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41
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Jesters Realm Critters
« Last post by bhu on April 28, 2024, 05:38:17 PM »
CAPYBARA FOLK


   
"ooooohhmmmmm."

 Cute little Capybara folk.  Much like their real world counterparts they are known for their mellow.

CAPYBARA SPECIES TRAITS
·   +2 Wis, +2 Cha
·   Size Class: Medium
·   Monstrous Humanoid, giving you Darkvision 60 ft..
·   Base land speed 30 ft.
·   Base swim speed 20 ft.
·   Hold Breath (Ex): Capybaras can hold their breath underwater a number of rounds equal to 4 times their Constitution Score before they risk drowning.
·   Scent (Ex)
·   Capybaras have a Primary Bite Attack doing 1d6 plus Strength Modifier.
·   Capybaras have a +8 Species Bonus to Swim Checks, and can always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.  A Capybara gains a +4 Species bonus on Hide checks when in the water. Further, a Capybara can lie in the water with only its nostrils showing, gaining a +10 cover bonus on Hide checks.
·   Automatic Languages: Capybara speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Cleric

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

CAPYBARA CHARACTERS
 Since your species prefers to avoid violence, a divine spellcaster is a good option, especially with your ability scores.
 Adventuring Race: Capybaras usually go on adventures to help others or to defeat Evil.  They care not for fame or gold.
 Character Development: Your species carries with it an expectation of being excellent de-escalators, so you may want to buy some Diplomacy if you wish to live up to that reputation.
 Character Names: Male: Alfredo, Brayan, Carlos, David, Frank, Gael, Hector, Jefry, Jose, Paul. Female: Andria, Fabiella, Fiorella, Jacinta, Katia, Laka, Lucero, Luz, Maria, Paola. Surnames: Quispe, Flores, Rojas, Salazar, Medina, Aguilar, Palomino, Campos, Apaza, Carrasco.

ROLEPLAYING A CAPYBARA
 People tend to find you cuddly, or at least inoffensive.  Even Evil Overlords are known to go easy on the Capybaras.  In the old world you tried your level best to be peacemakers, and when that wouldn't work in the end, you were first to the front to assist your fellows.
 Personality: You tend to be thought of as quiet, modest and unassuming.  This doesn't mean you can't raise Hell if the situation calls for it.
 Behaviors: Capybaras are often found in their saunas, heated pools, or meditating.  They believe mental and emotional health is just as important as physical.
 Language: Capybaras speak Common  and Furry.  They often know another local language.

CAPYBARA SOCIETY
 Capybaras tend to keep to themselves.  They will participate in society, but they often find the other races too quarrelsome to put up with, and need some moments away from them to meditate and relive stress.
 Alignment : Virtually all Capybaras are Neutral, and a clear majority are also Good.
 Lands : Capybaras live in warm forests, marshes and plains.
 Settlements : Capybaras will insist on being near water.
 Beliefs : Capybara tend to go for Rabbit, the Nature Pantheon, or sometimes the Gawds of Concepts.
 Relations: Capybaras get along with everyone.  They just seem so nice.

CAPYBARA ADVENTURES
·   A local race for Postal Office Supervisor has spiraled wildly out of control, and you have been called in to bring peace before another hundred or so people die.
·   The local BBEG has adopted you.  As a pet.  You think.  She just wants to hug you and cry.  So do you try to talk her down so she goes back to committing evil?  Or do you take on the more arduous task of reforming her?
·   The local nobles don't want you 'scruffy' rural types living near them, and are conducting a campaign to get you tossed off your land.  You have been sent to seek assistance.  And by assistance we mean 'murderhobos'. 


CAPYBARA SPECIES SUBSTITUTION LEVELS


CLERIC
 Level 1: You can choose to cast one of the following spells spontaneously, instead of healing spells (you must still be the appropriate Level to cast the spell): Atonement, Calm Emotions, Helping Hand, Sanctuary, Tongues.

ROGUE
 Levels 10+: Gain a new option with the Rogues Special Ability.
  Friendly (Ex):: Regardless of what you roll on Diplomacy Checks, NPC's attitudes can never be worse than Indifferent towards you.  Attempting to change others attitudes can be done as a Full Round Action, instead of a Minute. 

FAVORED SOUL
 Levels 3 and 12: Replace Deity's Weapon Focus and Deity's Weapon Specialization with Divine Cleansing (Complete Warrior), and Divine Ward (see PHBII).



CAPYBARA FEATS

Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Capybara, Gopher, Mouse, Rat or Spiny Temple Mouse; Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt.
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 19-20. Your Bite now ignores the first 5 points of Hardness or DR/-.

Improved Dodge
You can really move when you have to.
 Prerequisites: Capybara, Dodge, Mobility
 Benefits: Any Dodge Bonuses you get from Feats improves by  +1.

Calming Effect
You're good at talking people down.
 Prerequisites: Capybara, Cha 15+
 Benefits: You may Take 10 on all Diplomacy Checks.  Additionally, if you are a spellcaster, add the spell Calm Emotions to your spell list (it does not count towards the maximum number of spells known if you have that limitation).

