Grod_The_Giant
2013-05-07, 03:46 PM
Who likes the "Christmas Tree" effect in 3.5? Raise your hands. Higher... higher... could that be none of you? Could it be that you just don't know what it is? Or maybe that I can't see you through your computer screen.
The "Christmas Tree" effect refers to 3.5's intense item dependency. To be effective in higher-level play, characters have to drape themselves in magic items-- magic weapons, magic armor, amulets of health, cloaks of resistance... all those irritatingly boring little things you need to make your numbers matter at higher levels.
It's there, and it's real, and I hate it. Magic items should be interesting and exciting. They should give you new things. They absolutely should not be bland, universal taxes. You lose too much flavor. Worse, with the math assuming that you have all those boring items, it's extremely difficult to play low-magic games.
So. Let's fix that. Let's write some new rules for how your power grows as you level, which will hopefully emulate the current system's numbers.
Combat Bonuses
Raw numerical boosts to combat abilities (attack, damage, and AC) make more sense being tied to BAB than level, methinks. It also makes full BAB a bit more important (+1 attack and damage and +3-4 AC, with current math), which can't be a bad thing.
You gain a competence bonus to weapon attack and damage equal to 1/3 your base attack bonus.
You gain a competence bonus to armor class equal to one-half your base attack bonus. This bonus applies against touch attacks, and is lost any time you would be denied your Dexterity bonus to armor class.
If you wield a shield, the shield bonus is increased by one point per 3 points of base attack bonus.
{table=head]BAB|Attack and Damage|Armor|Shield
+1|||
+2||+1|
+3|+1||+1
+4||+2|
+5|||
+6|+2|+3|+2
+7|||
+8||+4|
+9|+3||+3
+10||+5|
+11|||
+12|+4|+6|+4
+13|||
+14||+7|
+15|+5||+5
+16||+8|
+17|||
+18|+6|+9|+6
+19|||
+20||+10|[/table]
General Bonuses
Feats, ability score enhancements, and the like do get tied to level.
You gain a feat every odd-numbered level.
At second level, you gain a +2 bonus to one ability score. This bonus improves by 2 at 6th level, and again every 6th level thereafter (14th, 20th).
At 8th level, pick a second ability and gain a +2 bonus to it. This bonus improves by 2 at 6th level, and again every 6th level thereafter (14th, 20th).
At 14th level, pick a third ability and gain a +2 bonus to it. This bonus improves by 2 at 20th level.
At 20th level, pick a fourth ability and gain a +2 bonus to it.
You gain a competence bonus to saving throws equal to one-fourth your level.
Every 4 levels, you gain one special ability, drawn from the list below.
{table=head]Level|Feats|Ability Score Boosts|Saving Throws|Specials
1|1st|||
2||+2||
3|2nd|||
4||+2 |+1|1st
5|3rd|||
6||+4, +2||
7|4th|||
8||+4, +2|+2|2nd
9|5th|||
10||+6, +4, +2||
11|6th|||
12||+6, +4, +2 |+3|3rd
13|7th|||
14||+8, +6, +4, +2||
15|8th|||
16||+8, +6, +4, +2|+4|4th
17|9th|||
18||+10, +8, +6, +4, +2||
19|10th|||
20||+10, +8, +6, +4, +2|+5|5th[/table]
Special Abilities
Special Abilities fall into two categories: Knacks and Tricks. Knacks are special talents stemming from training, experience, and character. Tricks are minor magical effects that the character has learned during his time adventuring-- less than a spell but more than mundane. The first time a character learns a trick, he must pick one mental ability score-- Intelligence, Wisdom, or Charisma. All subsequent tricks use that ability score when relevant. A trick's caster level is equal to one-half the character's level.
Knacks and Tricks are sorted by level. You must be at least the indicated level to chose an ability listed therein, but you may choose lower-level abilities if you so wish. Only character levels count for the purposes of qualifying for special abilities
Level 4 Abilities
Knacks
Aquatic Knack (Ex): You gain a swim speed equal to your base land speed. You may move and attack underwater as though under the effects of a freedom of movement spell. Finally, you do not double armor check penalty when making swim checks.
