Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 308752 times)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #240 on: September 21, 2012, 01:37:25 PM »
Psionic (any creature with a power point reserve)

Thank you. I don't know how I missed manifesters.
The point of this ability is to go by class (as per the Nemesis weapon property, but generalized a bit because it was printed while there were still only about a dozen base classes), so it would be any class that gives PP (or probably the ability to manifest powers) instead. For reference, Nemesis was "printed" in one of the 3.0E original adventures on WotC's site (I don't remember the adventure, but it was something around 5th-7th level). It's like Bane, but class-based instead of type-based.

What if a creature fits in more than one category?  Multiple boni?  That wouldn't happen with favored enemies...

Use the highest bonus, exactly as Favored Enemy says. (And it can happen with Favored Enemy, particularly with Humanoid and Outsider subtypes.)
« Last Edit: September 21, 2012, 01:40:05 PM by Garryl »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #241 on: September 24, 2012, 11:42:58 PM »
Strength to Intimidation:

You may use your strength mod instead of (or on top of, whatever) charisma for intimidation, but the modifier benefit is capped by your ranks in Intimidate.

Offline littha

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #242 on: September 25, 2012, 10:30:58 AM »
Strength to Intimidation:

You may use your strength mod instead of (or on top of, whatever) charisma for intimidation, but the modifier benefit is capped by your ranks in Intimidate.

I am sure there was a feat or class feature that does that already. If I remember correctly it might be in a racial sub level though (I think Orc or Half Orc, not sure)

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #243 on: September 25, 2012, 01:28:09 PM »
Strength to Intimidation:

You may use your strength mod instead of (or on top of, whatever) charisma for intimidation, but the modifier benefit is capped by your ranks in Intimidate.

I am sure there was a feat or class feature that does that already. If I remember correctly it might be in a racial sub level though (I think Orc or Half Orc, not sure)
There's the alternate use MotW has on page 18 for barbarians using strength for intimidate as well as the feat Dread Tyranny from Races of Destiny.  Mostly this is just my idea on how it might work since the character needs to actually train to know how to use strength that way whereas doing it with charisma is simply natural.

It's just an idea though, I'm not saying whether it might be balanced or inferior to other feats.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #244 on: September 25, 2012, 07:06:57 PM »
Replacement for most of the TWF feat chain.

Ambidextrous [General]
Prerequisites: Two-Weapon Fighting, Dex 17
Benefits: You suffer only a -2 penalty on attack rolls when fighting with multiple weapons, regardless of whether or not your off-hand weapons are light weapons. In addition, you add your full Strength score to damage rolls with off-hand attacks, rather than half. Finally, you can make a number of off-hand attacks as part of a full-attack as are granted by your Base Attack Bonus (at appropriately decreasing attack bonuses) instead of only one.
Normal: If your off-hand weapon is not light, you suffer a -4 penalty on attack rolls. You gain only a single additional off-hand weapon attack and you add only half your Strength modifier to damage.
Special: A Fighter can select Ambidextrous as a bonus feat. A Ranger who has selected the Two-Weapon Fighting combat style gains Ambidextrous as a bonus feat at level 6.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #245 on: September 26, 2012, 10:58:39 AM »
Give a Warlock the Hideous Blow invocation (altered to not provoke AoOs, which is stupid), then add in a bunch of Eldritch Essence invocations and a bit better scaling on Eldritch Blast damage. Suddenly, you're not to far away mechanically from what a martial adept does, are you?

