Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
Lifetheft 1: Chill Touch, Ray of Enfeeblement 2: Death Knell, False Life 3: Ray of Exhaustion, Vampiric Touch
In this system, mage classes would not have a fixed list but instead choose a certain number of spheres, with each archetype adding a bonus sphere. Would allow for more customization of spell lists, but would also be a bit laborious and possibly obviate the need for multiple classes. It may be more complicated than it is worth, but hey, what is this if not a forum for kicking around ideas, right?
In this system, mage classes would not have a fixed list but instead choose a certain number of spheres, with each archetype adding a bonus sphere. Would allow for more customization of spell lists, but would also be a bit laborious and possibly obviate the need for multiple classes. It may be more complicated than it is worth, but hey, what is this if not a forum for kicking around ideas, right?
If I don't make spellshaping the main way of spellcasting in my setting, this was something that I'd do.
__________________
Strawberries is thanked for being an awesome avatarist.
Lifetheft 1: Chill Touch, Ray of Enfeeblement 2: Death Knell, False Life 3: Ray of Exhaustion, Vampiric Touch
In this system, mage classes would not have a fixed list but instead choose a certain number of spheres, with each archetype adding a bonus sphere. Would allow for more customization of spell lists, but would also be a bit laborious and possibly obviate the need for multiple classes. It may be more complicated than it is worth, but hey, what is this if not a forum for kicking around ideas, right?
Spoiler
I really like that... a lot....
__________________
Guess who's good at avatars? Thormag. That's who.
A Campaign Setting more than a year in the making, Patria!
- there could be something like advanced spheres, which need some inferior sphere as prerequisite.
f.e. the normal healing would give the cure spells, the better restoration, cure blindness deafness, remove curse.
This option would give the opportunity to trade versatility for power and vice versa.
Quote:
Originally Posted by Morph Bark
In a way, that sounds like one of the principles behind Shadowcasting.
-- what is shadow casting? :)
- Spheres could give some special power / powers fitting to the type.
f.e. Healing could give +2 on Heal and you might expend a spell slot as swift. The advanced sphere could give the ability to cast healing and debuff spells with more range or with more potency.
The existing class features from the mages and their archetypes could make good powers as well.
- then maybe some spheres should make other spheres impossible to take, like either you are a healer or a life thief. this could make balancing easier and make things make more sense but could also shortens the variety of the system.
- a thing to think about if there is an ultimative all in one caster class, will it be free to chose a primary attribute or will every sphere have its own needed attribute. the sphere with charm person and suggestion might be charisma only while healing might be wisdom only.
on the other hand this seems like much afford. and the actual mage classes still cover all common and even not that common spell casters.
Last edited by theDuskling : 08-20-2012 at 05:50 PM.
- there could be something like advanced spheres, which need some inferior sphere as prerequisite.
f.e. the normal healing would give the cure spells, the better restoration, cure blindness deafness, remove curse.
This option would give the opportunity to trade versatility for power and vice versa.
In a way, that sounds like one of the principles behind Shadowcasting.
__________________
Strawberries is thanked for being an awesome avatarist.
It's exactly like AD&D Clerics. I'm all for this, AD&D clerics were fun.
Yup, exactly. I steal a lot of ideas from AD&D; it's probably due to all the Baldur's Gate I played during my formative years. Archetypes are basically just renamed kits.
Spheres were, for the benefit of those who aren't familiar with them, to AD&D priests what domains are to 3rd edition clerics. They were fairly broad categories (astral, charm, necromantic, elemental, war, creation, protection, et cetera) that dictated what spells your priest had access to. Major access gave you spells from that sphere up to 7th level, minor access only gave you spells up to 4th level (I think, maybe it was 3rd), and no access meant you got diddly-squat. It was a way to justify, using in-game terms, why a cleric of Pelor might not have access to the Animate Dead spell.
Also, I have sort of a crazy idea I've been kicking around for caster classes: spheres.
I would love it if you did this for E6, as I've been kicking around a similar idea and I like the work you've done on E6, so chances are I would like your spheres and it would save lazy old me from doing the work.
I would suggest having that be a "generic" mage thing, not sure if it would work for the existing model. But feel free to try.
Yes, it would require some pretty heavy revamps of the existing mage classes. Although it wouldn't be too bad - you remove their list, and then say, for example, "The black mage has access to four of the following spheres, chosen at 1st level: Charm, Chaos, Corruption, Curse, Destruction, Fiends, Fire, Necromancy, Lifetheft, Summoning, and War." The archetype would add in a fifth.
More brainstorming...
