Suggestions - or having fun with everyone


Homebrew and House Rules


Rules, Idea:
This thread is intended to be simply a collection of great (or just average) ideas for feats, spells, talents, tricks, powers and so forth. Long discussions or getting side-trekked should be discouraged (a new thread can be spawned for that).

I hope it works, it would be great to have a place to reference with nice ideas. Any ideas posted here would automatically belong to Paizo, and maybe one or two ideas will be adopted (or act as muses) for future Pathfinder content.

Format:

Format for posting:

Name - Type
Details
Comments in spoiler

Format for commenting: Name-of-ability-with-comments-in-spoilers

Example:

Crucial Twist - Rogue Talent
When you confirm a critical hit against an opponent that you are not already applying sneak attack damage to, you may add your sneak attack damage to the damage roll as a swift action. This only works against foes that can be sneak attacked.

Crucial Twist, Commentary:

I always found it strange that a rogue would rather get into flanking to deal high damage rather than be able to rely on a critical hit dealing substantial damage. Subject to the build, of course, but you should get the idea.


Weapon Oil-Alchemist discovery
You can expend one daily use of your bomb class feature to add energy damage to a attacks with a weapon. This damage is 1d6 (fire, cold, or acid) or 1d4 (sonic) and lasts for 1 round per d6 damage of your bomb. You must have the appropriate discovery that modifies your bomb damage (like Acid Bomb or Frost Bomb) to apply that energy type to your weapon. Use of this skill requires a move action.

Weapon Oil, commentary:
I think it would be interesting to have alternate ways to use your bombs.


Having an ability to use bombs as trip-mines could be a nice idea, although I'm not too bright on the mechanics side of the thing at the moment.


Zmar wrote:
Havin an ability to use bombs as trip-mines could be a nice idea, although I'm not too bright on the mechanics side of the thing at the moment.

Explosive Traps-Alchemist Discovery

The alchemist can rig a bomb as a Type: Magic, Location:Trigger trap as a full round action. The Perception and disable device DC for this trap is 10 + alchemist's level + Alchemists Int score. An alchemist can have any number of traps like this rigged at any one time, but each one requires a daily use of his bomb class feature. The Traps expire when the alchemist regains his bombs for the day. Damage, effects, and saves for the traps are appropriate to the type of bomb used in it's making. This requires the delayed bomb discovery.


Explosive Traps, comment:

That's a quick-and-clever adaptation Kierato. I like it. The DC should obviously be 10 + half-alchemist-level + Int modifier, but that's obvious enough.


LoreKeeper wrote:

** spoiler omitted **

Explosive Traps, comment:
You are correct, my mistake.

Athlete - General
You can climb and swim at your base land speed.


Athlete, comment:
Hope I'm not breaking the thread rules by pointing out that this is hugely overpowered as a feat. Athletic only gives you a +2 to each.


Athlete, comment:

You're doing it quite right Joana. Also you're correct - a two-step feat chain that grants a climb and swim speed is overpowered. Especially if you realize that normally when you gain a swim speed you also gain water breathing.


Athlete, comment:
Perhaps Frogboy didn't mean to imply that you gain climb and swim speeds, but that you, on a successful Climb or Swim check, are able to move your normal speed, instead of half your speed. A fine distinction I know, but actually having a Climb or Swim speed does have extra benefits beyond just the faster movement (not having to make skill checks being a big one)


Athlete, comment:

@Nazard - that is a very good point as well; such a feat would be quite well-powered.


Rogue Training - General Feat
Prerequisites: Int 13, base attack bonus +4
Benefit: You gain one rogue talent of your choice (not an advanced talent and not a ninja trick or master trick).

Rogue Training, commentary:

Maybe it's just me, but I think it should be possible to learn a little bit of rogue-ishness without being a rogue.


Rogue Training, comment:
Hasn't the ninja stolen enough of the rogue's thunder? Do we have to keep giving away any reason to play one? :P


Rogue Training, comment:

@Joana: hahaha - actually I think the two (rogue and ninja) are really equivalent; in fact it is an odd detail that the rogue can take *more* ninja tricks than the ninja himself - dude to the "Extra Rogue Talent" feat (which a rogue can use to learn ninja tricks). The same feat isn't available to the ninja, nor is there a corresponding "Extra Ninja Trick" feat. :)

Regarding the Rogue Training itself, I figure the barrier to entry is pretty steep for most characters. Sneak attack modifiers would be meaningless, so that leaves some odd utility talents - like stealthing at full speed. I think I'm okay with that.

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