Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 157097 times)

Offline Amechra

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #480 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.
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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #481 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.
« Last Edit: April 19, 2014, 08:27:35 PM by Jackinthegreen »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #482 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.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #483 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.
« Last Edit: April 21, 2014, 02:46:01 AM by Jackinthegreen »

Offline Gazzien

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #484 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.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #485 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.
« Last Edit: April 21, 2014, 12:01:32 PM by Jackinthegreen »

Offline Gazzien

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #486 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.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #487 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.
« Last Edit: May 01, 2014, 10:55:12 PM by Garryl »

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #488 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.
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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #489 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.  Some way to actually count a strike as a demoralization would be welcome.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #490 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)

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #491 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?

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #492 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.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #493 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...

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #494 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.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #495 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.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #496 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 and the start of one race for Universal or maybe Divination. 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
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« Last Edit: July 17, 2014, 10:40:17 PM by Garryl »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #497 on: May 17, 2014, 11:28:43 PM »
Savage Bard addition: Gain Handle Animal as a class skill.

Offline trundlebot

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #498 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 and the start of one race for Universal or maybe Divination. 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:
(click to show/hide)

Non-Player Races:
(click to show/hide)

Deities:
(click to show/hide)

Classes:
(click to show/hide)

Very well thought out so far! I would play the living crap out of this.
Would be swordsage sorcerer :D
« Last Edit: May 18, 2014, 01:28:45 AM by trundlebot »
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #499 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.

  • No ability modifiers. (TODO: Consider if ability modifiers should be added.)
  • Undead (living construct): (TODO: This whole section.)
    Important notes:
    - Most undead and living construct immunities overlap, but living construct does remove some undead immunities
    - Has a Con score
    - Healed by negative energy. Also healed 50% by conjuration (healing).
    (click to show/hide)
    Net Result
    (click to show/hide)

  • Medium: Mortare suffer no particular bonuses or penalties due to their size. Mortare who inhabit particularly large or small bodies still move as medium-sized creature would, and somehow seem to take up a commensurate amount of space.
  • 30' speed: Mortare base land speed is 30 feet. Even Mortare who are within over- or undersized bodies move at this rate, as their soul's motive power is independent of their physical being.
  • Aura: Mortare have an innate magical aura of necromancy. The caster level of this aura is equal to the Mortare's hit dice.
  • Bodied Soul: The core element of a Mortare is its soul. Its flesh is relatively transient. Mortare can be raised into a new body, should they be slain, rather than their original. Raise dead, resurrection, and similar effects can be used to call a slain Mortare soul known to the caster into another body which has been prepared for the Mortare to take possession of. A raise dead spell used this way can revive a Mortare that was slain due to a death effect, as long as the new body was not also slain that way.
       Unlike most undead created through the use of a corpse, Mortare are souls unto themselves, and do not interfere with the resurrection of the individual whose body is used. However, since the body is in use, spells and effects that repair and use a dead creature's existing corpse cannot be used unless the Mortare is slain (and even then, the common removal of the body's skeletal structure usually makes such abilities ineffective). However, those that create a new body (such as resurrection and reincarnate) are fully effective at raising the dead creature.
  • Flesh Possession: Mortare only inhabit the flesh of the corpses that form their bodies, not the skeletons or nervous systems. The Mortare soul physically animates the skin and muscles and directly feels what they feel. As such, not only to Mortare not need bones within their animated bodies, Mortare who were born into bodies with intact skeletons shed them over time. Despite not using a nervous system, Mortare can still feel pain, and are affected by pain effects as much as any other living creature. However, they are not detrimentally affected by effects that manipulate their bones or internal organs (such as the decerebrate power), nor do they suffer any ill effects from bleeding wounds (aside from whatever damage was inflicted to cause the wound itself).
  • Necromancy Affinity (Ex): Mortare gain a +1 bonus to their caster level when using necromancy spells and effects.
  • Automatic Languages: Common, Necromant. Bonus Languages: ...
  • Favored Class: ...
  • Level Adjustment: +0
(TODO: Feat chain to... do something necromantic as an SLA. What's iconic, other than negative energy, raising skeletons and zombies, and causing fear?)
« Last Edit: May 18, 2014, 11:44:21 PM by Garryl »