Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 314022 times)

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #600 on: December 31, 2014, 04:14:02 PM »
Abjurant Champion has an official listed variant allowing for psionic use.  The only two powers I've found so far that boost shield or armor AC are Force Screen and Inertial Armor.

Both are psychokinesis.  Hey, instead of abjuration let's boost psychokinesis powers!  And while we're at it rename the variant to be Kinetic Champion.  Extend and Swift kinetics, and then for the Arcane Boost equivalent just have the character expend PP equal to whatever's needed for a power of that level (so 5 PP for a 3rd level power) and then get the insight bonuses that way.

Trade Knowledge (arcana) for knowledge (psionics), spellcraft for psicraft, Combat Casting for Combat Manifesting, and the spellcasting reqs for the ability to manifest 1st level powers, including at least one psychokinesis power and this thing's done.

Offline Arz

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #601 on: January 05, 2015, 06:37:20 PM »
Working on a meldshaping class based on turning artifacts into soulmelds. Some questions which might help in dev:

1) Incartifact-(ol/otum/um), which is best?

2) When possible, should I retool old melds with an original bind location?

3) Anyone have a good list of artifacts with complete descriptions?

4) Should the class have all armor and/or martial weapons?

Offline Amechra

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #602 on: January 05, 2015, 06:56:44 PM »
I hope you'll be toning them down some; a few of the Major Artifacts are just outright crazy (20th level Paladin spellcasting? Don't mind if I do!)

1) Incartifactorum is what you should go for.

2) To be honest, you can leave them on the old Binds; sirpercival is the only guy I know crazy enough to come up with a fully unique list of Soulmelds for his classes.

3) Sadly, no.

4) Maybe? What do you see their party role being?
"There is happiness for those who accept their fate, there is glory for those that defy it."

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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #603 on: January 11, 2015, 05:54:49 AM »
Name a new feat Bulldozer and have it chain off Improved Overrun like Shock Trooper chains from Improved Bull Rush.

Maybe make it possible to continue the overrun and get more opponents?  Allow it on a charge too.  Get a weapon attack off against the enemy?  Either that or gain a stomp or some sort of similar attack to also use.

Huh, the http://www.d20pfsrd.com/feats/combat-feats/vicious-stomp-combat feat in PF might be something to look at with regards to trips and overruns.


Slight Battle Jump rework:

Not a regional feat anymore.  Can make a normal melee attack for double damage, or make any special attack normally made in place of a melee attack such as bull rush, trip, grapple, overrun, et al.  Treat yourself as one size larger than usual (wording used to allow for Powerful build stacking) for the purposes of the first attack (including special attacks) used against the creature jumped upon.


Additional feat for Warforged:

Adamantine Conditioning

Prereqs:  Adamantine Body, BAB +3

Benefits:  Your adamantine plating hinders you less as you continue to train.  Your Max Dex Bonus increases by 1, your Armor Check Penalty decreases by 1 (to a minimum of 0) and the penalty to your base speed decreases by 5 to be 25 feet if your speed is normally 30 feet.  Other base land speeds are adjusted accordingly.


And nuts, there's only a table for the usual speed reduction from armor and not a way to assess different ones.  Looks like I have a table to write up based upon http://www.d20srd.org/srd/carryingCapacity.htm

I'll edit in the table shortly.  Already got the 10's done, but the 5's are a bit annoying.  5's are added in to account for the Dash feat.  I've turned this into a mini index.

                                                                                                                                                                                                                                                
Armor Mobility   
Unarmored/light   20253035404550556065707580859095100
5/6         1520253035404045505560657070758085
2/3 (standard)   1515202530353540404550505555606570
1/2 (mountain/gear)   1015152020252530303535404045455050
« Last Edit: January 11, 2015, 08:47:57 AM by Jackinthegreen »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #604 on: January 13, 2015, 01:23:54 PM »
Wild Aura [General]
Prerequisites: Cha 13, ability to project an aura, aura bonus +2.
Benefits: The power of your auras fluctuate. Each round at the beginning of your turn, roll a die and use the result to determine the modifier you apply to your aura bonus. The die you roll depends on your normal aura bonus, before applying this modifier.
Normal BonusModifier
+1 or less+0
+2+1d4-2
+3+1d6-3
+4+1d8-4
+5 or higher+2d6-6

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #605 on: January 15, 2015, 08:18:48 AM »
Versatile Slam (feat)

Prerequisites:  Warforged, or other creature with a natural slam attack and sturdy enough limbs.  Str 15+ perhaps?

