pffh
2010-02-22, 06:22 PM
Me and some friends are trying to create some discworld races and classes in 3.5 and I would really appreciate your criticism and any help you can give.
So far we've got: Wizards, restricted to 0-8 level spells. Level 9 are ritual spells needing 8 wizards to cast. To be able to cast a spell you need to be spell levelx10 years old.
Watchmen:
Watchman
I, [recruit's name], do solemnly swear by [recruit's deity of choice] to uphold the Laws and Ordinances of the city of Ankh-Morpork, serve the public trust, and defend the subjects of His/Her [delete whichever is inappropriate] Majesty [name of reigning monarch] without fear, favour, or thought of personal safety; to pursue evil-doers and protect the innocent, laying down my life if necessary in the cause of said duty, so help me [aforesaid deity]. Gods Save the King/Queen [delete which is inappropriate].
Hit dice: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|bucket brawler, +1d6 shades handshake
2nd|
+2|
+3|
+0|
+0|Watchman's gait, Watchman's rest
3rd|
+3|
+3|
+1|
+1|Incorruptible
4th|
+4|
+4|
+1|
+1|+2d6 shades handshake
5th|
+5|
+4|
+1|
+1|Shades hospitality
6th|
+6|
+5|
+2|
+2|Still as a Statue,
7th|
+7|
+5|
+2|
+2|+3d6 shades handshake
8th|
+8|
+6|
+2|
+2|Nightwatch
9th|
+9|
+6|
+3|
+3|Evasion
10th|
+10|
+7|
+3|
+3|+4d6 shades handshake
11th|
+11|
+7|
+3|
+3|Improved Nightwatch
12th|
+12|
+8|
+4|
+4|Survivalist
13th|
+13|
+8|
+4|
+4|+5d6 shades handshake
14th|
+14|
+9|
+4|
+4|Improved evasion
15th|
+15|
+9|
+5|
+5|Quis custodiet ipsos custodes
16th|
+16|
+10|
+5|
+5|+6d6 shades handshake
17th|
+17|
+10|
+5|
+5|Multiracial greeting
18th|
+18|
+11|
+6|
+6|Years in the force
19th|
+19|
+11|
+6|
+6|+7d6 shades handshake
20th|
+20|
+12|
+6|
+6|Fabricati diem, pvnc[/table]
Class skills:
Appraise, bluff, decipher script, diplomacy, disguise, escape artist, forgery, gather information, hide, intimidate, knowledge (local), listen, profession, search, sense motive, spot, tumble, use rope.
Skill points at first level: (5+int)x4
Skill points at each additional level: 5+int
Weapon and armor proficiencies: A watchman is proficient with light and medium armor and all simple and martial weapons.
Bucket brawler: The Watchman gains improvised weapon proficiency and can use any weapon to deal non-lethal damage without any minus to hit.
Shades handshake(Ex): When dealing non-lethal damage while unarmed, with a sap, brass knuckles, improvised weaponry or watch standard short sword the watchman can deal +xd6 extra non-lethal damage.The watchman can only initiate the handshake when flanking the target or if the target is denied it's dex bonus to armor.Additionally when the opponent is prone the watchman can kick him for 1d6+1/2str +1/2 xd6 non-lethal damage. The kick is a swift action attack at your full base attack bonus.
Creatures that are normally immune from critical hits and sneak attacks are still subject to have their hands shaken.
Watchman's rest: A watchman needs only 6 hours of rest. These 6 hours can be spread through a 24 hour period, though no shorter then 15 minutes each. In addition you're not considered helpless while asleep and can perform one standard action against someone trying to sneak past you in your sleep.
Watchman's gait: The watchman can ignore the speed penalties of wearing a medium armor and he treats medium armor as light armor for abilities like evasion. In addition you gain +5ft speed.
Incorruptible: A Sammie does not take bribes, a Sammie takes orders from only one man, his captain (and Commander Vimes). +2 to will saves, this is considered as the feat Iron will in determining prerequisites for prestige classes.
Shades hospitality(Ex): When a creature is subject to a shades handshake it needs to make a fort save DC= 10+1/2 watchman level + str mod or be stunned for 1d4 rounds and fall prone.
Still as a statue(Ex): While in an urban environment a watchman can hide anywhere (hide in plain sight). In addition you are considered invisible while sleeping outside in an urban environment.
Nightwatch(Ex) Having spent years on the night shift a watchman gains better night vision. Darkvision 30ft (if the race already has darkvision it's increased by 30ft).
Evasion(Ex): If a Watchman makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Watchman is wearing light armor, no armor. A helpless Watchman does not gain the benefit of evasion.
Improved Nightwatch(Ex): The watchman gains +5 to listen and spot checks at night.
Survivalist(Ex): A watchman's quick reflexes allow him to run away from a number of dangerous things. +3 initiative, this stacks with improved initiative.
Improved Evasion(Ex):This ability works like evasion, except that while the Watchman still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Watchman does not gain the benefit of improved evasion.
Quis custodiet ipsos custodes (Ex): Who watches the watchman? I do. Gives immunity from mind affecting spells and abilities.
