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Thread: Homebrew by an Idiot
- Join Date
- Jan 2007
Homebrew by an Idiot
Well I would be the Idiot and I decided I would keep my homebrew stuff in one thread so that I don’t clutter the forum too much.
As of this first post I have 1 Prestige class 1 base class and 1 skill trick. I will update this whenever I come up with a new thing and I will post if I have anything new.
Please comment on these Homebrews of mine. Tell me if they are to powerful or anything that makes no sense.
Hombrew Game System
Hombrew base classes
Hit dice: d8
The martial artist’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at first level: (4 + Int modifier) ×4.
Skill Points per level: 4 + Int modifier
Favored Weapon: At level 1 a martial artist chooses a weapon or natural weapon and She gets Weapon focus with that weapon. At level 4 she gains weapon specialization with that weapon. At level 8 she gains Greater Weapon Focus with that weapon. At level 12 she gains Greater Weapon Specialization with that weapon.
If the Martial artist chooses her fists as her Favored Weapon she gains Improved Unarmed Strike as a bonus feat. Her unarmed strikes are treated as a monk of equivalent level.
Favored Armor: At level 1 A Martial artist Chooses what sort of armor she will use and be proficient in. She may choose no armor, light armor, medium, or Heavy. If she chooses no armor she adds her Wisdom to her AC, this bonus applies to touch attacks and even when flat footed. If you choose light armor you are also proficient in the use of bucklers. If you choose medium or heavy armor you are proficient in the use of light and heavy shield.
Combat Style: A martial artist chooses how she will fight at level 1. She chooses a style from below.
Brute: If she chooses this method she gain gains power attack at level 1, cleave at level 2, and improved cleave at level 4.
Deft: If she chooses this method she gain gains Two weapon fighting at level 1, Improved Two weapon fighting at level 6, and Greater Two Weapon fighting at level 11.
Ranged: If she chooses this method she gain gains Point Blank Shot at level 1, Rapid shot at level 2 , and Many Shot at level 6.
Combat trick: At levels 2 and every 3 levels after that a martial artist gains a combat trick from the list below.
Extra Favored Weapon: You may choose an additional Favored weapon. This weapon gains the bonuses of your normal favored weapon as if the level you choose this feat was your first level. For example if this was a Martial Artist picked this trick at level 5 she would gains weapon focus when she gains this trick and would gain weapons specialization at level 9 and greater weapon focus at level 13 and greater weapon specialization at level 17.
Extra Favored Armor: A martial adept may choose another Armor to be proficient with. However If she is wearing armor and has no armor as a favored armor class she does not gain the bonus from wisdom. Instead she may increase the max dexterity in any armor that she has as favored by her wisdom bonus.
Flurry of blows: The Martial Artist may make a flurry of blows with any weapon she Has chosen as her favored weapon. This takes the form of 1 Additional attack at her highest base attack bonus this attack and all others take a -2 to their attack rolls. At level 5 this is reduced to -1 and at level 9 the penalty disappears.
greater flurry of blows: You gain an additional attack in your flurry of blows. A Martial Artist must be at least level 11 and a have the flurry of blows trick to choose this feat.
Improved flurry of blows: A Martial Artist may only choose this trick if she has the greater flurry of blows trick and is level 20. The Martial artist gains a number of attacks equal to her normal Basic attack bonus, however these and all other attacks this round take a -2 to on their attack roll this penalty is not improved on like the normal flurry of blows penalty.
Steadfast: A Martial artist may activate this ability a number of times a day equal to his con modifier. The Martial artist May make 2 standard actions a round however she may not make a move action. This ability last a number of rounds equal to her class level + con modifier. She may make a will save of DC 10+level+number of rounds left in her Steadfast action to end the effect.
Do or Die A martial artist may take this ability only once she is above 5th level. A Martial Artist with this ability who drops below 0 health gains 20 health, fast healing 5, Damage reduction 5/- until the end of the encounter. However when the encounter ends She drops to -5 is unstable and all healing spells cast on her is effected by her spell resistance. The DC to stabilize a Martial artist is also increased to 30.
Threaten sight: You may choose to forgo your normal round and ready this trick. Readying this trick does not change your initiative order. You threaten everything that you could attack with your weapon. However movement does not provoke attack of opportunity. This trick does not allow you more attacks of opportunity then you are normally allowed.
