Author Topic: 1001 homebrew ideas to flesh out  (Read 29928 times)

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PhaedrusXY

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Re: 1001 homebrew ideas to flesh out
« Reply #60 on: August 16, 2011, 10:07:51 PM »
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).

Extension: Will+10 is your base SR, and Fort/2 is the minimum you can roll on your HP?
I think just leaving it at base Ref save added to AC is enough. AC doesn't scale at all currently, which in the opinion of some is a design flaw. Hit points already scale, dramatically. Spell Resistance isn't something that is normally handed out to PCs, and it has about as many drawbacks as benefits (your allies have to roll against it when healing/buffing/etc, and it takes a standard action to drop it for them).

IMO the drawbacks of SR are also a major design flaw. If we can fix the AC scaling flaw, why not the SR one? The Fort one was for completeness, and to ensure that the barbarian doesn't roll a 1 for HP.
If it ain't broke, don't fix it. That's why.

I don't think PCs need more hit points. They already have hugely inflated hit points compared with earlier editions of the game, while the damage output from "blasting" spells hardly increased at all.

I also don't see why every PC should have spell resistance. This is supposed to be a rare ability of certain monsters, not something everyone has. Saving throws already represent the ability to resist magical effects for "normal" people. What's the reasoning behind handing out Spell Resistance to everyone? Just because we can change something, doesn't mean we should.

I do think the AC bonus is a pretty good idea, though.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Nytemare3701

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Re: 1001 homebrew ideas to flesh out
« Reply #61 on: August 16, 2011, 11:17:11 PM »
I concede the point on HP. Inflating it any further wouldn't really serve a purpose. It MIGHT be ok to allow a person to die at -fort-10, so defeat=death a little less often.

As for SR, I don't see it as a rare ability, I see it as a secondary stat like BaB. It's a fairly solid mechanic (in theory) that was outclassed by SR:No spells and such. Why not reuse the design space?

ThisGuy01

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Re: 1001 homebrew ideas to flesh out
« Reply #62 on: August 22, 2011, 10:02:25 PM »
To comment on the SR, you could only give it to classes with good Wil save, or classes with a spellcasting ability of any kind.  I think it stands to reason that a ranger would be fairly adept as resisting magic, even with a lesser knowledge of magic that a wizard, while a fighter would have a harder time because of their inability to cast spells.

Garryl

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Re: 1001 homebrew ideas to flesh out
« Reply #63 on: August 25, 2011, 02:30:12 AM »

Doomsayer Prestige Class

"Repent, for the end is nigh! Can you not see it plain as the sun that no longer shines? Follow me and heed my words, and perhaps you may yet be spared this terrible apocalypse."

   Alignment: Any Evil
   Skills: Bluff 13 ranks, Perform (oratory) 6 ranks
   Spellcasting: Must be able to cast 4th level or higher spells.


Table: The Twilight Mystic      Hit Die: d6
        Base
        Attack   Fort Ref  Will
Level   Bonus    Save Save Save   Special                                                           -----Spellcasting-----
1st     +0       +0   +0   +2     Sings of the End (faint)                                          ---
2nd     +1       +0   +0   +3                                                                       +1 of existing spellcasting class
3rd     +1       +1   +1   +3                                                                       +1 of existing spellcasting class
4th     +2       +1   +1   +4     Sings of the End (moderate)                                       +1 of existing spellcasting class
5th     +2       +1   +1   +4                                                                       +1 of existing spellcasting class
6th     +3       +2   +2   +5                                                                       +1 of existing spellcasting class
7th     +3       +2   +2   +5     Sings of the End (strong)                                         +1 of existing spellcasting class
8th     +4       +2   +2   +6                                                                       +1 of existing spellcasting class
9th     +4       +3   +3   +6                                                                       +1 of existing spellcasting class
10th    +5       +3   +3   +7     Sings of the End (overwhelming)                                   +1 of existing spellcasting class

Class skills (4 + Int modifier per level):
Bluff, Diplomacy, Intimidate, Perform (oratory)
Concentration, Knowledge (all skills, taken individually), Spellcraft

Class Features
[spoiler]

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Spellcasting: At each level except 1st level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Doomsayer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Signs of the End (Su): By speaking of the end, you can make it appear nearer than ever. You can cause the signs of Elder Evils to appear over an area. These signs are the result of your own power, not that of an actual Elder Evil, and thus have no connection to any actual apocalypse.
   You are never directly affected by any signs that you cause in this way, although you may be affected by them indirectly. Where beneficial, you perceive the area of your signs as per the lighting conditions that would otherwise prevail, and are affected by the weather and other environmental factors that would otherwise exist were your signs not to be in effect. You can extend this protection to any creatures or objects of your choice, whether designated specifically or by some objective, readily apparent criteria (such as a creature's actions, alignment, location, race, or professed allegiances). You can change which creatures and objects have your protection at any time without an action, even if you are unconscious or unaware. This protection does not extend against signs of other Doomsayers or of actual Elder Evils.
   Initially, you can only cause faint signs, and only those of a single Elder Evil. At 4th level, and every 3 levels thereafter, you learn to create the signs of another Elder Evil and the grade of sign you can cause improves by one grade (moderate at 4th, strong at 7th, and overwhelming at 10th), to a maximum of the overwhelming signs of 4 Elder Evils at 10th level. The maximum radius you can affect with a given sign is 10 miles per level, centered on your position when you bring the sign into effect. You can only have one sign in effect at once. Bringing a new sign into effect immediately ends any previous ones.
   Causing a sign requires one hour of work each day for one day per grade of the sign (1 day for faint signs, 2 days for moderate signs, 3 days for strong signs, and 4 days for overwhelming signs). You can make Charisma- and Wisdom-based skill checks during this time, but any other strenuous activity requiring standard or full-round actions interrupts your work for the hour. Upgrading a sign to a stronger sign of the same Elder Evil takes only the difference in time between the two, and reducing a sign to a lesser grade of the same sign or ending it entirely takes only one hour's work, regardless of the difference in grade. You must maintain any signs you bring into effect at least once every week, or else the sign immediately ends. This also takes 1 hour of work. You must be within the area of the sign to maintain it in this way, although it still remains for its normal duration if you leave.



