Author Topic: 1001 Homebrew ideas to flesh out sometime...  (Read 2180 times)

Stratovarius

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1001 Homebrew ideas to flesh out sometime...
« on: June 22, 2017, 06:40:16 AM »
Since it had to come back at some point...

Linked Magic
 
This is a very, very, basic skeleton of an idea, but it’s based partly on a conversation I had with another gamer I know yesterday: A system in which the caster class has to form a soul-link, of some form or variety. A series of 10 different links is possible, each of which confers certain benefits and penalties, and each can only allow certain spells to cross along those links.
 
Up to three rounds can be spent fortifying each link, in which case the effectiveness of the spell increases greatly, in a manner such that something using a two-round link is more than twice as powerful as something using a one round link. In effect, the greater reward is always the one more delayed.
 
Spells would likely be based upon a seed component, in much the same way as the links, and would not have a uses per day restriction. The inherent restrictions of the casting type would be enough.
 
Links could be attuned to a racial type, certain area of land, a single creature, an object, and would likely further subdivide into such categories as heart, mind, limbs, and so forth.
 
I am undecided on whether the process of linking would allow a saving throw, or whether it would involve the expenditure of a swift or a move action for each round of linkage that is to be created.
 
Spells cast would need to be quite different from the normal array of vancian or psionic magics, and I currently have no idea what form they would take, other than that of seeds, upon which each core is based.

Stratovarius

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Re: 1001 Homebrew ideas to flesh out sometime...
« Reply #1 on: June 23, 2017, 10:32:54 AM »
Athasian Gladiator. To replace the rubbish one that Athas.org created.
Combat Styles - Gains bonus style and tactical feats. Does not need to meet prereqs.
Combat Tactics - at beginning of encounter, choose a combat tactic from this list. Can only use one for each combat, and can't use the same one twice in a day.
Play to the Crowd - benefits from people watching (resistance to damage, saves, immunity to mind control and freedom of movement)
Are You Not Entertained - delay round, act by spending immediate action (first move, then standard, then full)
Flourishing Blows - Shaken, then Stun/Daze, then Cowering
Not Done Yet - delay damage pool, delay effects, anything that would paralyze etc becomes staggered
Weapon & Armour Proficiency - All, including exotics
HD - d12
ToB - any two, pick at beginning of day. Recover when flourish or play to crowd

Garryl

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Re: 1001 Homebrew ideas to flesh out sometime...
« Reply #2 on: June 25, 2017, 09:15:48 PM »
Transference, Psionic
Telepathy
Level: Psion/Wilder 1, Psychic Warrior 1
Display: Me, Vi
Manifestation Time: 10 minutes
Range: 10 ft.
Target: 10-ft.-radius burst centered on you
Duration: Permanent; see text
Saving Throw: Will negates (harmless)
Power Resistance: No
Power Points: 1

As the transference spell, except as noted here.
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Garryl

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Re: 1001 Homebrew ideas to flesh out sometime...
« Reply #3 on: June 27, 2017, 11:29:31 AM »
Hunt spells for Rangers. Get a little more favored enemy synergy going.

Hunt spells let you select a favored enemy when you cast them. Whenever you attack that favored enemy, you can discharge the hunt spell for a special effect. You can have any number of hunt spells active at once, although you can only discharge one with each attack.

Hunt spells typically have a casting time of 1 minute, and a duration (before discharge) of 1 hour/level.
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archon

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Re: 1001 Homebrew ideas to flesh out sometime...
« Reply #4 on: June 28, 2017, 03:23:21 AM »
Hunt spells for Rangers. Get a little more favored enemy synergy going.

Hunt spells let you select a favored enemy when you cast them. Whenever you attack that favored enemy, you can discharge the hunt spell for a special effect. You can have any number of hunt spells active at once, although you can only discharge one with each attack.

Hunt spells typically have a casting time of 1 minute, and a duration (before discharge) of 1 hour/level.

ooh, Neat. I like this.

And for my own:

Transmuter Spontaneous Specialist.

Spells for a hedge witch / small town wizard. Things that make life easier, rather than making adventuring easier.

Rules/stats for really big creatures. Like, build a town on the back of it sized creatures - big and strong, but with classic tarrasque vulnerabilities to kiting/single take downs.

Garryl

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Re: 1001 Homebrew ideas to flesh out sometime...
« Reply #5 on: June 30, 2017, 03:19:53 AM »
I found this sitting on my computer from way, way back.

