hymer
2012-12-15, 12:10 PM
I was not sure whether to put this here or in homebrew, but most of it is actually pretty standard 3.5, so I ended up here. I'd like to hear any thought people may have on the subject.
I propose to give the players a choice of a boon for their PC, and they can choose between the following:
Point Buy 36 (as opposed to 28)
Reduce ECL by 1 (gestalt costs two) – may not reduce to less than HD
Be a sejdkoger (special ability)
Be a runescribe (special ability)
Gain Rerolls: 1+(1/5lvl, round down)
The sejdkoger knows how to brew special potions. These sejd-potions may be made with spells of levels 0 to 3 (0-level counting a ½ a level for these purposes), and a number of spell levels equal to the sejdkoger’s level may have potency at any one time. If this limit is crossed, all the sejd-koger’s sejd-potions lose their potency immediately, save the one that broke the limit.
The sejdkoger chooses one spell per character level as recipes known. 2nd level spells become available at level 4, and 3rd level spells at level 6. Spells may be chosen from the druid, cleric or sorcerer/wizard spell lists. The caster level of these potions is equal to the sejdkoger’s level.
Each potion then contains the effect of one recipe, just as normal potions. The price of brewing these potions is 10gp per spell level. Vials for the potions are also needed, but can generally be recycled, and any special cost from material components, etc. must also be met. The process takes an hour per spell level. To perform sejdkogning, you must have access to a decently sized pot and a cooking fire, and generally the same circumstances as those required to brew normal potions.
If a caster stat is called for, use wisdom for cleric and druid spells, and either intelligence or charisma (whichever is higher) for sorcerer/wizard spells.
Sejdkogers also have the Healing skill with ranks equal to their level (keyed off wisdom). You may put additional skill points in the skill if you choose, but only up to the normal maximum of 3+level (whether or not you have Healing as a class skill).
Runescribes learn their first rune at level 2. At levels 5, 7, 10, 13, 14, 17 and 19 they learn a new rune. Scribing a rune on an item costs 100gp and takes 8 hours. You can only have one rune of any single kind active at any time, and the latest scribed takes precedent. So if you inscribe a rune on a friend’s shield, he gains the bonus. If later you inscribe the rune one on your own shield, only the rune on your own shield functions from then and until you scribe a new rune. But you may have multiple kinds of runes active at any one time.
Runes behave like permanent magic items for dispelling purposes (using the scribe’s level as caster level if called for). They must be inscribed on an item, and function for the wearer when that item is worn in its magic item slot (bracers on wrists, helm on head, etc.).
Runescribes also have the skill Profession (Runescribe) with ranks equal to their level. The skill keys off wisdom. It is useful for various ceremonies of religious or other cultural significance, and as such can be used to make money with, as standard for the Profession skill. You may put additional skill points in the skill if you choose, but only up to the normal maximum of 3+level (whether or not you have Profession as a class skill).
If more than one rune is inscribed on any one item, only the latest rune functions, with the exception of Elder Runes, which function alongside a normal rune scribed by the same scribe. Items take no damage from having runes scribed or rescribed on them.
Armour Rune
Prerequisite: none
Grants DR depending on the scriber’s actual BAB from levels. 1-5 it’s 1/-. 6-10 it’s 2/-. 11-15 it’s 3/-. 16+ it’s 4/-. Faint abjuration.
Bracer Rune
Prerequisite: none
Grants +1 to-hit with ranged attacks. Faint divination.
Elder Shield Rune
Prerequisite: Shield Rune
Shield bonus counts towards touch AC. +2 bonus to Reflex saves. Faint abjuration.
Elder Weapon Rune
Prerequisite: Weapon Rune
The weapon gains +3 to damage. +2 bonus to Fortitude saves. Faint transmutation.
Helm Rune
Prerequisite: none
+2 bonus to Will saves. Faint abjuration.
Glove/gauntlet rune
Prerequisite: none
Grants +1 to-hit with melee attacks. Faint divination.
Shield Rune
Prerequisite: none
Choose a type of energy when you scribe. The rune grants resistance to that type of energy equal to the scriber’s level. Faint abjuration.
Weapon Rune
Prerequisite: none
Ignore 5 points of DR of any kind, except uncuttable. Faint transmutation.
Rerolls are available per session. They can be used to reroll your attack rolls, saving throws, damage rolls, skill checks, ability checks, and any other purely personal roll the DM allows in the situation. The new roll replaces the old, even if it’s worse. You are allowed to reroll a reroll as long as you have enough rerolls to do so. The DM may decide to reveal the DC of any roll if he wants to, but is under no obligation to do so.
A reroll may also be expended to avoid death. If the character gets reduced to -10 or less hp, he may expend a reroll to instead be stable at -9 hp. Spells and effects that kill without causing damage may at the DMs discretion kill instantly or be subject to this ability and so leave the character stable at -9 hp.
