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eftexar
2013-05-13, 07:51 PM
Moved to new thread (http://www.giantitp.com/forums/showthread.php?t=283979)

Redefining D&D : A System Rebalanced

Forward
What exactly is it that I'm doing here? Well I'm going to rewrite parts of the system. I will do so in segments which will each start with a blue title. That way you can take individual parts of this system and use them separately. That's right. None of them are dependent on each other.
Backgrounds will be introduced, races redone, and classes redone. I also might do a skills rewrite. If you take a look below, on this same post, I will detail some of my goals here.
Keep in mind that each of the sections below are meant as separate entries, though they should work together too, and are meant to be plugged into 3.5 sort of like houserules. That means you should assume any rules or mechanics referenced are those within core unless noted otherwise or new concepts have been presented to the contrary.

On Backgrounds
A new concept I have come up with is the idea of backgrounds. Your past should affect your capabilities just as races and classes do. These packages provide small bonuses at character creation.

On Races
Before races were not only boring, but unbalanced with each other. The Dwarf had half a dozen bonuses and others, like humans, only had a few. The problem was the tendency to give weak effects because they probably didn't want any one race to benefit any one archetype too much.
Instead of being afraid of letting races be better at certain things I decided to make the races interesting. Each of them will lend better to certain archetypes, but should still be viable enough for other builds that player's are willing to sacrifice a couple of bonuses to fit a concept they have in mind.
Also, many of their abilities will scale and remain useful as you level. That way your race never becomes irrelevant.

On Classes
I'm hoping to get all of the classes at tier 3. But, low tier 2 and high tier 4 are is also a good range. I think WotC was too busy trying to mimic the archetypes of high fantasy to pay attention to balance.
I tried to keep the spirit, or shall I say feel, of the original classes with their remakes while improving those that need improved and nerfing those that were too powerful (*cough* druid *cough*). Magic shouldn't outclass mundanes to the point they are irrelevant.
One of the many other changes I have made is the assumption that 9 is the new low save. The gap between saves was simply too much. A save of a 6 still remains, but you can assume the class needs a weakness to shore up it's strengths or has a defense to cover it

Some Musings
wip

eftexar
2013-05-13, 07:53 PM
Cultural Background
Different types of cultures have different backgrounds as should be obvious, but what effects, exactly, do those have on your character. At character creation you may select a single background to gain the benefits of.

Any Favored Skill listed within a background is always a class skill for you and you gain Skill Focus in those skills for free.

Likewise weapon familiarity grants proficiency with the weapon group (http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm) listed for it and you gain Weapon Focus, free, for those weapons.


Backgrounds

Mountaineer
You have grown up in the mountains, possibly alone, for most of your life and have had to learn how to navigate through rocky terrain.
Favored Skills: Balance, Climb, Jump
Weapon Familiarity: Picks and Hammers

Monkeyman (Ex)
When you succeed on a climb check you move half your speed, instead of quarter. Furthermore you can freely attack, and take other dextrous actions, while climbing as long as you have a hand and foot-hold to keep steady.

Endless Stamina (Ex)
You substitute your constitution score, for modifier, when making constitution checks.

Wanderer
For a longer portion of your life than not you have traveled the world without any home to call your own. Nobody can compare to your sense of direction.
Favored Skills: Diplomacy, Handle Animal, Ride
Weapon Familiarity: Basic Weapons

Know Location (Ex)
You have extensively studied patterns in the sky. When on the material plane you always know which direction is north.
Further, you may memorize up to 3 + your intelligence bonus locations by gazing at the sky for 5 minutes. You always know the direction, and relative distance, to each location and the distance between each of those locations.
Forgetting a previous memorized location is merely as easy as memorizing a new one it's place. If you can't see the stars in the sky you still know the general direction to each location, and between them, but can't determine distance.
After spending a week in any plane, with a night sky visible at least one day of that week, you learn the patterns on that plane and, henceforth, can use this ability in the same way for it as you do for the material plane.

Tribal
Growing up in a society full of barbaric tradition, you have learned to endure as those who don't grow tough don't live very long.
Favored Skills: Intimidate
Weapon Familiarity: Axes, Maces and Clubs

Tough as Nails (Ex)
Anytime you succeed on a fortitude save to reduce the effects of an attack or hazard you instead negate them. This ability does not prevent any effects, that would not have reduced or negated by a successful save, from affecting you

Street Rat
Having grown up on the streets you have had to learn a few skills to keep coins in your pocket.
Favored Skills: Open Lock, Sense Motive, Sleight of Hand
Weapon Familiarity: Claw Weapons, Light Blades

Always Prepared (Ex)
Once per day you may draw any non-magical, or alchemical, item from your pack or other storage. It must have a value of 30gp, or less, and be of no larger than small size.
You may not draw unique items. For example you could not draw the key to a locked door because almost every key is different from another.
For every 3 class levels you possess the value of item you can find increases by 10gp.


Peasant
-description goes here-
Favored Skills: 2-3 skills go here
Weapon Familiarity: Basic Weapons

Special Ability ()
x

Merchant
-description goes here-
Favored Skills: Appraise, Craft
Weapon Familiarity: Crossbows

Special Ability ()
x

Noble
-description goes here-
Favored Skills: 2-3 skills go here
Weapon Familiarity: weapon group

Special Ability ()
x

Sample Culture
-description goes here-
Favored Skills: 2-3 skills go here
Weapon Familiarity: weapon group

Special Ability ()
x

eftexar
2013-05-13, 07:58 PM
Races

Important Note: Each race offers a small number of bonus hit points to increase survivability at lower levels. These do not count towards their maximum hit points.

Size and Abilities
The races below do not have the usual changes to ability scores based on size. This is on purpose. Apply other penalties, and bonuses, to size as they come up (as normal).

Multiclassing and Favored Classes
XP penalties are no longer doled out for taking multiple classes. As such, the favored class mechanic has been removed. Characters take no penalty for multiclassing and are rewarded if they plan ahead with the Adventurer class.


The Core Races


Human
Medium Humanoid
Bonus HP: +8

Racial Traits
+2 to a single ability score of their choice, -2 to a different ability score
Base Land Speed: 30ft.
+4 racial bonus on saving throws against fear effects
+1 racial attack bonus against monstrous humanoids
+1 extra skill point per class level

Adaptive Style
Humans have had to learn how to fight in a world of dangerous creatures who lack their already short lived lives. Taking on the form of many styles they begin with a single Fighter feat or Weapon Group feat, they qualify for, of their choosing.
With 5 minutes of meditation, after at least 4 hour's rest, a Human may change this feat, as long as it wouldn't disqualify them for another, for a different feat within the same parameters.

Bonus Feat
A Human begins with an additional feat, that they qualify for, of their choice, in addition to the normal feats gained from leveling.

Die Hard (Ex)
Never giving up no matter how hard the fight is, all humans begin with the Die Hard feat, even if they normally wouldn't qualify, for free.

Languages: Common and one other language of their choice.

Elf
Medium Humanoid
Bonus HP: +6

Racial Traits
+2 Charisma, +2 Dexterity, -2 Constitution: Elves have a strong force of personality and grace beyond most humans, but are quite frail and slight of build.
Base Land Speed: 40ft.
+2 racial bonus on saving throws against poison and disease
+4 racial bonus on Listen, Search, and Spot checks
+Low-Light Vision

Enhanced Perception (Ex)
Elves are naturally more perceptive than most creatures and gain the Blindsense quality, see the Monster manual, out to 15ft. Many elves describe it as "being able to feel the air."
With 6 class levels this improves and functions as Blindsight, instead of just Blindsense, out to the indicated range.

Finesse (Ex)
Trained to favor their dexterity over power, all elves begin with the Dodge and Weapon Finesse feats, even if they normally wouldn't qualify, for free. An elf may use any one-handed weapon with weapon finesse, even if it normally wouldn't qualify.

Ancestral Weapon Training (Ex)
For centuries elves have mastered the use of certain weapons. Choose one of the following; longbow, rapier, short sword, or any weapon with elven in it's name. Gain weapon proficiency and weapon focus with that weapon.
-courtesy of Flinn Furious

Fey Lineage (Ex)
Elves remain youthful and vigorous throughout their entire lives. They are immune to aging effects and take no penalties from old age, though they still die of old age when their time is up.
An elf also ignores any difference in the flow of time between planes. Effectively they always treat their personal flow of time as if they were on the material plane for the purpose of aging.

Languages: Common, Elven, and Sylvan.

Dwarf
Medium Humanoid
Bonus HP: +10

Racial Traits
+2 Constitution, +2 Strength, -2 Charisma: Dwarves are strong and hardy, but tend to be too gruff for the liking of other races.
Base Land Speed: 20ft.
+2 racial bonus on saving throws against magic (spells, spell-like abilities, etc).
+1 extra hit point per class level
+Darkvision 60ft

Stocky (Ex)
Dwarves occupy an area one size smaller than normal for their size. Effectively they can move through spaces smaller than usual for their size.

Sturdy Build (Ex)
When standing on solid ground Dwarves gain a +4 bonus to checks made to resist being moved, or knocked down, by physical force (such as a bullrush or trip).
Once they have 6 character levels they add their constitution bonus (if any) to this resistance.


Languages: Common, Dwarven, and Terran.

Gnome
Small Humanoid
Bonus HP: +8

Racial Traits
+2 Intelligence, +2 constitution, -4 Strength: Gnomes are quick witted and tough, but tend to be a bit on the weak side when it comes to muscle.
Base Land Speed: 20ft.
+2 racial bonus to saving throws against illusions
+4 dodge bonus to armor class
+Low-Light Vision

Trickster in Disguise
Gnomes can cast any Bard cantrip. They may cast them a combined number of three times per day, as if their caster level were equal to their total class levels.
With 6 class levels they may select a single 1st level Bard spell, which they cast once per day, at the same effective caster level.

Speak with Animals (Ex)
The Gnome is able to Speak with Animals, as the spell, at will. They can use the diplomacy skill to affect the attitude of an animal.

Languages: Common and Gnome

Halfling
Small Humanoid
Bonus HP: +6

Racial Traits
+2 Charisma, +2 Dexterity, -4 Strength: Halflings are dextrous and the life of the party, but their small size tends to leave them weaker than other races.
Base Land Speed: 30ft.
+2 racial bonus on all saving throws
+1 racial attack bonus with thrown weapons and slings
+4 racial bonus on Climb, Jump, and Move Silently checks.

