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Author Topic: 1001 homebrew ideas to flesh out  (Read 9824 times)
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veekie
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WARNING: Homing Miko


« Reply #20 on: January 18, 2011, 12:20:07 AM »

Why not make Unaligned beings bypassed by Neutral instead?(and make Neutral the force of nature and shit). Neutrals get bypassed by Unaligned Horrors from beyond. Balanced between the other forces they are, but they are weak against things outside their system.
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The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
Garryl
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« Reply #21 on: January 18, 2011, 02:59:08 PM »

Neutral fellows use naming schemes related to balance and nature.
Unaligned fellows use naming schemes related to psychology and insanity.

World Spirits
Similar to demons/devils, but for Neutral.
Associated material to break through DR other than aligned is Mithral. No real association, it's just that mithral weapons aren't used for anything and the other usual types are already reserved for demons/devils/constructs.
Probably a bunch of these guys will be pulled from the Night Elf race from Warcraft 3.

Wisp
Yup, straight out of Warcraft 3.
Low level, weak attack, a couple of minor SLAs like Entangle. Similar to Dretches in a way.
DR 5/Magic or Mithral
Detonate: When destroyed, all creatures within 5' are subject to an Arcane Turmoil (CM) effect. CL 2nd, Cha-based save DC, and a 2nd level spell effect.

Green Soul
Some sort of high end, neutral elemental, or maybe outsider. Whatever, the details are unimportant.
Has the Neutral subtype, DR/Unaligned, and stuff.
Think Pit Fiend/Balor/Solar, but for neutral.



Pathologicals
Similar to demons/devils, but for the unaligned side of things.
Associated material to break through DR other than aligned is Crystal. It's associated with the mind (psionics) which these things don't play nice with, being manifestations of insanity and stuff. Conversely, they probably use a lot of psionics, at least the telepathy and mind-affecting ones.


New Subtypes
Neutral Subtype
   A subtype usually applied only to outsiders native to the strongly neutral-aligned Outer Planes. (Big 'N') Neutral outsiders are also called naturals. Most creatures that have this subtype also have true neutral alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a true neutral alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the neutral subtype overcomes damage reduction as if its natural weapons and any weapons it wields were neutral-aligned.


Unaligned Subtype
   A subtype usually applied only to outsiders native to the strongly unaligned-aligned Outer Planes. Unaligned outsiders are also called syndromes. Most creatures that have this subtype also have no alignments (also called being unaligned); however, if they gain an alignment, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an unaligned alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the unaligned subtype overcomes damage reduction as if its natural weapons and any weapons it wields were unaligned.
« Last Edit: January 21, 2011, 06:13:56 PM by Garryl » Logged

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Garryl
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« Reply #22 on: January 21, 2011, 04:14:03 PM »

Is a feat worth a spell? Is a spell worth a feat? Let's find out. Today's feature is built on the Fighter chassis, only instead of getting bonus feats, it gets persistent spells.
Basically, I was wondering if a Fighter could be a viable class is each feat was the equivalent of a good spell. The simplest way to do that is to just convert each feat into a spell.
I think I just made a warlock.

Fighter
Table: The Fighter

        Base Attack      Fort   Ref    Will
Level   Bonus            Save   Save   Save   Special
1st     +1                +2    +0     +0     Eternal Spell (1st)
2nd     +2                +3    +0     +0     Eternal Spell (1st)
3rd     +3                +3    +1     +1
4th     +4                +4    +1     +1     Eternal Spell (2nd)
5th     +5                +4    +1     +1
6th     +6/+1             +5    +2     +2     Eternal Spell (3rd)
7th     +7/+2             +5    +2     +2
8th     +8/+3             +6    +2     +2     Eternal Spell (4th)
9th     +9/+4             +6    +3     +3
10th    +10/+5            +7    +3     +3     Eternal Spell (5th)
11th    +11/+6/+1         +7    +3     +3
12th    +12/+7/+2         +8    +4     +4     Eternal Spell (6th)
13th    +13/+8/+3         +8    +4     +4
14th    +14/+9/+4         +9    +4     +4     Eternal Spell (7th)
15th    +15/+10/+5        +9    +5     +5
16th    +16/+11/+6/+1    +10    +5     +5     Eternal Spell (8th)
17th    +17/+12/+7/+2    +10    +5     +5
18th    +18/+13/+8/+3    +11    +6     +6     Eternal Spell (9th)
19th    +19/+14/+9/+4    +11    +6     +6
20th    +20/+15/+10/+5   +12    +6     +6     Eternal Spell (9th)


Alignment: Any.
Hit Die: d10
Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) ×4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Eternal Spell (Sp)
At 1st level, a fighter gains a semi-permanent spell effect usable at will. This spell can any non-dischargeable spell from the cleric spell list with a duration of 1 round or greater, and with personal range, touch range, or any fixed range. In addition, the maximum spell level that can be selected is equal to one half the character's effective fighter level, minimum 1, maximum 9, or the fighter's Wisdom score minus 10, whichever is less. Spells with expensive material components or experience point costs cannot be selected as eternal spells.

The fighter can cast this spell on himself as a spell-like ability at will, but may only select himself as the spell's target. The spell's duration is changed to 24 hours and it is considered dismissible. The fighter need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence of absence of the things detected, but he must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. The caster level of an eternal spell is equal to the fighter's effective fighter level. The save DCs of the eternal spells are Wisdom-based.

At 1st level, a fighter gets an eternal spell. The fighter gains an additional eternal spell at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These eternal spells must be drawn from the spells noted as fighter eternal spells (described above). A fighter must still meet all prerequisites for an eternal, including ability score minimums and spell level maximums.


New Feats
Extra Eternal Spell
Prerequisites: Fighter level 4th, eternal spell.
Benefit: Choose a fighter eternal spell. You gain that as an additional eternal spell. You must meet the prerequisites as normal.
Special: You can select this feat multiple times. Each time, you can choose a new eternal spell to gain.

Eternal Domain (AKA: Exotic Domain Proficiency)
Prerequisites: Caster level 1st.
Benefit: Choose a domain. You may select eternal spells from that domain as though they were on the cleric spell list. They must still qualify otherwise as eternal spells, as normal.
Special: You can select this feat multiple times. Each time, you can choose a new domain to select eternal spells from.

Alternative Class Features
Eternal Spell Monk
Loses: Bonus feats at 1st (other than Improved Unarmed Strike), 2nd, and 6th level, flurry of blows, fast movement, ki strike, slow fall.
Gains: You gain the eternal spell ability of a fighter, except that you can also target your unarmed strikes. You may add your monk levels to your effective fighter level for the purposes of this ability.

Eternal Spell Ranger
Loses: Track, Endurance, combat style, improved combat style, combat style mastery, swift tracker.
Gains: At each of 1st, 2nd, 4th, 6th, 8th, and 11th level, you gain an eternal spell drawn from the druid spell list. This functions exactly as the fighter's eternal spell ability, except that the spells must be drawn from the druid spell list instead of the cleric spell list. You may add your ranger levels to your effective fighter level for the purposes of this ability.

Eternal Spell Rogue
Loses: Sneak attack, trap sense.
Gains: You gain the eternal spell ability of a fighter, except that you gain spells from the assassin and bard spell lists instead of the cleric spell list, and that you can only select spells up to one third your effective fighter level instead of one half. You may add your rogue levels to your effective fighter level for the purposes of this ability.


