Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 308655 times)

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #260 on: October 20, 2012, 08:12:07 AM »
Spend moments to gain bonuses to saves and/or AC (or avoid effects altogether) as you manipulate the time stream.  Spend a lot of moments to teleport, as you skip ahead to where the planet has rotated a little bit.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #261 on: November 02, 2012, 12:15:37 PM »
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.
« Last Edit: November 02, 2012, 12:21:58 PM by Garryl »

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #262 on: November 04, 2012, 12:01:12 AM »
Hmm... so screw double weapons, then? This makes any weapon better than pretty much all of them (which isn't saying much, but still...), since you only have to pay for one "head". This also gives a nice alternative to spiked chains (or guisarme + armor spikes). I guess the reduction in damage is a big enough drawback, though. Overall, I like it.
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.
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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #263 on: November 04, 2012, 01:57:02 AM »
Clever Wrestling redo:

Prereqs: Improved Unarmed Strike, Improved Grapple, BAB +6 (fuck the former size requirements)

Benefit: You have a knack for turning your opponent's size against him as well as using your own size to better suit the situation.  Treat your opponent as one size category smaller than it actually is for purposes of grappling if it is advantageous to do so.  This means that you can grapple with a target three sizes larger than you, and that its size bonus to grapple checks is lowered by 4 when grappling with you.

Special: A Fighter can take this feat as a fighter bonus feat.  A 6th level monk may take this feat as a bonus feat if he took Improved Grapple as a bonus feat at 1st level.  He need not meet the prerequisite of BAB +6.


Alternately, I'm thinking of a way to allow AoOs while grappling and being able to keep Dex to AC against other opponents too.  There's also the annoyance of the -4 on attacks with unarmed strikes, natural weapons, or light weapons.
« Last Edit: November 04, 2012, 02:02:55 AM by Jackinthegreen »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #264 on: November 04, 2012, 04:41:01 PM »
Swift Spell [Metamagic]
Prerequisites: Quicken Spell
Benefit: You can apply this metamagic feat to any spell with a casting time of one standard action and a non-instantaneous duration other than concentration. For spells with level-based durations, this only applies to spells with durations of 1 round/level or longer. For spells with fixed durations, this only applies to spells with durations of 1 minute or longer. For spells with durations involving concentration, consider only the non-concentration component of the spell's duration. This metamagic feat cannot be applied to spells with other durations. The duration of the spell is dramatically reduced, but its casting time becomes 1 swift action instead of 1 standard action. If the spell had any targets, its target becomes you. If the spell had a range longer than personal, its range becomes personal. If the spell was designed to affect objects instead of creatures, it instead affects one or more objects in your possession (as applicable), but only while they remain in your possession. The level adjustment of this metamagic depends on the duration of the original spell.
   If the spell does not have a duration exactly matching an entry on the table below, use the longest-duration entry for which the spell has a longer duration.
   A Swift Spell's duration cannot be further modified by other metamagic, spells, or abilities.

Original DurationNew DurationLevel Adjustment
1 round/level1 round+1
1 minute/level1d4 rounds+1
10 minutes/level1d4+1 rounds+1
1 hour/level or longer2d4+1 rounds+2
1 minute1d2 rounds+1
10 minutes1d3+1 rounds+1
1 hour1d6+1 rounds+2
1 day or longer2d6+1 rounds+2

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #265 on: November 07, 2012, 03:01:29 PM »
Changing the rules a bit with regards to stuff like Inhuman Reach:

When wielding a reach weapon made for a creature of your size, the weapon only doubles the natural reach as determined by your size.  Feats such as Inhuman Reach do not allow you to double the reach granted by the reach weapon.  However, if you are able to wield a reach weapon of appropriate size to your combined reach from size and effects like Inhuman Reach (such as a Large weapon for a medium character with Inhuman Reach) then you may gain the extra reach from the weapon.


Or we could just simplify things by saying reach weapons made for X size creatures may only give a maximum amount of extra reach equal to double the normal reach of a creature of that size.  Small and medium are capped at +5, large is +10, huge is +15, etc.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #266 on: November 08, 2012, 10:16:31 AM »
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.
« Last Edit: November 08, 2012, 10:20:29 AM by Garryl »

Offline Quillwraith

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #267 on: November 08, 2012, 05:21:48 PM »
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.

Actually, let's make everything skill checks. Sorcerers cast with spellcraft, etc. Have to rebalance, though, skill checks are too easy to boost.

Offline Eldritch_Lord

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #268 on: November 08, 2012, 06:15:36 PM »
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.