Ascetic’s Vow (Ex): You no longer need to eat or drink, and you only need two hours of sleep per night. You still must rest for 8 hours to prepare new spells or regain spells per day.
Hero’s Courage (Ex): You gain immunity to fear effects.
Hurt Everything (Ex): Any weapon you wield counts as magic for the purposes of bypassing damage reduction. At 5th level, and every subsequent 5th level, pick one special material. Your weapons also count as being made of that material for the purposes of bypassing damage reduction.
Skill Knack (Ex): Pick one skill. You gain a competence bonus to that skill equal to your character level. You may choose this Knack more than once, picking a new skill each time.
Ultravision (Ex): You gain low-light vision and darkvision out to 60 feet, if you do not already have them. Your darkvision range extends another 60' every 5 levels. At 10th level, you gain immunity to any vision-associated penalties from [Light] or [Dark] spells.
Tricks
Elemental Weapon (Su): Pick one elemental damage type (acid, cold, electricity, or fire). As a swift action, you may cause any weapon you wield to deal +1d6 damage of the chosen type until you take another swift action to turn the ability off. While active, your weapon sheds light like a torch. At 5th level, and every subsequent 5th level, this damage improves by 1d6. Beginning at 10th level, the weapon deals an extra d10 points of elemental damage on a critical hit, or 2d10 if its critical multiplier is x3, and 3d10 if its multiplier is x4.
Ghost Strike (Su): As a swift action, you may charm your weapon such that it can strike and damage incorporeal creatures until you take another swift action to turn the ability off. While active, your weapon sheds light like a torch.
Safe Fall Charm (Sp): As an immediate action, you may reduce falling damage to 1d6 points, regardless of how many feet you have fallen. After using this ability, you may not use it again for 1 minute.
Level 8 Abilities
Knacks
Dwarven Delver (Ex): You may tunnel so fast that it boggles the mind. You gain a 10 foot burrow speed. However, you must provide the appropriate tools— shovels for dirt, picks for rock. At 15th level, your burrow speed improves to be equal to one-half your base land speed, and you no longer need tools beyond your own two hands.
Energy Resistance (Ex): Pick one elemental damage type (acid, cold, electricity, or fire). You gain resistance 20 against this damage type. This improves to Resistance 25 at 10th level and 30 at 12th. At 15th level, you gain immunity to your chosen damage type.
Heart of Lies (Ex): You are immune to detect thoughts, discern lies, and any attempt to magically discern your alignment.
Invulnerability (Ex): When a foe scores a critical hit or sneak attack against you, there is a chance that the critical hit or sneak attack is negated and the damage rolled normally. The chance is equal to your level times three.
Legendary Climber (Ex): You gain a climb speed equal to your base land speed. You also gain the Skill Knack ability for Climb. If you already had that ability, you may choose a new 4th level special ability.
Legendary Leaper (Ex): When making a jump check, the maximum distance you can move is always equal to your check result, regardless of whether you are making a long or high jump. You also gain the Skill Knack ability for Jump. If you already had that ability, you may choose a new 4th level special ability.
Ricocheting Throw (Ex): When you throw a weapon, you may cause it to fly back to the air towards you after striking its target. Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Skill Mastery (Ex): Pick one skill. When making checks with that skill, you may always take 10. You may choose this Knack more than once, picking a new skill each time.
Tricks
Aligned Weapon (Su): Pick one aspect of your alignment (Good, Evil, Law, or Chaos). Any weapon you wield counts as having that alignment for the purposes of bypassing damage reduction, and deals an extra 2d6 damage against foes of the opposite alignment. At 12th level, and every subsequent 4th level, this damage improves by 1d6.
Ghost Armor (Su): As a swift action, you may charm your armor such that its armor bonus applies against attacks made by incorporeal creatures for a number of rounds equal to your (Int/Wis/Cha) modifier.
