Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 308637 times)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #340 on: March 08, 2013, 11:50:25 PM »
Biote (name pending)

Uses hp as his resource.
d12 HD, average BAB, good Fort save.
Gets fast healing early on (5th level at the latest).

Using various abilities costs hp.
Lower level abilities just deal nonlethal damage to the Biote. Starts taking lethal damage shortly after the class-granted fast healing comes online.
Bio-Purge: Remove negative effects (like Dragon Shaman's Touch of Healing, or like Iron Heart Surge) by taking hp damage. Stronger effects and conditions cost more hp.
Vitality Shift: Transfer hp to allies, or drain hp from an opponent.
Adrenal Strike: Power Attack-like ability, using hp damage instead of attack penalties.
Vitalizing Aura: Allies gain statistical benefits. You take hp damage.
Life Armor: Take damage to gain Mettle/Evasion-like benefits.

Offline Arz

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #341 on: March 10, 2013, 04:39:19 PM »
Needs name

Dual-caster (Incarnum/Artificer)

Prereq
Alignment: must be CN, LN, NE, or NG
Feats: Craft Construct (or craft homunculus) & Share Soulmeld
Cast 1st-level arcane spells or infusions and shape 3 soulmelds.

Item Creation (Ex): As you unlock the secrets of homunculi, you also continue to advance your item creation abilities. For purposes of meeting item prerequisites, a homunculus master adds his levels in this class to his levels in the artificer class and gains a craft reserve of the same level.

Improved share soulmeld – You may share all your shaped soulmelds with a number of homunculii equal to your consitution-10. In addition, you may share the benefits of all your incarnum feats except the bonus essentia with all your homunculii. Homunculii only gain these benefits when they are under your telepathic direction. You may share the effect of any spell or infusion cast upon your soulmelds.

Homunculive(Ex): When one of the homunculii under your telepathic direction dies you have a grace period of one round before it disintegrates and you take damage. This increases by one for every even level in this class.

Incarnum Radiance (Su): You can activate an incarnum radiance as an incarnate. If you already possess this ability you gain the 7th-level ability to Share Incarnum Radiance.

Swarmfighting (Ex): All small constructs under your telepathic direction can share the same square. At 8th-level you may share your square with one large construct or your constitution-20 small constructs.

Bonus feats: At fifth and tenth level you gain a bonus feat as selected from the artificer class or that is an incarnum feat that you meet the prerequisites.

Share Incarnum Radiance (Su): You can share your incarnum radiance as an incarnate. If you expend a second use of your incarnum radiance you may also share with all homunculii you telepathically direct. Expending this second use causes you to become dazed at the end of this ability.

Thrifty Construction (Ex): You have unlocked the secret of cheap homunculi construction, learning to substitute cheaper materials without reducing the effectiveness of the homunculus. The gold piece and experience point cost for any homunculus that you produce is reduced by 25%. In addition, the cost for adding additional Hit Dice to
any homunculus that you own is reduced by 50%.

Need to trim abilities and/or determine CL advancement.



Offline Arz

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #342 on: March 10, 2013, 04:41:28 PM »
Needs name

Artificer advancement


Weapon and Armor Proficiency: Gain proficiency in all simple and martial weapons and all armor and shields(including tower shields).

Item Creation (Ex): As you unlock the secrets of weaponry, you also continue to advance your item creation abilities. For purposes of meeting item prerequisites and craft reserve, a ? adds his levels in this class to his levels in the artificer class.

Folding Time and Value (Ex): “At the smithy you hammer with allicritious economy.” All costs and time for any weapon that you produce are reduced by 5% per class level.

Superior Attunement (Ex): Increase the insight bonus gained by the Attune Magic Weapon feat by one per class level.

Exoticist (Ex): “You have yet to give up your wild-eyed enthusiasm for new arms.” You gain proficiency in one exotic weapon and one exotic armor or shield.

