Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 308683 times)

Offline SolEiji

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #440 on: November 17, 2013, 01:11:49 AM »
Spell Ablation: A defense against magical effects. Anything that ignores SR also ignores Spell Ablation (SA). Rather than sometimes completely negating spell effects like SR, SA reduces its effects, not entirely dissimilar to the difference between AC and DR. Whenever a creature with SA would be affected by a spell with any level-dependent variables as part of its effect, the spell's effective caster level is reduced by the creature's SA when determining those effects. The spell is not negated if this would reduce the effective caster level to less than the normal minimum required to cast the spell. However, if this would reduce the spell's effective caster level to less than 0, the spell is negated as though it had failed to bypass the creature's SR.

Range, area, number of targets, HD of creatures affected, and other factors that determine which creatures are affected are not influenced by SA, only the actual potency of the effect applied to those that are. Duration is affected only for spells that apply their effects individually to each of their subjects (or to their sole subject, in the case of single-target spells).

If a spell would affect multiple creatures, one or more of whom have SA, determine the effects of SA's caster level reduction for each creature independently.

If a creature has both SR and SA, the reduction in effective caster level does not apply to the caster level check to bypass SR. The two magical defenses apply independently of each other.

Multiple sources of SA do not stack. Use only the highest one.

A creature with SA who willingly accepts a spell can choose not to apply SA to that spell.

... not sure how to word how Spell Ablation affects powers. Something to do with reducing the effective amount of augmentation, but how, exactly? Probably capping it at the newly reduced effective manifester level and determining the effects accordingly, or something like that.

Oh hey, we hiveminded.  I have made Spell Dampening.
Mudada.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #441 on: November 18, 2013, 03:03:41 PM »
Advanced Wild Shape

Prereqs: Knowledge (nature) + 12 or more, wild shape, and some other stuff.

Benefits: You may take the form of an animal that has had its HD advanced using the Improving Monsters rules, including ability adjustments for size increases.  The normal limits on size and HD apply.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #442 on: November 20, 2013, 03:08:38 PM »
Weapon damage alternate rule:

If a weapon does 2d6 damage or some multiple of that, you may substitute 1d12 for it instead.  The tradeoff this allows is allowing the weapon to be more likely to roll a larger number, but at the cost of being more likely to roll lower numbers too.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #443 on: November 25, 2013, 03:22:52 PM »
A slightly less generic human?

Darklight Humans
(click to show/hide)





Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #444 on: November 26, 2013, 06:34:18 PM »
Divine Unease

A counterpart to ASF for those divine spellcasting classes that are not supposed to wear heavy armor due to oaths or whatnot (Druids and their metal-phobia, but also Healers and their prohibition from heavier armor). Rather than completely shutting down your spellcasting (and possibly related class features) due to using armor prohibited by your oath, you suffer a stacking penalty for 24 hours, similar to Binders who make bad pacts and don't follow their vestiges' influences. The idea being that if the need is great, whatever divine power is granting you your magic will allow you to bend your less-important, primarily-ceremonial oaths (don't wear armor) in order to ensure the success of more important goals. But you might feel guilty about it or your deity doesn't exactly want you to get in the habit of doing so. Whatever.

Whenever you cast a divine spell while wearing prohibited armor (including prohibited shields), the spell takes effect normally, but you suffer from divine unease. After resolving the casting of the spell and its immediate effects, you suffer a -1 penalty on all attack rolls, saving throws, skill checks, and ability checks, and you suffer a like penalty to your divine caster level, which may prevent you from casting higher-level spells. Your divine unease penalty stacks with each spell, up to the maximum divine unease penalty of your prohibited armor. Casting a divine spell while wearing prohibited armor less than your current divine unease penalty does not lower your penalty, it simply does not increase it. Maximum divine unease of armor and shields worn stack with each other, just like armor check penalty. Divine unease remains until the next time that you regain your divine spells for the day, minimum 8 hours after casting the last spell that caused divine unease (even if it did not increase your divine unease penalty). If you do not regain your divine spells at a specific time each day, divine unease instead lasts for 24 hours after casting the last spell that caused divine unease (even if it did not increase your divine unease penalty).