Meditation
You may clear your thoughts, and your mind of distractions.
 Prerequisites: Capybara, Wis 15+, 3rd Level
 Benefits: You may cast Lesser Restoration 1/day as a Spell-Like Ability, on yourself only.

Improved Meditation
You may Meditate while acting now.
 Prerequisites: Meditation, 9th Level
 Benefits: When meditating, you now cast Restoration instead of Lesser Restoration.

Greater Meditation
You are strong of spirit.
 Prerequisites: Improved Meditation, 15th Level
 Benefits: When meditating, you now cast Greater Restoration instead of Lesser Restoration.

DEFEND THE COLONY!
You are loyal to your neighbors.
 Prerequisites: Capybara, Glider, Gopher or Rabbit
 Benefits: When you use Aid Another to boost an Ally's attack roll, it is a Move Action instead of a Standard Action.


CAPYBARA FOLK
Before fleeing to the Jester's Realm, the Furry species (including Capybara Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

BELOVED BY (ALMOST) ALL
The Capybara Folk are anthropomorphic Capybaras about the size of small Gnomes.  They are mild mannered, and good to a fault, to the point that even evil folk don't like to see them to come to harm.  This makes them the perfect negotiators, as they are widely held in great esteem.

ON CALL AS DIPLOMATS AND PEACEMAKERS
The Capybaras are peacemakers, diplomats, negotiators, judges, clergy and healers.  Unlike other species which seem driven to prove how good they are, the Capybaras simply ARE nice people.  It seems to come to them naturally and without effort.  Indeed, seeing a Capybara raise it's voice in anger is so odd as to bring everything nearby to a screeching halt.

CAPYBARA FOLK NAMES
Capybaras use traditional names.

Male Names. Alfredo, Brayan, Carlos, David, Frank, Gael, Hector, Jefry, Jose, Paul.

Female Names. Andria, Fabiella, Fiorella, Jacinta, Katia, Laka, Lucero, Luz, Maria, Paola.

Family Names. Quispe, Flores, Rojas, Salazar, Medina, Aguilar, Palomino, Campos, Apaza, Carrasco.

CAPYBARA FOLK TRAITS

Ability Score Increase. Increase your Wisdom by +2, and your Charisma score by +1.

Age. Capybara Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Capybara Folk are Neutral or Good.

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 3 1/2 feet tall and weigh around 30-35 pounds

Speed. Your walking speed is 30 feet, as is your Swim speed.

Hold Breath: You can hold your breath for 15 minutes.

Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You speak, read and write Furry, and any one other language of your choice.



Meditate.   (Prerequisite: Must be Capybara Folk)
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You have Advantage on Saving Throws against spells or effects from the Enchantment or Illusion schools.

Capybara Folk
"Pardon me sir, is this the local Inn?"

Building A Better World Through Kindness
"We need a room for the day."

"Yes sirs! Welcome to Guinea Bigs! You're just in time for lunch, and the weekly church social!"

"Lunch is good, but we can do without the social."

"Nonsense!  Everyone will want to meet you!  It's not often we get visitors!"

"We...are adventurers..."

"Well, we'll try not to hold that against you.  Ma is making peach cobbler today if you gentlemen want any!"

"If it wweren't for the legions of enemies I've made who would track me down, I'd say this was a great place to retire."

"They aren't hunting you right now are they?"

"We never know really."


Gentle By Nature

"Good thing a lot of the local priests are here..."

"No one knows we came this way if it helps."

"It does help set my mind at ease."

"Oh my, your patio is full."

"Our cobbler is famous!  Let me introduce you to everyone."
42
Homebrew and House Rules (D&D) / Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Last post by Garryl on April 28, 2024, 11:47:18 AM »
Soulborn as ToB/Incarnum hybrid class

HD: d10
Skills: 4 + Int
Skills: Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Martial Lore, Profession, Ride, Spellcraft, Swim.
Alignment: Any non-neutral (LG, CG, LE, or CE)

Level   Maneuvera   Meldshaping   Class
      Kn   Rdy   Stn   Shp   Ess   Bnd   Features
1      3   2   1   0   0   0   Aura, Smite Opposition 1/day
2      3   2   1   0   1   0   Incarnum Defense, Soul of the Blade
3      4   2   1   0   1   0
4      4   3   1   1   2   0
5      5   3   1   1   2   0   Smite Opposition 2/day, Soul of the Blade (initiation investment)
6      5   3   2   1   3   0
7      6   3   2   1   4   0
8      6   3   2   2   5   1   Chakra binds (crown, feet, hands)
9      7   3   2   2   6   1   Share Incarnum Defense 1/day
10      7   3   2   2   7   1   Smite Opposition 3/day, Stance Bind
11      8   4   2   2   8   1
12      8   4   2   3   9   1
13      9   4   3   3   10   2   Share Incarnum Defense 2/day
14      9   4   3   3   11   2   Chakra binds (arms, brow, shoulders)
15      10   4   3   3   12   2   Smite Opposition 4/day
16      10   4   3   4   13   2
17      11   5   3   4   14   3   Share Incarnum Defense 3/day
18      11   5   3   4   16   3   Chakra binds (throat, waist)
19      12   5   3   4   18   3   Timeless Body
20      12   5   4   5   20   3   Share Incarnum Stance, Smite Opposition 5/day