(WIP) Revealing Light, a martial discipline.

Revealing Light shows the truth in all things. Darkness is but a thin disguise, easily torn away.

Access: Revealing Light is available to members of the Seeker class.

Discipline key skill: Search. Revealing Light teaches its disciples not just to observe, but to investigate and understand their opponents.
Discipline favored weapons: Club, ...

Revealing Light 1:
Awareness Beyond Sight Alone (Stance) - Gain trapfinding, uncanny dodge, free Search checks for traps, and an insight bonus to initiative.
Seeker's Strike (Strike) - Attack deals +1d6 damage and ignores concealment and invisibility with a successful Search check.
Shadows Parted (Stance) - Gain low-light vision, darkvision, blindsense, or blindsight based on Search ranks.
Surprising Reactions (Counter) - You are no longer flat-footed, but your attacker may be rendered flat-footed for 1 round. Can be initiated while flat-footed.

Revealing Light 2:
Flash of Truth (Counter) - Blind an attacker for 1 round.
Torch of Secrets (Strike) - Attack deals +2d6 fire damage and reveals the opponent's surface thoughts.

Revealing Light 3:
Glare of Unseen Consequences (Stance) - Attackers are dazzled and may be blinded based on Search ranks.
Liars' Punishment (Strike) - Attack deals +2d6 damage and silences the opponent.
Strike of Truth (Strike) - Attack with the benefit of a true strike effect.

Revealing Light 4:
Faerie Strike (Strike) - Attack deals +4d6 damage and temporarily negates concealment and invisibility with a successful Search check.
Pyre of Falsehoods (Strike) - Attack deals +4d6 fire damage and sets opponent on fire. While the fire burns, the subject cannot tell lies.
Shadows Hide the False Path (Counter) - Attack and possibly daze an opponent who missed you due to concealment.

Revealing Light 5:
Light Come Forth (Boost) - Your weapon gains the Brilliant Energy property for 1 round.
Truth Unseen and Undesired (Strike) - Attack deals +4d6 damage and may confuse and enrage the opponent.

Revealing Light 6:
Expose Vulnerability (Strike) - Touch attack ignores miss chances and causes opponent to take +50% damage for 1 round.
Revelation Strike (Strike) - Attack deals +8d6 damage and temporarily negates concealment and invisibility in an area with a successful Search check.

Revealing Light 7:
Find the Hidden Opening (Strike) - Make a full-attack and a Search check against the target's AC for each attack. Attacks that hit deal +50% damage if their Search check succeeded, or deal half damage if their Search check failed. Attacks that miss still deal half damage if their Search checks succeeded.
Mirrored Soul (Counter) - Reflect gaze attacks and individually-targeted spells with a successful Search check.
Unfettered Sight (Stance) - Gain true seeing and a +5 insight bonus on Spot and Search checks.

Revealing Light 8:

Revealing Light 9:



Unknown Level
Expose Weakness - Reduce target's AC for a round.
Expose Vulnerability - Reduce target's AC and grant it 50% vulnerability to all damage types for a round.

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Garryl

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Re: 1001 Homebrew ideas to flesh out sometime...
« Reply #6 on: June 30, 2017, 03:22:53 AM »
From equally far back. I think I wrote these in my early days on brilliantgameologists.

Seeker, a natural and spiritual martial adept. If the Warblade was to replace the Barbarian and Fighter, the Crusader was to replace the Paladin, and the Swordsage was to replace the Monk and Rogue, then the Seeker is to replace the Ranger (and to a lesser extent, some aspects of the Druid).