Other abilities:
Gain negative Bardic Music
Additional spells, Bane, Doom, Blindness/Deafness, curses, Eyebite, stuff like that

[/spoiler]
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
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Amechra

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Re: 1001 homebrew ideas to flesh out
« Reply #64 on: August 25, 2011, 09:36:01 PM »
On the table, they are Sings of the End, by the way.
[spoiler]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".
[/spoiler]

My final project for my film independent study course. It could do with a watching and critiquing

PhaedrusXY

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Re: 1001 homebrew ideas to flesh out
« Reply #65 on: August 26, 2011, 12:22:24 AM »
Quote
These signs are the result of your own power, not that of an actual Elder Evil, and thus have no connection to any actual apocalypse.
I can just imagine this guy muttering this under his breath and at a great rate of speed like one of those disclaimers you hear on late-night commercials...
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Garryl

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Re: 1001 homebrew ideas to flesh out
« Reply #66 on: August 29, 2011, 11:46:42 AM »
???, a martial invoker

Eldritch Strike (Sp): As a standard action, make a single melee attack. That attack deals normal damage, plus an amount of bonus damage based on your class level. In addition, you can apply a single Eldritch Essence to that attack, which modifies both the bonus Eldritch Strike damage and the original weapon damage, but not additional sources of damage. Bonuses to weapon damage, such as enhancement bonuses and precision damage, still take on the new damage type (if the Eldritch Essence changes it). You may not apply Blast Shapes to an Eldritch Strike.
   At 1st level, Eldritch Strike adds no additional damage. Starting at 3rd level, your Eldritch strikes deal an additional 1d6 points of untyped damage resulting from raw magical energy. This bonus damage increases by 1d6 for every 2 levels past 3rd.
   Eldritch Strike is a spell-like ability with an effective spell level of 0. If the Eldritch Strike is negated somehow (such as by failing to bypass spell resistance), your attack still functions as a normal attack, dealing normal weapon damage without the bonus Eldritch Strike damage or the effects of the Eldritch Essence.
   Eldritch Strike counts as the Eldritch Blast ability for the purpose of qualifying for feats, prestige classes, and other options.

Invocations: You gain the ability to learn and use a small number of invocations from the ??? invocation list, similar to a Warlock. The save DCs of your invocations are equal to 10 + the invocation's effective spell level + your Intelligence modifier. Unlike Warlocks, your invocations do not suffer arcane spell failure from any armor or shield you are proficient with, instead of only light armor.

Somatic Weaponry: At 1st level, you gain somatic weaponry as a bonus feat. It applies to your invocations in addition to your spells.

Eldritch Blade (Su): Starting at 3rd level, your very touch empowers the weapons you wield. While you wield any manufactured weapons, they gain a +1 enhancement bonus on attack and damage rolls and are considered to have a caster level equal to your class level or their own caster level, whichever is higher. This bonus increases by 1 at 6th level and every 3 levels thereafter, to a maximum of +5 at 15th level. This enhancement bonus overlaps with any existing enhancement bonuses affected weapons may have.

.





Martial Invocations for a Martial Invoker (least, lesser, greater, warborn), plus a whole bunch from Warlock/DFA, maybe Indigo Trickster

Battlelord's Will - Keep fighting without penalties at negative hit points, gain an insight bonus to saves and AC based on the number of foes you threaten.
Dominant Presence - Gain Frightful Presence. Frightened foes may cower instead of fleeing.
Eldritch Charge - Gain a bonus on charging damage rolls and suffer reduced penalties and restriction for charging. Discharge to make an Eldritch Strike as part of a charge.
Eldritch Cleave - Attacks deal additional damage to opponents near the one you attack. Discharge to make an Eldritch Strike against multiple nearby opponents.
Eldritch Flurry - Gain bonuses on attack rolls and critical threat range on each atatck beyond the first each round. Discharge to make Eldritch Strikes on each attack as part of a full-attack.
Heroic Fury - Gain the benefits of heroism for 24 hours, or discharge the effect to automatically threaten a critical hit.
Impenetrable Tower of El Giza - Gain aspects of cover (+4 bonus to AC and +2 to Reflex saves), or discharge the effect to gain improved cover for a round.
Implacable Foe - Remain alive and unstoppable until your chosen foe is dead.
Martial Power - Your size increases by 1 category for all purposes except your space and physical size. Gain +2 Str, +2 Dex, +2 Con, and DR/adamantine based on your level.
The Beast Unleashed - Gain the effects of a transformation spell and immunity to mind-affecting effects. Feel no pity, remorse, or fear.
Warlord's Might - Gain a +5 bonus on Strength checks and a +2 bonus to attack rolls. Nearby allies gain reduced bonuses.
Wrath of Iron - Attacks with metal weapons deal additional damage to foes without metal armor. Your metal armor grants you DR/metal weapons based on your level.



Eldritch Essences for a Martial Invoker (plus most/all of the Warlock's essences)


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
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
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[/spoiler]

Garryl

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Re: 1001 homebrew ideas to flesh out
« Reply #67 on: August 30, 2011, 02:16:48 PM »


Effects

An effect is anything caused by an ability or condition, or most anything else that the game rules have to cover. If the game rules do not have to address something (such as the sun emitting light or planets having gravity), it isn't an effect.

There are three major types of effects, depending on their duration and how they exist: instantaneous, ongoing, and continuous.

Instantaneous effects occur once and are done with thereafter. Most entirely mundane things, such as movement, damage, and healing are instantaneous effects. Instantaneous effects cannot be dispelled, removed, or suppressed, although their effects may be undone or made irrelevant by subsequent effects.

