Jardin

WarColonel's page

224 posts. No reviews. 1 list. No wishlists.




Working on a home-brew adaptation of Leadership. The idea is that you give up the ability to have a cohort to gain a bonus depending on what position in government you have. My ideas are all first runs, I don't have an idea for the Ruler yet (somewhat ironic), and they don't scale, which is something I'd like them to do.
- Councilor: the Consumption cost of festivals is reduced by your Wisdom or Charisma modifier, to a minimum of 1.
- General: apply your Strength or Charisma modifier to the Defensive Modifier of every city in the kingdom.
- Grand Diplomat: the Stability bonus granted by promotions is increased by your Intelligence or Charisma modifier.
- High Priest: the Loyalty bonus granted by Landmarks within the kingdom is equal to your Wisdom or Charisma modifier.
- Magister: increase the number of Minor Magic Items available in the kingdom by you Intelligence or Charisma modifier.
- Marshal: the Stability bonus provided by every 8 roads within the kingdom is equal to your Dexterity or Wisdom modifier.
- Royal Assassin: you decrease Unrest by your Strength or Dexterity modifier instead of by 1 during each Upkeep phase.
- Spymaster: apply ½ your Dexterity or Intelligence modifier, rounded down, to a different national statistic then the one you have already chosen.
- Treasurer: during your Income phase when you generate income increase the amount you generate, if successful, by your Intelligence or Wisdom modifier.
- Warden: decrease the Loyalty penalty due to taxation by you Strength or Constitution modifier, to a minimum of 1.

PEACH?


We have 10 different maneuvers including the APG, plus I've worked with the community to flesh out Parry, Deflect, and Counter-spell into maneuver-ish attacks. What else is out there? A few I've brainstormed about are:
- Negating AC bonuses provided by armor or shields. Not the full bonus of these items, but a penalty that won't exceed armor/shields.
- Causing a few temporary status effects, like paralyzed, that Dirty Tricks doesn't cover. Sort of like hitting the right pressure points.
- Actually climbing on top of larger foes in order to 'ride' them.

These are a few things I've tried since I started playing D&D. So my question is what else is there that you've tried or always wanted to do to opponents?


Counter-spelling, as written is both too hard and too easy. You sacrifice an action just in case someone casts a spell. An extreme sub-par option for a spell-caster. The specific spell requirement makes it very difficult to actually succeed, and you've lost a standard action if you cannot counter. And then you just cancel out the spells, no caster checks required. So I'm working on a system that tries to level the field, making counter-spell into a combat maneuver.

First we have the Magic Maneuver Bonus and Defense.
MMB = caster level + primary spell-casting bonus
MMD = caster level + primary spell-casting bonus + 1 per 3 ranks in Spellcraft + 10
When casting, if you have Spell Focus/Greater, these bonuses apply to your MMD when casting a spell from that school.
When dispelling, if you sacrifice a spell from the appropriate school you receive +2 to MMB. If you sacrifice the same spell or an appropriate counter, such as slow/haste or dispel magic, you gain a +5.

Countering works this way:
1 - An enemy attempts a spell. You make a Spellcraft check of DC 15 + 2x lvl of spell to determine what it is.
2 - If you succeed, you may sacrifice your next turn's standard action in order to attempt to counter. You may not attempt a counter-spell if you are presently unable to take a standard action, such as while cowering or dazed, are concentrating on maintaining a spell, or are affected by one of the following conditions: (to be listed later)
3 - Sacrifice a spell of equal or higher level and make a MMB check versus your opponent's Defense, applying any bonuses or penalties. If you equal or exceed their MMD, the spell is countered.

Countering provokes an attack of opportunity, and automatically causes the attempt to fail, costing you your standard action but no spells.

Now, it's a little wordy right now, I have to actually come up with which conditions prevent you from countering and which apply penalties. There are also going to be feats associated with it.

So, PEACH


I'm running the Kingmaker path and, having a discussion with a fellow DM, I told him a story from back in the day about a 3rd ed. game where the main BBEG was a pure fighter. Well, I'm looking for inspiration on the kind of builds, starting at six, that might give a party a run for their money, even at 15+ level. What sort of builds for a fighter can take on mundane and magical attacks at mid-high levels?


Working on a system for enhancing firearms separate from other weapons.

Because firearms are much more complex, relatively, than a bow or sword, they cannot be enhanced magically. The guns themselves can be crafted to have a bonus equivalent (thus, non-stack-able) as a more generic +1-5 magical bonus, this only applies to attack.. Very few additional properties, like swift, may be added. Ammunition can be created with magic-like properties, such as flaming or acid, though the list is very short. No vorpral, no swift, and the ammo does not have any attack bonus associated with it, though it does have an appropriate damage bonus.

My issue is cost changes for all this, since they all function as magic, though operate in anti-magic fields, are un-dispel-able, but do not overcome magic damage reduction. I was looking to a generic +25-75% increase in cost, but have no inkling what it should be.