Some of the good PHB options:
1st
Protection From Evil series
Shield of Faith
Divine Favor
Sanctuary
Bless
Obscuring Mist

2nd
Aid
Resist Energy
Delay Poison

3rd
Meld Into Stone
Water Breathing
Water Walk
Prayer
Magic Circle Against Evil series

4th
Air Walk
Death Ward
Divine Power
Freedom of Movement
Spell Immunity
Tongues
Neutralize Poison (if you're worried about Delay Poison running out)

5th
Righteous Might
Spell Resistance
True Seeing

6th
Antilife Shell
Find the Path

7th
Ethereal Jaunt

8th
Antimagic Field
Holy Aura series
Greater Spell Immunity

9th
Astral Projection

Viable Domain Spells:
Air
3 - Gaseous Form

Animal
9 - Shapechange

Earth
6 - Stoneskin
8 - Iron Body

Fire
2 - Produce Flame
5 - Fire Shield

Knowledge
1 - Detect Secret Doors
2 - Detect Thoughts
9 - Foresight

Luck
7 - Spell Turning
8 - Moment of Prescience

Magic
7 - Spell Turning
8 - Protection from Spells

Plant
2 - Barkskin
6 - Repel Wood

Protection
9 - Prismatic Sphere

Strength
1 - Enlarge Person
6 - Stoneskin

Sun
4 - Fire Shield
7 - Sunbeam
9 - Prismatic Sphere

Travel
1 - Longstrider
3 - Fly
8 - Phase Door

Trickery
1 - Disguise Self
2 - Invisibility
3 - Nondetection
5 - False Vision
9 - Time Stop (depending on whether it's 1d4+1 rounds duration or simply relative time/instantaneous)



Sample "Fighter"
Human Fighter 20

Elite array, just for kicks

Str 14 (13+1 level)
Dex 12
Con 14
Int 10
Wis 19 (15+4 level)
Cha 8

Feats:
H - Eternal Domain (Sun)
1 - Eternal Domain (Trickery)
3 - Eternal Domain (Animal)
6 - Extra Eternal Spell ()
9 - Extra Eternal Spell ()
12 - Extra Eternal Spell ()
15 - Extra Eternal Spell ()
18 - Extra Eternal Spell ()

Eternal Spells:
1 - Divine Favor
2 - Obscuring Mist
4 - Resist Energy
6 - Magic Circle Against Evil
6B - Invisibility
8 - Air Walk
9B - Freedom of Movement
10 - Righteous Might
12 - Antilife Shell
12B - True Seeing
14 - Ethereal Jaunt
15B - Sunbeam
16 - Antimagic Field
18 - Astral Projection
18B - Shapechange
20 - Prismatic Sphere

« Last Edit: January 26, 2011, 04:37:05 PM by Garryl » Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
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Garryl
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« Reply #23 on: January 21, 2011, 05:01:39 PM »

The Sublime Thought
A 10-level, 9th level manifesting counterpart to the Sublime Chord.


Requirements

To qualify to become a sublime thought, a character must fulfill all the following criteria.

Skills: Autohypnosis 13 ranks, Bluff 13 ranks, Concentration 7 ranks, Knowledge (psionics) 3 ranks, Psicraft 3 ranks.
Manifesting: Ability to manifest 3rd level powers.
Special: Wild Surge +1, Psychic Enervation.



Table: The Sublime Thought      Hit Die: d6
        Base                                                                     ------------Manifesting------------
        Attack  Fort Ref  Will                                                   Power        Powers   Maximum Power
Level   Bonus   Save Save Save    Special                                        Points/Day   Known    Level Known
1       +0      +0   +0   +2                                                      20           2       4th
2       +1      +0   +0   +3      Channeled Enervation                            31           4       5th
3       +1      +1   +1   +3                                                      43           5       6th
4       +2      +1   +1   +4      Wild Surge +1                                   56           6       6th
5       +3      +1   +1   +4                                                      70           7       7th
6       +3      +2   +2   +5      Displace Enervation                             85           8       7th
7       +3      +2   +2   +5                                                     101           9       8th
8       +4      +2   +2   +6      Surging Euphoria +1                            118          10       8th
9       +4      +3   +3   +6                                                     136          11       9th
10      +5      +3   +3   +7      Wild Surge +2                                  155          12       9th


Class skills (4 + Int modifier per level): Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Knowledge (all skills, taken individually), Listen, Perform, Profession, Psicraft, Sense Motive, Spot, Swim, and Tumble.

Weapon and Armor Proficiency: Sublime thoughts gain no new proficiencies.

Class Features
Power Points/Day: As a sublime thought, you can manifest powers. Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on the table above. In addition, you receive bonus power points per day if you hava a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. If you have power points from a different class, those points are pooled together and usable to manifest powers from either class.

Powers Known: As a sublime thought, you choose your powers from the general psion/wilder power list, although you do not gain access to the specific powers of any disciplines. At 1st level, you know two such powers of your choice. Each time you attain a new level, you learn a number of new powers, as indicated on the table above. You can manifest any power that has a power point cost equal to or lower than your manifester level. The total number of powers you can manifest per day is limited only by your daily power points.
   As a sublime thought, you simply knows your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night’s sleep each day to regain all your spent power points.
   The Difficulty Class for saving throws against your sublime thought powers is 10 + the power’s level + the your Charisma modifier.
   To determine your sublime thought manifester level, add your total sublime thought levels to your levels in a single manifesting class, including any other class levels that are added to either of these classes for the purpose of determining your manifester level. You must select the second manifesting class upon initially gaining the ability to manifest sublime thought powers.

Maximum Power Level Known: You gain the ability to learn 4th-level powers when you take your first level in the prestige class. As you attain each new level, you gain the ability to master more complex powers, as indicated on the table above.
   To learn or manifest a power, you must have a Charisma score of at least 10 + the power’s level.

Channeled Enervation (Ex): Starting at 2nd level, your passion and psychic prowess grant you improved ability to control your wild surges and the risks that come with it. Whenever you lose power points due to psychic enervation, you lose additional power points equal to one half your sublime thought level. This additional loss cannot reduce your power point reserve to less than 0 points.
   When you suffer the dazed condition from psychic enervation, you are no longer entirely unable to act. You can expend your psionic focus to manifest a single power with a manifesting time of one standard action during your turn without expending any power points and as though you were not dazed by psychic enervation. Other effects, including other sources of the dazed condition, may still inhibit your ability to manifest this power. The chosen power must have a total power point cost no greater than one half the power points lost due to psychic enervation and channeled enervation, including any power points spent to augment it or apply metapsionic feats. You cannot apply the effects of wild surge or the Overchannel feat to this power.

Wild Surge (Su): Starting at 4th level, your ability to wild surge improves. The maximum bonus to your manifester level when wild surging increases by 1. At 10th level, it increases by an additional point (for a total improvement of +2 above your original wild surge ability).

Displace Enervation (Ex): Starting at 6th level, you can displace the mental feedback you would suffer from psychic enervation to your psicrystal, should you possess one. If you suffer from psychic enervation while your psicrystal is within range of its share powers ability, you can expend your psionic focus to cause it to become dazed instead of you. While you are not dazed, you still lose power points and suffer other effects of psychic enervation as normal. In addition, your psicrystal remains dazed until you regain your psionic focus, until you become unable to gain a psionic focus (such as through losing all your power points), but never for less than one round.

Surging Euphoria (Ex): Starting at 8th level, you gain the surging euphoria ability of a wilder. When you use your wild surge ability, you gain a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of the wild surge. If you are overcome by psychic enervation following your wild surge, you do not gain the morale bonus for this use of your wild surge ability.
   If you already have the surging euphoria ability from another source, the benefits of the two abilities stack.
« Last Edit: January 21, 2011, 11:10:51 PM by Garryl » Logged

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Garryl
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« Reply #24 on: January 21, 2011, 05:01:55 PM »

Double post. Call it reserved for now.
« Last Edit: January 21, 2011, 06:10:36 PM by Garryl » Logged

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The_Mad_Linguist
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Simulated Thing


« Reply #25 on: January 22, 2011, 12:48:33 AM »

@Eternal spell
Favorable sacrifice says "hi".
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Garryl
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« Reply #26 on: January 22, 2011, 01:01:33 AM »

I'm not familiar with that spell. Where is Favorable Sacrifice from and what does it do? Also, what are you trying to say about it? Too powerful a combo, doesn't work right with the mechanics, or just a strong choice that you want to point out?