I propose to give the players a choice of a boon for their PC, and they can choose between the following:
Point Buy 36 (as opposed to 28)
Reduce ECL by 1 (gestalt costs two) – may not reduce to less than HD
Be a sejdkoger (special ability)
Be a runescribe (special ability)
Gain Rerolls: 1+(1/5lvl, round down)
The sejdkoger knows how to brew special potions. These sejd-potions may be made with spells of levels 0 to 3 (0-level counting a ½ a level for these purposes), and a number of spell levels equal to the sejdkoger’s level may have potency at any one time. If this limit is crossed, all the sejd-koger’s sejd-potions lose their potency immediately, save the one that broke the limit.
The sejdkoger chooses one spell per character level as recipes known. 2nd level spells become available at level 4, and 3rd level spells at level 6. Spells may be chosen from the druid, cleric or sorcerer/wizard spell lists. The caster level of these potions is equal to the sejdkoger’s level.
Each potion then contains the effect of one recipe, just as normal potions. The price of brewing these potions is 10gp per spell level. Vials for the potions are also needed, but can generally be recycled, and any special cost from material components, etc. must also be met. The process takes an hour per spell level. To perform sejdkogning, you must have access to a decently sized pot and a cooking fire, and generally the same circumstances as those required to brew normal potions.
If a caster stat is called for, use wisdom for cleric and druid spells, and either intelligence or charisma (whichever is higher) for sorcerer/wizard spells.
Sejdkogers also have the Healing skill with ranks equal to their level (keyed off wisdom). You may put additional skill points in the skill if you choose, but only up to the normal maximum of 3+level (whether or not you have Healing as a class skill).
Runescribes learn their first rune at level 2. At levels 5, 7, 10, 13, 14, 17 and 19 they learn a new rune. Scribing a rune on an item costs 100gp and takes 8 hours. You can only have one rune of any single kind active at any time, and the latest scribed takes precedent. So if you inscribe a rune on a friend’s shield, he gains the bonus. If later you inscribe the rune one on your own shield, only the rune on your own shield functions from then and until you scribe a new rune. But you may have multiple kinds of runes active at any one time.
Runes behave like permanent magic items for dispelling purposes (using the scribe’s level as caster level if called for). They must be inscribed on an item, and function for the wearer when that item is worn in its magic item slot (bracers on wrists, helm on head, etc.).
Runescribes also have the skill Profession (Runescribe) with ranks equal to their level. The skill keys off wisdom. It is useful for various ceremonies of religious or other cultural significance, and as such can be used to make money with, as standard for the Profession skill. You may put additional skill points in the skill if you choose, but only up to the normal maximum of 3+level (whether or not you have Profession as a class skill).
If more than one rune is inscribed on any one item, only the latest rune functions, with the exception of Elder Runes, which function alongside a normal rune scribed by the same scribe. Items take no damage from having runes scribed or rescribed on them.
Armour Rune
Prerequisite: none
Grants DR depending on the scriber’s actual BAB from levels. 1-5 it’s 1/-. 6-10 it’s 2/-. 11-15 it’s 3/-. 16+ it’s 4/-. Faint abjuration.
Bracer Rune
Prerequisite: none
Grants +1 to-hit with ranged attacks. Faint divination.
Elder Shield Rune
Prerequisite: Shield Rune
Shield bonus counts towards touch AC. +2 bonus to Reflex saves. Faint abjuration.
Elder Weapon Rune
Prerequisite: Weapon Rune
The weapon gains +3 to damage. +2 bonus to Fortitude saves. Faint transmutation.
Helm Rune
Prerequisite: none
+2 bonus to Will saves. Faint abjuration.
Glove/gauntlet rune
Prerequisite: none
Grants +1 to-hit with melee attacks. Faint divination.
Shield Rune
Prerequisite: none
Choose a type of energy when you scribe. The rune grants resistance to that type of energy equal to the scriber’s level. Faint abjuration.
Weapon Rune
Prerequisite: none
Ignore 5 points of DR of any kind, except uncuttable. Faint transmutation.
Rerolls are available per session. They can be used to reroll your attack rolls, saving throws, damage rolls, skill checks, ability checks, and any other purely personal roll the DM allows in the situation. The new roll replaces the old, even if it’s worse. You are allowed to reroll a reroll as long as you have enough rerolls to do so. The DM may decide to reveal the DC of any roll if he wants to, but is under no obligation to do so.
A reroll may also be expended to avoid death. If the character gets reduced to -10 or less hp, he may expend a reroll to instead be stable at -9 hp. Spells and effects that kill without causing damage may at the DMs discretion kill instantly or be subject to this ability and so leave the character stable at -9 hp.