Aura: Unchanged.
Smite Opposition: Unchanged.
Incanrum Defense: Similar, but different immunities (2nd level, immunity based on alignment. LG: Fear; CG: Stun and paralysis. LE: Fatigue and exhaustion. CE: Sickened and nauseated.)
Bonus Feats: Probably removed.
Share Incarnum Defense: Unchanged.
Timeless Body: Unchanged.

Meldshaping: As original, but with much faster essentia progression, starting from level 1 or 2.

Maneuvers: Learn maneuvers at Warblade progression, although slower readied and stances progression. As a full-round action, recover all expended maneuvers and divest any invested essentia from expended maneuvers recovered this way, returning it to your essentia pool. Has access to Devoted Spirit and Soul's Edge (new) and to a third discipline based on your alignment (LG: White Raven, CG: Diamond Mind, LE: Shadow Hand, CE: Tiger Claw).

Martial Meldshaping: When you gain a level in a PrC that can progress your Soulborn meldshaping, that level also counts full for Soulborn IL (even at levels where it doesn't progress meldshaping). Any martial adept PrC that counts full (instead of 1/2) towards your Soulborn IL also progresses your Soulborn meldshaper level (but not other meldshaping-related statistics, such as essentia and soulmelds) at each level, if it doesn't already.

Aura (Ex): (As normal.)

Smite Opposition (Su): (As normal.)

Incarnum Defense (Su): (As normal, except different immunities.)

Soul of the Blade: Starting at 2nd level, all of your known martial stances and readied martial maneuvers are essentia receptacles. This allows you to invest essentia in them like you would a soulmeld. You gain the listed benefit, based on the type of maneuver, while you have any essentia invested in it. Some martial maneuvers provide additional benefits with invested essentia.

  • Boost: After you initiate the boost, you can gain a +1 insight bonus per point of essentia invested in the boost on any one attack roll you make before the end of your turn.
  • Counter: You gain a +1 insight bonus per point of essentia invested in the counter to your Armor Class and/or on your saving throw against whatever triggering attack or effect you initiated the counter against. If the counter involves making a check or roll to protect yourself from the triggering attack or effect, the bonus applies to that, too.
  • Rush: You gain a +5-foot insight bonus per point of essentia invested in the rush to your movement speed for movement made as part of the rush.
  • Stance: While you are in a stance into which you have invested essentia, you gain a +2 insight bonus per point of essentia invested in the stance on all skill checks with the key skill of the martial discipline from which the stance belongs.
  • Strike: You gain a +2 insight bonus per point of essentia invested in the strike on damage rolls made as part of initiating it. This includes both weapon damage rolls and damage from non-weapon components (such as the Hatchling's Flame maneuver). The bonus damage does not apply beyond the initiation if the strike continues to deal damage after being initiated.
  • Other: You do not gain any additional benefit for investing essentia in maneuvers that do not have a listed type.
You can invest essentia in or remove essentia from your readied, unexpended martial maneuvers and known martial stances at any time, just like investing essentia in a soulmeld you have shaped. However, once you have expended a maneuver, the essentia remains locked in that maneuver until you recover it; you cannot invest essentia in or remove essentia from an expended maneuver, similar to an Incarnum feat.

Beginning at 5th level, as part of the action to initiate a maneuver or enter a martial stance, you can invest essentia into it. This essentia can come directly from your essentia pool or from other essentia receptacles whose investments you can freely modify, such as soulmelds and other unexpended maneuvers and stances. This functions like reallocating your essentia normally, except that you can only move essentia into the maneuver or stance you are initiating, not into other essentia receptacles or back into your essentia pool.

Share Incarnum Defense (Su): (As normal.)

Stance Bind: Beginning at 10th level, you gain a special way of binding soulmelds to chakras. Rather than binding a soulmeld directly to the chakra it occupies, you can bind it to one of the stances that you know. A soulmeld bound to a martial stance grants the benefits of its chakra bind, as though it was bound to the chakra it occupies, only while you are in that stance and only if you would otherwise be able to bind it to that chakra; you must have an available chakra bind within your limit, you must be able to bind soulmelds to that chakra, and you may not be under any effects that otherwise prevent you from binding a soulmeld to that chakra. In exchange, it does not interfere with your ability to use magic items in that chakra's associated body slot, and only counts towards your limit of bound soulmelds while you are in the stance to which it is bound.

Each of the stances you know can have only a single soulmeld bound to it this way, although each soulmeld can be bound to any number of stances at a time.

Timeless Body (Ex): (As normal.)