See the Unseen (Su): As a swift action, you may grant yourself the ability to see invisible creatures, as the see invisibility spell, and magic auras, as the arcane sight spell, for a number of rounds equal to your (Int/Wis/Cha) modifier. After using this ability, you may not use it again for 10 minutes.
Wall Walking (Su): As a swift action, you may cause your hands and feet to stick to any surface. You gain the benefits of a spider climb spell for a number of rounds equal to your (Int/Wis/Cha) modifier. After using this ability, you may not use it again for 1 minute.
Water Breathing (Su): You may breathe normally underwater, as though under the effects of a water breathing spell.
Word of Shielding (Su): As a swift action, you may cloak yourself in protective force. You gain a deflection bonus to AC equal to one-fourth your level, rounded down, for a number of rounds equal to your (Int/Wis/Cha) modifier. After using this ability, you may not use it again for 1 minute.
Level 12 Abilities
Knacks
Iron Defiance (Ex): Whenever you would be stunned or dazed, you instead take 2d6 nonlethal damage and ignore the stunning or dazing effect.
Sense the Dark (Ex): You gain 30 foot blindsense. At 20th level, this improves to blindsight.
Spell Resistance (Ex): You gain spell resistance equal to your level plus your Constitution modifier. Unlike other forms of spell resistance, you may allow beneficial spells to bypass your resistance.
Will to Live (Ex): Whenever you fail a save against a death effect, you instead take 1d6 nonlethal damage per level of the effect, and are considered to have made your save. Whenever you would be affected by a negative level, you instead take 1d6 nonlethal damage per negative level.
Tricks
Deny Gravity (Sp): As a swift action, you may grant yourself a fly speed equal to your base land speed for a number of rounds equal to your (Int/Wis/Cha) modifier. This ability may only be used (Int/Wis/Cha modifier) times per day.
Earthglide (Su): As a swift action, you may grant yourself a burrow speed equal to your base land speed for a number of rounds equal to your (Int/Wis/Cha) modifier. You may burrow through earth and stone effortlessly, and do not need to breathe while doing so, but you do not leave a tunnel. If you are still underground at the end of the duration, you begin to suffocate. After using this ability, you may not use it again for 1 minute.
Floating Shield (Su): As a swift action, you may animate your shield for a number of rounds equal to your (Int/Wis/Cha) modifier. You gain the normal benefits of wielding a shield, but may use both your hands. Non-proficiency penalties, armor check penalties, arcane spell failure, and similar effects still apply.
Free Yourself (Su): As a swift action, you may grant yourself the benefits of a freedom of movement spell for a number of rounds equal to your (Int/Wis/Cha) modifier. This ability may only be used (Int/Wis/Cha modifier) times per day.
Word of Warping (Sp): As a move action, you may teleport 5 feet per level. This ability may only be used (Int/Wis/Cha modifier) times per day.
Level 16 Abilities
Knacks
Hidden Fate (Ex): You do not exist for the purposes of divination spells cast by non-divine beings. Such spells cannot target you, and cannot take your actions into account when predicting past or future events.
Legendary Warrior (Ex): All melee and ranged attacks made against you have a 20 percent miss chance.
Reflection (Ex): Once per 5 rounds, you may cause a ranged attack to rebound and strike the attacker, using the same attack roll. Once per hour, you may cause a spell to rebound on its caster, exactly like the spell turning spell.
Tricks
Brilliant Energy Weapon (Su): As a swift action, you may transform any weapon you wield into light for a number of rounds equal to your (Int/Wis/Cha) modifier. While in this state, your weapon ignores nonliving matter, such as armor and shield bonuses to AC, but cannot harm undead, constructs, or objects.
Dancing Weapon (Su): As a swift action, you may animate your weapon for a number of rounds equal to your (Int/Wis/Cha) modifier. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action.
Level 20 Abilities
Knacks
...
Tricks
...
One last, important note: Magic Vestment, Greater Magic Weapon, Greater Magic Fang, and similar effects should have their durations reduced to 1 minute per level. When and if magic items are made available, +X weapons and armor, stat-boosting items, cloaks of resistance and the like should not be available. Unique items may be allowed. In either case, WBL should be cut way, way down-- 1/5 the normal amount or less.
