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Homebrew and House Rules

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Kobold Cleaver wrote:
I'm also trying to adapt the Abhorsen setting into an RPG based around 5th edition D&D, though that's on hold for now.

A friend of mine refused to play nethermancers in Earthdawn until she read the Abhorsen books. Then her very next character was one based on that series.

Shadow Lodge

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Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Right Now:
*Working on a new ritual for the Elemental Lord of fire that functions similarly to Shadow Walk but through the immortal sea of fire that is said elemental plane and burns through the caster as the maintain the path.

*Incorporating the rules from the Ultimate Relationships supplement from Legendary Games with my current list of NPCs both as a solid metric for RP XP dolling and designing boons and narrative around.

*Trying to decide if the newly introduced Elemental Lord of Fire should have a Red Tailed Hawk or the Monarch Butterfly as her Sacred Animal. She is a deity of rebirth and change so the Monarch fits but as a religion in a setting inspired by the Plains Indians I wonder if Hawk is more appropriate.

*Reading the History of Genghis Khan for inspiration on how Orc warbands could feasibly exist as social groups in a fantasy setting and alongside books on the lives and habits of the Plains Indians and trying to determine if Orcs would be more of nomadic pastoralists or nomadic hunter gatherers. I think more of the former since their fast breeding and likely large consumption needs relative to humans means they probably at least keep goats.

*Working on a tribe of Orcs who follow the faith of the prophet of strength, storms, and monster slaying who believe God talks to them with lightning strikes and so incorporate lightning rods into their armor and clothing and like to tear apart robots to see gods will in the sparking remains.

*Figuring out if Orcs are exogamous and use this to maintain tenuous alliances between tribes. My assumption so far is yes, you can't take wives if you have no place to get them so destroying each other completely stays off the table.

Some of the things I've been working on:
*New feat options for ranged builds up to and including new slinger feats, new feats for sniping (they're mean), and new stuff for thrown weapons.

*Trying to decide which NPC I want to build as the new Gardner class from Glenbuckie Publishing. I've got like 3 that would work but I can't decide who and I REALLY want to give this thing a spin.


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Trying to finalize details on a side plot involving an Asmodeus cult and a reskinned Naga (maybe using the Guardian Naga as a template) which gives birth to reskinned Slugspawn. The idea being the Asmodeus cult is deceived into believing this Naga is a herald or gift from Asmodeus (his sacred animal is a serpent), but the creature is just using them to advance its own goals of total domination. This is where the reskinned Slugspawn come into play.


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Lots of cool stuff I'm reading.

Oh, I forgot that I also finished a conversion of Automatic Bonus Progression into a Point System. It allows players to customize their advancement while still providing plenty of limits.

Shadow Lodge

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Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber
MySinIsPride wrote:
Trying to finalize details on a side plot involving an Asmodeus cult and a reskinned Naga (maybe using the Guardian Naga as a template) which gives birth to reskinned Slugspawn. The idea being the Asmodeus cult is deceived into believing this Naga is a herald or gift from Asmodeus (his sacred animal is a serpent), but the creature is just using them to advance its own goals of total domination. This is where the reskinned Slugspawn come into play.

Sounds like a trick for a Dark Naga. They're already LE and having immunity to mind reading helps both keep the cultist from listening in and sounds very Prince of Darkness. Maybe slap the half-fiend template on it and get it some truly outsider/divine power from that and you might be looking pretty spiff man.


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Wraithguard wrote:
Oh, I forgot that I also finished a conversion of Automatic Bonus Progression into a Point System. It allows players to customize their advancement while still providing plenty of limits.

I actually just finished doing this as well.

I basically took the value of the gold that you get each level in the ABP chart divided by 1000. Then used the cost of enchantments divided by 1000 to determine how many points it cost to upgrade from one level to the next. So a +1 weapon costs 2 points (2000 gp / 1000). Upgrading from +1 to +2 costs 6 points etc.

Is that anything like what you did? I'm not sure when I'll get a chance to use these rules, but I'd love to hear how it goes for you.


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doc the grey wrote:
Sounds like a trick for a Dark Naga. They're already LE and having immunity to mind reading helps both keep the cultist from listening in and sounds very Prince of Darkness. Maybe slap the half-fiend template on it and get it some truly outsider/divine power from that and you might be looking pretty spiff man.

