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Author Topic: Garryl's Homebrew Compendium  (Read 11126 times)
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Garryl
Hong Kong
****
Posts: 1240


« on: August 15, 2011, 09:29:26 PM »

Update your Links
Moved to: http://www.minmaxboards.com/index.php?topic=241.0

The old version in Boz's 3.5 Homebrew Compendium ran out of space. I think it was all the tables I added in. I like tables. Anyways, I'm moving it over here, where there's space to relax and stretch and make humongous tables with way too much information. Yay.

Table of Contents

Newest Works
Soulknife: A revamped invoking version of the original class.
Divine Mind: A remake of the original from Complete Divine, combining aspects of the original with those of the Marshal.
Toxicant: A dual-progression PrC that heals with one hand and harms with the same hand. Designed for use with my Medic and Circle of Life's Plague Doctor.

« Last Edit: November 09, 2011, 11:55:43 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 #1 on: August 15, 2011, 09:29:42 PM »

Major Projects
Metroid as Incarnum: What do you get when someone who doesn't know exactly how incarnum works throws it into a blender with Metroid?
« Last Edit: September 18, 2011, 03:02:32 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 #2 on: August 15, 2011, 09:29:49 PM »


Races, Monsters, and Templates

Races
Living Astral Constructs: Ectoplasm and a 1st-level power brought to life.
Soul Shell: Suits of armor infused with life due to long-term use.

Monsters
Amlenstakata: A rapidly-moving variant of the Displacer Beast that uses martial rushes.

Templates
Thriller Zombie template: Dancing zombies. Why not?
« Last Edit: August 20, 2011, 12:49:20 AM 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 #3 on: August 15, 2011, 09:29:59 PM »

Base Classes

Arcane Spellcasters
Medic: A spontaneous full caster who uses healing magic in both defensive and offensive ways.

Psionic Manifesters
Divine Mind: A remake of the original from Complete Divine, combining aspects of the original with those of the Marshal for a psionic leader truly worth following.

Alternative Class Features and Variants
Spell-less Paladin and Ranger Variants: A series of spell-less variants on the Paladin and Ranger class using other mechanics instead.
  • Divine Champion Paladin: A Paladin directly chosen by her deity, who channels raw spiritual energy as invocations.
  • Mindknight Paladin: A psionic Paladin who uses the power of her ideals to aid her in combat.
  • Witch Slayer Paladin: A magic-fighting Paladin who relies on martial skill instead of faith
  • Namestalker Ranger: A Truespeech-using Ranger who hunts creatures through their Truenames. Designed to be used with Kellus's Truenaming Fix.
  • Psychic Tracker Ranger: A psionic Ranger who tracks the psychic impressions left behind by his quarry.

NPC Classes
Gish: A simple warrior-mage.
Mentalist: A simple manifester.
Soulshaper: A simple meldshaper.
Thief: A simple thief.
« Last Edit: September 24, 2011, 02:15:42 AM 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 #4 on: August 15, 2011, 09:30:09 PM »