Multiracial greeting: Shades handshake now affects undead and constructs, dealing lethal damage to them.
Years in the force(Ex): You've seen it all, troll drug dealers, witches, dragons, sorcerers you name it. Treat all skills as trained and gain +2 competence bonus to all skills.
Fabricati diem, pvnc(Ex): 2/day a watchman can treat a normal attack as a critical hit, he must announce it's use before rolling to see if he hit. When he uses this ability it has a 50% chance of being treated as if he rolled a natural 20, including but not limited to automatic hit on a natural 20 and the vorpal weapon enhancement.
Races:
Troll
Large Humanoid
Speed 20
Large: -1 AC, -1 to hit, +4 grapple, -4 hide,
Str + 8, dex -2, con +8, int -4
Damage reduction 10/bludgeoning
Does not need to breath
Natural armor: 5
Darkvision: 60 ft
Spell resistance: 14
+18hp
(b)Brainfreeze(Ex):[/b] The trolls silicon based brain works faster in the cold. The DM can assign +1 to +5 tp the troll intelligence score depending on the tempeture of the area the troll is in. Likewise in particulary hot areas the DM can assign -1 to -3 to the trolls intelligence score.
Example of a cold area: Winter, freezer, top of a mountain.
Example of a hot area: Desert.
LA: +3
Favoured class: barbarian
Zombie:
Medium undead
+4 str, -2 dex, -2 cha
Must look like a human
Speed 20ft
Regeneration: 5 except vs fire, acid
Double damage from fire
Favoured class: Any
Pictsies:
Tiny fey
Tiny: +2 AC, +2 to hit, +8 hide
+6 str, +2 dex, -2 int, -4 cha
Powerful build
Drink like a Demon (Ex): A pictsie’s body handles alcohol differently from other people's bodies. They can drink a large (for a pictsie) tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move-equivalent action. Every bottle or tankard of alcohol a pictsie consumes during combat, reduces his Dexterity, Wisdom, and Intelligence by 1 point each, but increases his Strength or Constitution (DM’s choice) by 1 point. However, his Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of his new Dexterity modifier. A pictsie’s body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly. Pictsies only gain the Strength and Constitution bonuses for alcohol drunk during a fight, and the bonuses only last until the end of the combat. (The penalties disappear more gradually.) What quantity of alcohol constitutes a "drink" is deliberately left undefined.
Rage(Ex): as barbarian 1/day.
Fear Immunity (Su): Pictsies are immune to fear effects that stem from a non-lawful source
No matter the size of the pictsie it's size grabble modifier never goes below 0.
Favoured class: Barbarian
Level adjustment: +1
So far we've got: Wizards, restricted to 0-8 level spells. Level 9 are ritual spells needing 8 wizards to cast. To be able to cast a spell you need to be spell levelx10 years old.
Watchmen:
Watchman
I, [recruit's name], do solemnly swear by [recruit's deity of choice] to uphold the Laws and Ordinances of the city of Ankh-Morpork, serve the public trust, and defend the subjects of His/Her [delete whichever is inappropriate] Majesty [name of reigning monarch] without fear, favour, or thought of personal safety; to pursue evil-doers and protect the innocent, laying down my life if necessary in the cause of said duty, so help me [aforesaid deity]. Gods Save the King/Queen [delete which is inappropriate].
Hit dice: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|bucket brawler, +1d6 shades handshake
2nd|
+2|
+3|
+0|
+0|Watchman's gait, Watchman's rest
3rd|
+3|
+3|
+1|
+1|Incorruptible
4th|
+4|
+4|
+1|
+1|+2d6 shades handshake
5th|
+5|
+4|
+1|
+1|Shades hospitality
6th|
+6|
+5|
+2|
+2|Still as a Statue,
7th|
+7|
+5|
+2|
+2|+3d6 shades handshake
8th|
+8|
+6|
+2|
+2|Nightwatch
9th|
+9|
+6|
+3|
+3|Evasion
10th|
+10|
+7|
+3|
+3|+4d6 shades handshake
11th|
+11|
+7|
+3|
+3|Improved Nightwatch
12th|
+12|
+8|
+4|
+4|Survivalist
13th|
+13|
+8|
+4|
+4|+5d6 shades handshake
14th|
+14|
+9|
+4|
+4|Improved evasion
15th|
+15|
+9|
+5|
+5|Quis custodiet ipsos custodes
16th|
+16|
+10|
+5|
+5|+6d6 shades handshake
17th|
+17|
+10|
+5|
+5|Multiracial greeting
18th|
+18|
+11|
+6|
+6|Years in the force
19th|
+19|
+11|
+6|
+6|+7d6 shades handshake
20th|
+20|
+12|
+6|
+6|Fabricati diem, pvnc[/table]
Class skills:
Appraise, bluff, decipher script, diplomacy, disguise, escape artist, forgery, gather information, hide, intimidate, knowledge (local), listen, profession, search, sense motive, spot, tumble, use rope.
Skill points at first level: (5+int)x4
Skill points at each additional level: 5+int
Weapon and armor proficiencies: A watchman is proficient with light and medium armor and all simple and martial weapons.