These are really great suggestions. I hadn't actually looked at the Dark Naga before because I was looking for a higher CR creature. But I just went and read over its description and it fits perfectly. Thanks for this!


Wraithguard wrote:

Lots of cool stuff I'm reading.

Oh, I forgot that I also finished a conversion of Automatic Bonus Progression into a Point System. It allows players to customize their advancement while still providing plenty of limits.

I'd love to see it! I'm using the ABP in a game for the first time.

SirGauntlet wrote:

I actually just finished doing this as well.

I basically took the value of the gold that you get each level in the ABP chart divided by 1000. Then used the cost of enchantments divided by 1000 to determine how many points it cost to upgrade from one level to the next. So a +1 weapon costs 2 points (2000 gp / 1000). Upgrading from +1 to +2 costs 6 points etc.

Is that anything like what you did? I'm not sure when I'll get a chance to use these rules, but I'd love to hear how it goes for you.

I'd love to see it! I'm using the ABP in a game for the first time.


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SirGuantlet wrote:

I actually just finished doing this as well.

I basically took the value of the gold that you get each level in the ABP chart divided by 1000. Then used the cost of enchantments divided by 1000 to determine how many points it cost to upgrade from one level to the next. So a +1 weapon costs 2 points (2000 gp / 1000). Upgrading from +1 to +2 costs 6 points etc.

Is that anything like what you did? I'm not sure when I'll get a chance to use these rules, but I'd love to hear how it goes for you.

Mine is much simpler it seems.

I used the ABP table in Unchained to get an idea of how many upgrades a person is expected to have at a certain level.

Each upgrade is worth one point.

Spend points how you like to upgrade different categories that you meet the level requirement for.

Notes: Ability Scores have a maximum per score, but no max for amount of points spent in category. Why penalize penalize people for needing a few more stats to function well, point buy can already be harsh enough.

Armor enhancement bonuses advance armor and shield together, but one bonus lags by one point.

Weapon enhancements apply to anything you pick up. There is no attuning needed. If a special ability doesn't work for that weapon, you can swap it to another ability.


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bitter lily wrote:
SirGauntlet wrote:

I actually just finished doing this as well.

I basically took the value of the gold that you get each level in the ABP chart divided by 1000. Then used the cost of enchantments divided by 1000 to determine how many points it cost to upgrade from one level to the next. So a +1 weapon costs 2 points (2000 gp / 1000). Upgrading from +1 to +2 costs 6 points etc.

Is that anything like what you did? I'm not sure when I'll get a chance to use these rules, but I'd love to hear how it goes for you.

I'd love to see it! I'm using the ABP in a game for the first time.

Here!

Hopefully I did that right. I don't have much experience linking Google Docs.

Oh, and I only went up to 12th level because I don't expect my game to go past that. I could extend it to level 20 if you wanted. I just don't want to do work on something that won't be used, haha.


SirGauntlet wrote:

Here!

Hopefully I did that right. I don't have much experience linking Google Docs.

Oh, and I only went up to 12th level because I don't expect my game to go past that. I could extend it to level 20 if you wanted. I just don't want to do work on something that won't be used, haha.

You linked it right -- and I'm intrigued. I'll run this past my husband Debnor and see what he thinks. Thank you very much, and I'll let you know if I want the higher levels covered. (The party is 6th, currently.)

Wraithguard wrote:

Mine is much simpler it seems.

I used the ABP table in Unchained to get an idea of how many upgrades a person is expected to have at a certain level.

Each upgrade is worth one point.

Spend points how you like to upgrade different categories that you meet the level requirement for.

Notes: Ability Scores have a maximum per score, but no max for amount of points spent in category. Why penalize penalize people for needing a few more stats to function well, point buy can already be harsh enough.

Armor enhancement bonuses advance armor and shield together, but one bonus lags by one point.

Weapon enhancements apply to anything you pick up. There is no attuning needed. If a special ability doesn't work for that weapon, you can swap it to another ability.

What do you mean by "categories that you meet the level requirement for"?

I have to say, your weapon allowance is a bit more free and easy than I would want. How is it playing out?


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I'm currently working on Variant Multiclassing Expanded, making houserules for the classes not presented in Unchained.

Still in an early state, so I'm not ready to share yet, but here are a couple drafts, if interested:

Variant Multiclassing Expanded:

Brawler

A character who chooses brawler as his secondary class gains the following secondary class features.