Benefit:  You have learned to make your slam attack with almost any part of your body.  You may make slam attacks even if you are wielding weapons in both hands or would otherwise be unable to make a slam due to your hands being occupied.


Vicious Stomp (feat rework)

Prerequisites:  Combat Expertise, Improved Unarmed Strike or melee primary natural attack option.

Benefit:  Whenever an opponent falls prone within reach of your unarmed strike or melee natural attack range, that opponent provokes an attack of opportunity from you.  This attack must be either an unarmed strike or a natural attack.


Improved Unarmed Strike clarification:

Characters with BAB +4 or better who are not monks gain the ability to make unarmed strikes with other reasonable parts of the body besides fists such as elbows, knees, and feet.  Unarmed strikes made as offhand attacks still suffer the normal damage penalty for two-weapon fighting.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #606 on: January 19, 2015, 07:23:33 PM »
Surprise Elemental.  Because it's the element of...  Oh forget it.

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #607 on: January 19, 2015, 07:38:49 PM »
Surprise Elemental.  Because it's the element of...  Oh forget it.
:lol :clap

Definitely needs HiPS as well as a really high initiative modifier. Maybe base it on the Invisible Stalker?
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Offline littha

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #608 on: January 21, 2015, 03:05:06 AM »
Surprise Elemental.  Because it's the element of...  Oh forget it.
:lol :clap

Definitely needs HiPS as well as a really high initiative modifier. Maybe base it on the Invisible Stalker?

Alternatively the dire turtle ability or the one from that drow only PRC nobody

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #609 on: January 22, 2015, 03:17:41 PM »
Surprise Elemental.  Because it's the element of...  Oh forget it.
:lol :clap

Definitely needs HiPS as well as a really high initiative modifier. Maybe base it on the Invisible Stalker?

Alternatively the dire turtle ability or the one from that drow only PRC nobody

Littha, were you going to finish that sentence?

As for the abilities, I can definitely see it having those.



New stuff:  Soulknife+incarnum PrC.  If it's meant for straight incarnate then one likely feat req would be Align Mind Blade.  Or just make it based off the psywar Call Weapon ACF.  Basing it off the original soulknife would require some reworking but making it better while still balanced isn't exactly hard to do.
« Last Edit: January 22, 2015, 03:33:45 PM by Jackinthegreen »

Offline littha

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #610 on: January 23, 2015, 03:22:02 PM »
...ever takes



Honestly I don't know how I managed to miss that...

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #611 on: January 24, 2015, 05:02:03 AM »
Dread Fang of Lolth for its 10th level ability I assume?

Heh, the class is kinda shitty now that I see it for the first time.  Both in fluff and in mechanics.

Offline littha

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #612 on: January 24, 2015, 02:43:05 PM »
Dread Fang of Lolth for its 10th level ability I assume?

Heh, the class is kinda shitty now that I see it for the first time.  Both in fluff and in mechanics.

That would be the one. Its pretty awful barring that one ability.

Offline FireInTheSky

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #613 on: January 24, 2015, 08:53:40 PM »
Surprise Elemental.  Because it's the element of...  Oh forget it.
+1  :clap

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #614 on: January 26, 2015, 06:26:43 AM »
Surprise Elemental.  Because it's the element of...  Oh forget it.
+1  :clap

 :D  Thanks!

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #615 on: January 29, 2015, 02:07:16 AM »
Teleportation

- Accuracy determined by a Spellcraft check.
- Various other modifiers based on sight, beacon/circle at destination, circle at origin, knowledge of site, etc.
- Teleport spell still exists, allows teleportation without the feat. Distance is limited by the Spellcraft check, not by your CL.
- Greater Teleport grants a +CL bonus on the Spellcraft check and allows you to take 10.
- Plane Shift uses these new mechanics. It allows for planar teleportation.
- Wish's transport travelers option automatically succeeds on the check. Still ignores local conditions (ex: Dimension Lock, dead magic zone).
- Check DCs are still a first draft.

Use only the best modifier for sight and familiarity.