Attune Armor (Ex): “You discovered unified shield theory.” All class features that applied to weapons also apply to armor and shields. Attuned armor and shield gains an insight bonus to armor and shield instead of attack and damage. If the armor or shield is also a weapon it also retains an insight bonus to attack and damage.

Half-cocked (Ex): “Others think you crazy, but you are always prepared to stand and deliver round two.” You gain Rapid Reload and Improved Shield Bash as bonus feats.

True Attunement (Su): You may exchange your insight bonus from Attune Magic Weapon for one weapon ability as a full round action. This reduces your insight bonus by the value of the weapon ability.

Originally intended for full BAB. Not so sure now.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #343 on: March 12, 2013, 10:48:07 PM »
What kind of abilities that are present only through magic can we fluff up as being sort of nonmagical?

Planar Travel
Journey (Ex): Wherever you go, there you are. Starting at 5th level, you lead yourself or a group into an impossible, meandering journey, possibly even leaving the Material Plane behind. A journey can lead from anywhere to anywhere, but only if you know your way (see below). You and your fellow travelers need no special tools to undertake this journey, although those who are unprepared for the environments they may traverse are not protected from them.

You can bring other willing creatures with you, provided that these subjects are present and are able to follow you at the time you set out on your journey. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey that causes you to break line of sight for more than a short time, your companions are stranded wherever you leave them. You need not personally maintain line of sight with all of your fellow travelers; travelers can follow other travelers in a sequence leading up to you.

The journey lasts while you and your fellow travelers continue to travel together, until (1) you reach your intended destination plane, (2) you desire to end the journey while still traveling, (3) you or anyone traveling with you breaks the line of sight chain connecting the travelers for more than 2 rounds, or (4) the journey is terminated by some outside means. When the journey ends, you and your fellow travelers halt in whatever portion of the land or plane you happen to be traversing.

Destination Knowledge (geography)
KnowledgeCheck Modifier
None1n/a
Secondhand (you have heard of the destination)-10
Firsthand (you have visited before)+0
Familiar (you have visited three or more times)+5
1. If you have no direct knowledge of your destination, you must have some connection to it in order to travel there; see below.

Knowledge (geography)
ConnectionCheck Modifier
Likeness or picture of destination+2
Object from destination+4
Cartographer’s map of destination+10

Journey Complexity
DistanceComplexity
Same country3
Same continent4
Same planet6
Same plane, different planet8
Coterminous plane8
Non-coterminous plane9
Alternate Prime Material plane11
Dimensionally Locked or otherwise inaccessible plane12

Depending on your knowledge of geography, your journey may take a longer or shorter period of time. For each 24 hours you travel, make a Knowledge (geography) check. Unless a location is particularly hard to find and well guarded, or conversely easy to find and well advertised, the average DC for a journey should be set at 20. Hidden, obscure, or particularly inaccessible locations can have DCs of 25, 30, or higher. You cannot take 20 on this check, though you can take 10. Each check may be modified by your degree of familiarity with the destination or by some connection you have with the place; see the associated tables.

Each successful check indicates that you are one step closer to your goal. To finally arrive at your location, you must succeed on a number of checks equal to or greater than the journey's complexity within a span of 12 days. (If you fail to make enough successful checks within the first 12 days, you can continue to make one check per day until you get the requisite successes within a span of 12 consecutive days). When you successfully make the requisite number of checks, the journey ends, and you appear within 10-1,000 (10d%) miles of your intended destination.


Offline Nytemare3701

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #344 on: March 13, 2013, 10:29:43 PM »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #345 on: March 15, 2013, 02:33:24 PM »
Primal Fear
Prerequisites: Intimidate 9 ranks, one of Frightful Presence, that Fighter ACF's ability, ability to cast Phantasmal Killer, stuff like that
Benefit: Fear effects you use are not considered mind-affecting. Protections that function specifically against fear effects are still effective.
   You gain a +4 bonus on saves against fear.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #346 on: March 15, 2013, 09:53:38 PM »
Nature's Blessing

Benefit:  Battle Blessing for rangers essentially, with a clarification that only spells appearing on the Ranger list can be modified so there aren't any Prestige Ranger or Mystra ranger+wizard shenanigans.  Alternate spells can be modified though (such as the Mystic Ranger additions).