Barroom Brawler: At 3rd level, he gains barroom brawler as a bonus feat.

Improved Barroom Brawler: At 7th level, he can use barroom brawler four times per day. Additionally, he can use two daily uses of barroom brawler to gain two combat feats instead of one.
He cannot use barroom brawler again until the previous duration expires.

Swift Barroom Brawler: At 11th level, he can use barroom brawler as a swift action.

Greater Barroom Brawler: At 15th level, he can use barroom brawler seven times per day. Additionally, he can use three daily uses of barroom brawler to gain three combat feats instead of one.

True Barroom Brawler: At 19th level, he can use barroom brawler ten times per day. Additionally, he can use barroom brawler as an immediate action to gain a single combat feat.

Occultist

A character who chooses occultist as his secondary class gains the following secondary class features.

Implement: At 1st level, he must select an implement school. He treats his character level as his effective occultist level for all implement powers. He never qualifies for the Extra Focus Power or Extra Mental Focus feats.

Mental Focus: At 3rd level, he gains a pool of mental focus equal to ½ his character level, rounded down (allowing him to use his implement’s resonant and base focus powers).

Knack: At 7th level, if he has an Intelligence score of 10 or higher, he chooses an occultist knack from his chosen implement school and can cast that knack as a spell-like ability at will. He uses his character level as the caster level and Intelligence as the knack’s key ability score.

Focus Power: At 11th level, he gains a focus power chosen from the list of those available for his implement school as an occultist of his character level – 6. He must have an effective occultist level high enough to select the focus power.

Extra Mental Focus: At 15th level, he gains 2 additional points of mental focus.

Improved Focus Power: At 19th level, he gains an additional focus power.

Vigilante

A character who chooses vigilante as her secondary class gains the following secondary class features.

Vigilante Specialization: At 1st level, she must choose to either be an avenger or a stalker (this does not grant the vigilante specialization class feature or the benefits normally associated with this choice.)

Dual Identity: At 3rd level, she gains the dual identity class feature.

Improved Vigilante Specialization: At 7th level, she gains a benefit associated with her vigilante specialization. If she chose avenger, she increases her base attack bonus by 1, to a maximum of her Hit Die. If she chose stalker, she gains hidden strike as a vigilante of ½ her character level -2.

Talent: At 11th level, she gains a social talent or a vigilante talent. She may select avenger or stalker talents based on her choice at level 1.

Improved Talent: At 15th level, she gains an additional talent. If she chose a social talent at 11th level, she must choose a vigilante talent; if she chose a vigilante talent at 11th level, she must choose a social talent.

Greater Talent: At 19th level, she gains an additional talent.

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber
MySinIsPride wrote:
doc the grey wrote:
Sounds like a trick for a Dark Naga. They're already LE and having immunity to mind reading helps both keep the cultist from listening in and sounds very Prince of Darkness. Maybe slap the half-fiend template on it and get it some truly outsider/divine power from that and you might be looking pretty spiff man.
These are really great suggestions. I hadn't actually looked at the Dark Naga before because I was looking for a higher CR creature. But I just went and read over its description and it fits perfectly. Thanks for this!

Np man.


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Currently developing an idea for a series of adventures/modules based around a single, innocuous event that sets off a chain reaction of other events that the PC's get entangled in, loosely inspired by (but not based on) the RPG "Fiasco". The first few events are clearly a fallout of the starting event, but later events are connected through a series of increasingly unlikely coincidences.

There is a source for why and how this is happens, and how these coincidences are real despite being ludicrously unlikely, but there's no BBEG, and really no main villain at all. Because I like the idea of solving a mystery and running through a series of connected vignettes without having to "save the world" from something or someone.

It's set in Andoran because it has everything I need.

The Exchange RPG Superstar 2010 Top 16

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Entire retool of a couple old campaign idea, using a modification of the Green Ronin True20 and Warriors & Warlocks systems.

Some elements:

1) System-wise: magic based on a character's "humours": most characters know some battlefield magic (bull's strength, healing, blur, ...) based on their nodes, and there are disciplines that develop those further: shamanism, mentalism, so on)

a) True20 doesn't use hit points.