Ongoing effects occur over (and for) a duration (which includes permanent effects). When their duration is over, the effect ends. Most spells with durations are ongoing effects. When an ongoing effect's duration expires, it is removed automatically. Ongoing effects can be dispelled, removed, and suppressed.

Continuous effects are things that just happen all the time under certain conditions (the conditions can include "always," though). Similar to ongoing effects, continuous effects have their effects under certain conditions, after which they end. Unlike ongoing effects, continuous effects do not have durations. Instead, they take place while certain conditions are met, such as a Vampire's weakness while in sunlight or a magic items enchantments. Many areas and zones created by spells and effects will, themselves, cause continuous effects, such as an anti-magic field. When a continuous effect's conditions are no longer met, it is removed automatically. Continuous effects cannot be dispelled, but can be removed and suppressed.


Effect|Instantaneous|Ongoing|Continuous
Dispel|No|Yes|No
Has duration|No|Yes|No
Remove|No|Yes|Yes
Suppress|No|Yes|Yes


Dispel: When an effect is dispelled, it immediately ends as though its duration had expire. Dispelled effects trigger any other effects that they would normally trigger when their duration expires (such as a fly spell's slow fall effect), but not effects that are triggered at other specific durations or at specific periods or frequencies (such as the damage dealt every round by an acid arrow spell). Since ongoing effects are removed when their durations expire, they are also removed after being dispelled.

Remove: When an effect is removed, it immediately ends. It does not trigger effects related to its duration, nor those related to being dispelled or suppressed. It is simply removed from play. The only subsequent effects that can be triggered are those related specifically to being removed. Ongoing effects are automatically removed when their durations expire. Continuous effects are automatically removed when their conditions are no longer met.

Suppress: When an effect is suppressed, it temporarily has no effect. The durations of ongoing effects continue to count down, which may cause the effect to end while it is suppressed. Suppressed effects can still be dispelled or removed. If a suppressed effect would be removed, it is considered to not be suppressed as it is being removed.


Conditions

Conditions are actually twofold. They consist of two parts: the state, and the effect. The state simply records if you have the condition at any given time and is what most effects actually alter. The effect is a continuous effect that affects you as long as you have the condition. While you have the condition, you are subject to its effects. While you don't have it, you are not subject to its effects. Additionally, if the effects of the condition are removed from you (not just suppressed but removed), you lose the condition.

Most conditions are boolean states. You either have them or you don't (excluding whether or not the condition's effects are suppressed or not). Some, however, have different rules when they would be gained multiple times. For instance, the fear condition changes its effects if you are affected more than once.


Inheritance

Whenever an effect causes another effect, unless it specifies otherwise, that new child effect is considered to have the same source as the parent effect. For feats and other abilities, this means the same user. For spells, this means the same caster and the same spell, and thus the same caster level, spell level, and other spell characteristics.




I told you that story so I could tell you this one...
Revised Spells and Abilities
[spoiler]

Iron Heart Surge
[spoiler]
Iron Heart
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: See text
By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.

Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one ongoing effect currently affecting you or one condition currently affecting you. That effect or condition is removed. You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.
[/spoiler]

[/spoiler]

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
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

The_Mad_Linguist

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Re: 1001 homebrew ideas to flesh out
« Reply #68 on: August 30, 2011, 03:34:30 PM »
So if I hit someone with acid fog, their hp is only lowered for as long as the fog lasts?
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Garryl

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Re: 1001 homebrew ideas to flesh out
« Reply #69 on: August 30, 2011, 09:07:17 PM »
Acid Fog's damage is still an instantaneous effect that is triggered every round. However, being slowed in the Acid Fog (inherited from Solid fog) would be a continuous effect, and the fog itself is an ongoing effect.

I seem to recall damage being defined as instantaneous regardless of what causes it (barring more specific exceptions, as usual) somewhere, but I'm not sure exactly where. I probably imagined it or assumed it (I do that more than I realize). If I ever get to rewriting the whole underlying d20 system, I'll make sure to define damage as such. In the meantime, we'll have to settle for it being semi-defined as part of the description of instantaneous effects.
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
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Garryl

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Re: 1001 homebrew ideas to flesh out
« Reply #70 on: September 02, 2011, 02:29:57 AM »
The Priest, a divine spellcasting base class who calls down the wrath of divinity.
More of a blasting/BFC spell list than a protective, buffing one. It will have a greater similarity to the Druid list than the Cleric list in that regard.



Simple Weapons, light armor, no shields
d6 HD, 2+Int skill points
Charisma-based prepared spellcasting, with a limited ability to spontaneously cast from domains

Spellcasting: As Cleric. Use Charisma instead of Wisdom as casting stat (ie: bonus spells, max level, save DCs).

Domains: Gain two domains at 1st level. Effective Cleric level equal to Priest level (for all domains, stacks with actual Cleric level). A Priest who is also a Cleric (or who later becomes one) does not gain additional domains, but her levels stack to determine their effects.

Spontaneous Domain: Can convert a prepared Priest spell into a domain spell of equal or lower level 3 + Wis mod times per day.

Bonus Domain: Gain a new domain at 5th level and at 15 level.

Domain Specialization: At 10th level, choose a domain. Add that domain's spells to your Priest spell list. In addition, the save DC of spells you cast found in this domain (whether in a domain slot or not) are increased by 1.

Domain Mastery: At 20th level, when applying metamagic to spells found in your specialized domain (whether in a domain slot or not), the final spell slot level adjustment is reduced by 1, to a minimum of +0.