Edit: That's the one that gives you DR/magic, energy resistance, and spell resistance based on the gp value of the material component you use?
« Last Edit: January 22, 2011, 01:13:24 AM by Garryl » Logged

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The_Mad_Linguist
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Simulated Thing


« Reply #27 on: January 22, 2011, 01:22:10 AM »

Yeah, that's the one.

Just pointing out you should have a note about "no costly or xp components".  I think allowing free use of expensive foci is alright, though.
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My custom class: The Priest of the Unseen Host
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Garryl
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« Reply #28 on: January 22, 2011, 01:41:28 AM »

Fair enough. I added that clause in. Any other thoughts?
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« Reply #29 on: January 23, 2011, 12:26:32 AM »

Tiny thought of the day. Would it be okay to add your base Reflex save as a dodge-style bonus to AC? It works like the standard idea of class-based defense bonuses, lets you get better at dodging as you become more powerful, and represents a reasonable extension of what the dodging part of Dex to AC does. Should not be capped by armor's Max Dex bonus (ie: You get full even if you wear heavy armor).

While we're at it, give those bad Ref save martial types that medium save progression for Reflex that D20 Modern has. I think it's +1 at 1st, +2/5 levels or something like that, so it caps out at +9 by 20th. Or +5/12 (the exact average of 1/2 and 1/3 currently used in good/bad progressions).

Some ramifications:
AC is 6-15 points higher by level 20. Not a problem when attack and AC bonuses aren't horrendously optimized. It makes things not be auto-hits when a little attention is paid to AC, but isn't enough to trivialize attack rolls.
AC is a couple points higher at low levels, when it still matters. However, most of this is on the lower AC characters (light armor wearers), so again it doesn't hurt too badly, at least compared to the existing high AC issues.
I think I may be underestimating some of this. Meh, I don't care enough to run the numbers.
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General listing of my homebrew.
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« Reply #30 on: January 23, 2011, 03:25:06 PM »

Possible template for effects that let you ignore spells.


Benefit: When you cast a spell, you may designate up to X creatures or objects. For the duration of the spell, or for 1 round in the case of instantaneous spells, the chosen creatures and objects can act as though the spell had not been cast. They suffer no consequences of the spell that occur during that duration, including damage, conditions, bonuses and penalties, obstruction of line of sight, line of effects, movement, and so forth. Effects that apply specifically to another character or object, such as damage, conditions, bonuses and penalties, senses, and so forth, still apply to that character or object when dealing with the chosen creatures and objects.
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A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
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Garryl
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« Reply #31 on: January 25, 2011, 01:48:21 AM »

A couple bunch of PrCs as feats. This is mostly for classes that don't have that inspiring class features, like most of the early multi-class PrCs.

PHB
Arcane Trickster
Prerequisites: Sneak attack +2d6, ability to cast 3rd level arcane spells, ability to cast mage hand as an arcane spell.
Benefit: When you select this feat, choose one arcane spellcasting class that you possess and one class that you possess that grants the sneak attack ability. One half your levels in each stack with your levels in the other to determine your spells known, spells per day, caster level, and sneak attack ability. Both of those classes are considered favored classes for you, in addition to your normal favored classes.
   In addition, you can sacrifice a prepared 0th level spell or an unused 0th level spell slot to use any of the following skills at a range of up to 30 feet for a single skill check: Disable Device, Open Lock, or Sleight of Hand.
Special: A wizard can select Arcane Trickster as a wizard bonus feat.

Blackguard [Fighter]
Prerequisites: Level 1 paladin, Power Attack, evil alignment.
Benefit: You regain your paladin class features, despite your evil alignment. All of your paladin abilities and spells that function against evil instead function against good, and vice versa. You gain the ability to rebuke undead as an evil cleric instead of turning undead as a good cleric. You project an evil aura instead of an aura of good. Finally, your paladin levels grant you the sneak attack ability of a rogue of one half your class level.
   You can gain levels in paladin, despite your alignment and even if you have gained levels in other classes since taking your levels in paladin. Paladin is considered a favored class for you, in addition to your normal favored classes.
Special: A fighter can select Blackguard as a fighter bonus feat.

Eldritch Knight [Fighter]
Prerequisites: Ability to cast 3rd level arcane spells, proficiency with all martial weapons.
Benefit: When you select this feat, choose one arcane spellcasting class that you possess and one class that you possess that grants proficiency with all martial weapons. One half your levels in each stack with your levels in the other to determine your spells known, spells per day, and caster level. You can determine your base attack bonus as though up to one half your levels in the arcane spellcasting class were instead in the class that granted martial weapon proficiency, if this would improve your base attack bonus. Both of those classes are considered favored classes for you, in addition to your normal favored classes.
Special: A fighter can select Eldritch Knight as a fighter bonus feat. A wizard can select Eldritch Knight as a wizard bonus feat.

Hierophant Magic
Prerequisites: Ability to cast 7th level or higher divine spells, Knowledge (religion) 15 ranks.
Benefit: You gain one of the Hierophant's special abilities. (In a proper feat conversion, this would be written out properly).
Special: You can select this feat multiple times. Each time, you can select another special ability.

High Arcana
Prerequisites: Ability to cast 7th level or higher arcane spells, knowledge of 5th-level or higher spells from at least five schools, Skill Focus (Spellcraft), Spell Focus in two schools of magic.
Benefit: You gain one of the Archmage's High Arcana abilities. (In a proper feat conversion, this would be written out properly).
Special: You can select this feat multiple times. Each time, you can select another High Arcana. A wizard can select High Arcana as a wizard bonus feat.

Mystic Theurge
Prerequisites: Ability to cast 2nd level arcane spells, ability to cast 2nd level divine spells.
Benefit: When you select this feat, choose one arcane spellcasting class that you possess and one divine spellcasting class that you possess. One half your levels in each stack with your levels in the other to determine your spells known, spells per day, and caster level. Both of those classes are considered favored classes for you, in addition to your normal favored classes.
Special: A wizard can select Mystic Theurge as a wizard bonus feat.

Terrain Mastery
Prerequisites: Endurance, Knowledge (geography) 8 ranks.
Benefit: You gain one of the Horizon Walker's Terrain Mastery abilities. (In a proper feat conversion, this would be written out properly).
Special: You can select this feat multiple times. Each time, you gain another Terrain Mastery.

Planar Terrain Mastery
Prerequisites: Endurance, Terrain Mastery, Knowledge (geography) 13 ranks, Knowledge (the planes) 6 ranks.
Benefit: You gain one of the Horizon Walker's Planar Terrain Mastery abilities. (In a proper feat conversion, this would be written out properly).
Special: You can select this feat multiple times. Each time, you gain another Planar Terrain Mastery.

XPH
Cerebremancer [Psionic]
Prerequisites: Ability to cast 2nd level arcane spells, ability to manifest 2nd level powers.
Benefit: When you select this feat, choose one arcane spellcasting class that you possess and one manifesting class that you possess. One half your levels in each stack with your levels in the other to determine your spells known, spells per day, caster level, powers known, power points per day, and manifester level. Both of those classes are considered favored classes for you, in addition to your normal favored classes.
Special: A wizard can select Cerebremancer as a wizard bonus feat.
   Unlike most psionic feats, this feat is an extraordinary ability, not a supernatural ability.