2) Story-wise, the campaign begins in the analog of Greece, 500 years after the height of its Antiquity powers. (So, Byzantine Empire analog).

a) The capital cities have been conquered only last year by, essentially, Vishkanya using more refined magic than anyone has seen. They've announced a coup, and the campaign world is dealing with the ramifications.

b) I'm intending the campaign to cross the ocean after a dozen adventures, to the "prison island" (Australia) where the country puts dangerous, useful criminals. Beyond that lie the uncharted "Thousand Islands" (something like a Traveller campaign)

c) The campaign world was once part of a larger planet, but the local region was calved off into its own plane by a set of frightened gods an age ago. (No divine magic, no inter-dimensional travel, no teleportation or summoning.) Somewhere in the Thousand Islands is the reason why, and also the key to releasing the locks.

Shadow Lodge

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Other project: Looking into overhauling the whole XP system to something of a hybrid between the BRPG/CoC increment idea and the standard system. I'm really tired of having to track, divide, dole out, and deal with players (rightly) asking about and fixating on it. It's a think I'm not really a fan of on either a mechanical or thematic level as apart from the annoyance that comes from having to monitor the thing from both a GM and player perspective, the whole sudden jump that occurs across all aspects of a character from level to level feels jarring thematically in most cases and is often jarring mechanically as everyone now has to learn all their new abilities all over again. This can lead to certain abilities and segments of the character sheet (looking at you skills) that lose their value in the shuffle. I wanna do something that makes these rewards more incremental but more often and rewards use and gives you everything else later.


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Gotten writeups for the two dominant dwarven races in my homebrew setting done. Working on doing the elves next.

I've opted to write up the races first, then fill in the major countries as inspiration hits me.


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Currently in the midst of designing some custom classes for a high-power campaign.

So far in the works is a rogue/divine caster hybrid with a heavy economics theme, a monk who draws powers from outsiders he traps in his body/soul, and a gun-focused 4-level arcane caster.

Also considering a necromancy-themed hunter/summoner type with a semi-customizable undead companion, but that's barely reached the notes-on-a-napkin phase of design yet.


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Currently in the early staging of designing a Campaign Arc with elements inspired by XCOM and Persona 5.

Upon arriving in the island city of Plotville, population 30,000, the party will get a few days to mess around and tour the place while simultaneously trying to find their contact (they have been to this city before with another party that wiped on the BBEG encounter, this is their second chance to do so after the BBEG has run amok for a couple years. Odds are they'll metagame and try to figure out what happened to all their favorite NPCs and locations from last time, which I might as well allow).

Eventually, the party will find out that BBEG is working on (and has almost completed!) an ascension pool that allows anyone who is immersed to be transformed into *homebrew OP race* and immediately turned to the CE cause. They're only 30 days away from completion, and they'll need to sneak into what was once the local authority figure's palace in order to find and neutralize this pool by any means necessary.

The catch is this palace is meant to be enormous, with enough traps, guards, obstacles, and encounters to bring a team of fresh level 7 characters to fresh level 10 characters by the time its all done.

This part I could actually use a few suggestions for. Note that the Palace is still being used somewhat. The entire city, palace included, is currently under the dominion of The Forces Of Evil, who trashed a lot of the palace in the process (they REALLY hate decadent people, previous owner of the palace was filthy rich and had all the standard indulgent items to back that up). However, they didn't completely destroy it, as it made for a good base of operations. The BBEG is willing to invest a lot of effort into locking down the palace's defenses, as the ascension pool is a critical part of her plans, but the BiggerBEG isn't going to be happy about BBEG asking for more defenses than she actually needs.

The more the PCS break into the palace, especially if they aren't sneaky about it, the more the BBEG will catch on to them, adding new traps, guards, etc to counter their tactics. Since the BBEG is the de facto leader of the city, she'll start utilizing her own strategems against them (Nemesis system from Ultimate Intrigue).

It will undoubtedly be an imposing task at first, but in Plotville there are going to be numerous contacts/sidequests (basically Persona 5's Social Links) that can offer crucial assistance in infiltrating the palace, such as someone who can bail the party out if they get captured, someone who designed the palace's original security measures, a former guard who has a (sort-of) up-to-date map of the palace, etc.

The previous party in the city also ran a tenement that they built up using the Downtime Rules (one player commented that it reminded them of XCOM's base building). After they died, the BBEG burned it to the ground and went to great lengths to defame them after their death. Odds are the new party will want to do something similar, if only to avenge their fallen base.

