wayfare
2013-03-12, 10:32 AM
Hey All:
I'm running a space-opera type game thats built on a d20 modern chassis, and I'm overhauling a few class features for the basic classes to give them more unique options. I don't have much time to test these out, so any input would be appreciated!
EDIT: I've added the complete list of features for the 3 physical classes. Any input would be appreciated!
The Features
The Mighty Hero (Requires STR 12 to take the class)
Extreme Effort (Ex: Activated)
Effect: As a swift action, you may grant yourself a +6 bonus to Strength until the beginning of your next Turn. You are Staggered the following round.
Special: You cannot use this ability on consecutive rounds.
Melee Smash (Ex: Passive)
Effect: Melee weapons you wield inflict damage as if they were one size category larger. When you land a critical hit with a melee weapon, add ½ your level to the Confirmation roll.
Great Leap (Ex: Passive)
Effect: You make all leaps as if you had a running start. If you do have a running start, increase the distance you leap by 10% or every 5 feet you travel (max 50%).
Powerful Blows (Ex: Passive)
Effect: Whenever you land a critical hit, the opponent is Staggered for 1 round. Whenever you push an opponent, the opponent is pushed 5 additional feet.
Improvised Weapons Expert (Ex: Passive)
Effect: You suffer no penalties for using improvised weapons, and any weapon you improvise inflicts damage as if it were one size category larger.
Heroes Arm (Ex: Passive)
Effect: You can throw objects double their normal range, and gain a +1 insight bonus to attack rolls with thrown weapons.
Sure Grip (Ex: Passive)
Effect: You gain a +2 insight bonus to grapple checks and Might checks. You can climb at half your normal speed.
Backhanded (Ex: Activated)
Effect: When you inflict melee damage upon an opponent, you may spend a Swift action to increase the damage inflicted by your Strength modifier.
Strength Training (Ex: Passive)
Effect: You gain a permanent +2 bonus to Strength.
Shoulders of Giants (Ex: Passive)
Effect: Increase your carry capacity by 50%. You can carry up to a medium load without penalty.
The Tough Hero (Requires Con 12)
Powerful Build (Ex: Passive)
Effect: Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Toughened (Ex: Passive)
Effect: You gain a +1 bonus to armor that stacks with any worn armor.
All armor grants Damage reduction in this game.
Unstoppable (Ex: Passive)
Effect: You gain a +1 bonus to combat maneuvers you initiate as part of a charge attack for every 10 feet you move during the charge. This bonus cannot exceed ½ your level.
Inured to the Elements (Ex: Passive)
Effect: You gain Energy Resistance equal to half your level against all energy types. This stacks with any Energy Resistance you may acquire from gear or supernatural effects.
Survivor (Ex: Passive)
Effect: You have one quarter the food, water, and sleep needs of a normal person. You check for deprivation half as often and can hold your breath twice as long.
Inner Furnace (Ex: Passive)
Effect: You automatically Save against Poisons or Diseases with a DC less than or equal to your Constitution Score.
Quick Healer (Ex: Passive)
Effect: Whenever you regain health, add your Constitution Modifier to the total health regained.
Brace For Impact (Ex: Activated)
Effect: As a Swift action, you can grant yourself Temporary HP equal to your Constitution modifier. You are Staggered for 1 round after using this ability.
Special: You may not use this ability on consecutive rounds.
Perseverance (Ex: Activated)
Effect: Whenever you drop below half your health, you gain a +2 insight bonus to Defense and Saves until you regain enough health to put you above the 50% mark.
Defense is a statistic that Replaces AC. I talk about it more below.
Conditioning (Ex: Passive)
Effect: You gain a +2 bonus to Constitution.
The Fast Hero (Requires Dex 12)
Perfected Reflexes (Ex: Passive)
Effect: You gain a +2 insight bonus to Initiative checks and you act in the surprise round on a roll of 19-20.
Acrobat (Ex: Passive)
Effect: You gain a +2 insight bonus to Jump, Tumble and Balance checks, and you treat all falls as if they were 10 feet shorter.
Sudden Swiftness (Ex: Activated)
Effect: You may spend a swift action to take an additional move action this round. Moving in this way does not provoke opportunity attacks. You are staggered for 1 round after this ability is used.
Special: This ability cannot be used to move your character out of harms way once an action has been declared. Attempting to do so resolves the move after the effect of the attack is determined.