That won't work for 3e without a serious overhaul of saves and skills.  The reason that saves, BAB, etc. aren't skills already is that they implicitly require a basic level of competence for all PCs; even a low-BAB low-Str arcanist needs to make attack rolls sometimes.  Adventures won't grind to a halt if no PC has ranks in a certain skill--being unable to see hidden people, know about monster weaknesses, and such won't kill you, so it's okay to allow characters to not invest ranks in them.  But if you put 0 ranks in Sense Motive and have a total mod of +3, say, and then have to use that to resist a DC 24 dominate person, you're kinda screwed.

Spell DCs already give the caster the advantage, because a caster uses his highest stat to set the DCs but can target the weakest of three saves of his target, usually keyed to a secondary or tertiary stat.  Opposing spells with skills is replace three saves with over twenty separate saves.  If you give classes a base progression in the different saves, you effectively have six saves instead of three--congratulations, you've only made the problem twice as bad instead of seven or eight times as bad.

On the other hand, if people invest in a certain skill, they pass their saves with flying colors.  See the Mind Over Body maneuver, where you replace a save with a Concentration check, and if you max out Concentration your ranks are around double your base save at all levels.  If a save DC is set assuming the base save progression, rolling a skill check will pass it easily; any character who invests in Sense Motive basically gains immunity to charm effects unless they consistently roll low against higher-than-average save DCs.

Quite frankly, the stats-as-saves thing only works in 5e (for a very loose definition of "works") because their math is crap.  The scaling is minimal to nonexistent, competent characters fail easy checks half the time while "godlike" DCs can be hit by 3rd level characters, rogues barely need to roll to pass the majority of skill checks while fighters have a hard time jumping a few feet in the air, and so forth.

Now, if you were making a 3e variant from the ground up so that saves, attack rolls, and skills advance roughly at the same rate, that might be more workable mathematically, but you still have the problem of people investing no ranks vs. investing full ranks in certain skills.  Look at SWSE: the difference between "no ranks" and "full ranks" is +10 at most, skill training is worth +5, bonuses above +1 or +2 are hard to get, and it's very hard to stack bonuses from more than one or two sources.  Yet even with the similar progressions, Force powers using opposed checks (which consist of one skill, Use the Force, against a selection of other skills such as Perception/Acrobatics/etc.) are far too good against untrained enemies, and Force powers against defenses are only balanced at mid levels when trained Use the Force is within a few points of automatically-progressing defenses, with Force powers dominating at low levels and falling off at high levels with less than a +10 skew either way.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #269 on: November 09, 2012, 02:34:08 PM »
Speaking of save DCs, what if the save DCs of spells (and similar effects) were based on the save they targeted? Int for Reflex saves, Wis for Fort saves, and Cha for Will saves (and for when save DCs are needed for effects without saves for whatever reason)? Shuffle it around as you see fit. Different classes wouldn't necessarily even need the same stats for each save type, although the consistency would be good.

Offline veekie

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #270 on: November 10, 2012, 03:10:31 PM »
That would be pretty good to have. It does help make Offense Diversity more a thing than outright victory.
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Offline ariasderros

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #271 on: November 10, 2012, 08:29:31 PM »
Homebrew requests:
Another Martial Discipline, focused on throwing: specifically, trowing axes and javelins (as per the gloves of endless javelins).

Another Martial Adept: Iron Heart; Diamond Mind; Mystic Eclipse; the Throwing Discipline above. Theme, strategic use of attacks.

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Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #272 on: November 10, 2012, 10:10:00 PM »
I can work on these, perhaps.  Since I write martial adepts like it's my job.

(I wish it was my job.)
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Offline ariasderros

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #273 on: November 10, 2012, 11:02:29 PM »
I can work on these, perhaps.  Since I write martial adepts like it's my job.

(I wish it was my job.)

Well, I was talking about people who should just get paid for all of their work on stuff for D&D.

I mentioned you.

Then I remembered that you said you do some of this during downtime at work.

So, you do get paid to do some of this :)
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #274 on: November 12, 2012, 01:05:54 AM »
Life Domain - Similar to the Healing domain, but mostly just an excuse to add in some SpC spells and tweak the list to be a bit more useful.

