Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 341481 times)

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #80 on: June 30, 2012, 10:32:01 PM »
War Drummer prestige class

Basically Barbarian + Bard.  Raging grants bonuses to Perform (Percussion) checks, and bardic music based on that.  Call it Thundering Music or something.  It needs some bonuses on Inspire Courage, Greatness, and Heroics, plus some other stuff.  If the bardbarian is raging he can't use Inspire Competence, unless the skill is strength-based perhaps.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #81 on: July 06, 2012, 12:07:06 PM »
Glancing Blows variant

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

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

Feats:
(click to show/hide)

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

So, there are still a few kinks to work out.

Offline littha

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #82 on: July 06, 2012, 01:13:10 PM »
Fort that particular variant I would have:
2 Hit: Max damage
1 Hit: Average Damage
0 Hit: Minimum Damage

Otherwise there is a massive jump in damage between 1 hit and 2.
Power attack and other static forms of additional damage would need to be looked at as well.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #83 on: July 07, 2012, 07:33:07 AM »
Brutal Throw addition:
In addition to using his Strength modifier for attack rolls with thrown weapons, a character with this feat may also use his Strength modifier for attack rolls when using a sling.

Rapid Reload addition:
A character with this feat may also use a free action to reload a sling, allowing him to make a full attack with it.

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #84 on: July 08, 2012, 12:48:53 AM »
Brutal Throw addition:
In addition to using his Strength modifier for attack rolls with thrown weapons, a character with this feat may also use his Strength modifier for attack rolls when using a sling.

Rapid Reload addition:
A character with this feat may also use a free action to reload a sling, allowing him to make a full attack with it.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #85 on: July 09, 2012, 04:40:56 PM »
Crippling Overspecialization [Fighter]
Prerequisites: Fighter level 20th, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Weapon Supremacy, Improved Critical, Power Critical, and one of Melee or Ranged Weapon Mastery, all applying to your chosen weapon.
Benefit: Whenever you deal damage with your chosen weapon, the subject of your attack also takes 2 points of Strength damage and must make a Fortitude save (DC 10 + 1/2 damage dealt) or be dazed for one round.
Special: A Fighter can select this feat as a Fighter bonus feat (and kinda has to to take it before epic).

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #86 on: July 09, 2012, 04:47:14 PM »
Crippling Overspecialization [Fighter]
Prerequisites: Fighter level 20th, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Weapon Supremacy, Improved Critical, Power Critical, and one of Melee or Ranged Weapon Mastery, all applying to your chosen weapon.
Benefit: Whenever you deal damage with your chosen weapon, the subject of your attack also takes 2 points of Strength damage and must make a Fortitude save (DC 10 + 1/2 damage dealt) or be dazed for one round.
Special: A Fighter can select this feat as a Fighter bonus feat (and kinda has to to take it before epic).

Awesome for a Martial Monk!
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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #87 on: July 10, 2012, 10:46:07 AM »
Druid+Warlock PrC, fluffed as Fey-based of course.  It should probably have alignments loosened for the druid to allow for all chaotic to fit the theme.  Wild Warlock has a nice ring to it, and now I have an image in my head of various animals shooting Eldritch Blasts out of their mouths.

Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #88 on: July 10, 2012, 04:31:54 PM »
Druid+Warlock PrC, fluffed as Fey-based of course.  It should probably have alignments loosened for the druid to allow for all chaotic to fit the theme.  Wild Warlock has a nice ring to it, and now I have an image in my head of various animals shooting Eldritch Blasts out of their mouths.
I'd love to see this combined with this idea:
I should homebrew a Warlock prc that channels EB through natural attacks.  Could pair with lots of different classes (totemist, druid, polymorphing gish).

I also like the name Wild Warlock.
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Offline Amechra

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #89 on: July 11, 2012, 03:31:58 AM »
Don't you mean "Warlocks Gone Wild"?
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Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #90 on: July 11, 2012, 08:00:12 AM »
Don't you mean "Warlocks Gone Wild"?