Prestige Classes

PrC Summaries

NameExpected EntryLevelsBaBSaves (F/R/W)SkillsMagic ProgressionNotes
General
Reaping Mauler5th5+1/1Good/Good/Poor2/levelN/AGrappling-focused class that gains dramatically improved grappling capabilities.
Symbiosis Weaver5th5+1/1Good/Poor/Good4/levelN/ACompanion-focused combat class.
Spellcasting
Apostle of Justice5th10+3/4Good/Poor/Good4/level9th level divine spellcasting progressionExalted spellcaster.
Arcane Archer6th10+1/1Good/Good/Poor4/level4th level arcane spellcasting progressionMaster magical archer.
Blackguard5th10+1/1Good/Good/Poor2/level6th level divine spellcasting progressionChampion of evil.
Symbiosis Adept5th5+1/2Poor/Poor/Good2/level4/5 casting or manifestingCompanion-focused spellcasting or manifesting class.
Toxicant5th10+3/4Poor/Poor/Good4/level9/10 arcane casting, 10/10 blood toxinsCombines the Medic with Circle of Life's Plague Doctor.
Twilight Mystic5th10+3/4Poor/Good/Good6/level8/10 divine spellcasting, 5 maneuvers known, 3 readied, 1 stanceStealthy divine spellcaster/martial adept.
Whiteguard5th10+1/1Good/Poor/Good2/level6th level divine spellcasting progressionChampion of good.
Manifesting
Arch Psion13th5+1/2Poor/Poor/Good2/level5/5 manifestingMaster of psionics.
Ballisteer4th10+3/4Poor/Good/Good2/level8/10 manifestingRanged weapon master through psionic abilities.
Grim Psion7th10+1/2Good/Poor/Good4/level8/10 manifestingBecome a psionic Lich of sorts.
Kineticist5th10+3/4Good/Poor/Good2/level8/10 manifestingMaster of a chosen energy type.
Percipient5th10+1/2Poor/Poor/Good4/level10/10 manifestingFocused on Clairsentience and third eyes.
Shadow Mind5th10+1/2Poor/Poor/Good4/level10/10 manifestingSubpsionic manifester. Gains bonuses with Metacreativity, Clairsentience, and Telepathy.
Sublime Thought10th10+1/2Poor/Poor/Good4/level9th level manifesting progressionIndependent manifesting progression with enhanced Wild Surge capabilities.
Symbiosis Adept5th5+1/2Poor/Poor/Good2/level4/5 casting or manifestingCompanion-focused spellcasting or manifesting class.
Time Sifter5th10+1/2Poor/Good/Good2/level9/10 manifestingImproved temporal manipulation.
Truth Seeker5th10+3/4Good/Poor/Good4/level5th level manifesting progressionMonk-like abilities and powers from the Clairsentience and Telepathy disciplines.
Invoking
Viz-Jaq'taar Hunter5th10+3/4Poor/Good/Good6/level8/10 arcane spellcasting, 8/10 invokingGrants Bard/Assassin spellcasting if you don't have any.
Viz-Jaq'taar Martial Artist5th10+1/1Poor/Good/Good4/level9/10 invokingTWF focused, progresses Monk abilities.
Viz-Jaq'taar Shade5th10+3/4Poor/Poor/Good4/level8/10 manifesting, 8/10 invokingGrants Psychic Warrior manifesting if you don't have any.
Martial Adept
Initiate of the Sublime Void6th10+1/1Poor/Poor/Good4/level10/10 soul binding, 3 maneuvers known, 3 readied, 1 stancePact-manipulating binder/martial adept.
Sublime Symbiote5th5+1/1Good/Poor/Good2/level3 maneuvers known, 1 readied, 1 stanceCompanion-focused initiating class.
Twilight Mystic5th10+3/4Poor/Good/Good6/level8/10 divine spellcasting, 5 maneuvers known, 3 readied, 1 stanceStealthy divine spellcaster/martial adept.
Incarnum
Spinemeld Warrior5th10+1/1Good/Poor/Poor2/level4 soulmelds, 10 essentia, 3 lesser bindsSkarn racial class focused on spine natural weapons.
Symbiotic Soul5th5+3/4Poor/Poor/Good2/level4/5 meldshapingCompanion-focused meldshaping class.
Binder
Initiate of the Sublime Void6th10+1/1Poor/Poor/Good4/level10/10 soul binding, 3 maneuvers known, 3 readied, 1 stancePact-manipulating binder/martial adept.
Pactbound Symbiote5th5+3/4Poor/Poor/Good2/level5/5 soul bindingCompanion-focused binding class.
Homebrew Systems
Asyntactic Lexiturge5th10+1/2Poor/Poor/Good2/level4 murmurs, 7/10 truenamingMelds xenotheurgy and Kellus's truenaming.
Psychosomnabulist7th7+1/2Poor/Poor/Good4/level4 murmursDream-based xenotheurgy.
Toxicant5th10+3/4Poor/Poor/Good4/level9/10 arcane casting, 10/10 blood toxinsCombines the Medic with Circle of Life's Plague Doctor.
Dual Progression
Asyntactic Lexiturge5th10+1/2Poor/Poor/Good2/level4 murmurs, 7/10 truenamingMelds xenotheurgy and Kellus's truenaming.
Initiate of the Sublime Void6th10+1/1Poor/Poor/Good4/level10/10 soul binding, 3 maneuvers known, 3 readied, 1 stancePact-manipulating binder/martial adept.
Toxicant5th10+3/4Poor/Poor/Good4/level9/10 arcane casting, 10/10 blood toxinsCombines the Medic with Circle of Life's Plague Doctor.
Twilight Mystic5th10+3/4Poor/Good/Good6/level8/10 divine spellcasting, 5 maneuvers known, 3 readied, 1 stanceStealthy divine spellcaster/martial adept.
Viz-Jaq'taar Hunter5th10+3/4Poor/Good/Good6/level8/10 arcane spellcasting, 8/10 invokingGrants Bard/Assassin spellcasting if you don't have any.
Viz-Jaq'taar Martial Artist5th10+1/1Poor/Good/Good4/level9/10 invokingTWF focused, progresses Monk abilities.
Viz-Jaq'taar Shade5th10+3/4Poor/Poor/Good4/level8/10 manifesting, 8/10 invokingGrants Psychic Warrior manifesting if you don't have any.


