Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 308648 times)

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #160 on: July 28, 2012, 07:47:58 PM »
Garryl requested a Microbrews forum for these to be fleshed out in, but I don't think it's been made yet.
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Offline Agrippa

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #161 on: July 30, 2012, 02:54:51 AM »
Tomb of Battle: The Book of Dead Warriors
An undeath-focused set of martial adept things. ToB meets Libris Mortis meets a common typo.

Note to self: Read Libris Mortis and reread ToB before going too much further with this.
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Your death knight idea sounds interesting, but I was thinking more along the lines of Saint Kargoth than any Warcraft death knight. I'm not nearly that old.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #162 on: July 30, 2012, 09:46:33 AM »
Your death knight idea sounds interesting, but I was thinking more along the lines of Saint Kargoth than any Warcraft death knight. I'm not nearly that old.

Thanks. I'm fleshing those ideas out more here, if you'd like to weigh in with your thoughts.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #163 on: July 31, 2012, 02:10:51 PM »
ToB Pyrokineticist, requested by phaedrusxy
Didn't someone do this already?

Note: This one's aimed at Swordsages. But if you're not playing a Swordsage, feel free to switch it all back to being Cha-based instead of Wis-based.

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« Last Edit: July 31, 2012, 02:54:51 PM by Garryl »

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #164 on: July 31, 2012, 02:25:35 PM »
There's another psionic one, but I think Sleeping Goddess fits better.  Looks awesome.  May want to include Chthonic Serpent, since it's a whip.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #165 on: July 31, 2012, 03:00:52 PM »
I really have to start looking at the homebrew disciplines that are around. There are so many of them! People aren't kidding when they say that every other homebrewer has a piece of ToB brew.

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #166 on: July 31, 2012, 04:20:07 PM »
If only there were a place where they were all compiled... just kidding ;)
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #167 on: August 01, 2012, 12:44:23 PM »
Step 1: Imagine a system where all the fiddly +1s and other numerical bonuses of items got rolled into the basic character progression, like free Vow of Poverty benefits for everyone.
Step 2: Items are rarer but more valuable, like (very minor) artifacts. They give interesting and varied effects, much like the various spells everyone loves.

... then an optional extra thing, what if you could only use so many magic items based on something that mundanes get but full casters (usually) don't. Say, your BaB? You can only benefit from some total number of item levels at once based on this characteristic. Fighters and Artificers also get additional item levels to use as class features.

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« Last Edit: August 01, 2012, 01:11:28 PM by Garryl »

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #168 on: August 01, 2012, 12:49:32 PM »
The system I use in Exiled does some of what you're talking about, but I based it on character level, not BAB. I also didn't want to have to rewrite/recreate all magic items... or assign them some arbitrary "power" number (when they already have that in the form of a cost in gold pieces). So I made it X attuned items of Y value at Z level, with a chart.

Edit: And that Conflagration ability in your Pyromaniac class above could get nasty when combined with the Breath of Fire discipline... Of course, it's only 1xday. So it's probably still OK as a capstone.
« Last Edit: August 01, 2012, 12:57:11 PM by phaedrusxy »
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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #169 on: August 01, 2012, 06:27:24 PM »
Greater Arcane Stunt:

Prereq: Arcane Stunt (Swashbuckler ACF)

Benefit:  When you use your Arcane Stunt ability, you may spend an extra use of it to double the duration.  The number of times you can use Arcane Stunt per day is increased to one-half your class level (minimum 1) plus your Intelligence modifier.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #170 on: August 01, 2012, 07:28:48 PM »
Completed: http://www.minmaxboards.com/index.php?topic=9324

Monk base class (no, not that one)

First off, full BaB. It makes things sync up so nicely with the following mechanics. However, most of the traditional Monk abilities won't be present. At least, not directly.

Pressure Strikes: You learn a number of pressure strikes based on your level. These come in 4 grades: Least, Lesser, Greater, and Ki. You can apply a single pressure strike to any unarmed strike attack you make, but you can only use any given pressure strike once per round. Some pressure strikes impede your enemies. Others rejuvenate and enhance your allies. Most pressure strikes are extraordinary abilities.
   The save DC of your pressure strikes is equal to 10 + 1/2 your Monk level + your Wisdom modifier.

Mantras: You learn a number of mantras based on your level. Mantras are persistent effects, usually either emanations or personal effects. Starting a mantra is a swift action, but maintaining or ending one is a free action. Initially, you can maintain only one mantra at once, but at higher levels you learn to use multiple at once.
   Using a mantra requires focusing on a group of sounds, syllables, or words with mystic meanings relating to the universe. Only creatures that can hear these sounds can be affected by one of your mantras. Normally, this requires chanting them out loud, but telepathy can communicate them just as well. If you do not wish for any creatures other than yourself to be affected, you can silently think of the sounds in your mind.
   The save DC of your mantras is equal to 10 + 1/2 your Monk level + your Wisdom modifier.