Slippery (Ex)
The Halfling can move through enemy spaces without the need for a tumble check, though they might still provoke attacks of opportunity, and can automatically escape non-magical restraings, but not grapple, as a full round action (w/o AoO).

Giantslayer (Ex)
Trained in fighting creatures of greater size, any attack, with an attack roll, made by a creature of two, or more, sizes larger has a 20% chance of simply missing them.
At level 6 this ability improves. Any creature of two or more sizes larger is instead imposed by a 50% miss chance and any creature of one size larger is subject to a 20% miss.

Languages: Common and Halfling

eftexar
2013-05-13, 08:01 PM
Unusual Races
The races below are perfectly viable as player races, but many often have stigma's attached to them that might make them difficult to play. A player should always ask the DM before playing one of these races.

Orc
Medium Humanoid
Bonus HP: +10

Racial Traits
+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Orc are brutal and tough, but are fairly lacking in the brains, and looks, department.
Base Land Speed: 30ft.
+2 racial bonus to strength checks
+Darkvision 60ft

Frenzy (Ex)
An Orc may enter a Rage a limited number of times per day, equal to 3 + their constitution bonus (if any), as a 1st level Barbarian. If an Orc gains an ability that grants Rage they instead increase the uses of that Rage, per day, by one less than this would have granted.

Powerful Build (Ex)
An Orc is considered one size larger, for the purpose of making checks and what size of creature(s) they can affect with their abilities, whenever it would be beneficial for them to be so.

Languages: Common and Orc

Drow
Medium Humanoid
Bonus HP: +8

Racial Traits
+2 Wisdom, +2 Dexterity, -2 Charisma: Drow are alert and nimble, but tend to have mean personalities and cruel dispositions.
Base Land Speed: 30ft.
+Immunity to Poison
+2 racial bonus to saving throws against disease
+4 racial bonus on Intimidate checks
+Darkvision 60ft

Poison Use (Ex)
Drow do not risk poisoning themselves when applying poison to a weapon. Further, they can apply poison as a swift action (w/o AoO).

Touch of the Spider (Su)
Drow can cast Darkness or Web, as the spells, a combined number of 3 + their wisdom bonus (if any) times each day, as if their caster level were equal to their total class levels.

Light Sensitivity
Creatures within bright light, or the area of a light spell, have concealment from Drow. They can't hide with this concealment.

Languages: Common, Elven, and Undercommon

Lizard Folk
Medium Monstrous Humanoid
Bonus HP: +8

Racial Traits
+2 Strength, +2 Dexterity, -2 Intelligence: Lizard Folk are strong and quick, but tend to be a bit slow on the uptake.
Base Land Speed: 30ft.
+2 natural armor bonus
+can hold breath 4x constitution score before risk drowning
+4 racial bonus on Jump, Swim, and Balance checks

Natural Weapons (Ex)
The Lizard Folk gains a bite attack (1d8 piercing and slashing), an attack with any of four claws (1d6 slashing), and tail slap (1d6 bludgeoning), but are restricted to attacks by BaB, as with manufactured weapons, instead of the normal rules for natural weapons.
The bite is considered primary and all others are considered off-hand attacks, though they all count as light weapons. So a Lizard Folk could bite and then either attack with a claw or their tail with two weapon fighting.

Tail Sweep (Ex)
As a standard action the Lizard Folk may sweep their tail in a semicircle to trip all adjacent creatures. They do not provoke an attack of opportunity for their attempt and failure does not provoke trips in return.
At level 6 this improves and anyone successfully tripped takes damage equal to their strength modifier as they hit the ground.

Tough Scales (Ex)
Covered in thick scales, Lizard Folk gain DR 1/-, plus 1 additional DR per 4 class levels they possess. Unlike usual for DR, this stacks with any they might have from another source.

Languages: Common and Draconic

Doppleganger
Medium Humanoid (Shapechanger)
Bonus HP: +6

Racial Traits
+2 Intelligence, +2 Charisma, -2 Constitution: Dopplegangers excel at blending in, but their ability to change form has left their bodies weak.
Base Land Speed: 30ft.
+1 racial attack bonus against other humanoids
+1 extra skill points per class level

Change Form (Ex)
Any Doppleganger may change shape at will. This works as for the Disguise Self spell, as if their caster level were equal to their total class levels, but is real, not illusory, in nature and has a duration of permanent (or until they change back).
Each time the Doppleganger attempts to change form with this ability, to anything other than their normal form, they must succeed on a concentration check, DC 15 +3 per time they have changed shape that day, or fail to change and waste their action.
Based off of this ability here (http://www.giantitp.com/forums/showthread.php?t=280246) of the same name.

Unstable Form (Ex)
Any Doppleganger is always treated as if they have Fortification 50%, due to their structural instability, and are immune to instant death effects.
With 6 class levels they become immune to critical hits entirely as their body becomes even more unstable.

Bonus Feat
As varied as Humans they gain a single feat, that they qualify for, of their choice, in addition to the normal feats gained from leveling.

Languages: Common and one other language of their choice.

Goblin
Small Humanoid
Bonus HP: +6

Racial Traits
+4 Dexterity, -2 Charisma: Goblins are surprisingly nimble, but aren't gifted with social graces.
Base Land Speed: 30ft.
+2 racial bonus on saving throws against poison and disease
+4 racial bonus on Craft, Disable Device, and Move Silently checks
+Darkvision 60ft

Vexing Foe (Ex)
Goblin are difficult to fight. When fighting any creature, other than an another Goblin, they gain a bonus to damage, equal to half their total class levels (minimum of +1), and an additional +2 to attack rolls against any creature they are flanking. Extra damage from this ability is not multiplied on a critical hit.

Tinker (Ex)
Goblins can create alchemical substances without the need for a caster level, or even the ability to cast spells, and measures a week of progress in days instead when crafting them (and a normal day of progress is instead hours). These substances are completely non-magical in nature.
Languages: Common, Goblin, and Giant.

Daemon
Medium Outsider (Native)
Bonus HP: +6

Racial Traits
+2 Charisma, +2 Intelligence, -4 Wisdom: Daemon are charismatic and intelligent, but their tendency to be hedonistic lends to a lack of thinking things out.
Base Land Speed: 30ft.
+Immunity to Fire damage
+Darkvision 60ft

On Black Wings (Ex)
All Daemon have wings. Though not yet capable of flight they can glide at will, effectively benefiting from Feather Fall and/or increasing their horizontal jump distance by 50%.
Once they have 6 class levels the Daemon can fly at a speed of 60ft with a maneuverability of good. At this point they also increase the maneuverability of any other source of flight, including from spells, by one step.

Invocation (Sp)
The Daemon may select a single least invocation, but not one that modifies an Eldritch Blast, from the Warlock list.
This spell-like ability can be used once per encounter, as if their caster level equaled their total class levels, and any saving throw DC equals 10 + 1/2 total class levels + charisma modifier.
At level 12 a Daemon may, if so desired, trade out their least invocation for a lesser invocation of their choosing.

Produce Flame
Any Daemon may cast Produce Flame, as the spell, once per encounter, as if their caster level were equal to their total class levels. They add half this effective caster level to the damage dealt.

Demon Blood
Any spells, abilities, or effects that affect or target Demons also affects the Daemon.

Languages: Common, Infernal, and Abyssal.

Seraph
Medium Outsider (Native)
Bonus HP: +6

Racial Traits
+2 Charisma, +2 Wisdom, -2 Constitution: Seraph are charismatic and wise, but frail.
Base Land Speed: 30ft.
+Immunity to Electricity damage
+Immunity to Disease
+Darkvision 60ft

On Heavens Wings (Ex)
All Seraph have wings. Though not yet capable of flight they can glide at will, effectively benefiting from Feather Fall and/or increasing their horizontal jump distance by 50%.
Once they have 6 class levels the Seraph can fly at a speed of 60ft with a maneuverability of good. At this point they also increase the maneuverability of any other source of flight, including from spells, by one step.

Lay on Hands (Su)
A Seraph may Lay on Hands as a Paladin equal to half their total class levels, to a minimum of 1st level. Should they gain Lay on Hands later they gain both, but the two instances remain a separate pool.
Anytime that the Seraph heals a creature of hit points with this ability they can also heal their target of any condition(s) that Panacea (see Spell Compendium) could remove.

Hallowed Shield (Su)
A Seraph gains their charisma bonus (if any) as a deflection bonus to AC.

Angel Blood
Any spells, abilities, or effects that affect or target Angels also affects the Seraph.

Languages: Common and Celestial.

eftexar
2013-05-13, 08:03 PM
Monstrous Races
These races are either despised by all other races or have abilities unusual for player characters. They might be difficult to work into a campaign as compared to the core or unusual races. Like with unusual races a player should ask the DM first.

Lupine
Medium Humanoid (Shapechanger)
Bonus HP: +8

It is believed that the Werewolf is result of a tribe of Lupine cursed for angering the moon goddess Selene. The Lupine appear entirely human in nature, until they transform, and not even True Seeing can reveal the form opposite they have taken.

Racial Traits
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma: Lupine are physically superior to most races, but other races usually beat them out at mental activities and social interaction.
Base Land Speed: 30ft.
+Scent special quality
+Low-Light Vision
+1 attack bonus against Caelum

Wolfshape (Ex)
A Lupine can take the shape of a Wolf, as a standard action, at will. This grants the form, size, natural attacks, special attacks, racial skill bonuses, and speed of a wolf. Changing back is also a standard action. Changing form, in either direction, provokes no attacks of opportunity.
Once they have 6 class levels a Lupine can turn into a Dire Wolf instead, though they still have access to their Wolf form as well.

Track and Trail (Ex)
A Lupine gains the Track feat for free. Only creatures with Scent, or with help from animals possessing scent, can track a Lupine unless they wish otherwise.

Silver Allergy
A Lupine has a mild allergy to silver. Contact with silver sickens them, for as long as they remain in contact, and silver weapons sicken them for 1 round if they successfully deal damage against the Lupine.
Languages: Common. Can also speak to wolves and other canines, though their intelligence and disposition might limit conversation.

Faerie
Diminutive Fey (Shapechanger)
Bonus HP: +4

Racial Traits
+2 Charisma, -2 Strength, -2 Constitution: Faerie are frail in body, but are charismatic
Base Land Speed: 10ft.
Flight: 60ft; Perfect Maneuverability.
+1 bonus to weapon damage roll(s) per size larger an opponent is

Grounded
Until they have 6 character levels no Faerie can fly more than 30ft above the ground (this includes liquid and sold surfaces).