General
Reaping Mauler: New and improved and ready to wrestle!
Symbiotic Prestige Classes: PrCs for melding with your bonded companions.
  • Symbiosis Adept: For spellcasters and manifesters.
  • Symbiosis Weaver: For general combatants.
  • Symbiotic Soul: For meldshapers.
  • Sublime Symbiote: For martial adepts.
  • Pactbound Symbiote: For binders.

Arcane
Arcane Archer: A rewrite of the original with its own Dexterity-based spellcasting progression.
Toxicant: A dual-progression PrC that heals with one hand and harms with the same hand. Designed for use with my Medic and Circle of Life's Plague Doctor.

Divine
Apostle of Justice: An Exalted version of the Ur-Priest who can kick ass without mussing his hair or conscience.
Blackguard and Whiteguard: Revised prestige classes for fallen paladins and redeemed villains.
Twilight Mystic: A stealthy prestige class designed for Cleric/Swordsages.

Psionic
Arch Psion: A 3.5 update of the old psionic class.
Ballisteer: An updated prestige class that focuses on throwing weapons and psionics.
Grim Psion: For psionic liches.
Kineticist: The predecessor of the Pyrokineticist brought into 3.5.
Percipient: A class for those who take the phrase "third eye" far too seriously.
Shadow Mind: Not a sneaky psion, but rather one who taps into the Plane of Shadow.
Sublime Thought: A psionic adaptation of the ever-popular class.
Time Sifter: Temporal manipulation at its finest.
Truth Seeker: An inquisitor who combines features of a monk and a psion.

Invoking
The Viz-Jaq'taar: A trio of invoking prestige classes based on Diablo 2's Assassin.
  • Viz-Jaq'taar Martial Artist: A claw-fighting martial artist who combines elemental magic with a Monk's abilities and an Indigo Trickster's Arcane Surge.
  • Viz-Jaq'taar Hunter: A mage-hunter enhanced with arcane magic who combines nigh-magical traps with a Dragonfire Adept's Breath Weapon.
  • Viz-Jaq'taar Shade: A shadowy assassin who uses psionic power to fuel a Warlock's Eldritch Blast.

Martial Adept
Initiate of the Sublime Void: A dual-progression binder/martial adept who trades the raw power of a pact for even more powerful martial knowledge.
Twilight Mystic: A stealthy prestige class designed for Cleric/Swordsages.

Incarnum
Spinemeld Warrior: A rewrite of the class that lets Skarns poke things.

Binder
Initiate of the Sublime Void: A dual-progression binder/martial adept who trades the raw power of a pact for even more powerful martial knowledge.

Homebrew Systems
Asyntactic Lexiturge: A dual-progression xenotheurge/vocalizer who blends xenotheurgy and truespeech in unspeakable ways (pun intended). Designed for use with Kellus's Truenaming Fix and Realms of Chaos's Xenotheurgy.
Psychosomnabulist: A sleepwalking xenotheurge. Designed for use with Realms of Chaos's Xenotheurgy.
Toxicant: A dual-progression PrC that heals with one hand and harms with the same hand. Designed for use with my Medic and Circle of Life's Plague Doctor.
« Last Edit: September 24, 2011, 02:20:26 AM 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 #5 on: August 15, 2011, 09:30:21 PM »