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #347 on: March 18, 2013, 10:44:20 PM »
Totemist/Warlock PrC, with the requirement of the Eldritch Claws feat.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #348 on: March 21, 2013, 02:43:58 PM »
Intuitive Stalker:

Benefit: Use Wisdom instead of Dexterity for Hide and Move Silently checks.

Although I now have a sudden urge to make a Factotum that actually acts like a Ninja instead.


Hm, perhaps ninjas should get Wis as a bonus to Str and Dex ability and skill checks that is exclusive with the Factotum's Int to those?

Offline Nytemare3701

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #349 on: March 22, 2013, 12:14:29 PM »
New system to replace LA: All races grant HD dependent benefits. (This is effectively half of a gestalt, and would raise the overall power of the players. In general though, mundanes would benefit far more)

Human:
+1 Skill Point/HD
+1 Feat at 1/5/10/15/20
+1 Ability score at 4/8/12/16/20

Dragon:
Breath weapon (1/3HD)d6
+1NA/3hd
+1 to Con & Cha every 5 HD

The whole thing is crazy powerful, but casters already have nice things, and the nice things they would get from races are generally redundant (except stats, but that's still not THAT big of a deal considering the relative increase in power). Obviously still not balanced, but that's why it's in 1001 and not a full writeup.
 

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #350 on: March 23, 2013, 02:47:10 AM »
What if Max Dex Bonus reduced your Dex modifier by some flat amount instead of capping it?

Instead of a maximum Dexterity bonus in armor, you treat your Dex modifier as reduced by half your ACP (rounded down) for the purposes of determining AC (and only for determining AC). Shields don't count, only your armor.

What this means is that any really dextrous fellow has a better AC than a less dextrous dude. Also, a lot of armor will be at effectively +1 AC for being masterwork. Chain shirts are now effectively +3 AC, breastplates also +3 (but they should have had a base armor bonus of +6 in the old rules anyways, which would make them a net +4), and full plate +5. Each of them happen to have even ACPs, so masterwork means +4/+5/+6, respectively, and mithral is +4/+6/+7.

Meh, doesn't seem to be working out without even more overhauling.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #351 on: March 25, 2013, 03:16:17 PM »
Ammo-like enchantments for melee weapons?

Oil of Enchantment
   Oil of Enchantment can be enchanted as though it was a masterwork melee weapon. Only properties that can be applied to melee weapons and synergy properties that rely on a property the oil already has can be applied to the oil. Those that are restricted to only certain types of weapons (such as Keen) cannot be applied. If the properties applied to the Oil of Enchantment would make it count as a specific type of weapon (such as a thrown weapon or a weapon that deals a specific type of damage), properties that can be applied to such weapons can also be applied to the oil.
   When smeared on a weapon, Oil of Enchantment temporarily grants all of its properties to that weapon. Properties that the weapon already has do not stack. The weapon is also treated as a masterwork weapon while the oil is in effect.
   With each attack (regardless of whether it hits or misses), some of the oil wears away. A full vial contains enough oil to fully coat one weapon, which is good for 50 attacks (regardless of what weapon it is applied to, be it a dagger or a greatsword). Once all attacks have been made, the oil fully wears away. Otherwise, the oil remains indefinitely. Oil of Enchantment can be cleaned off of a weapon as a standard action, removing its properties and (if a suitable container is available) preserving any of the oil that remains out of the 50 attacks for future use. Only one Oil of Enchantment can be applied to a given weapon at a time.
   If you wish, you can smear on less than a full coating. In that case, you choose how many attacks worth of oil you coat the weapon with, leaving the remainder in the container.
   Oil of Enchantment only functions when applied to melee weapons. It has no effect on projectile weapons or ammunition. Natural melee weapons and improvised melee weapons can, however, benefit from the oil.