War Mind [Psionic]
Prerequisites: Ability to manifest powers, ability to rage, nonchaotic alignment.
Benefit: Your psychic warrior levels stack with your barbarian levels to determine your number of daily uses of your rage ability, your barbarian damage reduction ability (even if you don't have it when you gain this feat), your manifester level, and your maximum power level known. Barbarian and psychic warrior are considered favored classes for you, in addition to your normal favored classes. You retain the ability to rage and can gain further barbarian levels even if you become lawful.
   In addition, your rage ability no longer limits your ability to use skills, abilities that require patience or concentration, cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function, nor their psionic counterparts. While raging, you can still use all of your feats that do not explicitly require you to not be raging.
Special: Unlike most psionic feats, this feat is an extraordinary ability, not a supernatural ability.

Sweeping Strike [Fighter]
Prerequisites: Great Cleave or War Mind.
Benefit: You gain the War Mind's Sweeping Strike ability. (In a proper feat conversion, this would be written out properly).
Special: A fighter can select Sweeping Strike as a fighter bonus feat.

Fist of Zuoken
See Tashalatora from Secrets of Sarlona. Why not, it already exists!

The Mind's Eye (Web)
Advanced Construction [Psionic]
Prerequisites: Boost Construct, Craft (any) 9 ranks.
Benefit: You gain the Constructor's Advanced Construction ability. (In a proper feat conversion, this would be written out properly).
   In addition, when you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from. This effect stacks with the benefit granted by the Boost Construct feat.

Utility Construct [Psionic]
Prerequisites: Boost Construct, Advanced Construction, Craft (any) 15 ranks.
Benefit: You gain the Constructor's Utility Construct ability. (In a proper feat conversion, this would be written out properly).
   In addition, when you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from. This effect stacks with the benefit granted by the Boost Construct and Advanced Construction feats.

Enhanced Construction [Psionic]
Prerequisites: Boost Construct, Advanced Construction, Utility Construct, Craft (any) 18 ranks.
Benefit: You gain the Constructor's Enhanced Construction and Extended Construction abilities. (In a proper feat conversion, this would be written out properly).

Embed Gem [Psionic]
Prerequisites: Psicrystal Affinity, Craft (gemcutting) 8 ranks.
Benefit: You gain an embedded gem, as per the Crystal Master's Embed Gem ability. In addition, you gain the Crystal Master's Psicrystal Synergy ability. (In a proper feat conversion, this would be written out properly).
Special: You can select this up to three times. Each time beyond the first, you gain another two embedded gems.

Healing Touch [Psionic]
Prerequisites: Heal 9 ranks, manifester level 5th.
Benefit: You gain the Sangehirn's Healing Touch ability. (In a proper feat conversion, this would be written out properly).
   In addition, you permanently gain the benefit of the biofeedback power, augmented to a number of power points equal to one half your manifester level. You can suppress or resume this effect as a free action.

Psychic Theurge [Psionic]
Prerequisites: Ability to cast 2nd level divine spells, ability to manifest 2nd level powers.
Benefit: When you select this feat, choose one divine spellcasting class that you possess and one manifesting class that you possess. One half your levels in each stack with your levels in the other to determine your spells known, spells per day, caster level, powers known, power points per day, and manifester level. Both of those classes are considered favored classes for you, in addition to your normal favored classes.
Special: Unlike most psionic feats, this feat is an extraordinary ability, not a supernatural ability.


Other
Mind Arrow [Psionic]
Prerequisites: Throw mind blade class feature, Point Blank Shot.
Benefit: You gain the Soulbow's Mind Arrow ability, minus the references to gaining enhancement bonuses to your mind arrows and your soulknife base attack bonus. (In a proper feat conversion, this would be written out properly).
Special: Unlike most psionic feats, this feat is an extraordinary ability, not a supernatural ability.
« Last Edit: January 29, 2011, 12:07:47 PM by Garryl » Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
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The Opposed Checks Handbook - Under construction.
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« Reply #32 on: January 25, 2011, 06:51:24 PM »

When is at will equal to limited/day?

I'll be using "at will caster" to refer to characters with at will abilities (or close to them), such as warlocks, binders, and meldshapers.
I'll be using "payload caster" to refer to characters with limited ability use over the course of the day, such as spellcasters and non-recharge manifesters.
I'll be using "encounter caster" to refer to characters with limited ability use over a time period smaller than one day, but more than per round, such as factotums, swordsages (without adaptive style), and manifesters with an out of combat recharge setup.

Well, at the very least, when the total expected output over the relevant portions of the day is equal. That means that if, say, one caster's daily payload does 100 units of awesome over the 20 rounds of combat in the day, then an at will caster would need to do 5 units of awesome per round. Except, the payload caster can use his abilities faster than 5 units/round, which is more efficient per unit of awesome if it ends encounters faster. The at will caster generally has a limited (if any) ability to modulate his output as needed; awesome output is usually designed with a fixed, maximum output at all times. Encounter casters do have the option of using more encounter resources (maneuvers, inspiration points, etc.) usually with a limited ability to go nova, with both the upper and lower limits of capability capped somewhat more tightly than the payload caster (can nova everything in a schismed/time stopped/celeritied/anticipatory striked round or something, all the way down to having nothing but a dinky 1d8 crossbow left), but more loosely than the at will caster (same 9d6 eldritch blast every round from here to eternity).

I don't really know where I'm going with this, but let me see where I can get.
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General listing of my homebrew.
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Idiot Crusader, refreshing maneuvers for free every round.
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Garryl
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« Reply #33 on: January 25, 2011, 11:51:28 PM »

(WIP) Psionic Ranger

A bit of favored enemy, but mostly the ability to designate a quarry at any given time through the use of "psionic tags". I think there was a power like that that I updated from 3.0.
Anyways, some psionic powers up to 5th level like the Mystic Ranger or Psionic Rogue. No animal companion or weapon styles, though it might still grant a bonus feat or two. Psionic tagging lets you designate an enemy to count as a favored enemy for a short while. A Mindsight-like effect against favored enemies. Borrowing from Tome Ranger, might even gain a couple of minor abilities based on the favored enemies it chooses (getting into the mind/mindset of the enemy). Psychic camouflage grant HiPS against sentient enemies and prevents detection by Mindsight (the neener-neener to the neener-neener Mindsight to the neener-neener Darkstalker to the neener-neener Blindsight to the neener-neener Hide to eyeballs).

Full BaB, good Ref/Will, d8 HD. Light armor, simple weapons, martial bows. Wis-based manifesting culminating in 5th level powers.

Psychic Ranger


Table: The Psychic Ranger
       Base             Fort  Ref   Will                PP/  Powers  Maximum
Level  Attack Bonus     Save  Save  Save   Special      Day  Known   Power Level
1st    +1               +0    +2    +2                  0*   1       1st
2nd    +2               +0    +3    +3                  1    2       1st
3rd    +3               +1    +3    +3                  2    3       1st
4th    +4               +1    +4    +4                  4    3       1st
5th    +5               +1    +4    +4                  6    4       2nd
6th    +6/+1            +2    +5    +5                  8    5       2nd
7th    +7/+2            +2    +5    +5                  10   6       2nd
8th    +8/+3            +2    +6    +6                  12   6       2nd
9th    +9/+4            +3    +6    +6                  16   7       3rd
10th   +10/+5           +3    +7    +7                  20   8       3rd
11th   +11/+6/+1        +3    +7    +7                  24   9       3rd
12th   +12/+7/+2        +4    +8    +8                  28   9       3rd
13th   +13/+8/+3        +4    +8    +8                  32   10      4th
14th   +14/+9/+4        +4    +9    +9                  40   11      4th
15th   +15/+10/+5       +5    +9    +9                  48   12      4th
16th   +16/+11/+6/+1    +5    +10   +10                 56   12      4th
17th   +17/+12/+7/+2    +5    +10   +10                 64   13      5th
18th   +18/+13/+8/+3    +6    +11   +11                 76   14      5th
19th   +19/+14/+9/+4    +6    +11   +11                 88   15      5th
20th   +20/+15/+10/+5   +6    +12   +12                 100  15      5th

« Last Edit: January 26, 2011, 03:24:31 PM by Garryl » Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Garryl
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Posts: 1240


« Reply #34 on: January 26, 2011, 06:10:40 PM »

(WIP) A very meta martial discipline
Reposted on GitP for comments. (http://www.giantitp.com/forums/showthread.php?p=10264737#post10264737)

Don't know what name to call it, but some discipline focused on affecting your other maneuvers. I have damn near everything else, too.