Feats

Feat Summaries

NamePrerequisitesBenefits
General Feats
Ascetic SupplicantEldritch Blast 2d6, Improved Unarmed StrikeMonk and Warlock levels stack for CL, EB damage, and unarmed damage. Apply eldritch essences to unarmed strikes.
Combat Casting---Gain a +2 bonus on attacks with spells. Shield allies from your own magic.
Improved Healing HandsHealing Hands, 4th level Medic or HealerHealing Hands provides more healing per Medic, Healer, and spell level.
Magical Aptitude---Learn and cast a small number of Sorcerer spells.
Natural Spell---Learn and cast a small number of Druid spells.
Toughness+1 natural armor bonusGain +1 to Fort saves and hardness based on your natural armor.
Fighter Feats
Alertness---Resist fatigue and exhaustion, require less sleep, and reroll initiative checks 3/day.
CleaveStr 13Move with other creatures as an immediate action.
  Great CleaveStr 13, CleaveCleave no longer takes an action and can be used more often.
Combat ExpertiseInt 13Use Int instead of Str for attack rolls and tripping.
Combat Reflexes---Take 10 on initiative checks and reduce the penalties of iterative attacks.
DodgeDex 13Gain Uncanny Dodge. Add your Reflex bonus to touch AC or your armor and shield bonuses to Reflex saves.
  MobilityDex 13, DodgeGain Improved Uncanny Dodge. Make 5 foot steps as an immediate action.
Great Fortitude---Gain immunity to fear and a +4 bonus on saves against charms and compulsions.
Improved Turning---Make a 90 degree turn while moving in a straight line.
  Extra TurningImproved TurningMake more turns each round while moving in a straight line.
Point Blank Shot---Ranged attacks don't provoke AoOs. Add Dex to ranged damage in melee range.
Precise ShotDex 13Take a penalty on ranged attack rolls to add a bonus on ranged damage rolls.
  Deflect ArrowsDex 13, Precise ShotReroll missed ranged attacks with a -5 penalty to attack another nearby foe.
Self-Sufficient---Recover rapidly when at negative hit points. Gain a +2 bonus on damage and skills when working alone.
Thriller AnimatorCorpsecrafter, Nimble Bones, Perform (dance) 4 ranksAnimate dancing zombies.
Weapon FinesseBaB +1Use Cha instead of Str for damage rolls.
Exalted Feats
Honorable VowDiplomacy 2 ranksYour deity or ideal grants you bonuses to Diplomacy and to defense against evil creatures.
  Vow of ConvictionSacred Vow or Honorable VowVow to stay true to your ideals, gain bonuses against charms, compulsions, and lies.
     Vow of DeterminationVow of Conviction, one of Sacred Vow or Honorable VowVow never to give up, gain bonuses against fear and movement-impairing effects.
  Vow of JusticeSacred Vow or Honorable VowVow to bring wrongdoers to justice, gain bonuses against unjust creatures.
Psionic Feats
Astral LifeshapingAbility to manifest astral construct, Boost ConstructYour Astral Constructs are living creatures and have additional options.
  Ectopic LifebondAstral Lifeshaping, Skin of the Construct, Constitution scoreLiving Skin of the Construct grants you improved defenses.
Astral ThoughtbindingAbility to manifest astral construct, Boost ConstructYour Astral Constructs are sentient creatures and have additional options.
  Astral LifeshapingAstral Thoughtbinding, Skin of the ConstructSentient Skin of the Construct grants an extra mind to manifest powers.
Conjunctive MindInt, Wis, or Cha 15Use subpsionics, +1 ML with Metacreativity, Clairsentience, and Telepathy.
  Insidious MindConjunctive MindYour powers are harder to detect by non-subpsionic creatures.
  Tenacious MindConjunctive MindYour powers are harder to dispel by non-subpsionic creatures.
  Tainted ConstructionConjunctive Mind, ability to manifest astral constructYour Astral Constructs use tainted ectoplasm and have additional options.
Psionic SidestepDex 13, Wis 13, DodgeAvoid attacks of opportunity once per round while you maintain your psionic focus.
  Improved Psionic SidestepDex 15, Wis 15, Dodge, Psionic SidestepUse Psionic Sidestep one more time per round and move farther when you do.
Skill Focus---Expend your psionic focus to take 15 on any skill.
Weapon FocusManifester level 3rdStore an extra psionic focus in your weapon.
Metapsionic Feats
Power AttackManifester level 3rd, Weapon FocusChannel touch powers through your melee weapon or ray powers through your ranged weapon.
Spell FocusAbility to cast spells, any other metapsionic featApply metapsionic feats to your spells.
Battlefield Treatment Feats
Battlefield TriageBattlefield TreatmentCast Medic spells while maintaining battlefield treatments.
Extra TreatmentBattlefield TreatmentGain 4 extra battlefield treatment uses per day.
Restorative TreatmentBattlefield Treatment, Heal 6 ranksUse battlefield treatment to emulate restoration effects.


Feats
Ascetic Supplicant: A multiclass feat for Monk/Warlocks.
Living Astral Construct Feats: Feats to bring your Astral Constructs to life.
Medic Feats: Feats for Medics and Healers.
Not the Feats You're Looking For: PHB names, drastically different effects.
Revamped BoED Vows: Not everyone who takes Exalted feats is a pacifistic hobo.
Psionic Sidestep, Improved Psionic Sidestep: Feats to let you get out of the way.
Subpsionic Feats: A 3.5 update of psionics's version of the Shadow Weave.
Thriller Animator: Dancing zombies. Why not?
« Last Edit: September 24, 2011, 02:25:16 AM 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 #6 on: August 15, 2011, 09:30:27 PM »

Spellcasting and Alternative Magic Systems

Spell Lists


Bard

Bard 1
• Dissonant Visions - Touched subject sees random visions of the future and is shaken for 1 round/level.