Some class features granted by divine spellcasting classes are also affected by divine unease. Actively using such class features also causes and prolongs divine unease, just like casting divine spells. Class features that are always active or that activate on their own, independent of your volition, do not cause divine unease, but you may still lose access to them with sufficient divine unease (see below). Your divine unease penalty applies to your effective class level for the purpose of class features affected by divine unease, which may reduce the potency or remaining daily uses of such abilities. If this reduces your effective class level to less than the level at which such a class feature was gained, you lose the use of that class feature entirely. The loss of class features due to divine unease does not further disqualify you from other feats or prestige classes you may have taken, although it may make some of them difficult or impossible to use.

If some of your armor or shields worn are prohibited by your oaths but others are not, only the prohibited pieces contribute to your maximum divine unease. For example, a Druid wearing hide armor who picks up a metal buckler to defend herself would only count the maximum divine unease of -2 for the shield.

Light ArmorMaximum Divine Unease
Padded-2
Leather-3
Studded Leather-4
Chain Shirt-5
Medium ArmorMaximum Divine Unease
Hide-4
Scale Mail-5
Chainmail-6
Breastplate-6
Heavy ArmorMaximum Divine Unease
Splint Mail-7
Banded Mail-7
Half-plate-8
Full Plate-10
ShieldsMaximum Divine Unease
Buckler-2
Light Shield-2
Heavy Shield-3
Tower Shield-5
« Last Edit: November 26, 2013, 06:39:41 PM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #445 on: November 27, 2013, 11:05:28 PM »
Bloodied Death Throes [General]
Prerequisites: Con 15, Death Throes ability
Benefits: Your death throes ability does not only trigger when you die. When you are reduced to less than one-half of your maximum hit points, your death throes occur, just as if you had died. You and your equipment are not damaged, destroyed, or otherwise affected by your own death throes when they occur in this way. If your death throes would cause your body or parts of it to disappear, disintegrate, or otherwise be destroyed, your body remains intact. Any other gross alterations to your body, such as turning to stone, still take effect but revert at the start of your next turn. Once your death throes have been triggered in this way, they cannot occur again in the same way until you are healed to your maximum hit points, or for 24 hours, whichever comes first. Your death throes still occur normally when you die.
   A single damage source or other hit point reduction can only trigger your death throes once. For example, if a single damage source kills you while you were above one-half of your maximum hit points, your death throes would occur only once (rather than for both one-half hit points and for death).
   As long as you are still alive and conscious, you may suppress your death throes if you so choose.

Improved Bloodied Death Throes [General]
Prerequisites: Con 17, Bloodied Death Throes, Death Throes ability
Benefits: Your death throes ability triggers when reduced below two-thirds of your maximum hit points and again when reduced below one-third of your maximum hit points, in addition to when you die. This replaces the trigger at one-half your maximum hit points from Bloodied Death Throws, but otherwise functions the same way.



Trying to get the right wording, but it's coming out a bit complex. The idea is that your death throes trigger at 50% and at death instead of only at death. Once you trigger at 50%, you can't trigger again at 50% until you heal to full, but you can still trigger at death. The improved version changes it to trigger at 33% and 66% instead of 50%, and you still need to be healed to full again to trigger at the same threshold, but the 66% trigger doesn't lock out the 33% trigger.
« Last Edit: December 01, 2013, 03:04:52 PM by Garryl »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #446 on: November 29, 2013, 11:14:19 PM »
Change to the Mindspy class:

Prerequisites:
Spells: Ability to cast the detect thoughts spell, use detect thoughts as a spell-like ability, or use detect thoughts as a supernatural ability.

Normally it's just as a spell or SLA.  Why add Su?  To allow dopplegangers and changelings with the Cabinet Trickster PrC to enter.
« Last Edit: November 29, 2013, 11:16:10 PM by Jackinthegreen »

Offline SolEiji

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #447 on: December 01, 2013, 04:48:16 AM »
Death Throes Stuff

I really like these.

*Tempts you to post them to his wiki*
Mudada.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #448 on: December 01, 2013, 11:48:26 AM »
Death Throes Stuff

I really like these.

