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Creative Corner => Homebrew and House Rules (D&D) => Topic started by: Garryl on November 07, 2011, 02:35:15 AM

Title: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 07, 2011, 02:35:15 AM
Behold! Ideas that aren't complete, but might be some day.
I'll be transferring things over from the old thread over the next few days.
Everyone is welcome to post here with their own half-formed ideas, too, by the way. Basically, anything you've got that you want to put up but isn't big enough or complete enough to warrant its own thread is all fine and dandy.

Index
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 21, 2011, 12:21:54 AM
Spellcasting Barbarian Variant
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 28, 2011, 06:41:54 PM
Mental HP, Mind Control, and hopefully something that can later be used in a social combat system
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 21, 2011, 04:07:49 PM
Some notes for a thieving martial discipline. Uses Sleight of Hand. A lot of other maneuvers will borrow from Setting Sun (mostly regarding moving your opponent around and fooling him/her) and Shadow Hand (Sneak Attack and sneaking around).
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on December 22, 2011, 01:11:41 AM
Int- and Wis-based invocation users.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on January 10, 2012, 02:43:22 PM
Imagine a hypothetical, D&D-like system, but different.

Ability scores are normally found from -5 to +5 (instead of 1-20). Death (or equivalent) is at the ability score reaching -10. You add your full ability score to relevant things (not (score-10)/2).

Regardless of class, everyone gets +1/2 level on attack rolls and saving throws. There is no BaB or base saves. Classes boost ability scores as you level up. Classes that are traditionally full BaB-types give +1 Str every other level. Good Fort types give +1 Con every other level, good Will gives Wis, good Ref gives Dex, high skills give Int, and spellcasting gives Cha. Or something like that. Classes that have a minor emphasis towards something might give +1/3 to +1/5 levels (like Str for average BaB types).

More to come if I think of it.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on January 31, 2012, 03:05:22 PM
Swift actions are used for various things. Usually, its a limiter on things that you're supposed to use on top of your normal attacks (standard/full-round actions), but can't use completely freely (free actions). But as you get to higher levels, you pick up more swift action things and more attacks per action, but unless you're popping off quickened spells or using ToB, your swift action options don't improve much for a given action compared to what you had at lower levels. So how about more of them?

You get 1 swift action per attack from BaB (or, more specifically, 1 swift action/round + 1 per 5 BaB beyond 1). ToB boosts cost 1 swift action per 4 maneuver levels (rounded up). Quickened spells cost 1 swift action + 1/3 spell levels (before the +4 metamagic adjustment). And then we add a few more options for swift actions that use varying amounts depending on their power and usefulness. Say, a souped up Anklets of Translocation that teleports you 60 feet split between before and after your actions for the round might take 2-3 swift actions. A Monk's Flurry of Blows instead lets you make an attack as a swift action (with the usual penalties and yadda yadda) and gives you extra swift actions when you full-attack. Weapon Focus/Spec will let you reroll attack/damage rolls and stuff as a swift action. Imp. Feint lets you feint as a swift action.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 01, 2012, 01:15:59 PM
Natural Weapons and TWF: Why can't they just use (essentially) the same mechanics?

Attacks now have one of two designations: primary and secondary. Primary attacks are your normal BaB attacks (full Str to damage, etc.). Secondary attacks are your secondary natural weapon and off-hand weapon attacks. Regardless of what your weapons are, you can treat any weapon you wield as either primary or secondary as part of a single action.

Natural Attacks: Treat them just like manufactured weapon attacks. You get a number of primaries based on your BaB. Secondaries are based on the Multiweapon Fighting feat and multiweapon fighting in general. "Primary" natural weapons (bites, slams, tail slaps) are considered balanced weapons (one-handed), and "secondary" natural weapons (claws, tentacles, wing slaps) are considered light weapons.

Two-weapon Fighting: This is rolled into the general multiweapon fighting.

Multiweapon Fighting (MWF): You can get extra attacks as secondary attacks, as long as you use different weapons than you used for your primary attack(s). One extra secondary attack per extra weapon wielded. Secondary attacks have a -5 penalty on attack rolls and add only 1/2 Str to damage. Making any secondary attacks also causes a -4 penalty on all attack rolls for the round. If any of them are with weapons heavier than light, the penalty on all attacks increases by 2.

Feats:
Multiweapon Fighting: Reduces the attack penalties for MWF by 2. Reduces the secondary attack penalty by 3 (to -2).

Multiattack:  Reduces the MWF attack penalty by another 2 points  and gives you your full complement of BaB-granted attacks with secondary weapons (instead of just one per weapon).




Also, weapons are now categorized as light, balanced, and heavy instead of light, one-handed, and two-handed. It's functionally the same, but I had a reason (that I forgot). Something to do with the fact that you sometimes use a different number of limbs to wield a weapon (or don't have hands at all, like with natural attacks).

Oh, and while we're at it, how about tweaking the rules for wielding weapons in multiple hands? For every extra limb you use to wield a weapon, it's considered one category heavier (no maximum). Light weapons add 1/2 Str and 1/2 Dex to damage. Balanced add full Str. Heavy adds 1.5*Str to damage, with an extra 0.5*Str per category heavier. I dunno where I'm going with this.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 01, 2012, 03:50:24 PM
Monks and whales. There may be more, or not.

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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on February 02, 2012, 08:29:36 PM
If a Ranger uses the Favored Terrain ACF, each one gained should give him an exotic weapon proficiency related to that terrain type.

For instance, a ranger who favors mountainous or icy terrain should get proficiency with an Ice Axe.  Jungle terrain would be Machete, that sort of thing.

Likewise, Planar Rangers should get a related EWP too.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 08, 2012, 05:06:50 PM
Conditions with degrees.

Snared (1/2 speed) -> Entangled (1/2 speed, minor penalties) -> Immobilized (0 speed, more significant penalties)
Dazed -> Stunned -> Paralyzed
Sickened -> Nauseated
Shaken -> Frightened -> Panicked -> Cowering
Fatigued -> Exhausted -> Sleeping
Dazzled -> Obscured (needs a better name) (20% miss chance, -4 on Spot checks) -> Blinded
Ringing (needs a better name) (-4 Listen, -2 initiative) -> Deafened
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 19, 2012, 04:30:08 PM
Turning/Rebuking

Standard action, 60 foot radius, requires LoE but not LoS. Turnable subjects in the area must make a Will save (DC 10 + 1/2 your turning level + your Cha mod). No turning check, no turning damage. No destroying/commanding unless you spend a feat, though (in which case the subject has to fail a second consecutive Will save to be so affected). The feat probably boosts your save DC while it's at it or something. Knowledge (religion)'s synergy bonus should be changed to something else that's actually relevant for non-Clerics.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 20, 2012, 12:26:38 PM
These aren't the feats you're looking for: Sorcery edition

Would it be unreasonable to give one of the casting/manifesting feats as a bonus feat to everyone in a high magic campaign?

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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 21, 2012, 02:16:15 PM
Racial Substitution Levels

Fighter
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 27, 2012, 12:39:04 PM
Skills, training, and stuff.

Degrees of Training
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Jump
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Spellcraft
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on February 28, 2012, 06:08:39 AM
Practiced Invoker:

Your caster level for the chosen invocation-using class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice.  This benefit increases your caster level for the purposes of Eldritch Blast damage as normal.  Etc, etc.

This feat assumes that the normal Practiced Spellcaster doesn't apply, which might be a valid argument.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on March 05, 2012, 03:47:12 PM
Spells whose names I don't like

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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on March 22, 2012, 11:57:51 AM
Standardized durations for spells (and similar abilities). Not necessarily appropriate for everything, but certainly a lot of lower level buffs and combat effects.

1 round/level -> 5 rounds, or possibly 1 minute. Long enough to last the fight without running into the next one.
1 minute/level -> 10 minutes. Long enough to last a couple of fights, depending on how long you dilly-dally in between. Unlikely to last the whole day unless you're rushing. Long enough that you can precast it upon entering a potential combat zone and still expect it to be up when you need it.
10 minutes/level -> 2 hours. All the adventuring day most likely. Doesn't last across the rest period.
1 hour/level -> 24 hours. If it's all day, it might as well be all day.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on March 22, 2012, 09:35:46 PM
Completed: Marshal (http://www.minmaxboards.com/index.php?topic=13687.0;msg=236210) is part of the Aura Classes (http://www.minmaxboards.com/index.php?topic=13687) project

The Marhsal, a revamp.
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This version of the Marshal is a bit more active than the original. In addition to auras (which should be a bit more interesting and useful now), the Marshal has a variety of Shouts to use which provide a variety of temporary buffs and debuffs. This Marshal uses a new mechanic, Presence, which ebbs and flows based on how much you use your abilities. The more you shout about, the less effect each shout will have, but if you take the time you make every order and command count, they'll keep their prime potency.


1       +0           +2   +0   +2      Major Aura +1, Presence, Skill Focus (Diplomacy)      -
2       +1           +3   +0   +3      Aura Shift (2 auras)                                  -
3       +2           +3   +1   +3      Dilate Aura (90 feet)                                 -
4       +3           +4   +1   +4      Major Aura +2                                         -
5       +3           +4   +1   +4      Extra Aura (Minor)                                    -
6       +4           +5   +2   +5      Dilate Aura (120 feet), Leadership                    -
7       +5           +5   +2   +5      Aura Shift (immediate)                                -
8       +6/+1        +6   +2   +6      Major Aura +3                                         -
9       +6/+1        +6   +3   +6      Dilate Aura (150 feet)                                -
10      +7/+2        +7   +3   +7      Extra Aura (Major)                                    -
11      +8/+3        +7   +3   +7                                                            -
12      +9/+4        +8   +4   +8      Dilate Aura (180 feet), Major Aura +4                 -
13      +9/+4        +8   +4   +8      Aura Shift (3 auras)                                  -
14      +10/+5       +9   +4   +9      Contingent Command                                    -
15      +11/+6/+1    +9   +5   +9      Dilate Aura (210 feet)                                -
16      +12/+7/+2    +10  +5   +10     Major Aura +5                                         -
17      +12/+7/+2    +10  +5   +10                                                           -
18      +13/+8/+3    +11  +6   +11     Dilate Aura (240 feet)                                -
19      +14/+9/+4    +11  +6   +11                                                           -
20      +15/+10/+5   +12  +6   +12     Aura Mastery, Aura Shift (all auras), Major Aura +6   -


                 Minor   Major
        Shouts   Auras   Auras
Level   Known    Known   Known
1       1        2       2
2       2        3       3
3       2        4       3
4       3        4       3
5       3        5       4
6       4        5       4
7       4        6       4
8       5        6       4
9       5        7       5
10      6        7       5
11      6        8       5
12      7        8       5
13      7        9       5
14      8        9       6
15      8        10      6
16      9        10      6
17      9        11      6
18      10       11      6
19      10       12      6
20      11       12      7


Commander: Many Marshal abilities rely on your commander level. You commander level is equal to your Marshal level, plus your total levels in other classes that grant Presence, shouts, or auras (such as Paladin and Divine Mind), plus one half your levels in other classes.

Presence: Your Presence is a numerical representation of ability to lead in the heat of battle. You use your Presence for various effects of your shouts. Each time you use a shout, your Presence decreases after resolving that ability's effects, which may reduce your Presence below 0. The amount decreased depends on the shout used. Lost Presence returns at a rate of 1 point per round. If your Presence is 0 or lower, you cannot use shouts, although stronger shouts have higher minimum Presence values required to use them. Your maximum Presence is equal to your commander level.

TODO: Actions that influence presence
- Passive: +1/round
- Backup Plan feat (swift action a few times/day, recover all presence)
- Standard action: Recover 1/4 of max presence
-

Shouts: You know a total number of shouts based on your Marshal level. You can learn any shout whose prerequisites you meet.
   Despite their name, shouts don't require you to yell, or even speak. Any sort of communication that the subject or subjects are aware of is sufficient, even if it isn't understood fully. Usually this requires speech, but telepathic communication is also sufficient. When no shared language (or equivalent) exists, tone and body language are usually enough to get the message across.

TODO:
-> effective level = marshal + other presence classes + 1/2 non-presence classes
-> max presence = effective level
-> shouts require minimum effective level to learn, not minimum max presence
-> Shouts are usable as long as you have presence >0, not based on the minimum needed to learn them


Auras (Ex): As a Marshal, your presence and leadership exerts an effect on allies in your vicinity. You can learn to produce different effects, or auras, over the course of your career. You may project one minor aura and one major aura at a time. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a Divine Mind 2/Marshal 2 would be able to project both a major aura and a mantle aura at the same time, but only a single minor aura.

Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind (major or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.

As a Marshal, activating an aura is a purely mental action. Unless otherwise noted, your auras affect all allies within 60 feet (including yourself) that you can communicate with, even if you don't share a language. An ally must have an Intelligence score to gain the bonus (mindless creatures cannot benefit from your auras). Your aura is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to communicate.

Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.

All modifiers granted by your auras are morale bonuses (or penalties) that do not stack with each other. These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.

Skill Focus (Diplomacy): Because you have a way with people, you gain Skill Focus (Diplomacy) as a bonus feat. If you already have that feat, you can choose a different one that you qualify for.

Leadership: Count as having it at 6th, but you don't get the cohort. If you ever take the Leadership feat, you gain a +2 bonus to your Leadership score and can use your Leadership score in place of your Presence when determining the effects of your shouts on your followers (this doesn't let you use shouts for which you have an insufficient Presence).

Dilate Aura (Ex): Starting at 3rd level, the range of your auras increases by 30 feet (to a total of 90 feet). Their range increases by 30 feet again every 3 levels thereafter.

Aura Shift (Ex): You can activate multiple auras at once. Beginning at 2nd level, you can activate two auras as part of the same swift action. At 13th level, this improves to 3 auras at once. Once you reach 20th level, you can activate any number of auras at once.
   In addition, starting at 8th level, you can dismiss an aura and activate a new one of the same type in its place as an immediate action.

Extra Aura (Ex): Starting at 5th level, you can project one more minor aura at once than normal (for a total of 2 minor auras and 1 major aura). Beginning at 10th level, you can also project one more major aura at once than normal (for a total of 2 minor auras and 2 major auras). You must activate or dismiss your auras separately.

Contingent Command: ... I don't remember what I intended with this. Probably a shout on a contingency-type trigger.

Aura Mastery (Ex): Beginning at 20th level, once per day as a swift action, you can project up to 5 additional major auras at once (for a total of 7) for a number of rounds equal to your Charisma modifier (minimum 1 round). You can change which major auras you are projecting and activate new ones as part of this action.


Shouts
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Minor Auras
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Major Auras
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Feats
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on March 26, 2012, 05:49:19 PM
Wizard as Warlock. Inspired by Prime32's reserve feats as cantrips thread.
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on March 28, 2012, 12:35:58 PM
Temple Raider base class (optionally, of Olidammara)
A divine "skillmonkey" class (by which I mean has decent skills supplemented or exceeded by the spells it also has access to). Many common skillmonkey things will just get replaced by the appropriate spell. Think divine Beguiler, but with Divination and Abjuration rather than Illusion and Enchantment.

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Note to self: As cute as it is to do "everything" by spells, it's not quite practical for an actual class. If I ever get around to making this class properly, some things can be spells, but it'll be more along the lines of class features with the names of spells that do what normal class features would do (for instance, instead of Sneak Attack (Ex), give Hunter's Eye (Su)). I'm going to be trying more for the feel of existing spells being worked into class features, rather than shoving them in directly.

BAB: +3/4
Saves: Poor fort, good Ref, good Will


Class skills (6 + Int modifier per level): ...

Weapon and Armor Proficiencies: As a temple raider, you are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. You are proficient with light armor, but not with shields.

Dispel Wards (Sp): As a standard action, you can produce a dispelling effect to disable magical traps and wards. You can use Dispel Wards as a targeted or an area effect.

As a targeted effect, Dispel Wards targets a single object. You make a dispel check (1d20 + your caster level) against each abjuration spell upon the object (DC 11 + the spell's caster level). Each success dispels that spell, as per dispel magic. If the object is a magical trap, you also make a dispel check against the trap itself (DC 11 + the trap's caster level), with a success disabling it for 1 minute. If you succeed by 5 or more against the magical trap, you can instead choose to disable it permanently. This only disables the magical components of the trap. A trap that combines both magical and mundane components (for example, a trap that launches both a volley of darts and a fireball) must still have its mundane components be disabled manually using the Disable Device skill.

Alternatively, you can use Dispel Wards as an area effect to dispel a 5-foot cube. This allows you to make a dispel check (as described above) to dispel any abjurations whose areas include that space (even if they emanate from elsewhere).

Unlike dispel magic, you do not automatically dispel your own spells with Dispel Wards.

Dispel Wards has a range of 5 feet. This is the equivalent of a 0-level spell.

Find Traps (Su): You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue with Trapfinding can. Note that unlike Trapfinding, this ability grants no ability to disable the magical traps that you may find (but see Dispel Wards, above).

Spells: As a temple raider, you cast divine spells, which are drawn from the temple raider spell list. However, your alignment may restrict you from casting certain spells opposed to your moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. As a temple raider, you cast your spells spontaneously, like a bard or a sorcerer, and need not choose and prepare your spells in advance.

To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + the your Wisdom modifier. You automatically know all spells on your temple raider spell list.

Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Wisdom score.

As a temple raider, you meditate or pray for your spells like a cleric. Unlike a wizard or a cleric, you need not prepare your spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. You do not have to decide ahead of time which spells you’ll cast.

Chaotic, Evil, Good, and Lawful Spells: As a temple raider, you can’t cast spells of an alignment opposed to your own or your deity’s (if you have one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Hunter's Eye (Su): Beginning at 2nd level, you gain insight into the weaknesses and vulnerabilities of your enemies' defenses. This functions as the rogue's Sneak Attack ability. The extra damage is 1d6 at 2nd level, plus an additional 1d6 every 3 levels thereafter.

Protection From Traps (Su): Starting at 3rd level, you are warded against traps. You gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. These bonuses increase by +1 every 3 levels thereafter. Both these bonuses apply against attacks made or effects created by traps or creatures summoned by traps.

Creatures summoned by traps are also prevented from making bodily contact with you. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching you. The protection against contact by summoned creatures ends if you creature make an attack against or try to force yourself against the blocked creature. A creature with spell resistance can make a special spell resistance check (1d20 + the creature's spell resistance, DC 21 + your class level) each time it comes up against this warding to be able to bypass it and touch you.

Evasion (Ex): At 4th level and higher, you receive flashes of insight that allow you to avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of Evasion while helpless.

... More class features for higher levels.

Temple Raider Spell List
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 08, 2012, 01:15:45 AM
Screw it. Everyone else is making a Samurai rewrite, why shouldn't I?

Common themes of the various incarnations of the class seem to be
- Honor
- TWF w/ daisho (katana + wakazishi)
- Fear effects

So, what can we do with that?
Well, honor is as good as any excuse to give a supernatural power source of sorts that you basically need at higher levels. Not that you can't do a non-supernatural thing, it's just generally harder to justify, and I'm tired so I'll take the easy way out, thank you very much. Let's give the Samurai a number of internalized spells (some combination of SLAs and permanent effects, or just regular spells and something akin to Battle Blessing) from the Law domain, plus up to two others based on the Samurai's particular ideal of honor. Naturally, there will be variants that use different alignments. While we're at it, let's give some Exalted feats as bonus feats, except you treat them as non-Exalted feats because you might not be good and Exalted feats suck (also, use these (http://www.minmaxboards.com/index.php?topic=2208.0;msg=24335) instead because they don't suck and might actually be worth the hassle). Then get some extra things to tie in with the fear effects, especially against dishonorable opponents. Basically, if the Paladin is a paragon of good, and the Blackguard is the same for evil, Samurai should feel sort of the same for law, maybe with Ronin bringing up Chaos. And it's at this point that I really get why Dman was saying it should be a PrC and not a base class.

So, where were we? Oh, yeah, honor, done. Now fear. Staredown and friends actually make a tolerable basis for a fearmonger. But it needs more. MOAR! Like piercing the oh-so-common immunities. Don't just cause fear, make your enemies cower before you, their executioner, who has judged them unworthy of life or afterlife for the dishonor they have brought upon themselves and their family. Indeed, their dishonor is such that they are unworthy of even dying by your hand. You are totally using Death Urge as a fear-based PLA. Or something.

Last and definitely least, TWF. I don't know why that's even in there. It never made sense to me and never jived with my image of a Samurai. Let's junk it. With a crowbar. I don't care if it's the finest nonlethal military vehicle ever made, I want it junked.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 23, 2012, 10:12:15 AM
This space reserved for the psionic/ToB dual progression combination that I've never seen done: Crusader/Ardent. With a hint of Divine Mind, in the sense that it's got some auras and White Raven stuff going down. Devoted Spirit and White Raven. Diamond Mind gets enough psionic love already, and I like to be different/am contrarian.

Requires:
- Manifest powers (1st level).
- Any mantle.
- 1st level White Raven stance.
- Diplomacy 8 ranks.

d10 HD, full BaB, good Will, 2+Int skills/level, yadda yadda.

Maneuvers: Devoted Spirit and White Raven.
   Known @ 1, 3, 5, 7, 9
   Readied @ 3, 6, 9
   Stance @ 2, 8

Manifesting: 8/10 progression. Loses at 3rd, 8th.

Psychic Auras: If you have Mantle Auras (not the dinky kind classic Divine Minds get, but my fix (http://www.minmaxboards.com/index.php?topic=1013)), this class's levels stack with your existing class levels to determine their effects. If you don't, you can project them as a (fixed) Divine Mind, but only while in a White Raven stance.
- Alone, this caps you out at a +3 aura bonus at level 10. Not shabby.
- Alternatively, give you a +1 increase to your bonus at levels 5 and 9, with a base of +1 at level 1 if you didn't have auras to begin with. (I'm going with this version.)

Extra mantle at 2/6/10.

Strike of the Vitalized Mind (Su): Starting at 3rd level, whenever you heal an ally other than yourself with a martial strike, you can manifest a power of the strike's level or lower as a swift action, targeting only that ally (and/or other allies healed with the strike, if the power has multiple targets). You can manifest powers regardless of their range in this way.
   At 8th level, you can also use this ability to manifest powers with a target of "you" as though they had a target of "one willing ally" instead.

Aura of Leadership (Su): Starting at 4th level, give up your White Raven Stance, take on a special stance, still in White Raven, yadda yadda.
   Choose a mantle you possess when you take on this stance-like thingy. Allies within the radius of your Psychic Aura gain the granted power of this mantle. While you are psionically focused, so are they for the purpose of the mantle. When you expend your psionic focus for the mantle, they can, once during the next 1 round, act as though expending their psionic focus to use the mantle's granted power.
   At 7th, instead choose 2 mantles for this ability.
   At 10th, instead choose 4 mantles for this ability.

Ideas?
- Some ability to spend PP to boost maneuvers.
- Expend psionic focus to reshuffle maneuvers.







Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7


Special
Psychic Auras
Extra Mantle
Strike of the Vitalized Mind
Aura of Leadership (1 mantle)
Mantle Aura +1
Extra Mantle
Aura of Leadership (2 mantles)
Strike of the Vitalized Mind (personal powers)
Mantle Aura +2
Aura of Leadership (4 mantles), Extra Mantle

Maneuvers
Known
1
0
1
0
1
0
1
0
1
0

Maneuvers
Readied
0
0
1
0
0
1
0
0
1
0

Stances
Known
0
1
0
0
0
0
0
1
0
0


Manifesting
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class

Almost done. Just needs a little something else at level 7 or 9, I think. All of the high level class features are currently just upgrades of the lower level ones.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 26, 2012, 10:58:43 AM
Just so I don't forget about it.

I'm thinking about a psionic Dodger PrC. More Warmind/Psionic Fist style than a dual progression class. Call it the "Fleeting Thought". 4th-5th level powers, Mind-slip (somewhere between Invisibility and Mass Cloud Mind), maybe Int to AC or something. You could probably do it such that Dodger isn't absolutely required for it, but just by far the easiest entry.

- 8 ranks Acrobatics
- 3D Combat
- Moment's Notice

3/4 BaB, good Ref/Will, 6+Int skill points

Manifesting: As Psionic Fist, Int-based.

- Mind-slip: Some sort of invisibility/cloud mind effect as a swift action, later as an immediate action, usable a few times per day.
- AC Bonus: Int to AC in light armor or unarmored.
- Fade Into Memory: Hide in plain sight against creatures that do not know you.
- Some sort of Modify Memory effect, usable in combat (say, to make people forget they know you?), possibly triggering on sneak attacks.
- Some Death Attack-like ability usable against targets that do not know you.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on April 26, 2012, 11:04:18 AM
http://www.minmaxboards.com/index.php?topic=4799.0
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on April 26, 2012, 11:09:37 AM
This space reserved for the psionic/ToB dual progression combination that I've never seen done: Crusader/Ardent.
I've built and played a few multiclassed ardent/crusaders, and love how the two classes synergize. Definitely interested in what you work out with this, but I don't really have much input at the moment... too busy with work. If anything comes to mind, I'll come back.  :tongue
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 26, 2012, 11:15:39 AM
http://www.minmaxboards.com/index.php?topic=4799.0

I have a different plan. Now, nothing may come of it, but I'll see how it goes. Not so much Swiftblade as Shadowdancer/Assassin.

This space reserved for the psionic/ToB dual progression combination that I've never seen done: Crusader/Ardent.
I've built and played a few multiclassed ardent/crusaders, and love how the two classes synergize. Definitely interested in what you work out with this, but I don't really have much input at the moment... too busy with work. If anything comes to mind, I'll come back.  :tongue

I need about 2 more class features before it's ready (+/- a little filler for the remaining not-quite-dead levels). So hopefully soon. I'll split it off into its own thread when (if?) I finish it. Thanks for your support.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on April 26, 2012, 11:25:16 AM
One thing I've always found lacking with Ardent is that some powers just don't exist on any mantle, and some mantles have so few powers. So maybe the ability to add/subtract powers to a mantle? I know this already exists in various forms, though...

Maybe just a bonus Expanded Knowledge feat every few levels? Really, the ones I wanted were Expansion and Share Pain, which I added to the Physical Power and Guardian Mantles, with DM's permission, when I played an ardent/crusader multiclass (http://brilliantgameologists.com/boards/index.php?topic=346.20). I was very much going for a "bodyguard" theme, and this combo works quite well for that.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 26, 2012, 09:51:42 PM
Gambler


Game Theory (Ex): Add your Int modifier to all Profession (gambler) checks.

Cheat Fate (Su): Can use Profession (gambler) checks in place of d20 rolls. Initially, just saves, but higher levels allow it for skill checks, attack rolls, and more.
   Each time its used, it imposes an increasing penalty on future uses in the day for the same thing. The House (fate) starts to catch on if you cheat the same way, but the more you win, the higher the stakes.

Idea 1: Cumulative -(1d6-2) modifier (so from -4 to +1, average -1.5).
Idea 2: Scaling table. (DOESN'T WORK: Too much effort, doesn't scale fast enough.)

Modifier   Max Penalty   Max Bonus
-(1d4-1)   -3         +0
-(1d6-2)   -4         +1
-(1d8-2)   -6         +1
-(1d10-3)   -7         +2
-(2d6-4)   -8         +2
-(2d8-5)   -11         +3
-(1d20-5)   -15         +4


Ante (Su): The real meat of the class. Bet one metaphysical concept against that of another. Make an opposed check based on what you're betting. Winner wins, loser suffers a loss of some kind. Betting an Ante is an immediate action.

Time: Make an opposed initiative check. Winner gains an extra standard action on his turn. Loser is staggered for 1 round.

Awareness: Make an opposed Spot check. Winner gains see invisibility for 1 round. Loser is blind and deaf for 1 round.

Might: Make an opposed grapple check. Winner gains +4 Strength, Dexterity, and Constitution for 1 minute. Loser suffers a -4 penalty to same for 1 minute.

Thought: Make an opposed Will save. Winner gains immunity to mind-affecting effects for 1 round. Loser is confused for 1 round.

Magic: Make an opposed caster level check. Winner gains


... and so on.

Double or Nothing (Ex): Modify a successful Ante. Make the check again. if the winner won again, the effects increase. If the loser won, the Ante is negated.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 26, 2012, 10:29:12 PM
So, I found these in my notes from almost a year ago about making a Chrono Trigger d20 system/subsystem/whatever. I don't have any plans to finish it, but if anyone wants to run with the idea, go right ahead. The basic idea of the mechanics is ToB meets psionics. Point-based resource system split between a daily pool and a per-encounter pool. More caster-y classes have a larger daily pool but a smaller encounter pool, and vice-versa. Uses initiator level to determine the maximum TP you can spend on an tech (similar to manifester level capping the PP you can spend on a power). Since it's an initiator level, it stacks with half your other class levels, and you have easier access to ToB maneuvers and whatnot.

(click to show/hide)

(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on April 30, 2012, 12:57:41 PM
For the ardent/crusader PrC: how about a mechanism for them to reshuffle their granted maneuvers? So if they're not happy with them, then can basically "reroll" to try and get a better set. Maybe require them to expend their focus, but otherwise not put a cap on how often they can do it?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 07, 2012, 05:05:36 PM
Okay, so I was thinking about the various minor resource systems various classes have (spell slots, inspiration, essentia, grit, etc.) and how a lot of classes that actually use them tend to make their own. That's perfectly cool by me. With your own distinct resource, you get the whole resource system thing that can be fun to play with, but without stepping on any other classes' toes or risking being influenced by an unexpected effect that modifies an existing resource. Like, if I were to make a new class that used Ki and had a way to regenerate it, it would dramatically modify the existing paradigm of the CA Ninja just by existing. So having your own thing can be a good thing. Unfortunately, having all of these different pools of power means they don't always mix as well as they could have. Take, for example, the PFMonk's Ki and PF Gunslinger's Grit. Functionally, they're pretty similar, are granted on the same scale, and are even based on the same stat. Sure, Grit is easier to get back right out of the box, but there are enough Monk archetypes out there that can regenerate Ki if you want it, it's not a big difference any more.

There isn't any really point to this. I'm just thinking out loud. Also, I think I want to make a Gunslinger/Incarnum PrC (using 3.5 rules because I'm too lazy to learn the system differences, natch).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 08, 2012, 12:13:06 PM
Thief of Concept

Requires Sneak Attack +2d6 and probably other things.
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 08, 2012, 04:47:03 PM
To go with my pipe dream of revamping the core rules of D&D in ways that make the rules clear and precise, yet don't actually change their effects much from the common interpretations:

Change all references to "full-round actions" to "full-turn actions". I mean, it takes up your turn, not a whole round (that's what "1 round" things are for), it just seems like an easy and obvious change.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 09, 2012, 04:59:24 PM
Bear with me for a sec. This idea is a terrible one for actual play, I think, but I'll suggest it all the same to get it out of my head.

What if everyone had a fixed amount of hit points (possibly scaling with level or something). Hit Dice are used as a form of damage reduction/resistance against every attack. Every time you would take damage, roll your hit dice and reduce the damage by that amount. Makes having big hit dice a significant thing, no?

(Why is it terrible for actual play? Too much rolling, damage and hp need to be rebalanced, and the actual damage taken per attack becomes swingier.)

Edit: Okay, maybe not too terrible if you do it right. I'm still concerned with rolling dozens of dice for every attack at higher levels. There's a reason many people roll damage only once for area attacks, rather than for each subject.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Tarkisflux on May 09, 2012, 05:48:37 PM
To go with my pipe dream of revamping the core rules of D&D in ways that make the rules clear and precise, yet don't actually change their effects much from the common interpretations:

Change all references to "full-round actions" to "full-turn actions". I mean, it takes up your turn, not a whole round (that's what "1 round" things are for), it just seems like an easy and obvious change.

I am totally stealing 1-turn actions.

Bear with me for a sec. This idea is a terrible one for actual play, I think, but I'll suggest it all the same to get it out of my head.

What if everyone had a fixed amount of hit points (possibly scaling with level or something). Hit Dice are used as a for of damage reduction/resistance against every attack. Every time you would take damage, roll your hit dice and reduce the damage by that amount. Makes having big hit dice a significant thing, no?