Liberty's Edge

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I'm working on a game system I'm calling Factor12. It is in the "Fantasy Heartbreaker" category, I guess.

The system's core uses 2d12+skill for most things. However, every skill also has a Competency Die (from d2 to d20) that you can roll under special circumstances and choose the best two dice you've rolled. Each Skill also has two "Specializations" that allow you to do extra stuff using the Skill.

The "classes" of the system are Archetypes, which give you better Competencies in three of the twelve Skills and a choice of Talents. Talents are pretty much a scaling cross between class features and feats. Multi-Archetyping later gives you access to additional Talents but doesn't give you the Competency boost.

The "Magic" of the world is the Nexus, with each PC having a "Sign" (the closest analogy to a "Race" as all the PCs are essentially a human.) The PC's Sign adjusts her stats and determines which Nexus abilities she may initially choose from (called Loci.) Loci scale like Talents.

There are 40 "Advancements" and 12 "Levels" PCs go through, where each Advancement can lead to adding in Talents, other Archetypes, or Loci, or increase Competency or granting a Level. Levels increase health, maximum Ranks in Skills, Nexus Points, etc. At certain Advancements, the power level of all the PCs Talents or Loci increases (and any they pick up after that are also gained at the increased power level.)

The world setting is one in which the Nexus permeates all things and Creatures, and manipulating the Nexus allows you to do Fantastical things, either through your Skills, Talents, or Loci. Monsters come in a wide variety, each with their own unique abilities, strength, and weaknesses. There's an ability in there that lets you use power-level appropriate Loci from the monsters you've faced, and a Skill use or two which allows you to incorporate defeated monsters' parts as part of your equipment to enhance the damage of weapons, protection of armor, or utility of items for skills (this part is more conceptualized than actually worked out yet.)

There are LOTS of 12s in this game, from the dice, to the Skills, Archetypes, Levels, Signs, etc.


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Create Mr. Pitt wrote:

The party is in my homebrewed land. They are at level 11 and met most of the major players. They recently survived a trial-by-combat for releasing an illithid threat to this realm. They were guilty as sin, or at least negligent. Anyway, I have decided to split up the party for a time and give them separate adventures (and give everyone a chance to build a few new high level characters).

The first adventure is that of the party wizard. He doesn't know yet, but he has to go to factory that builds constructs, androids, and other things that may verge on some of pf's technology content.

Any suggestions for good creatures, challenges, and puzzles for this sort of environment are always appreciated. I have planned one room that involves 3-5 golems and a variety of conveyor belts. But always on the lookout for interesting ideas.

How about a vegepygmy soup kitchen or better known as the wrecked mad scientist's hydroponics lab.


Ciaran Barnes wrote:
a spontaneous-casting version of the cleric

You mean similar to a Favored Soul for Pathfinder?


WormysQueue wrote:
2. Thinking about a low-magic modification of Pathfinder to use with this setting. Maybe using the Spheres of Powers as the base.

Working on something similar with my low magic campaign setting although I've not yet made the dive into Spheres of Power. Care to give an over view of what types of changes you have done so far to convert to the low magic feel?

NOTE: I'd love to get into the details on this, however this has the potential to get fairly deep if we go too far into this. Want to start a separate thread on this?


Ciaran Barnes wrote:
I'm mostly working on moving to my new home during the month of June, but the items on the backburner are: a divine version of the magus, fighter re-write #4 (a mashup of my favorite aspects of the previous three), a barbarian-like class based on Frazetta's Conan (with none of the existing barbarian class features), a nature-based version of the paladin, a spontaneous-casting version of the cleric, a cleric re-write, a divine version of the alchemist, and an ongoing collection of archetypes. There is also a rules-lite RPG I started a few years back for one of my kids that is based on 2d6 instead of d20, and someday I'd like to get back to that. I just counted the number of homebrew RPG-based docs I have and it is at 39. :)

Please share some of it, maybe on a new thread


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Working on a customizable bonus feat based druid that focuses on wildshape


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For my favorite project: I'm a fan of low magic settings and have worked on my low magic conversion for Pathfinder (focused on Lastwall in Northern Golarion: Avistan) for some time now. During which I've played around with all sorts of things.