Things I want in the spell list:
Divinely flavored blasting spells (fireball, lightning bolt, flame strike, sound burst, some custom spells below)
A few, minimal, healing spells (CMW @0, but higher levels heals are delayed; CLW might even be delayed until 2nd level)
Some buffing spells (the usual payload of stat boosters, Air Walk, and a few blessing/prayer things, but not the full Cleric dealie)
Some BFC spells (a lot from the Druid list, this class can do the whole nature manipulation thing, too)
Summoning spells (both Summon Monster and Summon Nature's Ally, plus Planar Ally and the like)



New spells:
Divine Peal - Bolt of lightning deals electricity damage in a 30' tall, 5' wide vertical line (see Call Lightning), then deals sonic damage in an area around the impact.
Penance - Target is dazed under the weight of its sins and regrets (real, imagined, or implied by the caster), or weakened if it passes the save.
An Eye for an Eye - Subject gains all conditions and negative levels you are currently suffering from, lasting for the spell's duration or until removed. You may choose to gain certain conditions for 1 round as part of casting this spell, based on your caster level.
Plague of Famine - Enemies are fatigued and suffer nonlethal damage each round from starvation.
Plague of Blood - Enemies bleed, their wounds cannot be healed for a short time.
Plague of Darkness - Darkness envelops an area, but you can your allies can see through it normally.
Plague of Lice - Enemies are damaged by swarms that follow them and may be sickened or nauseated.
Plague of Hail - Icy storm strikes enemmies in an area for cold and bludgeoning damage and impedes movement. Allies are unaffected.
Plague of Death - Multiple enemies die instantly.
Glorious Horn of the Archons [Good, Lawful] - Nearby allies gain morale bonuses. Nearby enemies suffer sonic damage and may be stunned and deafened.
Sword of Angelic Wrath [Good] - Enemies in a line are damaged, may be nauseated if evil.
Hellfire Fury [Evil] - Your body turns into hellfire, granting you some aspects of incoporeality and burning nearby creatures.
Inevitable Order [Lawful] - Take 11 on all d20 rolls, nearby opponents' rolls are treated as taking 10 regardless of the actual roll. Each round, the number you take increases by 1 and the number your opponents take decreases by 1. Lasts 9 rounds.
Prismatic Frog [Chaotic] - Create a prismatic creature of chaos resembling a giant frog made from prismatic energy. Its attacks emulate the effects of a Prismatic Spray.
Invoke the Blood War [Evil] - Opponents split into two groups that see each other as mortal enemies. If an affected subject is slain, a demon or devil is summoned for the spell's duration to fight in its place.
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
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

ThisGuy01

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Re: 1001 homebrew ideas to flesh out
« Reply #71 on: September 09, 2011, 02:24:04 AM »
I've been thinking about the -4 penalty to attack with weapons you're not proficient with.  I was thinking that it could be modified in a few different ways.  The first way being to alter the penalty based on type of weapon, like a -1 for simple, -2 for martial, and -4 for exotic.  I think the average sorcerer or wizard could pick up a longsword and use it fairly effectively, but picking up a spiked chain would be a bit more of a challenge. 

Another thought was instead of all of it being an attack penalty, why not split it up.  If it were to stick to normal -4, why not break it into -2 to hit and -2 to AC.  My thought for this is that using a sword you're not used to wielding leaves you more vulnerable that using the dagger you're used to.  If this was the case, you could have the penalty apply differently to ranged weapons.  Keep it a -4 but if you miss by more than 4, roll 1d4.  the result being something like this;   [1][2][target][3][4].  the result of the d4 roll being the square it went into.  you would use the same attack roll and determine then if you hit any possible target in that square.

Any thoughts?

Garryl

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Re: 1001 homebrew ideas to flesh out
« Reply #72 on: September 10, 2011, 01:33:33 AM »
Spell Resistance
Prerequisites: Existing spell resistance or one of Great Fortitude, Iron Will, or Lighting Reflexes
Benefits: You gain spell resistance equal to your character level + 5. This does not stack with any existing spell resistance you may have.
   In addition, you can raise or lower any spell resistance you possess without an action, even when it is not your turn or you are unaware, unconscious, or otherwise unable to act.
Normal: Raising or lowerisng your spell resistance is a standard action.



Evasive Resistance
Prerequisites: Dex 13, spell resistance, Evasion
Benefits: Add your Dexterity modifier as a competence bonus to your spell resistance.

Steadfast Resistance
Prerequisites: Con 13, spell resistance, one of Mettle, Mettle of Fortitude, or Mettle of Mountains
Benefits: Add your Constitution modifier as a competence bonus to your spell resistance.

Unyielding Resistance
Prerequisites: Wis 13, spell resistance, one of Mettle or Mettle of Will
Benefits: Add your Wisdom modifier as a competence bonus to your spell resistance.



Distending Resistance
Prerequisites: Spell resistance 11 or greater, Spellcraft 4 ranks
Benefits: As a standard action, you can attempt to dispel an ongoing spell with a duration of 1 round or more that is currently affecting you, or whose area you are in. This functions as a targeted dispel magic spell, except that your modifier on the dispel check is equal to your spell resistance - 11. This ability functions even against spells that are normally unaffected by spell resistance. You must still be able to act in order to use Distending Resistance.

Consumptive Resistance
Prerequisites: Spell resistance
Benefits: Whenever a spell fails to pierce your spell resistance, you heal hit points equal to its caster level.

