a +1 exceptional longbow would cost 2900g instead of the 2400g that a +1 magical longbow would cost. A battleaxe with a +2 enhancement bonus resulting from its exceptional construction and that was further enchanted with a magical +1 enhancement bonus and the flaming property would have a final market price of 33310g (1000g more than a magical +3 flaming battleaxe's 32310g). It would function as +3 flaming battleaxe under normal circumstances and as a +2 battleaxe even in an anti-magic field.

Exceptional weapons can be reforged to improve and add additional properties to them even after construction. This functions just like further enchanting an existing magic item.

Exceptional Weapon Properties
(click to show/hide)



Exceptional Armor
See exceptional weapons, and just substitute armor in place of weapons. Increased cost is only 250g per +1.

Exceptional Armor Properties
(click to show/hide)
« Last Edit: December 03, 2014, 11:01:16 AM by Garryl »

Offline Nanshork

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #362 on: April 07, 2013, 11:26:46 AM »
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)

This has actually been done.

Found at the bottom of this post.

Quote
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.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #363 on: April 08, 2013, 04:33:32 PM »
Fixing the Gunslinger

Gunslinger
Firearms

1: Firearms are simple weapons, not exotic weapons. Characters being introduced to them for the first time might not be proficient (same with any new weapon), but it's easy enough to learn the basics. More importantly, with the rest of these changes, firearms are roughly equivalent mechanically to crossbows.
2: Remove the part where you make touch attacks in the first range increment. Like all projectile weapons, the max range increment is 10, not 5.
3: Any character can clear a misfire's broken condition as a standard action, not just Gunslingers.
4: Misfires are instead like confirming a crit. When you roll a natural 1 on the attack roll, you roll again to confirm. If the confirmation roll would indicate a miss, it's a misfire, otherwise it's just a miss. The firearms that currently have misfire ranges above 1 instead give a penalty on the confirm roll (-2 per misfire range beyond 1). DMs are strongly encouraged to ignore misfires entirely in less gritty campaigns, when dealing with newer players, or when the game is getting bogged down by rolling and things to keep track of already.
5: Siege firearms are just really big firearms. Most siege firearms are just weapons sized for creatures one or more size categories larger than the ones they're intended to be used for. To compensate and make them usable, they have stands and wheels and whatnot that let them be aimed and fired accurately by smaller creatures. But I'm not covering them here.
6: Drop the price of all firearms and ammo listed there by a factor of 20. That looks, at a glance, to give reasonable prices except for the cost per shot (see below).
7: Bullets are 2 cp apiece. Black powder is 7 cp per shot. Paper cartridges are 1 cp apiece. Total price per shot is 0.1g (or, in layman's terms, negligible for any adventurer). Yes, you are assumed to be using cartridges. Not using cartridges is like using random stones with a sling.
8: Kegs contain 300 shots, not 100, so that they cost 21g (and thus don't have massive explosions for too too cheap).
9: Paper cartridges don't increase the misfire range.

Okay, that should mostly be it for PF's firearms rules. Gonna tackle siege weapons elsewhere (if I ever do). Now, to the Gunslinger itself.



...

The Gunslinger
I like the grit subsystem in principle, just not the specific implementation. A flat Wis mod grit points doesn't sit right with me. Likewise, I'm not fully keen on the recovery method. One option is to make it sort of like the Factotum's inspiration points.
(Please stop me before I make the Gunslinger into a Factotum ACF...)
(... with Iron Rain and what else for Martial Dilettante?)
« Last Edit: April 09, 2013, 04:26:50 PM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #364 on: April 11, 2013, 02:47:27 PM »
A psychic impression for Darksiders

The Horsemen
6th-level impression
Look up the names of those 4 legendary enhancements from Darksiders 1. They can be ability names for each of the 4 abilities the impression grants.
Powers: Form of Doom, Recall Apocalypse
Not a clue what the personality or the requirements would be.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #365 on: April 15, 2013, 04:18:24 PM »
Divine Expertise

Prerequisites: Turn or Rebuke Undead ability

Benefit:  As part of a skill check, you may expend a use of your turn or rebuke undead ability to gain a +2 sacred (if you channel positive energy) or profane (if you channel negative energy) bonus on that check.  For every 4 character levels above 4th, you gain an additional +1 on the skill check, up to a maximum of +6 at level 20.

