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Twin Dragons
2011-09-07, 12:40 AM
I have Sarūnia, a Pathfinder rpg inspired campaign setting and it helps to keep me occupied. I get bored though. Lots of stuff to do, but always getting burnt out, so I end up tinkering. Endless tinkering. I can't freaking stop. This is a new Pathfinder variant system that I've started work on.

Overview
BAB: Iterative attacks are gone. All characters only get one attack per round unless they take feats that allow otherwise. BAB is adjusted to give the character the sum of all previous iterative attacks into one big bonus.

Save Bonus: All classes have a universal base save bonus to all saving throws. Most classes have a save specialty which allows the character to choose one of their saving throws and gain a base bonus to it equal to the modifier shown on the class table.

Feats: At 1st level all characters receive 2 feats of their choice. At 2nd level and all levels thereafter that aren't divisible by 3, characters receive an additional feat of their choice.

Twin Dragons
2011-09-07, 12:41 AM
Table of Contents

Classes
● Barbarian
● Bard
● Druid
● Fighter (http://www.giantitp.com/forums/showpost.php?p=11798440&postcount=4)
● Monk
● Paladin
● Ranger
● Rogue
● Sorcerer
● Wizard

Twin Dragons
2011-09-07, 12:42 AM
Secondary Attack
Prerequisite: BAB +7
Benefit: You gain a secondary attack. In any round in which you deliver 2 attacks you apply a negative modifier to both attacks equal to half your BAB (rounded down, mininmum +1). For example, Kacha (an 8th level Fighter) would apply a +5 BAB bonus to her primary and secondary attacks if she wanted to deliver more than one attack in a round.

Tertiary Attack
Prerequisite: BAB +18, Secondary Attack
Benefit: You gain a third attack. In any round in which you deliver 3 attacks you apply a negative modifier to all three attacks equal to one-third your BAB (rounded down, mininmum +1). For example, Kacha (now a 10th level Fighter) would apply a +5 BAB bonus to her primary, secondary and tertiary attacks if she wanted to deliver more than one attack in a round.

Quartary Attack
Prerequisite: BAB +34, Secondary Attack, Tertiary Attack
Benefit: You gain a fourth attack. In any round in which you deliver 4 attacks you apply a negative modifier to all four attacks equal to one-fourth your BAB (rounded down, mininmum +1). For example, Kacha (now a 12th level Fighter) would apply a +5 BAB bonus to her primary, secondary, tertiary and quartary attacks if she wanted to deliver more than one attack in a round.

Flurry of Blows
Prerequisite: BAB +15, Secondary Attack, Tertiary Attack
Benefit: You can treat your BAB as a pool of 'attack points' assigning however many you want to each attack. For each additional attack made after your primary attack you must spend a minimum of 1 'attack point' from your BAB pool.

Battle Reservoir (Possibly needs a better name)
Prerequisite: Flurry of Blows, Secondary Attack, Tertiary Attack
Benefit: You gain an influx of 'attack points' equal to half the amount of hit dice you have. As you gain more hit dice you gain additional attack points.

Twin Dragons
2011-09-07, 12:48 AM
{table=head]Level|BAB|Save Bonus|Save Specialty|Special|Bonus Feats|Armor Training|Bravery |Weapon Training
1|+1|+2|+0|Touch Not My Flesh, Wards|||+1|1st
2|+2|+2|+0|||1st||
3|+3|+3|+0|Supine Slap|1st||+2|2nd
4|+4|+3|+0|Unmoving Stance||||
5|+5|+3|+1|Steel Sentinel||2nd|+3|3rd
6|+7|+4|+1|Advanced Armor Training|2nd|||
7|+9|+4|+1|||DR 1/-|+4|
8|+11|+4|+1|Steel Sentinel||3rd||4th
9|+13|+5|+2||3rd||+5|
10|+15|+5|+2|Unmoving Stance||DR 2/-||
11|+18|+5|+2|Steel Sentinel||4th|+6|5th
12|+21|+6|+2|Advanced Armor Training|4th|||
13|+24|+6|+3|Weapon Mastery||DR 3/-|+7|
14|+27|+6|+3|||||6th
15|+30|+7|+3|Weapon Mastery|5th||+8|
16|+34|+7|+3|||DR 4/-||
17|+38|+7|+4|Weapon Mastery|||+9|7th
18|+42|+8|+4|Advanced Armor Training|6th|||
19|+46|+8|+4|Weapon Mastery||DR 5/-|+10|
20|+50|+8|+4|Armored Juggernaut||||8th[/table]

Class Features
All of the following are class features of the fighter

Weapon & Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bravery (Ex): Starting at 1st level fighters gain a +1 bonus on Will saves against fear. This bonus increases by +1 for every two levels thereafter.