Eldritch Erosion - (Least, 2nd) Eldritch Blast ignores resistances, DR, and hardness.
Leading Blast - (Least, 1st) If your Eldritch Blast hits and deals damage, your allies (other than yourself) gain a +4 bonus on attack rolls against the damaged creature for 1 round.
Reinforcing Blast - (Least, 1st) If your Eldritch Blast hits and deals damage, you gain DR 5/cold iron for 1 round, or your existing DR/cold iron is increased by 5.
Shadow Twin Blast - (Least, 1st) Roll twice when determining your Eldritch Blast's attack roll and choose one to use. If you take the lower result or both are equal, your blast deals an additional 1d6 cold damage.
Crusader's Blast - (Least, 1st) If your Eldritch Blast hits and deals damage to an opponent that poses a viable threat, you or an ally within 10 feet heals damage equal to 1d6 + your CL (max +5).
Blast of the White Raven - (Dark, 8th) If your Eldritch Blast hits and deals damage, the target is stunned for 1 round (no save).
Mountain Blast - (Dark, 9th) Your Eldritch Blast also deals 2d6 points of Constitution damage.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #246 on: September 26, 2012, 09:13:28 PM »
Simmering Rage [General]
Your fury sits just beneath the surface, rather than being unleashed in short but violent bursts.
Prerequisites: Ability to rage, frenzy, or enter a similar enraged state.
Benefits: You gain lesser benefits of your raging state even when not enraged. You gain the following benefits and penalties of your enraged state:
  • Half the normal modifiers to your attack and damage rolls.
  • Half the normal modifiers to your ability scores.
  • Half the normal modifiers to your saving throws.
  • Half the normal modifiers to your skill checks and ability checks (including initiative checks).
  • Half the normal modifiers to your armor class.
  • Half the normal damage reduction, resistances, and hardness.
  • You cannot take 10 or take 20 on skill checks that you cannot use while in your enraged state.

These effects only apply if you can still enter your enraged state. Thus, if you do not have any remaining uses of your raging ability, or have already enraged this encounter, you may not gain these lesser benefits. If you can enter multiple such states, track whether or not each one applies independently, although their effects do not stack. The effects of this feat do not stack with the actual benefits of your enraged state.
Special: Effects that would modify your enraged state also influence the aspects of your rage that are maintained by your simmering rage, as indicated above.
« Last Edit: September 28, 2012, 12:04:57 AM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #247 on: September 28, 2012, 12:04:45 AM »
Afterlife ideas:

There is no afterlife, per se. At least, not in the traditional sense. When you die, your soul just kinda floats around as it slowly deteriorates. Resurrection spells have a time limit because the magic doesn't just recreate a body and rebind the soul to it, it also has to repair the deteriorated soul as well.

Necromancy and animation as undead is a sort of MacGyvering of the soul-body rebinding process without the repair job first. The soul doesn't deteriorate any further while its body is animated as a skeleton or zombie or whatever, but it's still damaged and torn. Awaken Undead and similar effects are quick fixes that sort of try to repair the damaged soul, but can't do it correctly since the undead animation holds it in the body poorly.

Souls with intense force of will can sometimes forestall this process, becoming ghosts, but even that just slows the process. Incorporeal undead (shadows, wraiths, specters, etc.) are just weaker wills or more damaged souls. They don't hate the life, they just claw at it on instinct, desperately trying to reacquire that living link back that they can't possibly get.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #248 on: October 01, 2012, 11:04:12 PM »
How could 4E classes be made more awesome through power types? And by "awesome", I mean distinct from each other and keeping with the ideas of previous editions.
Disclaimer: I've never played 4E.

Fighter: ToB style. Plenty of encounter powers, a few at-wills, and few if any dailies. Encounter powers can be recharged so you never really run out, but the more you want to spam a single one, the more time you have to spend on the recovery actions. Like with the Warblade, where if you used the same maneuver over and over, you had to spend every other round recovering, while if you went through all of your maneuvers before recovering, you only had to spend a round recovering once every 3-5 rounds.

Wizard: Lots of dailies, a couple of at-wills, few if any encounter powers. As per tradition, lots of big spells, but limited options to fall back on when they're used up.

Rogue: Tons of at-will, some encounters, few if any dailies. Most of the at-wills are situational, needing some sort of setup to work at peak efficiency or having effects that aren't useful in all circumstances. Should have enough options that there's still something to do all the time, though.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #249 on: October 04, 2012, 06:21:50 PM »
Enlightened Ascetic Mage:

Prereqs: Ascetic Mage, Concentration 8 ranks, ability to spontaneously cast 3rd level arcane spells.