Share Incarnum Stance (Su): Once you reach 20th level, your ability to share your Incarnum Defense improves further. The beneficiary of your Share Incarnum Defense also enters the martial stance that you are in, using your initiator level. If they are already in a martial stance, this applies in addition to the stance or stances that they have adopted. The stance your ally gains counts as an essentia receptacle with essentia capacity and invested essentia matching your own stance's and it grants the same additional benefits for having essentia invested that your Soul of the Blade ability would grant you. Your ally does not have access to the stance as an essentia receptacle, however, and thus cannot invest or remove essentia to or from it.

When you change your martial stance, the stance granted to the subject of your Share Incarnum Defense ability changes to match your new stance. When the amount of essentia invested in your stance changes, the amount of essentia invested in the subject's stance likewise changes.

If you have the ability to maintain more than one martial stance, you must choose only a single stance to share when you activate Share Incarnum Defense or you change your stances.


Ex-Soulborns: If you change alignment, you lose most of your class abilities unless your new alignment is compatible with the soulborn class. If it is not, you lose your aura, smite opposition, incarnum defense, and meldshaping abilities. You may not progress any further in levels as a soulborn. You regain all your abilities and advancement potential if you return to your previous alignment and receive an atonement spell. If your alignment shift still qualifies you for the class - a change from lawful evil to lawful good, for example - you retain your soulborn levels and your class features change to match your new alignment. You retain knowledge of any maneuvers and stances from the martial discipline granted as a soulborn of your former alignment, but you learn maneuvers and stances from the new one instead at subsequent soulborn levels.


----------------------------------------

Stance Bind seems like a great idea, but I'm not sure there are enough soulmelds available to bind for it. To maximize its utility, you would need soulmelds equal to or greater than stances + binds - 1. That occurs at levels 8-12 and again at 16 only.
- Part of the issue with the current version is that since each soulmeld can only bind to a single stance, if you have more stances than you need for soulmelds, any extra stances don't have a soulmeld bound to them and thus lose out on a chakra bind when using them.
- If the soulmeld progression increases to (lvl-1)/3, it caps out 6 at 19th, so only one more in total. This also results in having at least as many soulmelds as (stances + binds - 1) at all levels where you have binds available.
- Probably a better solution would be to drop the 1:1 association. Associate each soulmeld with any number of stances, but still only one soulmeld per stance, similar to how I planned to have tactical auras associated with plans for the tactician class. That way, regardless of your soulmeld and stance count, you always get that one bind reserved for Stance Bind in every stance.


Possible other abilities?

Double Stance Bind: Once you reach 20th level, your ability to bind soulmelds to your stances improves. You can bind each of your soulmelds to up to two of your stances, and each of your stances can have up to two soulmelds bound to it at a time.



----------------------------------------

Soul's Edge Martial Discipline
Key skill: Spellcraft
Discipline weapons: ...

Essentia: Soul's Edge maneuvers you have readied and stances you know are essentia receptacles. You can invest essentia in any such maneuver or stance at any time, just like investing essentia in a soulmeld you have shaped. However, once you have expended a maneuver, the essentia remains locked in that maneuver until you recover it; you cannot invest essentia in or remove essentia from an expended maneuver, similar to an Incarnum feat.

Many Soul's Edge maneuvers have improved effects or grant additional bonuses for having essentia invested in them. Some provide benefits only during the initiation of the maneuver, but others provide bonuses simply for having essentia invested in them while they are readied.

1
Aligned Strike - Strike: Attack deals +1d4 damage and is aligned with all non-neutral components of your alignment. If opponent has any alignment component opposed to at least one non-neutral component of your own alignment, bonus damage is +1d6 and you get a +2 bonus on your attack roll. If both are opposed, instead bonus damage is +1d8 and you get a +4 bonus on your attack roll. While unexpended, gain an insight bonus on Sense Motive checks equal to invested essentia.
Burst of Purelight - Boost: Burst of light illuminates a 40-foot radius (shadowy 80-ft. radius) for 1 round and dispels up to 1st-level darkness spells. Invisible, hidden, and concealed creatures in the area are revealed. Enemies are dazzled while within 10 feet and they can see the light. Essentia increases the duration and maximum level of darkness spells dispelled. While unexpended, gain an insight bonus on Spot checks equal to invested essentia.
Incarnum Focus - Stance: Gain +2 insight on saves vs. spells and spell-like effects. If essentia is invested, also affects allies within 10 ft./essentia.
Soulspark Distraction - Boost: Summon a Least Soulspark to flank with you until end of turn. While unexpended, gain an insight bonus on Bluff checks equal to invested essentia.