This actually isn't terrible for play if you use static damage sources and then reduce them with this roll. Then you still have an activation roll and a damage roll, you just have them split up so that each side of an attack is always involved in the rolling. Yeah, maybe you have to rebalance damage and hit points at each level, but you could probably get a good fit to current numbers depending on how you scaled up the soak rolls as you leveled.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: TravelLog on May 09, 2012, 06:22:17 PM
There isn't any really point to this. I'm just thinking out loud. Also, I think I want to make a Gunslinger/Incarnum PrC (using 3.5 rules because I'm too lazy to learn the system differences, natch).
Drooling. I would love to see that.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Braininthejar on May 09, 2012, 06:23:32 PM
An Arcane archer with spell progression of his own (somewhat like assassin) and no casting requirements on entry, so that it can be used to upgrade archer characters rather than downgrade caster chars.

(someone has probably already done that?)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 09, 2012, 06:26:57 PM
An Arcane archer with spell progression of his own (somewhat like assassin) and no casting requirements on entry, so that it can be used to upgrade archer characters rather than downgrade caster chars.

(someone has probably already done that?)

I did that (http://www.minmaxboards.com/index.php?topic=1716).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 09, 2012, 08:47:33 PM
Completed: http://www.minmaxboards.com/index.php?topic=14170.0

Enigma Prestige Class
A Gunslinger/Incarnate PrC.
It's a secret to everybody: The Enigma, a Gunslinger/Incarnate PrC. WIP.

   Alignment: Any but true neutral.
   Skills (3.5): Knowledge (the planes) 4 ranks, Spot 8 ranks, Tumble 2 ranks.
   Skills (PF): Acrobatics 1 rank, Knowledge (the planes) 2 ranks, Perception 5 ranks.
   Feat: Soul of Fortune (new feat, see below).
   Meldshaping: Must be able to bind a soulmeld to a chakra, must be able to shape at least 3 soulmelds.
   Special: Must be able to use a deed, must have a pool of grit.

d8 HD, full BaB, good Will/Ref.
Skills: 4+Int

(click to show/hide)

New Feats:
(click to show/hide)

- Deep Midnight at High Noon. Not a clue what it does, but I need to have it. Probably a feat?
- Not quite happy with the heart bind for Spirit of the Gun. But since I've already forgotten my objections, it must be okay. I should still do another pass over the various chakra bind effects while I'm cleaning up the wording.
- Need to properly write out the Spirit of the Gun abilities.
- Table and class skills.
- Some soulmelds to go with the finished product
(click to show/hide)

Some WIP abilities and unused or older versions of existing abilities:
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 10, 2012, 12:26:13 AM
So, the Ethereal Plane is sort of another plane, except that it acts in almost no ways like a distinct plane, instead being a sort of parallel dimension to every other plane. It also gets confused a lot with just being incorporeal. So, in my ultimate revision of never going to happen, it won't actually be a distinct plane, instead being a, well, parallel dimension to every other plane.

Creatures on the ethereal dimension are considered Ethereal. Those that aren't are Material.
Similarly, Incorporeal vs. Corporeal will be made clear as being different (and, in fact, as being on an independent axis from Ethereal/Material). A Ghost, for example, goes from Ethereal Corporeal to Material Incorporeal when it manifests. Shadows are normally Material Incorporeal but become Ethereal Incorporeal when subject to an Ethereal Jaunt spell. And so on and so forth.

Ethereal being a status rather than a distinct plane means two things. One, you can't use Plane Shift to hop into the Ethereal Plane (since it no longer exists). Two, if you're Ethereal (or are temporarily Material but normally not), you're not extraplanar any more.

On a side note, if this change goes through, either all Etherealizing spells (and similar effects) will work the other way if you're already Ethereal, or there will be a new line of spells and abilities for Material jaunts and whatnot. Probably the former, not the latter.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Braininthejar on May 10, 2012, 07:05:26 PM
An Arcane archer with spell progression of his own (somewhat like assassin) and no casting requirements on entry, so that it can be used to upgrade archer characters rather than downgrade caster chars.

(someone has probably already done that?)

I did that (http://www.minmaxboards.com/index.php?topic=1716).

Beats anything I could brew... (most importantly, its elegant in its simplicity - something I tend to have problems with) Any plans to expand the spell list as stated, or are you too busy with new stuff to come back to it?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 10, 2012, 08:17:13 PM
Thanks for the good words :)

The spell list is just what I picked out of the SRD. There are probably a couple other spells in there that fit. I haven't even touched any other books, so I'm sure there are plenty of spells in there that will work. So if I ever get any other books (lol) or feel like borrowing a copy of Spell Compendium, I might add some more if I think of it. But mostly I tend to forget about adding more to my old brew once I'm done with it, unfortunately. So I probably won't be changing it. Until then, you're welcome (and encouraged) to add spells from other sources to it if you use it.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: TravelLog on May 10, 2012, 08:34:30 PM
The Enigma, a Gunslinger/Incarnate PrC. WIP.

Requires:
   Skills (3.5): Knowledge (the planes) 4 ranks, Spot 8 ranks, Tumble 2 ranks.
   Skills (PF): Acrobatics 1 rank, Knowledge (the planes) 2 ranks, Perception 5 ranks.
   Feat: Soul of Fortune
   Class Feature: Grit
   Class Feature: Deeds
   Class Feature: Nimble +1
   Meldshaping: Ability to bind a soulmeld to a chakra
   Meldshaping: Ability to shape at least 3 soulmelds

d8 HD, full BaB, good Will/Ref.

(click to show/hide)

New Feats:
(click to show/hide)

- Needs more deeds. I want to have about 5-8 to give out over the 10 class levels. Say, 1-2 each at levels 1, 4, 7, 10.
- Still need to fill out some of the firearm chakra binds.
- Wandering Soul needs to be finalized.
- Existing class features and deeds need levels assigned.
- Deep Midnight at High Noon. Not a clue what it does, but I have to have it. Probably a feat?
Terminology:
Cyan
Cerulean
Midnight
Indigo
Sapphire

I'm definitely a big fan of where this is headed. You're keeping things unique and interesting, and I really have nothing negative to say at this point, though I'll definitely be going back over everything once the class is finished.

One feature I'd like to see is generating some form of "Soul Bullets" rather than needing mundane ones. Maybe add a floating enhancement pool for bullet enhancements that scales over the course of the class.

Another of the things that struck me is that in addition to deeds, I think it'd be cool to see some unique Gunmelds that occupy either Hands, Arms, or Brow (or a combination) that grant unique and powerful abilities to your bullets.

Some possibilities:

Just a few examples. But I thought it'd be cool.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 10, 2012, 10:46:51 PM
Thanks for the feedback. Those sound like cool ideas. I could have sworn there was a deed already that let you shoot without needing bullets. Since there isn't, Cerulean Detonation will probably have that merged in. And I certainly hope to add some of those gunslinger-themed soulmelds.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 16, 2012, 11:58:52 AM
Thinking up a sort of magic-reading race that "sees" by looking at auras rather than light.

- Does not see light. Not considered blinded, though. Immune to blinding from light-based effects, although other forms of blinding (such as through the Blindness/Deafness spell) still affect them normally.
- Can get a general sense of environment, enough to move around and fight about as effectively as a sighted race. Specific details, such as written text, color, facial features, etc. are not sensed in any significant sense. Ignores the effects of illumination (or lack thereof).
- Permanent Arcane Sight-like sense of magical auras. CL equals HD. This also grants them a form of sight similar to blindsight that allows them to detect any creatures or objects with magical auras within sight. Mundanely hidden auras (such as through the Sleight of Hand and Hide skills) still require a successful Spot check to detect, although Xs have a +5 racial bonus on such checks.
- Individual Xs have unique or near-unique magical auras detectable with Detect Magic and similar effects, with a caster level of 0 and of the Universal school. Other races usually don't know the nuances to differentiate these auras between similar Xs, but those who become familiar with them can learn to recognize them.
- Xs have a -5 racial penalty on Disguise and Hide checks. The very concept of altering one's visual profile is foreign to them.
- Xs have a +2 racial bonus on Sense Motive checks against creatures with spell-like or supernatural abilities, or with natural magical auras, but a -2 penalty against those without due to their inability to read body language. Sense motive checks have no bonus or penalty against creatures without innate magical auras but that have them temporarily due to spells or wearing magic items.
- Xs have a +2 racial bonus on Bluff checks. Much of their body language is expressed through fluctuations of their magical auras that other races don't detect. Their visual body language, meanwhile, is less expressed and often much more random regardless of the situation.
- Magic Aura as an SLA a few times per day (or maybe at will).

Written language still exists for Xs. They primarily use inks made from naturally-occurring magical fungi that have trace magical auras. X writing is difficult to read without seeing its magical aura (readers who know the language need a DC 15 Decipher Script check to read it, which can be done untrained and retried if failed; all other Decipher Script attempts have their DCs increased by 10).



Also, another unrelated thing.
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: FireInTheSky on May 16, 2012, 09:07:47 PM
I know someone who has a char that's part Radiance Elemental.  Among other things, one of the consequences is that her natural vision is flipped.  She can see the entire electromagnetic spectrum, except for the narrow band that humans normally see.  All infrared and longer wavelengths, and all ultra-violet and shorter wavelengths are visible to her.  She can also naturally see magical auras, and has taught herself to be able to read and understand them.  She can read a person's aura and "know" their alignment without having to spend a spell.  She doesn't need Detect Magic because she can just see it.  And if she wants to read something written mundanely, then she casts Faerie Fire on the document.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 17, 2012, 09:57:48 AM
Completed: http://www.minmaxboards.com/index.php?topic=5372

Mage base class

Point-based, encounter/at will spellcaster. Psion meets Warlock meets Spirit Shaman, I guess.

Side note: Spirit Shamans also use retrieved spells. I've tried to make what few mechanics deal with retrieved spells compatible with them, too.

All about Mage spellcasting:
(click to show/hide)

Skill Points: 2+Int
Class Skills: Pretty much as Wizard
Proficiencies: Wizard

(click to show/hide)

(click to show/hide)

Feats:
(click to show/hide)

Items:
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on May 17, 2012, 10:09:01 AM
Point-based, encounter/at will spellcaster. Psion meets Warlock meets spirit Shaman, I guess.

- Mage spells are arcane spells.
- A Mage has a pool of MP used to cast her spells, the size of which is based on her class level and her Intelligence modifier. A Mage regenerates a certain amount of MP each round based on her class level and Intelligence modifier. This regeneration can not grant a Mage more than her maximum MP at any one time. A Mage with MP in excess of her maximum loses half of the excess (rounded up) each round at the beginning of her turn.
- Casting a spell costs a certain amount of MP based on the level of the spell slot the spell would occupy after all modifiers (such as metamagic) have been considered.
- Casting a spell with a duration other than instantaneous impedes the Mage's ability to cast further spells. Her maximum MP is reduced by the spell's cost for as long as the spell remains in effect.
- All Mage spells are dismissible.
- Mages cast spells from the Sor/Wiz spell list.
- A Mage can have a limited number of spells retrieved at once, based on her class level. She can cast any of her retrieved spells spontaneously and at will as long as she can pay the MP cost. Retrieved spells must be retrieved in the form that they could be prepared (which mostly means with metamagic already applied). A Mage can change her retrieved spells with 15 minutes of study or meditation. A Mage can only select her retrieved spells from among the spells she knows.
- A Mage has a spellbook and learns spells as a Wizard. The highest level spell she can learn, retrieve, and cast as a Mage is based on her class level and her Intelligence score.

- Starting at 4th level, a Mage can dismiss her Mage spells as an immediate action. At 9th level, this improves to a free action (even if it is not her turn).
- Power Burn: At 6th level, a Mage can voluntarily take 1d6 points of damage as a free action to gain 1 MP, which can exceed her normal maximum MP. This ability can be used at will, even multiple times per turn. The damage caused by Power Burn cannot be shared, reduced, or prevented in any way, and ignores regeneration and temporary hit points.

I very much like this idea.  Questions: Is there a limit to what level spells can be cast?  Like, can you only spend X amount of MP on a given spell (like psionics)?  If it's instead a hard spell level cap, does that apply to metamagicked spells too?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 17, 2012, 10:39:39 AM
Still figuring out the details, and numbers are just off the top of my head. The most powerful spell castable (with metamagic and everything) will be limited by the effective spell slot it would occupy. So metamagicked spells will follow the same limits as if you were preparing them out of normal spell slots (eg: Quickened Fireball works like a 7th level spell for max level and cost, Extended Mage Armor is 2nd, etc.). I'll probably toss in some metamagic feats and metamagic reduction somewhere along the line.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Braininthejar on May 21, 2012, 05:15:24 PM
A series of special features for Sigil factions

(something alonge the lines : a free feat but with drawbacks)

for each faction - there were whole prestige classes for them but all turned out rather underwhelming
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on May 21, 2012, 07:19:52 PM
A series of special features for Sigil factions

(something alonge the lines : a free feat but with drawbacks)

for each faction - there were whole prestige classes for them but all turned out rather underwhelming

Should be affiliations instead.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on May 21, 2012, 08:13:41 PM
Conversion classes, which change your type.  2 levels each, require specific feats:

~Draconic Conversion requires Dragontouched (or dragonblood subtype) & Draconic Heritage feats
~Outsider Conversion requires Celestial or Infernal Heritage feats
~Fey Conversion requires Fey Heritage feats
~Aberrant Conversion requires Aberration Blood feats

All change your creature type to the relevant stuff, give you a couple unique abilities.

Maybe a secondary thing for Outsider to grant an alignment subtype.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Braininthejar on May 22, 2012, 08:29:42 AM
Quote
Should be affiliations instead.

From what I remember, some factions gave actual supernatural abilities in 2nd edition. ( Like the Dustmen being so "separated from life" that they were ignored by undead. )
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on May 22, 2012, 08:44:45 AM
Quote
Should be affiliations instead.

From what I remember, some factions gave actual supernatural abilities in 2nd edition. ( Like the Dustmen being so "separated from life" that they were ignored by undead. )

So?  This seems like exactly the kind of thing that affiliations are designed for.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 23, 2012, 10:39:40 AM
New Wizard ACF: Sorcerer
Level: Wizard 1st
Replaces: Spellbook, Scribe Scroll
Benefits: You use Charisma instead of Intelligence to determine your spellcasting ability. You do not need a spellbook to prepare the Wizard spells you know, nor do you prepare your spells in advance. Instead, you cast your spells spontaneously. You gain 2 additional spell slots of each spell level you can cast. However, you cannot learn new spells from scrolls, spellbooks, or other sources, and the number of 1st level spells you know at 1st level is reduced to 3 (instead of 3 + your Intelligence modifier). You still learn 2 spells of your choice at each subsequent Wizard level, although this number cannot be increased by effects that modify the number of free spells you add to your spellbook each level, such as the Collegiate Wizard feat. Effects that generically add spells known, such as the Extra Spell feat, still function normally for you.
Special: If you choose to specialize, you cannot select Evocation as a banned school.


Fusion Spell [Metamagic]
Prerequisites: Quicken Spell, Repeat Spell, or Twin Spell.
Benefit: A fused spell contains two spells in one. When you apply this metamagic feat to a spell, choose another spell you know from the same spell list that could be cast from a spell slot 3 levels lower than the first spell's spell level. You may apply metamagic to the second spell as normal, independently of the first spell, as long as the final spell slot it would use is still within the specified limits. Metamagic applied to the first spell similarly does not affect the second spell. When you cast the fused spell, its casting time is the longer of the two spells, but you cast both spells as part of the same action and from the same spell slot. A fused spell requires a spell slot two levels higher than normal.
Special: Sorcerers require a spell slot only one level higher than normal, rather than two, when applying this metamagic feat to their Sorcerer spells.

Cover Spell [Metamagic]
Prerequisites: Delay Spell or Quicken Spell.
Benefit: You can cast a spell in such as way as to hold its energies around you as a protective barrier. A cover spell does not take effect immediately when cast. Instead, its energies stay in reserve surrounding you. When you are attacked, you can discharge this effect as an immediate action, granting you a bonus to AC equal to the spell's level against that attack and producing the spell's normal effects. You can still discharge the spell's effects when not under attack, but doing so takes the spell's normal casting time. A cover spell remains for up to 1 hour before dissipating without effect if you haven't discharged it by then. A cover spell requires a spell slot four levels higher than normal, and can only be applied to spells that Quicken Spell could be applied to.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on May 27, 2012, 11:54:48 PM
Random idea I thought I'd throw in here, since I don't have one of these threads of my own:

Lead Sheeting/Plating, for warforged, which makes them immune to all divinations. It could be a warforged component or a "body" feat. I'm not sure which would be more balanced. I feel like it is probably worth a feat, but I actually hate most of the "body" feats (except adamantine). You're usually better off just wearing armor (or not, depending on your class).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 29, 2012, 03:46:37 PM
Weapon categories: These are to replace the previous distinctions of light/one-handed/two-handed (which are perfectly fine, except that I find them cumbersome). I'm also including a little bit of the TWF and natural weapon changes I suggested earlier in this thread (reply#7, I think).

Light: Suffers reduced penalties when used as a secondary weapon (see the multi-weapon fighting rules), in a grapple, and probably a couple of other things.
 - Unlike 3.5E light weapons, these get the usual increased Str bonus when used in multiple limbs.
Balanced: Usable in one limb easily enough.
 - Replaces the old one-handed designation.
Heavy: Requires more than one limb to wield. By default, heavy weapons always require at least 2 limbs.
 - Replaces the old two-handed designation.

Wielding weapons with multiple limbs:
 - If your Str modifier is positive, you add (Str * 0.5 (1 + #limbs used)) to melee damage rolls, minimum (Str * 1).
 - For every limb used beyond the first, add +4 to your opposed Disarm and Sunder attack rolls.

Using weapons designed for larger size categories than you forces you to treat the weapon as one category heavier (light -> balanced -> heavy) for each size category of difference. If the weapon is already heavy, it instead requires twice as many limbs to wield for each subsequent size category of difference.

Using weapons designed for smaller size categories than you forces you to treat the weapon as one category lighter (heavy -> balanced -> light) for each size category of difference. If the weapon is heavy, it instead requires half as many limbs to wield (rounded up) for each subsequent size category of difference, becoming balanced only when the number of limbs needed is reduced to 1. Light weapons designed for smaller creatures are unusable.

Double Weapons: These weapons can be used as either a single heavy weapon, as a single balanced weapon, or as two light weapons as once.

Power Attack: Now grants a bonus on damage equal to the penalty you take multiplied by the number of limbs used. Works with light weapons.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on June 05, 2012, 10:34:58 AM
Point Charge Spell [Metamagic]
Prerequisites:
Benefit: You can focus the power of a wide area spell into a single point, amplifying its power upon a single target. Rather than affect an area, a point charge spell targets a single creature (or object, if the original spell also affected objects) within range. Your caster level for the spell and its save DC increase based on the area of the original spell. A point charge spell requires a spell slot of the spell's normal level. This metamagic can only be applied to spells with an area defined as a burst or spread.

Minimum RadiusCaster LevelSave DC
Less than 5 ft.+0+0
5 ft.+1+0
10 ft.+2+1
20 ft.+4+2
40 ft.+7+3
100 ft. or more+10+4

Not really sure on the balance of this. It's probably very borked.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on June 10, 2012, 09:58:00 AM
Hammer Fist (reworking)

Prerequisites: Improved Unarmed Strike, STR 13
Dwarf or BAB+6 and Medium or larger

Benefit: You add one and a half times your Strength bonus on your damage when you hit with an unarmed strike. This extra damage does not apply if you make a flurry of blows attack or if you are holding anything in either hand. You must use both hands to make the unarmed attack.  You are treated as wielding a two-handed weapon for the purposes of Power Attack and other feats and abilities that are dependent on whether you are wielding a light, one-handed, or two-handed weapon.  You may not benefit from Weapon Finesse while using this feat.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on June 11, 2012, 04:18:22 PM
Just a (not-as-) minor (-as-I-first-thought) modification to monster stat blocks and advancement.

Instead of advancement as gaining hit dice until the creature eventually increases in size, advancement should be gaining hit dice until a creature advances to an advanced base creature that's essentially the same thing, but an older, more powerful, or more experienced version (eg: small elemental -> medium elemental -> etc., or ogre -> skullcrusher ogre, or animal -> dire animal). This would require stat blocks for the advanced size category creatures that already exist, so it's not as small a change as I first though, but on the plus side it would make it easier on DMs, having more premade stat blocks to choose from for various level ranges. Another MAJOR advantage of this is that that silly size advancement stat boost table in the MM can be thrown out (along with the confusion it brings in regards to non-advancement size changing).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on June 14, 2012, 12:23:45 PM
Elite template, Diablo style.
Note: I'm going to be using the term "level" here a lot. It's not HD, but probably will be based on CR instead, or used in a variant where all the monsters are rebalanced to have HD ~equal to their CRs.

(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on June 14, 2012, 03:43:49 PM
More senses:

Tremorsight: Tremorsense meets Blindsight. You can "see" everything you'd be able to detect with tremorsense.
Mindsense: What the current Mindsight feat does (except not necessarily based on your telepathy range, though most sources would be).
Mindsight: See Mindsense (above) + Blindsight.
Odorsense: Souped up Scent, possibly with a larger range, that also functions as Blindsense out to the whole distance (instead of only within 5 feet).
Odorsight: Odorsense with Blindsight.
Touchsense: Telekinetic force lets you feel your surroundings, but not very well. Like blindsense, but reaches into the ethereal plane and detects incorporeal creatures and objects just fine. Not sound-based, so silence/deafness does nothing, but Force immunity prevents detection.
Touchsight: Like Touchsense above, but with Blindsight instead of -sense. Not quite the same as the power by the same name.
Magnetism: Like Scent, but with magnetic materials only. Also, you always know magnetic north.
Magnetsense: Magnetism with Odorsense instead of Scent.
Magnetsight: Magnetism with Odorsight instead of Scent.
Spellsense: Like Blindsense, but only detects magical auras or creatures/objects with them. Also lets you determine properties of auras like Detect Magic.
Spellsight: Spellsense + Blindsight. Aura reading is as per Arcane Sight. (Or was it Greater Arcane Sight? I need to check their differences.)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on June 16, 2012, 01:58:51 PM
Slow Spell Metamagic:

Benefit: The caster may opt to cast a slower version of a spell to give it additional power.  A Swift spell can be cast as a Move action to gain +1 to its caster level, as a Standard to gain +2, and a full round to gain +4.  A Standard action spell may be cast as a full round action to gain +2 to its caster level.  For this purpose, casting a full round spell means it takes effect during the turn it is cast.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on June 18, 2012, 12:11:52 PM
Completed: http://www.minmaxboards.com/index.php?board=112.0

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.
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on June 18, 2012, 12:19:29 PM
Tomb of Battle: The Book of Dead Warriors
An undeath-focused set of martial adept things. ToB meets Libris Mortis meets a common typo.
(click to show/hide)
This sounds hilarious and fun. I want to subscribe to your newsletter.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on June 19, 2012, 01:25:44 PM
If you are looking around for stuff to include in the Tomb of Battle... I'm willing to lend my AXE! MADE OF ZOMBIES!
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: littha on June 19, 2012, 03:05:02 PM
Tomb of Battle: The Book of Dead Warriors
An undeath-focused set of martial adept things. ToB meets Libris Mortis meets a common typo.
(click to show/hide)
This sounds hilarious and fun. I want to subscribe to your newsletter.

Oh god I would want to play this so much... bonus points if it uses the Crusaders recovery mechanism. (I could also see one along the lines of refreshing whenever anything dies but that has issues against boss type encounters)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on June 19, 2012, 03:44:14 PM
How about a recovery mechanism based on taking damage?  Basically deal damage to self to recover a maneuver based on the maneuver's level... and then a feat to allow others to take the damage for you, but has to be willing.  Then you can perform neg energy maneuvers on yourself to heal.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on June 20, 2012, 09:34:03 AM
I have Diablo 3 on my mind (mostly because I've been playing it a lot lately. Could the various classes' abilities be made into martial disciplines? Many of the ability names and rune names are fitting as maneuver names and sufficiently coherent to hit as part of the same martial discipline.

You can probably guess which class I play the most. Hoping to do Monk later, followed by Barbarian. I think Wizard and Witch Doctor are too magical for my tastes, and cover too broad themes for just one discipline anyways.

Pursuing Hatred (Demon Hunter)
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on June 21, 2012, 09:33:25 AM
I'm interested in the concept of healing surges. It's a nice idea, to free hit point recovery from the shackles of magic and seems to promote a more heroic play style (instead of taking days of bed rest or chewing on the CLW stick). 4E did and gave it the name (subsequently back-ported to 3.5 here (http://www.giantitp.com/forums/showpost.php?p=13358925&postcount=1), although I have a few problems with Azernak0's implementation), and 3.5 itself was no slouch and tried something similar with UA's reserve points. Here's my shot at it.

Healing Surges and Second Winds
(click to show/hide)

Healing Surge Feats
(click to show/hide)

Flaws and Traits
(click to show/hide)

Skills
(click to show/hide)

New and Modified Class Features
(click to show/hide)

In the end, what does this all mean?
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on June 21, 2012, 12:47:08 PM
You know, I like your implementation of Healing Surges...

And the following feat has to exist.

Surge of Power [Surge][Psionic]
You may spend a Healing Surge in the place of your Psionic Focus.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on June 21, 2012, 01:33:12 PM
Ask, and it shall be done.

Edit: It was asked, and it has been received.

Okay, I think I'm actually done with healing surges for now. Maybe a few more feats and ACFs if I think about it. I could set up the further variant where even healing spells are based on healing surges, but everyone else seems to have done that and I don't feel like it. Besides, with the limited surge recovery in my system, magical healing is still actually needed for prolonged adventures with little rest time, and I do actually like the idea of magical healing being this sort of semi-unlimited font of hit points (I just don't want it to be the only practical source of hit points).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on June 25, 2012, 07:18:19 PM
Additions to http://dndtools.eu/feats/monster-manual-v--78/]awesome-blow--157/ (http://dndtools.eu/feats/monster-manual-v--78/awesome-blow--157/)
An Awesome Blow counts as a Bull Rush even though you do not use the standard initiation of moving into an opponent's square or making an opposed Strength check.  Because it is not an opposed Strength check, Improved Bull Rush's effects do not apply.  A creature with Powerful Build is treated as one size category larger than it actually is for purposes of qualifying for and using this feat.

Adding onto it via another feat: Incredible Blow (or some other equally impressive name that goes a step beyond Awesome)
Prereqs: Awesome Blow, BAB +10, STR 30

When using an Awesome Blow, you may throw the defender an additional 5 feet for every 5 points by which your attack result is greater than the defender's AC.  If an obstacle prevents the completion of the defender's move both the defender and the obstacle take 1d6 (2d6 maybe?) points of damage for every 5 feet the defender would have moved if the obstacle had not prevented the move's completion.  A confirmed critical increases the distance the defender is thrown as shown on the table, and the defender and obstacle take increased damage as such.  If the damage done to the obstacle is enough to destroy it, the defender continues moving through it but the distance thrown is reduced by 5 feet.  In addition, the creature can make an Awesome Blow at the end of a charge and making an Awesome Blow no longer imposes a -4 penalty to the attack roll.

Table for crit modifiers: (subject to adjustment, but you get the idea)
x2: 10 feet
x3: 20 feet
x4: 30 feet

Special: A fighter can select Incredible Blow as one of his fighter bonus feats.


Lots of text, but I would hope it's an awesome ability even if it's a bit of a pain to get it all right.  The reason I added extras for the distance and damage is so the feat scales, unlike many others.  TL:DR on it is the creature is such a badass it can fling its opponent not only into, but through obstacles and do some pretty decent damage.  The note about Awesome Blow counting as a Bull Rush is mostly for Dungeoncrasher and Combat Brute.  I'll make a build based on this later.  I might have to add something about not being able to do Touch attacks with this, but Rule of Cool says otherwise.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on June 26, 2012, 06:53:58 PM
Mounted Skirmisher:
You are adept at making deadly strikes while mounted.

Prereq: Mounted Combat, Ride 5 ranks, Skirmish (+1d6, +1 AC)

Benefits: Your training with steeds enables you to coax more out of them.  Any mount you ride gains your AC bonus from Skirmish (but not the extra damage).  Your mount also gains the enhancement bonus to speed that you do from your scout levels.  Finally, you may benefit from your Skirmish ability while mounted by using your mount's movement in place of your own, which may enable you to make a full attack.

Special: A scout can select Mounted Skirmisher as one of her scout bonus feats (Complete Adventurer 13).


Additional notes on Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge and Trample: A scout can select any of these feats as one of her scout bonus feats.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on June 26, 2012, 07:27:03 PM
Off topic but... thematically Skirmish is a stupid ability, anyway. How does moving around let you stab someone in a vital area more easily? Much less if you do so from horseback? Sneak Attack at least makes sense, although of course it can be more difficult to pull off on a ranged attack. So mechanically I understand why Skirmish is popular, but thematically? WTF...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on June 26, 2012, 08:09:04 PM
Skirmish is supposed to be you hitting them with extra force due to your momentum, or something along those lines.

It also encourages a hit-and-run type of fighter, so it helps with the thematic niche, as it were; and that is a nice feat you got there.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on June 26, 2012, 09:05:18 PM
Skirmish is supposed to be you hitting them with extra force due to your momentum, or something along those lines.
Then why is it precision-based damage? It should be like Power Attack, a flat additive, and not precision-based. So it would be multiplied in crits, etc.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on June 27, 2012, 04:10:10 AM
Skirmish is supposed to be you hitting them with extra force due to your momentum, or something along those lines.
Then why is it precision-based damage? It should be like Power Attack, a flat additive, and not precision-based. So it would be multiplied in crits, etc.

I think of it more like going by a chain link fence.  Standing still it is definitely there and can obscure things, but start moving and the chains essentially aren't there.  To turn this into combat terms, it's possible to train oneself to take advantage of the extra perception moving can offer to spot a weak point that might not otherwise be noticed.  That's why it's precision damage.  Such training can also result in perceiving threats and reacting to them better, hence the AC bonus.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on June 30, 2012, 04:50:14 PM
Mongrelfolk Paragon class

3 levels
BAB: 3/4
HD: d6
Proficiencies: All simple weapons, light armor.
Saves: Poor Fort, Good Ref, Poor Will
Skill Points: 6 + Int
Class skills: Appraise, Climb, Jump, Listen, Move Silently, Search, and Spot
Features:
Greater Emulation:  At first level, choose a race from your general ancestry (human, halfling, dwarf, elf, gnome, goblin, or orc) or a mixed race such as half-elf or half-orc.   You may count as that race for the purposes of qualifying for and using one class (standard or prestige), one alternate class feature, and one feat.  You may use this feature to qualify for and take a feat at the level you gain this class feature.  (Shouldn't really need to note that, but it might prove a useful reminder.)  At third level, you may choose another race to emulate with this ability, or the same one as before.  If you choose the same race, you may count as that race for another  Special: You must have lived in a community where a large minority (greater than 15%) of the population is the chosen race, and you must learn that race's associated racial language before gaining this class feature.  To maintain this class feature you need to come into peaceful contact with a member of that race at least once a month.

Bonus Feat: At second level, a mongrelfolk paragon gains a bonus feat.  Due to the his varied ancestry and talents, this feat can be any the mongrelfolk has the prerequisites for.


I'm kinda iffy on it, but the flavor is nice.  It might require lowering the racial bonuses for certain things not related to the race(s) chosen for Greater Emulation, since the mongrelfolk is closer to those than others and thus loses some benefits regarding other races.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on June 30, 2012, 10:32:01 PM
War Drummer prestige class

Basically Barbarian + Bard.  Raging grants bonuses to Perform (Percussion) checks, and bardic music based on that.  Call it Thundering Music or something.  It needs some bonuses on Inspire Courage, Greatness, and Heroics, plus some other stuff.  If the bardbarian is raging he can't use Inspire Competence, unless the skill is strength-based perhaps.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 06, 2012, 12:07:06 PM
Glancing Blows variant

Under this variant, attacks use two attack rolls instead of one, but have no damage rolls.
If both attack rolls hit, the attack hits and deals maximum damage. This is referred to as a solid hit.
If one attack roll hits but not the other, the attack hits and deals minimum damage. This is referred to as a glancing hit.
If neither attack rolls hit, the attack is a miss and deals no damage.
The damage for both solid and glancing hits is maximized or minimized entirely, including all bonus damage dice.

Critical hits, I'm not sure about. Here's a quick thing, but it doesn't feel right and might be too complex.
Critical hits occur normally, and are threatened based on the higher attack roll's result, but are only confirmed if the confirmation roll is a solid hit. The extra damage from a critical hit is rolled normally (whether it triggers on a glancing or solid hit).