Bard 2
• Forced Clairaudience - Subject hears sounds from a random location and is effectively deafened.
• Painful Visions - Subject sees confusing and disturbing visions, dealing 1d6/level nonlethal damage

Bard 3
• Dreadful Visions - Subject sees visions of fearful events and is frightened or shaken on a successful save.
• Forced Clairvoyance - Subject sees sights from a random location and is effectively blinded.
• Sight of Battle - One subject reacts to a battlefield in the future instead of the present one, acting as though confused.

Bard 4
None

Bard 5
• Forced Clairsentience - Subject observes a random location with all senses, and is effectively blinded, deafened, and unable to use other senses.
• Foresee Defenses - You foresee your opponents defensive actions, allowing you to adapt your attacks before they can react.
• Sight of War - One subject/level reacts to a battlefield in the future instead of the present one, acting as though confused.

Bard 6
• Overwhelming Visions - One subject becomes unconscious due to sudden and random visions of the future, or is dazed on a successful Will save.
• Unending Visions - One subject becomes catatonic indefinitely as it sees visions from all possible futures.


Cleric

Cleric 1
• Battle Sense - You see visions from fractions of a second into the future, allowing you to better defend yourself or attack your enemies.

Cleric 2
• Lesser Countersight - You foresee your opponents' foresight and react to it, reducing any insight bonuses they gain on attack rolls, armor class, caster level, caster level checks, and save DCs against you by 1/2 your level (max 5).

Cleric 3
• Cauterizing Flame - Heal 1d6/level (maximum 10d6) with a fiery bolt, ending bleeding but dealing nonlethal damage.

Cleric 4
• Cancerous Regeneration - Restore 3d8 hit points and cause a cancer that deals Constitution damage each round.

Cleric 5
None

Cleric 6
• Countersight - As Lesser Countersight, except that bonuses are reduced by your caster level (max 15), and also affects bonuses to saving throws, damage rolls, and opposed skill and ability checks.

Cleric 7
• Spirit Nova - Graft a soul to a creature, stealing its life force and killing it.

Cleric 8
None

Cleric 9
None


Druid

Druid 1
• Dissonant Visions - Touched subject sees random visions of the future and is shaken for 1 round/level.

Druid 2
None

Druid 3
• Painful Visions - Subject sees confusing and disturbing visions, dealing 1d6/level nonlethal damage

Druid 4
• Dreadful Visions - Subject sees visions of fearful events and is frightened or shaken on a successful save.

Druid 5
None

Druid 6
None

Druid 7
• Unending Visions - One subject becomes catatonic indefinitely as it sees visions from all possible futures.

Druid 8
• Overwhelming Visions - One subject becomes unconscious due to sudden and random visions of the future, or is dazed on a successful Will save.

Druid 9
None


Paladin

Paladin 1
• Battle Sense - You see visions from fractions of a second into the future, allowing you to better defend yourself or attack your enemies.
• Lesser Countersight - You foresee your opponents' foresight and react to it, reducing any insight bonuses they gain on attack rolls, armor class, caster level, caster level checks, and save DCs against you by 1/2 your level (max 5).

Paladin 2
None

Paladin 3
None

Paladin 4
• Countersight - As Lesser Countersight, except that bonuses are reduced by your caster level (max 15), and also affects bonuses to saving throws, damage rolls, and opposed skill and ability checks.


Ranger

Ranger 1
None

Ranger 2
None

Ranger 3
None

Ranger 4
• Foresee Defenses - You foresee your opponents defensive actions, allowing you to adapt your attacks before they can react.


Sorcerer/Wizard

Sor/Wiz 1
• Battle Sense - You see visions from fractions of a second into the future, allowing you to better defend yourself or attack your enemies.
• Dissonant Visions - Touched subject sees random visions of the future and is shaken for 1 round/level.

Sor/Wiz 2
• Lesser Countersight - You foresee your opponents' foresight and react to it, reducing any insight bonuses they gain on attack rolls, armor class, caster level, caster level checks, and save DCs against you by 1/2 your level (max 5).
• Forced Clairaudience - Subject hears sounds from a random location and is effectively deafened.

Sor/Wiz 3
• Forced Clairvoyance - Subject sees sights from a random location and is effectively blinded.
• Painful Visions - Subject sees confusing and disturbing visions, dealing 1d6/level nonlethal damage

Sor/Wiz 4
• Dreadful Visions - Subject sees visions of fearful events and is frightened or shaken on a successful save.
• Sight of Battle - One subject reacts to a battlefield in the future instead of the present one, acting as though confused.

Sor/Wiz 5
• Forced Clairsentience - Subject observes a random location with all senses, and is effectively blinded, deafened, and unable to use other senses.
• Foresee Defenses - You foresee your opponents defensive actions, allowing you to adapt your attacks before they can react.