DISCIPLINE is a relatively modern discipline. The earliest records of its roots came decades after the dissolution of the Temple of the Nine. Some of its techniques were created by martial adepts attempting to recreate or reverse-engineer the teachings lost during the temple's fall. Others were developed by a new generation of warriors attempting to follow Reshar's path by learning of all the martial disciplines. Over time, the most effective of these techniques were refined and codified into a martial discipline of their own.

Practitioners of DISCIPLINE understand that to master their skills, they must understand and explore them in all conceivable ways. DISCIPLINE is almost never practiced by itself. Alone, it is an incomplete style, like a sword hilt without the blade. DISCIPLINE functions through the exploration and improvement of all other martial disciplines, improving them through better understanding of their teachings.

Access: Unlike most martial disciplines, DISCIPLINE uses special rules to determine which martial adepts can learn its teachings. DISCIPLINE maneuvers and stances can be learned as normal through the Martial Study and Martial Stance feats. In addition, any martial adept with knowledge of at least one maneuver from DISCIPLINE is considered to have access to DISCIPLINE, allowing them to learn maneuvers from it as though it was among the disciplines that their classes can learn maneuvers and stances from.
   Further, the broad training of multiple disciplines also opens a martial adept to DISCIPLINE's teachings. Any martial adept with access to six or more martial disciplines is considered to have access to DISCIPLINE, allowing them to learn maneuvers from it as though it was among the disciplines that their classes can learn maneuvers and stances from. A martial adept is considered to have access to a discipline for this purpose if they may select maneuvers or stances known from that discipline as a class feature or racial trait (even if they do not know any), or if they know a maneuver or stance form that discipline. Among the traditional practitioners of the Sublime Way, only Swordsages and Masters of Nine naturally train themselves in such a way that DISCIPLINE's teachings are accessible. However, most multiclass martial adepts with levels in multiple initiator classes, gain a sufficient understanding of the Sublime Way and the interactions between its many disciplines through their cross-training to learn from DISCIPLINE.

Variant: Characters with access to disciplines focused on ranged attacks can adapt DISCIPLINE's techniques to ranged combat as well. Any martial adept with knowledge of at least one martial maneuver with a range of "ranged attack" can take advantage of this option. Under this variant, the martial adept may, at their discretion, treat all references to "melee" in any DISCIPLINE maneuvers they initiate as "ranged". This includes, but is not limited to, the terms "melee attack", "melee attack roll", and "melee damage rolls". Any maneuver so affected must have all of its applicable references changed. Martial adepts using this variant can choose to take advantage of this option for any combination of their DISCIPLINE maneuvers, determined at whatever time is most beneficial, and may use both the melee and ranged form of these maneuvers interchangeably. This option does not apply to maneuvers used by other martial adepts, nor to maneuvers from other disciplines.


Discipline key skill: Martial Study. DISCIPLINE focuses on the understanding of other martial disciplines so as to make them greater than they are alone.
Discipline favored weapons: None. DISCIPLINE has no favored weapons, as it is not designed to function as a complete discipline in and of itself. If anything, the other martial disciplines are its weapons.

1
*Efficient Recovery (Stance) - When you miss with a strike, recover a boost you initiated in the same round.
*Opening Strike (Strike) - Attack deals +1d4 damage, may cause next strike to deal maximum bonus damage.
*Redoubled Focus (Boost) - Enter a second stance until the beginning of your next turn.

2
*Reactive Focus (Counter) - Change stances as an immediate action.
*Surging Blow (Strike) - Expend another readied maneuver to attack with a bonus on the attack and damage rolls based on the maneuver sacrificed.

3
*Focused Recovery - Recover a single expended maneuver as a swift action. You cannot recover this maneuver for 1 minute or until the recovered maneuver has been expended.
*Followup Strike (Strike) - Attack deals bonus damage based on the level of the last strike used against the target.
*Martial Reflexes (Stance) - Use standard action strikes in place of attacks of opportunity.

4
*Multi-Counter (Counter) - Use up to two other counters before your next turn without spending more immediate actions.
*Probing Strike (Strike) - Attack deals +4d4 damage, may cause next strike to deal maximum bonus damage and have a bonus on attack rolls.
*Replicate Attack (Boost) - Next attack uses the same attack roll and critical confirmation roll of your last attack.

5
*Resurgent Reaction (Stance) - Use boosts even if you used an immediate action since your last turn.
*Mirror Strike (Strike) - Duplicate the last strike you observed or used.
*Twinned Style (Boost) - Initiate two other boosts as part of a single swift action.

6
*Double Strike (Strike) - Initiate two strikes in a single action equal to the longer initiation action of the two. All attack rolls for the second strike suffer a -5 penalty.
*Rapid Attack (Boost) - Initiate next standard action strike as a move action.
*Skilled Recovery - Recover a up to two expended maneuvers as a swift action. You cannot recover this maneuver for 1 minute or until the recovered maneuvers have been expended.

7
*Combination Strike (Strike) - Attack deals +10d4 damage, may cause next strike to deal maximum bonus damage and have a bonus on attack rolls and save DC.
*Split Attack (Boost) - Next strike affects two creatures within reach.

8
*Closing Strike (Strike) - Attack deals bonus damage based on the level of the last strike used against the target, and causes secondary effects based on the discipline of the last strike used against the target.
*Stylized Mirror of Form (Stance) - Enter any stance you qualify for from a martial discipline you observe or use. (Details need tweaking).
*Sublime Recovery - Recover all expended maneuvers as a swift action. You cannot recover this maneuver for 1 minute or until all of your other maneuvers have been expended.

9
*Triumvirate Strike (Strike) - Initiate three strikes in a single action equal to the longer initiation action of the three. All attack rolls for the second strike suffer a -5 penalty. All attack rolls for the third strike suffer a -10 penalty.