Feats:
(click to show/hide)

What does this mean?
At lower levels, when damage is high and accuracy is low, sudden lethal blows are less common, but weaker ones are more frequent. Battles are less of a coin toss about who gets a lucky blow in first since glancing blows can more easily wear an opponent down.
Static damage modifiers are more important when your accuracy is low (yay, Power Attack), but bonus damage dice are more valuable when accuracy is high (yay, Sneak Attack).

So, there are still a few kinks to work out.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: littha on July 06, 2012, 01:13:10 PM
Fort that particular variant I would have:
2 Hit: Max damage
1 Hit: Average Damage
0 Hit: Minimum Damage

Otherwise there is a massive jump in damage between 1 hit and 2.
Power attack and other static forms of additional damage would need to be looked at as well.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 07, 2012, 07:33:07 AM
Brutal Throw addition:
In addition to using his Strength modifier for attack rolls with thrown weapons, a character with this feat may also use his Strength modifier for attack rolls when using a sling.

Rapid Reload addition:
A character with this feat may also use a free action to reload a sling, allowing him to make a full attack with it.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on July 08, 2012, 12:48:53 AM
Brutal Throw addition:
In addition to using his Strength modifier for attack rolls with thrown weapons, a character with this feat may also use his Strength modifier for attack rolls when using a sling.

Rapid Reload addition:
A character with this feat may also use a free action to reload a sling, allowing him to make a full attack with it.
AMEN!
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 09, 2012, 04:40:56 PM
Crippling Overspecialization [Fighter]
Prerequisites: Fighter level 20th, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Weapon Supremacy, Improved Critical, Power Critical, and one of Melee or Ranged Weapon Mastery, all applying to your chosen weapon.
Benefit: Whenever you deal damage with your chosen weapon, the subject of your attack also takes 2 points of Strength damage and must make a Fortitude save (DC 10 + 1/2 damage dealt) or be dazed for one round.
Special: A Fighter can select this feat as a Fighter bonus feat (and kinda has to to take it before epic).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 09, 2012, 04:47:14 PM
Crippling Overspecialization [Fighter]
Prerequisites: Fighter level 20th, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Weapon Supremacy, Improved Critical, Power Critical, and one of Melee or Ranged Weapon Mastery, all applying to your chosen weapon.
Benefit: Whenever you deal damage with your chosen weapon, the subject of your attack also takes 2 points of Strength damage and must make a Fortitude save (DC 10 + 1/2 damage dealt) or be dazed for one round.
Special: A Fighter can select this feat as a Fighter bonus feat (and kinda has to to take it before epic).

Awesome for a Martial Monk!
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 10, 2012, 10:46:07 AM
Druid+Warlock PrC, fluffed as Fey-based of course.  It should probably have alignments loosened for the druid to allow for all chaotic to fit the theme.  Wild Warlock has a nice ring to it, and now I have an image in my head of various animals shooting Eldritch Blasts out of their mouths.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on July 10, 2012, 04:31:54 PM
Druid+Warlock PrC, fluffed as Fey-based of course.  It should probably have alignments loosened for the druid to allow for all chaotic to fit the theme.  Wild Warlock has a nice ring to it, and now I have an image in my head of various animals shooting Eldritch Blasts out of their mouths.
I'd love to see this combined with this idea:
I should homebrew a Warlock prc that channels EB through natural attacks.  Could pair with lots of different classes (totemist, druid, polymorphing gish).

I also like the name Wild Warlock.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on July 11, 2012, 03:31:58 AM
Don't you mean "Warlocks Gone Wild"?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 11, 2012, 08:00:12 AM
Don't you mean "Warlocks Gone Wild"?

I am now imagining a bunch of nymph warlocks dancing.  As per the D&D rules, I am now distracted.  lol
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 13, 2012, 11:31:37 AM
Driving Charge

Prerequisites: BAB +8, Knockback, Shock Trooper  (To be honest, I'm wondering if the BAB is too low on this)

Benefit: If you use Shock Trooper's Heedless Charge tactical maneuver and successfully bull rush your opponent with Knockback, you may move with your opponent if you have the movement to do so.  If you can make multiple attacks during a charge, you may continue to move with your opponent after each successful bull rush if you have the movement to do so.  Unless you have an ability to make a direction change during a charge such as the skill trick Twisted Charge, you must continue to move in a straight line as per the normal charge rules.

A fighter may select Driving Charge as one of his fighter bonus feats.

Enemy too far away from a wall? Not such a problem anymore.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 13, 2012, 11:49:16 AM
Incorporeal creature in a suit of Riverine armor? A (technically) incorporeal creature that moves around and interacts with the world like a corporeal one.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 14, 2012, 11:51:16 AM
Piercing Glare:
Prerequistes: Intimidate 9 ranks (plus other appropriate stuff I'll think of), Skill Focus (Intimidate)

Benefit: You may make a demoralization attempt in place of an attack action, including attacks of opportunity.  You may not attempt more than one demoralization per creature as an AoO during a turn. 

Probably insanely overpowered combined with Imperious Command, but the flavor is fitting.  Something goes in for an attack and you react in such a way as to hopefully unnerve it.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 15, 2012, 11:07:33 AM
Decept race, living shadow magic

(Description)
Decepts usually appear as human-like creatures, but with the same otherworldly, slightly alien presence shared by the magic races.
While Decepts are ultimately shadowstuff and illusion magic, that magic is so powerful that they are as real as any other creature. True seeing and other similarly potent effects and senses that reveal the truth beneath illusions can see past a Decept's outermost layers, revealing the murky swirl of shadowstuff that forms them. As Decepts are so real, unlike with most shadow illusion magics, there is no opportunity for other creatures to merely disbelieve them, and the revelation of the Decept's true nature has no effect on the potency of its abilities.



Decept Feats
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 15, 2012, 11:10:56 AM
That's a really awesome idea.  Do they get any bonuses to casting illusion spells?  What happens if they're hit by an Illusion Purge?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 15, 2012, 01:27:41 PM
That's a really awesome idea.  Do they get any bonuses to casting illusion spells?  What happens if they're hit by an Illusion Purge?

They do now. Not familiar with Illusion Purge, but I suspect it would do nothing (if instantaneous) or reveal their shadow soul (if it has a duration).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 15, 2012, 01:49:05 PM
Illusion Purge (http://www.scribd.com/doc/83283520/105/ILLUSION-PURGE), from Races of Eberron.  You're probably right that it would reveal their shadow soul.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on July 15, 2012, 02:49:51 PM
Love the shadow-stuff race. How about naming it Deceits instead of Decepts, though? Decepts makes me think of Deceptecons...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: TheGeometer on July 15, 2012, 04:40:14 PM
Garryl, have you considered making a different thread called "1001 Fleshed Out Ideas?" You would take what you think are the best ideas from this thread that could not stand on their own, and consolidate them into a collection of complete, game-compatible homebrew. A lot of the ideas in this are great, but can't be fit into campaigns yet because they're not fully developed.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: FireInTheSky on July 15, 2012, 09:39:48 PM
Garryl, have you considered making a different thread called "1001 Fleshed Out Ideas?" You would take what you think are the best ideas from this thread that could not stand on their own, and consolidate them into a collection of complete, game-compatible homebrew. A lot of the ideas in this are great, but can't be fit into campaigns yet because they're not fully developed.

Or get a sub-board of the same name to have a thread for each to-be-fleshed-out idea...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 16, 2012, 10:09:18 AM
Garryl, have you considered making a different thread called "1001 Fleshed Out Ideas?" You would take what you think are the best ideas from this thread that could not stand on their own, and consolidate them into a collection of complete, game-compatible homebrew. A lot of the ideas in this are great, but can't be fit into campaigns yet because they're not fully developed.

Or get a sub-board of the same name to have a thread for each to-be-fleshed-out idea...

You mean like have a thread/board where all of these half-formed ideas can be worked out (by the individuals who posted them and the viewers who are interested in them) into fully-fledged homebrew?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: TheGeometer on July 16, 2012, 01:45:25 PM
Garryl, have you considered making a different thread called "1001 Fleshed Out Ideas?" You would take what you think are the best ideas from this thread that could not stand on their own, and consolidate them into a collection of complete, game-compatible homebrew. A lot of the ideas in this are great, but can't be fit into campaigns yet because they're not fully developed.

Or get a sub-board of the same name to have a thread for each to-be-fleshed-out idea...

You mean like have a thread/board where all of these half-formed ideas can be worked out (by the individuals who posted them and the viewers who are interested in them) into fully-fledged homebrew?

Exactly! That new race you just made, for instance, sounds like it could be a nice addition as a monster or race for lots of different campaigns, but it's not 100% complete yet due to missing abilities, saves, etc. A lot of the classes in this thread have nothing but a name and a theme, but sound like they would be a lot of fun to play. They should actually be fleshed out, not left to be "fleshed out sometime" forever.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 16, 2012, 03:10:56 PM
Sounds good. A thread would probably get too crowded if multiple people are working on multiple things, so a board would probably be better. I was going to suggest that we just make individual threads, but a lot of the ideas still won't get finished, so no need to have them cluttering up the main boards or getting completely lost in them, right?

So, what should be board's the name?

1001 Homebrew Ideas
1001 Fleshed Out Ideas
Community Homebrew Workshop

Any other suggestions?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 16, 2012, 03:12:17 PM
Spur of the Moment Homebrew
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 16, 2012, 04:57:49 PM
The Museum of Small Homebrews

Microbrews
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: RedWarlock on July 16, 2012, 05:14:02 PM
Ooh! I like Microbrews.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on July 16, 2012, 11:37:04 PM
Indeed, Microbrews have Potential.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 17, 2012, 06:43:38 AM
Prestige class revision: Hunter of the Dead

Prerequisites: Turn Undead, Favored Enemy: Undead, BAB +5, Knowledge Religion 5 ranks, any nonevil, etc.

Benefits: Hunters of the Dead level stack with other classes for the purposes of determining Turn Undead.  They also stack for the purposes of determining the total bonus on Favored Enemy: Undead, but not when you are able to select additional favored enemies.

Special: A Hunter of the Dead may use his Wisdom score in place of his Charisma score for all Turn Undead purposes.

A Hunter of the Dead adds his Favored Enemy: Undead bonus on damage to all Turn checks.

At will, a HotD may cast Detect Undead, as the spell.

Gain Unquenchable Flame of Life (http://dndtools.eu/feats/libris-mortis-the-book-of-the-dead--71/unquenchable-flame-of-life--3029/) as a bonus feat.

At 5th level gain Mettle against all extraordinary and supernatural abilities of undead creatures.

At 10th level gain Improved Mettle against all extraordinary and supernatural abilities of undead creatures.

True Death: Any undead slain by a HotD is forever destroyed, if he so chooses.

Spellcasting: A Hunter of the Dead mat opt to gain the spellcasting as given for the Hunter of the Dead entry in Complete Warrior, or he may advance the spellcasting of the class that granted him the Turn Undead ability at every odd level.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 17, 2012, 09:04:23 AM
Random prestige class idea: Hellrager.  It's like Hellfire Warlock for Barbarians.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 17, 2012, 09:12:01 AM
Random prestige class idea: Hellrager.  It's like Hellfire Warlock for Barbarians.

You could do that with a bunch of base classes.  Hellsinger (bard, duh), Hellstalker (ranger), Hellmage (sorcerer).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 17, 2012, 09:55:03 AM
Random prestige class idea: Hellrager.  It's like Hellfire Warlock for Barbarians.

You could do that with a bunch of base classes.  Hellsinger (bard, duh), Hellstalker (ranger), Hellmage (sorcerer).

True I suppose, although the flavor varies a bit.

The main reason I even said anything is there's typical anger, there's the screaming blood frenzy that rage is called, and then there's such burning fury that can only come from the burning hells.  I don't really see how well the "merits" of the burning hells would work as much for a bard or ranger, but I am somewhat distracted by other thoughts at the moment.  A sorcerer with fiendish ancestry would definitely fit the bill for hellmage though and be fond of stuff like Blistering Spell.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 17, 2012, 09:57:55 AM
Hellsinger is this:

(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on July 17, 2012, 11:48:57 AM
Hellsinger is this:

(click to show/hide)
This is what came to mind for me.
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 17, 2012, 11:52:12 AM
Watch out or this is gonna turn into a Powerbard discussion.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 17, 2012, 02:55:56 PM
New Trait: Friendly Face

Benefit: Creatures you meet who share a language with you start out one step friendlier toward you, to a maximum of Friendly.
Drawback: You suffer a -4 penalty to Intimidate checks, since you're just not convincingly scary.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 17, 2012, 03:21:57 PM
New Trait: Friendly Face

Benefit: Creatures you meet who share a language with you start out one step friendlier toward you, to a maximum of Friendly.
Drawback: You suffer a -4 penalty to Intimidate checks, since you're just not convincingly scary.

Effectively +10 Diplomacy (http://www.d20srd.org/srd/skills/diplomacy.htm), way too powerful for a trait, even if it had a penalty on the same scale. Also prevents a lot of encounters since Unfriendly becomes Indifferent and even Hostile becomes only Unfriendly (which means not hating your guts enough to attack on sight).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 17, 2012, 05:23:05 PM
New Trait: Friendly Face

Benefit: Creatures you meet who share a language with you start out one step friendlier toward you, to a maximum of Friendly.
Drawback: You suffer a -4 penalty to Intimidate checks, since you're just not convincingly scary.

Effectively +10 Diplomacy (http://www.d20srd.org/srd/skills/diplomacy.htm), way too powerful for a trait, even if it had a penalty on the same scale. Also prevents a lot of encounters since Unfriendly becomes Indifferent and even Hostile becomes only Unfriendly (which means not hating your guts enough to attack on sight).

Hmm... any balancing suggestions?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 17, 2012, 09:24:41 PM
New Trait: Friendly Face

Benefit: Creatures you meet who share a language with you start out one step friendlier toward you, to a maximum of Friendly.
Drawback: You suffer a -4 penalty to Intimidate checks, since you're just not convincingly scary.

Effectively +10 Diplomacy (http://www.d20srd.org/srd/skills/diplomacy.htm), way too powerful for a trait, even if it had a penalty on the same scale. Also prevents a lot of encounters since Unfriendly becomes Indifferent and even Hostile becomes only Unfriendly (which means not hating your guts enough to attack on sight).

Hmm... any balancing suggestions?

Take the Polite trait instead and refluff it? +1 Diplomacy, -2 Intimidate.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 18, 2012, 12:27:40 PM
Consumptive weapon property. Deals 1d6 damage per round per round to wielder while held. Adds that much damage on each hit. Damage resets if not held or used for a damaging attack for 1 round.

Viscous weapon property. Weapon is half-way between a solid and a thick sticky liquid. Immune to bludgeoning and piercing damage, but has half hardness. Grants a +4 bonus on attack rolls made for disarm attempts.

Casque of the Vanishing Prophet: Helmet that lets the wearer turn invisible (as invisibility) and gain a +5 insight bonus on any one d20 roll made while remaining invisible. Usable 3/day as a swift action.

The Long Claw of the Law: +2 Axiomatic Keen glaive. On any successful attack of opportunity, the subject must make a Reflex save (DC 14 + wielder's Cha mod) or be entangled for 1 round.

Doormat of Friendship: When placed just outside the entrance to the user's abode, any creature passing over it must make a Will save (DC 12 + user's Cha mod) or have their attitude towards the user improved by 1 step (maximum helpful) and be unable to attack the user. These effects are mind-affecting charm effects and last as long as the subjects remain in the user's abode.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 19, 2012, 05:39:25 AM
Mobility fix:

Mobility also grants +4 on tumble checks to avoid attacks of opportunity.  If you fail your tumble check to avoid an AoO, you still gain the +4 dodge bonus against AoOs.

Hang on, don't we already have a quick fixed thread somewhere on the forum?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 20, 2012, 07:57:49 AM
Ninjutsu Genius:

Prereqs: Int 13, must be gained at or before your first level of Ninja

Benefit: You use Intelligence instead of Wisdom for all ninja abilities that rely on Wisdom such as the AC bonus and Ki Power.

Ninja equivalent of Kung-fu Genius.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 20, 2012, 08:28:56 AM
New Trait: Friendly Face

Benefit: Creatures you meet who share a language with you and would otherwise be Indifferent towards you start out as Friendly instead.
Drawback: You suffer a -4 penalty to Intimidate checks, since you're just not convincingly scary.

How's that?  Significantly reduced, since it doesn't change hostile or unfriendly.  No encounter avoidance, just makes people who couldn't care less a little more on your side.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 20, 2012, 09:28:54 AM
A prestige class for Shadowcaster, using divination-focused mysteries (new ones, I guess).  I don't really have any mechanics in mind, just a general premise of someone who gains knowledge through Shadow.  Help?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on July 20, 2012, 09:35:10 AM
A prestige class for Shadowcaster, using divination-focused mysteries (new ones, I guess).  I don't really have any mechanics in mind, just a general premise of someone who gains knowledge through Shadow.  Help?
"Who knows what Evil lurks in the hearts of men? The Shadow knows."

Like that? :D

Wish I could help, but I know absolutely nothing about the shadowcaster. I heard it so much about what a PoS class it is that I never bothered to read it.

Hmm... are there any Divination-based Spellshaping circles? Wouldn't it be awesome to have a Spellshaper focused on using Illusion, Divination, and Negative energy? How about skipping the crappy mechanics of the shadowcaster, and just going "whole hog homebrew"?  :p
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 20, 2012, 09:45:46 AM
A prestige class for Shadowcaster, using divination-focused mysteries (new ones, I guess).  I don't really have any mechanics in mind, just a general premise of someone who gains knowledge through Shadow.  Help?
"Who knows what Evil lurks in the hearts of men? The Shadow knows."

Like that? :D

Wish I could help, but I know absolutely nothing about the shadowcaster. I heard it so much about what a PoS class it is that I never bothered to read it.

Hmm... are there any Divination-based Spellshaping circles? Wouldn't it be awesome to have a Spellshaper focused on using Illusion, Divination, and Negative energy? How about skipping the crappy mechanics of the shadowcaster, and just going "whole hog homebrew"?  :p

Well, I'm (as we speak) implementing a shadowcaster fix based on the fixes I made for Powerbard.  That would transition the Shadowcaster directly from PoS --> awesome.  So it would be for that.  However, the spellshaping thing does indeed sound awesome!
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 20, 2012, 10:00:14 AM
A prestige class for Shadowcaster, using divination-focused mysteries (new ones, I guess).  I don't really have any mechanics in mind, just a general premise of someone who gains knowledge through Shadow.  Help?

You might find some divination mysteries in the Descent of Shadows project on GitP.

Hmm... are there any Divination-based Spellshaping circles? Wouldn't it be awesome to have a Spellshaper focused on using Illusion, Divination, and Negative energy? How about skipping the crappy mechanics of the shadowcaster, and just going "whole hog homebrew"?  :p

Fleeting Image for illusion, Devouring Shadow for negative energy, and Astral Essence or Glimmering Moon for divination (I don't remember the exact contents of each).

Hmm, I should make a Shadowcaster fix. But that would probably look too much like a Sorcerer with class features. How about if the shadowcasting mechanic, instead of locking you to having each mystery available 1/day (or 2/day or 3/day), gave you a pool of uses for each of your apprentice, initiate, and master paths, which would be spent spontaneously to cast your mysteries. At the beginning of the day, you would prepare your mysteries form those you know (a number far greater than the current crappy 1/level). The more your prepare, the fewer daily uses you get. Prepare less, and get more uses. Gets a hint of both prepared (Int-based) casting and spontaneous (Cha-based) casting blended together, with a bit of being different so it's not just casting by another name. Also, at-will fundamentals from level 1, would there be anything broken about that?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on July 20, 2012, 10:23:26 AM
I think I'm going to write this up later. I'll just jot down some stuff here as a placeholder, and for help brainstorming. If you'd rather me not clog up your thread, and instead post it in one of my own, just let me know, Garryl.

Shadow Spy (or Umbral Oracle, still debating the name... and focus)
Requirements: 8 ranks in Spot and Hide. Must know at least one Formula from the Fleeting Image (http://www.minmaxboards.com/index.php?topic=4073.0) circle, and one from either the Astral Essence or Devouring Shadow Circles. Must know at least one Formula of second level or higher.
Special: Must have spent 24 hours in a dark place with no light source brighter than starlight.

Abilities:
Shadow Familiar - You can animate your shadow and have it act as a spy, scout, or just a second pair of eyes while keeping watch.

Have this scale with level, starting out with a very limited range it can move away from the character, and no ability to interact with anything (other than observing). Later on, it will be able to move farther away (eventually unlimited as it becomes a full-blown cohort/familiar) and interact with the physical world (maybe give it the stats of a Shadow (http://www.d20srd.org/srd/monsters/shadow.htm), but without the create spawn ability). Also, have it start out with darkvision, then get the ability to see in magical darkness.

SLAs: Later on, give the shadow companion SLAs like Shadow Walk, Clairvoyant Sense (http://www.d20srd.org/srd/psionic/powers/clairvoyantSense.htm), and Remote Viewing (http://www.d20srd.org/srd/psionic/powers/remoteViewing.htm) (because the psionic versions of these are a lot better than the arcane version). These will only be usable in areas where there are natural shadows or in areas of darkness or shadowy illumination.

Me and My Shadow
Give the character the ability to share/borrow some of the abilities of his shadow companion, and eventually merge with it, gaining all of its abilities (and more?).

The class will also progress spellshaping, of course, and be a d6 HD, 3/4 BAB class with 6 skill points per level and a focus on stealth. I'm debating whether it should also have some other focus, like Knowledge-based abilities, Sense Motive/Read Thoughts, Divination (although there are already two "Divination"-based spellshaping PrCs), etc.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 20, 2012, 10:24:40 AM
Here's my shadowcaster fix (http://www.minmaxboards.com/index.php?topic=6231.0).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 20, 2012, 11:32:37 AM
I think I'm going to write this up later. I'll just jot down some stuff here as a placeholder, and for help brainstorming. If you'd rather me not clog up your thread, and instead post it in one of my own, just let me know, Garryl.

Nah, go right ahead. It's a public thread. I just use it as a notepad, but it's got a life of its own.

Quote
Shadow Spy (or Umbral Oracle, still debating the name... and focus)

From what abilities you've mentioned, I'm getting a vibe similar to the way the Blades of Nammara used their Shade familiars (from Bared Blade if I remember the book's name right, think magical assassins working for the goddess of justice).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 20, 2012, 12:25:47 PM
Shadowcasting, Mk. whatever

A shadowcaster begins play knowing all fundamentals available to her and 3 apprentice mysteries. At every level thereafter, she learns 2 new mysteries of her choice that she can cast. To learn a mystery of a given level, the Shadowcaster must be at least 2x mystery level -1.

At the beginning of each day, a shadowcaster can retrieve any number of her mysteries known. Each mystery retrieved counts against her daily uses of that grade of mystery. The 1st mystery along a path (1st, 4th, 7th) costs 1 daily use to retrieve, the 2nd (2nd, 5th, 8th) costs 2 uses, and the 3rd (3rd, 6th, 9th) costs 3 uses. Once retrieved, each mystery can be cast spontaneously. Later in the day, a shadowcaster can retrieve additional mysteries by meditating for 15 minutes and spending additional daily uses of her mysteries as appropriate.

As normal shadowcasting otherwise.

Shadowcaster: Daily Mystery Uses by Level
LevelApprenticeInitiateMaster
13----
25----
37----
410----
514----
618----
7243--
8305--
9307--
103010--
113014--
123018--
1330243
1430305
1530307
16303010
17303014
18303018
19303024
20303030

10/6/2016: Smoothed out the progression of uses so you don't actually fall behind the original shadowcaster when you're just getting 2nd, 5th, and 8th level mysteries (3/5/7/10/14/18/24/30, up from 3/4/6/9/13/18/24/30).
20/7/2012: First draft.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 20, 2012, 12:58:25 PM
So once it's retrieved, how many times can they cast it?  Or is it that there's a communal pool of uses, that you spend to (a) retrieve mysteries and (b) cast them, so that it's a tradeoff between more mysteries and more uses?

If it's the latter, I would allow retrieval at any time, kinda like an Erudite's unique powers per day except enforced by the communal pool.

That's a pretty damn cool mechanic, btw.

EDIT: Also, does the spell->SLA->Su progression still apply?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 20, 2012, 01:08:16 PM
Exactly like that. Communal pool of uses. If you want access to a mystery you haven't retrieved yet, it only takes 15 minutes to retrieve it. Spell/SLA/Su and everything else about mysteries (probably not the bonus feat thing, though, due to the increased number of known mysteries) is just as before.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 20, 2012, 01:12:40 PM
If you want access to a mystery you haven't retrieved yet, it only takes 15 minutes to retrieve it.

Missed that line.  Carry on...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 20, 2012, 05:19:22 PM
Brainstormage.

Multipurpose class construction grid.  Choose a power source (draconic, deific, primal, shadow, psychic) and a caster progression (mundane, lesser, greater, full).  Not sure if unique mechanics should be tied to power sources or caster progressions, or even a third axis... probably the second choice, since you can define two mechanics and have the "caster progression" be relative strengths of two mechanics (0-100, 30-70, 70-30, 100-0 or something like that).

Ideally, you could reproduce relatively-balanced versions of the original base classes using this.

Basically, a huge project.


Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 22, 2012, 12:34:02 AM
You know, I think I can make the Diablo 1 classes for D&D using that mana mechanic I whipped up for my Mage class. Everyone gets the Sor/Wiz spell list, because Diablo 1, that's why.

Warrior
- Use Fighter chassis and bonus feats, except d12 HD.
- Starting at 2nd level, gets a small mana pool and cantrips, working up to 1st level spells at 3rd, 2nd at 7th, 3rd at 11th, 4th at 15th, and 5th at 19th. Caster level is 1/2 class level. Mana regen is 0 until about 10th level, rising to maybe 2 at level 20. Casting is Int-based.
- Repair Skill: Gain Skill Focus (any Craft) at 1st level. Can craft mundane items faster and cheaper. Get Craft Magic Arms and Armor at 11th level. Add Mending, Make Whole, and the Repair Damage line (for the spells within the level range you can cast) to your spells known and spells retrieved at all times.

Rogue
- Ranger with Trapfinding in place of Track. Also, Disable Device as a class skill.
- No animal companion.
- Gain Blindfighting instead of Endurance.
- Inner Sight: At 4th level, you can perfectly detect (as per blindisght) creatures you have attacked within the last 1 minute.
- Gonna need something for the later levels.
- Starting at 1st level, gets a small mana pool and cantrips, working up to 1st level spells at 2nd, 2nd at 4th, 3rd at 7th, 4th at 10th, 5th at 13th, 6th at 16th, and 7th at 19th. Caster level is full class level. Mana regen is 0 until about 5th level, rising to maybe 4 at level 20. Casting is Wis-based.

Sorcerer
- See my Mage class, but maximum spell level is Cha-based instead of Int. Still uses Int for bonus MP and spells known at 1st level.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 22, 2012, 08:52:36 AM
Hulking Leap

Prereqs: Jump 5 ranks, size large or larger (Goliaths and Half-giants qualify with Powerful Build), Improved Bull Rush

Benefit: You may make a hulking leap.  If you jump at least ten feet of distance and land onto or within 5 feet of an enemy, you may make a special bull rush attempt against that enemy.  If you succeed, you knock them back as far as possible but do not move with them.  If you land such that multiple enemies are within 5 feet of you, you may make the special bull rush against all of them, knocking them back  If you intentionally jump down from a height you ignore the first 20 feet of fall damage.

Inspired by Leap from Diablo 2's barbarian, but I think it needs more.

I know the version in the D2 Diablerie would work, but that needs a bit of a redo as well.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 24, 2012, 03:55:48 PM
Sublime Dervish, basically a martial adept dancer.  Available disciplines: Border of Life?, Dancing Goddess, Scarlet Rose, Dancing Fox, Dancing Leaf, Bitter Edge?

Ideas for class features?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 24, 2012, 04:11:59 PM
I'd also give Desert Wind as a discipline. It's has the most mobile feel of the ToB disciplines (possibly barring Tiger Claw, which is mobile in a different, less graceful way).

Dervish Dance: Whirling Frenzy without the flurry component. In order to gain the benefits, you must move 5' each round (or else the dance ends). Also gives Spring Attack for both normal attacks and for martial strikes. If you make multiple attacks as part of a strike, you must move at least 5 feet between each.

Uncanny Dodge (duh).

Dex to Perform checks. Or Cha to initiative checks.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 24, 2012, 04:24:00 PM
Good stuff.  Is this a prc or a base class?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 24, 2012, 04:28:29 PM
Why don't you tell me? The way you were talking about it, as an alternative to the Sublime Rogue, implied a base class. But the printed Dervish is a PrC. Give me a little more info and I'll tell you how it feels.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 24, 2012, 04:49:05 PM
Adaptive Style: Needs different prerequisites, because the current ones are stupid when (theoretical) ToB splatbooks and homebrew come into the picture.

Possible alternatives?
Prerequisites: Ability to recover maneuvers as a class feature from a base class.
Prerequisites: One level in any martial adept base class.

Invalid alternatives:
Prerequisites: Ability to recover maneuvers.
 - Various feats and a few PrCs give maneuver recovery.
Prerequisites: Ability to choose which maneuvers known are readied.
 - PrCs give this, too, as soon as you get a bonus known maneuver.
Prerequisites: More maneuvers known than readied.
 - PrCs give this, and worse, 1st level Crusaders and Warblades don't.

I need to reread the sections on PrCs granting extra maneuvers and on Martial Study. IIRC, they both reference being a martial adept in some way that should be usable.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 24, 2012, 04:51:56 PM
Why don't you tell me? The way you were talking about it, as an alternative to the Sublime Rogue, implied a base class. But the printed Dervish is a PrC. Give me a little more info and I'll tell you how it feels.

Yeah, I originally thought of it as a base class.  But I'm not sure if I have enough ideas to fill 20 levels.  I shall cogitate.  But the War-Dancer will exist.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 24, 2012, 05:23:47 PM
Alright, a little more flesh.

Wardancer
d8 HD, full BAB, good Ref, poor Fort/Will, 4 skill points (Balance, Escape Artist, Martial Lore, Perform, Tumble)
Disciplines: Dancing Goddess, Dancing Fox, Dancing Leaf, Desert Wind, Scarlet Rose
(ACFs: swap Desert Wind for Border of Life and be more like an undead, tireless dancer; swap Desert Wind for Bitter Edge and get cold-themed crap)
Warblade progression

~Wardance: Whirling Frenzy + Skirmish: move at least 5 feet each round to gain benefit; as soon as you don't, you get fatigued.  Take 5' steps between attacks.  Gain scaling bonuses including Dex, AC, damage, later extra attacks.
~Mobile Dance: make a DC 15 Dance check to ignore all AoOs from movement.
~Uncanny Dodge & Improved Uncanny Dodge
~Battlegrace: Dex to Dance, Cha to Init, Cha to Ref, Cha to AC at various levels.
~Deceptive Dance: Feint as part of a Wardance using a Dance check.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 25, 2012, 07:17:32 PM
I have a song stuck in my head.
I could get rid of it, but I don't want to.
When it's fast, I go fast.
When it's strong, I'm strong.
When it's slow, the world slows around me.
I can control it if I concentrate.
When I think about it, I can share it with my friends...
or my enemies.

(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 25, 2012, 07:18:36 PM
Seems like a powerbard prc.  Lol.  Or something having to do with okilei & ohrwurm.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on July 25, 2012, 07:32:00 PM
I have a song stuck in my head.
I could get rid of it, but I don't want to.
When it's fast, I go fast.
When it's strong, I'm strong.
When it's slow, the world slows around me.
I can control it if I concentrate.
When I think about it, I can share it with my friends...
or my enemies.

(click to show/hide)
Sounds like the Okilei race turned into a class. Or maybe racial sublevels for Okileis. One of the song choices for the Okilie's Ohrwurm song is Eclectic song... which basically means they can change their song.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 25, 2012, 07:37:12 PM
Implacable Life, a positive energy-based circle for spellshaping.

Note: This is a circle about positive energy, not light.
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 25, 2012, 08:17:46 PM
I need an interesting recovery mechanism for the Heron-Marked prc that I'm working on.  ...help?  I'm drawing a blank.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 27, 2012, 12:27:45 PM
Temporary Damage: Probably needs a better name. Basically, it functions exactly like like real damage, except that some things only heal temporary damage instead of all damage. Temporary damage can be lethal, nonlethal, vile, etc. just like normal damage. Generally, temporary damage is only used for dealing with regeneration (see below).