Reactive Resistance
Prerequisites: Spell resistance 11 or greater, Concentration 4 ranks
Benefits: Whenever you are attacked with a natural or manufacted weapon, you can attempt to disrupt and suppress the weapon's magic as an immediate action. This functions as a targeted dispel magic spell, except that your modifier on the dispel check is equal to your spell resistance - 11. Against natural weapons, this instead functions as a targeted dispel magic against any magic items worn by the creature or spell effects affecting the creature that grant or modify its natural weapons (including, but not limited to, magic fang and polymorph spells, and Amulets of Many Fists). This ability functions even against spells that are normally unaffected by spell resistance.
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
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Amechra

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Re: 1001 homebrew ideas to flesh out
« Reply #73 on: September 10, 2011, 04:29:39 PM »
One of those feats needs to allow you to attack spells; perhaps "counterspell" as an AoO.
[spoiler]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".
[/spoiler]

My final project for my film independent study course. It could do with a watching and critiquing

Garryl

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Re: 1001 homebrew ideas to flesh out
« Reply #74 on: September 14, 2011, 01:24:22 AM »
Time to get some ideas I've been mulling over for who knows how long out of my head. I've been planning two more new homebrew subsystems for 3rd edition's rule set. The first is based on Chrono Trigger for inspiration, and mechanically combines aspects of psionics and martial maneuvers. The second is for giant mecha and combines aspects of Incarnum, cohorts, mounted combat, and possibly a bit of everything else. I'm still not sure, I keep waffling. Regardless, I want a character with special abilities to be able to use them through whatever mecha he or she pilots.

Techs (or Techniques if you prefer)
[spoiler]
- Uses Tech Points (TP) as both a daily and refreshable resource. Different classes grant differing amount of TP usable each encounter and each day. TP are otherwise similar to Power Points.
- Uses initiator level (IL), as already defined in Tome of Battle.
- Techs are individual abilities similar to powers, usable as long as the initiator can spend the required TP. They can be augmented (to a maximum TP equal to your IL).
- Each Tech has a number of characteristics that can be mixed, matched, and combined with those of other Techs. Techs can be combined by multiple characters using them simultaneously via the Dual Tech and Triple Tech feats. Alternatively, specific multi-techs could be defined and used as long as the specified characteristics can be provided from the basic Techs used by the initiators.
[/spoiler]

Mecha (giant optional)
[spoiler]
- Characters have a pilot level which affects how powerful a mech they can pilot without penalty. Higher level mechs suffer negative levels when piloted by lower levels pilots (probably equal to the level difference) and may be unable to use their more powerful abilities.
- A character's pilot level is equal to his or her total levels in piloting classes. Feats and other options allow the addition of other classes to this (eg: a feat might let you add half your martial adept class levels to your pilot level and improve your ability to use maneuvers through mechs you pilot).
- Mechs themselves have class levels chosen from specialized Mech classes. Mech classes are weaker than normal PC classes on average (but stronger than NPC classes) and come in Base and Prestige class variations as normal. Mech classes usually grant energy, sockets/hard-points, and modules (see Metroid as Incarnum), usually with a very limited number of modules known. Mechs/Mech classes designed for more versatile Mechs (like the ones that change frames or weapon and accessory payloads or whatever) will have more modules known.
- Mechs start small (one size category larger than you), but bigger mechs are available at higher levels.
- Most, if not all, existing Wondrous Items will be usable by mechs (they resize themselves already, anyways). Or maybe they'll be usable through the pilot. It will be one or the other, not both (I don't want people doubling up).
- Pilot classes are relatively simple things that boost your pilot level, subsidize or grant easy access to level-appropriate mechs, and have a few defining class features. They'll probably also grant some sort of unifying abilities similar to Super Robot Wars' spirit commands and spirit points.
- When piloting a mech, you still use your own stats and ability scores. Rather than using one set of ability scores or another, it will be something like using your ability scores with modifiers based on the mech's ability scores (eg: piloted mech's ability score = pilot's ability score + mech's ability score - 10, or similar). This is for both physical ability scores (Str/Dex/Con) and mental ones (Int/Wis/Cha). Mechs with advanced AIs (and thus actual mental ability scores) can thus give bonuses when in use, and ones with really funky mental interfaces that subdue the pilot's personality or make him into an unthinking, remorseless killing machine can cause penalties.
- Ideally, a stripped down version of this will be usable for vehicles in general.

[/spoiler]
« Last Edit: September 14, 2011, 04:21:08 PM by Garryl »
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
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

ThisGuy01

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Re: 1001 homebrew ideas to flesh out
« Reply #75 on: September 14, 2011, 02:34:46 AM »
The mech idea sounds like a pretty sweet plan.  Have you looked at the BESM system for more ideas for the mechs?  I've played the BESM system a little though the DM was a control freak so the experience wasn't that great, but the system overall seemed pretty solid.

bkdubs123

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Re: 1001 homebrew ideas to flesh out
« Reply #76 on: September 14, 2011, 03:37:57 AM »
New spells:
Divine Peal - Bolt of lightning deals electricity damage in a 30' tall, 5' wide vertical line (see Call Lightning), then deals sonic damage in an area around the impact.
Penance - Target is dazed under the weight of its sins and regrets (real, imagined, or implied by the caster), or weakened if it passes the save.
An Eye for an Eye - Subject gains all conditions and negative levels you are currently suffering from, lasting for the spell's duration or until removed. You may choose to gain certain conditions for 1 round as part of casting this spell, based on your caster level.
Plague of Famine - Enemies are fatigued and suffer nonlethal damage each round from starvation.
Plague of Blood - Enemies bleed, their wounds cannot be healed for a short time.
Plague of Darkness - Darkness envelops an area, but you can your allies can see through it normally.
Plague of Lice - Enemies are damaged by swarms that follow them and may be sickened or nauseated.
Plague of Hail - Icy storm strikes enemmies in an area for cold and bludgeoning damage and impedes movement. Allies are unaffected.
Plague of Death - Multiple enemies die instantly.
Glorious Horn of the Archons [Good, Lawful] - Nearby allies gain morale bonuses. Nearby enemies suffer sonic damage and may be stunned and deafened.
Sword of Angelic Wrath [Good] - Enemies in a line are damaged, may be nauseated if evil.
Hellfire Fury [Evil] - Your body turns into hellfire, granting you some aspects of incoporeality and burning nearby creatures.
Inevitable Order [Lawful] - Take 11 on all d20 rolls, nearby opponents' rolls are treated as taking 10 regardless of the actual roll. Each round, the number you take increases by 1 and the number your opponents take decreases by 1. Lasts 9 rounds.
Prismatic Frog [Chaotic] - Create a prismatic creature of chaos resembling a giant frog made from prismatic energy. Its attacks emulate the effects of a Prismatic Spray.
Invoke the Blood War [Evil] - Opponents split into two groups that see each other as mortal enemies. If an affected subject is slain, a demon or devil is summoned for the spell's duration to fight in its place.