Dancing Lights (Su)
A Faerie may cast Dancing Lights, as the spell, 3 + her charisma bonus (if any) times per day. Their effective caster level equals their character level and, for every 3 character levels, Dancing Lights is considered a spell level of one higher.

Faerie Dust (Ex)
A Faerie may release a cloud of Faerie Dust once per encounter. This functions as the Faerie Fire spell, at an effective caster level equal to their character level, but is completely non-magical in nature.
Languages: Common and Sylvan.

Malkin (Catfolk)
Medium Humanoid
Bonus HP: +6

Racial Traits
+4 Dexterity, +2 Strength -2 Constitution: Malkin are quick on their feat, but slight of build.
Base Land Speed: 60ft.
+Scent special quality
+Low-Light Vision
+1 attack bonus against Lupines

Improved Acrobatics (Ex)
The Malkin retains their dexterity to AC while balancing and climbing. Further, they can move their full speed on a successful balance check.

Four Point Landing (Ex)
Malkin can stand up from the prone position, without provoking attacks of opportunity, as a swift action and minimize any falling damage they would take from a fall.
Languages: Common. Can also speak to cats and other felines, though their intelligence and disposition might limit conversation.

Lamia
Medium Monstrous Humanoid
Bonus HP: +8

Racial Traits
+2 Charisma, +2 Dexterity, -2 Wisdom: Lamia are flexible and charismatic, but their avarice sometimes gets in the way of things.
Base Land Speed: 20ft.
+2 natural armor bonus
+can hold breath 4x constitution score before risk drowning
+4 racial bonus on Escape Artist, Swim, and Tumble checks

Venomous Spit (Ex)
As a standard action, a Lamia can spit acid, up to 60ft, once per 1d4 + 1 rounds. It deals acid damage, equal to their Lamia level + their constitution modifier, and the target is sickened for 1 round.
They can also, as a move action (that doesn't provoke attacks of opportunity, coat their weapon in this acid. It doesn't damage the weapon, but they add their constitution in acid damage to their next strike (if it is made within the next round).

Constrict (Ex)
A Lamia gain a +4 bonus to grapple checks and can grapple creatures up to one size larger than normal for their size.
Further, a Lamia deals 1d8 + 1/2 their Lamia level + their strength in damage from constriction for every round they have an opponent pinned.

Tough Scales (Ex)
Covered in thick scales, Lamia gain DR 1/-, plus 1 additional DR per 4 class levels they possess. Unlike usual for DR, this stacks with any they might have from another source.
Languages: Common. Can also speak to snakes and other serpents, though their intelligence and disposition might limit conversation.

Caelum (Birdfolk)
Small Humanoid
Bonus HP: +4

Racial Traits
+2 Charisma, +2 Constitution, -2 Intelligence, -2 Wisdom: Caelum are sturdy and charismatic, but aren't very intelligent and tend to be erratic in thought.
Base Land Speed: 20ft.
+Immunity to Electricity damage
+1 attack bonus against Malkin
+4 racial bonus on Jump checks

On Feathered Wings (Ex)
All Caelum have wings. Though not yet capable of flight they can glide at will, effectively benefiting from Feather Fall and/or increasing their horizontal jump distance by 50%.
Once they have 6 class levels the Caelum can fly at a speed of 60ft with a maneuverability of perfect. At this point they also increase the maneuverability of any other source of flight, including from spells, by one step.

Plume (Ex)
As a swift action, no more than once per encounter, a Caelum can release a 20ft cloud of feathers, that provide concealment, which last for 2d4 rounds or until blown away (see Fog Cloud).
A Caelum hiding within this plume instead benefits from total concealment.

Beak Drill (Ex)
The Caelum may, as a standard action, slam an opponent with their beak. This functions as for a slam attack, but deals piercing damage instead. During a full attack they can make one additional attack with their beak at a -4 penalty.
Languages: Common. Can also speak to birds and other avians, though their intelligence and disposition might limit conversation.

+Centaur

+Merfolk

eftexar
2013-05-13, 08:06 PM
Hybrids and Halfbreeds
It isn't at all usual for these various races to breed among one another. Monster races are an exception as they must breed among their own kind.

Halfbreeds, or hybrids for the politically correct, vary greatly and no halfbreed can be pegged into the same hole. Use the following rules, after selecting two creatures, for generating your halfbreed characters.

wip

eftexar
2013-05-13, 08:08 PM
reserved for templates

eftexar
2013-05-13, 08:10 PM
reserved just in case

eftexar
2013-05-13, 08:15 PM
Classes

Cleric
Hit Die: d6

Starting Gold: unchanged

Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, history, nobility & royalty, religeon, and the planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Sense Motive (Wis).

Skill Points: 4 + Int mod (x 4 at first level)

{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th

1st|+0|+1|+0|+2|Favored Weapon, Turn or Rebuke|-|-|-|-|-|-

2nd|+1|+1|+0|+3|Devotional Prowess|2|-|-|-|-|-

3rd|+2|+2|+1|+3|Wrath, Purity of Body|3|-|-|-|-|-

4th|+3|+2|+1|+4|Domain Power|3|-|-|-|-|-

5th|+3|+3|+1|+4||3|2|-|-|-|-

6th|+4|+3|+2|+5|Spell Fuel|3|3|-|-|-|-

7th|+5|+3|+2|+5||3|3|-|-|-|-

8th|+6/+1|+4|+2|+6|Divine Feat|3|3|1|-|-|-

9th|+6/+1|+4|+3|+6|Greater Turn or Rebuke|3|3|1|-|-|-

10th|+7/+2|+5|+3|+7||3|3|2|-|-|-

11th|+8/+3|+5|+3|+7|Extra Domain|3|3|2|0*|-|-

12th|+9/+4|+6|+4|+8|Divine Weapon, Divine Feat|3|3|2|1|-|-

13th|+9/+4|+6|+4|+8|Terrible Wrath|3|3|3|1|-|-

14th|+10/+5|+6|+4|+9|Fast Healing|3|3|3|1|0*|-

15th|+11/+6/+1|+7|+5|+9||3|3|3|2|1|-

16th|+12/+7/+2|+7|+5|+10|Divine Feat|3|3|3|2|1|-

17th|+12/+7/+2|+8|+5|+10|In Service Eternal|3|3|3|2|1|0*

18th|+13/+8/+3|+8|+6|+11||3|3|3|2|2|1

19th|+14/+9/+4|+8|+6|+11|Abiding Wrath|3|3|3|3|2|1

20th|+15/+10/+5|+9|+6|+12|Divine Feat|3|3|3|3|2|1

[/table]

Proficiencies: The Cleric is proficient with all simple weapons, her deity's favored weapon(s), light and medium armor, and shields (except tower).

Worship
To receive spells the Cleric must worship, or at least venerate, some deity. A DM might allow her to worship a demon lord, celestial, vestige, or other being of great power that could feasibly grant her strength.
She loses the use of all spell-like, and supernatural, abilities from Cleric if she doesn't remain in one step of her deity's alignment on both axes. Spells, however, follow their own rules (see Spellcasting).
She can change her deity of worship, but prove herself to either the new deity or to her church. What this entails is left up to the player and the DM to discuss. But an Atonement spell should not suffice.

Aligned Soul
The Cleric may not learn or cast spells diametrically opposed to her alignment on any axis. Should she learn a spell, and then no longer be able to cast it because of this restriction, she may swap it out for another spell of equal level.
When swapping out spells, in this manner, she must take the spell's opposite if one exists. For example, Heal would become Harm and Magic Circle Against Evil would become Magic Circle Against Good.

Class Abilities

Spellcasting
The Cleric casts divine spells, drawn from the Cleric spell list. She begins with a small number of spells, see Divine Soul, and learns a single new spell, of any level she can cast, at every level of Cleric (beginning at her 2nd level).
Though her spells aren't arcane, they are subject to spell failure. More aptly put all of her spells are subject to alignment-based spell failure. This represents a deity's willingness to respond to the Cleric in question.
Her chance of failure is based on how far off her alignment is from her deity's:

-need to chart-
Two axes are both off by two steps 40%
One axis is off by two steps and another by one step
One axis is off by two steps 20%
Two axes are both off by one step 10%
One axis is off by one step 5%
-need to chart-

She may only cast so many spells per day, as indicated, though she gains bonus spells for a high wisdom. A higher level spell slot can be expended to cast a lower level spell.
In order to recover her spells the Cleric must study for an hour after at least 4 hours' rest. If she doesn't get a full night's rest, or 8 hours, she has trouble focusing and can't cast defensively until she does.
The saving throw for any Cleric spell has a DC of 10 + 1/2 her caster level + her charisma modifier, though any spell cast with a higher spell slot than is necessary has it's DC increased by +2.

Changes to Cleric Spells
A spell who's time is normally in hours or days is instead minutes and, likewise, a spell in minutes becomes rounds. The range of her spells do not increase for caster level unless their area is affected by caster level or the spell's range is the area.

Divine Soul
The Cleric knows, and may cast, any of the following, as 0th level spells (or orisons): Bless Water, Curse Water, Detect Magic, Detect Poison, Guidance, Know Direction, Mending, Read Magic, Resistance, and Virtue.
She can cast these spells at will. They otherwise function as detailed for any of her other spells.

Favored Weapon (Ex)
The Cleric gains Weapon Focus with her deity's favored weapon. Also, with this weapon, she may add her charisma modifier, instead of strength, to damage.

Turn or Rebuke (Sp)
As a standard action, a limited number of times per day, equal to 3 + her wisdom bonus (if any), she may turn (if good) or rebuke (if evil) undead. A neutral Cleric may choose whether they rebuke or turn when they gain this; a neutral Cleric's ability to turn or rebuke undead may change if her alignment does.
She may affect a maximum of her Cleric level + her charisma bonus (if any) undead within 60ft. The closest undead are affected first (she does not choose, though she can exclude allies). She must either have line of effect or line of sight, but needn't have both, to affect any individual undead.

If she turns undead she deals 1d6 + her Cleric level + her charisma level in damage, from positive energy, to all undead within. If she deals this damage to any undead with 4 or less HD than her Cleric level she instantly destroys them.

If she rebukes undead, she may choose to awe or bolster undead (but may not awe and bolster some of each). Either effect last for 10 rounds. Awed undead are docile and don't attack unless attacked first. Bolstered undead gain +4 turning resistance, treating their HD as 4 higher, for the purpose of resisting turning.
Intelligent undead are allowed a will save, at a DC of 12 + 1/2 her caster level, to resist the effects of Turn or Rebuke entirely. This is not, contrary to the will save involved, a mind-affecting effect.