Resonance (Su): Starting at 6th level, whenever you hit a creature with at least two attacks in a single round, you create one point of resonance on that creature. If you do not add to or use this resonance within 24 hours, it dissipates harmlessly. Starting at 11th level, you can create an additional point of resonance if you hit a creature three times in a single round. At 16th level, you can create yet another point of resonance if you hit a creature four times in a single round.
   If multiple creatures create resonance on the same subject, track each pool separately. They don't interact with each other. Resonance can only be used by the creature that created it.

Releases: Starting at 6th level, you learn to release the resonance that you can build in your foes and your allies. You learn a number of releases based on your level. Releases are supernatural abilities that can be used as a swift action. Regardless of their effects, using a release removes all of your resonance from the target, and you can only use a release on a creature that has at least one point of resonance.
   The save DC of your releases is equal to 10 + 1/2 your Monk level + your Wisdom modifier.



Class Features
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Pressure Strikes
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Releases
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Mantras
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Edit: I really need to go back and look at what comes where and form what again. The pressure strikes are all over the place, and midway through I forgot about releases and mantras, so some of those effects should be there instead, or moved around, or whatever.

In pressure strikes I want 4 things
- Damage
- Debuffs
- Healing
- Buffs
More of the same in releases, but also with area of effect abilities.
Mantras get personal buffs, area buffs, and area debuffs. Not so much the damage and/or healing things.

The writeups of most releases will state that they don't benefit from more resonance than your level. So not much point in building up ridiculous amounts of it on yourself out of combat, for instance.

Feats
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« Last Edit: June 10, 2016, 02:31:01 PM by Garryl »

Offline Amechra

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #171 on: August 02, 2012, 01:16:34 AM »
I like those monk ideas... I've been playing with making a Tier 3 combat class without reliance on ToB stuff, and I might just steal your ideas...
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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #172 on: August 05, 2012, 09:15:50 PM »
Gnome Twist Cloth addition:

A character proficient with Gnome Twist Cloth can treat herself as being unarmored for class abilities that require it such as the Monk, Ninja, or Duelist.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #173 on: August 07, 2012, 05:30:35 PM »
I've mentioned this variant before in the old thread. I've expanded it a bit since then.

The idea is to make iconic class defenses more prevalent. Everyone knows that Rogues are supposed to be dodgy little buggers, but with light armor their AC is still lower than a full plate warrior, even with an 18 Dex. Likewise, Fighters and Barbarians are supposed to be able to take hit after hit and shrug it off, but in practice larger hit dice may be helpful but are largely eclipsed by high Constitution scores. What these classes all have, at least, are base saves that represent this general idea, at least with respect to magical effects and the few other things that require saves.

Under this variant, base saves apply to more than just saving throws.
You reduce all damage taken from a given source by your Base Fortitude Save. This might not be huge, but it's noticeable at low and mid levels. Tough guys ignore weak attacks, you know?
You gain a bonus to your AC equal to your Base Reflex Save. This doesn't apply when you're denied your Dex bonus to AC. Dodgy folks are hard to hit, right?
You gain spell resistance equal to your ECL plus your Base Will Save. You can raise or lower it without an action, even if you are unconscious or unaware. Spellcasters are good at blocking enemy magic, okay?



Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #174 on: August 07, 2012, 08:44:47 PM »
I just added a list of links to my ideas in the original post. I hadn't realized how much is in here. The links themselves take up almost a whole page's view on my computer.

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #175 on: August 07, 2012, 08:58:32 PM »
I just added a list of links to my ideas in the original post. I hadn't realized how much is in here. The links themselves take up almost a whole page's view on my computer.

What will you do when you actually flesh out an idea?
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #176 on: August 07, 2012, 09:46:24 PM »
I usually just make a new thread for it to stand on its own, mark it as complete in the list, and add it to my main homebrew listing. I do that from time to time. Remember the Mage? I also did it for a few of the things in the old thread.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #177 on: August 08, 2012, 03:20:06 AM »
Wild Spell feat

Prereqs: Natural Spell, ability to Wild Shape into a Large animal

Benefits:  While Wild Shaped, you may treat yourself as the type and subtype of the creature you are Wild Shaped into for the purposes of your own spells.  For example, this would allow you to cast Animal Growth on yourself while Wild Shaped into an appropriate animal.

For more fun stuff, be a Goliath and get a barbarian level for Mountain Rage, then take Powerful Wild Shape.  From the looks of it, that'll allow the character to become a larger animal.
« Last Edit: August 08, 2012, 03:23:40 AM by Jackinthegreen »

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #178 on: August 08, 2012, 06:44:01 AM »
Wild Spell feat

Prereqs: Natural Spell, ability to Wild Shape into a Large animal

Benefits:  While Wild Shaped, you may treat yourself as the type and subtype of the creature you are Wild Shaped into for the purposes of your own spells.  For example, this would allow you to cast Animal Growth on yourself while Wild Shaped into an appropriate animal.

For more fun stuff, be a Goliath and get a barbarian level for Mountain Rage, then take Powerful Wild Shape.  From the looks of it, that'll allow the character to become a larger animal.

Hmm.... not a great idea.  Makes Awaken shenanigans even easier.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #179 on: August 08, 2012, 07:48:15 AM »
Wizard-like class with about half the spells per day, but with an Eldritch Blast-like ability and invocations as the Warlock.