Animal 1: Charm Animal, Speak with Animals 2: Animal Messenger, Hold Animal 3: Dominate Animal, Greater Magic Fang
I sort of agree with Eldest in this regard. I don't think the greater customization and smaller spell list size does many favors. It opens up more opportunity for abuse while reducing the amount of things a caster can do. Or at least, the way I interpreted it would. Given that each sphere only has a handful of spells in it, how would this work with say, the Pyromancer? If he picks Fire, he gets like, 2 fire-related spells of each spell level, having to leave the rest for something else.
__________________
"Pause you who read this, and think for a moment of the long chain of iron or gold, of thorns or flowers, that would never have bound you, but for the formation of the first link on one memorable day" --Charles Dickens
I think that giving people a domain like power for each sphere sounds like a good idea, simply because right now, each sphere is a little bland, though it would be important to figure out how powerful each power is.
Better than +2 to a certain skill, at least.
Maybe the equivalent of Air? I.e. Rebuke/Control/Bolster/Turn/Destroy things that oppose it? What is the equivalent of that though?
Possibly only for the archetype significant one?
Hmmmm.
Edit:
Quote:
Originally Posted by Gnorman
What is this I don't even
ahahahhahahahahahahahahahahaha that's so awesome
I played in a homebrew AD&D game where were were a bunch of not-south sea islanders fighting against the invading not-dutch colonists.
My character was a halfling Monk/Priest (the kit that turned the Priest into an unarmed fighter, I think) who worshiped the god of everything and nothing. Whenever I rolled unarmed (since AD&D had the best martial arts chart), it always landed on either head kicks (frankly impossible for a halfling) or crotch shots, so the DM just said that everything was a hit to the crotch whenever I rolled.
Fighting giant spiders? Crotch Shot.
Fighting Stone Giants? Crotch Shot.
Fighting a Giant Squid? Crotch Shot.
The best part was is that my character would semi-randomly disappear and reappear, since I had to work while the game was going on, so I was the magically vanishing halfling who would punch everyone in the crotch and then vanish into the mists.
__________________
Idiots give me indigestion.
Don't give me indigestion.
Spoiler
Quote:
Originally Posted by Dragonrider
Wadledo, you dislike EVERYONE. Therefore, you don't count.
Quote:
Originally Posted by Draken
Maybe this is the only true fix for spellcasting, making people scared of using it.
Quote:
Originally Posted by dragonprime
There's a concept called mercy. Are you familiar with it?
Step Between Space Conjuration Effective Level: 6th Skill Check: Knowledge (arcana) DC 24, 4 successes; Knowledge (geography) DC 24, 2 successes; Knowledge (architecture and engineering) DC 24, 1 success Failure: Caster and all participants are transported 1d20 miles in a random direction (roll 1d8 - results correspond to the cardinal and intermediate directions, starting with North and moving clockwise). Components: V, S, M, F, SC, B Casting Time: 60 minutes Range: Personal and Touch Target: Caster and between three and five other creatures Duration: Instantaneous Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless)
Once this incantation is completed, the caster can bend the fabric of time and space and teleport to new destinations. The caster may transport himself and up to five other willing Medium or Small sized creatures to any destination within 1,200 miles. All creatures to be transported must be touching each other, and at least one of them must be touching the caster. Each creature transported may bring gear or equipment weighing up to its maximum load. The caster must roll on the Mishap table given in the Teleport spell's description to determine how closely he arrives on target. If he rolls a mishap, he is considered to have failed the incantation and suffers the appropriate consequence.
Material Component
Silver dust costing at least 500 gp, sprinkled in a circle around the creatures to be transported
Focus
A star sapphire worth at least 5,000 gp.
Extra Casters
Three required; they help to calculate distance and other equations
Backlash Component
All participants in the incantation are exhausted at its conclusion.
Spin the Revolving Door Conjuration Effective Level: 6th Skill Check: Knowledge (religion) DC 23, 3 successes; Knowledge (the planes) DC 23, 2 successes; Heal DC 23, 2 successes Failure: Mirrorcast - the subject rises as a mindless zombie that immediately rampages, attacking anything in sight Components: V, S, M, F, SC, B Casting Time: 90 minutes Range: Touch Target: One dead creature Duration: Instantaneous Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless)
This incantation, if successful, brings the subject back to life, as per the Raise Dead spell. The subject can not have been dead for more than nine days.
Material Component
Diamonds worth at least 5,000 gp, crushed and sprinkled on the body
Focus
This incantation must take place within a consecrated temple, dedicated to a Greater deity that offers the Healing or Good domains.
Extra Casters
Five required; they offer up prayers and burn incense to entice the deity's intercession
Backlash
All casters and witnesses are blinded by intense light for 1d6 hours.