Repeated Strike: A Martial Artist may only take this trick if she is 6th level or higher. Whenever a Martial Artist hits an opponent in a full attack action she gains a +2 circumstance bonus to every subsequent attack. This ability stacks with itself. A Martial Artist may only apply this ability to light weapons, one handed weapons and Double Weapons used as two weapons.
True Strike: A Martial Artist with this trick deals 2 x your str bonus when you attack with a two handed weapon instead of the normal x1.5.
Over Compensate A martial Artist with the trick may treat and favored weapon she wields as one size category smaller then it is.
Weapon Manipulation: At level 4 a Martial artist may add a special ability equal to his level/4. He may only apply this to a Favored Weapon that he has had for at least 1 day. This process takes 8 hours of concentration with the weapon. This new ability does not affect that weapons maximum enhancement bonus and this ability may change but it takes another 8 hours of concentration.
Improved armor: At level 5 and every 5 levels after that the martial artist may add +1 to his total AC.
Instant Weapon Manipulation: The Martial Artist may change the special abilities off his weapon gained by his Weapon Manipulation as a swift action at level 8. However the change only last for a number of rounds equal to his class level + her constitution modifier. When the duration of this effect is over the weapon loses all the benefit of the martial artist’s weapon manipulation until she spends another 8 hours to add the abilities again. Also the weapon loses any additionally abilities the weapon has equal to the Total Weapon manipulation modifier until the end of the current encounter.
Armor Attunement: A Martial Artist of level 10 gains spell resistance equal to her class level + her AC. However she may only add the bonus from Armor she has had for at least 1 day. In addition if the Martial artist chose no armor as her favored armor she adds her wisdom modifier to her spell resistance.
Improved Armor Attunement: At level 15 a martial artist gains an additional bonus to spell resistance. Every time a spell fails to penetrate her spell resistance a Martial Artists gains a bonus to her spell resistance equal to that spell’s level. This bonus stacks with any previous bonuses gained by this ability.
Improved Instant Weapon Manipulation: At level 16 When a Martial artist changes her Weapon manipulation ability as a swift action she no longer loses the benefit of any other abilities already on the weapon. Also the weapon only loses the Weapon Manipulation bonus until the end of the current encounter.
Hombrew Prestige Classes
SpoilerThis is my first Home made class so I will not be surprised if it is worded horribly (mainly because I suck at the English language ) and or overpowered. However I would like to here some reviews as to how bad it actually is.
The orcs walked up the road towards the town expecting their normal living fee from the poor folks of the town. However this time there were 3 humans in the road. The biggest a man in full plate spoke first.
“Turn around orc you will not be threatening this village today, or ever again.”
The orc chief spoke back “What makes yous humans think you can stop us. We are far more then your puny party.”
“Because I have a card up my sleeve orc.” At these words the Human raised his hand.
“Was that mean Squishy?” Just as the chief said this three orcs behind him feel dead with arrows through their heads. “Was this trickery?”
“No stupid this is an ambush.” As he finished his sentence three more orcs fell dead with arrows in their heads. “It looks like our odds are a little more even.”
The orc raiding party was killed to the orc that day many of them to the invisible figure in the tree line 100 yards away from the path.
A combat sniper excels at ranged combat and precise shooting. They will rarely fight a foe at close range when they can be just as effective at long range. A combat sniper relies on the ability to stay hidden long enough to get a devastating shot off that will cripple if not kill its intended foe.
Hit dice: d6
To qualify to become a Combat Sniper, a character must fulfill the following criteria:
Base Attack Bonus: +3
Skills: Hide 8 ranks
Feats: Weapon focus (Any bow or crossbow), Point Blank Shot, Far shot
The Combat Sniper class skills (and the ability linked to each skill) are
Balance(Dex), Bluff(Cha), Climb(Str), Craft(Ghillie)(int), Disguise(Cha),Escape Artist(Dex), Hide(Dex), Jump(Str), Knowledge Nature(Int), Listen(Wis), Move Silently(dex), Search(Int), Spot(Wis), Survival(Wis)
Skill Points per level: 6+Int modifier
If a Combat Sniper can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Combat Sniper’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Combat Sniper levels thereafter. Should the Combat Sniper score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
A Combat Sniper can only sneak attack with a ranged weapon.