Cost: One vial (50 attacks worth) of Oil of Enchantment costs as much as the weapon properties would if applied to a normal masterwork weapon plus 300gp.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #352 on: March 25, 2013, 05:46:16 PM »
No more plusses any more...

1) Remove all enhancement bonuses. Weapons are just magical and stuff, or they're normal, or they're masterwork which just means they can be made magical but doesn't do anything special otherwise because enhancement bonuses don't exist so no more +1. Ditto for armor (although masterwork armor still drops the ACP, since that's not an enhancement bonus). Gauntlets of Ogre Power and their friends get tossed into the recycling bin.
2) Fractional BAB/Saves. Not really necessary, but it stops things from stacking up too high or getting lost.
3) Everyone gets an extra +1/4 BAB per level.
4) Everyone adds their base Reflex save to AC.
5) Instead of +1 to a stat every 4 levels, it's +1 to a stat at every even level, and an additional +1 to each of 2 stats at every 3 levels. Can't pick the same stat more than once at any given level. Also, I get to punch myself for not thinking of a way to give even-numbered ability bonuses instead of sticking with +1s while also making this harder than it needs to be.
6) Weapon damage magically increases through methods that I can only describe as "I lost my idea around here".

Offline Nytemare3701

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #353 on: March 25, 2013, 07:31:10 PM »
6) Weapon damage magically increases through methods that I can only describe as "I lost my idea around here".

+Full Damage Dice for every iterative attack (for a total of 5x weapon damage at 20). That way, your attacks get stronger AND you get more swings.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #354 on: March 30, 2013, 07:35:36 PM »
Domain Savant variant Cleric

In place of normal Cleric spellcasting and domains.
Your spellcasting is Cha-based instead of Wis-based.
You are a spontaneous caster instead of a prepared caster.
Your spell list consists of the spells on every Cleric domain and all Cleric orisons. You can cast all orisons, but other than that you can only cast spells on the domains you have prepared (see below).
Each day, you can select any two domains to prepare. You gain their domain powers for the day and can cast their spells. At 2nd level again again every 3 levels thereafter, you can select an additional domain each day (to a total of 9 domains at level 20).
Spell slots as Cleric, except with the domain slots as general spell slots.

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #355 on: March 30, 2013, 07:38:49 PM »
Domain Savant variant Cleric

In place of normal Cleric spellcasting and domains.
Your spellcasting is Cha-based instead of Wis-based.
You are a spontaneous caster instead of a prepared caster.
Your spell list consists of the spells on every Cleric domain and all Cleric orisons. You can cast all orisons, but other than that you can only cast spells on the domains you have prepared (see below).
Each day, you can select any two domains to prepare. You gain their domain powers for the day and can cast their spells. At 2nd level again again every 3 levels thereafter, you can select an additional domain each day (to a total of 9 domains at level 20).
Spell slots as Cleric, except with the domain slots as general spell slots.
I've already been developing this as the Cleric for Great Wheel, actually. :)
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #356 on: March 30, 2013, 11:14:58 PM »
How are things coming with that project, by the way?

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #357 on: March 31, 2013, 06:26:28 AM »
How are things coming with that project, by the way?
Ever so slowly.
I am the assassin of productivity

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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #358 on: April 01, 2013, 01:03:53 PM »
Paragon Traits
As you gain levels, you become simply better than others. This is represented by a variety of special traits you can select from.

The purpose of this is to reduce magic item dependency and shift some of the (at least numerical) power of characters back into internal sources. Traits are based on existing magic items. WBL should be reduced by somewhere between 25% and 50%, I think, to compensate. I'm tossing in mostly numerical things, but also a few of the interesting effects here and there. Each trait is worth approximately 4000g, scaling up to about 40000g as the level of availability increases. Of course, I did bullshit a few of them for effects that I think are overpriced.

At each level, you gain a single trait of your choice. Some traits can be selected multiple times. Some traits have requirements before being selected.