Evasion (Ex: Passive)
Effect: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless you do not gain the benefit of Evasion.
If you already have evasion, you instead gain the Improved Evasion ability.
Uncanny Dodge (Ex: Passive)
Effect: You retain your Dexterity bonus to Defense (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still loses your Dexterity bonus to Defense if immobilized.
If you already have the Uncanny Dodge ability, you instead gain the Improved Uncanny Dodge ability.
Agility Training (Ex: Passive)
Effect: You gain a permanent +2 bonus to Dexterity.
Opportunist (Ex: Passive)
Effect: Once per round, when an ally attacks an opponent, you may make an attack against that opponent – this counts as an attack of opportunity. You may only use this ability once per round, even if you have the ability to make multiple attacks of opportunity in a round.
Footwork (Ex: Passive)
Effect: You gain a +10 bonus to speed. In circumstances when you would be allowed a 5 foot step (such as during the flurry maneuver), you may instead move 10 feet.
The flurry maneuver is an alternative to the full attack option. I discuss it more below
Evasive Maneuvers (Ex: Passive)
Effect: If you move at least 15 feet in a round, you gain a +2 insight bonus to Defense until the beginning of your next turn.
Lightfoot (Ex: Passive)
Effect: You ignore the effects of difficult terrain, and can move twice as fast when climbing, balancing, or attempting stealth without suffering penalties.
Rules Modifications
I've made a few fairly significant rules changes as well, in addition to adding more class features.
1) All characters receive 8 class skills of their choice, chosen at creation. Classes do not have skills associated with them, but do provide skill points to increase your skills.
2) Cross class skills cost 2 sp to raise, but have the same cap as class skills.
3) Instead of Base Attack Bonus, characters have a Statistic called Combat Modifier. it follows the same basic progression as attack bonus, but doesnt have staggered, decreasing attacks.
Combat modifier determines your attack bonus, and is also used to calculate your Defense (10 + Combat Modifier + the better of Dexterity or Wisdom). Defense functions identically to AC.
4) Instead of the full attack option, characters can instead attempt a Flurry. This requires a full action, and allows you to make two attacks at your highest attack bonus, but each attack suffers a -2 penalty.
5) Armor is replaced with DR. Shields grant a minor bonus to Defense (1 to 2 points).
I'm running a space-opera type game thats built on a d20 modern chassis, and I'm overhauling a few class features for the basic classes to give them more unique options. I don't have much time to test these out, so any input would be appreciated!
EDIT: I've added the complete list of features for the 3 physical classes. Any input would be appreciated!
The Features
The Mighty Hero (Requires STR 12 to take the class)
Extreme Effort (Ex: Activated)
Effect: As a swift action, you may grant yourself a +6 bonus to Strength until the beginning of your next Turn. You are Staggered the following round.
Special: You cannot use this ability on consecutive rounds.
Melee Smash (Ex: Passive)
Effect: Melee weapons you wield inflict damage as if they were one size category larger. When you land a critical hit with a melee weapon, add ½ your level to the Confirmation roll.
Great Leap (Ex: Passive)
Effect: You make all leaps as if you had a running start. If you do have a running start, increase the distance you leap by 10% or every 5 feet you travel (max 50%).
Powerful Blows (Ex: Passive)
Effect: Whenever you land a critical hit, the opponent is Staggered for 1 round. Whenever you push an opponent, the opponent is pushed 5 additional feet.
Improvised Weapons Expert (Ex: Passive)
Effect: You suffer no penalties for using improvised weapons, and any weapon you improvise inflicts damage as if it were one size category larger.
Heroes Arm (Ex: Passive)
Effect: You can throw objects double their normal range, and gain a +1 insight bonus to attack rolls with thrown weapons.
Sure Grip (Ex: Passive)
Effect: You gain a +2 insight bonus to grapple checks and Might checks. You can climb at half your normal speed.
Backhanded (Ex: Activated)
Effect: When you inflict melee damage upon an opponent, you may spend a Swift action to increase the damage inflicted by your Strength modifier.
Strength Training (Ex: Passive)
Effect: You gain a permanent +2 bonus to Strength.
Shoulders of Giants (Ex: Passive)
Effect: Increase your carry capacity by 50%. You can carry up to a medium load without penalty.
The Tough Hero (Requires Con 12)
Powerful Build (Ex: Passive)
Effect: Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Toughened (Ex: Passive)
Effect: You gain a +1 bonus to armor that stacks with any worn armor.