Power: Once per day, you can cast a single healing subschool spell targeting only willing subjects as a swift action instead of a standard action. Spells with longer casting times or with any non-willing subjects are not affected.
1: Lesser Vigor
2: Close Wounds
3: Mass Lesser Vigor
4: Panacea
5: Revivify
6: Greater Restoration
7:
8: True Resurrection
9: Mass Heal


New spells:
Coagulate (Clr 1, Healer 0, Medic 1): Stops bleeding, prevents subsequent bleeding wounds for 1 minute.
Rebirth (Drd 7): Returns subject to life in a newborn body equivalent to its own, mimicking its original body's lifetime of growth and physical development over the course of 1 day.
Rejuvenation, Lesser (Drd 1, Healer 1, Medic 1): Subject heals 1d4+CL/3 hp each round for 3 rounds.
Rejuvenation (Drd 3, Healer 2, Medic 2): Subject heals 2d4+CL/3 hp each round for 3 rounds.
Rejuvenation, Greater (Drd 5, Healer 4, Medic 4): Subject heals 4d4+CL/3 hp each round for 3 rounds.
Regenerate, Lesser (Clr 4, Drd 5, Healer 4, Medic 4): Heals cosmetic damage, stops bleeding, reattaches severed limbs.


« Last Edit: November 12, 2012, 01:17:04 AM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #275 on: November 12, 2012, 09:40:17 PM »
A base class (or maybe PrC) all about teleportation.

Jaunt (Sp): Once per round, you can teleport up to [distance] as a move action. You must have line of sight and line of effect to the target location. [Insert text about being shunted if you can't arrive.] As a spell-like ability, using Jaunt provokes an attack of opportunity, but see Tumbling Teleportation. Jaunt is the equivalent of a 1st-level spell.

Tumbling Teleportation (Su): Whenever you use a teleportation ability that provokes an attack of opportunity you can make a Tumble check to avoid provoking the attack of opportunity, as though moving through a threatened space. You do not suffer any penalty on your Tumble check for teleporting the full distance, although your still cannot use the Tumble skill in this manner if your movement is slowed armor or encumberance.

Blink Strike (Su): Whenever you teleport at least 5 feet, you can leave yourself slightly between the planes and between locations for a short while. Attacks against you strike thin air where you were a moment ago, and your strikes simply slip past your opponent's guard in less than the blink of an eye. [Bonus precision damage and AC as Skirmish.] [Counts as Skirmish for stuff.] You gain the benefits of Blink Strike whenever you teleport, and its effects last until the beginning of your next turn.

Warp Breach (Sp): [High level ability.] As a standard action, you can randomly teleport all matter in a 40-foot radius burst centered on a point within medium range to random locations on random planes. This deals 30d6 damage, ignoring hardness, to all creatures and unattended objects in the area except those that you designate. Creatures and objects that are reduced to 0 hp or lower by this damage are disintegrated, and their component atoms are scattered across the multiverse. Attended objects that are no longer attended due to the creature attending them being annihilated in this way are also subject to this damage. A successful Will save (DC 10 + [Class level] + [Ability modifier]) halves this damage. Warp Breach is a teleportation effect and is the equivalent of a 9th-level spell.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #276 on: November 17, 2012, 11:16:53 PM »
Locate Death
Divination
Clr 2, Drd 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: 1 mile/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When cast, this spell instantly reveals to you the exact distance and direction of the location at which the last creature to die within the spell's range died. This only detects the deaths of creatures with 1/2 or more HD that died within the past week; creatures with less HD simply do not register, and the metaphysical echoes of deaths more than a week past are too faded to detect. If multiple creatures died at the exact same moment, only the nearest is detected. This spell does not reveal any information about the dead creature other than the location of its death. A creature that died and was moved or even animated as undead or returned to life are still detected (as the event of their death is what registers to this spell, not the dead creature itself). Creatures that are not alive and thus do not die (such as Constructs and Undead) do not register to this spell. If no valid creatures within range have died within the past week, this spell indicates it by providing no location.

This spell is somewhat ineffective in the wilderness and in large cities where the natural predation of animals and larger vermin frequently occurs, masking the deaths of more important entities.

Material Component: A drop of blood.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #277 on: November 18, 2012, 12:12:01 PM »
Timid Berserker [Flaw]
You are meek and timid until you fly into a destructive frenzy.
Effect: When not in a rage, frenzy, or similar state, treat your Strength, Constitution, and Charisma scores as 2 points lower than they actually are (minimum 1).

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #278 on: November 21, 2012, 11:24:49 AM »
Frenzy [General]
Prerequisites: Con 13, ability to rage.
Benefits: Whenever you rage, you can push yourself further into a frenzy. While in a frenzy, you gain a +2 morale bonus to your Strength score (which stacks with any bonuses granted by your rage), temporary hit points equal to your character level, and you can make a single attack with a -5 penalty on your attack roll once per round as a swift action. However, you cannot choose to end a frenzy prematurely, and at the end of the frenzy you are exhausted for the duration of the encounter (or fatigued if you have the Tireless Rage ability or a similar effect). Each round spent in a frenzy counts as one extra round when determining how long you can remain raging.