Ignite the Inner Spark Transmutation Effective Level: 6th Skill Check: Knowledge (nature) DC 23, 3 successes; Knowledge (religion) DC 23, 1 successes; Survival DC 23, 1 success; Handle Animal DC 23, 1 success (if subject is an animal); Knowledge (geography) DC 23, 1 success (if subject is a tree) Failure: Death - the subject of the incantation is permanently and irrevocably turned to stone Components: V, S, M, F, XP, B Casting Time: 24 hours Range: Touch Target: One animal or tree touched Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes (harmless)
If the incantation is successful, the subject is given sentience, as per the Awaken spell.
Material Component
The flower of a rare ghost orchid (market value: 1,000 gp)
Focus
A faerie ring in an old-growth forest, in the center of which the incantation must take place.
XP Component
100 XP per the subject's HD (or the HD it would receive, if a tree), to a maximum of 1,000 XP.
hey its me agian, i sent you a message earlier and since i havn,t heard from you i decdided to send you an updated copy of the green mage archtype i desighned.
Lesser Archetype Power: A Hedge Wizard gains the Craft Charm Feat for at 1st level, ignoring the feat prerequisites he learns another set of cantrips equal to his int modifier from any spell list. He gains the favored terrain ability.
Moderate Archetype Power: : A Hedge Wizard gains the Brew Potion Feat and gains the Power from the Land ability which stacks with the one gained at level five, but only when in the selected favorite terrain. Also he learns another set of cantrips equal to his int modifier from any spell list.
Greater Archetype Power: A Hedge Wizard gains the favored terrain ability. Also he learns another set of cantrips equal to his int modifier from any spell list.
hey its me agian, i sent you a message earlier and since i havn,t heard from you i decdided to send you an updated copy of the green mage archtype i desighned.
Lesser Archetype Power: A Hedge Wizard gains the Craft Charm Feat for at 1st level, ignoring the feat prerequisites he learns another set of cantrips equal to his int modifier from any spell list. He gains the favored terrain ability.
Same with the origin of the Craft Charm Feat and what is favored terrain? The unearthed arcana variant of favored enemy? Or do you mix it up with terrain mastery or is it something completely different?
Moderate Archetype Power: : A Hedge Wizard gains the Brew Potion Feat and gains the Power from the Land ability which stacks with the one gained at level five, but only when in the selected favorite terrain. Also he learns another set of cantrips equal to his int modifier from any spell list.
Greater Archetype Power: A Hedge Wizard gains the favored terrain ability. Also he learns another set of cantrips equal to his int modifier from any spell list.
P.S. still working on the last archtype
Hope you like it
Some more lvl 0 spells are neat, but i don't think the witch should get more with every archetype level, rather remove the feat and the cantrips and give her something typical. To me this looks like a caster who is specialized in a natural terrain.
for me a witch should be able to: fly, curse, heal, disguise herself and be capable of some divinations.
Witches could do some deal with the devil, granting power for sacrifices.
Proficiencies: The assassin is proficient with the crossbow (hand, heavy, and light), dagger, dart, rapier, sap, shortbow (normal and composite), and short sword. The assassin is also proficient with light armor.
Poison Use: The assassin is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.
Uncanny Dodge: The assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.
Virulent Toxin: Any poison applied to the assassin's blade gains a bonus on the save DC equal to the assassin's Intelligence modifier.
Critical Strike: If the assassin scores a critical hit with a sneak attack, his sneak attack damage is maximized.
control weather seems like another cool idea for an incantation.
one question bout the incantations are they using the UA rules for incantations?
Quote:
Originally Posted by Gnorman
Poison Use: The assassin is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.
In my opinion poison use should not be restricted to blades, he should be able to poison an arrow, dart or bolt and even pour poison in a glass of wine without risk.
I quite like the assassin, is it getting archetypes or is it a non kit class and what are those invocations for?
Last edited by theDuskling : 08-22-2012 at 06:08 AM.
control weather seems like another cool idea for an incantation.
one question bout the incantations are they using the UA rules for incantations?
Yes, I'm using those rules to determine effects and DCs.
Variant Weapon Proficiency Rules
Non-Proficient: 1d3 damage, -4 to attack rolls, 20/x1 critical range Proficient: 1d4 damage, 20/x2 critical range Specialized: 1d6 damage, 19-20/x2 critical range, may use Dexterity instead of Strength for melee attack rolls if desired Master: 1d8 damage, 19-20/x2 critical range, may be used for trip attacks High Master: 1d10 damage, 19-20/x2 critical range, gain a +2 bonus on disarm attempts Grand Master: 1d12 damage, 19-20/x3 critical range
Reach: Reduce critical range by one step (minimum of 20), reduce damage die by one step (minimum of 1d3), increase critical multipler by one step Double/Light: Reduce damage die by one step (minimum of 1d3), increase critical range by one step Two-Handed: Reduce critical multiplier by one step (minimum of x2), increase damage die by one step (1d12 becomes 2d6)
These optional rules are intended to prevent "everybody wields greatswords" syndrome. They do have the side effect of eliminating a lot of differences between weapons, essentially making it a flavor choice rather than a mechanical one. This may have some other consequences - dual-wielding may actually get a boost. I have not standardized everything just yet, so there are probably some standouts. Two-handed weapons remain generally the best choice for damage, but at least you can wield a greataxe now without getting weapon envy.