These all sound awesome, but specifically, the Plagues and Hellfire Fury, Inevitable Order, Prismatic Frog, and Invoke the Blood War sound absolutely amazing.

Amechra

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Re: 1001 homebrew ideas to flesh out
« Reply #77 on: September 14, 2011, 03:45:42 AM »
An idea for the Techs:

As you use them through-out the day, you lower the "maximum" amount you have; during combat, you gain a refresh that can only affect Tech points spent in that combat.
[spoiler]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".
[/spoiler]

My final project for my film independent study course. It could do with a watching and critiquing

Garryl

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Re: 1001 homebrew ideas to flesh out
« Reply #78 on: September 17, 2011, 02:52:49 AM »
New Feats:
Invoke Plague - Unleash the true power of your plague spells.

Invoke Plague [Metamagic]
Prerequisites: Ability to cast a spell with the Plague descriptor
Benefit: You can apply this metamagic feat to spells with the Plague descriptor. The exact effect and cost depends on the spell in question. Regardless of the specific spell, and invoked plague is considered a powerful curse instead of a normal spell, preventing it from being dispelled by dispel magic and similar effects, but requires a break enchantment or similar effect to remove. A simple remove curse is not sufficient to end an invoked plague. Invoke Plague has no effect on spells without the Plague descriptor.


New spells:
Divine Peal - Bolt of lightning deals electricity damage in a 30' tall, 5' wide vertical line (see Call Lightning), then deals sonic damage in an area around the impact.
Penance - Target is dazed under the weight of its sins and regrets (real, imagined, or implied by the caster), or weakened if it passes the save.
An Eye for an Eye - Subject gains all conditions and negative levels you are currently suffering from, lasting for the spell's duration or until removed. You may choose to gain certain conditions for 1 round as part of casting this spell, based on your caster level.
Plague of Famine - Enemies are fatigued and suffer nonlethal damage each round from starvation.
Plague of Blood - Enemies bleed, their wounds cannot be healed for a short time.
Plague of Darkness - Darkness envelops an area, but you can your allies can see through it normally.
Plague of Lice - Enemies are damaged by swarms that follow them and may be sickened or nauseated.
Plague of Hail - Icy storm strikes enemmies in an area for cold and bludgeoning damage and impedes movement. Allies are unaffected.
Plague of Death - Multiple enemies die instantly.
Glorious Horn of the Archons [Good, Lawful] - Nearby allies gain morale bonuses. Nearby enemies suffer sonic damage and may be stunned and deafened.
Sword of Angelic Wrath [Good] - Enemies in a line are damaged, may be nauseated if evil.
Hellfire Fury [Evil] - Your body turns into hellfire, granting you some aspects of incoporeality and burning nearby creatures.
Inevitable Order [Lawful] - Take 11 on all d20 rolls, nearby opponents' rolls are treated as taking 10 regardless of the actual roll. Each round, the number you take increases by 1 and the number your opponents take decreases by 1. Lasts 9 rounds.
Prismatic Frog [Chaotic] - Create a prismatic creature of chaos resembling a giant frog made from prismatic energy. Its attacks emulate the effects of a Prismatic Spray.
Invoke the Blood War [Evil] - Opponents split into two groups that see each other as mortal enemies. If an affected subject is slain, a demon or devil is summoned for the spell's duration to fight in its place.

[spoiler]

Divine Peal
Evocation [Electricity, Sonic]
Level: Priest 3
Casting Time: 1 standard action
Components: V, S, DF
Range: Medium (100 ft. + 10 ft./level)
Area: 30 ft. long, 5 ft. wide vertical stroke of lightning; 10 ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half; Fortitude partial
Spell Resistance: Yes

Calling out to your deity, you bring down its divine wrath.

A 30 foot long, 5 foot wide vertical column of lightning strikes the point you designate, dealing 3d6 points of electricity damage to each creature it passes through. Then, a clap of thunder sounds forth from the bolt's endpoint, dealing 1d8 points of sonic damage per three caster levels (maximum 5d8) to all creatures in a 10 foot radius spread. A successful Reflex saves halves both. Creatures within the area of both the thunder and the lightning must also make a Fortitude save or be stunned for 1 round.

Similar to the call lightning spell, the bolt of lighting instead deals 3d10 points of damage outdoors in a stormy area. The sonic damage remains the same.


Penance
Enchantment (compulsion) [Mind-Affecting]
Level: Priest 5
Casting Time: 1 standard action
Components: V, S, M, DF
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds or 1 round/level (D); Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

As you cast this spell, the target's mind is filled with the understanding of all of its sins and regrets, whether real, imagined, or implied by you. On a successful saving throw, the subject is only mildly distracted, staggering it for 1 round and imposing a -4 penalty to its Strength score for 1d4+1 rounds. This penalty cannot reduce the subject's Strength score below 1. On a failed save, the subject is dazed, consumed in self-reflection. Each subsequent round, it must make an additional Will save. On a success, the subject gains confidence in itself and becomes less swayed by your influence, shifting its attitude towards you by one degree towards hostile. On a failure, your morality influences the subject's impression of its own life, shifting its attitude towards you by one degree towards fanatic. If its attitude towards you is already fanatic, the subject's alignment immediately shifts to your alignment, as per the redemption or temptation version of an atonement spell. When the spell ends or is dismissed, the shift in alignment (if any) remains indefeinitely. The creature's attitude towards you slowly returns to normal at a rate of one degree per round. A creature whose alignment was changed this way treats its normal attitude towards you and your allies as no worse than indifferent.