Table: The Seeker      Hit Die: d8
        Base
        Attack           Fort Ref  Will                                               Maneuvers       Stances
Level   Bonus            Save Save Save    Special                                    Known  Readied  Known
1       +1               +2   +2   +0      Animal Companion, Primal Awakening         3      3 (2)    1
2       +2               +3   +3   +0      Natural Blessing (0th), Wild Empathy       4      3 (2)    1
3       +3               +3   +3   +1      Natural Blessing (0th)                     5      3 (2)    1
4       +4               +4   +4   +1      Natural Blessing (1st)                     5      4 (2)    2
5       +5               +4   +4   +1      Natural Blessing (1st), Woodland Stride    6      4 (2)    2
6       +6/+1            +5   +5   +2      Natural Blessing (2nd)                     6      4 (2)    2
7       +7/+2            +5   +5   +2      Primal Awakening (Warbeast)                7      4 (2)    2
8       +8/+3            +6   +6   +2      Natural Blessing (2nd)                     7      4 (2)    2
9       +9/+4            +6   +6   +3      Natural Blessing (3rd)                     8      4 (2)    2
10      +10/+5           +7   +7   +3      Trackless Step                             8      5 (3)    3
11      +11/+6/+1        +7   +7   +3      Natural Blessing (3rd)                     9      5 (3)    3
12      +12/+7/+2        +8   +8   +4      Natural Blessing (4th)                     9      5 (3)    3
13      +13/+8/+3        +8   +8   +4      Primal Awakening (Feral)                   10     5 (3)    3
14      +14/+9/+4        +9   +9   +4      Natural Blessing (4th)                     10     5 (3)    3
15      +15/+10/+5       +9   +9   +5      Natural Blessing (5th)                     11     6 (3)    3
16      +16/+11/+6/+1    +10  +10  +5      Camouflage                                 11     6 (3)    4
17      +17/+12/+7/+2    +10  +10  +5      Natural Blessing (5th)                     12     6 (3)    4
18      +18/+13/+8/+3    +11  +11  +6      Natural Blessing (6th)                     12     6 (3)    4
19      +19/+10/+9/+4    +11  +11  +6      Natural Blessing (6th)                     13     6 (3)    4
20      +20/+15/+10/+5   +12  +12  +6      Primal Awakening (Primal Power)            13     7 (4)    4

Class skills (6 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Disable Device, Diplomacy, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Martial Lore, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope

Weapon and Armor Proficiency: Seekers are proficient with all simple weapons and with martial melee weapons. Seekers are also proficient with light and medium armor.

Disciplines: Desert Wind, Tiger Claw, White Raven, Revealing Light*

Maneuvers:
   When you expend a granted maneuver for whatever reason, it remains granted (but expended and thus not usable) for 1 round. After that time, if it is still expended and has not been recovered, it becomes withheld for you, but granted and recovered for your companion. Similarly, whenever your companion expends a maneuver, if it has not been recovered 1 round later, it becomes withheld for your companion, but granted and recovered for you.
   If your companion has the ability to use maneuvers on its own, track its maneuvers and initiating abilities separately. A companion with its own initiating abilities learns and uses maneuvers and stances independently from the ones you grant this way, and still uses its own initiator level for its own maneuvers (for instance, it can ready the same maneuver twice this way; once from you, once from its own abilities).
   If you have multiple companions (including, but not limited to, other animal comapnions, familiars, psicrystals, wild cohorts, special mounts), they each share the maneuvers gained from this class. Or, maybe it only applies to the animal companion granted by this class. I haven't decided.

Primal Awakening: You may use your initiator level in place of your effective Druid level for the purpose of your animal companion.
   Beginning at 7th level, your animal companion gains the Warbeast template (MM2).
   Beginning at 13th level, your animal companion gains the Feral template (SS).
   Beginning at 20th level, your animal companion gains a modified version of the Monster of Legend template (MM2). Details to be decided. Something like 5th level Druid spellcasting, +2 to all ability scores, fast healing, an immunity or two, frightful presence, or something else from the Monster of Legend lists. I dunno. Definitely not the full template, though (that's too much).
   These templates apply to your current companion, and to any new animal companion you acquire. They apply even if the companion does not qualify for the template, but not if the companion already has the template.

Natural Blessing: Choose a Druid spell. Use it 1/day as an SLA. CL = your IL. You can only use this to cast spells that target yourself or your animal companion, or that are harmless.
   Can select the same thing multiple times for additional uses/day. Can select spells of lower levels than max. Save DCs are Wis-based. Must have a Wisdom of at least 10+level to cast a spell of that level.

Animal Companion: As the Druid ability.   1st

Wild Empathy: As the Druid ability.   2nd

Woodland Stride: As the Druid ability.   5th

Trackless Step: As the Druid ability.   10th

Camouflage: As the Ranger ability.   16th



Table: Animal Companion
            Bonus  Natural Armor  Str/Dex     Bonus   
Level       HD     Adjustment     Adjustment  Tricks  Special
1st-2nd     +0     +0             +0          1       Link, Share Spells
3rd-5th     +2     +2             +1          2       Evasion
6th-8th     +4     +4             +2          3       Devotion
9th-11th    +6     +6             +3          4       Multiattack
12th-14th   +8     +8             +4          5       
15th-17th   +10    +10            +5          6       Improved Evasion
18th-20th   +12    +12            +6          7       

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