Lv2 > Devotional Prowess (Su)
When a Cleric (who turns undead), with a spell or spell-like ability, restores hit points, she may make a heal check. In addition to the normal benefits, of applying the heal skill, she heals additional hit points based on her check.

-need to chart-
Check Extra Hit Points
14-18 + wisdom bonus (if any) x 1
19-23 + wisdom bonus (if any) x 2
24-28 + wisdom bonus (if any) x 3
29+ + wisdom bonus (if any) x 4
-need to chart-

A Cleric (who rebukes undead) instead adds their caster level to the damage any inflict, harm, or necromancy spell they cast deals.

Lv3 > Wrath (Su)
Once per encounter the Cleric may expend a use of her Turn or Rebuke ability to smite an opponent with her deity's wrath. She selects a single creature within line of sight, to which she deals 1d6 damage, from divine energy, per Cleric level.

Lv3 > Purity of Body (Ex)
The Cleric is immune to all forms of disease, including those magical in nature, and gains a +4 bonus to saves to resist poison. Her superior training and oft practiced exposure has boosted her immune system beyond normal.

Lv4 > Domain Power
The Cleric selects a single domain listed for her deity. She gains that domain's granted power and treats any spell on it's list as if it were a level lower, to a minimum of 1st, for what level of spell slot is needed to cast it.
She faces the same alignment restrictions for any granted power as she does for spell-like, or supernatural, abilities as with Aligned Soul.

Lv6 > Spell Fuel (Su)
By expending a remaining Cleric spell slot the Cleric can gain a number of extra Turn or Rebuke attempts equal to the level of the slot spent. This is a free action, but these extra uses are lost, if not used, after 10 minutes have passed.

Lv8, 12, 16, 20 > Divine Feats
A Cleric (who rebukes undead) can select a single Vile feat, that she qualifies for (ignoring the alignment prerequisite), at each of the indicated levels. She gains them from her own vileness, not from another entity.
Likewise, a Cleric (who turns undead) can select a single Exalted feat, that she qualifies for (ignoring the alignment prerequisite), at each of the indicated levels. She gains them from her own exalted-ness, not another entity.
She does not have to maintain any behavior to keep these feats. Instead they face the limitations from Aligned Soul.

Lv9 > Greater Turn or Rebuke (Su)
Once per encounter, as a swift action, the Cleric may perform a greater turning or rebuking, as appropriate. It functions as Turn or Rebuke, but, besides being quicker, is a supernatural ability (so it provokes no attacks of opportunity) and has a range of 120ft.

Lv11 > Extra Domain Power
The Cleric gains an extra domain with the same restrictions as, and in addition to, her previous domain. See Domain Power for more information.

Lv12 > Divine Weapon (Su)
When she wields her deity's Favored Weapon the Cleric may treat it as aligned equal to her deity's alignment(s) when it would benefit her to do so.

Lv13 > Terrible Wrath (Su)
A creature struck by her Wrath ability must make a fortitude save, at a DC of 10 + 1/2 her caster level + her charisma modifier, or be completely vaporized, as if with the Disintegrate spell.

Lv14 > Fast Healing (Su)
While wounded, see below, the Cleric recovers her hit points at a rate of half her Cleric level, rounded down, per round. This does not recover any of her hit points beyond 1/2 her maximum.

Lv17 > In Service Eternal (Ex)
A Cleric of this level, or higher, has never been too long dead for service. She can be resurrected regardless of time and never takes penalties for being resurrected no matter the spell used. Even Reincarnate brings her back as her normal self.

Lv19 > Abiding Wrath (Su)
A creature killed by the Cleric's Wrath, and by extension Terrible Wrath, may not be resurrected as long as the Cleric who killed them with that ability is alive. She may dismiss this effect against any creature, that she has killed, as a free action.

Paladin
Hit Die: d10

Starting Gold: unchanged

Alignment Restriction: see Aligned Soul

Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (geography, history, nobility & royalty, and religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).

Skill Points: 4 + Int mod (x 4 at first level)

{table=head]Level|BAB|Fort|Refx|Will|Special |
Lesser Boons|
Greater Boons

1st|+1|+1|+0|+2|Zeal, Detect Lies, Retribution|
-|
-

2nd|+2|+1|+0|+3|Healing Hands|
-|
-

3rd|+3|+2|+1|+3|Lionhearted, Purity of Body|
-|
-

4th|+4|+2|+1|+4||
3|
-

5th|+5|+3|+1|+4|Divine Grace|
4|
-

6th|+6/+1|+3|+2|+5|Wings of Light|
4|
-

7th|+7/+2|+3|+2|+5|Interpose|
5|
1

8th|+8/+3|+4|+2|+6|Combat Feat|
5|
1

9th|+9/+4|+4|+3|+6|Extra Lesser Boon, Guardian|
5|
1

10th|+10/+5|+5|+3|+7||
6|
1

11th|+11/+6/+1|+5|+3|+7|Spell Harrier, Combat Feat|
6|
1

12th|+12/+7/+2|+6|+4|+8|Vigilance|
6|
2

13th|+13/+8/+3|+6|+4|+8|Spell Resistance|
6|
2

14th|+14/+9/+4|+6|+4|+9|Combat Feat|
7|
2

15th|+15/+10/+5|+7|+5|+9||
7|
2

16th|+16/+11/+6/+1|+7|+5|+10|Divine Intervention|
7|
3

17th|+17/+12/+7/+2|+8|+5|+10|Combat Feat|
7|
3

18th|+18/+13/+8/+3|+8|+6|+11|Extra Greater Boon, Relay Spell Resistance|
7|
3

19th|+19/+14/+9/+4|+8|+6|+11||
7|
4

20th|+20/+15/+10/+5|+9|+6|+12|Chosen Hero, Combat Feat|
7|
4

[/table]

Proficiencies: The Paladin is proficient with all simple and martial weapons, all armor (heavy, light, and medium), and shields (except tower).

Aligned Soul
A Paladin who becomes of evil alignment no longer qualifies for the Paladin class and swaps out all Paladin levels for levels in Blackguard. She may not swap out feats she has been disqualified from using. Any skill ranks or HD already distributed/rolled are left unchanged, though class skills still change.
If she later becomes of good alignment, then she regains her previously selected Paladin features (as they were before her change to evil; aka she does not get to reselect them).

Class Abilities

Zeal (Ex)
The Paladin gains the Endurance and Die Hard feats for free. She never gives up even when the cards are down.

Detect Lies (Su)
Magical benefits to lying, such as Glibness, are not taken into account, by the Paladin, and she can, as a standard action, focus upon a single target, within 30ft of herself, in her line of sight.
When she does, and for as long as she maintains concentration and line of sight, her opponent must succeed on a will save, at a DC of 10 + 1/2 her Paladin level + her charisma modifier, anytime they lie.
Upon failing their save she is immediately aware of their deception. This does not, however, necessarily provide her with the truth. This isn't a mind-affect, but a battle of wills.

Retribution (Ex)
The Paladin gains her charisma modifier, as a bonus to her attack rolls, and her Paladin level, as a bonus to damage, against any creature that she has witnessed harming an innocent, stealing, or otherwise committing an evil act.
A critical hit does not multiply extra damage and any extra damage dealt by this ability is of the same type as the attack it qualified for.

Lv2 > Healing Hands (Su)
A limited number of times per day, equal to 3 + her wisdom bonus, the Paladin may heal the wounds of a willing, or helpless, creature within her reach as a standard action. Though from positive energy this can't be used to harm.
Each time the Paladin uses this ability she heals a touched creature, or herself, a number of hit points equal to her wisdom bonus x her Paladin level (to a minimum of her wisdom bonus).
She can forfeit healing hit points to instead cure one of the following:
Blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, or stunned, or any sleep effect.

Lv3 > Lionhearted (Ex)
The Paladin treats the effects fear has upon herself as if they were one step lower than they actually are for the purpose of determining penalties. As such, she can never, technically, be affected by the penalties of panic.
Further, if she succeeds on a save against fear, she gains a +1 morale bonus to attack and damage rolls for 1 round. Multiple bonuses stack to a maximum of half her Paladin level.

Lv3 > Purity of Body (Ex)
The Paladin is immune to all forms of disease, including those magic in nature, and gains a +4 bonus to saves to resist poison. Her superior training and oft practiced exposure has boosted her immune system beyond normal.

Lv4 > Aura (Ex)
The Paladin has learned how to support her allies within battle. Representing this is her Aura. She learns boons, of lesser or greater rank, to augment this aura at each of the indicated levels.
Any ally (including herself) within 60ft, who can see or hear her, benefits from any boons she has active as long as she remains conscious and isn't helpless. She may only have one lesser boon and one greater boon active at once.
Deciding which boon(s) are active is a swift action. Any bonus provided does not stack with that already provided by her Divine Grace ability.
Feats and abilities gained through boons do not count towards prerequisites, though they work with abilities dependent on them as normal. She does not grant herself the benefits of an ability she already has, such as Zeal or Lionhearted, again.

Lv5 > Divine Grace (Su)
Protected by her faith in herself, and in all that is good, the Paladin gains her charisma modifier as a bonus to all of her saving throws.

Lv6 > Wings of Light (Su)
The Paladin can summon, or dismiss, a pair of immaterial wings as a swift action. While active they grant a fly speed of 60ft, with good maneuverability, and shed light as a torch.

Lv7 > Interpose (Ex)
Whenever an adjacent ally would be in harm's way, and the Paladin is aware of it, she may swap places with them, as an immediate action, becoming the new target, if the attack or hazard had a target, or simply entering it's area before it hits.

Lv8, 11, 14, 17, 20 > Combat Feats
At each of the indicated levels the Paladin gains a single fighter, tactical, or weapon style feat, that she qualifies for, of her choice.
If she switched from the Blackguard class she retains any combat feats she had (aka she does not reselect them).

Lv9 > Extra Lesser Boon (Ex)
The Paladin may have up to two lesser boons active at once, in addition to her greater boon(s).

Lv9 > Guardian (Ex)
As an immediate action the Paladin can, using a shield, attempt to block an attack that possesses an attack roll, a line of effect, or a cone of effect targeting her or that includes her within it's area of effect.
She must succeed on an attack roll versus the effect's attack roll or, if no attack roll was made, against an opposed caster level check. When blocking a cone or line she only blocks it within her space and into a line away from herself.