Sight of DestinationSpellcraft Modifier
Never seen-10
Pinpointed at least once-5
Indirectly seen at least once-5
Directly seen at least once+0
Pinpointed through inferior senses (such as blindsense or scent)+5
Visible indirectly (such as through scrying or via a mirror)+5
Within line of sight (including sight-equivalent senses)+10

FamiliaritySpellcraft Modifier
Destination does not actually exist-201
Secondhand (you have heard of the destination)-10
Firsthand (you have visited before)+0
Nearby (within the same structure or local area as origin)+5
Familiar (you have visited three or more times)+5
1. If the destination does not actually exist, successful teleportation is impossible. Use the DC only to determine the effects of failure. On a success, no teleportation occurs and the would-be teleporter becomes aware that the destination does not exist.

ConnectionSpellcraft Modifier
Likeness or picture of destination+2
Object from destination+4
Cartographer’s map of destination+10
Created or studied teleportation beacon at destination+10

TeleportationSpellcraft DC
Origin has a teleportation circle, destination has a teleportation beacon25
Destination has a teleportation beacon30
Origin has a teleportation circle40
No beacon or circle45
Per 100 miles distance (same plane)+1
Destination is warded against teleportation (dimension lock, forbiddance, a dead magic zone, etc.)+101
Destination on another, coterminous plane+102
Destination on another, non-coterminous plane+202
1. On a success, the teleportation arrives in the general vicinity of the edge of the ward, outside of it.
2. If the destination is on another plane, successful teleportation is impossible without appropriate magic (such as the Planar Teleporter feat or the plane shift spell). Without this, use the DC only to determine the effects of failure. On a success, no teleportation occurs and the would-be teleporter becomes aware that the destination is on another plane. Ignore the DC modifier for distance.

On a successful Spellcraft check, you arrive at the desired location. If you know exactly where you wish to arrive, you arrive in that space, or the nearest unoccupied space if you cannot fit, otherwise you arrive in the general vicinity of the destination.

If you fail by 4 or less, the teleportation fails with no ill effect.

If you fail by 5 to 9, you arrive in an area that's visually or thematically similar to the desired destination.

If you fail by 10 or more, you suffer a mishap. You take 1d10 points of damage and must make a new Spellcraft check with a cumulative +2 bonus. On subsequent checks, you suffer additional damage each time you roll a mishap. This continues until you either succeed on the check or fail by 9 or less. Use the result of the final check to determine if and where you ultimately teleport.

You cannot take 10 on a Spellcraft check made to teleport, except with abilities that specifically allow you to (such as the greater teleport spell).



Teleporter [Ritual]
Prerequisite: Caster level 1st, Spellcraft 8 ranks, Knowledge (the planes) 8 ranks.
Benefit: You gain access to rituals based on your ranks in Knowledge (the planes).
  • Teleport (Knowledge (the planes) 8 ranks): By focusing on another location, you can transport yourself to a designated destination. Interplanar travel is not possible. The success or failure of your teleportation is determined by a Spellcraft check (see above). You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three ranks in Knowledge (the planes) beyond 3 that you possess. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. This ritual is a spell-like ability. The effective spell level is 3rd and the effective caster level is equal to your ranks in Knowledge (the planes) minus three. Performing this ritual requires 10 minutes of incantation and materials worth 50 gp.
  • Create Teleportation Beacon (Knowledge (the planes) 12 ranks): By inscribing runes or weaving magic into the surrounding area, you can create a teleportation beacon, allowing other travelers who know about it to teleport to the location with greater ease and reliability. At your discretion, the beacon may be invisible, visible, or may emit light, glowing as brightly as a candle. This ritual is a spell-like ability with permanent duration. The effective spell level is 5th and the effective caster level is equal to your ranks in Knowledge (the planes) minus three. Performing this ritual requires 1 hour of work and materials worth 500 gp.
  • Create Teleportation Circle (Knowledge (the planes) 16 ranks): By inscribing runes or weaving magic into the surrounding area, you can create a teleportation circle, allowing other travelers who know about it to teleport to or from the location with greater ease and reliability. Except where noted, teleportation circles also function as teleportation beacons. At your discretion, the circle may be invisible, visible, or may emit light, glowing as brightly as a candle. This ritual is a spell-like ability with permanent duration. The effective spell level is 7th and the effective caster level is equal to your ranks in Knowledge (the planes) minus three. Performing this ritual requires 8 hours of work and materials worth 5000 gp.