Closing Strike
DISCIPLINE (Strike)
Level: CLASS 8
Prerequisite: Three SCHOOL maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: See text
As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same creature since the beginning of your last turn, your attack deals an extra +2d6 damage, plus another 2d6 points of damage for each level of the highest level strike you initiated against that creature since the beginning of your last turn. In addition, this strike causes an additional effect based on the discipline of the highest level strike you initiated against that creature since the beginning of your last turn. Unless otherwise stated, this additional effect only occurs if the attack hits.
Desert Wind: You are shielded by mystical flames until the end of your next turn. During this time, half of the fire damage that you deal ignores fire resistance and immunity, and any enemy that attacks you, even with ranged weapons and even if they miss, suffers 10 points of fire damage. This effect is a supernatural ability.
Devoted Spirit: You and all allies within 30 feet of you heal 10d6 points of damage + 1 point per initiator level (maximum +20). This effect only occurs if the creature is an enemy whose alignment has at least one component different from your and poses a threat to you or your allies in some direct, immediate way.
Diamond Mind: You gain an additional action that can be spent as either a move, swift, or immediate action, chosen when you spend it. You can spend this additional action at any time before the end of your next turn, even when it is not your turn. If you do not, it is lost.
Iron Heart: At any point before the end of your next turn, you may spend an immediate action to treat a single attack roll you just made as though you had instead rolled a natural 20. You may decide to use this effect after rolling the attack roll and determining the results.
Setting Sun: The creature is knocked prone and must make a Reflex save (DC 18 + your Strength modifier). On a failed saving throw, the creature is also rendered flat-footed and staggered until the end of your next turn.
Shadow Hand: You gain total concealment until the end of your next turn.
Stone Dragon: The creature loses any armor bonus to armor class, natural armor bonus to armor class, damage reduction, hardness, immunity to critical hits, or resistance to critical hits it may have until the end of your next turn.
Tiger Claw: The critical threat range of any attack you make increases by 2 until the end of your next turn. This effect stacks with, and may be altered by, the benefits of the Improved Critical feat, the keen edge spell, and similar effects that modify the critical threat range of a weapon or attack.
White Raven: You and all allies within 30 feet of you gain a +5 morale bonus on all skill checks, ability checks, opposed checks, and weapon damage rolls until the end of your next turn.
THIS DISCIPLINE: No additional effect.
Despite the fact that some parts of this maneuver are considered supernatural abilities, this maneuver is still an extraordinary ability.
   For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.



Combination Strike
DISCIPLINE (Strike)
Level: CLASS 7
Prerequisite: One SCHOOL maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals +10d4 damage and the subject must make a Fortitude save (DC 17 + your Wisdom modifier). On a failed saving throw, your next strike against that creature before the end of your next turn is improved. You gain a +4 bonus on all attack rolls and skill checks involved in that strike, a +2 bonus to the save DCs involved in that strike, and any bonus damage dice granted by the strike are treated as having rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.
   For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.


Double Strike
DISCIPLINE (Strike)
Level: CLASS 6
Prerequisite: Two SCHOOL maneuvers
Initiation Action: See text
Range: See text
Area: See text
Target: See text
Duration: See text
Saving Throw: See text
As part of initiating this strike, you may initiate up to two additional strikes. The action required to initiate this strike is equal to the longer of the two additional strikes' initiation actions. The effects of the two additional strikes are resolved as normal, except that you suffer a -5 penalty to all attack rolls made for the second strike. You must follow all normal limitations of initiating these strikes, other than expending their initiation actons. These strikes are expended as normal.
   You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.


Efficient Recovery
DISCIPLINE (Stance)
Level: CLASS 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you can efficiently recover from your mistakes. Once per round when you miss with an attack roll made as part of a strike, you may recover a single boost you initiated since the beginning of your turn (or since the beginning of your last turn if it is not currently your turn). If you use granted maneuvers for that boost, it is also granted.


Focused Recovery
DISCIPLINE
Level: CLASS 3
Prerequisite: One SCHOOL maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may choose one expended maneuver that you have readied. That maneuver is no longer considered expended. If you use granted maneuvers for that maneuver, it is also granted.
   Once you initiate Focused Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuver is expended, whichever comes first. If you decline to recover any maneuvers with Focused Recovery, this limitation does not apply.


Followup Strike
DISCIPLINE (Strike)
Level: CLASS 3
Prerequisite: One SCHOOL maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same creature since the beginning of your last turn, your attack deals an extra +3d6 damage, plus another 1d6 points of damage for each level of the highest level strike you initiated against that creature since the beginning of your last turn.
   For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.


Martial Reflexes
DISCIPLINE (Stance)
Level: CLASS 3
Prerequisite: One SCHOOL maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may choose to initiate a strike instead of making the attacks that you would normally be allowed for any given attack of opportunity. You can only initiate a strike this way if you use it to attack the creature that provoked the attack of opportunity. You can only initiate a strike this way with an initiation action of one standard action or less. This strike still counts as an attack of opportunity in all ways, including counting against your normal limit of attacks of opportunity per round. You must follow all other normal limitations of initiating these strikes, other than expending their initiation actons. Strikes initiated this way are expended as normal.


Mirror Strike
DISCIPLINE (Strike)
Level: CLASS 5
Prerequisite: Two SCHOOL maneuvers
Initiation Action: See text
Range: See text
Area: See text
Target: See text
Duration: See text
Saving Throw: See text
When you initiate this strike, treat it as the last strike you have observed, except as follows. This strike is still considered to be of the DISCIPLINE discipline, rather than the mimicked strike's discipline. All other parameters and effects, including the initiation action of this strike, are as the mimicked strike. You need not know or even qualify for the mimicked strike. For the purposes of this strike, the last strike you have observed is either the most recent strike that you observed well enough to have made a Martial Lore check to identify, or the last strike that you initiated, whichever is most recent.


Multi-Counter
DISCIPLINE (Counter)
Level: CLASS 4
Prerequisite: One SCHOOL maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Until the beginning of your next turn, you may initiate up to two additional counters without spending an immediate action. You must follow all normal limitations of initiating these counters, other than expending immediate actions. These counters are expended as normal.
   You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline since the end of your last turn, or if you have already initiated a maneuver from the same discipline. Once you initiate this maneuver, you cannot initiate more than one maneuver from any given martial discipline until the beginning of your next turn, including any maneuvers that you have already initiated since the end of your next turn. Stances do not count against this restriction.


Opening Strike
DISCIPLINE (Strike)
Level: CLASS 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals +1d4 damage and the subject must make a Fortitude save (DC 11 + your Wisdom modifier). On a failed saving throw, your next strike against that creature before the end of your next turn deals maximum bonus damage, as though any bonus damage dice granted by the strike rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.
   For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.


Probing Strike
DISCIPLINE (Strike)
Level: CLASS 4
Prerequisite: One SCHOOL maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals +4d4 damage and the subject must make a Fortitude save (DC 14 + your Wisdom modifier). On a failed saving throw, you gain a +2 bonus on all attack rolls in your next strike against that creature before the end of your next turn and any bonus damage dice granted by the strike are treated as having rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.
   For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.


Rapid Attack
DISCIPLINE (Boost)
Level: CLASS 6
Prerequisite: Two SCHOOL maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Until the end of your turn, you may initiate a single strike as a move action instead of a standard action. This benefit does not apply to strikes with initiation actions other than one standard action. You must follow all normal limitations of initiating this strike, other than the initiation action. This strike is expended as normal.
   You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.


Reactive Focus
DISCIPLINE (Counter)
Level: CLASS 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
As part of this maneuver, you may enter a single stance you know, as though you had initiated it normally. You must follow all normal limitations of initiating and maintaining that stance, other than expending a swift action.


Redoubled Focus
DISCIPLINE (Boost)
Level: CLASS 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
As part of this maneuver, you enter a single additional stance that you know. This cannot be a stance that you are already in. Until the beginning of your next turn, you can remain in one more stance than normal. At that time, if you are in more stances than your normal limit, you must choose a number of stances equal to or less than your normal limit of stances. All other stances that you are in immediately end. You must follow all other normal limitations of initiating and maintaining the stance, other than expending a swift action.