Regeneration: Transforms all damage taken that doesn't bypass the regen into temporary damage. Heals temporary damage only, not real damage. You don't die if your hp is reduced below -10 (or whatever your death threshold is) unless your hp without temporary damage would also be low enough to kill you. Suffocation, thirst, etc. all bypass regeneration by default as normal.
   Optionally, like PF regeneration (and I think also 2nd edition and earlier Trolls, but we played with so many house rules I don't know what's what), any bypassing damage taken negates the Delay Death component of the regeneration for 1 round.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 27, 2012, 03:14:02 PM
Quick Stick:  Same as Lightning Mace except it's for the Muspelrule from Planar Handbook instead.  It's a 1d4 19-20/x2 simple bludgeoning light weapon.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 27, 2012, 06:12:41 PM
I need an interesting recovery mechanism for the Heron-Marked prc that I'm working on.  ...help?  I'm drawing a blank.

Bump
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on July 27, 2012, 06:39:04 PM
Hmm... since it is based around White Raven and Bards... You may recover all of your maneuvers by beginning a Bardic Music effect.

Alternatively, you may recover a maneuver the first time in a round that someone empowered by your buffs makes a successful attack, heartened by their success...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 27, 2012, 06:40:57 PM
Hmm... since it is based around White Raven and Bards... You may recover all of your maneuvers by beginning a Bardic Music effect.

Alternatively, you may recover a maneuver the first time in a round that someone empowered by your buffs makes a successful attack, heartened by their success...

What?  No it isn't... it's based on Wheel of Time blademasters.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on July 27, 2012, 06:42:22 PM
Any time anyone touches Saiden/Saidar (i.e. casts a spell) within your line of sight, you may recover a single maneuver as a free action. Or should that be reserved for Warders only? I guess this class isn't specifically for Warders, is it?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 27, 2012, 07:13:20 PM
Any time anyone touches Saiden/Saidar (i.e. casts a spell) within your line of sight, you may recover a single maneuver as a free action. Or should that be reserved for Warders only? I guess this class isn't specifically for Warders, is it?

Not at all.  It's just a martial adept class based on the blademaster lore, and with three disciplines of maneuvers using the blademaster sword forms from the books.  It's here (http://www.minmaxboards.com/index.php?topic=6328.0), for anyone who wants to take a look.  I'm working on the disciplines now (among 9382543895 other things -- I'm pretty sure I have more homebrew going than EjoThims's build has attacks).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on July 27, 2012, 11:46:03 PM
Ooh... I completely mixed it up with another, similarly named PrC...

I say that you should regain a single maneuver at the beginning of each round, in a FILO stack that they can pull any maneuver out of; so, to give an example, you have 3 readied maneuvers, and you know 5 maneuvers.

At the beginning of the battle, you have maneuvers 3-2-1 readied; you use 2, so next round, you would have 4-3-1.

Then, just let them regain an extra maneuver whenever they feint, or something (you can only use 2 maneuvers in a round (barring Rushes, which not all disciplines have, and a couple Shadow Hand maneuvers), unless you are using Diamond Mind's 8th level stance, or other bonus action shenanigans.)

So, in other words, your PC's readied maneuvers look like this from round to round, if they don't use them:
1. 3,2,1
2. 4,3,2
3. 5,4,3
4. 1,5,4
...

But if they, say, actually used their maneuvers, it might look like this:
1. 3,2,1
2. 4,3,1
3. _,5,1
4. 2,5,1

And so on and so forth.

Think of it as incompletely shuffling cards; hell, in a PnP game, you could just draw off maneuver cards and just put them back in the deck when you use them.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on July 28, 2012, 12:38:49 AM
How about... in any round in which he does not miss with any of his attacks, he may recover one maneuver as a free action. Yes, it oddly penalizes people who make lots of attacks, as critical fumble rules do. But in this case, I think it makes a certain amount of sense. If you're focused, and only deliver a single, heavy blow (likely a martial strike), you seem to have a sense of mental calm compared to a guy who attacks 10 times in the same six seconds.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 28, 2012, 07:38:52 AM
Ooh... I completely mixed it up with another, similarly named PrC...

<awesome idea>

This is extremely cool... but I have no idea how to describe it in one line, and it seems quite complicated.

How about... in any round in which he does not miss with any of his attacks, he may recover one maneuver as a free action. Yes, it oddly penalizes people who make lots of attacks, as critical fumble rules do. But in this case, I think it makes a certain amount of sense. If you're focused, and only deliver a single, heavy blow (likely a martial strike), you seem to have a sense of mental calm compared to a guy who attacks 10 times in the same six seconds.
The problem with this is that you don't have so many readied maneuvers.  I think (at least until the 10th-level capstone) that there will be too many rounds where you can't recover a maneuver.

I could do what I did for the Wardancer, replacing Perform with Concentration... the more focused they are, the better at recovering maneuvers.  Thoughts?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on July 28, 2012, 07:46:14 PM
I should probably start my own thread for this kind of stuff... Incidentally, is there a thread or forum specifically for small bits of homebrew, like individual feats, that are fully fleshed out? Or should we just make a new post for each one in the main homebrew forum here? (Or just make our own compendiums? :P ) Anyway, since I'm sick of playing dragon-themed characters just to get some of the cool abilities (including feats) that are only available to them, I decided to homebrew a feat that's similar to Dragonfire Inspiration, but instead is psionic-themed. Also, if you haven't you should check out the Mantra feats at Dreamscarred Press. Some of them are awesome. For example. (http://dsp-d20-srd.wikidot.com/fury-of-the-storm)



Resonant Feedback

You've learned to imbue your songs with the power of your mind.

Prerequisites: Inspire Courage bardic music ability, must have a power point reserve, Concentration 4 ranks

Benefits: By expending your psionic focus when using Inspire Courage, you may psychically charge the weapons of your allies (including yourself), causing them to vibrate at a high frequency. Instead of the normal benefits of Inspire Courage, your allies' weapons do an extra 1d4 points of sonic damage per point of bonus to attack and damage that your Inspire Courage normally does. This replaces all other effects normally produced by Inspire Courage, but otherwise works the same (duration, range, etc).

In addition, any creatures that use echolocation have that ability disrupted within 20 feet of anyone holding a weapon affected by this ability.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Agrippa 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.
(click to show/hide)

Your death knight idea sounds interesting, but I was thinking more along the lines of Saint Kargoth (http://www.canonfire.com/wiki/index.php?title=Saint_Kargoth) than any Warcraft death knight. I'm not nearly that old.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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 (http://www.canonfire.com/wiki/index.php?title=Saint_Kargoth) than any Warcraft death knight. I'm not nearly that old.

Thanks. I'm fleshing those ideas out more here (http://www.minmaxboards.com/index.php?board=112.0), if you'd like to weigh in with your thoughts.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 31, 2012, 02:10:51 PM
ToB Pyrokineticist, requested by phaedrusxy (http://www.minmaxboards.com/index.php?topic=6311.40;msg=95500)
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.

(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on July 31, 2012, 04:20:07 PM
If only there were a place where they were all compiled... just kidding ;)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.

(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on August 01, 2012, 12:49:32 PM
The system I use in Exiled  (http://www.minmaxboards.com/index.php?topic=861.0)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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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
(click to show/hide)

Pressure Strikes
(click to show/hide)

Releases
(click to show/hide)

Mantras
(click to show/hide)

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
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra 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...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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?


Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival 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?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 08, 2012, 10:16:35 AM
Okay, so there's this world, and around it (hundreds of light years away or so), there's this uniform, spherical cloud of dust expanding outward like a growing shell. Except now it's collapsing inwards due to gravitational forces pulling it together. In only [x amount of time], it will collapse to the center, where this planet it, wiping out all life on it.

This planet, the shell, and the plane they are on have a history. The plane itself used to be a Far Realms-type place where reality does not exist in any way, shape, or form we can possibly comprehend. A plane of primordial chaos. It was at war with some other plane, one of ultimate law and order. The order plane built a bomb, a perfect sphere placed in the center of the chaos plane. When it exploded, it released an expanding shell. Inside the shell was uninhabitable for the denizens of the chaos. So they did the only thing in their power they could to fight back and stem the tide of their destruction. They invented physics. Suddenly, gravity existed, and its pull started pulling the shell back in on itself, slowly decelerating it, then accelerating it inwards. But physics had another effect. It introduced randomness and change into the otherwise fixed nature of the interior. Where once a perfect sphere existed, the spent remains of the planar bomb, it slowly began to vary. Life began to evolve on it.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 08, 2012, 03:54:00 PM
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.

That one I didn't think about, but Awaken on a PC is broken anyway and shouldn't be used.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 08, 2012, 09:01:53 PM
Reinforced Crossbows

These variants on normal crossbows have a heavier frame and spring, allowing them to fire bolts with far greater velocity. A reinforced crossbow weighs twice as much as a regular crossbow of its type, and has a range increment 20 feet larger when fully cranked. However, they are, obviously, harder to crank to their fullest extent. A reinforced crossbow costs twice as much as a normal crossbow, plus an additional 100g per point of strength rating.

A given reinforced crossbow is made for a given strength rating, similar to composite bows. A character with a strength modifier at least as high as the crossbow's strength rating can wield and reload it like a normal crossbow of its type, cranking it fully as part of reloading it. For every point of strength modifier below the weapon's strength rating, the character requires one additional full-round action above and beyond the normal action or actions needed to reload the crossbow to fully crank it. Fully cranked, the weapon grants a bonus on damage rolls equal to its strength rating. When fired while not fully cranked, the range increment is reduced by half and the attack suffers a -2 penalty on attack rolls.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 09, 2012, 01:51:57 PM
Revamped sizes and 5' steps.

Reaches given are for upright bipeds. Use the reach for one size category smaller for quadrupeds and other non-upright creatures.

SIZE: Space/Reach
Large: 10'/10'
Huge: 20'/20'
Garganutan: 40'/40'
Colossal: 80'/80'

Shift: A new action option that replaces 5' steps. For smaller creatures, it's effectively the same as before. However, big creatures can move further than just 5'. When a creature shifts, it can move a distance up to half its space (rounded down to the nearest 5', minimum 5') in a straight line, to a maximum of its movement speed for the mode it uses.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on August 09, 2012, 01:53:26 PM
Shift: A new action option that replaces 5' steps. For smaller creatures, it's effectively the same as before. However, big creatures can move further than just 5'. When a creature shifts, it can move a distance up to half its space (rounded down to the nearest 5', minimum 5') in a straight line, to a maximum of its movement speed for the mode it uses.
Great idea. I remember hearing someone discuss something like this, but have never seen it implemented in a game. It makes being big even better than it already is, though...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 10, 2012, 12:01:38 AM
Fighter as (over-the-top) fighting styles.

Basic chassis is as present. In addition, at first level, the Fighter chooses a distinct fighting style, and gains additional benefits relating to that style at every odd level. At 6th level, choose a second fighting style. You gain the benefits of that style as a Fighter of your level -5. At 11th level, you gain a third fighting style as a Fighter of your level -10. At 16th level, you gain a fourth and final fighting style as a Fighter of your level -15.

Oversized Weapon Fighter
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Lightning Bruiser
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Determinator
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Juggernaut
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Forgemaster
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 10, 2012, 07:25:47 PM
Breathe Weapon [Breath]
Prerequisites: Breath Weapon
Benefit: As the same action as drawing a weapon would take, you can channel your breath weapon into the form of a weapon you can wield. This can be any weapon with which you are proficient, chosen when you use this ability. The breathed weapon functions in all ways as a masterwork weapon of its type, except that instead of dealing damage, any creature you hit with it is subject to your breath weapon (a saving throw may reduce the effects, as normal).

Being made of energy, your breathed weapon cannot be sundered. It can be disarmed, but you add your Constitution modifier as a bonus on the opposed attack roll to avoid being disarmed of it. Any creature other than yourself who holds the breathed weapon is subject to your breath weapon once per round as though struck.

Using this ability counts as a use of your breath weapon. A breathed weapon lasts for 1 minute before dissipating.

Edit: Probably want to drop the duration on this, probably 1d4+1 rounds. Maybe also you can't use your breath weapon again until this dissipates.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 10, 2012, 07:39:27 PM
Einhander addition:

If you have 9 or more ranks in Tumble, you gain the benefits of the Dancing Blade Form stance while wielding a light or one-handed weapon in one hand and nothing in your off hand.

I'll eventually rework this into a rewrite of the feat, but for now that's what I've got.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 11, 2012, 02:38:22 PM
Some notes on combining characters' ability scores (to be used with giant mecha... yeah, the idea's still floating around my head even since the previous thread).

Treat each ability score as the controlling creature's ability score plus the ability modifier of the other creature's ability score, excluding modifiers from ongoing sources (such as spells and magic items, but not instantaneous effects). Modifiers to an ability score from either party caused by ongoing sources are applied to the gestalt whole's final score, stacking as normal.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 11, 2012, 11:54:01 PM
How much do you think this would change the game?

Taking a 5' step doesn't provoke attacks of opportunity for moving into another space a creature threatens. If you move entirely outside of a creature's threatened area, you provoke and attack of opportunity from that creature as per normal movement.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on August 12, 2012, 11:43:50 AM
It'd reduce combat mobility even more I think. Not sure if you think thats desirable, D&D combat is pretty immobile as it is.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 13, 2012, 09:18:03 AM
I was just thinking of older editions where the 5' step didn't exist, along with other mechanics which meant that completely avoiding the risk of spell disruption weren't possible. Consider it with some combination of the following additions:

Break Away
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AoOs
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 14, 2012, 10:45:53 AM
Revamped weapon proficiency. Ironically, this variant may seem closer to AD&D's proficiencies that 3.5's.

Proficiency is no longer boolean. You have degrees of proficiency. If you have given degrees of proficiency with one or more weapons form different sources, they don't stack, use only the highest. Generally, only classes give you fixed degrees of proficiency. Most feats modify your proficiency.

Any class that originally gave proficiency with any simple weapons gives 1 degree of proficiency with all weapons it gave proficiency with.
Any class that originally gave proficiency with any martial or exotic weapons instead gives 2 degrees of proficiency with all weapons it gave proficiency with.
The Fighter class gives 3 degrees of proficiency with all weapons. Even exotics.
Simple Weapon Proficiency gives 1 degree of proficiency with all weapons.
Advanced Weapon Proficiency (combining the old Martial/Exotic Weapon Proficiency and Improved Unarmed Strike feats) gives 3 degrees of proficiency with the chosen weapon.
Weapon Focus and the rest of the chain each increase your degree of proficiency with the chosen weapon by 1 in addition to their previous effects.
Racial weapon familiarity increases your proficiency with a weapon by 1 degree.

Simple weapons require 1 degree of proficiency to use properly.
Martial weapons require 2 degrees of proficiency to use properly.
Exotic weapons require 3 degrees of proficiency to use properly.

Some weapons give additional benefits if you have high proficiency with them. For example:
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 14, 2012, 04:56:39 PM
Minor Wounding Aura (Clr 2, DN 2): As Inflict Minor Wounds, but affects all creatures within 30' once per round for 1 round/level.
Light Wounding Aura (Clr 3, DN 3): As Inflict Light Wounds, but affects all creatures within 30' once per round for 1 round/level.
Moderate Wounding Aura (Clr 4, DN 4): As Inflict Moderate Wounds, but affects all creatures within 30' once per round for 1 round/level.
Serious Wounding Aura (Clr 5, DN 5): As Inflict Serious Wounds, but affects all creatures within 30' once per round for 1 round/level.
Critical Wounding Aura (Clr 6, DN 6): As Inflict Critical Wounds, but affects all creatures within 30' once per round for 1 round/level.
Harming Aura (Clr 8, DN 8): As Harm, but affects all creatures within 30' once per round for 1 round/level.
Vampiric Aura (DN 7, Sor/Wiz 7): As Vampiric Touch, but affects all creatures within 30' once per round for 1 round/level. You gain temporary hit points equal to the highest damage dealt to any one creature (does not stack between rounds).

(Remember, you're within 30' of yourself.)




I have an even better idea!

Spell Aura [Metamagic]
Turn a touch spell into an emanation that affects all creatures within 30' (including yourself if you are a valid target). If the spell was instantaneous, it instead lasts 1 round per caster level, but only affects each creature the first time it enters the emanation. A spell aura uses a spell slot 2 levels higher than normal.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on August 14, 2012, 07:52:49 PM
Spell Aura sounds familiar... maybe a little crystalline...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 15, 2012, 02:47:27 AM
Spell to Power Ardent.  Swap the mantles for psionic versions of cleric domains/appropriate spells.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 16, 2012, 12:15:00 PM
Skill Parcels

De-granularizing skill points. At every level, you get some number of skill points you can assign to your skills. You get a +4 bonus to that skill for every point assigned. Maximum one point per skill at level 1, +1 at 5th and every 4 levels thereafter.

Classes (and Int and human bonus and stuff) give 1/4 the points they used to. Use fractions, much like fractional BaB. So a human fighter with Int 13 would get 1 skill point per level.

All skills, in addition to having higher modifiers, grant some extra benefits by rank.

Skill prerequisites would need to be reworked. As would first level benefits. And class vs. cross-class skills. And how you spread things out so you can actually have multiple skills trained at levels before 4, 8, 12, 16, 20, etc.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 17, 2012, 09:57:23 AM
Denial

If I can't see it, it's doesn't exist (Su): You have improved cover against creatures that have total concealment from you.

If I don't understand it, it's just a trick (Su): As long as you have not identified a spell, you treat it as an illusion and are immediately granted a saving throw to disbelieve it (in addition to any saving throws it may already grant). You only gain this special disbelief saving throw once the first time you become aware of any given spell (when it's cast, or in the case of ongoing spells when you can perceive it or its effects in some way).

If I don't like it, it must be evil (Su): Your abilities that normally function only against evil creatures, or that have greater effects against evil creatures, function or provide their greater effects against any creature you consider your opponent, regardless of alignment.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 18, 2012, 01:09:50 PM
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.

That one I didn't think about, but Awaken on a PC is broken anyway and shouldn't be used.

Bit of an update I thought of:

The effects of any spell you cast on yourself while wild shaped using this feat only last as long as the single wild shape does if the effect doesn't end before then.  For example, if you cast Animal Growth on yourself and then ended or changed your wild shape, the spell would end.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 18, 2012, 03:19:21 PM
That limitation is both too specific and too general, and doesn't influence Awaken anyways (it's instantaneous). Too specific because other casters can still Animal Growth or Awaken you without limitation, and too general because it kills your Barkskin and Bull's Strength and other buffs that you could put on yourself regardless.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 18, 2012, 10:53:38 PM
"The effects of any spell you cast on yourself... using this feat..."

It only allows the person wild shaped to cast certain spells on himself, and all effects of any of those specific spells end when the wild shape ends.  The benefits of Awaken are still effects of a spell, thus it ends.  I guess I need to clean up the wording though.


While I'm here:  I just realized Natural Spell was a [Wild] feat in Masters of the Wild, but was not given that descriptor in the 3.5 update.  The best reason I can think of for this is they didn't want to release any other [wild] feats in core, so they just took the descriptor off.   :fu WotC, it deserves to be a [wild] feat!
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 19, 2012, 12:49:21 PM
Dark Archer

An invoking variant of the Arcane Archer. See also my revamped Arcane Archer.

Invoking: Can't decide if it should progress your existing invoking or grant a new progression (ending with 2 least, 2 lesser, and 1 or 2 greater by level 10).

Eldritch Arrow: Add bonus damage to your shots (+1d6 @ 1st and every 4 levels thereafter). If you have Eldritch Blast, add half that damage, too.

Enhance Bow: Bows you use have Greater Magic Weapon.

Imbue Arrow: At 2nd, can add eldritch essences to your eldritch arrows, but requires a standard action.

Seeker Blast: Learned at 4th level. New Eldritch Essence, 3rd (Least), blast goes around corners, ignores cover/concealment, etc.

Phase Blast: Learned at 6th level.  New Eldritch Essence, 4th (Lesser), blast goes through solid objects, ignores cover/concealment/armor, etc.

Eldritch Hail: Starting at 8th level, can take a full-round action to make a bow attack against any number of targets within range. Can apply and eldritch essence as Imbue Arrow.

Consuming Blast: Learned at 10th. New Eldritch Essence, 6th (Greater), blast deals negative energy damage. You heal half the damage dealt.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on August 20, 2012, 08:59:22 PM
A transformational prestige class based on Boots & Cloak of Elvenkind, which turns you (over X levels) into an Elf.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: littha on August 20, 2012, 09:03:10 PM
A transformational prestige class based on Boots & Cloak of Elvenkind, which turns you (over X levels) into an Elf.

A prc that turns you into an ECL 1 race?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on August 20, 2012, 09:07:18 PM
A transformational prestige class based on Boots & Cloak of Elvenkind, which turns you (over X levels) into an Elf.

A prc that turns you into an ECL 1 race?

I haven't worked out all the prereqs, but you may have to have levels in Feater.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: littha on August 20, 2012, 09:11:04 PM
If it turned you into a drow it might be worth it as long as its is only 2 levels long :D
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: geniussavant on August 20, 2012, 09:57:19 PM
A transformational prestige class based on Boots & Cloak of Elvenkind, which turns you (over X levels) into an Elf.

A prc that turns you into an ECL 1 race?

I haven't worked out all the prereqs, but you may have to have levels in Feater.

Wouldn't it have to? After all, E.L.F. stands for Epic Level Feater right?  :smirk
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 21, 2012, 03:04:39 AM
Random rogue idea:

Special Ability:  A rogue who successfully feints allows crits and precision damage to work on the target as if it wasn't immune for one round.  This special ability may be taken a second time to increase the number of rounds to 2.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 21, 2012, 10:36:30 AM
Rogue Mk. 2

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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 21, 2012, 11:17:25 AM
Incomplete: http://www.minmaxboards.com/index.php?topic=16925.0

Truenaming, Mk. N+1

Link for me: http://www.minmaxboards.com/index.php?topic=2773.0
If this winds up any good, it will be because I stand on the shoulders of giants. I'm going to draw a lot from that and Kellus's Truenaming. The good parts, anyways.

First, some revisions to the Truespeak skill. Like any skill, it should do skill things on its own.
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Miscellaneous Truespeech Effects (effects related to the Truespeak skill and truenames that I'm not sure should be in the skill or in Truespeech magic)
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Truespeech Magic
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Utterances
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Orator (base class)
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on August 21, 2012, 11:32:10 AM
I'm thinking you'd just be expanding the PF rogue with the Rogue MKII.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 21, 2012, 11:56:38 AM
I'm thinking you'd just be expanding the PF rogue with the Rogue MKII.

Yeah, you're probably right.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on August 21, 2012, 04:37:00 PM
Another semi-joke class:  The SHAMURAI, which is a 10-level prc which gets +0 BAB progression.  It's all about convincing your opponent that you're a good fighter, so you do damage with Bluff checks instead of attack rolls.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 22, 2012, 06:41:15 PM
Brainsplosion! How I might be able to do mecha!

First off, linky (http://www.giantitp.com/forums/showthread.php?t=253168). That's sort of like what basic mecha will look like, mechanically. Just replace those modules with cybernetic modules (and energy and sockets) from Power of Cybernetics. Feats and classes will improve your abilities with them. Particularly, one path of base classes that deal solely with that kind of mecha, able to pilot whatever they come across, akin to the Warblade of martial adepts. A sword is a sword, pointy end goes in the other guy. A robot's a robot, pointy actuator goes in the other guy's cockpit. In anime/manga terms, this would be more like "real" pilots and "real" robots. Basic mecha will just be purchasable like any other piece of equipment. However, as they essentially replace large swaths of your character under normal use, they'll also prevent or dramatically impede your abilities and class features, including spellcasting, initiating, activating, etc. The aforementioned feats and class features will lessen or remove some of these limitations, eventually putting you in roughly the same boat mechanically as machine spirits (see below), where the mecha you pilot enhances your abilities instead of replacing them.

Second (and influenced by the fact that I'm reading Shinji and Warhammer 40k right now), there will be a separate category of mecha, more like "super" robots. They have a semi-sort of sentience at the very least that lets them only work, or at least work much better, in the hands of a chosen pilot. These are called "machine spirits" (and in an homage to WH40k, there will also be an Artificer-like cybernetics class called the Techpriest). Pilots will gain access to and bond with machine spirits similar to Druids and their animal companions (class feature name: Machine Bond?). Machine Spirits will level up and improve with you. Also, you're a lot more free to use your own abilities through a machine spirit. Spellcasting, manifesting, initiating, etc. will be barely impeded, if at all.

Later on, I might add some sort of crossover like Weapons of Legacy that turns a mecha into a machine spirit over the course of your career. Or a PrC that lets you do that. Or something.

Mechas are always designed for creatures of some specific size at least one size smaller to pilot them. If you're one size smaller than that, you can still pilot them, albeit with some difficulty. Any smaller and the controls probably just don't work. Any larger and you probably can't even fit inside the cockpit. A mecha can be built/designed for any such size pilots. Most mecha (and especially machine spirits) can also be retrofitted to a larger size.

Some possible mechas, by size. Because they can be enlarged, this is really just a minimum size as far as PCs are concerned, but whatever.
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on August 22, 2012, 08:52:45 PM
Yoink for the mecha, by the way...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on August 23, 2012, 01:17:48 AM
I'm thinking the biggest problem is making Mecha work without making the whole party mecha operators. Hmm.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 23, 2012, 01:37:32 AM
Might need an effective counter to them a la Yoko's gun from Gurren Lagann.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 23, 2012, 08:06:34 AM
I'm thinking the biggest problem is making Mecha work without making the whole party mecha operators. Hmm.

The first thing I'm doing is altering the scale of mecha from city-sized monstrosities to just large robots (at least at low levels). And at high levels, mundane(-ish) characters are expected to stand toe to toe with city-sized monstrosities anyways, so all is good. Aside from that, it's just a matter of keeping the numbers and abilities balanced with what's already available.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 23, 2012, 06:47:51 PM
Slight fighter redo:

Certain feats designated as Fighter feats gain a bonus when taken by a fighter, based on the character's levels in fighter.


Totally out of the blue and might cause some issues, but it might alleviate more than it causes.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 24, 2012, 09:14:40 AM
When you roll a critical threat but miss, make the critical confirmation roll anyways. If you confirm, you hit and crit, but deal damage with a multiplier 1 less than normal.
 - OR -
Any critical confirmation roll that itself rolls a critical threat (regardless of whether that would hit or not) confirms the crit.

Both of these options should "fix" the math on crits when you don't hit on all values you threaten. However, they're not perfect. The first triggers your extra effects and damage dice on a hit too much, and the second doesn't fully account for modifiers to your critical confirmation roll. Still, close enough for me.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on August 24, 2012, 10:11:54 AM
Slight fighter redo:

Certain feats designated as Fighter feats gain a bonus when taken by a fighter, based on the character's levels in fighter.


Totally out of the blue and might cause some issues, but it might alleviate more than it causes.

Actually, I've seen that fix a couple of times; my favorite iteration scales by the number of Fighter feats you have, with that number set to your Fighter level if that would be higher.

Considering that I wish that all feats worked like that...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 24, 2012, 05:54:39 PM
Fighter with Wizard mechanics
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Arsenal
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Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 27, 2012, 12:16:19 PM
Illusions

1) Illusions fools the senses in some way.
2) Illusions allow a saving throw to disbelieve them if you "interact" with them.
3) Illusions are automatically disbelieved if you experience sensory information that directly contradicts the illusion.

Well, what does this all mean? A headache. Let's try this another way.

   If you are passively aware of an illusion, you don't get a save at all. An illusion covering a side passage, for example, when you're just walking down the hall towards your destination.
   If you actively interact with an illusion, you get a save to disbelieve. Active interaction is defined as anything that normally requires more than a free action. Attacks of Opportunity also count as active interaction, despite taking no action. An attack (hit or miss), a Spot check made as a move action to notice something you missed, casting a spell, etc. all count.
   If you have evidence (not proof) that something is an illusion, you can attempt to disbelieve it (this takes no action), even if you have previously attempted to disbelieve and failed. You gain a +4 bonus on your save. Evidence is any reasonable, but also deniable indicator contradicting the illusion, such as someone you trust telling you it's an illusion, or seeing someone else's sword pass cleanly through an illusionary creature or object without apparent harm or even being slowed. You only get this one extra chance to disbelieve, and it is lost if you choose not to take it. If you are not already aware that something is an illusion, it may be very difficult to generate evidence on your own, as you will subconsciously react to what you think you perceive, pulling your blows or the like. Throwing things tends to work better than feeling or attacking in melee in this regard (which would only generate active interaction), and even then, illusions that are programmed to interact and respond to the environment generally do not provide evidence of their illusory nature.
   If you have undeniable proof that something is an illusion, you are automatically aware that it is an illusion. This is not the same as disbelief. However, should you attempt to disbelieve (which you can do as no action, even if you have previously attempted to disbelieve and failed), you automatically succeed on the save (treat as a natural 20 on the die roll and an additional +10 bonus if the margin of success is important).

You only get one chance to disbelieve a given illusion. Disbelief saves are made in secret by the DM. Like Spot and Search checks, you only know (in theory) if there's anything you've actually disbelieved when you you succeed and the DM tells you.

Awareness that something is an illusion is not the same as disbelief of the illusion. Awareness of an illusion lets you act in many ways as if it isn't an illusion, although you still perceive it as such. Disbelief of an illusion has different effects depending on the illusion in question.

Disbelief
- Figment: You remain vaguely aware of the false sensations caused by the figment, and can identify them, but you otherwise perceive reality as though without the figment. Any visual effects remain as a faint outline that does not impair your vision.
- Glamer: You remain vaguely aware of the apparent changes to the subject's sensory qualities, and can identify what changes appear to be made, but you otherwise perceive the subject as though without the glamer.
- Pattern: You can still see the images, but they do not invade your mind. Images created by the pattern appear translucent, allowing you to see through them without penalty, and any other effects of the pattern are negated.
- Phantasm: All effects of the phantasm are negated. Any visual effects remain as a faint outline that does not impair your vision.
- Shadow: You can identify the creations of shadow illusions as what they are, and suffer reduced effects from the shadow illusions (depending on the effect's percentage reality and the effect in question). Any effects appear as transparent images superimposed on vague, shadowy forms.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 29, 2012, 04:26:50 AM
Create a Shifter psionic class with an ability that treats psionic feats as shifters feats like Moonspeaker can get item creation and metamagic feats treated as shifter feats.  Might require Fierce Mind from Dragon 355 as a prereq.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on August 29, 2012, 01:26:26 PM
Slight fighter redo:

Certain feats designated as Fighter feats gain a bonus when taken by a fighter, based on the character's levels in fighter.


Totally out of the blue and might cause some issues, but it might alleviate more than it causes.
Sounds familiar. (http://www.minmaxboards.com/index.php?topic=729.0) ;)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 29, 2012, 01:38:19 PM
Yeah, I figured it would have been done.  I know I've read such redos, but at the time I honestly couldn't remember where.   :??? :-\
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on August 29, 2012, 01:44:15 PM
Yeah, I figured it would have been done.  I know I've read such redos, but at the time I honestly couldn't remember where.   :??? :-\
You know... I originally had a bunch of feats scaling with fighter level only, but wound up converting most (all?) of them to scale with either character level or BAB, as I thought that was a better mechanic. I'd actually forgotten about changing that, though, as no one in my games actually uses my homebrewed fighter fix (except maybe for a 1 or 2 level dip). :P
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 30, 2012, 12:07:32 PM
ToB ACFs

... well, that was easy.

Crusader
(click to show/hide)


Swordsage
(click to show/hide)


Warblade
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 31, 2012, 11:15:14 AM
Stupid movie titles

First Post: The Flame Wars
Double Post: Tagged for Deletion
Third Post: Back on Topic
Preview and Post: The Typo Menace
Quote and Post: The Lost Board Tags
Repost: The Return of Typo
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on September 01, 2012, 05:13:36 PM
Fighter Fix idea: Basically, make a bunch of abilities that, in effect, duplicate Blast Shapes and Eldritch Essences.

A Fighter can apply them to different actions they take (there could be essences that boost movement, or drinking potions, or 5' steps, or full attacks...), and they can do this at will.