Bucket brawler: The Watchman gains improvised weapon proficiency and can use any weapon to deal non-lethal damage without any minus to hit.
Shades handshake(Ex): When dealing non-lethal damage while unarmed, with a sap, brass knuckles, improvised weaponry or watch standard short sword the watchman can deal +xd6 extra non-lethal damage.The watchman can only initiate the handshake when flanking the target or if the target is denied it's dex bonus to armor.Additionally when the opponent is prone the watchman can kick him for 1d6+1/2str +1/2 xd6 non-lethal damage. The kick is a swift action attack at your full base attack bonus.
Creatures that are normally immune from critical hits and sneak attacks are still subject to have their hands shaken.
Watchman's rest: A watchman needs only 6 hours of rest. These 6 hours can be spread through a 24 hour period, though no shorter then 15 minutes each. In addition you're not considered helpless while asleep and can perform one standard action against someone trying to sneak past you in your sleep.
Watchman's gait: The watchman can ignore the speed penalties of wearing a medium armor and he treats medium armor as light armor for abilities like evasion. In addition you gain +5ft speed.
Incorruptible: A Sammie does not take bribes, a Sammie takes orders from only one man, his captain (and Commander Vimes). +2 to will saves, this is considered as the feat Iron will in determining prerequisites for prestige classes.
Shades hospitality(Ex): When a creature is subject to a shades handshake it needs to make a fort save DC= 10+1/2 watchman level + str mod or be stunned for 1d4 rounds and fall prone.
Still as a statue(Ex): While in an urban environment a watchman can hide anywhere (hide in plain sight). In addition you are considered invisible while sleeping outside in an urban environment.
Nightwatch(Ex) Having spent years on the night shift a watchman gains better night vision. Darkvision 30ft (if the race already has darkvision it's increased by 30ft).
Evasion(Ex): If a Watchman makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Watchman is wearing light armor, no armor. A helpless Watchman does not gain the benefit of evasion.
Improved Nightwatch(Ex): The watchman gains +5 to listen and spot checks at night.
Survivalist(Ex): A watchman's quick reflexes allow him to run away from a number of dangerous things. +3 initiative, this stacks with improved initiative.
Improved Evasion(Ex):This ability works like evasion, except that while the Watchman still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Watchman does not gain the benefit of improved evasion.
Quis custodiet ipsos custodes (Ex): Who watches the watchman? I do. Gives immunity from mind affecting spells and abilities.
Multiracial greeting: Shades handshake now affects undead and constructs, dealing lethal damage to them.
Years in the force(Ex): You've seen it all, troll drug dealers, witches, dragons, sorcerers you name it. Treat all skills as trained and gain +2 competence bonus to all skills.
Fabricati diem, pvnc(Ex): 2/day a watchman can treat a normal attack as a critical hit, he must announce it's use before rolling to see if he hit. When he uses this ability it has a 50% chance of being treated as if he rolled a natural 20, including but not limited to automatic hit on a natural 20 and the vorpal weapon enhancement.
Races:
Troll
Large Humanoid
Speed 20
Large: -1 AC, -1 to hit, +4 grapple, -4 hide,
Str + 8, dex -2, con +8, int -4
Damage reduction 10/bludgeoning
Does not need to breath
Natural armor: 5
Darkvision: 60 ft
Spell resistance: 14
+18hp
(b)Brainfreeze(Ex):[/b] The trolls silicon based brain works faster in the cold. The DM can assign +1 to +5 tp the troll intelligence score depending on the tempeture of the area the troll is in. Likewise in particulary hot areas the DM can assign -1 to -3 to the trolls intelligence score.
Example of a cold area: Winter, freezer, top of a mountain.
Example of a hot area: Desert.
LA: +3
Favoured class: barbarian
Zombie:
Medium undead
+4 str, -2 dex, -2 cha
Must look like a human
Speed 20ft
Regeneration: 5 except vs fire, acid
Double damage from fire
Favoured class: Any
Pictsies:
Tiny fey
Tiny: +2 AC, +2 to hit, +8 hide
+6 str, +2 dex, -2 int, -4 cha
Powerful build
Drink like a Demon (Ex): A pictsie’s body handles alcohol differently from other people's bodies. They can drink a large (for a pictsie) tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move-equivalent action. Every bottle or tankard of alcohol a pictsie consumes during combat, reduces his Dexterity, Wisdom, and Intelligence by 1 point each, but increases his Strength or Constitution (DM’s choice) by 1 point. However, his Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of his new Dexterity modifier. A pictsie’s body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly. Pictsies only gain the Strength and Constitution bonuses for alcohol drunk during a fight, and the bonuses only last until the end of the combat. (The penalties disappear more gradually.) What quantity of alcohol constitutes a "drink" is deliberately left undefined.
Rage(Ex): as barbarian 1/day.
Fear Immunity (Su): Pictsies are immune to fear effects that stem from a non-lawful source
No matter the size of the pictsie it's size grabble modifier never goes below 0.
Favoured class: Barbarian
Level adjustment: +1