All armor grants Damage reduction in this game.
Unstoppable (Ex: Passive)
Effect: You gain a +1 bonus to combat maneuvers you initiate as part of a charge attack for every 10 feet you move during the charge. This bonus cannot exceed ½ your level.
Inured to the Elements (Ex: Passive)
Effect: You gain Energy Resistance equal to half your level against all energy types. This stacks with any Energy Resistance you may acquire from gear or supernatural effects.
Survivor (Ex: Passive)
Effect: You have one quarter the food, water, and sleep needs of a normal person. You check for deprivation half as often and can hold your breath twice as long.
Inner Furnace (Ex: Passive)
Effect: You automatically Save against Poisons or Diseases with a DC less than or equal to your Constitution Score.
Quick Healer (Ex: Passive)
Effect: Whenever you regain health, add your Constitution Modifier to the total health regained.
Brace For Impact (Ex: Activated)
Effect: As a Swift action, you can grant yourself Temporary HP equal to your Constitution modifier. You are Staggered for 1 round after using this ability.
Special: You may not use this ability on consecutive rounds.
Perseverance (Ex: Activated)
Effect: Whenever you drop below half your health, you gain a +2 insight bonus to Defense and Saves until you regain enough health to put you above the 50% mark.
Defense is a statistic that Replaces AC. I talk about it more below.
Conditioning (Ex: Passive)
Effect: You gain a +2 bonus to Constitution.
The Fast Hero (Requires Dex 12)
Perfected Reflexes (Ex: Passive)
Effect: You gain a +2 insight bonus to Initiative checks and you act in the surprise round on a roll of 19-20.
Acrobat (Ex: Passive)
Effect: You gain a +2 insight bonus to Jump, Tumble and Balance checks, and you treat all falls as if they were 10 feet shorter.
Sudden Swiftness (Ex: Activated)
Effect: You may spend a swift action to take an additional move action this round. Moving in this way does not provoke opportunity attacks. You are staggered for 1 round after this ability is used.
Special: This ability cannot be used to move your character out of harms way once an action has been declared. Attempting to do so resolves the move after the effect of the attack is determined.
Evasion (Ex: Passive)
Effect: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless you do not gain the benefit of Evasion.
If you already have evasion, you instead gain the Improved Evasion ability.
Uncanny Dodge (Ex: Passive)
Effect: You retain your Dexterity bonus to Defense (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still loses your Dexterity bonus to Defense if immobilized.
If you already have the Uncanny Dodge ability, you instead gain the Improved Uncanny Dodge ability.
Agility Training (Ex: Passive)
Effect: You gain a permanent +2 bonus to Dexterity.
Opportunist (Ex: Passive)
Effect: Once per round, when an ally attacks an opponent, you may make an attack against that opponent – this counts as an attack of opportunity. You may only use this ability once per round, even if you have the ability to make multiple attacks of opportunity in a round.
Footwork (Ex: Passive)
Effect: You gain a +10 bonus to speed. In circumstances when you would be allowed a 5 foot step (such as during the flurry maneuver), you may instead move 10 feet.
The flurry maneuver is an alternative to the full attack option. I discuss it more below
Evasive Maneuvers (Ex: Passive)
Effect: If you move at least 15 feet in a round, you gain a +2 insight bonus to Defense until the beginning of your next turn.
Lightfoot (Ex: Passive)
Effect: You ignore the effects of difficult terrain, and can move twice as fast when climbing, balancing, or attempting stealth without suffering penalties.
Rules Modifications
I've made a few fairly significant rules changes as well, in addition to adding more class features.
1) All characters receive 8 class skills of their choice, chosen at creation. Classes do not have skills associated with them, but do provide skill points to increase your skills.
2) Cross class skills cost 2 sp to raise, but have the same cap as class skills.
3) Instead of Base Attack Bonus, characters have a Statistic called Combat Modifier. it follows the same basic progression as attack bonus, but doesnt have staggered, decreasing attacks.
Combat modifier determines your attack bonus, and is also used to calculate your Defense (10 + Combat Modifier + the better of Dexterity or Wisdom). Defense functions identically to AC.
4) Instead of the full attack option, characters can instead attempt a Flurry. This requires a full action, and allows you to make two attacks at your highest attack bonus, but each attack suffers a -2 penalty.
5) Armor is replaced with DR. Shields grant a minor bonus to Defense (1 to 2 points).