Planar Teleporter [Ritual]
Prerequisite: Caster level 1st, Spellcraft 12 ranks, Knowledge (the planes) 12 ranks, Teleporter.
Benefit: You can use the teleport ritual of the Teleporter feat to travel to other planes.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #616 on: January 29, 2015, 02:31:24 AM »
Change to the UA variant monk styles: The skill given a bonus to is a class skill for the monk if it wasn't already.  For example, the Overwhelming Attack monk gains Intimidate as a class skill.

Some other changes are probably needed to make them thematically and mechanically more interesting.  The Passive Way monk ought to be able to add his Wisdom bonus to Bluff checks made for feinting in combat and/or use Wis in place of Cha for it.  I was just thinking about having Wis on top of Bluff to help make up for feinting having to also factor in the opponent's BAB.


A new spell:

Feral Weapon


Level:    Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 (or maybe 2nd?)
Components:    V, S, DF
Casting Time:    1 standard action
Range:    Touch
Target:    Creature touched
Duration:    1 min./level
Saving Throw:    Will negates (harmless)
Spell Resistance:    Yes

The affected creature can use the base weapon damage of one of its natural weapons (including unarmed strike) in place of the base damage for a manufactured weapon it is wielding.


Cobalt Guardian PrC:

Uses Cobalt Expertise and Cobalt Power plus some other stuff perhaps to control the battlefield.


Dextrous Expertise ability/feat/whatever

Basically like the Arcane Duelist's Dextrous Attack ability, except that you decrease your damage by an amount no greater than your BAB and you increase your AC by that amount.
« Last Edit: February 02, 2015, 04:37:12 AM by Jackinthegreen »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #617 on: February 03, 2015, 04:46:07 PM »
Combat Supremacy (or whatever other name is alright)

Prerequisites:  Fighter level 8+?

Benefit:  Choose two feats that reduce your attack bonus and give a benefit (such as Power Attack and Combat Expertise).  You gain the benefits of both feats while only suffering the attack penalty for one of them.

For example, a character with +5 BAB could subtract 5 from their attack bonus to gain both +10 damage with a 2-handed weapon through Power Attack and gain a +5 dodge bonus to Armor Class from Combat Expertise.

Offline Amechra

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #618 on: February 03, 2015, 11:40:10 PM »
A Paladin-type class built off a Scout-type chassis.

Would get some ceremonial magic stuff that wouldn't be level based - stuff like performing last rites so that a body can't be raised as Undead, marking the corpse of an evil creature so that everyone else knows the creature was evil, letting people you preach at change alignment, etcetera.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #619 on: February 04, 2015, 01:27:59 AM »
To run with your idea a bit, Amechra. Albeit in a different way than you intended.

New skill: Ceremony (Wis)
This skill allows you to perform various rituals and ceremonies, some of which have minor magical power.
You suffer a -2 penalty on Ceremony checks with respect to the rituals and followers of deities, religions, and ideals other than your own.
You suffer a -5 penalty on Ceremony checks with respect to the rituals and followers of deities, religions, and ideals opposed to your own.

Mundane Ceremony: You know how to and can perform a variety of non-magical ceremonies. These include, but are not limited to, marriages, last rites, and leading religious services. You can also use this skill to generate income as per the Perform skill.

Mark Lair of the Enemy (DC 15): You can mark a site to inform members of your faith that the creatures there are enemies of the faith. For members of other faiths, a DC 15 Knowledge (religion) DC check is required to recognize the meaning of this marking. This is often used to mark the graves of heretics.

Consecrate Dead (Su, DC 15): You can consecrate the remains of a dead creature. Any attempt to raise it as an undead creature must succeed on a DC 10 level check or else have no effect. For every 3 points by which you exceed the skill check DC, the DC of this level check increases by 2. Consecrating the dead takes 1 hour per body.

Temptation or Redemption (Su, DC 25): You can aid a willing creature in changing its alignment, as per the Temptation or Redemption option of the atonement spell. This takes 1 week.

... and that's it for me. Dealing with even this little concreteness of religion in a game rules context makes me uncomfortable.