Benefit: In addition to the benefits of Ascetic Mage, you may now use your Charisma score in place of Wisdom for special monk benefits such as Stunning Fist.  You may now sacrifice a spell slot to gain a unarmed attack bonus equal to the spell level sacrificed and unarmed damage equal to 1d4 times the spell level.  Finally, as a full-round action you may use your Stunning Fist feat in conjunction with a touch or ranged touch spell.

I'd like to eventually make improved versions of all the multiclass feats.

Offline Quillwraith

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #250 on: October 08, 2012, 08:23:50 PM »
The undead that results when a warblade iron heart surges away the condition of being dead.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #251 on: October 10, 2012, 12:30:21 AM »
TWF/Flurry Rules

Regardless of the weapon you use (natural or manufactured), you get the full BaB complement of attacks.
If you wield multiple weapons, you can Flurry, gaining one extra attack with any number of your secondary weapons (as secondary weapons, see below), as part of a full-attack. Each extra weapon attacked with imposes a cumulative -2 penalty on all attack rolls for the round.
Secondary attacks are at full BaB, but grant only 1/2 your Str mod to damage, regardless of the number of limbs used. Power Attack only adds 1x to damage on secondary attacks (again, regardless of limbs used).

Multiattack: The cumulative attack penalty is reduced to -1.

Improved Multiattack: The cumulative attack penalty is negated.

Monk's Flurry of Blows: Can gain extra Flurry attacks with Monk weapons even while wielding them as primary weapons. The extra attacks granted with Monk weapons gain the full benefits of being a primary attack (other than extra attacks for a high BaB).
   At 5th, gain Multiattack.
   At 9th, gain Improved Multiattack.
   At 11th, gain the full benefits of extra attacks for high BaB when flurrying with Monk weapons.

Rapid Shot: Can gain extra Flurry attacks with ranged weapons even while wielding them as primary weapons. The extra attacks granted with ranged weapons gain the full benefits of being a primary attack (other than extra attacks for a high BaB).

Two Weapon Fighting: The extra attacks granted with off-hand weapons gain the full benefits of being a primary attack (other than extra attacks for a high BaB).

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #252 on: October 12, 2012, 03:10:36 PM »
Universal templates.

Each gives +1 to a stat and -1 to another stat, as well as a minor ability.  All are LA +0 and you can only apply 1.

Examples:

Brutish. +1 Str, -1 Dex. +2 bonus on opposed checks.
Bright. +1 Int, -1 Wis. Pick one non-exclusive skill as a class skill.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #253 on: October 18, 2012, 06:58:04 PM »
Completed: http://www.minmaxboards.com/index.php?topic=13775.0

Endurance skill

When using this skill, replace any bonus feat of Endurance (such as the Ranger) with the Skill Focus (Endurance) feat. Any prerequisites for the Endurance feat instead require 2 ranks in the skill. Higher level effects can require more, but should never require more ranks than the cross-class maximum.

Endurance (Con)
(click to show/hide)
« Last Edit: June 10, 2016, 03:08:16 PM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #254 on: October 18, 2012, 08:46:52 PM »
The Agraramel, a thief of time.
(Note to self: Pilfer Stratovarius's Echocaller and my Time Sifter.)
This came to me in a dream. Well, the basic idea, anyways.

Base class
3/4 BAB
d6 HD
Good Ref
6+Int skills

Table: The AgraramelHD: d6


Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6


Special
Moment of Inertia, Fast to Fight, Sneak Attack +1d6, Stolen Time
Trapfinding
A Moment Forever (1 round)
Time Share
Before Its Time, Sneak Attack +2d6, Time Warp 1/day
Accelerate (1 attack)
Timeless Battlefield
A Moment Forever (2 rounds), Time Warp 2/day
Sneak Attack +3d6
Time for Action (standard)
, Time Warp 3/day
Accelerate (2 attacks)
A Moment Forever (3 rounds), Sneak Attack +4d6
, Time Warp 4/day
Sneak Attack +5d6, Time Warp 5/day
A Moment Forever (4 rounds), Accelerate (3 attacks)
, Time Warp 6/day

