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41
Off Topic Fun / Re: Awesome stuff you have to share, V4
« Last post by bhu on March 13, 2024, 08:44:18 PM »
nice!
42
September 1776 / Re: Talkin' like it's 1759! (OoC chat)
« Last post by bhu on March 13, 2024, 08:43:38 PM »
Robby?  You ok?
43
Off Topic Fun / Re: Awesome stuff you have to share, V4
« Last post by trappedslider on March 13, 2024, 02:48:36 PM »
So,due to budget issues that would have happened with owning a car, I got a scooter/moped

(click to show/hide)

I even decorated it a bit
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44
Min/Max 3.x / Re: Full spell list
« Last post by NewtypeChris on March 12, 2024, 03:16:27 PM »
45
Homebrew and House Rules (D&D) / Re: New NPC Classes
« Last post by Garryl on March 12, 2024, 12:30:05 AM »
Sublime Adept NPC class
A simple NPC martial adept class. Uses the maneuvers from a single discipline moderately well.

Hit Die: d8



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known
1+0+0+2+0Chosen Discipline220
2+1+0+3+0--221
3+2+1+3+1--221
4+3+1+4+1--321
5+3+1+4+1--321
6+4+2+5+2--321
7+5+2+5+2--421
8+6/+1+2+6+2--431
9+6/+1+3+6+3--431
10+7/+2+3+7+3--531
11+8/+3+3+7+3--532
12+9/+4+4+8+4--532
13+9/+4+4+8+4--632
14+10/+5+4+9+4--642
15+11/+6/+1+5+9+5--642
16+12/+7/+2+5+10+5--742
17+12/+7/+2+5+10+5--742
18+13/+8/+3+6+11+6--742
19+14/+9/+4+6+11+6--842
20+15/+10/+5+6+12+6--853

Class skills (2 + Int modifier per level): Climb, Concentration, Craft, Intimidate, Jump, Knowledge (local), Martial Lore, Profession, and Swim. A sublime adept also adds the key skill of his chosen discipline to his class skill.

Weapon and Armor Proficiency: Sublime adepts are proficient with all simple weapons and with all martial weapons from among his chosen discipline's associated weapons. Sublime adepts are also proficient with light armor and with shields (other than tower shields).

Chosen Discipline: A sublime adept chooses a single martial discipline from among all of the martial disciplines. He studies this martial discipline alone, learning its maneuvers and training with its favored weapons and key skill.

Initiator Level: Unlike other martial adepts, a sublime adept does not always count full class level towards his sublime adept initiator level. A sublime adept's initiator level equal to 2/3 his class level, rounded up, rather than his full class level. As with all characters, he still adds 1/2 his total level in other classes to his sublime adept initiator level. Consequently, a single-classed sublime adept's maximum maneuver level learned is 1st at 1st level, increasing by 1 maneuver level every 3 class levels thereafter.

Maneuvers: A sublime adept begins his career with knowledge of two martial maneuvers. Only his single chosen martial discipline is available to him.

Once a sublime adept knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a sublime adept is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A sublime adept learns additional maneuvers at higher levels, as shown on the table above. He must meet a maneuver's prerequisite to learn it. See Table 3-1: Highest-Level Maneuvers Known (TOB 39), to determine the highest-level maneuvers he can learn.

Maneuvers Readied: A sublime adept can ready both of the maneuvers he knows at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but he must choose which maneuvers to ready. The sublime adept readies his maneuvers by exercising, practicing, or meditating for 5 minutes. The maneuvers he chooses remain readied until he decides to exercise again and change them. He need not sleep or rest for any long period of time to ready his maneuvers; any time he spends 5 minutes in practice, he can change his readied maneuvers.

The sublime adept begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter.

Stances Known: At 2nd level, the sublime adept acquires knowledge of one stance from his chosen discipline. At 11th and 20th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances the sublime adept knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.



Change Log
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46
I think Divine Retribution isn't bad as a general idea, it just needs a curated spell list. The Adept might make for a better starting point, as it has a bigger focus on divine damage spells like Scorching Ray and Lightning Bolt. The Warmage spell list and evocation-heavy cleric domains like the Fire Domain could be used to pad out spells above level 5. Or you could hand out a pseudo-Quicken Spell, so that weak low-level evocations stay relevant and work better with the action economy of mid-levels onward.