Lv11 > Spell Harrier (Ex)
Enemy spellcasters may not cast defensively while within the Paladin's threatened area. Effectively, they automatically fail their concentration check.

Lv12 > Vigilance (Ex)
No creature may tumble through the Paladin's space, as long as she remains unconscious and isn't helpless, with a tumble check. Any attempt to tumble through her threatened area has it's DC increased by her Paladin level.

Lv13 > Spell Resistance (Su)
The Paladin has learned to resist the effects of magic. She gains Spell Resistance equal to 15 + her Paladin level. She can drop or resume this resistance momentarily to allow individual effects, that she is aware of, through.
The Blackguard ignores the Paladin's Spell Resistance, including that given to others through Relay Spell Resistance.

Lv16 > Divine Intervention (Su)
Once per day, when the Paladin would be killed, she is resurrected, as if with the True Resurrection spell. Any equipment destroyed during her death is returned and restored to it's previous condition (before death).

Lv18 > Extra Greater Boon (Ex)
The Paladin may have up to two greater boons active at once, in addition to her lesser boon(s).

Lv18 > Relay Spell Resistance (Ex)
Any ally who benefits from the Paladin's aura(s) also gains Spell Resistance as detailed for her Spell Resistance ability. They may suppress or resume it as indicated.

Lv20 > Chosen Hero (Ex)
The Paladin has been recognized by some deity or celestial. She gains the Saint template (see BoED, page 184) without any LA.
Paladin Boons
Lesser Boons
For the Finish: +4 bonus to confirm a critical hit
Aim There: gain her charisma bonus (if any) to bull rush, disarm, and trip attempts
Don't Give Up: allies gain the benefits of her Zeal ability
Push Through: gain her charisma bonus (if any) to rolls to overcome spell resistance
Press the Advantage: gain her charisma bonus (if any) to damage when flanking
Watch Out: Allies aren't caught unaware if Paladin is aware of an attack or hazard
Up the Pace: +10ft bonus to base land speed
With Me: gain her charisma bonus (if any) to damage on a charge
Watch your Back: gain half her charisma bonus (if any) as a morale bonus to AC
On Your Toes: grant the Dodge and Mobility feats
Don't Worry: allies gain the benefits of her Lionhearted ability
Exclude That: allied spellcaster can leave a 5ft hole in any area of effect spell they cast

Greater Boons
Tough It Out: gain half her charisma bonus (if any) as DR/-
Hit'm Harder: gain half her charisma bonus (if any) to melee damage rolls
Steady Now: gain half her charisma bonus (if any) to ranged attack rolls
Sharpen Your Mind: gain her charisma bonus (if any) to will saves
Ready Yourself: gain her charisma bonus (if any) to fortitude saves
Careful Now: gain her charisma bonus (if any) to reflex saves
Here's the Plan: grant a feat she has (chose when the aura is taken, can be taken more than once); allies may ignore prerequisites (though it might not be usable without them)
You Can Take It: gain immunity to status drain and instant death effects; this does not suppress or negate any effect already in place

Blackguard
Hit Die: d10

Starting Gold: as Paladin

Alignment Restriction: see Aligned Soul

Skills: Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (history and religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).

Skill Points: 4 + Int mod (x 4 at first level)

{table=head]Level|BAB|Fort|Refx|Will|Special |
Invocations|
Max Rank

1st|+1|+2|+0|+1|Zeal, Tyranny, Spread Despair|
-|

2nd|+2|+3|+0|+1|Wounding Critical|
-|

3rd|+3|+3|+1|+2|Without Fear, Tainted Soul|
-|

4th|+4|+4|+1|+2||
1|
Least

5th|+5|+4|+1|+3|Profane Grace|
1|

6th|+6/+1|+5|+2|+3|Dimension Transfer|
2|

7th|+7/+2|+5|+2|+3|One-Handed Grapple|
2|

8th|+8/+3|+6|+2|+4|Combat Feat|
3|

9th|+9/+4|+6|+3|+4|Unwilling Martyr|
3|

10th|+10/+5|+7|+3|+5|DR 1|
4|
Lesser

11th|+11/+6/+1|+7|+3|+5|Daunt, Combat Feat|
4|

12th|+12/+7/+2|+8|+4|+6|Vigilance|
4|

13th|+13/+8/+3|+8|+4|+6|DR 2|
5|

14th|+14/+9/+4|+9|+4|+6|Combat Feat|
5|

15th|+15/+10/+5|+9|+5|+7|DR 3|
5|

16th|+16/+11/+6/+1|+10|+5|+7|Throes of Death|
6|
Greater

17th|+17/+12/+7/+2|+10|+5|+8|DR 4, Combat Feat|
6|

18th|+18/+13/+8/+3|+11|+6|+8||
6|

19th|+19/+14/+9/+4|+11|+6|+8|DR 5|
7|

20th|+20/+15/+10/+5|+12|+6|+9|Combat Feat|
7|

[/table]

Proficiencies: The Blackguard is proficient with all simple and martial weapons, all armor (heavy, light, and medium), and shields (except tower).

Aligned Soul
A Blackguard who becomes good aligned no longer qualifies for the Blackguard class and swaps out all Blackguard levels for levels in Paladin. He may not swap out feats he has been disqualified from using. Any skill ranks or HD already distributed/rolled are left unchanged, though class skills still change.
If he later becomes of evil alignment, then he regains his previously selected Blackguard features (as they were before his change to good).

Class Abilities

Zeal (Ex)
The Blackguard gains the Endurance and Die Hard feats for free. He never gives up even when the cards are down.

Tyranny (Ex)
If the Blackguard succeeds on an intimidate check, to change attitude, by 10 or more his target becomes helpful for the duration instead of just Friendly. Their attitude still shifts to unfriendly or hostile afterwards.

Spread Despair (Ex)
Enemies within 30ft of the Blackguard, that can either see or hear him, take a -4 penalty to will saves. Any creature newly affected by a fear effect while within has the number of rounds they are affected, if variable, maximized.

Lv2 > Wounding Critical (Ex)
The Blackguard knows how to make wounds hurt. He gains a +4 bonus to confirm critical hits, and, when he does confirm one, his target may not be the recipient of any form of healing for 1d3 rounds after.

Lv3 > Without Fear (Ex)
A master of fear himself the Blackguard is completely immune to fear effects and negative morale effects.

Lv3 > Tainted Soul (Ex)
The Blackguard does not take hit point damage from negative energy and isn't subject to level drain or ability drain.

Lv4+ > Invocations
The Blackguard can use invocations as detailed for the Warlock, except as noted here: He gains them at the indicated rate and the save for any invocation instead has a DC of 10 + 1/2 his Blackguard level + his charisma modifier.

Lv5 > Profane Grace (Su)
Protected by pure evil, the Blackguard gains his charisma modifier as a deflection bonus to his AC.

Lv6 > Dimension Transfer (Su)
The Blackgaurd, once per 1d4 + 1 rounds, can teleport up to 5ft x his Blackgaurd level (maximum of 100ft) as an immediate action. If used to avoid an attack, or hazard, it still has a 50% chance of affecting him. He must exit the area of an area of effect to gain this miss chance against it.

Lv7 > One-Handed Grapple (Ex)
The Blackguard can grapple a creature with one hand, leaving him free to act normally (except for the hand grappling). He then deals his strength in damage, automatically, whenever his foe attempts to escape (if already grappled).
He must still force his opponent to move with a strength check and moving into a pin immediately ends the benefits of this ability.

Lv8, 11, 14, 17, 20 > Combat Feats
At each of the indicated levels the Blackguard gains a single fighter, tactical, or weapon style feat, that he qualifies for, of his choice.
If he switched from the Paladin class he retains any combat feats he had (aka he does not reselect them).

Lv9 > Unwilling Martyr (Ex)
Whenever the Blackguard would be in harm's way, and is aware of it, he may pull an adjacent creature, no more than one size larger than himself, into his space, as an immediate action.
They become the new target, if the attack or hazard had a target, or simply entering the attacks area as it hits. If it was a cone or a line effect their body blocks it in a line behind them protecting him and out to a line behind him.
The target is allowed an opposed strength check to resist being pulled into the space and, after the Blackguard pulls them in long enough to use as a shield, he pushes them back into their space.

Lv10 > Damage Reduction (Ex)
The Blackguard gains Damage Reduction equal to that indicated. The Paladin ignores the Blackguard's DR.

Lv11 > Daunt (Ex)
The Blackguard actively harries nearby foes. Any opponent treats all squares, that he threatens in melee, as being difficult terrain. This terrain counts as magically manipulated for the purpose of whether any defense applies to it.

Lv12 > Vigilance (Ex)
No creature may tumble through the Blackguard's space, as long as he remains unconscious and isn't helpless, with a tumble check. Any attempt to tumble through his threatened area has it's DC increased by his Blackguard level.

Lv16 > Throes of Death (Su)
When the Blackguard dies he may opt to do so spectacularly. If he does, he releases a 5ft to 60ft, at a distance of his choosing, of seething energy.
This energy deals 1d6 untyped damage, per Blackguard level, to all creatures within. They may make a fortitude save, at a DC of 10 + 1/2 his Blackguard level + his charisma modifier, to half the damage dealt to them.

Lv20 > Fated Villain (Ex)
The Blackguard has been recognized by some demon or fiend. He gains the Corrupted Creature template (see BoVD, page 186) without any LA.
New Invocations
wip

eftexar
2013-05-13, 08:24 PM
Rogue
Hit Die: d8

Starting Gold: unchanged

Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Diguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering, dungeoneering, and local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points: 8 + Int mod (x 4 at first level)

{table=head]Level|BaB|Fort|Refx|Will|Special |
Mobility|
Ambush Feats

1st|+0|+1|+2|+1|Trapfinding, Vexing Flanker, Finesse|
-|
-

2nd|+1|+1|+3|+1|Uncanny Dodge|
-|
-

3rd|+2|+2|+3|+2|Sneak Attack +1d6, Mobility|
+5ft|
-

4th|+3|+2|+4|+2|Evasion|
+5ft|
-

5th|+3|+3|+4|+3||
+5ft|
+1

6th|+4|+3|+5|+3|Trapsense|
+10ft|
+1

7th|+5|+3|+5|+3|Imp. Uncanny Dodge, Sneak Attack +2d6|
+10ft|
+1

8th|+6/+1|+4|+6|+4|Special Ability|
+10ft|
+1

9th|+6/+1|+4|+6|+4||
+15ft|
+2

10th|+7/+2|+5|+7|+5|Flawless Concealment|
+15ft|
+2

11th|+8/+3|+5|+7|+5|Special Ability, Sneak Attack +3d6|
+15ft|
+2

12th|+9/+4|+6|+8|+6|Meld with Shadows|
+20ft|
+2

13th|+9/+4|+6|+8|+6|Murderous Assault|
+20ft|
+3

14th|+10/+5|+6|+9|+6|Special Ability|
+20ft|
+3

15th|+11/+6/+1|+7|+9|+7|Sneak Attack +4d6|
+25ft|
+3

16th|+12/+7/+2|+7|+10|+7|Hidden in Plain Sight|
+25ft|
+3

17th|+12/+7/+2|+8|+10|+8|Special Ability|
+25ft|
+4

18th|+13/+8/+3|+8|+11|+8||
+30ft|
+4

19th|+14/+9/+4|+8|+11|+8|Execution, Sneak Attack +5d6|
+30ft|
+4

20th|+15/+10/+5|+9|+12|+9|Special Ability|
+30ft|
+4
[/table]

Proficiencies: The Rogue is proficient with all simple weapons, bolas, hand crossbows, rapier, the sap, spiked armor, short sword, the net, and whip. She is also proficient with light armor and bucklers.