The "Christmas Tree" effect refers to 3.5's intense item dependency. To be effective in higher-level play, characters have to drape themselves in magic items-- magic weapons, magic armor, amulets of health, cloaks of resistance... all those irritatingly boring little things you need to make your numbers matter at higher levels.
It's there, and it's real, and I hate it. Magic items should be interesting and exciting. They should give you new things. They absolutely should not be bland, universal taxes. You lose too much flavor. Worse, with the math assuming that you have all those boring items, it's extremely difficult to play low-magic games.
So. Let's fix that. Let's write some new rules for how your power grows as you level, which will hopefully emulate the current system's numbers.
Combat Bonuses
Raw numerical boosts to combat abilities (attack, damage, and AC) make more sense being tied to BAB than level, methinks. It also makes full BAB a bit more important (+1 attack and damage and +3-4 AC, with current math), which can't be a bad thing.
You gain a competence bonus to weapon attack and damage equal to 1/3 your base attack bonus.
You gain a competence bonus to armor class equal to one-half your base attack bonus. This bonus applies against touch attacks, and is lost any time you would be denied your Dexterity bonus to armor class.
If you wield a shield, the shield bonus is increased by one point per 3 points of base attack bonus.
{table=head]BAB|Attack and Damage|Armor|Shield
+1|||
+2||+1|
+3|+1||+1
+4||+2|
+5|||
+6|+2|+3|+2
+7|||
+8||+4|
+9|+3||+3
+10||+5|
+11|||
+12|+4|+6|+4
+13|||
+14||+7|
+15|+5||+5
+16||+8|
+17|||
+18|+6|+9|+6
+19|||
+20||+10|[/table]
General Bonuses
Feats, ability score enhancements, and the like do get tied to level.
You gain a feat every odd-numbered level.
At second level, you gain a +2 bonus to one ability score. This bonus improves by 2 at 6th level, and again every 6th level thereafter (14th, 20th).
At 8th level, pick a second ability and gain a +2 bonus to it. This bonus improves by 2 at 6th level, and again every 6th level thereafter (14th, 20th).
At 14th level, pick a third ability and gain a +2 bonus to it. This bonus improves by 2 at 20th level.
At 20th level, pick a fourth ability and gain a +2 bonus to it.
You gain a competence bonus to saving throws equal to one-fourth your level.
Every 4 levels, you gain one special ability, drawn from the list below.
{table=head]Level|Feats|Ability Score Boosts|Saving Throws|Specials
1|1st|||
2||+2||
3|2nd|||
4||+2 |+1|1st
5|3rd|||
6||+4, +2||
7|4th|||
8||+4, +2|+2|2nd
9|5th|||
10||+6, +4, +2||
11|6th|||
12||+6, +4, +2 |+3|3rd
13|7th|||
14||+8, +6, +4, +2||
15|8th|||
16||+8, +6, +4, +2|+4|4th
17|9th|||
18||+10, +8, +6, +4, +2||
19|10th|||
20||+10, +8, +6, +4, +2|+5|5th[/table]
Special Abilities
Special Abilities fall into two categories: Knacks and Tricks. Knacks are special talents stemming from training, experience, and character. Tricks are minor magical effects that the character has learned during his time adventuring-- less than a spell but more than mundane. The first time a character learns a trick, he must pick one mental ability score-- Intelligence, Wisdom, or Charisma. All subsequent tricks use that ability score when relevant. A trick's caster level is equal to one-half the character's level.
Knacks and Tricks are sorted by level. You must be at least the indicated level to chose an ability listed therein, but you may choose lower-level abilities if you so wish. Only character levels count for the purposes of qualifying for special abilities
Level 4 Abilities
Knacks
Aquatic Knack (Ex): You gain a swim speed equal to your base land speed. You may move and attack underwater as though under the effects of a freedom of movement spell. Finally, you do not double armor check penalty when making swim checks.