Basically, it's like ToB with build-your-own-maneuvers.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on September 06, 2012, 11:02:32 AM
Raptor Grapple (http://xkcd.com/1104/) [Tactical]
Prerequisites: Balance 4 ranks, Battle Jump or wings, Improved Unarmed Strike or any natural attack
Benefits: Raptor Grapple grants you access to the following options.
   Raptor Grasp: To use this option, you must make an unarmed or natural attack as your first attack at the end of a charge from above an opponent. If the attack hits, you can initiate a grapple as though with the Improved Grab ability for that attack, and you retain your Dexterity modifier to your Armor Class against opponents you aren't grappling as long as you are only grappling the creature you attacked.
   Raptor Hold: Whenever an opponent attempts to escape from a pin or a grapple with you, you can use your ranks in Balance and your Dexterity modifier in place of your Base Attack Bonus and your Strength modifier when determining your grapple modifier. If you do, you gain an additional +4 racial racial bonus on your grapple check if you have wings.
   Raptor Attack: To use this option, you must deal damage with a natural attack or an unarmed strike to an opponent during a grapple on your first turn. On your second turn, you do not take the normal -4 penalty on attack rolls for attacking with a weapon while in a grapple.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on September 09, 2012, 05:18:38 PM
Combat Expertise addition:

Any time you use the Combat Expertise feat, you are treated as fighting defensively for all purposes.


The reason for the addition is because that's probably what it was meant to do in the first place but the rules dance around it like the designers couldn't be bothered to make it work that way.

While I'm at it, the Deadly Defense feat needs a bit of a rewrite because -2 to gain +1d6 is alright at low levels, but as weapon damage goes up the accuracy is worth more and eventually it becomes a net loss.

Addition to Spring Attack:

Against your Dodge target you are treated as threatening an additional 5 foot area around you as long as you aren't using a light weapon.  A medium creature not using a reach weapon could attack his dodge target as if he was using one, and if the creature already benefits from a reach weapon then his reach effectively increases 5 feet.

I think that might be enough to actually make it worthwhile.



Dodge chain change:

For each [Dodge] feat you gain an extra +1 to your dodge bonus.  For every 2 [Dodge] feats you can designate an additional enemy to apply your dodge bonus, but you must lower your total dodge bonus to apply this.  For example, a character with Dodge, Mobility, and Spring Attack (all [Dodge] feats with this change) has a +3 dodge bonus against one opponent or a +2 against one opponent and a +1 against another.

Since the Dodge feat is just a +1 against one enemy and that's it, I think that's an appropriate starting point.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on September 09, 2012, 05:23:24 PM
Barbarian: The Disipline. Barb ACFs as different maneuvers, with actual raging as stances which you can only enter for a certain length of time.  Or a boost, with a crappy recovery mechanic.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on September 11, 2012, 11:10:10 AM
Found this in my PM box, a buried discussion with Sirpercival.

Echotracer Ritual/Psionic PrC (either dual progression or Ritual Mage style)
    A lot of abilities based on sound and time.

    - Echotracing: Track by the sounds of the past. Functions as the Track feat, but uses Listen instead of Survival.
    - Resonance: Build up resonance in targets whenever you deal sonic damage with a power to them. Functions like the similar ability of the Serene Guardian from Shattered Gates of Slaughtergarde (or my Monk from a couple pages back, or Sirp's new and improved Mentalist class). Resonance will be used by some class-specific rituals.
    - Echoes of Reality: Force target to repeat its previous actions (like the Deja Vu power).
    - Muffle Echoes: Remove targets from time temporarily (as Time Hop).
    - Stifle Echoes: Remove targets from time permanently (as Recall Annihilation; see Weaponizing Divination in my homebrew compendium).

    Class ritual list:
    - Time Vortex
    - Zone of Timelessness: Creatures in area are subject to Temporal Stasis.
    - Ritual of Whispers: Become silent.
    - Ritual of Awakened Senses



Echoes of Future Past: look back in time by sound, a la Hindsight.
Minor -- 1 minute.
Least -- 1 hour.
Lesser -- 1 day.
Greater -- 1 week.
Advanced -- 1 month.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on September 11, 2012, 04:47:36 PM
House rule for Warlocks (and maybe also DFAs): You gain an extra, floating invocation at 5th level. You can change it to any invocation on your list that you can learn once per day by spending 1 minute. When you do, any existing instances of the invocation are automatically dismissed. This invocation can be a Least invocation only, initially, but can instead become a Lesser invocation at 10th level, Greater at 15th, and Dark at 20th.

Inspired by this (http://www.giantitp.com/forums/showpost.php?p=13873499&postcount=1).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on September 17, 2012, 11:33:54 PM
Energy Tolerance: Whenever you would take damage from a single source that deals an amount of your tolerated damage less than or equal to your tolerance, you instead take no damage of that type. Any source that deals damage greater than your tolerance deals its full damage to you, as normal.
(Or, functions as energy resistance/immunity if it would prevent the whole thing, otherwise does nothing.)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on September 19, 2012, 10:37:11 PM
Barbarian Rage (and other Con-reductions):

When your Constitution score drops [at the end of a rage] and you enough lose hit points as a result to reduce you to -1 or fewer hit points, you remain conscious and stable (if you were before). Even if your hit points drop low enough to kill you, you do not die, you merely fall unconscious. If you take damage from any other source afterwards, however, you immediately suffer the full effects of your negative hit point total. Even a single point of damage can cause your death if your hit points are low enough. Healing does not worsen your condition, even if it leaves you at negative hit points, although you cannot regain consciousness by any means until your hit points are high enough for you to be alive under normal conditions (usually -9 or higher).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on September 21, 2012, 12:40:01 PM
Favored Nemesis (Ranger ACF)
Instead of choosing a creature type for your favored enemy, you instead choose a category of character classes. You gain your bonuses against any character with at least one level in a class that matches that category. Creatures with racial abilities that both match a category and count as the ability granted by a class that matches that category also count as favored enemies, but not those with similar abilities. For example, a dragon with spellcasting as a Sorcerer would count as an arcane spellcaster class, but a Reth Dekala would not count as a martial adept class because its racial maneuvers do not function as though used by any martial adept class.

Arcane Spellcaster: Any class that grants the ability to cast arcane spells, including most shadowcasters.
Divine Spellcaster: Any class that grants the ability to cast divine spells.
Manifester: Any class that grants the ability to manifest powers.
Binder: Any class that grants the Soul Binding ability.
Meldshaper: Any class that grants the ability to shape soulmelds.
Invoker: Any class that grants the ability to cast invocations.
Martial Adept: Any class that grants the ability to initiate martial maneuvers.
Skillful: Any class that grants at least 6 + Int skill points per level.
Warrior: Any class that grants full Base Attack Bonus.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on September 21, 2012, 12:45:24 PM
Favored Nemesis (Ranger ACF)
Instead of choosing a creature type for your favored enemy, you instead choose a category of character classes. You gain your bonuses against any character with at least one level in a class that matches that category. Creatures with racial abilities that both match a category and count as the ability granted by a class that matches that category also count as favored enemies, but not those with similar abilities. For example, a dragon with spellcasting as a Sorcerer would count as an arcane spellcaster class, but a Reth Dekala would not count as a martial adept class because its racial maneuvers do not function as though used by any martial adept class.

Arcane Spellcaster: Any class that grants the ability to cast arcane spells, including most shadowcasters.
Divine Spellcaster: Any class that grants the ability to cast divine spells.
Binder: Any class that grants the Soul Binding ability.
Meldshaper: Any class that grants the ability to shape soulmelds.
Invoker: Any class that grants the ability to cast invocations.
Martial Adept: Any class that grants the ability to initiate martial maneuvers.
Skillful: Any class that grants at least 6 + Int skill points per level.
Warrior: Any class that grants full Base Attack Bonus.
Psionic (any creature with a power point reserve)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on September 21, 2012, 01:11:36 PM
What if a creature fits in more than one category?  Multiple boni?  That wouldn't happen with favored enemies...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: littha 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)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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:

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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Quillwraith on October 08, 2012, 08:23:50 PM
The undead that results when a warblade iron heart surges away the condition of being dead.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on October 18, 2012, 08:46:52 PM
The Agraramel, a thief of time.
(Note to self: Pilfer Stratovarius's Echocaller (http://www.minmaxboards.com/index.php?topic=5819.0) and my Time Sifter (http://www.minmaxboards.com/index.php?topic=2262).)
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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy 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).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on October 20, 2012, 08:12:07 AM
Spend moments to gain bonuses to saves and/or AC (or avoid effects altogether) as you manipulate the time stream.  Spend a lot of moments to teleport, as you skip ahead to where the planet has rotated a little bit.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 02, 2012, 12:15:37 PM
Hilt Smash [Fighter]
Prerequisites: Str 13, Dex 13
Benefit: You can treat any non-double melee weapon you wield in two hands as a double weapon, using the hilt of the weapon as the second head. The hilt deals bludgeoning damage with a base damage of a weapon two sizes smaller. Enchantments and other effects applied to the weapon also apply to the hilt. Similarly, any other properties that the weapon is made with (such as weapon templates and masterwork) also apply to the hilt. Regardless of the weapon used, the hilt is not considered a reach weapon, nor do any other special bonuses of the base weapon apply to it (such as bonuses to disarm attempts or the ability to be used as part of a trip attempt). The hilt is not otherwise considered a distinct weapon from the normal weapon, and any effects that would specifically affect the hilt instead affect the weapon as a whole.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on November 04, 2012, 12:01:12 AM
Hmm... so screw double weapons, then? This makes any weapon better than pretty much all of them (which isn't saying much, but still...), since you only have to pay for one "head". This also gives a nice alternative to spiked chains (or guisarme + armor spikes). I guess the reduction in damage is a big enough drawback, though. Overall, I like it.
Hilt Smash [Fighter]
Prerequisites: Str 13, Dex 13
Benefit: You can treat any non-double melee weapon you wield in two hands as a double weapon, using the hilt of the weapon as the second head. The hilt deals bludgeoning damage with a base damage of a weapon two sizes smaller. Enchantments and other effects applied to the weapon also apply to the hilt. Similarly, any other properties that the weapon is made with (such as weapon templates and masterwork) also apply to the hilt. Regardless of the weapon used, the hilt is not considered a reach weapon, nor do any other special bonuses of the base weapon apply to it (such as bonuses to disarm attempts or the ability to be used as part of a trip attempt). The hilt is not otherwise considered a distinct weapon from the normal weapon, and any effects that would specifically affect the hilt instead affect the weapon as a whole.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on November 04, 2012, 01:57:02 AM
Clever Wrestling redo:

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

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

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


Alternately, I'm thinking of a way to allow AoOs while grappling and being able to keep Dex to AC against other opponents too.  There's also the annoyance of the -4 on attacks with unarmed strikes, natural weapons, or light weapons.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 04, 2012, 04:41:01 PM
Swift Spell [Metamagic]
Prerequisites: Quicken Spell
Benefit: You can apply this metamagic feat to any spell with a casting time of one standard action and a non-instantaneous duration other than concentration. For spells with level-based durations, this only applies to spells with durations of 1 round/level or longer. For spells with fixed durations, this only applies to spells with durations of 1 minute or longer. For spells with durations involving concentration, consider only the non-concentration component of the spell's duration. This metamagic feat cannot be applied to spells with other durations. The duration of the spell is dramatically reduced, but its casting time becomes 1 swift action instead of 1 standard action. If the spell had any targets, its target becomes you. If the spell had a range longer than personal, its range becomes personal. If the spell was designed to affect objects instead of creatures, it instead affects one or more objects in your possession (as applicable), but only while they remain in your possession. The level adjustment of this metamagic depends on the duration of the original spell.
   If the spell does not have a duration exactly matching an entry on the table below, use the longest-duration entry for which the spell has a longer duration.
   A Swift Spell's duration cannot be further modified by other metamagic, spells, or abilities.

Original DurationNew DurationLevel Adjustment
1 round/level1 round+1
1 minute/level1d4 rounds+1
10 minutes/level1d4+1 rounds+1
1 hour/level or longer2d4+1 rounds+2
1 minute1d2 rounds+1
10 minutes1d3+1 rounds+1
1 hour1d6+1 rounds+2
1 day or longer2d6+1 rounds+2
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on November 07, 2012, 03:01:29 PM
Changing the rules a bit with regards to stuff like Inhuman Reach:

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


Or we could just simplify things by saying reach weapons made for X size creatures may only give a maximum amount of extra reach equal to double the normal reach of a creature of that size.  Small and medium are capped at +5, large is +10, huge is +15, etc.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 08, 2012, 10:16:31 AM
Taking a cue from 5E (D&D Next) and taking it a step further, what if saving throws were skill checks? You'd have your huge list of skills, some of which you had ranks in, some of which you didn't, just as things are now. Classes would have base Str/Dex/Con/Int/Wis/Cha save bonuses, which you could use in place of your ranks of the skill in question when making a save. Different spells and effects would have different skill saves. Web would be an Escape Artist save, Fireball a Tumble save, Charm Person would be a Sense Motive save, Rock to Mud would be a Jump save, Discern Lies a Bluff save, and so on and so forth.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Quillwraith on November 08, 2012, 05:21:48 PM
Taking a cue from 5E (D&D Next) and taking it a step further, what if saving throws were skill checks? You'd have your huge list of skills, some of which you had ranks in, some of which you didn't, just as things are now. Classes would have base Str/Dex/Con/Int/Wis/Cha save bonuses, which you could use in place of your ranks of the skill in question when making a save. Different spells and effects would have different skill saves. Web would be an Escape Artist save, Fireball a Tumble save, Charm Person would be a Sense Motive save, Rock to Mud would be a Jump save, Discern Lies a Bluff save, and so on and so forth.
I like this.

Actually, let's make everything skill checks. Sorcerers cast with spellcraft, etc. Have to rebalance, though, skill checks are too easy to boost.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Eldritch_Lord on November 08, 2012, 06:15:36 PM
Taking a cue from 5E (D&D Next) and taking it a step further, what if saving throws were skill checks? You'd have your huge list of skills, some of which you had ranks in, some of which you didn't, just as things are now. Classes would have base Str/Dex/Con/Int/Wis/Cha save bonuses, which you could use in place of your ranks of the skill in question when making a save. Different spells and effects would have different skill saves. Web would be an Escape Artist save, Fireball a Tumble save, Charm Person would be a Sense Motive save, Rock to Mud would be a Jump save, Discern Lies a Bluff save, and so on and so forth.

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

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

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

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

Now, if you were making a 3e variant from the ground up so that saves, attack rolls, and skills advance roughly at the same rate, that might be more workable mathematically, but you still have the problem of people investing no ranks vs. investing full ranks in certain skills.  Look at SWSE: the difference between "no ranks" and "full ranks" is +10 at most, skill training is worth +5, bonuses above +1 or +2 are hard to get, and it's very hard to stack bonuses from more than one or two sources.  Yet even with the similar progressions, Force powers using opposed checks (which consist of one skill, Use the Force, against a selection of other skills such as Perception/Acrobatics/etc.) are far too good against untrained enemies, and Force powers against defenses are only balanced at mid levels when trained Use the Force is within a few points of automatically-progressing defenses, with Force powers dominating at low levels and falling off at high levels with less than a +10 skew either way.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 09, 2012, 02:34:08 PM
Speaking of save DCs, what if the save DCs of spells (and similar effects) were based on the save they targeted? Int for Reflex saves, Wis for Fort saves, and Cha for Will saves (and for when save DCs are needed for effects without saves for whatever reason)? Shuffle it around as you see fit. Different classes wouldn't necessarily even need the same stats for each save type, although the consistency would be good.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on November 10, 2012, 03:10:31 PM
That would be pretty good to have. It does help make Offense Diversity more a thing than outright victory.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: ariasderros on November 10, 2012, 08:29:31 PM
Homebrew requests:
Another Martial Discipline, focused on throwing: specifically, trowing axes and javelins (as per the gloves of endless javelins).

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

Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on November 10, 2012, 10:10:00 PM
I can work on these, perhaps.  Since I write martial adepts like it's my job.

(I wish it was my job.)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: ariasderros on November 10, 2012, 11:02:29 PM
I can work on these, perhaps.  Since I write martial adepts like it's my job.

(I wish it was my job.)

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

I mentioned you.

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

So, you do get paid to do some of this :)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 12, 2012, 01:05:54 AM
Life Domain - Similar to the Healing domain, but mostly just an excuse to add in some SpC spells and tweak the list to be a bit more useful.

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


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


Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 12, 2012, 09:40:17 PM
A base class (or maybe PrC) all about teleportation.

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

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

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

Warp Breach (Sp): [High level ability.] As a standard action, you can randomly teleport all matter in a 40-foot radius burst centered on a point within medium range to random locations on random planes. This deals 30d6 damage, ignoring hardness, to all creatures and unattended objects in the area except those that you designate. Creatures and objects that are reduced to 0 hp or lower by this damage are disintegrated, and their component atoms are scattered across the multiverse. Attended objects that are no longer attended due to the creature attending them being annihilated in this way are also subject to this damage. A successful Will save (DC 10 + [Class level] + [Ability modifier]) halves this damage. Warp Breach is a teleportation effect and is the equivalent of a 9th-level spell.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 17, 2012, 11:16:53 PM
Locate Death
Divination
Clr 2, Drd 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: 1 mile/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

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

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

Material Component: A drop of blood.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 18, 2012, 12:12:01 PM
Timid Berserker [Flaw]
You are meek and timid until you fly into a destructive frenzy.
Effect: When not in a rage, frenzy, or similar state, treat your Strength, Constitution, and Charisma scores as 2 points lower than they actually are (minimum 1).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 21, 2012, 11:24:49 AM
Frenzy [General]
Prerequisites: Con 13, ability to rage.
Benefits: Whenever you rage, you can push yourself further into a frenzy. While in a frenzy, you gain a +2 morale bonus to your Strength score (which stacks with any bonuses granted by your rage), temporary hit points equal to your character level, and you can make a single attack with a -5 penalty on your attack roll once per round as a swift action. However, you cannot choose to end a frenzy prematurely, and at the end of the frenzy you are exhausted for the duration of the encounter (or fatigued if you have the Tireless Rage ability or a similar effect). Each round spent in a frenzy counts as one extra round when determining how long you can remain raging.


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


Immortal Frenzy [General]
Prerequisites: Con 17, Frenzy, Deathless Frenzy.
Benefits: While in a frenzy and at negative hit points, you gain fast healing equal to half your negative hit point total, rounded up. While in a frenzy, you can use your full maximum hit points in place of your actual hit points (whichever is better) when determining the effects of nonlethal damage.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 23, 2012, 12:33:24 PM
Completed: http://www.minmaxboards.com/index.php?topic=16809.0

Hexblade base class
Yet another Hexblade remake.

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

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


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

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

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

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

(click to show/hide)

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

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

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

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



Feats
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 23, 2012, 05:41:23 PM
Yet another variant skill system.

There are 6 skill checks, one for each ability score. You invest skill points into each ability score, gaining a bonus on all skills related to that score. If you're trained in a skill (it's a class skill for one of your classes), you also get a +5 bonus on skill checks that can reasonably go under that skill (think of class skills more like specific areas of expertise to supplement your training/ranks). No Int modifier to skill points, just 1-4 per level based on your class (take the current skills/level for classes and just divide by 2). Don't multiply by 4 at 1st level.

Combine this with the skillset of your choice. Be flexible, no reason there can't be some overlap between skills (for the +5 bonus, that is; not all Disable Device checks need be Int-based, Dex works as well sometimes).

The +5 for class skill is from the 3 point increase over your level you normally get, plus another 2 points for synergies so we don't have to worry about them (and since they don't exist). Or maybe it's because that's what SWSE and 4E do for trained skills. The possibilities are... no, that's about all of them.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 04, 2012, 01:17:02 PM
Expanding on this (http://www.minmaxboards.com/index.php?topic=243.msg100284#msg100284).

Break Away
(click to show/hide)


AoOs
(click to show/hide)


Mobility
Prerequisites: Dex 13, Dodge
Benefit: You gain a +4 dodge bonus to your armor class against attacks of opportunity. In addition, you can move up to your full movement speed when performing a break away action instead of only half.


Spring Attack
Prerequisites: Dex 13, Dodge, Mobility, BAB +4
Benefit: As part of performing a break away action, you can split your movement before and after your attack (instead of only after). You provoke no attacks of opportunity for your movement out of your starting space or any space you attack from, nor do you provoke an attack of opportunity from any creature you attack for any movement made as part of the break away action. If you have the ability to make multiple attacks as part of a break away action, you can apply some of your movement between each attack as well.


Bounding Assault
Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, BAB +6
Benefit: As part of performing a break away action, you can make a full attack instead of only a single attack.


Defensive Break Away
Prerequisites: Tumble 5 ranks, BAB +1
Benefit: You do not suffer a penalty on your attack rolls made as part of a break away action for fighting defensively. If you fight defensively as part of a break away action, you may still suffer the penalty on other attack rolls made during the round.


Plow Over
Prerequisites: Improved Overrun
Benefit: As part of a break away action, you can attempt to move through the spaces of any creatures you attacked and overrun them as part of the same action.

Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 04, 2012, 07:33:49 PM
Core feat prerequisite changes. Because the current ones are just stupid so damn often. Naturally, many other feats that rely on these as prerequisites will also need to have similar changes.

Combat Expertise: BAB +1
Dodge: --
Far Shot: Precise Shot
Improved Bull Rush: Str 13
Improved Disarm: BAB +1
Improved Feint: Bluff 1 rank
Improved Grapple: Improved Unarmed Strike
Improved Overrun: Str 13
Improved Sunder: BAB +1
Improved Trip: Str 13
Power Attack: BAB +1
Precise Shot: --
Rapid Shot: Dex 13, Precise Shot
Weapon Finesse: Dex 13

Less because they're stupid and more because there's no reason for you to have them if you can't use them unless you're doing something cheesy.
Metamagic Feats: In addition to any existing prereqs, most of these require the ability to cast a spell of the metamagic's spell level adjustment or higher. The exceptions are variable adjustment metamagics (Heighten) and +0 adjustment metamagics (Invisible, Sanctum), which just require the ability to cast spells (ignoring level).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: RobbyPants on December 04, 2012, 09:34:27 PM
As I said in the other thread, I like the Break Away mechanic. As for the feats, it's a nice boost to stuff like Mobility, but while Bounding Assault is nice, it has a pretty big feat investment.

Our games may play out differently, but I'm not used to people trying to move from one opponent to another that often. Perhaps it's an effect of the AoO system, the full attack system, or the player just deciding to finish up the guy they're on. That being said, in my experience, I'm not sure I'd want to spend feats to improve something like Break Away.

What I like about Bounding Assault is that it basically gives you a way to treat a full attack as a standard action. It's just a round about way to get there. I've been debating for some time now if I should make full attacks standard actions. I feel it would kick a lot of ToB in the nuts...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 04, 2012, 10:22:48 PM
Like most things in this thread, I'm not shooting for any particular balance point with these feats. Mostly it's just an exploration of the mechanics, namely that the Spring Attack line of feats can pretty easily work with the break away action.

Here's a question: How much should full-attacking as a standard action cost, if it were available? WotC says you can get limited forms of it for 3-5 feats (SA line), 1 level of Barbarian (Pounce), a swift action and a 2nd-level power (Hustle), and probably a few other ways. Me, I think it's worth more than 1 feat, and I agree that 4 is a little excessive. What are your thoughts?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on December 04, 2012, 10:38:19 PM
I'd say around 3 feats would be fine, really.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 05, 2012, 01:51:01 AM
Barbarian needs more rage!

Core mechanics:
Rage. The basic rage can be started as a free action, lasts for 0 rounds, and does exactly nothing. You get to craft your own personal form of rage from a number of templates and effects, each of which can be further modified on the fly by spending fury points. Only 1/encounter initially, but at higher levels you can enter multiple rages at once, or consecutively.
Fury points. Whenever you deal damage or take damage, you gain one or more fury points. Your maximum fury and the amount you start each encounter with rises with your level.



Rage components:
   Each component has a base cost in fury points, which may be positive or negative. Add up the total cost of all components used in your rage. The rage costs that many fury points to enter, and while enraged your maximum fury points are reduced by the same amount. If the final cost is negative, you gain the negative value when entering the rage, and your maximum fury is likewise increased.
   Many components have an augment effect. While in a rage, you can spend fury points on the augment components of your rage. Except as noted, this takes no action. You needn't even be conscious. You can normally only spend fury points on augmentations during your turn. Track the total amount of fury spent on augmenting each component across the duration of your rage to determine the total effect. You cannot spend more fury points on a given component's augmentations than your class level.
   Since the base duration of a rage is 0 rounds, ending instantly, you must select a rage component that alters its duration. You can only select one such component. Duration components are listed separately for ease of use.

General Rage Components
(click to show/hide)

Penalty Components
(click to show/hide)

Duration Components
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: RobbyPants on December 05, 2012, 07:02:29 AM
Here's a question: How much should full-attacking as a standard action cost, if it were available?
Three feats makes it available for a non-human barbarian at 6th level.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 07, 2012, 11:31:28 AM
Rogue + Ambush = Profit?
Borrows a bit of 5E's expertise dice conceptual space, too.

Sneak Attack: At 1st level, you gain 1 Sneak Attack die, and one additional die at every subsequent odd-numbered Rogue level. Your Sneak Attack dice only apply when you attack a target that you have flanked or that is denied its Dexterity bonus to AC, but they apply for each valid attack you make. Sneak Attack dice can be spent to use ambushes. You can spend Sneak Attack dice on any number of ambushes as part of the same attack. Unspent Sneak Attack dice are lost after the attack.

Ambush: At 1st level, you learn the Deadly Strike ambush and one other ambush of your choice. You learn another ambush at every even-numbered Rogue level. You can learn any ambush on your class list, even if you do not have enough Sneak Attack dice to use it yet.

(click to show/hide)

Trapfinding
Evasion
Trap Sense
Uncanny Dodge
Improved Uncanny Dodge
Special Abilities
... all the same as normal.

Ambush Master: At 20th level, the cost of all of your ambushes with fixed Sneak Attack die costs are reduced by 1 (minimum 1 die). Those with variable costs function as though you spent 1 more die on them than you actually did as long as you spent at least 1 Sneak Attack die.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 07, 2012, 12:04:15 PM
Craft (spellsmithing)
Lets any schlub with some Craft skill make magic items.
Follows the normal rules for making mundane items. No feat or spell or CL prerequisites.
DC = 20 + CL of item

Just running a couple of numbers here.
23*23 = 529
A trained smith (4 ranks, skill focus) with some natural talent (Int 15), good tools (mwk artisan tools), and a competent assistant (aid another) has a +13 modifier. He can make a +1 sword in about 38 weeks.

47*47 = 1369
A master smith (10 ranks, skill focus) with some natural talent (Int 15 + 1 level), some magical ability (Magecraft spell), enchanted tools (mwk artisan tools, one of them +10 forges), and two competent assistants (aid another x2) has a +37 modifier. He can make a +1 sword in about 10 weeks, or a +5 sword in about 7 years.

71*71 = 5041
A grandmaster smith (16 ranks, skill focus) with absurd talent (Int 17 + 3 level), some magical ability (Magecraft spell), enchanted tools (mwk artisan tools, one of them +10 forges), and an army of competent assistants (aid another x10) has a +61 modifier. He can make a +1 sword in about 4 weeks, a +5 sword in about 2 years, or a +10 sword in about 7.6 years.

Alright, never mind, this won't work. The Craft skill takes way too damn long. Just to get to the 1000g/day that spellcasters do, you need a check result of about 265. That's plainly ridiculous. Remind me to redesign Craft one of these days.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Eldritch_Lord on December 07, 2012, 05:54:07 PM
Alright, never mind, this won't work. The Craft skill takes way too damn long. Just to get to the 1000g/day that spellcasters do, you need a check result of about 265. That's plainly ridiculous. Remind me to redesign Craft one of these days.

As a quick fix:

Efficient Magical Craftsman [General]
Prerequisite: 8 ranks in each of Spellcraft, Knowledge (Arcana), Craft (Spellsmithing), and at least one other Craft skill, ability to cast magecraft
Benefit: When determining the cost in gold and time for crafting a magic item that relies on a Craft skill in which you have at least 8 ranks (Craft [Weaponsmithing] for weapons and so forth), you use the item's price in gold pieces instead of silver pieces (or silver instead of copper, if making daily checks).  You may take a -5 penalty to your check to instead use the item's price in platinum pieces (or gold pieces, if making daily checks).
Normal: You use an item's price in silver pieces to determine the cost and time for crafting the item.  If you make checks by the day instead of by the week, your progress is in copper pieces instead of silver pieces.

...or something like that, with whatever added restrictions you want to limit the kinds of magic items you can craft that fast.  With that feat, +1 longsword can thus be made by your master smith in a day and a half (cost is 232 pp, DC is 23, taking 10 is 42 with the -5 platinum penalty, 42*23 = 966, 200/966 = ~.2 weeks), and it takes your grandmaster just over 4 days to make a +5 longsword (cost is 5032 pp, DC is 45 after voluntarily increasing the DC by +10, taking 10 is 66 with the -5 platinum penalty, 66*45 = 2970, 2970/5032 = ~.6 weeks).

Compared to the normal times of 2 days for the +1 sword and 5 days for the +5 sword, the smith actually comes out ahead of a wizard--which is really how it should be, at least for the basic magical arms and armor if not rings and such.  If you don't want mundane crafters to be able to outdo wizards, you can increase the platinum penalty to -10 or so, it'll still vastly speed up the process.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on December 08, 2012, 04:31:37 AM
Simple matter is that Craft is first, cost based in terms of duration, and linear in growth.

Complexity and Mass-based crafts - Make the 'craft unit' factor based on the weight of material involved(actually, volume, but weight applies as well and heavy materials tend to be more difficult to work), multiplied by the complexity rank of the craft.
Your craft rank then, goes against the complexity rating, which sets the DC of the roll, and the number of craft units you score per roll of work.
Raw materials just pay for craft units.


And of course, you don't actually make money with this directly, unlike magical goods, resale is not assured.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 09, 2012, 09:36:42 PM
Percentiles are for suckers.

Concealment check: 1d20 + your miscellaneous modifiers (usually none) against DC 5 (concealment) or DC 11 (total concealment) to hit.

Incorporeal attack check: 1d20 + your miscellaneous modifiers (usually none) against DC 11 to affect a corporeal target. Non-magical sources have a -10 penalty on the check. Ghost Touch weapons and force effects have a +10 bonus. Positive energy effects against incorporeal undead automatically succeed.

Arcane spell failure check: 1d20 + your miscellaneous modifiers (usually none) against DC 1 (no armor) up through DC 8 (full plate) to successfully cast. Shields increase the DC by 1 (light shields), 3 (heavy shields) or 10 (tower shields).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on December 09, 2012, 09:52:57 PM
I like that one Garryl, especially since it's difficult to use a d100 and two d10's are a bit annoying compared to a single d20.

While I'm here:  Change Multiweapon Fighting from requiring three hands to ability to wield three manufactured weapons at once.  Why?  Roronoa Zozo (http://onepiece.wikia.com/wiki/Roronoa_Zoro), that's why.  Usually needs the mouthpick weapon ability from Lords of Madness, but whatever.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 10, 2012, 01:00:59 AM
Just a reminder to myself that since I've already done a Divine Mind (http://www.minmaxboards.com/index.php?topic=1013) remake, and I'm working on a Marshal remake (in this thread, near the end of the 1st page, I think), I should probably do one for the Dragon Shaman as well, it being the third major aura user. In order to do so, I'll try to stick to my formula of minor aura + class aura + special mechanic. Minor auras are, of course, the same deal as everyone else, though I'll probably give the same number as Divine Mind, rather than the increased number that I'm giving the Marshal. For the draconic auras, I'll have to check Dragon Magic and PHB2 to see what already exists, and then make them awesome. I already have a few psychic auras in the Divine Mind that are similar to some of them.

Finally, I need the special mechanic. Divine Mind has manifesting with mantles, Marshal has/is getting it's own fancy new shouts/battlefield presence mechanic (mundane buffing and debuffing). What to do for the Dragon Shaman? There are a few options that come to mind. Invocations (like the Dragonfire Adept) and spontaneous arcane spellcasting are the most obvious. Neither mesh quite as well as I'd like with the existing sub-mechanics of Breath Weapon and Touch of Vitality that I'll look to keep. Maybe those two together could be enough? Spend points from your ToV pool to enhance your breath weapon in various ways, and/or make it do the healing? Food for thought.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 11, 2012, 04:23:45 PM
Sometimes you want an effect with a random chance of success or failure and more than one degree of success or failure. Doing more than the bare minimum will get you a better result, or failing badly might bring the pain. The standard method of randomization is the check (1d20 + modifiers vs. DC), and I have no intention of changing that. I rather like that concept as the unifying mechanic of the d20 system. No, what I'm talking about is the degrees of success/failure.

There are two main ways I can see to do it (and a few others that I won't really get into here). Each has its own advantages that make it suitable for different goals.