Speaking of Turn Undead, give it to Healers.  Even if it's just to fuel Divine feats, it'd still be worthwhile to give them some flexibility to actually do their job.
« Last Edit: April 15, 2013, 04:46:58 PM by Jackinthegreen »

Offline TravelLog

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #366 on: April 15, 2013, 04:46:13 PM »
Netherese Arcanist class

Picks a path to specialize in. Can learn all spells of that path. Secondary specialization only gets spells of up to 7th level. Tertiary specialization up to 5th. All other up to third. In exchange, has quasi domain slots, more spells per day, unique and powerful feats and the ability to create spells. Doesn't learn spells, but instead learns descriptors. So rather than scorching ray and fireball, he might have an Offensive Fire Spell that he can modify as desired and alter its level according to its effects.

Paths:
Biomancy: All healing spells, the Inflict line, Harm, all things undead. Any direct manipulation of life force falls under this focus.

Geomancy: Meld into X, most blasting spells including Disintegrate, all weather spells, stone tell, Xorn movement, etc. Any manipulation of natural forces falls under this focus.

Idomancy: Body of Iron, Gelid Blood, Polymorph, Transmute X to Y, Flesh to X, etc. Any manipulation of form or physical make-up falls under this focus.

Chronomancy: Haste, Slow, Celerity, Dimension Door, Teleport, Refusal, Forcecage, Repulsion, etc. Any manipulation of space or time falls under this focus.

Neuromancy: Illusions, Charm, Dominate, Glibness, Modify Memory, etc. Any manipulation of the senses or of the mind falls under this focus.

Vanomancy: Friendly Fire, Assay Spell Resistance, Etherealness, Break Enchantment, most Power Words, Protection from X, Guards and Wards, Silence, etc. Any dissolution of component parts or negation falls under this focus.

Ontomancy: Fabricate, the Creation line, Summoning spells including Gate, Arcane Eye, Magic Missile, Black Tentacles, etc. Any spell that brings something into existence or allows it to manifest on the Material Plane falls under this category.

I probably will need help on this one.
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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #367 on: April 16, 2013, 06:15:26 PM »
Axani and Cansin (Dragon 297) racial sub levels for Incarnate.  And since it's on my mind, I might as well make them.  Once I've researched the class and races a bit better.
« Last Edit: April 16, 2013, 06:24:41 PM by Jackinthegreen »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #368 on: April 23, 2013, 12:08:52 AM »
Steel Fist discipline, for some of your shield-fighting needs. Also blends in a little general defensive/offensive mixtures.

Discipline Skill: Endurance
Discipline Weapons: Armor Spikes, gauntlet, shield bash, slam, spiked gauntlet, unarmed strike


1 - Pavise Master (Stance): Halve the ACP of your shield, make shield bashes with any shield (bucklers count as light shield, tower shields count as heavy shield but two-handed and one size larger for damage), and negate the attack roll penalty of tower shields. You don't lose your shield bonus to AC when making shield bash attacks.
1 - Shield Punch (Strike): Make a shield bash attack with +1d6 damage. You don't lose your shield bonus to AC.
1 - Iron Shell (Counter): Gain +2 on a single save. You also get Evasion (in any armor). Requires a shield.
2 - Withstand (Counter): Gain DR 5/- until your next turn.
3 - Impenetrable Barrier (Stance): Your space blocks line of effect. Effects still have line of effect to you.
4 - Shield Slam (Strike): Make a shield bash attack with +5d6 damage. You don't lose your shield bonus to AC. If you hit, make a free trip attempt (no AoO, no touch needed, no counter-trip on failure) with a bonus on the Strength check equal to the shield bonus to AC.
5 - Armored to the Teeth (Stance): Add your armor bonus to AC to all weapon damage rolls.
5 - Mithral Shell (Counter): Gain +4 on a single save. You also get Evasion (in any armor) and Mettle. Requires a shield.
7 - Shield Crush (Strike): Make a shield bash attack with +12d6 damage. You don't lose your shield bonus to AC. If you hit, make a free grapple attempt (no AoO, no touch needed) with a bonus on the grapple check equal to the shield bonus to AC. Treat this as though you had started the grapple with the Improved Grab ability for your shield bash. If you succeed, you can choose to lose the use of your shield instead of being grappled, as though you had taken a -20 penalty on your grapple check.
8 - Adamantine Shell (Counter): Gain +6 on a single save. You also get Improved Evasion (in any armor) and Improved Mettle. Requires a shield.
8 - Armored Reflection (Stance): Gain SR 5 + your IL + your shield bonus to AC. When a spell fails to penetrate your SR, you can reflect it as an immediate action, as though with spell turning. No limit on the number of spell levels, can reflect touch spells, and the spell always drains away harmlessly if you and the caster are both warded, but otherwise all normal limitations of spell turning apply.