Replicate Attack
DISCIPLINE (Boost)
Level: CLASS 4
Prerequisite: One SCHOOL maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your next attack roll after initiating this boost but before the end of your turn is treated as though it was a duplicate of your last attack roll. Treat the attack roll as though you received the same result on the die and had the same bonuses and penalties. Whether this results in a hit or a miss depends on the armor class of your current target, not your previous target. In addition, you roll for damage and other effects normally, independent of your previous attack's damage or lack thereof.
   If the previous attack risked a miss chance due to concealment, incorporeality, or other factors, use the same miss chance and miss chance roll. If there was no miss chance for your previous attack, you ignore any miss chance that there may be now.
   If your previous attack was a critical threat, so is this one, even if your critical threat range has changed. Use the same critical threat roll as the previous attack. This may allow you to score a critical hit against creatures that are normally immune to critical hits, although most such creatures are still immune to any bonus damage that such a critical hit may deal. If you neglected to roll a critical confirmation roll on your previous attack because your previous target was immune to critical hits, or if your previous attack roll would have threatened a critical hit had it not missed, you roll the critical confirmation roll for this attack with the bonuses and penalties that your previous attack's roll would have had. If your previous attack was not a critical threat, then neither is this attack, even if your critical threat range has changed.


Resurgent Reaction
DISCIPLINE (Stance)
Level: CLASS 5
Prerequisite: Two SCHOOL maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, the first immediate action that you spend each round to initiate a counter does not count against your swift actions during your next turn for the purpose of initiating boosts.


Skilled Recovery
DISCIPLINE
Level: CLASS 6
Prerequisite: Two SCHOOL maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may choose up to two expended maneuvers that you have readied. Those maneuvers are no longer considered expended. If you use granted maneuvers for either of those maneuvers, they are also granted.
   Once you initiate Skilled Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuvers are expended, whichever comes first. If you decline to recover any maneuvers with Skilled Recovery, this limitation does not apply.


Split Attack
DISCIPLINE (Boost)
Level: CLASS 7
Prerequisite: Three SCHOOL maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You may attack one more creature than normal with a single strike that you initiate before the end of your turn. This benefit does not apply to strikes that do not allow you to make an attack as part of initiating the strike, nor to those that have no target or that target more than one creature or object. The attack against the additional creature is as though you had initiated the strike again with the additional creature as the only target. You must follow all other normal limitations of the strike. The strike is expended as normal.
   You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.


Stylized Mirror of Form
DISCIPLINE (Stance)
Level: CLASS 8
Prerequisite: Three SCHOOL maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you may leave this stance to initiate a single stance that you qualify for but do not know. This must either be a stance that you have observed another initiator entering or using, a stance from the discipline of a maneuver that you have observed another initiator initiate, or a stance from a school that you have readied at least four maneuvers. You cannot use this effect to initiate a stance of higher level than the highest level maneuver you know from its discipline. Once you have initiated an unknown stance in this way, you may remain in it for up to 5 minutes, or until the end of the current encounter, whichever comes first. You can only initiate a given unknown stance once per day this way.


Sublime Recovery
DISCIPLINE
Level: CLASS 8
Prerequisite: Three SCHOOL maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may choose any number of expended maneuvers that you have readied. Those maneuvers are no longer considered expended. If you use granted maneuvers for any of those maneuvers, they are also granted.
   Once you initiate Sublime Recovery, you cannot recover it by any means for 1 minute or until the recovered maneuvers are expended, whichever comes first. If you decline to recover any maneuvers with Sublime Recovery, this limitation does not apply.


Surging Blow
DISCIPLINE (Strike)
Level: CLASS 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, choose one unexpended, readied maneuver that you possess, other than this maneuver. If you use granted maneuvers for that maneuver, it must also be granted. That maneuver is immediately expended, as though you had initiated it. Make a single melee attack with a +1 bonus on the attack roll, plus the level of the expended maneuver. If the attack hits, it deals an extra +2d8 points of damage for each level of the expended maneuver.


Triumvirate Strike
DISCIPLINE (Strike)
Level: CLASS 9
Prerequisite: Four SCHOOL maneuvers
Initiation Action: See text
Range: See text
Area: See text
Target: See text
Duration: See text
Saving Throw: See text
As part of initiating this strike, you may initiate up to three additional strikes. The action required to initiate this strike is equal to the longer of the three additional strikes' initiation actions. The effects of the three additional strikes are resolved as normal, except that you suffer a -5 penalty to all attack rolls made for the second strike and a -10 penalty to all attack rolls made for the third strike. You must follow all normal limitations of initiating these strikes, other than expending their initiation actions. These strikes are expended as normal.
   You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.


Twinned Style
DISCIPLINE (Boost)
Level: CLASS 5
Prerequisite: Two SCHOOL maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
As part of this maneuver, you may initiate up to two boosts. You must follow all normal limitations of initiating these boosts, other than expending swift actions. These boosts are expended as normal.
   You cannot initiate this maneuver if you have already initiated more than one maneuver from any given martial discipline during the same turn, or if you have already initiated a maneuver from the same discipline. You cannot initiate more than one maneuver from any given martial discipline during a turn that you initiate this maneuver. Stances do not count against this restriction.






NAME
DISCIPLINE (TYPE) [DESCRIPTOR]
Level: CLASS LEVEL
Prerequisite: NUMBER SCHOOL maneuvers
Initiation Action: 1 ACTION action
Range: Personal
Area:
Target: You
Duration:
Saving Throw:



Notes:
FOR FOLLOWUP STRIKE
As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same creature since the beginning of your last turn, your attack deals an extra +1d6 damage, plus another 1d6 points of damage for each level of the highest level strike you initiated against that creature since the beginning of your last turn. In addition, this strike causes an additional effect based on the discipline of the highest level strike you initiated against that creature since the beginning of your last turn. Unless otherwise stated, this additional effect only occurs if the attack hits.
Desert Wind: You are shielded by mystical flames until the end of your next turn. During this time, any enemy that attacks you, even with ranged weapons and even if they miss, suffers 5 points of fire damage. This effect is a supernatural ability.
Devoted Spirit: You and all allies within 30 feet of you heal 1d6 points of damage + 1 point per initiator level (maximum +10). This effect only occurs if the creature is an enemy whose alignment has at least one component different from your and poses a threat to you or your allies in some direct, immediate way.
Diamond Mind: You gain an additional action that can be spent as either a move, swift, or immediate action, chosen when you spend it. You can spend this additional action at any time before the end of your next turn, even when it is not your turn. If you do not, it is lost.
Iron Heart: At any point before the end of your next turn, you may spend an immediate action to treat a single attack roll you just made as though you had instead rolled a 10. You may decide to use this effect after rolling the attack roll and determining the results.
Setting Sun: The creature must make a Reflex save (DC 13 + your Strength modifier). On a failed saving throw, the creature is knocked prone and is staggered until the end of your next turn.
Shadow Hand: You gain concealment until the end of your next turn.
Stone Dragon: The creature loses half of any armor bonus to armor class, natural armor bonus to armor class, damage reduction, hardness, or resistance to critical hits it may have until the end of your next turn. This does not affect a creature's complete immunity to critical hits, although creatures with 100% or better resistance to critical hits (such as from the Heavy Fortification armor ability) have their resistance reduced accordingly.
Tiger Claw: The critical threat range of any attack you make increases by 1 until the end of your next turn. This effect stacks with, and may be altered by, the benefits of the Improved Critical feat, the keen edge spell, and similar effects that modify the critical threat range of a weapon or attack.
White Raven: You and all allies within 30 feet of you gain a +2 morale bonus on all skill checks, ability checks, opposed checks, and weapon damage rolls until the end of your next turn.
THIS DISCIPLINE: No additional effect.
Despite the fact that some parts of this maneuver are considered supernatural abilities, this maneuver is still an extraordinary ability.
   For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.