Penance counters, is countered by, dispels, and is dispelled by atonement. A break enchantment or similar effect can revert the forcible alignment change this spell causes.

Material Component: Burning incense.


Plague of Blood
Transmutation [Plague]
Level: Priest 2
Casting Time: 1 standard action
Components: V, S, DF
Range: 100 ft.
Area: 100 ft. radius burst centered on your position
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No

.

Every creature within the area that possesses blood must make a Fortitude save or begin bleeding profusely, losing 2 hit points per round due to blood loss. Creatures with the aquatic or water subtypes are particularly vulnerable to this spell's effects and suffer a -2 penalty on their saves.

Regardless of success or failure of their save, creatures within the area find that their wounds refuse to close. Healing spells, skills, and other measures cannot stop the bleeding wounds the subjects may have (whether from this spell or from other sources), and subjects cannot be stabilized. Healing spells, skills, and other such measures still have all of their other normal effects.

At your discretion, you can have this spell affect only your enemies, only creatures of a specific race, only creatures of a specific nationality, or only creatures belonging to a specific group or organization known to you, chosen when you cast it.

This spell also turns normal water in the area (excluding alchemical substances, such as holy water) into a reddish liquid with the taste and consistency of human blood. Water-breathing creatures cannot breathe the affected liquid. Any living creature that attempts to drink the water is sickened for 1 round (but is otherwise uninjured), and any creature immersed in the water is sickened and begins to bleed (as described above) for as long as it remains immersed. Rapidly flowing water that leaves this spell's area retains its color and odor, but becomes dilluted and retains none of its other properties. This affects even creatures that you have designated for this spell not to affect.

You can apply the Invoke Plague metamagic feat to this spell. If you do, its casting time becomes 1 hour, its duration becomes 24 hours, and it affects all bodies of water in a 2 mile per level radius, except those that you indicate. As an invoked plague, this spell does not directly affect creatures, although the transmuted liquid still affects creatures that drink it or are immersed in it. The spell slot of an invoked Plague of Blood is 2 levels higher than normal, and it costs 500 xp to cast.


Plague of Famine
Transmutation [Plague]
Level: Priest 4
Casting Time: 1 standard action
Components: V, S, DF
Range: 100 ft.
Area: 100 ft. radius burst centered on your position
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No

.

Every creature within the area that needs to eat must make a Fortitude save or suffer intense hunger pangs. Affected subjects are fatigued and suffer 1d6 points of nonlethal damage, as though from starvation. As with normal starvation, this nonlethal damage cannot be healed through any means until the subject gets food and the fatigue lasts until the nonlethal damage is removed. Subjects who do not eat are at risk of starvation during subsequent days, as though they had gone 3 days without food. Regardless of the success or failure of their saving throws, creatures within the area find themselves unable to consume food or water for the duration of the spell. Food and water provide no nourishment, and eaten or drunk alchemical and magical items (such as potions) have no effect. At your discretion, you can have this spell affect only your enemies, only creatures of a specific race, only creatures of a specific nationality, or only creatures belonging to a specific group or organization known to you, chosen when you cast it.

This spell also destroys normal solid foods in the area, turning harvested food into ash and causing unharvested crops to shrivel and blacken (the plant itself is not harmed, only the edible parts of it). Even covered, refrigerated, or otherwise protected foodstuffs are affected in this way. Still-living livestock are not destroyed in this way, but any food harvested from them within the spell's area rapidly decays. Food in the possession of creatures unaffected by this spell are likewise protected.

You can apply the Invoke Plague metamagic feat to this spell. If you do, its casting time becomes 1 hour, its duration becomes 24 hours, and it affects all crops, harvested livestock, and stores of food in a 2 mile per level radius, except those that you indicate. As an invoked plague, this spell does not immediately cause affected creatures to starve or be unable to consume food or water, instead causing the hunger of the first 3 days of starvation over the course of a single day. Creatures that are already starving are not further affected. The spell slot of an invoked Plague of Famine is 2 levels higher than normal, and it costs 1000 xp to cast.


[/spoiler]
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
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Garryl

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Re: 1001 homebrew ideas to flesh out
« Reply #79 on: September 18, 2011, 10:33:57 PM »
A Divine Mind fix. You can also call it a Marshal fix if you want. It sort of takes both classes, mushes them together, sprinkles in some Psychic Warrior power progression, and stirs until it thickens.

Completed and spun off into its own thread.
[spoiler]

Table: The Divine Mind      Hit Die: d8
        Base
        Attack       Fort Ref  Will
Level   Bonus        Save Save Save    Special
1       +0           +2   +0   +2      Mantle, Minor Aura
2       +1           +3   +0   +3      Mantle, Mantle Aura +1
3       +2           +3   +1   +3     
4       +3           +4   +1   +4     
5       +3           +4   +1   +4      Mantle
6       +4           +5   +2   +5      Mantle Aura +2
7       +5           +5   +2   +5     
8       +6/+1        +6   +2   +6     
9       +6/+1        +6   +3   +6      Mantle
10      +7/+2        +7   +3   +7      Mantle Aura +3
11      +8/+3        +7   +3   +7     
12      +9/+4        +8   +4   +8      Extra Aura
13      +9/+4        +8   +4   +8     
14      +10/+5       +9   +4   +9      Mantle, Mantle Aura +4
15      +11/+6/+1    +9   +5   +9     
16      +12/+7/+2    +10  +5   +10     
17      +12/+7/+2    +10  +5   +10     
18      +13/+8/+3    +11  +6   +11     Mantle Aura +5
19      +14/+9/+4    +11  +6   +11     
20      +15/+10/+5   +12  +6   +12     Aura Mastery, Mantle


        Power            Maximum  Minor
        Points   Powers  Power    Auras
Level   Per Day  Known   Level    Known
1         0       1      1st       2
2         1       2      1st       3
3         3       3      1st       4
4         5       4      2nd       4
5         7       5      2nd       5
6        11       6      2nd       5
7        15       7      3rd       6
8        19       8      3rd       6
9        23       9      3rd       7
10       27      10      4th       7
11       35      11      4th       8
12       43      12      4th       8
13       51      13      5th       9
14       59      14      5th       9
15       67      15      5th      10
16       79      16      6th      10
17       91      17      6th      11
18      103      18      6th      11
19      115      19      6th      12
20      127      20      6th      12




Powers: As Psychic Warrior, but uses Cha instead of Wis. Powers chosen from mantles.