Ability Enhancements
(click to show/hide)


Defenses
(click to show/hide)


Skills
(click to show/hide)


Spellcasting
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Miscellaneous
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #359 on: April 04, 2013, 02:11:58 PM »
I've talked about countering absolutes (like Tumble saying you don't provoke AoOs and Thicket of Blades saying you always do) and possible changes to the system to resolve them before. Now, I'd like to talk about a specific subset of that, immunities.



Immunities: Each immunity has a strength, a numerical value of 1 or greater. You're effectively immune to anything for which you have an immunity strength of at least 1. Having an immunity strength greater than 1 doesn't do anything in and of itself, except when interacting with pierce. Multiple different effects that grant immunity of the same type stack their strength values. Immunities of different types that apply to different effects of the same attack don't stack their strength values; evaluate each one independently to determine what effects of the attack are prevented.

Pierce: Some forms of attack have a pierce strength, a numerical value of 1 or greater. Most attacks don't have a pierce strength (treat them as 0 where relevant). Pierce doesn't do anything in and of itself, except when interacting with immunities. Some forms of pierce only function against specific types of immunities, rather than any and all immunities.

Resistances: Resistances are like a lesser form of immunity. They count as immunity 1 against damage sources that match their damage type, but only apply against a certain amount of damage from each source, as indicated by the resistance. Some resistances count as stronger strengths of immunity, as noted after a slash (similar to damage reduction's notation). For example, fire resistance 30/2 counts as fire immunity 2 against the first 30 points of fire damage from each attack. Resistance strengths stack normally as per and with immunity strengths with regards to the points of damage that they protect against (including with other resistances of the same type). However, the quantity of damage that resistance applies against does not increase with multiple sources of resistance. For example, a creature with cold resistance 10/1 and cold resistance 10/3 is equivalent to a creature with cold resistance 10/4, and a creature with sonic resistance 5/1, sonic resistance 20/1, and sonic immunity 1 effectively has sonic immunity 3 against the first 5 points of sonic damage, immunity 2 against the next 15 points of damage, and immunity 1 against any remaining sonic damage and non-damaging sonic effects.



Immunities vs. Pierce: There are two ways I can think of for this to work. The simple way, in which you just subtract one from the other, would leave you with an immunity if you had more immunity than pierce, or no immunity if the pierce was greater than or equal to the immunity. Optionally, equal amounts could have a 50% chance of counting as immune to non-damaging effects and reduce damage by 50%.

The other way is a bit more complex. Rather than being all or nothing, it would be proportional. A creature with immunity would have a (immunity/(immunity + pierce)) chance of being unaffected by non-damaging effects (damage being reduced by the same fraction), and a (pierce/(immunity + pierce)) chance of being affected normally by non-damaging effects (taking the same fraction of damage). For example, a creature with immunity 2 being attacked by by a spell with pierce 1 would take only 1/2 of normal damage and would have a 1/3 chance of being affected by non-damaging effects.



Most mechanics of immunity can remain relatively unchanged, granting immunity 1, with the exception of energy-based subtypes (fire, cold, etc.), which should grant immunity 2. The few mechanics that allow attacks and effects to bypass immunities can be changed to grant pierce 1 (if the immune subject is still granted a substantial defensive benefit) or pierce 2 (if the immunity is completely negated).

Below are some examples of effects that can be altered and simplified due to the changes above.

Piercing Cold [Metamagic]
Prerequisites: None
Benefits: You can only apply this metamagic feat to spells with the cold descriptor. Piercing cold spells are so horribly cold that they are capable of damaging creatures normally unharmed by or resistant to cold. Piercing cold spells gain pierce cold 1. Creatures with the fire subtype who are damaged by a piercing cold spell take double normal damage instead of the usual +50%. A piercing cold spell uses up a spell slot one level higher than the spell's actual level.

Truedeath Crystal, Greater: As the lesser crystal, and attacks with the weapon gain critical pierce 2 against undead.