1) Multiple DCs. Make your roll, compare it to each of the DCs. Whatever you succeed on, you get, and nothing more. This works best, I feel, when extreme success can have multiple different ways of expressing itself, not all of which are strictly superior to all others of lower values. This setup makes it easy to let you pick which one (of the DCs you've made) you want to take after resolving the roll (as opposed to beforehand, like with the Craft skill, which is a separate matter in which you're trying for a more difficult task rather than succeeding on the same task with differently flying colors). I don't think this works well when degrees of failure (how badly you failed) are involved as in order to fail less (but still fail), you're technically succeeding, just at a less-than-ideal DC.

2) Exceed or fail by a threshold. Make your roll, and see how far above (or below) the DC you rolled. You get whatever it says. This works best, I feel, when extreme success is strictly superior to lesser success, or any time degrees of failure are involved (such as with the Disable Device skill).

Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 12, 2012, 03:03:38 PM
Cheap magic items (http://www.giantitp.com/forums/showthread.php?p=14367088#post14367088).

Now completed and expanded (http://www.minmaxboards.com/index.php?topic=17298.0) to a stupidly stupendous degree!
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 15, 2012, 01:01:08 AM
Perfect Defense [General]
Prerequisite: Int 13, Combat Expertise
Benefit: A natural 20 on an attack roll does not automatically hit you. It may still hit you if the total result is high enough to hit your AC, as normal, but the attack does not automatically hit as a result of rolling a 20 on the die. This effect does not apply while you are denied your Dexterity modifier to AC.
   In addition, you can use your Intelligence score in place of your Dexterity score when determining the bonus you add to your AC (subject to all the normal limitations of adding your Dex mod to AC).
Normal: A natural 20 on an attack roll automatically hits, regardless of the target's AC. You add your Dexterity modifier to your AC.

Steadfast Determination for AC.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on December 15, 2012, 07:45:45 PM
Biopolitan (Deathless version of Necropolitan)

I'm just going to refluff as necessary here since it doesn't take much.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on December 16, 2012, 02:38:44 PM
Seems to me it'd be better named Immortal (http://en.wikipedia.org/wiki/Xian_%28Daoist%29#The_word_xian) personally.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on December 16, 2012, 11:23:09 PM
Seems to me it'd be better named Immortal (http://en.wikipedia.org/wiki/Xian_%28Daoist%29#The_word_xian) personally.

Yeah, the name is a bit wonky, but I did it that waysince necro is the Greek prefix for death while bio is the Greek prefix for life.


Totally unrelated to that: Allow a throwing weapon enchanted with Returning to be able to do iterative attacks dammit!  Or at least have a synergy to do so.  Also, make shuriken able to be used in melee just like it's possible to do in real life.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on December 17, 2012, 12:36:48 PM
You can use practically anything in melee though.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on December 17, 2012, 02:32:38 PM
Shuriken are specifically disallowed from being used as melee weapons, unfortunately.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on December 20, 2012, 03:23:05 PM
Suggestion to make things more interesting for Power Attack users:

Addition: If a creature can add 1 1/2x its Strength modifier (or more) to its damage with a weapon, that weapon is treated as a 2-handed weapon for the purposes of all feats and abilities.  For example, a dragon could treat its Tail Slap as a 2-handed weapon for the purposes of Power Attack because it adds 1½ times its Strength bonus to damage with that attack.

And an update to certain Dragon 304 feats:

Windup was updated to Power Throw (Windup doesn't have prereqs besides Str 13+, but PT has Brutal Throw and PA)
Anything requiring Windup as a prereq now requires Power Throw instead, such feats being Bowl Over, Heft, and Route.  Heft was the one that gave me the idea, though since the Power Throw feat doesn't allow for the 2-handed version of PA it needs some reworking.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: 8wGremlin on December 24, 2012, 09:49:22 PM
ACF cleric 1st level - Heretic: you believe your religion is wrong and that your deity has given you the right to lead the religion in a new direction
replace one granted domain that you have, for any other domain not of your gods normal selection
you also get a -6 Cha penalty to NPC reactions with worshippers of your religion, unless they to are heretic priests with the same domains as you
for instance, a Heretic Cleric of Pelor gives up 'Strength' for the domain 'Summer'
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on December 25, 2012, 12:09:37 AM
Just give them Heretic of the Faith as a bonus feat at first level; as a bonus, it lets you be up to 2 alignment steps away from your god!

("Praise the Burning Hate!" Thus spake my LE Cleric of Pelor.)

Anyway, this is just a stub of an idea:

Making a magic sword no longer gives it a +X to hit or damage. It's either magic or its not. Same goes for shields and armor (I mean, DR was simplified, so why not?)

There is now a progression:

Normal -> Masterwork -> Magic -> Epic

If you have Weapon Specialization, it moves whatever weapon of that type that you wield up a step, up to Epic (so if you have Weapon Specialization (Dagger), and you're wielding a Masterwork Dagger, you treat it as a Magic Dagger.)

If a weapon is Epic, you may reroll an attack roll with it once per round, and attacks do not autofail on a 1. This is in addition to piercing DR/Epic.

If you have Weapon Focus, you get a benefit based off the type of weapon. For example, Weapon Focus in Daggers might increase the range increment for all Throwing Weapons.

This could, of course, benefit the most from that classic houserule that the Weapon Focus line affects an entire Proficiency Group (so you could grab Weapon Focus (Axe), because that's just cool.)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: 8wGremlin on December 25, 2012, 12:40:24 AM
Just give them Heretic of the Faith as a bonus feat at first level; as a bonus, it lets you be up to 2 alignment steps away from your god!

("Praise the Burning Hate!" Thus spake my LE Cleric of Pelor.)

Ooh thanks I didn't know that feat existed! Awesome!
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on January 29, 2013, 12:15:59 AM
We're back! Yay! And I've officially backed up my stuff to my computer. The rest of you are on your own.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Bauglir on January 29, 2013, 01:21:23 AM
I'm reminding you to rework crafting.

(click to show/hide)

I definitely am not trying to distract you from a positive energy spellshaping circle.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on January 31, 2013, 04:14:13 PM
While mentioning in High Arcana, I figure it bears mentioning here too.

Add Scare to the Hexblade spells, because it's just plain weird that they get Cause Fear and Fear but not Scare.  While we're at it, they need new names!  Scare, then Fear, then Terrify.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on February 02, 2013, 02:17:28 AM
Kinda bored, so I thought of this:

Unorthodox Arrows Technique
OK, so you kinda are not using arrows with your bow; that's just fine...
Prerequisites: ???
Benefits: You may use any improvised weapon that you would be able to use as a Light weapon as if it were ammunition for any ranged weapon of your choice. This is regardless of the actual shape of the improvised weapon; it is entirely possible to fire a length of rope or a single coin out of a bow (just don't ask how...)

This "arrow" deals normal damage for ammunition of its size, and has the added benefit of allowing you to apply any feat or effect that applies to improvised weaponry to your ammunition.
Normal: You can't fire fish out of your bow.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Agita on February 02, 2013, 06:58:52 AM
Kinda bored, so I thought of this:

Unorthodox Arrows Technique
OK, so you kinda are not using arrows with your bow; that's just fine...
Prerequisites: ???
Benefits: You may use any improvised weapon that you would be able to use as a Light weapon as if it were ammunition for any ranged weapon of your choice. This is regardless of the actual shape of the improvised weapon; it is entirely possible to fire a length of rope or a single coin out of a bow (just don't ask how...)

This "arrow" deals normal damage for ammunition of its size, and has the added benefit of allowing you to apply any feat or effect that applies to improvised weaponry to your ammunition.
Normal: You can't fire fish out of your bow.
Spoilered for cruelty to animals.
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on February 02, 2013, 07:15:03 AM
Prereq is Throw Anything.  And I love this feat.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 02, 2013, 12:34:19 PM
A ranged martial discipline flavored for (but not requiring) firearms (but assuming the ones you're using either have the magazine capacity to not need reloading or you have a way of doing so as a free action).

It will have a little sub-mechanic called "target lock". Some maneuvers create it, some maneuvers benefit from it. You can have a target lock on one creature at a time (barring exceptions), and you lose it if you can't see the target or you acquire a target lock on another creature.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 05, 2013, 11:10:47 AM
Incarnum meets ToB.

You know a number of styles and have a pool of focus. You can have only so many styles readied at a time. You always gain the basic maneuvers of your readied styles. By investing focus in a style, not only are its maneuvers improved, but you gain access to the higher level maneuvers. Just like normal ToB, maneuvers must be recovered once used, but if you don't want to, you can also shift your focus from one style to another, losing access to the maneuvers you've already expended and gaining access to a new set of available maneuvers. Shifting focus is a swift action and you can change your stance while doing so (even to a stance that is only available after shifting your focus). Some abilities may let you shift your focus through other actions.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on February 08, 2013, 01:08:58 PM
Goliath feat:  Stone fist.  Basically gain a slam attack that does 1d6 damage.  A bit of a step up from the 1d4 for medium creatures like Warforged, but I think it's fair due to Powerful Build and needing to take a feat for it.

Warforged feat: Adamantine Tracery: Natural weapons and grapples are treated as adamantine for purposes of overcoming DR as well as hardness.  Dunno if it should add a save bonus like the other traceries, or do something else.

Rapidstrike addition: Allow constructs to take Rapidstrike and Improved Rapidstrike, assuming they can take feats at all of course.

Random thought came to mind: What happens when a Warforged druid with the Ironwood Body feat gets his armor enchanted with the Beastskin enhancement and then proceeds to use it?  Funny stuff there.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on February 10, 2013, 10:29:29 PM
Ranger variant:  Instead of a flat damage boost against favored enemies, perhaps have Sneak Attack dice instead.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: FireInTheSky on February 11, 2013, 12:04:41 AM
Ranger variant:  Instead of a flat damage boost against favored enemies, perhaps have Sneak Attack dice instead.

Favored Enemy: Ooze!!!
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on February 11, 2013, 12:30:24 AM
Yeah, pretty much.  Admittedly though, there are rarely enough oozes going around to make that a meaningful choice.  Constructs and undead though?  Oh yes.

And in case anyone was wondering, changing it to Sneak Attack for the ranger's favored enemy would automatically bypass its immunity to SA because of type.  Since FA is so specialized and limited, it's pretty much the only way to make it meaningful.  Something the designers realized during the 3.5 revamp since in 3.0 a ranger actually didn't get extra damage against creatures immune to crits except via a feat, and that feat applied only to one of the ranger's FAs.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Bauglir on February 11, 2013, 01:00:37 AM
Yeah, if you're going for racism-based damage, you need to make it reliable on the occasions it actually comes up.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 11, 2013, 04:25:24 PM
Weapons of Legacy done right

Some notes for now...
1) A weapon is a cool tool. It does neat things. It is not, however, an extension of your class features. Working better with some class features is fine. Requiring them for basic functionality is not.
2) Costs should bring benefits worth the cost. Levels at which the weapon gains nothing should have no costs, appropriate to the lack of benefit.
3) It's a cool toy and you're going out of your way to make use of it, including both special costs, requirements, and learning another damn subsystem. These things are more than just what you can buy for level-appropriate cash. Not so much greater numbers, but special abilities kind of things.

Not a huge fan of how the special costs are set up. They feel like the weapon is sapping your strength, rather than you devoting your energies towards unlocking its power. Ergo, the costs as they appear are gone. You still spend cash to awaken the legacy and all that, but the abilities are split in two. One set you get just for doing the rituals. No level requirement, just cash and time and research and maybe a minor quest or two (like they are now). This set is basic stuff, basically what kind of magic item you can get just from spending that cash normally.

The second set is the special stuff. Things that you'd expect from class features and well-made feats. This is because you unlock them by spending class levels and feats. Spend a feat, get a legacy ability. Spend a class level in the newly revised 3-level Legacy Champion class (sort of like bloodline levels, but as actual class levels instead of pseudo-LA... better look into bloodlines one of these days), and get a chunk of abilities based on your level and how much of the weapon you've unlocked.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 15, 2013, 06:15:22 PM
Just futzing about with terminology a bit.

Die size: The size of an individual die. There is no die size smaller than 1d1, nor higher than 1d20 (percentile dice don't count, they're on their own separate scale). If an effect changes a die size beyond the highest or lowest size, keep track of how many steps beyond the limits it is, but only for interacting with other die size-modifying effects.
1d1 -> 1d2 -> 1d3 -> 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 1d20

Damage Rating: The expression, possibly containing multiple dice, normally used to calculate damage done. Any given damage rating contains only one size of die, although it may involve rolling multiple such dice. There are different tracks of damage rating, each of which has different expressions at each step. If a damage expression it found in multiple damage rating tracks and does not specify which, assume it's in the first such track (as they appear below).
   If an effect changes a damage rating beyond the highest or lowest step, keep track of how many steps beyond the limits it is, but only for interacting with other damage rating-modifying effects. However, unlike die sizes, damage ratings extend indefinitely upwards. Every step upward beyond those listed has twice as many dice as the one two steps lower.
   If one or more effects modify both a damage expression's die size and damage rating, apply the changes to die size after the changes to damage rating.
Standard (d6): 1d2 -> 1d3 -> 1d4 -> 1d6 -> 1d8 -> 2d6 -> 3d6 -> 4d6 -> 6d6 -> 8d6 -> 12d6 -> 16d6
Advanced (d8): 1d3 -> 1d4 -> 1d6 -> 1d8 -> 1d10 -> 2d8 -> 3d8 -> 4d8 -> 6d8 -> 8d8 -> 12d8 -> 16d8
Compressed (d4): 1d1 -> 1d2 -> 1d3 -> 1d4 -> 1d6 -> 2d4 -> 3d4 -> 4d4 -> 6d4 -> 8d4 -> 12d4 -> 16d4
Expanded (d10): 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d10 -> 3d10 -> 4d10 -> 6d10 -> 8d10 -> 12d10 -> 16d10

(Just a note. For common weapon sizes, 1d12 is expanded, 1d10 is advanced, 2d4 is compressed, and everything else is standard.)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on February 15, 2013, 06:18:34 PM
Interesting that with the same number of die size increases, standard and compressed do more damage than the others.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 15, 2013, 11:42:54 PM
Interesting that with the same number of die size increases, standard and compressed do more damage than the others.

Yeah. I was thinking about that as I wrote it. I think the solution is just to move the baseline up. I mean, anything that actually uses the non-standard damage rating has to start at a higher level to begin with to avoid defaulting to standard.

It's not perfect, but the quirky scaling is a byproduct of me wanting to have damage expressions of the same type but on different tracks be as close to identical as possible when moving up or down one step. For example, expanded should, technically, skip 1d10 and go straight from 1d8 to 1d12.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on February 23, 2013, 04:43:59 PM
Agile Athlete:

Prereq: Dex 13, 2 ranks in Climb, Jump, and Swim

Benefit: You may use your Dexterity modifier in place of your Strength modifier for Climb, Jump, and Swim checks.  You may not carry more than a light load while benefiting from this feat, and the combination of your Armor Check Penalty and Dexterity modifier must be greater than 0.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 24, 2013, 12:08:32 AM
Isn't that a strictly inferior version of the Agile Athlete printed in Races of the Wild?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on February 24, 2013, 12:24:49 AM
Slightly.  It does allow Swim to benefit from Dex as well, but at the expense of ACP and the character's load getting in the way.  Which is unlikely in the first place given the kind of characters that would use it anyway (dextrous types with light armor), so that last part is mostly just flavor text like what the designers add on when they think it'll matter but in practice it won't.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on February 25, 2013, 04:03:07 PM
Three Monkeys Style

Prereqs: No idea

Benefit:  Spend whatever resource to blind, deafen, or mute opponent.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on February 25, 2013, 11:15:53 PM
Three Monkeys Style

Prereqs: No idea

Benefit:  Spend whatever resource to blind, deafen, or mute opponent.
Sounds awesome. Prereq: Stunning Fist, uses Stunning Fist usages to power the feat.

Now what is the next feat in the chain, "12 Monkeys' Style", going to do?  :D
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on February 25, 2013, 11:59:51 PM
Kills all non-Monks on the Material Plane?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 26, 2013, 12:05:03 AM
Render the target insane and send him back in time?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on February 26, 2013, 12:09:19 AM
A tactical feat to blind, deaf and mute targets as the three tactics?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: FireInTheSky on February 26, 2013, 12:33:59 PM
What about the No More Monkeys feat which disallows Jump checks?   :P
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on February 27, 2013, 03:16:17 PM
Dragon Disciple revamp:

Cleric/Dragonfire Adept dual-progression PrC.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on February 28, 2013, 04:32:01 PM
Qualifying for bonus feats.
I don't remember exactly what the rules are (if they're even properly defined). Here's what I think they should be...

Specified Bonus Feats: If an effect grants one or more specific bonus feats without offering any choice or selection, you need not meet the prerequisites for the feat or feats. This includes effects that grant one or more specific bonus feats based on a separate choice (such as a 3.5E Ranger's Combat Style).

Selectable Bonus Feats: If an effect grants one or more bonus feats chosen from a list or matching some criteria (such as a Pathfinder Ranger's Combat Style feats), you must meet the prerequisites of such feats to select them. If you do not qualify for enough feats, any excess are lost.

As always, specific overrides general. Specific abilities (such as for 3.5E's and PF's Ranger Combat Style abilities) may function differently.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on February 28, 2013, 04:57:44 PM
Render the target insane and send him back in time?
I'd like to subscribe to your newsletter.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on March 01, 2013, 01:23:21 PM
3E Basic
Some (hopefully) simplified rules based on 3rd edition. Ideally this will be like an introductory ruleset

Assume (to keep things simple) that the rules only go up to 6th level. Yeah, go E6 or whatever.

Actions: You get a standard action + movement each round. You can trade the standard action for more movement. Full-round actions don't exist.

Standard actions
(click to show/hide)

Free actions
(click to show/hide)

Movement
(click to show/hide)


Stat generation is array-based. Put 16, 14, 14, 12, 10, 8 across your 6 ability scores as you choose.
Classes, skills, and spell lists will be simplified, feats will be made less trappy, and stuff.
BAB does not grant extra attacks, partly because there's no full attack any more. Also partly because it would only happen at exactly 1 level and only with a small subset of the classes. Depending on how simple things go (all the way down to just Fighter/Rogue/Cleric/Wizard), it might just be one class to boot, in which case just make it a class feature if we want it.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Eldritch_Lord on March 01, 2013, 05:23:26 PM
3E Basic
Some (hopefully) simplified rules based on 3rd edition. Ideally this will be like an introductory ruleset

*snip*

Classes, skills, and spell lists will be simplified, feats will be made less trappy, and stuff.

I ran a similar D&D for Beginners campaign for my younger cousins a while back and came up with some stuff along those lines you could borrow:
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on March 01, 2013, 07:31:27 PM
Deflective Armor (http://dndtools.eu/feats/races-of-stone--82/deflective-armor--561/) addition:

This counts as a force effect, thus raising the wearer's AC against attacks from incorporeal opponents.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on March 02, 2013, 10:40:15 AM
Alternatives to shield spikes:

All of these increase the damage done by shield bash attacks and change its damage type. They can be made masterwork and enchanted as weapons independently of the shield to which they are attached.

Shield Spikes: Deals piercing damage
Shield Razors: Deals slashing damage
Weighted Shield: Deals bludgeoning damage
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Arz 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.


Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Arz 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.

Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Nytemare3701 on March 13, 2013, 10:29:43 PM
Needs name

Artificer advancement

I did a thing. (http://www.minmaxboards.com/index.php?topic=9275)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on March 18, 2013, 10:44:20 PM
Totemist/Warlock PrC, with the requirement of the Eldritch Claws feat.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Nytemare3701 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.
 
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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".
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Nytemare3701 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival 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. :)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on March 30, 2013, 11:14:58 PM
How are things coming with that project, by the way?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on March 31, 2013, 06:26:28 AM
How are things coming with that project, by the way?
Ever so slowly.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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
(click to show/hide)


Miscellaneous
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on April 05, 2013, 03:58:48 PM
Intuitive Learner

Prerquesites: Wisdom 13

Benefit: You may use your Wisdom modifier in place of your Intelligence modifier to calculate the number of skill points you have.

Special: This feat may only be taken at 1st level.



Zen Archery modification (or make into another feat called Improved Zen Archery or something)

You may use your Wisdom score in place of your Dexterity score for the prerequisites to feats such as Improved Precise Shot and Rapid Shot.

(full list would take a long time to figure out)


And finally: Allow an option for a Dragonfire Adept to treat its breath weapon like an Eldritch Blast: Ranged touch attack against a single opponent.  May not apply another breath effect though.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 07, 2013, 05:18:42 AM
Non-magical arms and armor

Craft Exceptional Arms and Armor [Item Creation]
Prerequisites: Craft (any) 8 ranks.
Benefits: You can create any exceptional weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its exceptional features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken exceptional weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

In addition, you can craft masterwork weapons in armor in the same amount of time that it would take you to craft regular items. As long as the Craft DC (including increased DCs for accelerated crafting) is at least as high as the masterwork component's normal DC (usually 20), you do not have to craft the masterwork component separately, instead automatically completing it as soon as the rest of the item's construction is complete.
Special: A fighter can select this feat as a fighter bonus feat



Exceptional Weapons
Exceptional weapons have great power due to their flawless construction. In many ways, they function just like magic items. However, their properties are entirely mundane and are not suppressed by dispel magic, anti-magic field and similar effects, nor are they at risk of being destroyed by mage's disjunction and similar effects. An item can have both exceptional and magical properties at the same time. Exceptional weapons do not, in and of themselves, have a caster level or magical aura (although exceptional weapons that are also magically enchanted have such auras in accordance with their enchantments). Detect magic and similar effects do not, therefore, note exceptional weapons as anything special, but any character with martial training (a Base Attack Bonus of +1 or greater) can tell at a glance that an exceptional weapon is more than just masterwork. An identify spell and similar effects can determine the properties an exceptional weapon possesses, just like with magical weapons.

Just like with magical weapons, exceptional weapons can have an enhancement bonus to its attack and damage rolls. Adding an enhancement bonus requires the Craft Exceptional Arms and Armor feat and a number of ranks in the relevant Craft skill of at least 3 + 3 times the final enhancement bonus. The magical and exceptional components of a weapon's enhancement bonus stack to determine both the benefit and the final cost. Due to their permanence, the market price of an exceptional weapon is 500g higher than an equivalent magic weapon for each point of its exceptional enhancement bonus and equivalent enhancement bonus of exceptional properties (this increased cost does not count enhancement bonuses from magical enchantments). For example, a +1 exceptional longbow would cost 2900g instead of the 2400g that a +1 magical longbow would cost. A battleaxe with a +2 enhancement bonus resulting from its exceptional construction and that was further enchanted with a magical +1 enhancement bonus and the flaming property would have a final market price of 33310g (1000g more than a magical +3 flaming battleaxe's 32310g). It would function as +3 flaming battleaxe under normal circumstances and as a +2 battleaxe even in an anti-magic field.

Exceptional weapons can be reforged to improve and add additional properties to them even after construction. This functions just like further enchanting an existing magic item.

Exceptional Weapon Properties
(click to show/hide)



Exceptional Armor
See exceptional weapons, and just substitute armor in place of weapons. Increased cost is only 250g per +1.

Exceptional Armor Properties
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Nanshork on April 07, 2013, 11:26:46 AM
Zen Archery modification (or make into another feat called Improved Zen Archery or something)

You may use your Wisdom score in place of your Dexterity score for the prerequisites to feats such as Improved Precise Shot and Rapid Shot.

(full list would take a long time to figure out)

This has actually been done.

Found at the bottom of this post (http://www.giantitp.com/forums/showthread.php?t=174415).

Quote
Zen Archery

Prerequisite
Wis 13, BAB +1.

Benefit
You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll.

Special
You may use your Wisdom score rather than your Dexterity score to qualify for feats related to ranged combat (but not two-weapon fighting). You may not use this feat on attacks with two weapons.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 08, 2013, 04:33:32 PM
Fixing the Gunslinger

Gunslinger (http://www.d20pfsrd.com/classes/base-classes/gunslinger)
Firearms (http://www.d20pfsrd.com/equipment---final/firearms)

1: Firearms are simple weapons, not exotic weapons. Characters being introduced to them for the first time might not be proficient (same with any new weapon), but it's easy enough to learn the basics. More importantly, with the rest of these changes, firearms are roughly equivalent mechanically to crossbows.
2: Remove the part where you make touch attacks in the first range increment. Like all projectile weapons, the max range increment is 10, not 5.
3: Any character can clear a misfire's broken condition as a standard action, not just Gunslingers.
4: Misfires are instead like confirming a crit. When you roll a natural 1 on the attack roll, you roll again to confirm. If the confirmation roll would indicate a miss, it's a misfire, otherwise it's just a miss. The firearms that currently have misfire ranges above 1 instead give a penalty on the confirm roll (-2 per misfire range beyond 1). DMs are strongly encouraged to ignore misfires entirely in less gritty campaigns, when dealing with newer players, or when the game is getting bogged down by rolling and things to keep track of already.
5: Siege firearms are just really big firearms. Most siege firearms are just weapons sized for creatures one or more size categories larger than the ones they're intended to be used for. To compensate and make them usable, they have stands and wheels and whatnot that let them be aimed and fired accurately by smaller creatures. But I'm not covering them here.
6: Drop the price of all firearms and ammo listed there by a factor of 20. That looks, at a glance, to give reasonable prices except for the cost per shot (see below).
7: Bullets are 2 cp apiece. Black powder is 7 cp per shot. Paper cartridges are 1 cp apiece. Total price per shot is 0.1g (or, in layman's terms, negligible for any adventurer). Yes, you are assumed to be using cartridges. Not using cartridges is like using random stones with a sling.
8: Kegs contain 300 shots, not 100, so that they cost 21g (and thus don't have massive explosions for too too cheap).
9: Paper cartridges don't increase the misfire range.

Okay, that should mostly be it for PF's firearms rules. Gonna tackle siege weapons elsewhere (if I ever do). Now, to the Gunslinger itself.



...

The Gunslinger
I like the grit subsystem in principle, just not the specific implementation. A flat Wis mod grit points doesn't sit right with me. Likewise, I'm not fully keen on the recovery method. One option is to make it sort of like the Factotum's inspiration points.
(Please stop me before I make the Gunslinger into a Factotum ACF (http://www.giantitp.com/forums/showthread.php?t=204698)...)
(... with Iron Rain and what else for Martial Dilettante?)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 11, 2013, 02:47:27 PM
A psychic impression for Darksiders

The Horsemen
6th-level impression
Look up the names of those 4 legendary enhancements from Darksiders 1. They can be ability names for each of the 4 abilities the impression grants.
Powers: Form of Doom, Recall Apocalypse
Not a clue what the personality or the requirements would be.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on April 15, 2013, 04:18:24 PM
Divine Expertise

Prerequisites: Turn or Rebuke Undead ability

Benefit:  As part of a skill check, you may expend a use of your turn or rebuke undead ability to gain a +2 sacred (if you channel positive energy) or profane (if you channel negative energy) bonus on that check.  For every 4 character levels above 4th, you gain an additional +1 on the skill check, up to a maximum of +6 at level 20.

Speaking of Turn Undead, give it to Healers.  Even if it's just to fuel Divine feats, it'd still be worthwhile to give them some flexibility to actually do their job.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: TravelLog on April 15, 2013, 04:46:13 PM
Netherese Arcanist class

Picks a path to specialize in. Can learn all spells of that path. Secondary specialization only gets spells of up to 7th level. Tertiary specialization up to 5th. All other up to third. In exchange, has quasi domain slots, more spells per day, unique and powerful feats and the ability to create spells. Doesn't learn spells, but instead learns descriptors. So rather than scorching ray and fireball, he might have an Offensive Fire Spell that he can modify as desired and alter its level according to its effects.

Paths:
Biomancy: All healing spells, the Inflict line, Harm, all things undead. Any direct manipulation of life force falls under this focus.

Geomancy: Meld into X, most blasting spells including Disintegrate, all weather spells, stone tell, Xorn movement, etc. Any manipulation of natural forces falls under this focus.

Idomancy: Body of Iron, Gelid Blood, Polymorph, Transmute X to Y, Flesh to X, etc. Any manipulation of form or physical make-up falls under this focus.

Chronomancy: Haste, Slow, Celerity, Dimension Door, Teleport, Refusal, Forcecage, Repulsion, etc. Any manipulation of space or time falls under this focus.

Neuromancy: Illusions, Charm, Dominate, Glibness, Modify Memory, etc. Any manipulation of the senses or of the mind falls under this focus.

Vanomancy: Friendly Fire, Assay Spell Resistance, Etherealness, Break Enchantment, most Power Words, Protection from X, Guards and Wards, Silence, etc. Any dissolution of component parts or negation falls under this focus.

Ontomancy: Fabricate, the Creation line, Summoning spells including Gate, Arcane Eye, Magic Missile, Black Tentacles, etc. Any spell that brings something into existence or allows it to manifest on the Material Plane falls under this category.

I probably will need help on this one.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on April 16, 2013, 06:15:26 PM
Axani and Cansin (Dragon 297) racial sub levels for Incarnate.  And since it's on my mind, I might as well make them.  Once I've researched the class and races a bit better.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 23, 2013, 12:08:52 AM
Steel Fist discipline, for some of your shield-fighting needs. Also blends in a little general defensive/offensive mixtures.

Discipline Skill: Endurance (http://www.minmaxboards.com/index.php?topic=13775.0)
Discipline Weapons: Armor Spikes, gauntlet, shield bash, slam, spiked gauntlet, unarmed strike


1 - Pavise Master (Stance): Halve the ACP of your shield, make shield bashes with any shield (bucklers count as light shield, tower shields count as heavy shield but two-handed and one size larger for damage), and negate the attack roll penalty of tower shields. You don't lose your shield bonus to AC when making shield bash attacks.
1 - Shield Punch (Strike): Make a shield bash attack with +1d6 damage. You don't lose your shield bonus to AC.
1 - Iron Shell (Counter): Gain +2 on a single save. You also get Evasion (in any armor). Requires a shield.
2 - Withstand (Counter): Gain DR 5/- until your next turn.
3 - Impenetrable Barrier (Stance): Your space blocks line of effect. Effects still have line of effect to you.
4 - Shield Slam (Strike): Make a shield bash attack with +5d6 damage. You don't lose your shield bonus to AC. If you hit, make a free trip attempt (no AoO, no touch needed, no counter-trip on failure) with a bonus on the Strength check equal to the shield bonus to AC.
5 - Armored to the Teeth (Stance): Add your armor bonus to AC to all weapon damage rolls.
5 - Mithral Shell (Counter): Gain +4 on a single save. You also get Evasion (in any armor) and Mettle. Requires a shield.
7 - Shield Crush (Strike): Make a shield bash attack with +12d6 damage. You don't lose your shield bonus to AC. If you hit, make a free grapple attempt (no AoO, no touch needed) with a bonus on the grapple check equal to the shield bonus to AC. Treat this as though you had started the grapple with the Improved Grab ability for your shield bash. If you succeed, you can choose to lose the use of your shield instead of being grappled, as though you had taken a -20 penalty on your grapple check.
8 - Adamantine Shell (Counter): Gain +6 on a single save. You also get Improved Evasion (in any armor) and Improved Mettle. Requires a shield.
8 - Armored Reflection (Stance): Gain SR 5 + your IL + your shield bonus to AC. When a spell fails to penetrate your SR, you can reflect it as an immediate action, as though with spell turning. No limit on the number of spell levels, can reflect touch spells, and the spell always drains away harmlessly if you and the caster are both warded, but otherwise all normal limitations of spell turning apply.


(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on April 23, 2013, 08:49:54 PM
A feat to use one's Con mod instead of Str to figure out the character's carrying capacity.



And preliminary Axani and Cansin Incarnate subs.  I still need to work on them and get feedback, but here's the rough idea:

Cansin Incarnate Substitution Levels: Must be CN; add Bluff and Sense Motive to class skills; 4 skill points per level
1st level: A Cansin may use her Charisma modifier in place of her Wisdom modifier to determine the DC of her Soulmelds.
3rd level: Incarnum Radiance (During IR, gain ability to Dimension Door as SLA, but with only a range of 50 feet.  Leave behind Major Image like Warlock invocation.)
7th level: Gain Spring Attack (without the need to meet prerequisites) as long as a soulmeld is bound to the feet chakra.  Replaces Share Radiance ability.