Class Abilities

Finesse (Ex)
Dextrous of both hand and body, the Rogue gains the Weapon Finesse and Dodge feats, even if she doesn't meet their prerequisites, for free.

Vexing Flanker (Ex)
Against any foe the Rogue flanks, she and her allies gain a +2 circumstance bonus to attack rolls. This stacks with any bonus already provided by flanking.

Trapfinding (Ex)
The Rogue can use the search skill to find traps with a DC higher than 20. Most non-magical traps have a DC of 20 or higher, while magical traps have a DC of 25 + level of the spell used in it's creation.
When she would succesfully disarm a trap she may instead choose to bypass it, along with the party, without triggering it. Effectively she suppresses the trap's triggering mechanism for any period of up to 10 minutes.
Disabling a magical trap usually has a DC of 25 + the spell's level, though this varies from trap to trap. She may not bypass a rune or glyph, though she can disarm it as normal.

Lv2 > Uncanny Dodge (Ex)
The Rogue is able to react to opponents on all sides just as easily as she can with singular foes. Basically, she can no longer be flanked and any critical hit or Sneak Attack has a 20% chance of instead being a normal hit against her.

Lv3 > Mobility (Ex)
Quick on her feet, the Rogue gains the Mobility feat. Additionally, she gains the indicated bonus to her base land speed as long as she wears no heavier than light armor and carries no more than light load.

Lv3+ > Sneak Attack (Ex)
Whenever the Rogue attacks an opponent who is denied their dexterity to AC, whether or not they have any, or makes an attack of opportunity she strikes for a vital point and deals extra damage equal to that indicated.
Oozes, swarms, and incorporeal creatures are immune to Sneak Attack. Extra damage from this ability is never multiplied on a critical hit and is of the same type as the attack that has qualified for it.
A ranged attack qualifies out to 30ft or it's first range increment, whichever is further. Only a weapon that usually deals non-lethal damage, such as the sap, is suitable for non-lethal Sneak Attacks, unless she has the ability to make non-lethal attacks without penalty with the weapon.
Though Sneak Attack can affect creatures without discernible anatomies, such as aberrations, elementals, oozes, and undead, Ambush feats and other abilities keyed off of the ability may not.
Note that this version of Sneak Attack assumes several changes in rules (noted within the ability itself). These changes are intended to make it a viable source of extra damage, instead of leaving the Rogue useless in combat.

Lv4 > Evasion (Ex)
Whenever the Rogue succeeds on a reflex save to reduce the effects of an attack or hazard she instead negates them. Other effects, that would not have been reduced or negated by her save, still take place as normal.
The Rogue loses the benefits of Evasion while wearing heavier than light armor or carrying more than a light load.

Lv5+ > Ambush Feats (Ex)
At each of the indicated levels the Rogue gains a single Ambush feat, of her choice, that she meets the prerequisites for.
With 5 minutes of practice or meditation she may change which Ambush feats she has. The Rogue may not, however, swap out an Ambush feat that is a prerequisite for another feat, or a PrC, that she possesses.

Lv6 > Trapsense (Ex)
The Rogue is entitled to a spot check, same DC as for search, to notice any trap within 30ft of herself. If she fails to spot a trap she may not attempt to spot it again for the remainder of the encounter (though she may still search for it).

Lv7 > Improved Uncanny Dodge (Ex)
The Rogue can react to danger the moment her senses alert her. She retains her dexterity to AC, if any, when caught flatfooted or struck by an invisible attacker, although she still loses this bonus when immobilized or helpless.

Lv8, 11, 14, 17, 20 > Special Abilities
At each of the indicated levels the Rogue learns a new special ability, from the list in the next post. Unless noted otherwise any special ability is extraordinary in nature.

Lv10 > Flawless Concealment (Su)
When the Rogue hides, within darkness, creatures with Darkvision, or similar ability to see within darkness, must still search for her. Basically their ability to see through darkness isn't factored into whether or not she can hide from them.

Lv12 > Meld with Shadows (Su)
As long as the Rogue is within 10ft of some sort of shadow, not her own, she may hide, even if she is being observed. She must feasible have been able to fit within the source of shadow for it to provide any benefit.

Lv13 > Murderous Assault (Ex)
As a full round action the Rogue may make a single melee or ranged attack. If she deals Sneak Attack damage her opponent must make a fortitude save, at a DC of 14 + 1/2 her BaB + her dexterity modifier, or be paralyzed for 1d3 rounds.
Any foe who successfully saves against Murderous Assault is immune to further uses of for the remainder of the encounter. This ability does not affect foes without discernible anatomies, such as aberrations, elementals, oozes, and undead.

Lv15 > Hidden in Plain Sight (Ex)
When the Rogue leaves an area of concealment, during her turn, she retains the benefits of that concealment until the end of her turn. She gains the benefits from the highest level concealment she had. This ability effectively allows her to hide in plain sight for brief moments.

Lv19 > Execution (Ex)
The Rogue may perform a coup de grace as a swift action and doesn't provoke an attack of opportunity for doing so. She must still meet the normal requirements before she can perform one.
Rogue Special Abilities
Sidestep
Whenever an attack provokes an attack of opportunity from the Rogue she may forgo the attack to instead take a 5ft step. The Rogue may completely avoid an attack with use of this ability.
This does not count towards her movement for the round, or even towards whether or not she can still take another 5ft step.

Improved Evasion
Once per encounter, as an immediate action, the Rogue may automatically succeed on a single reflex save as if she had rolled a natural 20.

Window of Opportunity
Any attack made against an opponent the Rogue is flanking, other than an attack made by herself, causes the attacked creature to immediately provoke an attack of opportunity from the Rogue.
She may not gain more than one attack of opportunity in this way per round, regardless of how many attacks of opportunity she can make.

Field of Expertise
This ability may be taken multiple times. Each time the Rogue may select three skills, that are Rogue class skills, of her choice. When making a skill check, with one of her chosen skills, she may take 10, even if stress or distractions would normally prevent her from doing so.
In addition, she gains a +4 bonus to any skill she takes 10 with using Field of Expertise (effectively taking 14).

Slippery Mind
Having trained her mind to resist mental assault, she is difficult to control. She is automatically freed of any mind-affecting effect after 24 hours pass, also recovering from any mental ability drain, or damage, energy drain, or memory alteration.

Runaround
If the Rogue remains engaged in combat with an opponent for 3 rounds they must make a fortitude save, at a DC of 14 + 1/2 her BaB + her intelligence modifier, each round until they are no longer engaged.
An opponent who fails their save is fatigued, or exhausted if already fatigued, and becomes incapable of making attacks of opportunity, both, for 1 round. Any spell from the healing subschool ends these penalties.
For the purposes of this ability, being engaged in combat means that the Rogue, or her opponent, have made an attack, whether or not it hit, against the other within the past round.

Combat Charlatan
Anytime that an opponent attacks the Rogue and misses she may redirect the attack to another target within her reach, even if the original reach or range of the attack couldn't go that far.
The attacker must reroll any statistics involved, but special modifiers are repeated without expending further uses, if any. When making multiple attacks, such as with a full attack, the opponent's remaining attacks end if she redirects.

Sophisticated Feint
When making a standard or full attack the Rogue may feint as a swift action before making her attack, gaining half her Rogue level as a bonus to her check.
This ability counts as the Improved Feint feat for the purpose of meeting prerequisites and using other abilities.

Bar Room Brawler
The Rogue gains the Improved Unarmed Strike feat for free, even if she wouldn't normally qualify for the feat. She deals damage as a 4th level Monk. She reduces attack roll penalties with improvised weapons, and weapons she isn't proficient, with to -2.

Roll with It
Once per encounter the Rogue may roll with an attack or hazard as an immediate action. Any hit point damage dealt is halved and, unless she is immune to it, becomes non-lethal damage.

Dirty Fighter
A successful attack of opportunity does not negate any disarm or bull rush attempt she makes. Furthermore, she may use her dexterity, instead of strength, when making disarm or trip attempts.

Perfect Disguise (Su)
While in disguise the Rogue's alignment reads as whatever alignment she wishes for it to mimic. However, any creature that pierces her disguise ignores this ability and detects her alignment as it truly is.

Glibness
No magical effect can discern, limit, or stop her lies, nor may it force her tell the truth against her will. She even ignores bonuses to sense motive checks provided by spells and other types of magic.

Crowd Surfer
The Rogue gains concealment while within in a crowd, at least 15 or more, of creatures and can move through crowds at her normal speed. Further, she gains a +4 to hide checks to hide within a crowd.

Glide
The Rogue is entitled to an escape artist check to escape any form of restraint, even those that normally don't allow one or are magical in nature. The DC to escape a spell or spell-like ability is 15 + the spell level (if any).
Further, she can move through force spells and other force effects as if they weren't there with a succesful tumble check. The DC for this is 15 + the spell level, though effects without a spell level instead add half the creator's CR.

Throw
As a standard action she may grab a foe, within one size of her own, and, turning their own leverage against them, throw them up to 10ft in a direction of her choice, dealing them 1d6 + strength damage and knocking them prone.
An opposed dexterity check negates. She can even throw them at another creature as an improvised weapon. Figure damage as appropriate for that size.