I am now imagining a bunch of nymph warlocks dancing.  As per the D&D rules, I am now distracted.  lol

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #91 on: July 13, 2012, 11:31:37 AM »
Driving Charge

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

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

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

Enemy too far away from a wall? Not such a problem anymore.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #92 on: July 13, 2012, 11:49:16 AM »
Incorporeal creature in a suit of Riverine armor? A (technically) incorporeal creature that moves around and interacts with the world like a corporeal one.

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #93 on: July 14, 2012, 11:51:16 AM »
Piercing Glare:
Prerequistes: Intimidate 9 ranks (plus other appropriate stuff I'll think of), Skill Focus (Intimidate)

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

Probably insanely overpowered combined with Imperious Command, but the flavor is fitting.  Something goes in for an attack and you react in such a way as to hopefully unnerve it.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #94 on: July 15, 2012, 11:07:33 AM »
Decept race, living shadow magic

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

  • A Decept has no exceptional ability modifiers.
  • Humanoid: As humanoids, Decepts have no exceptional traits.
  • Medium: As Medium creatures, Decepts have no special bonuses or penalties due to their size.
  • 30' speed: Decept base land speed is 30 feet.
  • Aura: Decepts have an innate magical aura of illusion from the shadow subschool. The caster level of this aura is equal to the Decept's hit dice.
  • Darkvision (Ex): Decepts can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Decepts can function just fine with no light at all.
  • Illusion Affinity (Ex): Decepts gain a +1 bonus to their caster level when using illusion spells and effects. Shadow spells and effects they use that involve a percentage of shadow reality have their reality increased by an additional 10% (maximum 100% reality).
  • Project Self (Sp): Once per day, a Decept can project itself, appearing elsewhere. This function as a silent image spell, except that it can only create an illusion of the Decept's current form, and that the Decept is invisible while she concentrates. Anything that would reveal either deception (the invisibility or the image), including disbelief and see invisibility, reveals both aspects.
  • Undetectable Aura (Su): Decepts naturally blend in to the magical background. They are constantly subject to a nondetection spell. The caster level of this effect is equal to the Decept's hit dice. A Decept can suppress or resume its nondetection effect as a free action.
  • Untrue Form (Su): Decepts can change their appearance and in doing so also change the reality of their being. This ability functions as the disguise self spell, except that the duration is instantaneous; the magic goes away immediately, leaving only the illusion behind. However, many apparent changes also become real. As long as a Decept disguises herself as a Decept of the same age using this ability, the parameters of the disguise (including height, weight, and even gender) become the new reality. A Decept cannot change her age with this ability; no illusion is powerful enough to stop the ravages of time, only to hide it.
  • Automatic Languages: Common, Umbral. Bonus Languages: Elven, Illumian, ....
  • Favored Class: Beguiler
  • Level Adjustment: +0


Decept Feats
(click to show/hide)

Note to self: Wasn't Undetectable Aura supposed to be a Magic Aura spell, rather than Nondetection? Did I mix them up or did I change my mind?
(click to show/hide)
« Last Edit: June 12, 2022, 04:04:53 AM by Garryl »

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #95 on: July 15, 2012, 11:10:56 AM »
That's a really awesome idea.  Do they get any bonuses to casting illusion spells?  What happens if they're hit by an Illusion Purge?
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #96 on: July 15, 2012, 01:27:41 PM »
That's a really awesome idea.  Do they get any bonuses to casting illusion spells?  What happens if they're hit by an Illusion Purge?

They do now. Not familiar with Illusion Purge, but I suspect it would do nothing (if instantaneous) or reveal their shadow soul (if it has a duration).

Offline sirpercival

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #97 on: July 15, 2012, 01:49:05 PM »
Illusion Purge, from Races of Eberron.  You're probably right that it would reveal their shadow soul.
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Offline phaedrusxy

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #98 on: July 15, 2012, 02:49:51 PM »
Love the shadow-stuff race. How about naming it Deceits instead of Decepts, though? Decepts makes me think of Deceptecons...
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Offline TheGeometer

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #99 on: July 15, 2012, 04:40:14 PM »
Garryl, have you considered making a different thread called "1001 Fleshed Out Ideas?" You would take what you think are the best ideas from this thread that could not stand on their own, and consolidate them into a collection of complete, game-compatible homebrew. A lot of the ideas in this are great, but can't be fit into campaigns yet because they're not fully developed.