2
Bluesteel Defense - Counter: When attacked, make an opposed initiative check against your attacker. If you win, the attack misses. Gain +2/essentia invested on the initiative check (doesn't stack with Soul of the Blade's insight bonus for essentia investment on counters). If you win the check, your initiative count moves up by 2/essentia in the following round (see Moment of Alacrity for wording). While unexpended, gain an insight bonus on attack rolls made to resist disarm and sunder attempts equal to invested essentia.
Incarnum Surge - Boost: As part of this maneuver, you can reallocate your essentia investments. Until the end of your turn, you have +1 essentia capacity and you gain 1 temporary point of essentia. For every point of essentia invested in this maneuver, you gain an additional 2 temporary points of essentia for the turn. While unexpended, gain an insight bonus on Spellcraft checks equal to invested essentia.
Thunderstep Charge - Strike: Make a charge. No AoOs for movement. Deal +2d4 sonic damage. Creature struck must Fort save or be deafened for 1 minute. While unexpended, gain an insight bonus on Balance checks equal to invested essentia.

3
Bluesteel Strike - Strike: Attack deals +3d6 damage. If target was flat-footed, deals +7d6 damage instead. While unexpended, gain an insight bonus on Bluff checks equal to invested essentia.
Forge of Souls - Stance: Any weapon you wield and any armor or shield you wear gains a +1 enhancement bonus. This enhancement bonus increases by the amount of essentia invested in this stance.
Impulse Surge - Rush: Move up to your speed. Can move through occupied spaces. Gain a dodge bonus to AC equal to invested essentia for 1 round. While unexpended, gain an insight bonus on Tumble checks equal to invested essentia. This bonus also applies during the movement from initiating this maneuver.
Seeking Blade - Boost: Attacks ignore miss chances and automatically confirm critical hits until end of turn. If you attempt to attack a target whose presence you are aware of but you are unable to locate (including such things as targeting an empty space when attacking an invisible foe, targeting an illusion such as a mirror image, and targeting the wrong creature when facing a shapeshifter mimicking another creature's form), if you actually threaten the creature you are trying to attack, you will automatically select the correct target. While unexpended, gain an insight bonus on Spot checks based on essentia invested.
Soul of the Hunt - Stance: Gain low-light vision, scent, and the Track feat. Gain scent, darkvision, blindsense, and blindsight based on essentia invested.

4
Chakra Lock - Strike: Choose a chakra. Attack deals +3d6 damage and causes a special effect based on the chakra chosen. Creature struck must Fort save or lose access to soulmelds shaped to that chakra and magic items worn on the chakra's associated body slot for 1 minute. While unexpended, gain an insight bonus on saves against effects produced by soulmelds equal to invested essentia.
Crystalized Will: Iron Heart Surge-type effect. Get a deflection bonus to AC and an insight bonus to saves vs. mind-affecting for 1 round equal to invested essentia. While unexpended, gain an insight bonus on saves vs. mind-affecting equal to invested essentia.
Enigmatic Moment - Boost: Become invisible and become undetectable by special senses and Divination effects for 1 round. While any essentia is invested in this maneuver and it is unexpended, gain a Nondetection-type effect (DC 5 + IL + essentia invested).

5
+1 maneuver
Bladed Gale Flurry - Strike: Full attack with -2 on attack rolls. Make one extra attack. Reach is doubled. Wind swirls through the area you threatened with these attacks for 1 round, the strength of which depends on the essentia invested. You are not affected by it. While unexpended, gain an insight bonus on saves against wind and gases.

6
+1 maneuver
Friend of the Dice - Stance: 1/round, when making a d20 roll, roll it twice and take the better result. Must choose whether or not to do so before you roll. Gain an insight bonus on the roll equal to the essentia invested.
Warded Heart - Counter: Counterspell a spell being cast targeting you or with you in its area of effect, like with Dispel Magic, but using an initiator level check on your part (no maximum, still opposed by caster level check). If you succeed, gain 2 temp hp/level of spell for 1 minute. While any essentia is invested in this maneuver and it is unexpended, gain SR (equal to IL + 2 + essentia invested). This SR also applies against the spell if you fail to counter it.

7
Cerulean Step - Boost: Move up to half your speed as a swift action. No AoOs for movement. Can move across any surface. While unexpended, gain an insight bonus to AC vs. AoOs equal to invested essentia.
Thunderstep Crash - Strike: As Thunderstep Charge, but +10d4 sonic damage, and if the attack hits, deals 10d4 sonic damage to all other enemies within 30 ft. of target, who are also at risk of deafening. Fort save by secondary creatures halves the sonic damage, in addition to negating the deafness. While unexpended, gain an insight bonus on saves against sonic or language-dependent effects equal to invested essentia and gain sonic resistance equal to twice the invested essentia.

8
+1 maneuver
+1 maneuver
Soulspark Twin - Stance: Summon an incarnum duplicate of yourself.

9
Incarnate Strike - Strike: Attack deals +50 damage and is aligned with all non-neutral components of your alignment. If you have any essentia invested, this has additional effects based on your non-neutral alignment components, which last for 1 round per point of essentia invested. Good: You gain a +5 sacred bonus to your Armor Class and on all saving throws. Evil: You gain temporary hit points equal to the damage dealt. Lawful: Creature struck must Will save or be dazed. Chaotic: Creature struck must Will save or act as though confused (not mind-affecting). While unexpended, gain an insight bonus on saves against alignment-dependent effects and to your effective HD/level against effects that depend on your level equal to invested essentia.