Ascetic’s Vow (Ex): You no longer need to eat or drink, and you only need two hours of sleep per night. You still must rest for 8 hours to prepare new spells or regain spells per day.
Hero’s Courage (Ex): You gain immunity to fear effects.
Hurt Everything (Ex): Any weapon you wield counts as magic for the purposes of bypassing damage reduction. At 5th level, and every subsequent 5th level, pick one special material. Your weapons also count as being made of that material for the purposes of bypassing damage reduction.
Skill Knack (Ex): Pick one skill. You gain a competence bonus to that skill equal to your character level. You may choose this Knack more than once, picking a new skill each time.
Ultravision (Ex): You gain low-light vision and darkvision out to 60 feet, if you do not already have them. Your darkvision range extends another 60' every 5 levels. At 10th level, you gain immunity to any vision-associated penalties from [Light] or [Dark] spells.
Tricks
Elemental Weapon (Su): Pick one elemental damage type (acid, cold, electricity, or fire). As a swift action, you may cause any weapon you wield to deal +1d6 damage of the chosen type until you take another swift action to turn the ability off. While active, your weapon sheds light like a torch. At 5th level, and every subsequent 5th level, this damage improves by 1d6. Beginning at 10th level, the weapon deals an extra d10 points of elemental damage on a critical hit, or 2d10 if its critical multiplier is x3, and 3d10 if its multiplier is x4.
Ghost Strike (Su): As a swift action, you may charm your weapon such that it can strike and damage incorporeal creatures until you take another swift action to turn the ability off. While active, your weapon sheds light like a torch.
Safe Fall Charm (Sp): As an immediate action, you may reduce falling damage to 1d6 points, regardless of how many feet you have fallen. After using this ability, you may not use it again for 1 minute.
Level 8 Abilities
Knacks
Dwarven Delver (Ex): You may tunnel so fast that it boggles the mind. You gain a 10 foot burrow speed. However, you must provide the appropriate tools— shovels for dirt, picks for rock. At 15th level, your burrow speed improves to be equal to one-half your base land speed, and you no longer need tools beyond your own two hands.
Energy Resistance (Ex): Pick one elemental damage type (acid, cold, electricity, or fire). You gain resistance 20 against this damage type. This improves to Resistance 25 at 10th level and 30 at 12th. At 15th level, you gain immunity to your chosen damage type.
Heart of Lies (Ex): You are immune to detect thoughts, discern lies, and any attempt to magically discern your alignment.
Invulnerability (Ex): When a foe scores a critical hit or sneak attack against you, there is a chance that the critical hit or sneak attack is negated and the damage rolled normally. The chance is equal to your level times three.
Legendary Climber (Ex): You gain a climb speed equal to your base land speed. You also gain the Skill Knack ability for Climb. If you already had that ability, you may choose a new 4th level special ability.
Legendary Leaper (Ex): When making a jump check, the maximum distance you can move is always equal to your check result, regardless of whether you are making a long or high jump. You also gain the Skill Knack ability for Jump. If you already had that ability, you may choose a new 4th level special ability.
Ricocheting Throw (Ex): When you throw a weapon, you may cause it to fly back to the air towards you after striking its target. Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Skill Mastery (Ex): Pick one skill. When making checks with that skill, you may always take 10. You may choose this Knack more than once, picking a new skill each time.
Tricks
Aligned Weapon (Su): Pick one aspect of your alignment (Good, Evil, Law, or Chaos). Any weapon you wield counts as having that alignment for the purposes of bypassing damage reduction, and deals an extra 2d6 damage against foes of the opposite alignment. At 12th level, and every subsequent 4th level, this damage improves by 1d6.
Ghost Armor (Su): As a swift action, you may charm your armor such that its armor bonus applies against attacks made by incorporeal creatures for a number of rounds equal to your (Int/Wis/Cha) modifier.
See the Unseen (Su): As a swift action, you may grant yourself the ability to see invisible creatures, as the see invisibility spell, and magic auras, as the arcane sight spell, for a number of rounds equal to your (Int/Wis/Cha) modifier. After using this ability, you may not use it again for 10 minutes.
