Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 156945 times)

Offline Arz

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #460 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.

Offline Quillwraith

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #461 on: January 23, 2014, 02:39:31 PM »
Not thinking this is a good idea. Posting anyway, though.
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« Last Edit: January 29, 2014, 02:09:26 PM by Quillwraith »

Offline Gazzien

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #462 on: January 24, 2014, 02:47:05 AM »
Not thinking this is a good idea. Posting anyway, though.
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Offline Quillwraith

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #463 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?

Offline Gazzien

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #464 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.

Offline veekie

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #465 on: January 27, 2014, 11:58:01 AM »
Not thinking this is a good idea. Posting anyway, though.
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Skill ranks would be more natural than BAB for healing I think.
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Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #466 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).
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Offline Quillwraith

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #467 on: January 28, 2014, 10:13:35 AM »
Not thinking this is a good idea. Posting anyway, though.
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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?

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #468 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.
« Last Edit: January 28, 2014, 06:05:25 PM by Jackinthegreen »

Offline veekie

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #469 on: January 29, 2014, 12:37:44 PM »
Not thinking this is a good idea. Posting anyway, though.
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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.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #470 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.
« Last Edit: January 31, 2014, 11:11:54 AM by Jackinthegreen »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #471 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.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #472 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.
« Last Edit: March 02, 2014, 08:33:04 PM by Jackinthegreen »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #473 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.
« Last Edit: April 02, 2014, 05:14:03 PM by Garryl »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #474 on: April 04, 2014, 05:06:20 PM »
Solberg in the tower?  Been playing Exile or Avernum have you?

Offline Amechra

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #475 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.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #476 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.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #477 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
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Sample ship: The Kestrel
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« Last Edit: April 11, 2014, 04:42:32 PM by Garryl »

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #478 on: April 11, 2014, 05:54:24 PM »
Just make sure you have adequate representation
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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #479 on: April 19, 2014, 07:00:08 PM »
Tactical Soldier (MH 22) changes:

Sense Motive 2 ranks or Constant Guardian 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 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.
« Last Edit: April 20, 2014, 01:10:00 PM by Jackinthegreen »