*Tempts you to post them to his wiki*

*Gives blanket perimission to port anything of mine from this thread onto his wiki, under the condition that it be attributed and linked back to the original, possibly with the disclaimer that the version here may be a newer version.*

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #449 on: December 01, 2013, 03:54:44 PM »
Lightspawn
Small Elemental (=Subtypes=)
Hit Dice:7d8+14 (45 hp)
Initiative:+2
Speed:30 ft. (6 squares)
Armor Class:18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple:+5/+3
Attack:Slam +8 melee (1d6+3)
Full Attack:Slam +8 melee (1d6+3)
Space/Reach:5 ft./5 ft.
Special Attacks:--
Special Qualities:Death Throes, Power Infusion
Saves:Fort +4, Ref +4, Will +6
Abilities:Str 14, Dex 15, Con 15, Int 6, Wis 12, Cha 11
Skills:=Racial class skills and modifiers=
Feats:Bloodied Death Throes, ..., ...
Environment:Positive Energy Plane
Organization:Pack (3-5), Swarm (10-50)
Challenge Rating:5
Treasure:None
Alignment:TN
Advancement:6-9 (Small); 10-14 (Medium); 15-21 (Large)
Level Adjustment:--
Death Throes (Su): When a Lightspawn dies, it released a burst of positive energy. Living creatures within 30 feet gain temporary hit points equal to the Lightspawn's normal maximum hit points. These temporary hit points stack with temporary hit points from other sources that a creature already has at the time of the death throes and they last for 1 minute or until lost. A creature can attempt a Fortitude save (DC 16) to negate this harmless effect. The save DC is Constitution-based.
   A Lightspawn's death throes also occur when it is reduced to less than 50% of its maximum hit points due to its Bloodied Death Throes feat. The Lightspawn is not affected by its own death throes in this way.
Inner Fire (Su): A Lightspawn gains a +1 bonus on all attack rolls, weapon damage rolls, saving throws, and skill checks for every 10 temporary hit points it has.
Positive Energy Affinity (Ex): Lightspawns are not at risk of exploding when their temporary hit points exceed their normal maximum hit points when on a positive-dominant plane, although the temporary hit points they would gain from being on such a plane stop accumulating at the Lightspawn's normal maximum hit points. In addition, cure spells and other healing effects that result from positive energy can heal a Lightspawn beyond its normal maximum hit points. Any excess healing is converted to temporary hit points, which last for 1 minute or until lost.
« Last Edit: May 18, 2014, 12:56:47 PM by Garryl »

Offline SolEiji

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #450 on: December 01, 2013, 08:12:52 PM »
*Gives blanket perimission to port anything of mine from this thread onto his wiki, under the condition that it be attributed and linked back to the original, possibly with the disclaimer that the version here may be a newer version.*

Bloodied Death Throes
Improved Bloodied Death Throes

Appreciated!

Time to drop one of my own...

Unique Planar Binding/Gate monsters: I've already made one, Crying Owl.  The idea is a series of outsider monsters intended to be summoned through binding, ally, and gate spells with new and unique pre-requisites and quirks about summoning them into service.  Some will want things other than gold, some won't work in certain circumstances, and some may get angry given certain behaviors.  Good for increasing a story's fluff as well, and making the creatures seem more than "generic succubus" or "standard solar".
Mudada.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #451 on: December 06, 2013, 08:53:41 PM »
I just found this when reading the Great Wheel homebrew and I don't want to lose it.

At the very least Miracle should cost XP to replicate a spell just like Wish does.

Perhaps yes, although I think the current 5000xp cost is too prohibitive. It's a full encounter's worth of xp (before dividing it among the party).

Perhaps something like the following:
(click to show/hide)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #452 on: December 08, 2013, 05:00:26 PM »
Shadow's Cloak

This enchanted cloak is woven from black silk. It feels nearly weightless, yet never seems to billow in the wind. Shadow's Cloaks were designed to be used by Shadows, Wraiths, and other incorporeal undead. They are semi-solid to both corporeal and incorporeal creatures, much like Ghost Touch weapons. While worn, the cloak confers a +2 Deflection bonus to AC, or increases the wearer's existing Deflection bonus granted by being incorporeal by 2 (other sources of Deflection bonuses are not improved). The wearer is also protected from any detrimental effects of exposure to sunlight or bright light. Finally, an incorporeal wearer can use the cloak to manipulate physical objects as though with a Strength score of 3, and can cause the cloak to become fully incorporeal while passing through physical objects (or when physical objects would pass through them, such as a swinging sword).

CL 15th, Transmutation; Craft Wondrous Item, mage hand, Ghostform; Market Value 22,000gp
« Last Edit: December 08, 2013, 05:04:51 PM by Garryl »

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #453 on: December 08, 2013, 09:41:48 PM »
I just found this when reading the Great Wheel homebrew and I don't want to lose it.