Maximum
Potential
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
36
38
40


Potential: By storing and releasing time, you can produce marvellous effects. You can designate an object you possess as your potentiometer, the device you use to store potential time. Any non-living, non-magical object can be made into a potentiometer, but most Agraramels choose objects that are somehow connected to time, such as hourglasses and stopwatches. A potentiometer looks and functions as a normal object of its type, except that it exudes a faint aura of Transmutation (CL 1st) and may appear slightly unusual at times. For example, a pocketwatch might appear to be stopped when observed, but always shows the correct time, or a knife may appear to pass through things moments before the cut appears.
   Potential time is measured in moments. Your potentiometer can only store a certain amount of time at once, equal to your Intelligence modifier (minimum 0) plus twice your class level. Any excess potential is lost. Whenever you have a spare moment, you can store it in your potentiometer, adding one moment to the potential stored. This takes a swift action. You can also spend 1 minute to completely fill your potentiometer to its capacity.
   If you lose your potentiometer, you can still spend potential from it through the link backwards in time when you still possessed it, but you can't add more potential to it. You can only have a single potentiometer at once, and creating a new potentiometer reverts any previous potentiometer into a mundane item. Creating a new potentiometer takes 1 hour of concentration and immediately fills the new potentiometer's potential to its maximum capacity.
   Many abilities ask you to spend potential. You can never spend more moments in any one round than your class level. This limit count from the end of your turn to the end of your turn on the next round.

Fast to Fight (Su): You can spend moments as part of making an initiative check to gain a competence bonus on the check equal to the amount of moments spent.

Moment of Inertia (Su): You can spend moments as a swift action to increase your speed by 10 feet per moment spent for 1 round.

Sneak Attack (Ex): As the Spellthief. +1d6 at 1st and every 4 levels thereafter.

Stolen Time (Su): Whenever you make a successful Sneak Attack, you can also steal your target's moment of inattention for yourself. You can reduce the number of dice of Sneak Attack damage you deal by 1 to store 1 moment of potential. This effect applies even if this would reduce your Sneak Attack damage to 0.

Trapfinding (Ex): At 2nd level.

A Moment Forever (Su): Beginning at 3rd level, you can spend 3 moments as a standard action to stop time (as the time stop spell) for 1 round. For every 5 additional moments you spend, you can stop time for 1 additional round, to a maximum of 5 rounds when you spend 23 moments.
   If you affect multiple creatures at once with this ability (such as through Time Share), you can all perceive and interact with each other, although you still can't interact with unstopped creatures and objects.

Time Share (Su): Starting at 4th level, you can spend additional moments while using an ability that requires you to spend moments and only affects yourself. For every 2 additional moments spent, you can grant one ally within 30 feet the benefits of that ability (using the same number of moments your spent).

Before Its Time (Su): Beginning at 5th level, you can reduce the number of dice of Sneak Attack damage you deal by 1 and spend 5 moments to momentarily accelerate magical effects on the target. Make a dispel check as though using a targeted greater dispel magic effect, except that the modifier is equal to your class level instead of your caster level. Only non-permanent spells can be dispelled this way. This effect applies even if this would reduce your Sneak Attack damage to 0.

(click to show/hide)

Time Warp (Su): Once per day starting at 5th level, you can remove your self from time for a few moments as a swift action. This functions as the time hop power, except that it lasts only until the beginning of your next turn. When you return to normal time, you retrieve and store your lost time, allowing you to store a number of moments up to your Intelligence modifier (minimum 0). You can use this ability one additional time each day at 8th level and every 3 levels thereafter.

Accelerate (Su): Starting at 6th level, you can spend moments as part of a full attack. You make one additional attack at your highest Base Attack Bonus for every 6 moments spent.