Touch Not My Flesh (Ex): At 1st level the Fighter applies her Constitution modifier as a natural armor bonus to her AC.

Wards (Ex): After the fighter has received a full nights worth of rest she can designate a number of allies equal to half her class level (minimum 1) +5 as her wards. Whenever any of her wards are attacked (and the fighter has line of sight to her ward), she can choose to be treated as if she is one or all of her wards and is the sole target of the attack. If the attack on her fails, as an immediate action she gains a retaliatory attack.

In addition whenever a ward fails a Fort or Ref save the fighter can make the save herself and success indicates that she has prevented her ward from the affect of a failed save. If the fighter fails the save she suffers the effect that her ward would have, but still manages to save her ward from it. This function of this class feature can be used a number of times per day equal to the fighters class level plus her Dex or Con modifier (the fighter chooses which and once chosen it is set for life).

Weapon Training (Ex): Starting at 1st level, a fighter can select one group of weapons, as noted below. Whenever she attacks with a weapon from this group, she gains a +1 bonus on attack and damage rolls.

At 3rd and 5th level and then every three levels thereafter (8th, 11th, 14th, 17th and 20th) the fighter becomes further trained in another group of weapons. She gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 8th level, she receives a +1 bonus on attack and damage rolls with one weapon group, a +2 bonus on attack and damage rolls with the weapon group selected at 5th level, a +3 bonus on attack and damage rolls with the weapon group selected at 3rd level and a +4 bonus on attack and damage rolls with the weapon group selected at 1st level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

See page 56 (http://paizo.com/pathfinderRPG/prd/classes/fighter.html#fighter) in the Pathfinder Core Rulebook for the list of weapon groups and the weapons associated with them.

Armor Training (Ex): Starting at 2nd level, a fighter learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every three levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at her normal speed while wearing medium armor. At 7th level, a fighter can move at her normal speed while wearing heavy armor.

Starting at 7th level the fighter gains DR 1/- whenever she is wearing armor and this DR increases by +1 for every three class levels gained thereafter.

Supine Slap (Ex): At 3rd level the fighter can use a weapon efficiently so as to take down a foe without lethally wounding them; she can choose to either to wound them or to deal non-lethal damage.

Steel Sentinel (Ex): At 5th level when the fighter provides cover for allies, the cover bonus increases by +2. At At 8th and 11th level the cover bonus provided to her allies increases by +1.

In addition whenever you are struck with a critical hit there is a 25% chance that it is resolved as a normal attack. At 8th and 11th level the percentage rises by +25%.

Unmoving Stance (Ex): At 4th level the fighter receives a +3 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. At 10th level this bonus increases to +6. This class feature stacks with the Stability racial trait.

Advanced Armor Training (Ex): At 6th level the Fighter learns how to coax more protection from her armor, she gains an armor bonus to her AC dependant of the weight category of the armor she is wearing; light armor provides an additional +2 bonus, medium armor provides an additional +4 bonus and heavy armor provides an additional +6 bonus.

At 12th and 18th level the aforementioned bonuses increase by +2.

Armored Juggernaut (Ex): At 20th level the fighter applies double an armors non-magical armor bonus from the type of armor that she wears to her AC. In addition the Damage Reduction provided by the armor is increased by an amount equal to one-thirds the total non-magical AC bonus granted by the armor (rounded down) +1; for example a fighter decked out in full-plate gains a +18 armor bonus to their AC, plus an additional +10 bonus from her advanced armor training class feature for a total of a +28 armor bonus to her AC and the DR provided increases to +10 (for a total of DR 15/-).

Sarone
2011-09-07, 11:38 PM
Honestly, take a look at Star Wars Saga Edition if you're going to mess with the BAB and number of attacks per round. Even though it might not be what you really want to draw inspiration from.

Djinn_in_Tonic
2011-09-07, 11:43 PM
So wait...a Fighter has a BaB of +50, while a Monk has a BaB of +30 and Wizard has a BaB of +15? Are you intentionally making it so A: The Fighter hits every time or B: That nobody but a Fighter has a chance of hitting anything? 'cause that's what a 35 point gap between high and low BaB will do. Alternatively, if ACs don't scale that high, you've just given weapon-using classes a huge feat tax in order to have more than one attack.