At the very least Miracle should cost XP to replicate a spell just like Wish does.

Perhaps yes, although I think the current 5000xp cost is too prohibitive. It's a full encounter's worth of xp (before dividing it among the party).

Perhaps something like the following:
(click to show/hide)
A bit like the Frank and K revision to Wish, but you totally removed all of the stuff about wishing for wealth, which is a simpler way to deal with it than their "Wish Economy".
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #454 on: December 09, 2013, 01:14:54 AM »
Well, you know, KISS and all that. The idea was to remove the open-ended broken parts in the first place. Plus, I never got around to writing up clauses for item creation (which would be along the lines of craft it normally but nigh-instantaneously) and a few other Miracle/Wish clauses like reviving the dead (Wish is supposed to bring back bodies as well as duplicating Resurrection, even though it's a non-Sor/Wiz spell above 6th level) and possibly inherent bonuses (but they should probably be just from those Manuals/Tomes). That would be something like this.
  • Create a magic item, or add to the powers of an existing item. You must be able to craft the magic item or add the desired powers on your own. You must provide the raw materials, experience points, and other prerequisites as though you were crafting the item normally, but the entire crafting process takes place instantaneously. This usage costs 1 xp for every 50 gp of market value added to the item, in addition to any experience points spent as part of crafting the item.
  • Create a magic item, or add to the powers of an existing item. You need not be able to craft the magic item or add the desired powers on your own. You must provide the raw materials, experience points, and other prerequisites as though you were crafting the item normally, but the entire crafting process takes place instantaneously. This usage costs 1000 xp for every prerequisite of the item's creation that you do not meet plus 1 xp for every 25 gp of market value added to the item, in addition to any experience points spent as part of crafting the item.
  • Revive the dead. A miracle/wish can bring a dead creature back to life similarly to a resurrection spell. This usage costs 2000 xp.
  • Recreate a body. A miracle/wish recreate the body of a dead creature whose body has been destroyed. Only creatures who could be revived by a true resurrection spell and who would be willing to be returned to life by the caster in such a way can have their bodies recreated in this way. This usage costs 1000 xp.
Speaking of wishing for wealth and the means by which it comes about, new rule regarding SLAs, SUs, and similar abilities. They DON'T remove all components, just verbal, somatic, focus (and divine focus), and relatively cheap material (<5gp) components. Expensive material components are replaced by experience costs at a rate of 1 xp per 5 gp of the spell's normal material component, in addition to the spell's normal experience cost, if any. Other components, such corruption and sacrifice components, remain unchanged.
   As a DM, you may need to know how much experience a creature or NPC has available to spend on its spell-like and supernatural abilities. Creatures and NPCs encountered with supernatural and spell-like abilities can usually be considered to have at least 300 xp per CR or ECL, approximately as much experience as is granted for defeating an equal-level creature.

Genies, Effrit, and certain other creatures with the ability to grant wishes for other creatures don't pay the xp cost of the wishes they grant themselves. The character that requests the wish must pay it. If the wisher does not have enough experience points remaining, he gains a negative level and is docked a number of experience points equal to the deficit. Subsequent experience points earned by the wisher are applied to this deficit first before being granted to the character. The negative level remains until the experience deficit has been paid back, and cannot otherwise be removed by any means, even by immunities, epic magic, or divine intervention (and yes, that includes Iron Heart Surge). The negative levels from multiple granted wishes stack, but never cause the character to die, nor can they reduce the character's maximum hit points to less than 1. Negative levels from other sources can still kill the character.

I wouldn't add in the proposed Miracle/Wish clauses for item creation without using the other proposed rule here about changing SLAs/SUs to not ignore XP components. That being said, they're written so that you don't get a free item even if you do ignore the XP costs, you just get to craft it instantly (and possibly without prerequisites).
« Last Edit: December 09, 2013, 01:31:37 AM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #455 on: December 09, 2013, 01:27:29 AM »
Wizard Spell Knowledge Rules
... because the current ones aren't good enough.

In order to cast a spell, a Wizard must first have memorized it. In order to memorize a spell, a Wizard must both know the spell and have it written in a spellbook that she can reference.