Names/ideas:
Soulwell Presence - Stance: ...
Bluesteel Riposte - Counter: Opposed attack roll to negate attack. If attack against you misses, attacker provokes an AoO. While unexpended, gain an insight bonus on weapon damage rolls with AoOs equal to invested essentia. This bonus also applies on the AoO provoked by this maneuver's successful usage.
Open Soul Assault - Strike: Attack deals +4d6 damage. If it hits, the creature also takes penalty equal to the amount of invested essentia to AC and saves against soulmeld-produced effects for 1 round. While unexpended, gain an insight bonus on saves vs. death effects, positive energy, and negative energy equal to invested essentia.
Mauling Surge - Strike: Charging bull rush also knocks target prone at end of movement. Bonus on crit confirm rolls per essentia while unexpended.
Strongheart Recovery - Heals ability damage, ability drain, and negative levels, and heals some HP is below half. Bonus on saves vs. death effects and Necromancy per essentia while unexpended.
Dismantled Therapy - Strike: Melee attack deals up to 25 extra damage and heals you for that amount. The extra damage can't exceed the amount of hit points the target gained from healing in the last round. While unexpended, any effect that heals a creature you threaten also heals you for the amount of essentia invested, up to half that amount of hit points restored. This healing to you applies only if the healing effect is of a form that can heal you; this does not allow you to be healed by negative energy if you are a living creature, for example. An effect that heals multiple creatures you threaten at once only heals you once this way, based on the largest amount of healing provided to any of the creature you threaten. An effect that heals both you and a creature you threaten does not heal you a second time, but the amount of hit points you recover are the greater of the amount the effect would normally heal you for and the amount that this essentia investment effect would cause it to heal you for.
Mauling Crash - Strike: Charge. If attack hits, also knock target prone. While unexpended, ....
Mauling Leap - Strike: Melee attack with +xd6 damage. Make a Jump check with DC equal to target's AC. If successful, .... While unexpended, gain an insight bonus on Jump checks based on essentia invested.
Mauling Flurry - Strike: Full attack against a single target with a -2 penalty on the attack roll. If you hit with at least 2 attacks, make one extra attack at the end (at full BAB, but still with the -2 penalty) that deals +2d6 damage per attack that hit from the full attack (max +16d6). While unexpended, gain an insight bonus on critical confirmation rolls based on essentia invested.
Purelight Surge - Strike: Melee attack deals +8d6 damage, or +8d8 against undead and creatures that are particularly vulnerable to light. The creature is also blinded for 1 round on a failed Fort save. If the attack hits, a burst of searing light fills the area, dispelling lower-level darkness effects, dealing 8d6 or 8d8 damage to creatures in the area other than yourself, and also blinding them for 1 round on a failed save. While unexpended, gain a 2% insight bonus on percentile miss chance rolls per point of essentia invested as long as you can see the space you are attacking.
Soulspeaker's Insight - Boost: Choose a creature and understand all of its minor tells, vulnerabilities, and intentions for 1 round. You gain a +2 insight bonus on attacks rolls, saving throws, and to your Armor Class against the subject and effects it produces. You can't be caught flat-footed or denied Dex to AC against that creature. While unexpended, gain an insight bonus on Sense Motive checks.

----------------------------------------

Maneuvers by soulmeld that inspired them:
Arcane Focus - Incarnum Focus
Armguards of Disruption - ...
Bluesteel Bracers - Bluesteel Defense, Bluesteel Strike
Cerulean Sandals - Cerulean Step
Crystal Helm - Crystalized Will
Diadem of Purelight - Burst of Purelight
Enigma Helm - Enigmatic Moment
Fearsome Mask - ...
Flame Cincture - ...
Gloves of the Poisoned Soul - ...
Hunter's Circlet - Soul of the Hunt
Illusion Veil - ...
Impulse Boots - Impulse Surge
Lucky Dice - Friend of the Dice
Mauling Gauntlets - ...
Necrocarnum Circlet - ...
Necrocarnum Mantle - ...
Necrocarnum Shroud - ...
Necrocarnum Touch - ...
Necrocarnum Vestments - ...
Necrocarnum Weapon - ...
Pauldrons of Health - ...
Riding Bracers - ...
Sailor's Bracers - ...
Sighting Gloves - ...
Silvertongue Mask - ...
Soulspark Familiar - Soulspark Distraction, Soulspark Twin
Soulspeaker's Circlet - ...
Spellward Shirt - Warded Heart
Strongheart Vest - ...
Therapeutic Mantle - ...
Thunderstep Boots - Thunderstep Charge, Thunderstep Crash
Truthseeker Goggles - Seeking Blade
Wind Cloak - Bladed Gale Flurry
43
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by kitep on April 28, 2024, 02:34:51 AM »
FYI, there's a separate thread for Pathfinder to help avoid confusion. Called "Fun Pathfinds".
44
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by Theaitetos on April 27, 2024, 09:19:43 PM »
I'm talking Pathfinder 1e, not DnD 3.5. Check all the links (D20PFSRD/Archives of Nethys).
45
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on April 27, 2024, 07:06:18 PM »
People clearly know something is going on, as they are giving you a wider berth, and clutching their guns tightly as they move by.  The other 'sisters' look a bit nervous whenever Isabella speaks.
46
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by linklord231 on April 26, 2024, 11:32:25 PM »
Not sure if anyone has mentioned it before, but I think I found a new exploit that opens up a ton of possibilities: Alter Summoned Monster!