Minor aura: As Marshal. You need not make yourself heard as your psionic powers subtly influence your allies even if you cannot communicate with them.

Mantle: Gain 2 mantles at 1st level, and one more at 2nd, 5th, 9th, 14th, and 20th.

Mantle Aura: Gain the ability to project auras based on the mantles you possess. Your mantle aura bonus is 1, +1 per 4 levels after 2nd. Otherwise as Marshal's Major Auras. Affects you and your allies unless it specifically states otherwise. Save DC (if applicable) is 10 + 2x your aura bonus + your Charisma modifier.
    Chaos: Allies gain a bonus on saves and to AC against lawful opponents and lawful spells/effects. Non-chaotic summoned creatures cannot touch you or your allies. PR can allow them to bypass this effect (your manifester level is your class level + your aura bonus).
    Communication: Allies can communicate with each other, as though with telepathy. Bonus to saves vs. language-dependent or fear effects.
    Conflict: Bonus on attack rolls.
    Consumption: Heal aura bonus on any successful attack, to a maximum of 1/2 the damage dealt.
    Corruption and Madness: Enemies within aura that attempt to attack you or an ally within the aura must make a Will save or be confused for 1 round (after resolving the attack). A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save does not grant immunity. If your aura bonus is at least +4, the effect is no longer mind-affecting.
    Creation: Matter appears and disappears almost randomly within the aura, hindering your foes. Enemies treat the area as difficult terrain, even flying or incorporeal enemies, and even if there is no terrain at all. Allies within the aura gain a bonus to AC against ranged attacks.
    Death: Enemies lose 1 hp/aura bonus each round.
    Deception: Bonus on bluff, disguise, and hide checks.
    Destruction: Bonus on damage rolls equal to 1d4 per point of bonus.
    Elements: Gain resistance to acid, cold, electricity, fire, and sonic damage eqaul to 5x aura bonus.
    Energy: Deal additional energy damage equal to 1d4 per point of bonus. Can be cold, electricity, fire, or sonic, chosen when the aura is activated or switched as the same type of action as switching auras.
    Evil: Allies gain a bonus on saves and to AC against good opponents and good spells/effects. Non-evil summoned creatures cannot touch you or your allies. PR can allow them to bypass this effect (your manifester level is your class level + your aura bonus).
    Fate: Gain 1 reroll/encounter/aura bonus, usable by anyone in the aura as an immediate action after rolling but before determining the result. Uses are shared by everyone. Can be used on any d20 roll.
    Freedom: Allies ignore difficult terrain and gain a bonus on Escape Artist checks, Grapple checks to resist or escape a grapple, move silently checks, and saves against movement-imparing effects.
    Force: Attacks (both weapon and otherwise) are charged with force, allowing them to strike incorporeal and ethereal targets normally. Damage rolls ignore up to 2 points of DR or resistance per aura bonus.
    Good: Allies gain a bonus on saves and to AC against evil opponents and evil spells/effects. Non-good summoned creatures cannot touch you or your allies. PR can allow them to bypass this effect (your manifester level is your class level + your aura bonus).
    Guardian: Gain DR/- equal to 2x aura bonus. Stacks with other sources of DR.
    Justice: Enemies suffer a penalty to attack your allies (but not you) equal to twice your aura bonus.
    Knowledge: Bonus on knowledge, sense motive, gather information, spot, and listen checks, and on saves against illusions and mind-affecting effects.
    Law: Allies gain a bonus on saves and to AC against chaotic opponents and chaotic spells/effects. Non-lawful summoned creatures cannot touch you or your allies. PR can allow them to bypass this effect (your manifester level is your class level + your aura bonus).
    Life: Gain fast healing equal to aura bonus. Cannot heal above 50% of max hp.
    Light and Darkness: Allies within the aura can pinpoint all creatures within the aura. Bonus on saves against darkness and light effects.
    Magic: Gain SR equal to 5 + level + 2x aura bonus. Usual nonaction raise/lower stuff.
    Mental Power:  Gain PR equal to 5 + level + 2x aura bonus. Usual nonaction raise/lower stuff.
    Natural World: Bonus to all movement speeds equal to 5 ft. per aura bonus. Bonus to balance, climb, swim, and survival checks.
    Pain and Suffering: Stable and can act normally at negative HP, similar to Diehard. While at 0 or lower hp, gain 5 temp hp per aura bonus each round, lasting until the aura ends (does not stack).
    Physical Power: Bonus on damage rolls equal to 1d4 per point of bonus.
    Repose: Enemies within aura that attempt to attack you or an ally must make a Will save or be dazed for 1 round (which may interfere with the attack). A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save does not grant immunity. If your aura bonus is at least +4, the effect is no longer mind-affecting.
    The Planes: Bonus on saves against teleportation effects. Allies can teleport up to 5 ft. per aura bonus as a standard action. If your aura bonus is at least +3, it's a move action instead.
    Time: Bonus on initiative, spot, and listen checks. Bonus on saves against time-related effects.

Extra Aura: Emit 2 mantle auras at once starting at 12th level.

Aura Mastery: 1/day at 20th level, emit all mantle auras for 1 round/Cha mod.
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« Last Edit: September 22, 2011, 06:59:20 PM by Garryl »
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
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Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
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