(click to show/hide)
« Last Edit: March 09, 2016, 12:14:23 AM by Garryl »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #369 on: April 23, 2013, 08:49:54 PM »
A feat to use one's Con mod instead of Str to figure out the character's carrying capacity.



And preliminary Axani and Cansin Incarnate subs.  I still need to work on them and get feedback, but here's the rough idea:

Cansin Incarnate Substitution Levels: Must be CN; add Bluff and Sense Motive to class skills; 4 skill points per level
1st level: A Cansin may use her Charisma modifier in place of her Wisdom modifier to determine the DC of her Soulmelds.
3rd level: Incarnum Radiance (During IR, gain ability to Dimension Door as SLA, but with only a range of 50 feet.  Leave behind Major Image like Warlock invocation.)
7th level: Gain Spring Attack (without the need to meet prerequisites) as long as a soulmeld is bound to the feet chakra.  Replaces Share Radiance ability.


Axani Incarnate Substitution Levels:  Must be LN; d8 hitdice; Add Diplomacy and Intimidate to class skills
1st level: Use Wisdom instead of Constitution to determine number of soulmelds able to be shaped?
3rd: Incarnum Radiance (Swift action to demoralize opponent while IR is up?)
7th: Radiant Denial: An Axani Incarnate may choose to impair his opponents instead of sharing his Incarnum Radiance with them.  This effect is a -1 to AC and all saves of desired opponents within 30 feet of the Incarnate.  The Incarnate must choose whether to active this ability or to share his Incarnum Radiance as normal when he activates his Incarnum Radiance ability.
« Last Edit: April 24, 2013, 08:27:11 PM by Jackinthegreen »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #370 on: April 24, 2013, 02:54:32 AM »
What if carrying capacity, instead of using the current exponential growth formula from Strength, was instead something simpler? And possibly also taking Constitution into account, too, because it seems like it should be involved.

Carrying capacity = Strength score times Constitution score, in pounds. Creatures without a Constitution score use 10 or their Strength score, whichever is higher. Size and other things can have their usual effects. House rules wherein you just ignore weight and carrying capacity still apply.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #371 on: April 24, 2013, 08:24:09 PM »
Contemplative addition, assuming PrC's don't advance certain domain features:

Contemplative levels count as Cleric levels for the purpose of determining any effect of the character's domains.  For example, a cleric 10/Contemplative 5 with the Travel domain could have the granted power of the Travel domain active for 15 rounds per day.  This applies both to any domains the character had before becoming a Contemplative as well as any domains gained through the Contemplative class.

And yes, the current carrying capacity calculation is curiously complex.
« Last Edit: April 24, 2013, 08:32:03 PM by Jackinthegreen »

Offline Amechra

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #372 on: April 25, 2013, 02:07:30 PM »
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.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #373 on: April 25, 2013, 04:27:17 PM »
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.

See the Chakra Targeting deed.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #374 on: May 01, 2013, 10:09:48 AM »
Idea for simplifying ASF?

When casting a spell subject to ASF (ie: arcane and with somatic components while wearing armor or a shield), you must make a Concentration check (DC 10 + the spell's level, or 2x the spell's level if you want to use the version of Concentration with meaningful DCs) or lose the spell. Armor check penalty applies to this check.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #375 on: May 02, 2013, 01:41:26 PM »
Rework ninja and maybe monk to work off Incarnum instead.  Ki energy = soul energy in a sense.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #376 on: May 05, 2013, 12:56:28 AM »
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).

Offline FireInTheSky

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #377 on: May 05, 2013, 01:55:52 AM »
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?)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #378 on: May 05, 2013, 02:22:12 AM »
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).

Offline FireInTheSky

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #379 on: May 05, 2013, 06:47:53 AM »
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).

Makes sense.  I'll stick it in the feats section (attributing it to you, of course).