Wall Walking (Su): As a swift action, you may cause your hands and feet to stick to any surface. You gain the benefits of a spider climb spell for a number of rounds equal to your (Int/Wis/Cha) modifier. After using this ability, you may not use it again for 1 minute.
Water Breathing (Su): You may breathe normally underwater, as though under the effects of a water breathing spell.
Word of Shielding (Su): As a swift action, you may cloak yourself in protective force. You gain a deflection bonus to AC equal to one-fourth your level, rounded down, for a number of rounds equal to your (Int/Wis/Cha) modifier. After using this ability, you may not use it again for 1 minute.
Level 12 Abilities
Knacks
Iron Defiance (Ex): Whenever you would be stunned or dazed, you instead take 2d6 nonlethal damage and ignore the stunning or dazing effect.
Sense the Dark (Ex): You gain 30 foot blindsense. At 20th level, this improves to blindsight.
Spell Resistance (Ex): You gain spell resistance equal to your level plus your Constitution modifier. Unlike other forms of spell resistance, you may allow beneficial spells to bypass your resistance.
Will to Live (Ex): Whenever you fail a save against a death effect, you instead take 1d6 nonlethal damage per level of the effect, and are considered to have made your save. Whenever you would be affected by a negative level, you instead take 1d6 nonlethal damage per negative level.
Tricks
Deny Gravity (Sp): As a swift action, you may grant yourself a fly speed equal to your base land speed for a number of rounds equal to your (Int/Wis/Cha) modifier. This ability may only be used (Int/Wis/Cha modifier) times per day.
Earthglide (Su): As a swift action, you may grant yourself a burrow speed equal to your base land speed for a number of rounds equal to your (Int/Wis/Cha) modifier. You may burrow through earth and stone effortlessly, and do not need to breathe while doing so, but you do not leave a tunnel. If you are still underground at the end of the duration, you begin to suffocate. After using this ability, you may not use it again for 1 minute.
Floating Shield (Su): As a swift action, you may animate your shield for a number of rounds equal to your (Int/Wis/Cha) modifier. You gain the normal benefits of wielding a shield, but may use both your hands. Non-proficiency penalties, armor check penalties, arcane spell failure, and similar effects still apply.
Free Yourself (Su): As a swift action, you may grant yourself the benefits of a freedom of movement spell for a number of rounds equal to your (Int/Wis/Cha) modifier. This ability may only be used (Int/Wis/Cha modifier) times per day.
Word of Warping (Sp): As a move action, you may teleport 5 feet per level. This ability may only be used (Int/Wis/Cha modifier) times per day.
Level 16 Abilities
Knacks
Hidden Fate (Ex): You do not exist for the purposes of divination spells cast by non-divine beings. Such spells cannot target you, and cannot take your actions into account when predicting past or future events.
Legendary Warrior (Ex): All melee and ranged attacks made against you have a 20 percent miss chance.
Reflection (Ex): Once per 5 rounds, you may cause a ranged attack to rebound and strike the attacker, using the same attack roll. Once per hour, you may cause a spell to rebound on its caster, exactly like the spell turning spell.
Tricks
Brilliant Energy Weapon (Su): As a swift action, you may transform any weapon you wield into light for a number of rounds equal to your (Int/Wis/Cha) modifier. While in this state, your weapon ignores nonliving matter, such as armor and shield bonuses to AC, but cannot harm undead, constructs, or objects.
Dancing Weapon (Su): As a swift action, you may animate your weapon for a number of rounds equal to your (Int/Wis/Cha) modifier. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action.
Level 20 Abilities
Knacks
...
Tricks
...
One last, important note: Magic Vestment, Greater Magic Weapon, Greater Magic Fang, and similar effects should have their durations reduced to 1 minute per level. When and if magic items are made available, +X weapons and armor, stat-boosting items, cloaks of resistance and the like should not be available. Unique items may be allowed. In either case, WBL should be cut way, way down-- 1/5 the normal amount or less.