Ranged Opportunity
The Rogue threatens out to 15ft, but only for the purpose of making ranged attacks of opportunity. She can only make one ranged attack of opportunity per round, no matter how many attacks of opportunity she can make.
If she successfully hits a target with such a ranged attack they must succeed on a reflex save, at a DC of 14 + 1/2 her BaB + her dexterity modifier, or be knocked prone immobilizing them until their turn ends.

Advanced Entrapment
When she trips an opponent with a bola they are also immobilized until they escape or break the bolas. A full round strength check, DC 15, or escape artist check, DC 25, allows them to escape (breaking the bolas in the case of strength).
The bolas can also be cut away or removed, without the need for a check, with 3 rounds of uninterrupted work.
Additionally, the Rogue can throw a net up to 20ft, instead of 10ft, and is able to fold a net back up with only a move action (and no AoOs).

Dust Cloud
As a standard action, that doesn't provoke attacks of opportunity, the Rogue may kick up sand, dust, loose soil, ash, snow, or a similar substance. This duplicates the effects of a Fog Cloud spell, non-magically, within a 15ft radius for 3 rounds.

Between the Ribs
As a move action the Rogue may make a spot check versus a single foe's, who she has line of sight to within 30ft, AC + 10. If successful her next attack, as long as it is made within 1 round, is treated as a touch attack against them.

Tumbling Dodge
As an immediate action the Rogue may make a tumble check in response to an attack that would harm her. She reduces any damage, as well as variable numeric effects, by 50% if her check exceeds their attack roll.

Garrote
If the Rogue successfully strikes a target with a whip, whether or not she deals damage, she may extend the attempt into a garrote.
She and her target are immobilized as long as she maintains it, a free action, though her foe can break the whip with a DC 15 strength check or escape with a DC 25 escape artist check, a move action. A foe affected by garrote can't breathe and might suffocate if subject to this ability for extended periods of time.

Whirling Sweep
As a standard action, that doesn't provoke any attacks of opportunity, the Rogue may make a sweep around herself unarmed or with a weapon.
She deals no damage, but all adjacent creatures must make an opposed dexterity check or be knocked prone. The Rogue need make only a single check versus all affected creature's.

Throw Caltrops
The Rogue can unload a 2lb bag of caltrops, covering up to three adjacent 5ft squares, anywhere within 15ft with them. Caltrops placed in this way don't function as normal for caltrops:
Each time a creature moves into the area caltrops fill their feet are wounded, causing their speed to drop by half, until they are healed at least one hit point or treated with a DC 15 heal check.
A creature creature who attempts to charge or run through caltrops must stop. A creature can move at half speed to avoid the caltrops, not risking penalties. As for normal, unusual creature's might not be affected by caltrops.

In Hot Pursuit
As an immediate action, when a foe she threatens leaves her threatened area, the Rogue can move up to her speed to follow them. If at any time she can no longer threaten them during movement, she ceases her pursuit.
Her movement does not provoke attacks of opportunity from the foe she is pursuing, but could from other creatures.

Crossbow Mastery
Loading a hand crossbow for the Rogue is a free action that doesn't provoke any attacks of opportunity. Essentially if she can also draw ammo as a free action, the Rogue can make a full attack with a hand crossbow.

Porcupine Defense
Any creature who strikes the Rogue in melee, while she is wearing armor spikes, takes damage as if she had struck them with armor spikes, except she adds their strength to damage instead of her own.

Gait of the Zephyr
During her movement the Rogue can move across walls, ceilings, and other sloped or angled surfaces without any difficulty. If she doesn't end on a legal space at the end of her movement she risks the consequences (generally falling).

Pinning Shot
The Rogue may, as a standard action ranged attack, attempt to pin the opponent, if she strikes, to a wall, floor, or nearby surface. She must succeed on an opposed dexterity check to pin her opponent.
The pin can be broken as part of movement with a DC 15 strength check or simply by taking a full round action to remove the projectile.

Explorer's Trick
The Rogue can use a whip as if it were a grappling hook. Unhooking it is a free action though.
Alternatively she can, as a standard action, that doesn't provoke attacks of opportunity, grab an item of smaller size than her and pull it into her space, placing it in her grip if she has an open hand.

The Bigger They Are
The Rogue can move into an adjacent creatures space, who is of at least two sizes larger than her, with a 5ft step. If she does so she gains total cover from that creature, as long as she stays in one it's spaces, and soft cover from all others.

Ranger
Hit Die: d8

Starting Gold: unchanged

Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering, geography, and nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points: 6 + Int mod (x 4 at first level)

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+1|+1|Trapfinding, Track, Wild Empathy

2nd|+2|+3|+1|+1|Combat Style (Basic)

3rd|+3|+3|+2|+2|Endurance, Woodland Stride

4th|+4|+4|+2|+2|Keen Senses

5th|+5|+4|+3|+3|

6th|+6/+1|+5|+3|+3|Combat Style (Improved)

7th|+7/+2|+5|+3|+3|Fast Movement 10ft

8th|+8/+3|+6|+4|+4|

9th|+9/+4|+6|+4|+4|Trackless Step

10th|+10/+5|+7|+5|+5|Swift Tracker, Sec. Combat Style (Basic)

11th|+11/+6/+1|+7|+5|+5|

12th|+12/+7/+2|+8|+6|+6|Improved Endurance

13th|+13/+8/+3|+8|+6|+6|Blindsense

14th|+14/+9/+4|+9|+6|+6|Combat Style (Advanced)

15th|+15/+10/+5|+9|+7|+7|Camouflage

16th|+16/+11/+6/+1|+10|+7|+7|

17th|+17/+12/+7/+2|+10|+8|+8|

18th|+18/+13/+8/+3|+11|+8|+8|Sec. Combat Style (Improved), Fast Movement 20ft

19th|+19/+14/+9/+4|+11|+8|+8|Blindsight

20th|+20/+15/+10/+5|+12|+9|+9|Perfect Tracker

[/table]

Proficiencies: The Ranger is proficient with all simple and martial weapons, light armor, and with light shields (including bucklers).

Class Abilities

Trapfinding (Ex)
The Ranger can use the search skill to find traps with a DC higher than 20. Most non-magical traps have a DC of 20 or higher, while magical traps have a DC of 25 + level of the spell used in it's creation.
When he would successfully disarm a trap he may instead choose to bypass it, along with the party, without triggering it. Effectively he suppresses the trap's triggering mechanism for 3 minutes.
Disabling a magical trap usually has a DC of 25 + the spell's level, though this varies from trap to trap. He may not bypass a rune or glyph, though he can disarm it as normal.

Track (Ex)
The Ranger gains the Track feat for free. He can move at full speed while following a creature's physical trail taking only a -4 penalty, but takes a -8 penalty if he attempts to do so at double his speed.
He may track a creature benefiting from an ability, such as Trackless Step, or spell, such as Pass Without a Trace, but only if he is of a higher level than the creator of the ability or spell. Even then, he still takes a -10 penalty to track such creatures.

Wild Empathy (Ex)
The Ranger may use Handle Animal to affect the attitudes of animals, with simple noises and gestures, as if it were the Diplomacy skill. He, and the animal, must be within 30ft, in line of sight, of each other.
This ability can be used to affect the attitudes of magical beasts, but he takes a penalty to his checks equal to twice their intelligence modifier.

Lv2, 6, 10, 14, 18 > Combat Styles
At 2nd level the Ranger selects a single combat style. He begins with it's basic ability, gaining it's improved ability at level 6 and advanced at level 14. Any saving throw has a DC of 10 + 1/2 his BaB + his relevant modifier.
And, at level 10, he selects a second combat style, gaining it's basic ability then and it's improved ability at level 18.

Lv3 > Woodland Stride (Ex)
The Ranger can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) without suffering from any reduction in movement or being affected by hazards.
Undergrowth magically manipulated to impede, or harm, him still does, but only if it's effects are actively maintained. Active maintenance usually involves ongoing concentration, at least in the case of spells.

Lv3 > Endurance (Ex)
Used to the rigors of the outdoors the Ranger gains the Endurance feat, for free, and recovers from his wounds more quickly than normal:
He recovers twice the normal hit points during rest and, in addition to ability damage, recovers from 1 point of drain per night's rest. Even if he gains no rest he recovers from 1 point of ability damage per day.

Lv4 > Keen Senses (Ex)
The Ranger gains half of his Ranger level as a bonus to Listen, Search, Sense Motive, and Spot checks.

Lv4 > Animal Companion
The Ranger gains an animal companion as detailed for the original Druid (see PH, 35-36), except as noted here, as a PH Druid of two levels lower.
He may not select an animal that would reduces his effective level for an animal companion, but, at level 8, it's size increases by one category unless the Ranger wishes otherwise.

Lv7 > Trackless Step (Ex)
The Ranger does not leave a trail, and so can't be tracked, unless he wishes to. A Ranger of higher level might still track him (see the Track ability).

Lv9, 18 > Fast Movement (Ex)
As long as he isn't wearing heavier than light armor, or carrying more than a medium load, the Ranger gains the indicated bonus to his base land speed.

Lv10 > Swift Tracker (Ex)
The Ranger takes no penalties for tracking at his full speed, but still takes a -4 penalty for doing so while moving double his speed. He is now capable of running while tracking, but takes a -8 penalty when tracking at such speed.

Lv12 > Improved Endurance (Ex)
When making constitution checks to maintain an activity, or avoid the side effects of physical strain, the Ranger uses his constitution score instead of modifier.

Lv13 > Blindsense (Ex)
Picking up on cues other creatures miss, the Ranger gains Blindsense, see the Monster Manual, out to 30ft.

Lv15 > Camouflage (Ex)
The Ranger can hide in any type of undergrowth or natural terrain, even if the terrain doesn't offer cover or concealment.
He can't hide while being observed in this way, but could remain hidden, in plain sight, from future observers. Moving more than a 5ft step at once immediatly reveals his hiding place to anyone watching.

Lv19 > Blindsight (Ex)
The Ranger gains Blindsight, see the Monster Manual, out to 30ft, but can only sense creatures within line of effect this way.

Lv20 > Perfect Tracker
The Ranger no longer takes penalties for moving double his speed, but still takes a -4 penalty for attempting to track while running.
Furthermore, the penalty to track creatures with an ability such as Trackless Step, or spell, such as Pass Without a Trace, is reduced to -4.
Ranger Combat Styles
Scout

Basic (Skirmish)
On any round you have moved at least 10ft you gain a +1d6 bonus to damage and gain 20% concealment from your quick movement.