Classes with poor BAB are limited to proficient, medium BAB are limited to master, good BAB can invest all the way up to grand master. Poor BAB classes receive two specialization points at 1st level, and one per each two levels after that. Medium BAB classes receive four specialization points at 1st level, and one per each level after that. Good BAB classes receive six specialization points at 1st level, and two per level each after that.
nothing fancy here and it would do 54 damage. a gladiator got with 14 con 12 + 5 * (5,5 + 2) only an average of 50 life. so he would be with full hp instant k.o. and that with such a high crit chance, this is over the top.
what kind of weapon groups will you be using? like small blades, axes, long blades, bows or like two handed sword, rapier etc
Last edited by theDuskling : 08-22-2012 at 08:19 AM.
nothing fancy here and it would do 54 damage. a gladiator got with 14 con 12 + 5 * (5,5 + 2) only an average of 50 life. so he would be with full hp instant k.o. and that with such a high crit chance, this is over the top.
Toned down the critical multiplier a bit.
Grand Master now does 2d6, 19-20/x2. 1d12, 20/x3 if using a reach weapon.
A Master Dual-Wielder should have 1d6, 18-20/x2. In each hand.
With the hedge wizard pdf go to 4shared and type power class hedge wizard or on google type 4shared, hedge wizard.
In there is both the feat craft charm and the soothsaying spell.
Nexted the favored terrian ability is the one for the ranger favored enemy replacement.
i am looking for a lesser version of control weather and waswondering if it would be ok if a add a seperate list for the Hedge Witch side.
To replace the bonus cantrips matbe add a familar at first with the favored terrian.
overall i'm aiming at more of a mage who draws his power from the earth to cast both spells and craft minor magical items to aid the party. All the while acting as more of the geomancer with a bond with the land
Did a little revamp of the Red and White Mages today. Moved a few of the archetype powers around, and fleshed in the Divine Executioner (the archetype that replaced the Mystic) a bit, though I am not completely finished with it.
Red Mage now keys off Charisma and Constitution - spellcasting is Charisma-based, while secondary abilities usually use Constitution. This should make them a bit hardier than the average mage.
Also, I'm hoping for a balance check on the new Pyromancer Greater ability:
Greater Archetype Power: When casting a spell that deals fire damage, the pyromancer may choose to fuel it with his own life force. For every 1 point of Constitution damage that he chooses to take, the spell deals an additional die of damage. This ability cannot increase the damage of a spell beyond twice its original damage.
A 6th-level Pyromancer could take 6 Constitution damage to have his Fireball deal 12d6 damage, for example, or take 1 Constitution damage to have his Flame Arrow spell cause the enchanted ammunition to deal an extra 2d6 fire damage. I think it makes for a high-risk, high-reward caster, but 12d6 fireballs may be... too much. Thoughts? Perhaps 2 points of Con damage per extra die?
Also! I'm working on a very bare-bones "combat tactics" system, which will be similar to maneuvers only much less... hrm... what's the word... mystical, I guess? There will be less "fightin' with fire and shadow and stuff" and more "throwing sand into your opponents eyes or stabbing him in the back" but a lot of the effects will be similar. I'm shooting for dirtier and more realistic with this, more Gladiator than Crouching Tiger.
One of the key things about the new system is Weapon Groups - you can't Backstab someone with a warhammer, and you can't Impale someone with a morningstar. Your choice of weapon is going to affect more than your damage die and type of damage - certain weapons will be able to perform certain Tactics that others will not, though there will be universal Tactics. I'm not an expert on medieval weaponry, though, so please bear with me if something seems outlandish. The plan is to offer Tactics to all the combat classes on a per-encounter basis. There will be ranged Tactics, unarmed Tactics, offensive Tactics, defensive Tactics, et cetera. If successful, I'll be implementing this as a way of increasing the versatility of combat classes without having to delve into a system not everyone is familiar with - I'm going to try and keep Tactics as accessible and easy to learn as possible. I'll keep you updated about this as time goes on.
If it works out, I may implement a Tricks system for the skilled classes, thus giving all the classes something fun to work with.
Greater Archetype Power means that it will be usable at will by anyone immune to con damage. I'd go with a subclause that they take damage equal to their character level.
You might also look to metamagic for their spells - they might give up a Con point for Widen + Half the spell's damage is now Hellfire, and ignores Fire resistance and immunity. Increase the DC by 1, increase the CL by 1, and so on, making it a separate payment for each, and allowing each one at absolute most twice or so.