I concur. I love the idea of the ability and a curated spell list is exactly what it needs. I just don't feel like searching for spells for it at all right now. Well, actually, that's not quite right. I spent a bit of time looking through the SRD, and came up with the following (in the spoiler). Couldn't find anything at 6th level that fit, 2nd and 4th level were a little light, and I don't love how many of the 5th level spells were just save-or-lose.
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The original version in 1001 homebrew ideas actually had the quicken aspect; the spells were cast as a swift action by default.

Iron Body Training is a little weird.

It's a bit of a design-by-committee ability, which is really weird to say given that it was only me working on it. There were a few different thought processes that went into it.
  • 1) Make an ACF that is associated with Iron Heart. At one point, I was trying to do this for all nine disciplines, but Devoted Spirit (Divine Retribution), Desert Wanderer (Desert Wind), Battlefield Commander (White Raven), and Iron Body Training (Iron Heart) were the only ones I could come up with anything decent for.
  • 2) Trade away something that doesn't overlap with the other warblade ACFs. Warblades don't actually have many class features at low levels, and I'd already written two for each of Uncanny Dodge and Battle Clarity, and I don't want an ACF that exchanges Weapon Aptitude, which doesn't give direct combat effects, for an ability that does. That basically leaves skills and proficiencies.
  • 3) How about armor proficiency? And 5E's barbarian has that cool (but impractical) Con-to-AC instead of armor thing. How about something like that? Maybe do a monk's AC bonus-type ability, but based on Int, since it's already a warblade secondary stat? Just switch it to an armor bonus instead of untyped, so it can avoid stacking with armor without needing that pesky no-armor-worn clause explicitly spelled out, fit the barbarian-inspired theme of just blocking hits with your mighty thews rather than dodging them, and match the paradigm I tried out with my pressure strikes monk. And you can still use a shield, as intended, which is why that proficiency wasn't removed.
  • 4) It's got to scale, since it's replacing armor, and I still want to tie it a bit more directly to Iron Heart. How about based on your Iron Heart maneuvers? Scaling with the level of maneuvers known keeps the numbers around the right place in napkin math land, although if it's a little high then the fact that it fluctuates up and down a bit based on whether or not you've actually used an Iron Heart maneuver might balance that out.
  • 5) Uh, oh. It's a 1st-level class feature that gives an attribute to AC. We don't want Int to AC to be overly easily accessible with a 1-level dip for non-warblades. I know! Cap it by Strength, too, so that those wizards and jade phoenix mages can get something but not too much out of it. It won't affect pure warblades, since what kind of melee warblade won't have a higher Strength and Intelligence already?

So, yeah, a little weird. But I kind of like it, you know? If I get to doing another pass on it, I might tweak the numbers a bit, and the bit about needing to initiate Iron Heart maneuvers to keep the full benefit might get axed, no matter how much I appreciate its quirkiness. Even without that, its physical defensiveness fits Iron Heart better than I thought. Despite the aggressiveness associated with the discipline from Punishing Stance at level 1 and Strike of Perfect Clarity at level 9, more than half of its maneuvers and stances are about crowd control, defense, and damage mitigation (11/21). I'm pretty sure only Devoted Spirit and Setting Sun beat it on that front.
47
Board Business / Re: Additional Forum / Discord Integration Accomplished
« Last post by Stratovarius on March 11, 2024, 11:10:49 PM »
Very cool to see this working, and I will be using this in short order for Arhosa PbP.
48
Board Business / Additional Forum / Discord Integration Accomplished
« Last post by Nanshork on March 11, 2024, 11:00:12 PM »
Way back in 2022 I asked for people's input about what they'd like to see now that I'm running around inside the forum code and doing who knows what, and Discord integration came up as a request.  I set up the snazzy header image but that was all that came out of that request.

More has now been done, but not in the way you might expect.  The Discord server header image is still the only part of Discord that touches the forum, >99% of active members are already over there anyway.

Instead, the forum now touches the Discord server.  Moving forward, every new thread/post made (including this one) are automatically sent to the Discord server with a link back to the forum.  I don't know if it will boost forum activity any, but since Strat and I manage both we're interested in keeping both alive and as healthy as possible.
49
Offhand I don't have any balance input but it's nice to see something else using your Auras overhaul.

Iron Body Training is a little weird.
50
I think Divine Retribution isn't bad as a general idea, it just needs a curated spell list. The Adept might make for a better starting point, as it has a bigger focus on divine damage spells like Scorching Ray and Lightning Bolt. The Warmage spell list and evocation-heavy cleric domains like the Fire Domain could be used to pad out spells above level 5. Or you could hand out a pseudo-Quicken Spell, so that weak low-level evocations stay relevant and work better with the action economy of mid-levels onward.
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