The spell is already famous for its exploits with stuff like using it on Heightened Mount, but today I noticed that it is a very rare summoning spell in that it is not based on Summon Monster/Summon Nature's Ally. These latter two spells contain a well-known limiting rule for any creature summoned with these spells (or their derivatives):


Quote
Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
Alter Summoned Monster does not contain this limitation, thus you are able to summon creatures and have them use their (expensive) spell-like abilities as you want (except innate summoning spells).


For example, with Summon Evil Monster you can use Alter Summoned Monster on a 6th-level summon spell and summon an Efreeti to fulfill your Wish without paying any material costs, a full spell-level lower than Limited Wish.

The limitation on summoned creatures not being able to use their own summoning abilities is actually built in to the Conjuration (Summoning) subschool, not part of any particular spell.  Altered Summoned Monster is still Conjuration (Summoning), and so "A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells."
47
Homebrew and House Rules (D&D) / Higher level *Shield Other* variants
« Last post by Draco Dei on April 25, 2024, 06:14:08 PM »
Wiki-like cross indexing: Build discussion thread on GitP.

This set of spells only got one comment years ago when I posted it on GitP.

(click to show/hide)
Other notes on how I initially selected the spell levels will be included in (())'s where I think it necessary.

Shield Many
Abjuration
Level: Clr 5, Pal 4 ((This is so fitting with the fluff for a paladin that I'm making sure they can access it pre-epic))
Target: One Creature/3 lvls ((Feb. 2020: Upgraded from One Creature/4 levels.))
As Shield Other except as above and the change of focii. The damage is divided between yourself and the creature originally taken it (so not any of this spell's other targets).

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.


Shield Other's Body and Mind
Abjuration
Level: Clr 4, Pal 4 ((Same level as Neutralize Poison which works against fewer things, but has a better effect. Consider making this 3rd which makes it the level in between Neutralize Poison and Delay Poison... or maybe even 2nd.))
Target: One Creature or Corpse
As Shield Other except as follows:
No bonus to armor class or general saving throws is provided. The subject gains a +2 resistance bonus on fortitude saves

Hitpoint damage is not effected.

You share any reduction of ability scores with the target as via the same numerical rules as apply to hitpoint damage for Shield Other. This includes penalties, damage, drain, burn, etc. In the case of Feeblemind and other effects that reduce the target to a specific number* treat this as exactly as much penalty/damage/drain/whatever as would be necessary to do that if this spell were not affecting the situation. This even allows you to split the constitution loss suffered by a 1 hit-die creature being brought back to life.
*The fact that normally an ability score can not be reduced to less than zero specifically does NOT count for this. For example, if someone with an dexterity of 6 takes 8 points of dexterity damage then you each take 4 points.


Shield Many Bodies and Minds
Abjuration
Level: Clr 7
Target: One Creature or Corpse/4 lvls*
*You may mix freely between creatures and corpses in a single casting
As Shield Other's Body and Mind except as above and the change of focii. The ability score reduction is divided between yourself and the creature originally taken it (so not any of this spell's other targets).

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.

Shield Other's Soul
Abjuration
Level: Clr 3, Pal 3 ((One level lower than Death Ward))
Target: One Creature or Corpse
As Shield Other except as follows:
No bonus to general saving throws is provided. The subject gains a +2 resistance bonus on fortitude saves.

Hitpoint damage is not effected.

You share any negative levels with the target as via the same numerical rules as apply to hitpoint damage for Shield Other. Recalculate the number of negative levels each of you gets every time you split negative levels with a given ally in a given encounter. Count only negative levels acquired while the ally in question was under the protection of this spell.


Shield Many Souls
Abjuration
Level: Clr 6
Target: One Creature or Corpse/4 lvls*
*You may mix freely between creatures and corpses in a single casting

As Shield Other's Soul except as above and the change of focii.

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.

Blood Brothers
Abjuration
Level: Clr 9((Originally had it at 7 (and 1hr/lvl) which is One level higher than Bear's Endurance, Mass, two levels higher than Shield Many... should maybe bump this up further to 9th since it IS pretty boss as long as the monsters aren't over-killing enough that the arcanist dies of a hit to another of the targets. Reducing the duration could also compensate. 8th still leaves room for Soul Brothers to be higher level while pre-Epic. And then feedback on the Discord convinced me that they could both be 9th, and, indeed, Soul Brothers nught need to come down a level.))
Components: V, S, DF, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Self* plus 1 target/5 levels
Duration: 1 minute/level (D)
Saving Throw: Will negates (Willing Only)**
Spell Resistance: Yes (Willing Only)**
*The spell fails unless it successfully effects you.
**The PLAYER/GM in control of each creature targeted decides at the time this is cast whether to count it as having the (Harmless) tag. This is functionally the same as the target deciding, except that consciousness is not required, and charm/domination are by-passed.