FOR SURGING BLOW
As part of this maneuver, choose one unexpended, readied maneuver that you possess, other than this maneuver or a maneuver of this discipline. If you use granted maneuvers for that maneuver, it must also be granted. That maneuver is immediately expended, as though you had initiated it. Make a single melee attack with a +1 bonus on the attack roll, plus the level of the expended maneuver. If the attack hits, it deals an extra +2d6 points of damage for each level of the expended maneuver. In addition, this strike causes an additional effect based on the discipline of the expended maneuver. Unless otherwise stated, this additional effect only occurs if the attack hits.
Desert Wind: The bonus damage is considered fire damage and you deal an additional +2 fire damage per level of the expended maneuver. The bonus damage of this maneuver is a supernatural ability.
Devoted Spirit: Each attack that the target makes before the beginning of your next turn provokes an attack of opportunity from you. This does not apply to attacks made against you. This does not cause actions that would already provoke an attack of opportunity from you to provoke more than one.
Diamond Mind: Make a Concentration check instead of an attack roll for this attack, and use the result of the Concentration check to determine if you hit and whether or not you threaten a critical hit. If you threaten a critical hit, make another Concentration check and use it in place of the critical confirmation roll to determine if the critical hit is confirmed.
Iron Heart: You gain a +4 bonus on all opposed checks against the target until the end of your next turn.
***Setting Sun: The creature must make a Reflex save (DC 13 + your Strength modifier). On a failed saving throw, the creature is knocked prone and is staggered until the end of your next turn.
***Shadow Hand: You gain concealment until the end of your next turn.
***Stone Dragon: The creature loses half of any armor bonus to armor class, natural armor bonus to armor class, damage reduction, hardness, or resistance to critical hits it may have until the end of your next turn. This does not affect a creature's complete immunity to critical hits, although creatures with 100% or better resistance to critical hits (such as from the Heavy Fortification armor ability) have their resistance reduced accordingly.
***Tiger Claw: The critical threat range of any attack you make increases by 1 until the end of your next turn. This effect stacks with, and may be altered by, the benefits of the Improved Critical feat, the keen edge spell, and similar effects that modify the critical threat range of a weapon or attack.
***White Raven: You and all allies within 30 feet of you gain a +2 morale bonus on all skill checks, ability checks, opposed checks, and weapon damage rolls until the end of your next turn.
THIS DISCIPLINE: No additional effect.
Despite the fact that some parts of this maneuver are considered supernatural abilities, this maneuver is still an extraordinary ability.

« Last Edit: February 07, 2011, 07:20:49 PM by Garryl » Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
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veekie
Organ Grinder
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Posts: 9034


WARNING: Homing Miko


« Reply #35 on: January 26, 2011, 08:35:35 PM »

Focused Recovery probably should be a swift action(basically you're using 2 maneuver slots to ready one maneuver with a swift action's downtime)
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The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

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Garryl
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Posts: 1240


« Reply #36 on: January 29, 2011, 03:11:24 AM »

Anybody have any ideas for what to name my very meta discipline? I think that's all that's left for it.
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A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
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Amechra
Man in Gorilla Suit
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Posts: 2328


Thread Necromancy a Specialty


« Reply #37 on: January 29, 2011, 10:54:53 AM »

Unity of Form and Function, perhaps?

(Reminds me, I have a discipline I need to work on...)
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Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".

My final project for my film independent study course. It could do with a watching and critiquing
Garryl
Hong Kong
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Posts: 1240


« Reply #38 on: February 07, 2011, 05:12:45 PM »

CLOSING STRIKE - Homewbrew discipline effects
Black Lotus: Any poisons within the creature's system are accelerated. It is affected by the secondary damage or effects of poisons it has been subjected to as though 1 minute had passed. The poisons are still considered to be within the creature's system for other purposes, but they do not deal their secondary damage again at the normal time (1 minute after initially poisoning the creature). This effect applies to all poisons within the creature's system, including any poisons delivered with this attack.

Kaleidoscopic Dream: This strike gains the Chaotic descriptor (even if the attack misses). Your weapon is treated as being chaotic-aligned for the purpose of overcoming damage reduction. In addition, you are cloaked in a brilliant field of chaotic energy until the end of your next turn. The first melee attack made against you while the field remains subjects your attacker to a random color of a primsatic wall, as though they had moved through such a wall with only that color (DC 18 plus + Wisdom modifier). This effect is a supernatural ability.

Scarlet Rose: You may make one attack with each weapon you wield instead of only a single attack. If you do, you suffer the normal two-weapon fighting penalties (or multi-weapon fighting penalties, as appropriate), and the bonus damage of this strike applies to the first attack that hits.
 You may make an attack with a weapon in your off-hand (or in another hand if you do not have off-hand weapons) even if your first attack missed. If your first attack missed and your off-hand attack hit, you may choose to deal this strike's bonus damage with your off-hand attack instead. You do not suffer two-weapon fighting penalties for attacking in this way.

Shooting Star (Fax Celestis): You can replicate your ranged attacks perfectly. Until the end of your next turn, you may use the value of the d20 roll made for your attack roll with this strike instead of the value of the d20 roll made as part of any of your ranged attack rolls, where beneficial. You may use a ranged attack's normal attack roll instead of this one, if you wish.

Quicksilver Aegis: The bonus damage granted by this strike is 7, plus 7 per level of the highest level strike, instead of 2d6 plus 2d6 per level of the highest level strike. This strike gains the Lawful descriptor. These changes occur even if the attack does not hit.
   If the attack hits, as an immediate action at any time before the end of your next turn, you may cause any d20 roll that is the result of an event you observe to be treated as though the die had rolled an 11. You can use this ability after the die has been rolled and the results determined, potentially changing the results. You can use this to modify any roll, even one that is not your own.

Feats
Name?
Prereqs: One DISCIPLINE maneuver known
Benefit: Select up to ((a number)) maneuvers you know. You may treat them as being of the discipline(s) of your choice instead of their normal disciplines. You can only select disciplines from which you already know at least one maneuver.
Special: Whenever you gain a level, you can change which maneuvers are affected and which disciplines you treat them as being from.

Name? [Tactical]
Prereqs: BaB +6, any other Tactical feat, Name?, One DISCIPLINE maneuver known
Benefit: Name? gives you access to the following tactical maneuvers.
Impromptu Tactics: You may expend a readied martial maneuver as a swift action in place of meeting the preconditions of an ability of a tactical feat you possess. If you use granted maneuvers for that maneuver, it must also be granted. This ability only allows you to ignore any preconditions of events that must occur during your first turn, and only for maneuvers that require you to meet certain preconditions during your first turn in order to gain a benefit during your second turn. You must still meet any other conditions of the tactical maneuver. This benefit only applies one time to one tactical maneuver each time you expend a maneuver this way.
Training in Action: To use ability, you must initiate a boost during your first turn, and the initiate a counter from a different martial discipline before your next turn. If you initiate a strike from a third martial discipline during your second turn, ((something awesome happens)).
((Usually a Third One)): ((There's usually a third tactical ability.))
« Last Edit: February 07, 2011, 07:03:05 PM by Garryl » Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Garryl
Hong Kong
****
Posts: 1240


« Reply #39 on: February 10, 2011, 03:58:59 PM »

I just wanted to make a class with absolutely NOTHING as a capstone. As in, worse than the Rogue, and yes, even worse than the Commoner, who at least gets +1 BaB at 20th. The details are unimportant.

Hit Die: d4
Skills: 2+Int at each level


       Base             Fort  Ref   Will                  ----Spellcating----
Level  Attack Bonus     Save  Save  Save   Special     
1st    +0               +0    +2    +2     Awesome        +1 of existing spellcasting class
2nd    +1               +0    +3    +3     More Awesome   +1 of existing spellcasting class
3rd    +2               +1    +3    +3     Still Awesome  +1 of existing spellcasting class
4th    +3               +1    +4    +4     Awesome Again  +1 of existing spellcasting class
5th    +3               +1    +4    +4                    ---
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A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
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