One idea I've worked with pretty extensively is manually retooling everything down by adjusting spells, feats, magic items, and high quality / alchemical items. Another idea was to not attempt to do all of this one at a time with custom adjustments for each one but rather stick to a higher level overview with a simple reminder to the players about the nature of the revised setting and not to create characters outside that concept.

Currently I'm working on allowing magic items back into the campaign as long as they contain only "low magic effects" such as an elven katana with keen, or a suit of Dwarven Full Plate with a Fortitude enchantment. These would still require high skill checks to be able to create (increasingly so with each + 1 bonus of enchantment).

A big thing I did to bring down the magic level of the campaign was in severely limiting the amount of magic items, magic using characters, and magic creatures in the campaign world. Magic batteries such as wands and scrolls were almost entirely removed from the campaign setting. Combat converted to be much more "gritty".

All in all it has worked very well and hit a balance that was around Game of Thrones / The Witcher style of game play. My only complaint, it has taken a lot of time and energy to make such a conversion.


Trying to get myself to homebrew something, but something (maybe depression, maybe lack of inspiration) is making me feel "meh" on everything.


SilvercatMoonpaw wrote:
Trying to get myself to homebrew something, but something (maybe depression, maybe lack of inspiration) is making me feel "meh" on everything.

I only run homebrew things, but I know how you feel. It's a good thing I already have the next adventure ready. Otherwise I'd just be winging it this weekend.


Lazlo.Arcadia wrote:
Ciaran Barnes wrote:
a spontaneous-casting version of the cleric
You mean similar to a Favored Soul for Pathfinder?

I suppose, but I based it on the cleric instead of drawing flavor from the favored soul or oracle.


Bohdan Maksymenko wrote:
Ciaran Barnes wrote:
I'm mostly working on moving to my new home during the month of June, but the items on the backburner are: a divine version of the magus, fighter re-write #4 (a mashup of my favorite aspects of the previous three), a barbarian-like class based on Frazetta's Conan (with none of the existing barbarian class features), a nature-based version of the paladin, a spontaneous-casting version of the cleric, a cleric re-write, a divine version of the alchemist, and an ongoing collection of archetypes. There is also a rules-lite RPG I started a few years back for one of my kids that is based on 2d6 instead of d20, and someday I'd like to get back to that. I just counted the number of homebrew RPG-based docs I have and it is at 39. :)
Please share some of it, maybe on a new thread

I've posted a bunch over the years. You can find the threads if you search for "ciaran barnes class" in the homebrew forum, and you can find links to the PDFs in my profile. Not everything is available though. Some are newer and unfinished, and for others I have the concept in my head but have struggled with the mechanics. Not every idea I feel strongly about it neccessarily good enough form a full class. Some I have worked on here and there for 2-3 years. Some end up feeling forced, so I stop trying to force them.


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Ciaran Barnes wrote:
I've posted a bunch over the years. You can find the threads if you search for "ciaran barnes class" in the homebrew forum, and you can find links to the PDFs in my profile. Not everything is available though. Some are newer and unfinished, and for others I have the concept in my head but have struggled with the mechanics. Not every idea I feel strongly about it neccessarily good enough form a full class. Some I have worked on here and there for 2-3 years. Some end up feeling forced, so I stop trying to force them.

Have you ever thought about using something like Obsidian Portal to make a Wiki to house all your creations?

I started one for our Jade Regent campaign and I've honestly been astounded by how useful it's been to have a single, easily-navigable place for me to organize everything.


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Working on creating an organization created by King Arthur and the original Knights of the Round Table for a Bleach D20 game. Basically Arthur and the Knights would be the European branch of the soul society based in Camelot.


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I'm currently in the process of making an lower magic Age of Discovery/Conquistador type campaign. Got the main cultures and houserule skeletons drawn up and need to flesh out the actual stuff now. Motivation's been a bit lacking lately as I looked into Maya/Aztec/Inca myth/history for inspiration.


I have a drop box account! This may or may not work, but I hope you'll find my current write-up of a multiple-breed dogfolk here.


bitter lily wrote:
I have a drop box account! This may or may not work, but I hope you'll find my current write-up of a multiple-breed dogfolk here.

Not working for me. You may have to find a specific part of the interface that says "sharable link": I know that's how it works with Googledocs.