Axani Incarnate Substitution Levels:  Must be LN; d8 hitdice; Add Diplomacy and Intimidate to class skills
1st level: Use Wisdom instead of Constitution to determine number of soulmelds able to be shaped?
3rd: Incarnum Radiance (Swift action to demoralize opponent while IR is up?)
7th: Radiant Denial: An Axani Incarnate may choose to impair his opponents instead of sharing his Incarnum Radiance with them.  This effect is a -1 to AC and all saves of desired opponents within 30 feet of the Incarnate.  The Incarnate must choose whether to active this ability or to share his Incarnum Radiance as normal when he activates his Incarnum Radiance ability.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 24, 2013, 02:54:32 AM
What if carrying capacity, instead of using the current exponential growth formula from Strength, was instead something simpler? And possibly also taking Constitution into account, too, because it seems like it should be involved.

Carrying capacity = Strength score times Constitution score, in pounds. Creatures without a Constitution score use 10 or their Strength score, whichever is higher. Size and other things can have their usual effects. House rules wherein you just ignore weight and carrying capacity still apply.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on April 24, 2013, 08:24:09 PM
Contemplative addition, assuming PrC's don't advance certain domain features:

Contemplative levels count as Cleric levels for the purpose of determining any effect of the character's domains.  For example, a cleric 10/Contemplative 5 with the Travel domain could have the granted power of the Travel domain active for 15 rounds per day.  This applies both to any domains the character had before becoming a Contemplative as well as any domains gained through the Contemplative class.

And yes, the current carrying capacity calculation is curiously complex.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on April 25, 2013, 02:07:30 PM
Idea for something that could be used by someone:

An X of at least Y level may make a touch attack, and cripple a person's chakra.

If they hit, that chakra is considered to have a soulmeld bound to it for all intents and purposes, ?taking precedent over any pre-existing soulmeld bound to that chakra?, until Z condition occurs.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 25, 2013, 04:27:17 PM
Idea for something that could be used by someone:

An X of at least Y level may make a touch attack, and cripple a person's chakra.

If they hit, that chakra is considered to have a soulmeld bound to it for all intents and purposes, ?taking precedent over any pre-existing soulmeld bound to that chakra?, until Z condition occurs.

See the Chakra Targeting (http://www.minmaxboards.com/index.php?topic=243.20;msg=71708) deed.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 01, 2013, 10:09:48 AM
Idea for simplifying ASF?

When casting a spell subject to ASF (ie: arcane and with somatic components while wearing armor or a shield), you must make a Concentration check (DC 10 + the spell's level, or 2x the spell's level if you want to use the version of Concentration with meaningful DCs) or lose the spell. Armor check penalty applies to this check.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on May 02, 2013, 01:41:26 PM
Rework ninja and maybe monk to work off Incarnum instead.  Ki energy = soul energy in a sense.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 05, 2013, 12:56:28 AM
Pinpoint Aim feat
Requires Precise Shot
When making a ranged attack, you can ignore your size modifier to attack rolls (if negative) and your target's size modifier to AC (if positive).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: FireInTheSky on May 05, 2013, 01:55:52 AM
Pinpoint Aim feat
Requires Precise Shot
When making a ranged attack, you can ignore your size modifier to attack rolls (if negative) and your target's size modifier to AC (if positive).

Ooh, I like this!  Do you mind if I take it for Sniper?  (And if so, should if be a class feature or Trick Shot?)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 05, 2013, 02:22:12 AM
Pinpoint Aim feat
Requires Precise Shot
When making a ranged attack, you can ignore your size modifier to attack rolls (if negative) and your target's size modifier to AC (if positive).

Ooh, I like this!  Do you mind if I take it for Sniper?  (And if so, should if be a class feature or Trick Shot?)

Sure, that's what this thread's for.
Making it a feat is probably better than a trick shot. Trick shots look to be primarily active things, whereas this is rather passive. Plus, it's good for it to be available for other larger characters than just Snipers to let them be competent ranged attacks (getting larger usually imposes Dex penalties on top of the size penalties).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: FireInTheSky on May 05, 2013, 06:47:53 AM
Pinpoint Aim feat
Requires Precise Shot
When making a ranged attack, you can ignore your size modifier to attack rolls (if negative) and your target's size modifier to AC (if positive).

Ooh, I like this!  Do you mind if I take it for Sniper?  (And if so, should if be a class feature or Trick Shot?)

Sure, that's what this thread's for.
Making it a feat is probably better than a trick shot. Trick shots look to be primarily active things, whereas this is rather passive. Plus, it's good for it to be available for other larger characters than just Snipers to let them be competent ranged attacks (getting larger usually imposes Dex penalties on top of the size penalties).

Makes sense.  I'll stick it in the feats section (attributing it to you, of course).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 07, 2013, 04:46:37 PM
Spells are considered to be of a level equal to the level of the spell slot they're cast from. Metamagic feats (and similar effects, including rods and metamagic SLA feats) alter the spell level along with the level of the spell slot required.

Heighten Spell no longer exists. Its function has been baked in to the new spell level rules.

Sanctum Spell is just a +/-1 DC modifier, rather than a spell level adjustment.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on May 08, 2013, 01:15:50 PM
Arcane Preparation revamp: Spell Preparation

Requirements: Able to spontaneously cast arcane or divine spells.

Benefits: Mostly the same as the original, but it works with divine spells too.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 08, 2013, 01:42:32 PM
Alacrity bonus

Basically, it's the same as a Dodge bonus, but it doesn't stack with other alacrity bonuses. Also, none of that confusing text about only existing as an AC bonus, despite Haste applying it to Reflex saves, too.

Haste and similar effects provide an Alacrity bonus instead of their existing Dodge (and untyped) bonuses. Haste, for example, now gives a +1 Alacrity bonus to attack rolls, AC, and Reflex saves.
Haste, the Speed weapon property, and similar effects grant a +1 Alacrity bonus to the number of attacks you can make as part of a full attack.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 18, 2013, 03:26:24 PM
Spot/Listen

Normally, you have a -1 penalty for every 10 feet away you are. That scales up pretty fast for anything not right in your face. It also doesn't quite jive with how size categories handle Hide bonuses (-1 size, which is 1/2 the height, gives +4 on Hide). So how about every time you double the distance away, the penalty increases by 4? It needs a slightly different formula for really close things to establish a baseline penalty.

DistanceListen or Spot penalty
10'-1
20'-2
35'-3
50'-4
60'-5
70'-6
85'-7
100'-8
x2-4
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on May 19, 2013, 06:34:08 AM
Hmm, more effective no doubt, but also slower to implement...you can't just eyeball up a penalty on the fly.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Bauglir on May 21, 2013, 12:36:32 AM
MtG style spellcaster. You have the 5 colors of mana, which you need to spend in order to cast spells. You have 2 different sources of mana, a mana pool and a mana reserve. Your reserve is a fixed supply whose size increases as you level and gets a bonus from a high ability score, and it's full at the start of each encounter. It doesn't otherwise refill. You need to perform some daily ritual (the standard base class for the system would have a "Mana Lotus" that they need to meditate on) in order to get your reserve to function. You can also tap into the natural flow of mana to fill your mana pool, which is empty at the start of each encounter, and empties at the beginning of each of your turns. After your mana pool empties, you gain one mana of the appropriate color for each land you have tapped (note that this system uses "tap" in a slightly different way than MtG, and is more analogous to just having it on the battlefield). You tap lands as a swift action requiring a "magus level check" or something analogous to caster level, whose DC starts out at 5 and increases by 4 for each land you currently have tapped (numbers pulled straight out of the deepest regions of my digestive tract). Add in a list of special effects for existing magical locations that gives them special effects in lieu of colored mana when you tap them, and require the mage to have visited these magical locations.

You can't spend more mana in a single turn than a number called your mana capacity (which will be table-based, but equal to 1/2 your level rounded down). As your level increases, you get more efficient (for instance, tapping a land becomes a 1/round free action). The standard base class will have a Crusader-style spell access mechanic. Main-phase spells are standard actions, instants are immediate.

This is stupid, but I had to get it written down. However, I don't have time to actually write the real homebrew, so if somebody else wants to, please.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: littha on May 21, 2013, 12:42:18 AM
There is always this:
http://www.minmaxboards.com/index.php?topic=351.0

But that doesnt quite hit all the ideas in your post.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Braininthejar on May 22, 2013, 02:23:43 PM
(adopted from an old rpg game) Demigod character class - a person who, through divine intervention, great destiny, heritage or perhaps enlightened madness acquires a spark of divinity - basically, a guy who wants to become a god and has so much faith in himself he can grant himself spells.

HP D8
2 good saves (will + one of choice)
choice between better BAB and more skill points.
a choice of class skills depending on intended "portfolio"
No multiclassing - following the path to godhood takes undivided dedication.


features;
probably turning
wisdom-based spellcasting - a bit of healing, but mostly spells for influencing groups of people, buffs and biblical shock and awe.
social abilities synergising with leadership and party face role

more weird stuff to make up for no prcs:
an ability to attempt actual miracles (very hard and terribly risky at first - not only is it the ultimate test of your faith in yourself, but you risk one of the real gods smiting you)
at higher levels, a retinue of summonable outsiders is "born" out of the demigod's power.

Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Raineh Daze on May 22, 2013, 02:59:05 PM
I would have thought Charisma for becoming a god out of sheer willpower and determination, not Wisdom. :huh
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Braininthejar on May 22, 2013, 03:57:56 PM
well, power of personality comes from charisma, willpower comes from wisdom. As it is, he is using both. Wouldn't he be too powerful when SAD?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Raineh Daze on May 22, 2013, 04:12:00 PM
I was looking at Sorcerers for the CHA thing. And bards. Also loads of monster SLA's.

Take away turning and add in something else? Don't see why divine = obsession with undead. @_@
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on May 31, 2013, 10:50:27 PM
Inspired Tricks:

Requirement: Factotum

Benefit: Basically spend an inspiration point to spontaneously perform a skill trick.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Braininthejar on June 02, 2013, 04:57:04 PM
Abilities for a familiar to help his master focus magical energy (not to the point slaymate does, but enough to make it worthwile to have one without additional feat investment)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on June 06, 2013, 11:01:02 PM
Variant death and dying.

Under this variant, you do not die at -10 hp, fall unconscious at negative hp, and so on.

While at 0 or fewer hit points, you are disabled. While disabled, you are staggered and any standard or move action you take deals 1 damage to you.
Whenever you take lethal damage that reduces you to a negative hit point total, make a Fortitude save with a DC equal to 10 + your negative hp. If you succeed, you begin bleeding, but remain conscious (if you were conscious before). If you fail, you begin bleeding and fall unconscious until your hit points increase to 0 or greater. If you fail by 11 or more, you die.

While your nonlethal damage equals or exceeds your current hit points, you are staggered.
Whenever you take damage such that your total nonlethal damage exceeds your hit point total, make a Fortitude save with a DC equal to 10 + the difference. If you succeed, you remain conscious (if you were conscious before). If you fail, you fall unconscious until your hit points equal or exceed your nonlethal damage.

If you are reduced to negative hit points and have nonlethal damage on top of that, make only a single saving throw and compare it against both the lethal and nonlethal DCs.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on June 26, 2013, 01:25:41 AM
Barbed Bracers:

Whenever you succeed on a grapple check to deal damage, these bracers deal an extra 1d6 piercing and slashing damage, and the contribution to damage from your Strength modifier increases to 1.5x your strength mod instead of the normal 1x for unarmed strike damage.


Maybe add these into a set or something that consists of gloves, bracers, and a belt.  The belt would prevent being pinned unless the opponent successfully held you for two (maybe three) consecutive rounds.  The gloves would allow for a constrict attack perhaps.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 08, 2013, 01:36:09 AM
Accurate attacks, but fewer of them?

When you make a full attack, you can give up one or more of your attacks. You can divide up the total Base Attack Bonus that the lost attacks would have been made at to improve the attacks you still make. For every 1 point of BAB spent, you can gain a +1 bonus on the BAB of one of the attacks you still make, to a maximum of your full normal BAB. For every 2 points of BAB spent, you can gain a +1 bonus on the BAB of one of the attacks you still make, to a maximum of 1.5 times your full normal BAB.

For example, if you have a BAB of +12 (attacks at +12/+7/+2), you could give up your attack at +2 to attack at +13/+7 or at +12/+9, or you could give up your attack at +7 to attack at +15/+3, or you could give up your attacks at +7 and +2 to make a single attack at +16.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 22, 2013, 07:42:34 PM
Addition to the multiclass feats like Swift Hunter: You do not do suffer experience penalties for multiclassing with these classes.

Just in case there's someone who is okay with houseruling a bit but for some odd reason thinks the multiclass experience penalties are worthwhile.   :rolleyes

Edit:  Minor Swashbuckler tweak: Change Grace's boost to Ref saves to be a Dodge bonus (a la Haste), and let the Dodge class feature actually count as the Dodge feat for prerequisites.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on July 23, 2013, 04:03:14 PM
Some sort of conditional movement boost...

Basically, you get a bit of extra movement in each of your move actions that you don't have control over.

For example, a Barbarian feat could, as a "charge into battle" thing, give you an extra 10' of movement while raging that must be used to move towards a given target.

In other words, a Barbarian with a base land speed of 40' would effectively have a 50' land speed while closing with their target, but would effectively only have a 30' move speed while trying to move away from the guy.

Ends up making your movement kinda tear-shaped.

Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on July 25, 2013, 11:13:07 AM
Metamagic Reserve feat:

Benefit:  Choose one Metamagic feat and one Reserve feat that you have.  Your Reserve feat now benefits from the Metamagic feat if the spell you use to power the Reserve feat is also modified by the Metamagic feat.

Assessment: It needs to have some exceptions of course (Born of the Three Thunders comes to mind), and I think it's probably best if the Reserve feat uses the spell's unmodified spell level instead of the higher Metamagic level to determine its power.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jurai on July 29, 2013, 01:38:19 AM
Elite template, Diablo style.
Note: I'm going to be using the term "level" here a lot. It's not HD, but probably will be based on CR instead, or used in a variant where all the monsters are rebalanced to have HD ~equal to their CRs.

(click to show/hide)

What, no love for the Lightning Enchanted Multiple Shots 30-headed half-Time Dragon Paragon Tarrasque?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Xhosant on July 29, 2013, 08:25:42 AM
The guy with the intrusive power source. To go the cliche way: meet Joe, half-demon, suffering split personality between demon and mortal, suppressing his demonic alias Eoj. When Joe taps into his heritage for power (or when he should but doesn't, or when he's mildly inconvenienced) Eoj gets a chance to evict him, so to speak.

Things get out of hand because: a) there's truckloads of different concepts on that premise, and we need a scaffold covering them all, b) some cases may be forced upon the player (Bob really shouldn't have used the cursed artifact, even if he seeked it out on his own), so a simple PrC won't cut it. We need something scaling off of HD, decidedly not-class-y, powerful but not overpowered despite the last 2 points.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on July 29, 2013, 04:28:06 PM
A campaign setting where psionics is spookity evil; the main rule-change is that the psionic classes will be done away with, taking two Psionic feats changes your alignment to Evil, and power points/psionic focus don't auto-recharge.

Instead, you get 'em back by being a horrible person; I'm thinking that anything that would make you gain Depravity or Corruption would give you back a similar number of power points.

A change to Hidden Talent to fit this campaign setting:

Hidden Talent [General]
The voices in your head have really been pushing you to do horrible things lately. It is quite a nuisance.
Benefit: You gain a pool of 2 power points, as well as knowledge of a 1st level Psionic power. Your manifester level is equal to the lower of your character level and the number of [Psionic] feats, and you gain bonus power points based off of your Charisma.
Special: For all purposes except for qualifying for it, Hidden Talent is a [Psionic] feat.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 29, 2013, 04:39:28 PM
Better wording: Make it actually be a Psionic feat, except that you need not be psionic to select it. Fewer words and clearer, more obvious effects.

Hidden Talent [Psionic]
The voices in your head have really been pushing you to do horrible things lately. It is quite a nuisance.
Benefit: You gain a pool of 2 power points, as well as knowledge of a 1st level Psionic power. Your manifester level is equal to the lower of your character level and the number of [Psionic] feats, and you gain bonus power points based off of your Charisma.
Special: Unlike other psionic feats, you need not be psionic to select Hidden Talent.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on July 29, 2013, 05:02:12 PM
I thought of doing that, then thought that the exception would be weird. Oh well, looks better.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on July 29, 2013, 05:33:21 PM
I thought of doing that, then thought that the exception would be weird. Oh well, looks better.

Which is weirder? And doesn't have a double negative?
A is like B except for this one thing.
X is like Y, except for everything but this one thing.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: FireInTheSky on July 29, 2013, 09:32:23 PM
The voices in your head have really been pushing you to do horrible things lately. It is quite a nuisance. And you've been listening.

FTFY
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on July 30, 2013, 07:20:32 AM
They make pretty music.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Quillwraith on July 30, 2013, 11:12:42 AM
They make pretty music.
Mine don't  :(
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Nytemare3701 on August 03, 2013, 06:14:36 PM
Spellforged Warrior (Warforged Wizard Substitution Levels)

Gish Archetype for Warforged
:
Trade Scribe Scroll for the ability to treat your body as a spellbook
Trade your Familiar to ignore spell failure in composite plating (of all kinds)
Trade your bonus feats to burn spell slots for permanent buffs (Cast a Mage Armor on yourself, it becomes a permanent part of you, taking up the slot indefinitely. One spell per bonus feat lost.)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: 123456789blaaa on August 06, 2013, 12:47:17 AM
It's pretty obvious that the half-fiend and half-farspawn templates are counterparts to one another right? Well I was looking at the variant half-fiend article and bemoaning how you couldn't really apply it to the half-farspawn since a "farspawn" group was never partially standardized like the fiends were.

Then I realized that all you have to do is look at the article and look at the half-farspawn template while comparing both. Doing this should allow you to figure out which things are common to all "farspawn". Most fiends are extremely different from each other anyways except for those things that were standardized across them. All you have to do is create a far-realmy monster (or take an existing one) and just slap on the standardized traits. Voila! You have a Farspawn! Then you'll be able to apply the variant half-fiend article to the half-farspawn template.

Did any of the above make sense? I'm pretty tired right now.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 15, 2013, 09:49:50 PM
Random thought:  For the lowbie-casters like ranger and paladin, a way to get certain specific spells to always be spontaneously castable would help greatly.  Either make it equal to the number of spell slots, or perhaps use the "spells known" progression of the hexblade to determine how many spells of each level a ranger or paladin can choose to always be spontaneously castable.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on August 15, 2013, 09:55:44 PM
Random thought:  For the lowbie-casters like ranger and paladin, a way to get certain specific spells to always be spontaneously castable would help greatly.  Either make it equal to the number of spell slots, or perhaps use the "spells known" progression of the hexblade to determine how many spells of each level a ranger or paladin can choose to always be spontaneously castable.
Hell... just let them cast like a duskblade. Of course, that brings with it a crapton of book keeping, if you want to optimize it...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 15, 2013, 10:02:05 PM
Random thought:  For the lowbie-casters like ranger and paladin, a way to get certain specific spells to always be spontaneously castable would help greatly.  Either make it equal to the number of spell slots, or perhaps use the "spells known" progression of the hexblade to determine how many spells of each level a ranger or paladin can choose to always be spontaneously castable.
Hell... just let them cast like a duskblade. Of course, that brings with it a crapton of book keeping, if you want to optimize it...

Cast like a duskblade how, specifically?  Get 0 and 5th level spells and a huge bunch of slots, then select their spells but be able to cast the few spells known spontaneously?  Or just the spell selection and casting?

The idea was meant to be less powerful than simply giving them any sort of duskblade casting.  They simply have Favored Spells, which will ease the burden of choosing spells a bit since it allows them to prep for odd things, but if that odd thing doesn't happen for whatever reason then the spell slot can still be used for something else that the character would definitely go for.

Though I do agree the duskblade progression would be wonderful for paladins, rangers, and hexblades.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on August 16, 2013, 12:11:40 AM
Though I do agree the duskblade progression would be wonderful for paladins, rangers, and hexblades.
aka sirp's houserules
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on August 16, 2013, 08:42:31 AM
Random thought:  For the lowbie-casters like ranger and paladin, a way to get certain specific spells to always be spontaneously castable would help greatly.  Either make it equal to the number of spell slots, or perhaps use the "spells known" progression of the hexblade to determine how many spells of each level a ranger or paladin can choose to always be spontaneously castable.
Hell... just let them cast like a duskblade. Of course, that brings with it a crapton of book keeping, if you want to optimize it...

Cast like a duskblade how, specifically?  Get 0 and 5th level spells and a huge bunch of slots, then select their spells but be able to cast the few spells known spontaneously?  Or just the spell selection and casting?
Can't duskblades spontaneously cast anything from their spell list? Or is that just beguilders, dread necros, and warmages? Anyway, I meant let them spontaneously cast from their entire spell list, but using their "normal" spell slots (as listed in the PHB).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Agita on August 16, 2013, 03:51:01 PM
Random thought:  For the lowbie-casters like ranger and paladin, a way to get certain specific spells to always be spontaneously castable would help greatly.  Either make it equal to the number of spell slots, or perhaps use the "spells known" progression of the hexblade to determine how many spells of each level a ranger or paladin can choose to always be spontaneously castable.
Hell... just let them cast like a duskblade. Of course, that brings with it a crapton of book keeping, if you want to optimize it...
Cast like a duskblade how, specifically?  Get 0 and 5th level spells and a huge bunch of slots, then select their spells but be able to cast the few spells known spontaneously?  Or just the spell selection and casting?
Can't duskblades spontaneously cast anything from their spell list? Or is that just beguilders, dread necros, and warmages? Anyway, I meant let them spontaneously cast from their entire spell list, but using their "normal" spell slots (as listed in the PHB).
Duskblades get spells known like everyone else. The full list casters are just Beguiler, Dread Necromancer, and Warmage.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on August 22, 2013, 08:50:58 PM
Though I do agree the duskblade progression would be wonderful for paladins, rangers, and hexblades.
aka sirp's houserules

Yup (http://www.minmaxboards.com/index.php?topic=4149.msg57492#msg57492).

Random thought: Some knight/paladin double-progression PrC.  Its neutral or evil counterpart would be hexblade/knight.

More stuff:  Perhaps start a series called "Class redesign by committee" where the design failings of the T5 and T6 classes could be gone over, and then we as a forum can put together revisions of them that actually get to at least T4.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 22, 2013, 09:35:54 PM
Spell Critical: Your damaging spells have a critical save threat range of 1. (Whenever a subject fails a saving throw against a damaging spell you cast by rolling a natural 1 on the die, it must make a confirmation saving throw. If the second save fails, the subject takes double damage from the spell.)

Improved Spell Critical: Requires Spell Critical, CL 8th. Double the critical save threat range of your spells of the chosen school.

Power Spell Critical: Requires Spell Critical, Spell Focus (chosen school), CL 4th. Add +4 to the save DC of your spells of the chosen school for the purpose of confirmation saving throws.

Vorpal Spell [Metamagic]: Requires Spell Critical. Whenever a subject fails a saving throw against a damaging spell you cast by rolling a natural 1 on the die, it must make a confirmation saving throw. If the second save fails, the subject's head is removed from its body. Even if your spell critical save threat range is larger than 1, Vorpal Spell only triggers on a natural 1. A Vorpal spell takes up a spell slot 5 levels higher than normal.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 27, 2013, 02:15:42 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 28, 2013, 10:16:18 PM
Money is power variant

Instead of using experience points to level up, players gain levels whenever their wealth reaches the next level's total on the Wealth By Level tables.

Experience points are still accumulated and can be spent as normal. Might want to reduce xp rewards a fair bit, though.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on August 29, 2013, 12:06:11 AM
Wasn't that how it worked back in older editions?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on August 29, 2013, 01:49:38 AM
IIRC, in older editions, treasure gain was an experience source in and of itself, in addition to killing enemies.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Gazzien on August 29, 2013, 09:51:52 AM
IIRC, in older editions, treasure gain was an experience source in and of itself, in addition to killing enemies.
It used to be; one of the Court-Reviews that was done recently revealed Lamentations of the Flame Princess borrows the mechanic, as well.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Quillwraith on September 05, 2013, 09:08:34 AM
How's this look?

Unsummon I
Conjuration
Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to five creatures totaling no more than 2 HD
Duration: 1 round per level (see text)
Saving Throw: Will Negates (see text)
Spell Resistance: Yes

This spell causes a target to vanish for a duration of one round per caster level. If the target fails it’s will save, it ceases to exist during this period: it can take no actions, cannot be targeted or affected by any spells or other effects, and experiences no time passing.

When the duration ends, the target reappears into the same space it previously occupied. If this would cause it to appear inside a solid object, it instead is shunted to the nearest empty space (determine randomly if necessary).

When cast on a summoned or called creature, instead of it’s normal effect, this spell returns the target to its plane of origin.


(click to show/hide)

Exorcist [General]

Prerequisites: Divine caster level 1st

Benefit: Choose one divine spellcasting class. You may treat Unsummon spells as belonging to that class’s spell list. If you have spells known or a spellbook, you may add one Unsummon spell (of no higher level than the highest level spell you can cast) to it.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on September 05, 2013, 09:18:33 AM
Psionics does this as Time Hop and Mass Time Hop (with different fluff), which I like better. I don't like long chains of spells which basically do the same thing. This kind of design screws over spellcasters who only have a limited number of spells known. I'd rather condense them into one (or two) spell/power which scales (as is commonly done in psionics). I wish the core SNA/SM spells were designed like this, but I guess that would really require a different set of basic mechanics where the spells are cast from progressively higher level spell slots to get higher level effects (summons).

So I guess here is my idea: redesign the basic summoning mechanics so that all summoning spells are 1st level spells, but give progressively higher effects if cast using higher level spellslots. :D This could be done just with a well written "patch" to allow 1st level summoning spells to be used in this way (if cast in a 2nd level slot, produces the effects of the equivalent 2nd level spell, etc).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Quillwraith on September 05, 2013, 10:36:56 AM
Good point.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on September 28, 2013, 03:18:06 PM
Skill Trick: Battle Charge

Benefit: Your charge does not provoke attacks of opportunity for moving out of or into an opponent's threatened area or square.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Arz on September 28, 2013, 04:48:29 PM
WIP on some dual-progressions. Which should I finish first? TRANSPARENTHIEF (Lurk/Spellthief), DREAD COLLEGIAN (Duskblade/Advanced Learning Class), or CHAKRA MEDITANT (Manifester/Meldshaper with Psychic Meditation (http://www.wizards.com/default.asp?x=dnd/psm/20040827b) special flavor). All in editorial stage.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Gazzien on September 28, 2013, 07:39:20 PM
WIP on some dual-progressions. Which should I finish first? TRANSPARENTHIEF (Lurk/Spellthief), DREAD COLLEGIAN (Duskblade/Advanced Learning Class), or CHAKRA MEDITANT (Manifester/Meldshaper with Psychic Meditation (http://www.wizards.com/default.asp?x=dnd/psm/20040827b) special flavor). All in editorial stage.
I'd like to see the Chakra Meditant, personally.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on September 30, 2013, 03:18:28 AM
Leylines

Leylines are currents of magical and natural energies that flow through the world. They do not appear to the normal senses, and only those specifically trained to sense them can detect leylines without magical or technological aid. Leylines are a part of the world, rather than a separate construct. They shift and flow in accordance with changes in the world and the planes, and artificial influences upon them can in turn affect reality.

Leylines come in multiple grades. More local leylines are weaker and more volatile, but are easier to tap into. Larger, world-spanning leylines carry more power but are also more stable and harder to influence.
(click to show/hide)

Leylines come in different types. Characters and creatures that are adept at using the power of leylines can tap into specific leylines available in the area around them in order to draw upon their power. Leylines usually do not have any particular influence except when being tapped.
(click to show/hide)

TODO: Random leyline tables.
TODO: Leyline-using magic system.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on October 20, 2013, 11:07:13 PM
Feat: Extra Domain Slot

Prerequisites: Must have domain slots either through cleric advancement or similar class features, able to cast 2nd level spells including from a domain.

Benefit: You have an extra domain slot you may prepare domain spells in.  The level for this domain slot is one less than your maximum spell level.  For example, a 5th level cleric would get an extra domain slot for 2nd level spells since his maximum spell level is 3rd.  Upon becoming 7th level and thus able to cast 4th level spells, the domain spell slot moves up to be a 3rd level domain spell slot.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on November 06, 2013, 12:58:16 PM
Feat: Extended Charge

Prereq: Run feat
Benefit: Once per encounter you may move up to four times your normal speed when making a charge instead of double. If you're limited to a single action, you may move double your normal speed on a charge instead of your normal speed.  If you already have the ability to make a charge at a greater speed than four times your normal speed, you instead add double your normal speed onto your existing maximum charge speed.  For example, a 16th level Streetfighter barbarian (http://www.wizards.com/default.asp?x=dnd/we/20070228a) who could normally charge at four times his normal speed may move up to six times his normal speed instead.  He is still limited to double his normal move speed if he's only able to take a single action per round.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on November 08, 2013, 09:58:09 PM
Feat:

Alternate Progression

Benefit: If you have taken an alternate class feature and have a feat, Prestige Class, or other ability that is based on and progresses the class feature replaced with an alternate, you may progress the alternate class feature instead provided it is appropriate.

For example, a swashbuckler that took the Arcane Stunt alternate class feature and then this feat could use the Daring Outlaw feat to progress the Arcane Stunt class feature instead of the Grace class feature that it replaces.

Or just make it a house rule.  *shrug*
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: FireInTheSky on November 08, 2013, 10:57:26 PM
Feat:

Alternate Progression

Benefit: If you have taken an alternate class feature and have a feat, Prestige Class, or other ability that is based on and progresses the class feature replaced with an alternate, you may progress the alternate class feature instead provided it is appropriate.

For example, a swashbuckler that took the Arcane Stunt alternate class feature and then this feat could use the Daring Outlaw feat to progress the Arcane Stunt class feature instead of the Grace class feature that it replaces.

Or just make it a house rule.  *shrug*

Yeah, it should be a houserule. Having to take a feat to do that would be super crappy.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on November 09, 2013, 05:18:18 PM
Yeah, it should be a houserule. Having to take a feat to do that would be super crappy.

I agree it should be a houserule, but having it be a feat might open it up to some DMs who... Think otherwise.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: FireInTheSky on November 09, 2013, 10:03:38 PM
Yeah, it should be a houserule. Having to take a feat to do that would be super crappy.

I agree it should be a houserule, but having it be a feat might open it up to some DMs who... Think otherwise.

If a DM is open to using a homebrewed feat for such a thing, you would think they'd be open to houseruling it instead...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on November 14, 2013, 05:32:59 PM
Ancestral Knowledge (http://dndtools.eu/feats/races-of-stone--82/ancestral-knowledge--69/) tweak: May also be taken by rilkans.  The accumulated knowledge of the rilkan race infuses their very souls and gives them intuitive knowledge.

Or just give Rilkans the option to use Wis instead of Int for their Knowledge checks.  They could certainly use some sort of boost.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on November 15, 2013, 01:30:42 PM
Ancestral Knowledge (http://dndtools.eu/feats/races-of-stone--82/ancestral-knowledge--69/) tweak: May also be taken by rilkans.  The accumulated knowledge of the rilkan race infuses their very souls and gives them intuitive knowledge.

Or just give Rilkans the option to use Wis instead of Int for their Knowledge checks.  They could certainly use some sort of boost.
Hmm... are there any easy ways to optimize wisdom checks? I know there are some for charisma checks...

And could you still apply Collector of Stories to this? If this could be optimized a bit, it could be a great feat.

Edit: I'll make a thread/post about this in the min/max section, as it is more appropriate there.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on November 15, 2013, 06:50:24 PM
Some sort of feat (including tactical) based on Improved Overrun (http://www.d20srd.org/srd/feats.htm#improvedOverrun).  I'd probably start with the ability to get rid of the AoO and/or make a single weapon attack against the overrun opponent.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Arz on November 16, 2013, 04:08:15 PM
I think you are talking Valenar Trample (http://dndtools.eu/feats/players-guide-to-eberron--13/valenar-trample--3045/) or total rewrite of the overrun rules.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: SolEiji 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. (http://dndwiki.com/wiki/Spell_Dampening_(3.5e_Creature_Ability))
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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 (http://www.d20srd.org/srd/improvingMonsters.htm) rules, including ability adjustments for size increases.  The normal limits on size and HD apply.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on November 25, 2013, 03:22:52 PM
A slightly less generic human?

Darklight Humans
(click to show/hide)




Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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 (http://www.d20srd.org/srd/monsters/doppelganger.htm) and changelings with the Cabinet Trickster PrC to enter.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: SolEiji on December 01, 2013, 04:48:16 AM
Death Throes Stuff

I really like these.