A Combat Sniper can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Combat Sniper must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Combat Sniper cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
At level 1 a Combat Sniper makes a ghillie suit This takes the body slot normal reserved for cloak/capes/mantles. In addition she is granted 1 free rank in craft (Ghillie).
When a Combat Sniper enters new terrain (determined by DM) she may take 5 minutes to collect and add materials to her ghillie suit. This is represented by a craft (Ghillie) check with a DC 20 which receives a circumstance bonus of +2 each for having 5 or more ranks in Knowledge Nature and Survival. If the check is successful the combat sniper gains a +1 bonus to hide. If the Check fails she may try again but at a -5 to her role. For every 5 that this check exceeds 20 the Bonus is increased by +1 and reduces the penalty to hide after a snipping attack (as described in PHB p.76) by 5.
A Ghillie suit does not work in terrain other then the one in which it was made. If the suit is not recrafted then you gain a negative to your hide check equile to the bonus the suit would give in the proper terrain.
A Ghillie suit lasts for 1 hour/Combat sniper level. When the time limit on a suit is up she will have to craft a new suit or gain no bonus from her suit until she does.
A combat sniper may never take 10 or 20 on this craft check unless they have the Combat Ghillie skill.
The combat sniper of 1st level may make 1 attack that ignores the range limitation on sneak attacks as a full round action. The combat sniper may make 1 additional attack at level 4 and 8.
A combat sniper of 2nd level may spend 1 full round observing a foe she can take no other action. The next ranged attack gains a +2 bonus to attack for every round spent observing the foe. If she is attacked and wounded she loses any bonus she would have gotten from rounds spent observing.
A combat sniper of 5th level may multiply her sneak attack damage when she succeeds on a critical hit with a sniper shot. However she may only multiply it by the additional strength damage she deals with her weapon.
A combat sniper of 6th level may take 10 on a craft check to make her ghillie even if stress or distraction would normally prevent her from doing so.
A combat sniper of 6th level gains a +2 bonus on spot and search checks.
A combat sniper may make an attack at 2 times the normal range increment of her weapon without any penalty.
A combat sniper of 8th level may make a sniper shot attack that is automatically a critical threat. She can use this ability ½ her combat sniper level + her Int modifier per day. She may only do this 1 time per attack action.
A combat sniper of 10th level may make sniper attacks as if they were normal attacks.
hide in plain sight
While in any sort of terrain the ghille suit was crafted in, a combat sniper of 10th level or higher can use the Hide skill even while being observed.
Hombrew Skill Tricks
SpoilerPrerequisite: bluff 8 ranks
Benefit: If you are reduced below 0 health and subsequently healed above you may make a bluff check apposed by individually by all enemies in sight of you. If you succeed on this bluff check those opponents who fail may not attack you until you perform another action or until there are no other targets alive. You may use this skill trick only 1 time after you are lowered 0 health and healed above 0 however you may make this check again if you later are lowered below 0 and healed above 0 in the same encounter. However should you perform this skill trick again any opponent who has seen you perform it gain a +4 on their sense motive check. If you ever reach half your normal hit points and you have not moved you lose the benefit of this skill.
- Join Date
- Jul 2006
- Water Tribe, South Pole
Re: Homebrew by an Idiot
...I suggest you put them each in their own thread, one at a time, like the rest of us. Unless the three things you have here are directly related to each other (as in someone's backstory, for example) there's no reason to place them in one thread. There's also no reason to have empty spoiler tags, since apparently that doesn't go unsaid like I thought it did.
- Join Date
- Jul 2006
- Deepforest. Ali
Re: Homebrew by an Idiot
I suggest that you submit them to the "in the playground" thread done by the Vorpal Tribble.
Roxas avatar made by Adghar. The keyblades are Diamond dust and One Winged Angel
- Join Date
- Nov 2006
Re: Homebrew by an Idiot
Yep, put them each into separate threats, nobody wants to follow three discussions at the same time. Also, why do You think You're an idiot?
Concerning the Play Dead trick: I don't think You should forbid enemies to attack a character even if said character successfully pulled that trick. However, you could state that all enemies who failed their Sense Motive check will believe the character to be dieing or already dead. If they want to punch a dagger into the characters heart to make sure she's dead - why shouldn't they?bis denn