Sor/Wiz 6
• Countersight - As Lesser Countersight, except that bonuses are reduced by your caster level (max 15), and also affects bonuses to saving throws, damage rolls, and opposed skill and ability checks.
• Sight of War - One subject/level reacts to a battlefield in the future instead of the present one, acting as though confused.

Sor/Wiz 7
• Spirit Nova - Graft a soul to a creature, stealing its life force and killing it.
• Unending Visions - One subject becomes catatonic indefinitely as it sees visions from all possible futures.

Sor/Wiz 8
• Overwhelming Visions - One subject becomes unconscious due to sudden and random visions of the future, or is dazed on a successful Will save.

Sor/Wiz 9
• Sight of Strife - One subject/level reacts to a battlefield in the future instead of the present one, acting as though confused, and preferring to attack other creatures targeted by this spell.




Power Lists


Psion/Wilder

Psion/Wilder 1
• Distraction - Distract a creature in battle, making it vulnerable to sneak attacks.
• Narrow Mind - Subject focuses on only a single foe.
• Psionic Armor - Touched crystal armor gains special abilities.
• Psionic Weapon - Touched crystal weapon gains special abilities.
• Synaptic Shock - Touch deals 1d6 nonlethal damage and maybe 2 Constitution damage.

Psion/Wilder 2
• Discover Truth - Subject recalss events as they really were.
• Ectoplasmic Mist - Create a fog-like field of ectoplasm.
• Fairy Tale - Subject believes that a real thing is only an illusion.
• Multiply Pain - Subject believes its wounds are worse than they are.
• Targeted Mind - Pinpoint a creature by its psychic aura.

Psion/Wilder 3
• Recall Debilitation - As recall agony, but damage is nonlethal and causes negative conditions.
• Vile Claw - Gain an evil claw attack dealing 1d8 damage.

Psion/Wilder 4
• Darkness Cloak - An aura of shadow protects the subject.
• Recall Apocalypse - Fold time to bring future destruction of an area into the present.

Psion/Wilder 5
• Burning Blood - Boil the subject's blood and organs.

Psion/Wilder 6
None

Psion/Wilder 7
None

Psion/Wilder 8
None

Psion/Wilder 9
• Recall Annihilation - As recall death, except the subject is removed from existence.
• Scream of Death - Sound charged with negative energy kills living creatures and rebukes undead.


Seer

Seer 2
• Find the Heart - Gain +2d6 sneak attack in melee.


Telepath

Telepath 3
• Brittle Psyche - Subject suffers a -2 penalty to attack, damage, and saves, which may increase when the subject is wounded.


Psychic Warrior

Psychic Warrior 1
• Psionic Armor - Touched crystal armor gains special abilities.
• Psionic Weapon - Touched crystal weapon gains special abilities.
• Synaptic Shock - Touch deals 1d6 nonlethal damage and maybe 2 Constitution damage.

Psychic Warrior 2
• Find the Heart - Gain +2d6 sneak attack in melee.
• Targeted Mind - Pinpoint a creature by its psychic aura.

Psychic Warrior 3
• Brittle Psyche - Subject suffers a -2 penalty to attack, damage, and saves, which may increase when the subject is wounded.
• Vile Claw - Gain an evil claw attack dealing 1d8 damage.

Psychic Warrior 4
• Darkness Cloak - An aura of shadow protects the subject.

Psychic Warrior 5
None

Psychic Warrior 6
None




Invocation Lists


Divine Champion (Paladin variant)

Least:
• Aligned Armament - Cast magic weapon and a version of bless weapon according to your alignment or bolster armor in a similar manner.
• Blessed Steed - Special Mount gains the Celestial or Fiendish template.
• Face of the Faithful - Gain a +6 bonus on Diplomacy, Knowledge (religion), and Sense Motive checks.
• Favor of the Gods - Gain divine favor, bonuses doubled against opposed alignments.
• Virtuous Blessing - Use bless and grant temporary hit points to those affected.

Lesser:
• Divine Ally - Use lesser planar ally or greater versions.
• Holy Radiance - Glow like daylight, enemies within your light suffer miss chances and may be sickened.
• Inquisitor's Glare - Use discern lies, those who do not willingly fail their save are burned by holy fire.
• Martyr's Protection - Use a combined shield other and protection from alignment effect. Gain bonuses to attack rolls, damage rolls, and skill checks based on the damage redirected to you this way.
• Unholy Radiance - Absorb light like deeper darkness. You and your allies can see through this darkness, but enemies within may be fatigued or exhausted.