Deathless Frenzy [General]
Prerequisites: Con 15, Frenzy.
Benefits: While in a frenzy and at negative hit points, you remain stable and do not die, regardless of your hit point total. You remain conscious and can continue to act normally. Nonlethal damage staggers you, but never causes you to fall unconscious. Each round spent in a frenzy while you are negative hit points or would normally be unconscious due to sufficient nonlethal damage counts as two extra rounds when determining how long you can remain raging (this stacks with the extra round that Frenzy costs).


Immortal Frenzy [General]
Prerequisites: Con 17, Frenzy, Deathless Frenzy.
Benefits: While in a frenzy and at negative hit points, you gain fast healing equal to half your negative hit point total, rounded up. While in a frenzy, you can use your full maximum hit points in place of your actual hit points (whichever is better) when determining the effects of nonlethal damage.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #279 on: November 23, 2012, 12:33:24 PM »
Completed: http://www.minmaxboards.com/index.php?topic=16809.0

Hexblade base class
Yet another Hexblade remake.

Full BaB
d? HD
Good Will
? + Int skill points

1 Hexblade's Curse, Curse of Misfortune -2, Curse of Stupor
2 Arcane Resistance
3 Mettle
4 Siphon Misfortune +1
5 Chaotic Commands, Ill Tidings
6 Black Cloud 20 ft.
7 Curse of Misfortune -4
8 Chains of Adversity
9 Black Cloud 30 ft.
10 Double Hexblade's Curse
11 Mystic Contrariness
12 Black Cloud 40 ft., Siphon Misfortune +2
13 Curse of Misfortune -6
14 Dark Companion
15 Black Cloud 50 ft.
16 Aura of Unluck
17 The Same Doubled
18 Black Cloud 60 ft.
19 Curse of Misfortune -8
20 Karmic Imbalance, Siphon Misfortune +3, Triple Hexblade's Curse


Spellcasting: As Bard.
Note to self: Spell list must be expanded. See Sirpercival's house rules.

Hexblade's Curse (Su): Hexblades are known for their ability to curse their foes, stealing skill and fortune with a glance. You can attempt to curse any target within 60 feet. Unless otherwise stated, curses take a swift action to use and last 5 minutes unless removed earlier (you can dismiss any of your curses as a free action). If a curse allows a saving throw, the DC is equal to 10 + 1/2 your Hexblade level + your Charisma modifier. You can use your curses a total number of times per day equal to your Hexblade level plus your Charisma modifier (minimum 1/day). Some curses, particularly stronger ones, require multiple daily uses to effect.

Most curses normally only affect one or a few targets. However, beginning at 6th level, you gain the ability to bring your curses into effect as a black cloud of misfortune. Each curse that can be used this way indicates its effects when effected as a black cloud. Curses that do not indicate their black cloud effects cannot be used as a black cloud. The radius of your black cloud is 20 feet at 6th level, and increases by 10 feet every 3 levels thereafter, to a maximum of 60 feet at level 18. You can dismiss your curses from each subject of a black cloud individually, without affecting the other subjects or the cloud itself. A curse effected as a black cloud appears as a thin black mist that does not impede vision.

A given subject can only be affected by a single one of your Hexblade's Curses at once. Any creature only has a finite amount of luck to steal away. To apply new curses, you must first dismiss your older ones (a free action). As you gain levels, you learn to steal even more dregs of fortune from your victims. Starting at 10th level, you can affect your subjects with 2 curses at once, Increasing to 3 curses at level 20. This limit applies only to your own Hexblade's Curses. Hexblade's Curses from other Hexblades and curses from other sources and abilities (even your own) are not subject to this limit.

(click to show/hide)

Arcane Resistance (Su): 2nd; Cha to saves vs. spells.

Mettle (Ex): 3rd; No partial effect on successful Fort or Will save.

Siphon Misfortune (Su): When you steal away the luck of others, it need not go to waste. Starting at 4th level, you gain a +1 luck bonus on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round after effecting a curse. This improves to +2 at level 12 and +3 at level 20.

Aura of Unluck (Su): Even when you aren't actively willing it, luck just isn't with your enemies. Beginning at 16th level, all melee and ranged attacks directed against you, except those that you specifically allow through, have a 20% chance of missing entirely. This stacks with (and is checked separately from) other miss chances, such as those from concealment and incorporeality.



Feats
(click to show/hide)
« Last Edit: June 10, 2016, 03:13:20 PM by Garryl »