OK; Try this. And thanks for the feedback! (I get in just fine, but it's a link to the folder. I had to click on "Dogfolk." Can you do it?)


bitter lily wrote:
OK; Try this. And thanks for the feedback! (I get in just fine, but it's a link to the folder. I had to click on "Dogfolk." Can you do it?)

That's sufficient.


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Ciaran Barnes wrote:
Lazlo.Arcadia wrote:
Ciaran Barnes wrote:
a spontaneous-casting version of the cleric
You mean similar to a Favored Soul for Pathfinder?
I suppose, but I based it on the cleric instead of drawing flavor from the favored soul or oracle.

Since we are on the topic of spontaneous casting anyway, have you ever worked with a spell matrix setup? The short version is it allows casting very similar to what a sorcerer uses but does not have a spells known table. Rather when a 3rd level wizard learns his 3 -1st, 2-2nd, 1-3rd spell it means that he can cast dynamically from any of the spells he has memorized. So all of his first level spells are different, and he can cast any one of which until he runs out of available 1st level spell slots (3).

This is an idea that Monte Cook also worked with in his Arcana Unearthed and from what I hear was the inspiration for the Sorcerer. This technique is stronger than the sorcerer however as the spells are still memorized which means they can be changed daily if need be.

Personally I use a slight variant on this with the only difference being you have to be at a place of rest (an Inn, a Temple, etc) to change spells vs between fights in the middle of a dungeon crawl.


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I think I do finally have an idea:

At one point I though about making a setting around Small-sized races because it allows for "large" PCs in the form of medium creatures. (Plus the list of riding mounts is awesomer.) Mix in some inspiration from various "talking animal" stuff and you have My Little Creatures (obvious references are obvious): a setting where the main inhabitants are at the animal end of the anthropomorphic spectrum, and the most humanoid you get would be Zootopia-style anthros (so really just quadrupeds walking on their hind legs and with cartoon paw dexterity). Also some non-human monstrous stuff as PCs.

Big difficulty is I HATE Pathfinder race stats and don't even want to touch them.


If I may ask why do you hate the race stats so much?


Dox of the ParaDox twins wrote:
If I may ask why do you hate the race stats so much?

I'm not entirely sure. It's just that every time I try to make a new race or adapt an existing they feel boring. I think unless an ability is on the level of something like Flight it doesn't feel necessary to my fiction.


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I've been making a Player's Guide to a Rappan Athuk campaign. The main thing is i need to find ways to incorperate things I know my group likes to use as well as some Unchained rules I want to include, Plus a bunch of personal setting info.

Mostly it's stuff like How dose Path of War incorperate into the Lost Lands, This is how Staggered Advancement is going to work, This is how the Leadership feat is going to work, These are the Campaign Traits, these are different organizations you can join, This is what you actually see when you cast Detect Magic and how to interprit it, this is how far it is to the nearest major cities from Zelkor's Ferry, These are the Taxes you need to keep in mind, etc...

Fluff and House rules mostly.

Then I put it all into Indesign and make it look cool with fonts, picture and such.
I should have some neat PDFs ready when we actually get around to playing it.


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I have a setting based on Celtic, Norse, and Hellenic (Greco-Roman) culture and mythology. At least that was my initial intent. Eventually it became a traditional fantasy setting with that flavor. I use the Norse and Greek pantheons from the 3.0 Deities and Demigods along with a cobbled-together Celtic pantheon pulled from the 1E Deities and Demigods book. There are 6 (mostly) defined countries/kingdoms (2 for each culture), a crossroads/central territory, a former country fallen due to elemental and planar disaster, and 2 outlying undefined areas each claimed in part by two other kingdoms. My biggest issue is finding a shtick for the setting. I don't really have any ongoing conflicts or wars or cataclysmic events. I also have incorporated bits from my favorite settings such as Shannara, DragonLance, Dresden Files, and Eberron. I took a break from my homebrew to run Iron Gods in Golarion, but have recently started a PBP Savage Tide campaign set there and have been thinking about it again.

The Exchange

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Pathfinder Adventure Path Subscriber
Lazlo.Arcadia wrote:
Care to give an over view of what types of changes you have done so far to convert to the low magic feel?

Actually I can't because that heavily depends on how I develop the setting, and on that front, there are several ideas floating around in my head that I'm not sure will all come together in the end. So at the moment it's more that I just collect ideas on a brainstorming level and when I've set up the setting properly I'll start to think about how to modify mechanics that support my setting ideas.