Greater:
• Censure Foes - Use magic circle against alignment as an emanation based on a point in space. Enemies within that area may be stunned.
• Divine Steed - Special Mount gains the Half-Celestial or Half-Fiend template.
• Extract Penance - Touch grants the benefit of an atonement spell or causes the subject to cower under the weight of its sins.
• Spellbreaker - Use greater dispel magic, remove curse, or break enchantment. The casters of dispelled effects may be stunned for 1 round.
• Wrath of the Faithful - Use righteous might. Enemies that bypass your granted damage reduction take damage and Strength damage.

Divine:
• Divine Sword - Use a version of holy sword according to your alignment or discharge it for a holy word effect appropriate to your alignment.
• Faithless Conversion - Dominate servants of other deities, as per dominate person.
• Wall of Faith - Create a wall of force that you and other worshippers of the same deity can pass through.


Warlock

Least:
None

Lesser:
• Unseen Entry - Open a door with knock, but make it still seem closed.

Greater:
None

Dark:
None




Maneuver Lists


Martial Discipline Access

CrusaderSwordsageWarblade
Meta-Discipline***

*Unusual access. See text for details.


Desert Wind

Desert Wind 2
• Dancing Flame (Rush) - Move up to your speed, deal 1d6 fire damage to anyone you move adjacent to and reduce their fire resist by your IL for the round.

Desert Wind 6
• Dancing Wildfire (Rush) - Fly up to your speed, deal 3d6 fire damage to anyone you move adjacent to and reduce their fire resist by twice your IL for the round.

Desert Wind 8
• Dancing Inferno (Rush) - Fly up to twice your speed, deal 5d6 fire damage to anyone you move adjacent to and negate their fire resistance/immunity for the round.


Devoted Spirit

Devoted Spirit 3
• Warden's Step (Rush) - Move up to your speed, then charge those who attack your allies.


Diamond Mind

Diamond Mind 5
• Action Without Motion (Rush) - Move up to your speed. If a foe makes an AoO against you for moving, they provoke an AoO from you. Gain +1d6 Sudden Strike damage until the end of turn for each AoO an opponent declined to take.


Iron Heart

Iron Heart 5
• Pulse of the Iron Vein (Rush) - Move up to your speed without provoking attacks of opportunity and with the benefit of freedom of movement.

Iron Heart 8
• Beat of the Iron Heart (Rush) - Move up to your speed. Your next strike affects all creatures you moved past.


Setting Sun

Setting Sun 3
• Sunset Slide (Rush) - Move, then teleport to your original location later on.

Setting Sun 6
• Horizon Step (Rush) - Move almost invisibly to any space you can see.


Shadow Hand

Shadow Hand 1
• Creeping Darkness (Rush) - Move up to your speed without taking Hide penalties, keep hiding even without cover or concealment until the end of your next turn if you had any before the move.

Shadow Hand 4
• Stalking Darkness (Rush) - Move up to your speed without taking Hide penalties, keep hiding even without cover or concealment until the end of your next turn if you had any before the move, +2d6 sneak attack until the end of your next turn.


Stone Dragon

Stone Dragon 2
• Cautious Advance (Rush) - Move without provoking attacks of opportunity or ending movement-dependent effects.

Stone Dragon 5
• Stone Wings (Rush) - Fly with average maneuverability without provoking attacks of opportunity or ending movement-dependent effects. You can initiate Stone Dragon maneuvers without touching the ground.

Stone Dragon 7
• Stone Dragon's Flight (Rush) - Fly with average maneuverability without provoking attacks of opportunity or ending movement-dependent effects. You can initiate Stone Dragon maneuvers without touching the ground. Enemies' attacks are hindered.


Tiger Claw

Tiger Claw 3
• Pounce from the Canopy (Rush) - Move up to a Jump check, gain +1d6/+1 skirmish bonus until your next turn.

Tiger Claw 4
• Scurrying Rabbit (Rush) - Move up to your speed. You can take your actions at any point during the movement.


White Raven

White Raven 3
• Formation March (Rush) - You and allies move together without provoking.

White Raven 5
• Squad March (Rush) - You and allies move together without provoking and gain a +2 morale bonus on saves and to AC until your next turn.

White Raven 7
• Battle March (Rush) - You and allies move together without provoking and gain a +4 morale bonus on saves, to AC, on attack rolls, and on weapon damage rolls until your next turn.