Timeless Battlefield (Su): Beginning at 7th level, whenever a creature within 300 feet to which you have line of sight and line of effect is removed from the normal flow of time (such as through a time hop power, a time stop spell, or a similar effect) you can join them as an immediate action. Doing so requires you to use an ability, cast a spell, manifest a power, or activate an item you possess that would shift you out of the normal flow of time in a similar manner (whether through using the exact same ability yourself or by using similar effects such as using A Moment Forever to act alongside a creature that had manifested temporal acceleration). Doing so uses up the resources required to use that ability normally (such as moments, power points for powers, spell slots for spells, and charges and daily uses for items) and lasts no longer than the effect you used would last, but can be done as part of the immediate action used to activate this ability (even if the normal action would be longer or shorter). Additionally, you can dismiss this effect as a standard action, even if the ability you used is not ordinarily dismissable. If the prevailing temporal conditions would prevent actions (such as with the time hop power), you can bring your own time with you, allowing you to take your normal allotment of actions each round and the other creature to take only a limited number of actions, as though it was staggered. If the prevailing temporal conditions would normally prevent interaction with others (such as with the time stop spell), you and the creature you join can interact with each other normally.

Time for Action (Su): Starting at 10th level, you can spend 10 moments as a swift action to gain a standard action (or a move action), or 15 moments to gain a full-round action (or a standard action and a move action, or two move actions). By spending 5 additional moments, you can use this ability as an immediate action instead of a swift action.



Other ability names:
Time heals all wounds: Grant a target a day's worth of natural healing.
Perfect Moment: Take 20 on a d20 roll.
« Last Edit: October 19, 2012, 09:15:02 PM by Garryl »

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #255 on: October 18, 2012, 08:57:02 PM »
That is awesome.  PrC or base?  Also, time stop seems overly strong, though without spellcasting I guess it's less so.
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Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #256 on: October 18, 2012, 09:06:34 PM »
That is awesome.  PrC or base?  Also, time stop seems overly strong, though without spellcasting I guess it's less so.
He can share it with his friends...

Before Its Time seems kind of weak. How about making it a modified Dispel check? (if successful, spells end as if their duration had expired, Permanent effects are not dispelled).
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #257 on: October 18, 2012, 09:23:37 PM »
That is awesome.  PrC or base?  Also, time stop seems overly strong, though without spellcasting I guess it's less so.

Base class. One of the major points is having a 1 round Time Stop at 3rd level, although we can tweak through the details until it works right. The fact that it starts at 3rd level is one of the things I remember strongly about the dream. That, and the potentiometer, and a PrC all about spells with vocal components that gives you selectable abilities akin to the Archmage's High Arcana and a total of DR 2/- over the course of its 7 or 10 levels. Also a plot about some stolen goods that I didn't really understand.

But, yeah, it's a base class, and making a 3rd level Time Stop work is an important point.

That is awesome.  PrC or base?  Also, time stop seems overly strong, though without spellcasting I guess it's less so.
He can share it with his friends...

Before Its Time seems kind of weak. How about making it a modified Dispel check? (if successful, spells end as if their duration had expired, Permanent effects are not dispelled).

Good point. Time Share + Time Stop is a bit of a finicky ability. Mind you, you can't do that until level 5, the same level that White Raven Tactics becomes available.

That reminds me, I may need to tweak how Time Stop interacts with the moments per round limit.

Straight dispel check probably is a good idea. Say, 1d20 + moments spent? Or a fixed moment cost and 1d20 + class level? Moment cost could also be based on the number of effects affected.

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #258 on: October 19, 2012, 05:54:59 PM »
Straight dispel check probably is a good idea. Say, 1d20 + moments spent? Or a fixed moment cost and 1d20 + class level? Moment cost could also be based on the number of effects affected.
Fixed cost and 1d20+class level, IMO.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #259 on: October 20, 2012, 12:36:12 AM »
Straight dispel check probably is a good idea. Say, 1d20 + moments spent? Or a fixed moment cost and 1d20 + class level? Moment cost could also be based on the number of effects affected.
Fixed cost and 1d20+class level, IMO.

Done.

So, any ideas for level 11+ class features?