So "thinking about" was meant in a very literal sense, I'm afraid. ^^


Pathfinder Rulebook Subscriber
Leonhem wrote:
Creating artifacts based on the Seven Deadly Sins treasures

Awesome! Post when ypu get them done!


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I've been working on making a new magic system, based on the WFRP, which I posted here


Kobold Cleaver wrote:
Basically, imagine Facebook crossed with DeviantArt, but with a generally more progressive community (very much depending on what regions of Tumblr you frequent). There're a lot of really creative people on Tumblr, and we feel like it'd be an okay platform to put up our setting stuff—art, mechanics and flavor—in bite-sized chunks. Ideally, we're hoping we can wrangle a Patreon or the like for if it takes off, but that's all very much pipe dream material.

Would you be willing to share once you have your tumblr set up?


Kileanna wrote:

Right now working on:

Continueing Dragonlance Skull and Shackles campaign with some homebrew stuff. Probably starting a war between the minotaurs of the Blood Sea and the pirates with their newly crowned queen.

Are you taking this from the Dragonlance boxed set with the map of the burning sea? I always wanted to use that as a framework for a campaign.

Kileanna wrote:
Too many ideas, not enough time to develope all of them.

Sounds familiar. :)


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As of this weekend, I'm writing up stats for my homebrew and reviewing PC sheets for 18th level.

I've been posting stats here; Gray's Home Brew Stat Blocks and I'm always open to critiques.

And writing some fiction for the world. In a nutshell, a reptilian spears and sandals type empire rules much of the world, and non-human city states rule the rest, while humanity survives on the fringes while gods and immortal beasts play petty games with both.

If we keep going, I expect to play to just shy of 21st level. Just enough to enjoy using some of those capstone abilities.

RPG Superstar 2012 Top 32

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I'm running a homebrew 5th Edition game. The PCs met on a dark and stormy night, where they each had a key to the gate of an abandoned manor in the middle of the city.

The gaslit steampunk city is on top of a giant beanstalk, rising from a lake on a post-apocalyptic flying continent covered in snake-cultist-filled jungles.

There are a dozen flying continents that are part of the Commonwealth, a semi-secret society that regulates commerce and language. Each continent has its own level of technology, ranging from Stone Age to Steam Age. But they all use gold, silver, and copper pieces and they all speak Common.

The flying continents orbit clockwise above the Abyssal Ocean, which is filled with ancient atavistic aberrant abominations. Orbiting counterclockwise around the Commonwealth are even more flying continents called the Widdershin Wilds, filled with barbaric societies and ravaging monstrosities.

Below the Abyssal Ocean is Psychopompolis, the Down Town, the City of the Dead and the Dreaming. It is a perpetually gloomy and stormy city, where the dead are judged and the dreaming create the world above.

Millennia ago, a dozen feral angels abandoned the Upper Planes to break the world and lift it from the hungry seas as the their mother goddess battled the tentacled horrors of the depths. The aarakocra sacrificed their wings and ability to fly in order to grant the lands the ability to fly; their descendants became the kenku.

So the world is roughly hourglass-shaped, with the floating islands above the Abyssal Ocean filling the upper the chamber of the hourglass, the Down Town positioned between the chambers, and presumably, the Underworld filling the lower chamber.

The party is mostly steampunk, with a pistol-wielding swashbuckler rogue, a warlock devoted to a clockwork power, a brontomancer wizard dedicated to storm magic, a former street urchin turned cleric sponsoring an orphanage, and a former cleric dedicated to the Clock Queen that now pursues dark studies in shadow magic. A savage elf monk wielding a pair of tomahawks from the jungles below rounds out the party.

The houserules are pretty minimal. You can attune a number of magic items equal to your proficiency bonus. You can have a number of Inspiration equal to your proficiency bonus; monsters or groups of monsters share a number of Inspiration equal to their proficiency bonus too! You can concentrate on a number of spells equal to half your proficiency bonus; so can NPCs. When you roll hit points, if you roll below average, you get average rounded up hit points. And lastly, you can swap out proficiency in one or more Martial Ranged Weapons to gain proficiency in one or more Early Firearms; so you can swap out proficiency in net to get proficiency in pistol, and/or swap out proficiency in blowgun for proficiency in rifle.

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