Soulmeld Lists


Soulmelds by Chakra Binds

CrownHandsFeetArmsBrowShouldersThroatWaistHeartSoulTotem
Crown of White RavensCrown---Brow------
Desert Wind Cloak--Feet--Shoulders-----
Devoted Spirit AmuletCrown-----Throat----
Iron Heart Vest-Hands------Heart--
Ring of the Diamond Mind-Hands--Brow------
Shadow Hands-Hands-Arms-------
Slippers of the Setting Sun--FeetArms-------
Stone Dragon Belt--Feet----Waist---
Tiger Claw Bracers---Arms------Totem


Incarnate

• Devoted Spirit Amulet - Gain access to Devoted Spirit maneuvers.
• Slipper of the Setting Sun - Gain access to Setting Sun maneuvers.


Totemist

• Desert Wind Cloak - Gain access to Desert Wind maneuvers.
• Stone Dragon Belt - Gain access to Stone Dragon maneuvers.
• Tiger Claw Bracers - Gain access to Tiger Claw maneuvers


Soulborn

• Crown of White Ravens - Gain access to White Raven maneuvers.
• Desert Wind Cloak - Gain access to Desert Wind maneuvers.
• Devoted Spirit Amulet - Gain access to Devoted Spirit maneuvers.
• Iron Heart Vest - Gain access to Iron Heart maneuvers.
• Ring of the Diamond Mind - Gain access to Diamond Mind maneuvers.
• Shadow Hands - Gain access to Shadow Hand maneuvers.
• Slipper of the Setting Sun - Gain access to Setting Sun maneuvers.
• Stone Dragon Belt - Gain access to Stone Dragon maneuvers.
• Tiger Claw Bracers - Gain access to Tiger Claw maneuvers




Arcane and Divine Magic
Weaponizing Divination: The reader may, if (s)he is so inclined, insert their own G.I. Joe joke here.
Medic Spells: Healing magic weaponized.

Psionics
Vile Powers: Powers for the discerning evil psion.
Updated Psychic Warrior Powers: An update of several combat-worthy powers.
Powers of the Truth Seekers: Powers for the psionic inquisitor.

Invocations
Divine Champion invocations: Invocations for for Paladins and other champions of faith.
Shadow Warrior, Shadow Master, Unseen Entry: For being shadowy in combat and without.

Martial Disciplines
Rushes: Move action maneuvers. Also on GitP.
The Meta-Discipline: Maneuvers about maneuvers within maneuvers. (Also on GitP.)

Soulmelds
Tome of Battle Soulmelds: Soulmelds based on Tome of Battle's maneuver access items.
« Last Edit: August 21, 2011, 05:24:55 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 #7 on: August 15, 2011, 09:30:36 PM »

Items and Equipment

Item Summaries

NameBody SlotCostEffects
Specific Magic Items
Battle GongHeld (shield)43470gShield releases a deafening and damaging sound when used to bash.
Spellforge GauntletsHands (gauntlets)1700g or moreCan transfer weapon abilities from the gloves to your spell-made weapons.


Battle Gong: A shield for the musically inclined. Or just people who like loud noises.
Spellforge Gauntlets: Gloves that make your magic-made weapons better.
« Last Edit: August 15, 2011, 09:51:46 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 #8 on: August 15, 2011, 09:30:43 PM »

Thought Pieces
Note: These pieces are not intended to be balanced with anything, possibly not even themselves. They exist only to explore the mechanics of the game.
PrCs as FeatsFeat: Ever thought some of those bland, neapolitan prestige classes would be better off as feats?
Spells as feat replacementsBase: The Fighter with his feats replaced by persistent spells. Also known as the I-Can't-Believe-It's-Not-A-Warlock.

Other/Incomplete
Apprentice Levels, for playing below 1st level.
Devoted Paladin, a Paladin ACF (and blatant power-up) in the vein of the Mystic Ranger ACF for Rangers.
PrC Erudite: The Erudite as a PrC.
Psychic Imprinting (Incomplete), also on GitP.
1001 Homebrew Ideas to Flesh Out: Nothing there is complete, but that's sort of the point.
« Last Edit: August 15, 2011, 09:51:32 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 #9 on: August 15, 2011, 09:31:03 PM »

Last one, just in case.

To Do List (or a to brew list)
• Divine Mind/Marshal remake. Almost done.
Priest Spells. You called down the divine thunder, now reap the divine whirlwind.
Mecha. Giant robots in a fantasy game. I can do the basic updates I have planned for Metroid as Incarnum at the same time, what with them sharing part of the same subsystem.
• Magic of Cybernetics. A major update to Metroid as Incarnum, cleaning up a lot of the mechanics and moving it away from being quite so closely attached to the Metroid fluff. I already have most of the updates to the base classes and core mechanics. I dropped it off midway through revising and makiing new modules. PrCs still need work.
« Last Edit: September 18, 2011, 08:34:57 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.
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