This spell wards the subjects and creates a mystic connection between them so that some of their wounds are transferred between them.

The subjects gain a +3 deflection bonus to AC and a +3 resistance bonus on saves.

Whenever one of the targets of this spell takes hitpoint damage, the damage is divided as evenly as possible between yourself and all the targets. This is as opposed to just between yourself and the person originally damaged. Remaining points of damage are assigned, point by point, in the following order until no more remain: first 1 to the original target, then 1 to you, and then randomly distributed to DIFFERENT remaining targets.

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.

Soul Brothers
Abjuration
Level: Clr 9
Duration: 1 hour/level (D)
As Blood Brothers except as above and as follows:
No bonus to general saving throws is provided. The subjects gain a +5 resistance bonus on fortitude saves.

Hitpoint damage is not effected.

You any negative levels are divided between the targets as evenly as possible. Any that can't be divided exactly are assigned in the following order: The original target, the caster of this spell, and then randomly distributed to DIFFERENT remaining targets.  Recalculate the number of negative levels each of you gets every time you split negative levels in given encounter. Count only negative levels acquired while the ally in question was under the protection of this spell.

((Considering removing the Fortitude bonus on the ones with "Soul(s)" in the names because I recently discovered that most Negative levels do not allow a save to avoid, only to  make it go away rather that turn into level loss 24 hours later... should I remove it entirely, change it to a +8(+10? +5 still?) for Soul Brothers and lower for the lower level ones bonus to the later save for any negative levels gains during the duration of the spell, even if the save happens after the spell has worn off, or keep it the way it is?))


(click to show/hide)
48
Homebrew and House Rules (D&D) / Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Last post by Garryl on April 24, 2024, 11:18:25 PM »
Daunting Will [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills and drop the target of it during the same encounter, you can instigate a new duel of wills with another creature as a free action at the beginning of your next turn. There is no limit to the number of times you can instigate new duels of wills this way in an encounter.



Steely-Eyed Stare [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, you also gain a +2 morale bonus on Will saves against effects the target produces for the duration of the encounter.
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



Piercing Stare [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, your morale bonus on attack rolls and weapon damage rolls against the target is increased to +2 (instead of the normal +1) and the target takes a -2 penalty on its initiative check.
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



Threatening Stare [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, for 1 round the target also takes a -4 morale penalty on attack rolls against creatures other than yourself and cannot cast defensively.
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



Terrifying Stare [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, the target is also shaken for 1 round, plus 1 round for every 5 points by which you won the opposed check.
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



Pinning Stare [General]
Prerequisite: Intimidate 4 ranks or Concentration 4 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, the target's movement speed is halved for 1 round.
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



If Looks Could Kill [General]
Prerequisite: Intimidate 8 ranks or Concentration 8 ranks and Unnerving Calm.
Benefit: If you instigate a duel of wills, you can choose to force the target of the duel to participate. If you win the duel, the target also takes an amount of nonlethal damage equal to your ranks in Intimidate (or Concentration, if you have the Unnerving Calm feat).
Normal: The target of a duel of wills can choose to submit, ignore the challenge, or participate.



49
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« Last post by Theaitetos on April 24, 2024, 10:10:10 PM »
Not sure if anyone has mentioned it before, but I think I found a new exploit that opens up a ton of possibilities: Alter Summoned Monster!

The spell is already famous for its exploits with stuff like using it on Heightened Mount, but today I noticed that it is a very rare summoning spell in that it is not based on Summon Monster/Summon Nature's Ally. These latter two spells contain a well-known limiting rule for any creature summoned with these spells (or their derivatives):


Quote
Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
Alter Summoned Monster does not contain this limitation, thus you are able to summon creatures and have them use their (expensive) spell-like abilities as you want (except innate summoning spells).


For example, with Summon Evil Monster you can use Alter Summoned Monster on a 6th-level summon spell and summon an Efreeti to fulfill your Wish without paying any material costs, a full spell-level lower than Limited Wish.
50
D&D 3.5 and Pathfinder / Re: [DnD3.5e]How does the mount charge work?
« Last post by ketaro on April 24, 2024, 04:03:09 AM »
Spirited Charge does not have any action needed to use. It states that it is in effect while doing something else, i.e. charging. If you are not charging, Spirited Charge turns off; if you are charging, Spirited Charge turns on. Thats it.

Classically attacks are made with Standard Actions. If, by some whatever, you have an attack that only uses a Swift Action, then sure. But you are still limited to the mounted combat rule that states "if your mount moves more than 5 feet you can only make a single attack".

So no matter what action you use to attack, if your mount moves more than 5 feet on its turn, you only get 1 attack.
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