Learning A Spell
In order to learn a spell, a Wizard must have access to a written copy of the spell. This can be a scroll, within a spellbook (her own or another Wizard's), ancient instructions scrawled on a dungeon wall, or similar magical writings. The Wizard must reference the writing over the course of an 8 hour learning period. Learning a spell is nondestructive. It does not damage or consume the original writings, even when a single-use spell completion item, such as a scroll, is used as the reference. At the end of this period, the Wizard must make a Spellcraft check (DC 15 + the spell's level + 2 for each significant alteration from the base spell; see below). On a success, the Wizard learns the spell. On a failure, the Wizard does not, and cannot attempt to learn the spell again from the same writing until she gains a new rank of Spellcraft. However, should she find new magical writings detailing the same spell, she may attempt to learn from them as long as they are not essentially the same text (such as the same spell found in multiple copies of another Wizard's spellbook, or multiple scrolls of the same spell scribed by the same spellcaster).

Magical writings enhanced or altered from a base Wizard spell (such as a scroll of Heightened Maximized Chill Touch, or a scroll of Greater Dispel Magic scribed at the Bard's spell level of 5, or a divine scroll of Endure Elements) count as only the base spell for the purpose of learning them. Even if the spell's effective spell level is altered, the Spellcraft DC is calculated as per the base spell. However, for each significant alteration, the DC to learn the base spell from the writing is increased by 2. Each metamagic feat applied, the usage of a divine scroll instead of an arcane scroll, and the usage of a spell scribed from a spell list wherein the base spell is found at a different spell level from the learning Wizard's spell list, count as a different significant alteration. A spell scribed from a different spell list but at the same spell level as it is found on the learning Wizard's spell list (for example, the Light spell is a cantrip for both Wizards and Bards) does not count as a significant alteration and does not increase the Spellcraft DC to learn the spell.

A Wizard can only learn spells on her Wizard spell list, and cannot learn spells of a banned school. Spells of a similar nature, such as Bard spells and the few Sorcerer spells not available to Wizards also, cannot be learned. Spells transcribed by other Wizards that are not on the learning Wizard's spell list (such as those gained through feats that add to a character's spell list) also cannot be learned unless the learner finds a way to add them to her Wizard spell list.


Scribing a Spell
A Wizard can copy a spell into written form suitable for memorization. This can be from memory (ie: a memorized spell), but is most often performed from a reference text...

... er, remind me to finish this. Not much change to copying from the core rules, but I think I had some things planned when I started this that I forgot.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #456 on: December 13, 2013, 08:33:33 PM »
Oversized Multi-weapon Fighting

Benefit: Basically just like Oversized TWF except it applies to MWF instead.


Addition to skills:

If you have at least 5 ranks in a skill, you may treat your roll as anything lower if doing so is advantageous to you.  For example, if you rolled a 20 on a jump check but doing so would take you further than you want to go (such as falling into a pit), you may elect to treat it as a 15 instead, for example.


Kensai (CW 49) prerequisite change:

Replace Ride rank requirements with any of Bluff, Gather Information, or Intimidate ranks instead.  The prestige class has no features regarding mounts and neither does its theme, thus the skill is inappropriate.
« Last Edit: December 13, 2013, 09:38:26 PM by Jackinthegreen »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #457 on: January 01, 2014, 08:21:41 PM »
Complete Adventurer has several exotic weapons that are basically improved versions of regular weapons.  It also says said weapons can be treated as the lesser weapon only for certain feats.  Personally, I'd just say treat the exotic weapon as its non-exotic counterpart for all effects.

Random thing: The Duelist PrC needs some sort of Uncanny Dodge, otherwise its AC bonuses are even more easily ignored than normal.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #458 on: January 08, 2014, 11:50:05 PM »
Fluff modification to Spirit Shaman:

Might want some way to interact with incarnum better since souls and spirits have enough of an overlap to be interesting.  Or perhaps add some stuff to incarnum to allow for animal-based soulmelds instead of the alignment- and magical beast-focused ones.  Maybe start with the spirit shaman's animal guide list for soulmelds?
« Last Edit: January 09, 2014, 12:41:07 AM by Jackinthegreen »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #459 on: January 17, 2014, 04:48:45 PM »
Additional Warlock invocation: Detect Thoughts.  A little bit just for the sneakiness of it and such, but also a bit to get into the Mindspy class very easily.

Speaking of the mindspy, it maybe needs a boost in the form of boosting the DC of Detect Thoughts, progressing casting by 2 over the 5 levels, speeding up the cast action of Detect Thoughts, or something like that.
« Last Edit: January 17, 2014, 05:03:29 PM by Jackinthegreen »