*Tempts you to post them to his wiki*
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.*
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: SolEiji 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 (http://dndwiki.com/wiki/Bloodied_Death_Throes_(3.5e_Feat))
Improved Bloodied Death Throes (http://dndwiki.com/wiki/Improved_Bloodied_Death_Throes_(3.5e_Feat))

Appreciated!

Time to drop one of my own...

Unique Planar Binding/Gate monsters: I've already made one, Crying Owl (http://dndwiki.com/wiki/Crying_Owl_(3.5e_Monster)).  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".
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy 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 (http://dungeons.wikia.com/wiki/Tome_of_Fiends_(3.5e_Sourcebook)/Optional_Rules#No_Wishing_for_More_Wishes.21), 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".
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
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).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen 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 (http://dndtools.eu/classes/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.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Arz on January 22, 2014, 07:22:40 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?
This sparked an idea for 3 feats and 8+ soulmelds that I'm now fleshing out.

Ancestral Acolyte = Pertaining to necrocarnum soulmelds and a minor spirit bonus.
Elemental Acolyte = Pertaining to air, earth, fire, and water soulmelds and a minor elemental bonus.
Seasonal Acolyte = Pertaining to autumn, spring, summer, and winter soulmelds and a minor faerie bonus.

Not especially pleased with that last but it seemed the best theme for the fey.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Quillwraith on January 23, 2014, 02:39:31 PM
Not thinking this is a good idea. Posting anyway, though.
Battlefield Medicine
(click to show/hide)

Uncontrollable Knowledge
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Gazzien on January 24, 2014, 02:47:05 AM
Not thinking this is a good idea. Posting anyway, though.
Battlefield Medicine
(click to show/hide)

Uncontrollable Knowledge
(click to show/hide)
I would really give Uncontrollable Knowledge a save.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Quillwraith on January 25, 2014, 11:09:17 AM
It implicitly needs a touch attack, right? I should probably make that more clear, though. Think the save's necessary as well?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Gazzien on January 26, 2014, 02:12:51 AM
It implicitly needs a touch attack, right? I should probably make that more clear, though. Think the save's necessary as well?
Hm. I somehow missed the touch attack.

Yeah, that works then. Plus, you're able to use the spell normally (as long as it's your highest-level), which is nice.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on January 27, 2014, 11:58:01 AM
Not thinking this is a good idea. Posting anyway, though.
Battlefield Medicine
(click to show/hide)

Uncontrollable Knowledge
(click to show/hide)
Skill ranks would be more natural than BAB for healing I think.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on January 27, 2014, 12:14:52 PM
The augment of UK looks like a great way to crack the action economy in half. Your thrall/ally can cause you to throw out a bunch of self-targetting powers all at once, without even using an action? Awesome!  :D

Edit: Whoops... missed the "random" part... Still might work for some builds which focus exclusively on buffing (ardents, psiwarriors, etc).
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Quillwraith on January 28, 2014, 10:13:35 AM
Not thinking this is a good idea. Posting anyway, though.
Battlefield Medicine
(click to show/hide)

Uncontrollable Knowledge
(click to show/hide)
Skill ranks would be more natural than BAB for healing I think.
True. It originally was intended to be one of a few feats to use BAB for something other then attack so as to give fighter types more versatility; the BAB use is a relic of that, mainly. Shall I edit?

The augment of UK looks like a great way to crack the action economy in half. Your thrall/ally can cause you to throw out a bunch of self-targetting powers all at once, without even using an action? Awesome!  :D

Edit: Whoops... missed the "random" part... Still might work for some builds which focus exclusively on buffing (ardents, psiwarriors, etc).
Hah. That never occurred to me. Make the augment cost a bit high, maybe?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on January 28, 2014, 05:52:49 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?
This sparked an idea for 3 feats and 8+ soulmelds that I'm now fleshing out.

Ancestral Acolyte = Pertaining to necrocarnum soulmelds and a minor spirit bonus.
Elemental Acolyte = Pertaining to air, earth, fire, and water soulmelds and a minor elemental bonus.
Seasonal Acolyte = Pertaining to autumn, spring, summer, and winter soulmelds and a minor faerie bonus.

Not especially pleased with that last but it seemed the best theme for the fey.

If or when you get that fleshed out, would you be posting a response here?  I'm rather curious about it.

Original purpose for posting again in this thread:  We need more creatures with Slight Build, which looks like it was originally introduced at http://www.wizards.com/default.asp?x=dnd/we/20060420a  My first thought is some sort of elf given their Con hit and all.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: veekie on January 29, 2014, 12:37:44 PM
Not thinking this is a good idea. Posting anyway, though.
Battlefield Medicine
(click to show/hide)

Uncontrollable Knowledge
(click to show/hide)
Skill ranks would be more natural than BAB for healing I think.
True. It originally was intended to be one of a few feats to use BAB for something other then attack so as to give fighter types more versatility; the BAB use is a relic of that, mainly. Shall I edit?
Probably a good idea.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on January 29, 2014, 02:02:54 PM
Dragonfire Adept additions and clarifications:

Your breath weapon has a cooldown of 0 rounds.  (Thus allowing use of metabreath feats.)

A Dragonfire Adept's bonus language options include Draconic.


Warforged Scout change:  Has 30 foot base speed.  Slow scouts suck.


Armorless Ardent:  Easy change would just be remove all armor and shield profs and give Monk's AC bonus and Fast Movement.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on February 08, 2014, 02:40:54 PM
I wonder if the Taint rules in HoH could be modified to work for Phazon corruption from the Metroid Prime series.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on February 10, 2014, 11:26:21 AM
Ascetic Warrior:

Multiclass fighter/monk feat.

Fighter and monk levels stack for purposes of unarmed strike damage and AC bonus progression.  Fighter levels count as 1/2 monk levels for number of Stunning Fist attempts.  Monk levels count as fighter levels for purposes of gaining Fighter only feats.


Barbarian ACF option:  Crafty hunter (trade rage and indomitable will for favored enemy and archery style as ranger) should have the option of using the TWF style, or any ranger style like those found in Dragon 326.

Elf druid sub level start:  Like ranger sub level, allow an Elven Hound as an animal companion.  No idea on what to do for the rest.

Working on a paladin version of the mystic ranger alternate class in Dragon 336.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 02, 2014, 04:42:28 PM
I had forgotten about this until Amechra linked it in another thread. I'm transferring it here so I don't lose it.

Using arcane magic corrupts the spellcaster. Divine magic, being filtered through and controlled by the gods, does not carry this risk.

You accumulate arcane corruption. Initially, your arcane corruption begins at 0. Casting arcane spells  and using arcane spell completion items (including in the creation of magic items) causes arcane corruption. Whenever you cast an arcane spell, you gain arcane corruption equal to the spell's level. Using an arcane spell completion item causes half spell's level in arcane corruption, rounded up. More powerful spellcasters, having greater control of their powers, can mitigate this somewhat. For every 3 levels of the highest level spell you can cast, the amount of arcane corruption you gain from employing an arcane spell is reduced by 1 (minimum 0).

Arcane corruption can never drop below 0. Any time it would be reduced below 0, it is instead reduced to 0. There are two ways to remove arcane corruption. The first is time. For every 24 hours spent without casting any arcane spells or using any arcane spell completion items (even ones that do not cause any corruption), you lose 1 point of arcane corruption. The other method is divine magic. A restoration spell removes 1 point of arcane corruption from a subject who has not cast any arcane spells or used any arcane spell completion items within the past 24 hours. A greater restoration spell removes 3 points of arcane corruption from a subject who has not cast any arcane spells or used any arcane spell completion items within the past 24 hours, or 1 point from one who has. Only when these spells are cast as divine spells do they remove arcane corruption; spells cast as or emulated by arcane spells cannot remove arcane corruption.

Small amounts of arcane corruption are tolerable. Your arcane corruption threshold is equal to your character level + your Wisdom modifier + your Charisma modifier (minimum 1). As long as you have less arcane corruption than that, you suffer no penalties at all. For each multiple of your threshold, you suffer a cumulative -2 penalty on Concentration checks, to a maximum penalty of -10. At greater multiples of your threshold, you suffer additional penalties, as indicated below. Effects listed in the "Special" column are cumulative (you suffer the effects of all lower arcane corruption threshold multiples as well as your current multiple).

Threshold MultipleConcentration PenaltySpecial
0-0--
1-2Hostility
2-4Consumption
3-6Partial Insanity
4-8Compulsion
5-10Insanity

Hostility: Once your arcane corruption reaches or exceeds your threshold, animals can feel your corruption. Creatures of animal intelligence (1 or 2) and mindless vermin naturally shy away from you. Their initial attitudes when meeting you are always Unfriendly or worse. Even those that know you and are used to your presence will never have an attitude better than Indifferent. Even intelligent creatures can sense your corruption, and while they may not be able to tell what exactly repulses them from you, they are aware of it on at least an unconscious level. Creatures with intelligence 3 or greater whose initial attitudes towards you would be Indifferent are instead Unfriendly, those with initial attitudes of Friendly are instead Indifferent, and those with initial attitudes of Helpful are instead only Friendly.

Consumption: Once your arcane corruption reaches or exceeds twice your threshold, you become physiologically addicted to arcane magic. Each day that you do not cast any arcane spells or use any arcane spell completion items, you must make a Fortitude save (DC 15 + 1 per day since employing arcane magic) or suffer 1d6 points of nonlethal damage. This nonlethal damage cannot be healed until you use arcane magic or until your arcane corruption drops to less than your threshold.

Partial Insanity: Once your arcane corruption reaches or exceeds three times your threshold, a mild form of insanity begins to take hold of your mind. This frequently manifests itself as megalomania, but other conditions are possible. At this degree of corruption, the insanity is manageable, and is never debilitating. However, it cannot be treated until your arcane corruption is reduced below your threshold.

Compulsion: Once your arcane corruption reaches or exceeds four times your threshold, the use of arcane magic becomes an addictive craving. Each day that you do not cast any arcane spells or use any arcane spell completion items, you must make a Will save (DC 15 + 2 per day since employing arcane magic) or be compelled to cast an arcane spell or use an arcane spell completion item. If you are unable to do so, you suffer 2 points of Wisdom damage. This Wisdom damage cannot be healed until you use arcane magic or until your arcane corruption drops to less than your threshold.

Insanity: Once a character's arcane corruption reaches or exceeds five times her threshold, it controls her. She becomes fully insane (depending on how this insanity manifests itself, this may not be entirely debilitating to the character). The character becomes an NPC under the control of the DM. This insanity can never be fully cured, even if the character's arcane corruption is completely purged.



For example, Archmage Solberg is a 14th-level Wizard, with an Intelligence of 20, a Wisdom of 12, and a Charisma of 14. His arcane corruption threshold is 17 (14 + 1 + 2). Due to his mastery of the arcane arts (being able to cast 7th-level spells), Solberg can cast 0th-, 1st-, and 2nd-level spells without risk of corruption. For higher levels spells, he gains arcane corruption equal to the spell's level minus 2. As such, he can safely demonstrate the magic that he teaches his apprentices in his tower, although his teachings are still filled with warnings about the danger involved for less experienced mages.

When an orcish raiding party threatens a nearby village, the archmage is called forth to defend it. Unleashing his awesome power, Solberg drives the orcs away. In the process he casts 3 3rd-level spells, 2 4th-level spells, 2 6th-level spells, a 7th-level spell, and an assortment of his 2nd-level and lower spells. In the process he gains 20 points of arcane corruption (3x1 + 2x2 + 2x4 + 1x5). Being the cautious and experienced archmage that he is, Solberg made sure to purge himself of arcane corruption thoroughly after his previous adventures, so these 20 points are all he has. Since he has now exceeded his arcane corruption threshold, his thoughts feel mildly fuzzy (a -2 penalty on Concentration checks). As Solberg now radiates a subtle aura of corruption, he does not receive the hero's welcome he expected. The town mayor is thankful for Solberg's efforts, but politely cuts their meeting short (Friendly instead of Helpful). Most of the townfolk give the mage a brief nod, but little more (Indifferent instead of Friendly). The village priest, who has always distrusted arcane magic, goes as far as picking an argument with the mage when they pass in the street (Unfriendly instead of Indifferent). Even Solberg's apprentices seem distant in their lessons later in the day. However, after a four days' rest, during which Solberg avoids any spellcasting in his lessons, the archmage's corruption drops to 16, less than his threshold of 17, and good cheer returns to the tower.

And now to expand on this a bit.

Arcane Purge
Prerequisites: Con 13, Wis 13, ability to cast 2nd-level or higher arcane spells
Benefits: Once per day, with 1 minute of concentration and focus, you can purge yourself of arcane corruption you have recently accrued. You immediately lose half of all arcane corruption you have gained in the last 24 hours, to a maximum of your arcane corruption threshold. Doing so is physically draining, and you take 1d6 points of nonlethal damage for every point of arcane corruption you shed in this way, plus a number of points of lethal damage equal to your arcane corruption threshold multiple (before applying this reduction) per point of corruption shed.

Arcane Tolerance
Prerequisites: Cha 13, ability to cast 2nd-level or higher arcane spells
Benefits: You gain a +2 bonus to your arcane corruption threshold. In addition, treat your arcane corruption threshold multiple as 1 lower than it actually is when determining the penalties and other detrimental effects of arcane corruption.
Special: You can select this feat multiple times. Its effects stack.

Impure Implements
Prerequisites: Cha 15, Use Magic Device 8 ranks
Benefits: You can draw upon your arcane corruption to produce more powerful magical effects from scrolls and other spell completion items. You add a bonus to the caster level of any spell completion items you use to cast arcane spells equal to your arcane corruption threshold multiple, maximum +5. However, you are more susceptible than others to the effects of arcane corruption. Treat the arcane spells you cast using spell completion items as 2 levels higher when determining the amount of arcane corruption you gain from casting them.

Impure Magic
Prerequisites: Cha 15, ability to cast 3rd-level or higher arcane spells
Benefits: You can draw upon your arcane corruption to produce more powerful magical effects. You gain a bonus to your caster level when casting arcane spells equal to your arcane corruption threshold multiple, maximum +5. However, you are more susceptible than other trained spellcasters to the effects of arcane corruption. Treat the arcane spells you cast as 1 level higher when determining the amount of arcane corruption you gain from casting them.

Purified Spell [Metamagic]
Benefits: You can modify your arcane spells to produce less arcane corruption than normal. A purified spell uses a spell slot one or more levels higher than normal. For every additional level of the spell slot used, the purified spell produces one less point of arcane corruption than normal.


Other considerations:
- "Arcane corruption threshold multiple" is very clunky. Maybe change it to an arcane corruption level, which is defined as your arcane corruption value divided by your arcane corruption threshold, rounded down? Mechanically identical, just a better way of defining it.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on April 04, 2014, 05:06:20 PM
Solberg in the tower?  Been playing Exile or Avernum have you?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on April 04, 2014, 05:18:48 PM
Wait...

If I had a base Corruption Tolerance of 15, and I took Arcane Tolerance 3 times, my Corruption Tolerance would be 21. In addition, I don't suffer any ill effects until I hit 84 corruption, right? I would only go crazy upon hitting 168 Corruption.

However, if I had 63 Corruption, and used Impure Magic, I'd get a +3 bonus to my CL?

Because if that's so... I wanna play a spellcaster in E6 with Impure Magic and 10+ copies of Corruption Tolerance. I mean, +10 to my CL without any penalties? Nice.

EDIT: Would you believe I skipped over the maximums? I skipped over the maximums.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 04, 2014, 06:15:32 PM
Solberg in the tower?  Been playing Exile or Avernum have you?

I had just gone through Avernum 4 and 6 when I wrote this originally. So, yes. One of these days I have to go back and finish 5, too.

Wait...

If I had a base Corruption Tolerance of 15, and I took Arcane Tolerance 3 times, my Corruption Tolerance would be 21. In addition, I don't suffer any ill effects until I hit 84 corruption, right? I would only go crazy upon hitting 168 Corruption.

However, if I had 63 Corruption, and used Impure Magic, I'd get a +3 bonus to my CL?

Because if that's so... I wanna play a spellcaster in E6 with Impure Magic and 10+ copies of Corruption Tolerance. I mean, +10 to my CL without any penalties? Nice.

EDIT: Would you believe I skipped over the maximums? I skipped over the maximums.

It's 6 feats to get +5 CL. Seems reasonable given that +1 CL is worth about 1 feat (see reserve feats, and I think E6 even has a feat that specifically grants +1 CL). Plus you're playing in a system where you can't just cast spells nearly as freely to do it.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 11, 2014, 04:40:45 PM
Spaceships (to go with some of my other brew maybe sometime). Just a concept thing at the moment.

Subsystems do things. They're usually energy receptacles.

Taxation
Things tax the subsystems that they are involved with. A ship carrying lots of cargo taxes its engines, Firing weapon modules taxes the weapon subsystem, etc.
Each subsystem has a taxation threshold that affects how badly it can be taxed before it fails.
- Threshold N (where N>=2): N taxations of a given level are count as one taxation of the next higher level.
- Threshold 1: As a threshold 2 subsystem, but each taxation counts as 1 level higher.
- Threshold 0: As a threshold 2 subsystem, but each taxation counts as 2 levels higher. As a result, anything more than a single light taxation is overwhelming.

Taxations come in multiple (enumerated) levels. Only the highest level counts when determining penalties and other effects on the subsystem.
- 1: Light. Standard operating levels. No penalties.
- 2: Moderate. Higher operating levels, but still within expected parameters. Some subsystems may not work as efficiently (see the subsystem's description).
- 3: Heavy. The limit of acceptable operating levels. Most subsystems will not work as efficiently (see the subsystem's description).
- 4: Overwhelming. A subsystem that is overwhelmingly taxed fails safely. It simply stops working, but no real damage is done and the subsystem can reinstate its normal functions once the stresses on it are lessened. Life support may be unable to supply fresh oxygen as fast as it is being consumed, or engines may just shut down. The subsystem is disabled for as long as it is overwhelmingly taxed, and for 1 round thereafter. Nondestructive taxations never increase beyond overwhelming.
- 5: Critical. A subsystem that is critically taxed fails destructively. Not only does it cease functioning, but it will require repairs to work again even after the taxations are lessened or removed. Taxations never increase beyond critical.

Some example subsystems and taxations
(click to show/hide)


Sample ship: The Kestrel
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: sirpercival on April 11, 2014, 05:54:24 PM
Just make sure you have adequate representation
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on April 19, 2014, 07:00:08 PM
Tactical Soldier (MH 22) changes:

Sense Motive 2 ranks or Constant Guardian (http://dndtools.eu/feats/drow-of-the-underdark--93/constant-guardian--3328/) feat.

Interpose is usable 1/encounter at level 3, 2/encounter at 6th, and 3/encounter at 9th.
Reciprocal Strike is usable 2/encounter.


Crusader feats:

Strengthened Resolve:
Prerequisites: Steely Resolve 10
Benefit: Your Steely Resolve delayed damage pool is increased by 5.

Indomitable Resolve:
Prerequisites: Steely Resolve 15
Benefit: Once per encounter as an immediate action, you may delay the effect of a single attack, spell, or ability used against you.  The damage or effect does not take hold until the end of your next turn.  If the effect causes damage, it cannot be put into your Steely Resolve delayed damage pool.


Shield Specialization (http://dndtools.eu/feats/players-handbook-ii--80/shield-specialization--2594/) change: Add exotic shields such as Extreme and Rider's (Both from Races of Stone) to the list of eligible shields.


Knight change: Shield Block is just a straight up +1 to AC for all shields instead of against a single opponent like dodge.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Amechra on April 19, 2014, 08:19:16 PM
What if we kept Shield Block the way it is... and made it count as Dodge for all intents and purposes?

So anything that is contingent on your Dodge target is instead contingent on your Shield Block target, with higher levels boosting it further?

Elusive Target would be great for a Knight if it was built like that.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on April 19, 2014, 08:24:02 PM
That'd also be useful, yes.

Speaking of dodge, one of the things I'd be doing for swashbucklers is having its dodge class feature count as the dodge feat.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 20, 2014, 01:03:45 AM
There's no need for Strengthened Resolve to have a limit on your Steely Resolve's max pool size. There's no need to make it a dead feat in epic levels.

Indomitable Resolve should say that whatever you delay does not then get reabsorbed by your delayed damage pool next turn when it takes effect. Not that putting off some damage for two rounds is necessarily OP or anything, just that it results in a slightly unintuitive interaction if it works that way and should be clarified either way.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on April 20, 2014, 01:07:12 PM
Good points on both of those.  I hadn't considered epic play.

Might as well edit this idea in:

Need some sort of 1h adjacent + reach exotic weapon that can be used 2h for 1.5x strength to damage unlike the spinning sword in Secrets of Sarlona.  First thought was some sort of bludgeoning weapon like an extended flail or even morningstar on a chain mostly since there's no adjacent + reach weapon I know of that is bludgeoning.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Gazzien on April 21, 2014, 10:17:45 AM
Good points on both of those.  I hadn't considered epic play.

Might as well edit this idea in:

Need some sort of 1h adjacent + reach exotic weapon that can be used 2h for 1.5x strength to damage unlike the spinning sword in Secrets of Sarlona.  First thought was some sort of bludgeoning weapon like an extended flail or even morningstar on a chain mostly since there's no adjacent + reach weapon I know of that is bludgeoning.
Try the Meteor Hammer, from Dragon 319 (page 73); it's an exotic two-handed 15' (long reach) weapon that deals bludgeoning damage and can attack all squares within its range.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on April 21, 2014, 11:58:21 AM
Ah yes, that one.  And the rope dart.  I keep forgetting about those.  However, both are two-handed weapons so it's not quite what I'm looking for.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Gazzien on April 21, 2014, 12:16:39 PM
Ah yes, that one.  And the rope dart.  I keep forgetting about those.  However, both are two-handed weapons so it's not quite what I'm looking for.
Ah, yeah, I missed the "one handed" requirement, just was looking at 2h for 1.5 STR to damage.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on April 29, 2014, 11:38:07 PM
A little boost for ranged weapon users.


Precision damage is limited to 1 range increment or a distance based on your size category, whichever is larger.
Size CategoryPrecision Range
Fine or smaller5 ft.
Diminuitive10 ft.
Tiny20 ft.
Small30 ft.
Medium30 ft.
Large60 ft.
Huge90 ft.
Gargantuan120 ft.
Colossal180 ft.
+2 size categoriesx2
This assumes that you are using a ranged weapon appropriately sized for you. Not sure on what exactly it would be for over/undersized weapons. Probably would treat yourself as one size category smaller for every category smaller that your ranged weapon is sized than is appropriate. Larger weapons would probably be the same. Might be some difference regarding thrown, projectile, and siege weapons.


Aim: As a standard action, designate a target. You can treat your next ranged attack, if it is made against that target and before you move, as 1 range increment closer (minimum 0 range increments away) for the purpose of all effects dependent on the number of range increments away your target is (such as range increment penalties to your attack roll, whether your target is within range of your weapon, and whether or not you can deal precision damage). Aiming multiple times before a single attack provides no additional benefit.
   If your Base Attack Bonus is +6 or higher, you can make a single ranged attack against that target as part of this action.


Feats
(click to show/hide)

Note: Rays and spells usually don't have range increments, just ranges, so most of the features offered here don't do much for them. You can still aim them, but you don't get much benefit without feats that add extra effects, like Called Shot or Sniper's +10 on crit confirm rolls. Precision damage still works, but only with the base range limit based on size.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: phaedrusxy on April 30, 2014, 10:18:50 AM
I think I'd rather see the precision damage ranged based on the size of the target, rather than the attacker, since it should be easier to aim for a giant's heart than a mouse's. :P In fact, maybe just make it based on the difference in size between the target and attacker. I like the idea of small creatures being better at sneak attacking bigger ones, rather than vice-versa.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on April 30, 2014, 05:31:17 PM
Random thing that just occurred to me, and hopefully has occurred to others before: Devoted Spirit has Intimidate as its keyed skill but none of the maneuvers or stances make use of that.  The closest is Daunting Strike (http://dndtools.eu/spells/tome-of-battle-the-book-of-nine-swords--88/daunting-strike--3599/).  Some way to actually count a strike as a demoralization would be welcome.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 01, 2014, 12:40:53 PM
All spellcasters are spontaneous.

Retrieved Spells
Some spontaneous spellcasters use a system of retrieved spells. A spellcaster can reselect some or all of her retrieved spells at the beginning of the day when she refreshes her expended spell slots. Thereafter, until she changes her retrieved spells, she can cast those spells spontaneously. Retrieved spells must be selected from the spells that the spellcaster knows. If the spellcaster loses knowledge of a retrieved spell, she loses the ability to use it as a retrieved spell, although it still counts against the number of spells she can retrieve at a time until she changes it. A spellcaster can choose to retrieve less than her full allotment of retrieved spells, although there is no benefit in and of itself for doing so.

Cleric
A cleric retrieves her spells through meditation and prayer. Since she knows all spells on her class spell list, she can freely select from among them. In addition, a cleric can select and retrieve a single spell of each spell level she can retrieve from the domains she has access to.

Wizard
A wizard must both know a spell and have an accessible recording of it in a form suitable for study and retrieval in order to retrieve the spell. Usually, this takes the form of arcane writings in the wizard's personal spellbook, but some wizards inscribe them on other media, even as tattoos on the wizard's own body. A wizard can use arcane writings made by other wizards to retrieve spells she knows, but such writings usually use different shorthands and thus must be decoded first (a use of the Spellcraft skill).

A wizard can retrieve spells at other times than when refreshing her spell slots. With 15 minutes of meditation and study, a wizard can retrieve any number of spells, up to her normal limit of retrieved spells. Unlike with retrieving spells when refreshing spell slots, she cannot replace or remove already-retrieved spells in this way, only add in new ones to fill the slots she had left empty.

Assassins, Bards, and Sorcerers
These classes do not use retrieved spells. They select which spells to cast directly from their spells known.

ACFs and Variants
(click to show/hide)

Spells Retrieved Tables
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on May 01, 2014, 09:31:36 PM
Basing that a bit on the spirit shaman I'm guessing?  Will you keep the metamagic retrieval rules for that, or do something different?
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 01, 2014, 10:20:38 PM
I wasn't planning on addressing it either way. I'm not 100% clear myself on how the Spirit Shaman's version of spell retrieval works with metamagic.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 01, 2014, 11:02:38 PM
I think I'd rather see the precision damage ranged based on the size of the target, rather than the attacker, since it should be easier to aim for a giant's heart than a mouse's. :P In fact, maybe just make it based on the difference in size between the target and attacker. I like the idea of small creatures being better at sneak attacking bigger ones, rather than vice-versa.

Smaller creatures are implicitly better at it due to size-based attack, AC, and Dex bonuses/penalties. You don't need a heavy hit to do your full SA damage, 1d2-4 works just as well as 6d6+34 (and your +5d6 or whatever is a relatively greater amount for the former than the latter). All you need to do is hit, something that smaller creatures are more likely to do than larger ones (assuming an equal BAB, weapon enhancement, etc.). In theory, anyways. I'm not setting out to rewrite how much natural armor and hit dice larger creatures get at any given CR right here. Although...
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on May 01, 2014, 11:20:47 PM
I wasn't planning on addressing it either way. I'm not 100% clear myself on how the Spirit Shaman's version of spell retrieval works with metamagic.

In their case they treat a metamagic version of a spell as a different spell entirely for the purposes of retrieval.  So, as the book says, they could retrieve a regular level Flame Strike as one of their spells retrieved for the day and use 4th level spell slots, but an Empowered Flame Strike would be a different spell retrieved and the spirit shaman would use 6th level spell slots to cast it.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 08, 2014, 04:31:19 PM
Primal Challenge (Ex): Bellowing forth a wordless primal howl, you invoke one of the basest instincts in your foes, that of fight or flight. Each enemy within 300 feet that can hear your roar must make a Will save. On a success, the creature is unaffected and can continue fighting normally. On a failure, you make an Intimidate check against that creature, opposed by a modified level check, as normal. If you win the Intimidate check, the creature is frightened. If you lose the Intimidate check, the creature can continue fighting, but it is compelled to perceive you as the greatest immediate danger and will correspondingly direct its attacks against you in preference to other foes. The creature is not forced to ignore your allies or other dangers that pose a threat to it, nor is it forced to even engage you directly. However, the creature must either seek to engage you (attacking you where possible, and focusing on others only when they make it impossible to do so), or seek to retreat from combat with you, focusing on others only when they impede the creature's escape (selfless creatures may sometimes also engage other creatures that impede the escape of their allies as well as themselves, but they are not required to do so). Both effects last for 1d4 rounds.

This is a sonic, mind-affecting, fear, enchantment (compulsion) effect. Creatures immune to fear automatically win the opposed Intimidate check, but are otherwise fully affected by this ability. Because this ability taps into a creature's basic instincts rather than its higher thoughts, living mindless creatures are not automatically immune to it as a mind-affecting ability. Non-living mindless creatures and mindless living creatures that are immune to mind-affecting effects through another source are still unaffected.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 16, 2014, 02:47:46 AM
I was reading through some of the earlier posts in this thread, and it got me to thinking about a setting where everyone is living magic. I've got one race for Illusion (http://www.minmaxboards.com/index.php?topic=243.80;msg=90886) and the start of one race for Universal or maybe Divination (http://www.minmaxboards.com/index.php?topic=243.40;msg=73412). Only 7 5 to go... (See the listing of player races, below, for links.)

Ideas...

The apocalypse came and went. Magic ran rampant, destroying the civilizations of humans, orcs, dwarves, goblins, elves, and more. Magic is what rose from the ashes. Living and sentient, filling the gaps left behind. Now feral humans skulk in caves, and the elves have retreated to their once-forested swamps. Dwarves hide themselves beneath the earth. The once-great dragons live in catatonic slumber within their lairs. The once-great mages of ages past wreak havoc across the lands, seeking to enslave magic once again.

Elementals roam the wilds. Living spells are pets and beasts of burden.

Player Races
(click to show/hide)

Non-Player Races
(click to show/hide)

Deities
(click to show/hide)

Classes
(click to show/hide)

Magic and Other Subsystems
(click to show/hide)

Death and the Afterlife
(click to show/hide)

Locations and Societies
(click to show/hide)

Mechanical Changes (House Rules)
(click to show/hide)

Recommended Homebrew
(click to show/hide)

Notes
(click to show/hide)
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Jackinthegreen on May 17, 2014, 11:28:43 PM
Savage Bard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#bardVariantSavageBard) addition: Gain Handle Animal as a class skill.
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: trundlebot on May 18, 2014, 01:26:30 AM
I was reading through some of the earlier posts in this thread, and it got me to thinking about a setting where everyone is living magic. I've got one race for Illusion (http://www.minmaxboards.com/index.php?topic=243.80;msg=90886) and the start of one race for Universal or maybe Divination (http://www.minmaxboards.com/index.php?topic=243.40;msg=73412). Only 7 to go...

Ideas...

The apocalypse came and went. Magic ran rampant, destroying the civilizations of humans, orcs, dwarves, goblins, elves, and more. Magic is what rose from the ashes. Living and sentient, filling the gaps left behind. Now feral humans skulk in caves, and the elves have retreated to their once-forested swamps. Dwarves hide themselves beneath the earth. The once-great dragons live in catatonic slumber within their lairs. The once-great mages of ages past wreak havoc across the lands, seeking to enslave magic once again.

Elementals roam the wilds. Living spells are pets and beasts of burden.

Player races:
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Non-Player Races:
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Deities:
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Classes:
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Very well thought out so far! I would play the living crap out of this.
Would be swordsage sorcerer :D
Title: Re: 1001 Homebrew Ideas to Flesh Out Sometime
Post by: Garryl on May 18, 2014, 07:21:36 PM
Mortare race, necromancy made flesh (sort of)

Mortare souls inhabit the flesh of other races' dead. Reproduction involves creating a new, infant Mortare soul and coaxing it into a body. Mortare only inhabit roughly humanoid bodies. However, as the soul is responsible for providing motive force to the flesh, rather than bones and muscles, a Mortare's physical competencies may vary drastically from those of the corpse when it was alive. Over time, the physical characteristics of the flesh a Mortare inhabits shift to match the Mortare's true self's appearance. A Mortare child born into an adult body shrinks over the course of several years to become more childlike, until it eventually begins growing back into adulthood. Similarly, a mature Mortare who was revived into a new body will find its physical characteristics shift over the course of a month or two to match how it was before.