Improved (Sidestep)
Once per round you can, as an immediate action, take a 5ft step. It does not count towards your movement in a round or whether you can take another one.
If used to avoid an attack or hazard, or area of one, you still have a 50% chance of being affected by it. You must move out of an area of effect to even attempt to avoid it's effects, from affecting you, in this way.

Advanced (Momentum)
You need only take a 5ft step to gain the benefits of Skirmish. Further, when you do move the full 10ft, the miss chance is increased to 50%

Sweeper

Basic (Two-Weapon Fighting)
You gain the Two-Weapon Fighting feat, even if you normally wouldn't qualify, for free.

Improved (Greater Two-Weapon Fighting)
You gain the Improved Two-Weapon Fighting feat, even if you normally wouldn't qualify, for free.

Advanced (Perfect Two-Weapon Fighting)
You take no penalties to your attack rolls for two-weapon fighting. Additional attacks from other sources are still subject to those penalties.

Guerrilla

Basic (Venomer)
You do not risk poisoning yourself when applying poison to a weapon, nor do you provoke attacks of opportunity for applying.

Improved (Instant Snare)
With spare parts you can build a simple non-magical trap. The DM determines whether or not the items you build together can be a trap or not and the DC for any trap is 10 + 1/2 your Ranger level + your intelligence modifier.
The effects of the trap itself can mimic the effects of any trap who's CR is no higher than your HD - 4, though poison, alchemical substances, or other strange materials need to be supplied as normal.

Advanced (Deathtrap)
Any creature who fails a save against your trap must succeed at a fortitude saving throw, at a DC -4 less than for the trap, or die instantly and gruesomely.

Slayer

Basic (Undertow)
You can occupy, and move through, the spaces of any creature larger than yourself (and without the need for a tumble check).
While occupying a larger creature's space you gain total cover from it and any attack that is directed at you, by someone else, has a 20% chance of hitting them instead of you.

Improved (Medieval Cowboy)
You can 'ride' creatures two or more sizes larger than yourself. As a standard action, that provokes attacks of opportunity, you must succeed on a ride check versus an opposed grapple check from the creature. Size bonuses and penalties are not factored into any of the checks for this ability.
On success you are considered grappling, but the target is not. You gain total concealment from that creature and it can move, carrying you along without any other hindrance to itself.
You can take any actions you could take during a grapple and letting go might require a tumble check to avoid falling damage. Any attack against you has a chance to hit your 'mount' instead as detailed for grappling.
The creature can shake you loose as a full round action with a grapple check versus another opposed ride check. You may not pin or drag the creature, nor may it turn the grapple back on you (and carrying you requires no check).

Advanced (Harder they Fall)
You gain a +1d4 bonus to melee and ranged damage rolls per size larger a target is than you. This damage is increased to d6s while riding them via Medieval Cowboy or a similar ability.

Explorer

Basic (Intuit Direction)
By meditating for 1 round in any location you can memorize a location. You can memorize up to 3 + your wisdom bonus (if any) locations at once, though forgetting a location is as simple as memorizing a new one over it.
You know the exact direction and distance between your current location and any memorized locations, as well as distance and direction between each of those memorized locations.

Improved (Whip Mastery)
You can use a whip to grab an object, no larger than small size, within it's reach, though you must succeed on a sleight of hand check (DC 15) to steal anything on someone's person.
Such an object, that you attempting to steal, must be in the open, and they are automatically aware of your attempt. You can steal a secured object or even a weapon in hand, but they can make an opposed spot check to negate.
The whip can also be used similar to a short range grappling hook to swing on and usually requires no check or roll to latch onto a feasible surface that it could wrap itself around. Freeing it is a free action.

Advanced (Safeword (Su))
Once per day you may teleport to any memorized location, see Intuit Direction, as if with the Greater Teleport spell, except with the normal limit to range. This does not work across planar boundaries. Teleporting this way is a full round action; subject to concentration.

Archer

Basic (Precision)
You gain the Point Blank Shot and Precise Shot feats for free, even if you don't meet their prerequisites.

Improved (Take Aim)
You gain the Far Shot feat for free, even if you don't meet the prerequisites, and, as a move action, can take aim at a creature within line of sight.
For 1 round you ignore the benefits of concealment or cover less than total and ignore range increment penalties, but only against the creature you aimed at. If you aim at another creature you lose any benefits for aiming against a previous one.

Advanced (Volley)
When making a ranged attack, during either a standard action or full round action, you may make one additional ranged attack. This extra attack is made at your highest base attack bonus.

Lesser Druid

Basic (Least Druidry (see text))
You can cast Endure Elements, Entangle, and Speak with Animals, as the spells, a combined total of once per day. This increases to once per encounter when she gains access to Lesser Druidry.
Your effective caster level equals your Ranger level and any save has a DC of 10 + 1/2 your ranger level + your wisdom modifier.

Improved (Lesser Druidry (see text))
You can cast Barkskin, Hide from Animals, and Neutralize Poison, as the spells, a combined total of once per day. This increases to once per encounter when she gains access to Greater Druidry.
Your effective caster level equals your Ranger level and any save has a DC of 10 + 1/2 your ranger level + your wisdom modifier.

Advanced (Greater Druidry (see text))
You can cast Freedom of Movement, Speak with Plants, and Hold Animal, as the spells, a combined total of once per day.
Your effective caster level equals your Ranger level and any save has a DC of 10 + 1/2 your ranger level + your wisdom modifier.

Monk
-

eftexar
2013-05-13, 08:25 PM
Druid
Hit Die: d6

Starting Gold: unchanged

Skills: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (geography, nature, & religeon) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points: 4 + Int mod (x 4 at first level)

{table=head]Level|BAB|Fort|Refx|Will|Special |1st|2nd|3rd|4th|5th|6th

1st|+0|+2|+0|+1|Wild Empathy, Nature Lore, Companion|||||||

2nd|+1|+3|+0|+1||2||||||

3rd|+1|+3|+1|+2|Woodland Stride|3||||||

4th|+2|+4|+1|+2||3||||||

5th|+2|+4|+1|+3|Trackless Step|3|2|||||

6th|+3|+5|+2|+3|Salubrious, Photosynthesis 1|3|3|||||

7th|+3|+5|+2|+3||3|3|||||

8th|+4|+6|+2|+4|Terrain Mastery|3|3|1||||

9th|+4|+6|+3|+4|Photosynthesis 2|3|3|1||||

10th|+5|+7|+3|+5||3|3|2||||

11th|+5|+7|+3|+5|Resist Nature's Lure|3|3|2|0*|||

12th|+6/+1|+8|+4|+6|Terrain Mastery, Photosynthesis 3|3|3|2|1|||

13th|+6/+1|+8|+4|+6||3|3|3|1|||

14th|+7/+2|+9|+4|+6|Effervescence|3|3|3|1|0*||

15th|+7/+2|+9|+5|+7|Photosynthesis 4|3|3|3|2|1||

16th|+8/+3|+10|+5|+7|Terrain Mastery|3|3|3|2|1||

17th|+8/+3|+10|+5|+8||3|3|3|2|1|0*|

18th|+9/+4|+11|+6|+8|Photosynthesis 5|3|3|3|2|2|1|

19th|+9/+4|+11|+6|+8|Planar Terrain Mastery|3|3|3|2|2|1|

20th|+10/+5|+12|+6|+9|Terrain Mastery|3|3|3|3|2|1|

[/table]

Proficiencies: The Druid is proficient with the club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear, as well as with light armor, but she is not proficient with any shields.

Class Abilities

Spellcasting
The Druid casts divine spells, drawn from the Druid spell list. She begins with a small number of spells, see Natural Affinity, and learns a new spell, of any level she can cast, at every level of Druid (beginning at 2nd).
Though she doesn't cast arcane spells her spells are subject to spell failure when she wears metal armor. This is from interference by metal armor, so all Druid spells, not just those with somatic components, are subject to this.
She may only cast so many spells per day, as indicated, though she gains bonus spells for a high wisdom. A higher level spell slot can be expended to cast a lower level spell. In order to recover her spells the Druid must study for an hour after at least 4 hours' rest. If she doesn't get a full night's rest, or 8 hours, she has trouble focusing and can't cast defensively until she does.
The saving throw for any Druid spell has a DC of 10 + 1/2 her caster level + her charisma modifier, though any spell cast with a higher spell slot than is necessary has it's DC increased by +2.

Changes to Druid Spells
A spell's time normally in hours or days is instead minutes and, likewise, a spell in minutes becomes rounds. The range of her spells don't increase for caster level unless their area is affected by caster level or the spell's range is the area.

Spontaneous Casting
The Druid can expend a spell slot of any level to cast a Summon Nature's Ally spell of equal level. A creature summoned by her with this gains bonus hit points equal to her caster level and a +2 bonus to their attack rolls.

Natural Affinity
The Druid knows, and may cast, any of the following, as 0th level spells (or orisons): Detect Magic, Detect Poison, Guidance, Flare, Know Direction, Purify Food and Drink, Read Magic, and Resistance.
She can cast these spells at will. They otherwise function as detailed for any of her other spells.

Wild Empathy (Ex)
The Druid can use the Handle Animal skill, as if it were Diplomacy, to affect the attitudes of animals, with body language and simple noises, but they must be within 30ft of each other and have line of sight.
She can also influence the attitudes of magical beasts, but takes a penalty to her check equal to twice the creature's intelligence modifier.

Nature Lore (Ex)
The Druid gains a +4 bonus to all checks to remember or discern information about wild life (mostly fauna and flora).

Companion
Venturing with her is a loyal animal companion. This ability works exactly as this classes predecessor (see PH, 35-36).

Lv3 > Woodland Stride (Ex)
The Druid can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) without suffering from any reduction in movement or being affected by hazards.
Undergrowth magically manipulated to impede, or harm, her still does, but only if it's effects are actively maintained. Active maintenance usually involves ongoing concentration, at least in the case of spells.

Lv5 > Trackless Step (Ex)
The Druid does not leave a trail, and so can't be tracked, unless she wishes to. A Ranger of higher level might still track her (see the Track ability).

Lv6+ > Photosynthesis (Su)
While in the area of natural sunlight, brighter than shadowy illumination, the Druid gains the indicated amount of Fast Healing.

Lv6 > Salubrious (Ex)
The Druid, protected by nature, is immune to poison, sleep, paralysis, stunning, and polymorph effects. She can still voluntarily allow herself to be affected by a polymorph effect if she wishes.

Lv8, 12, 16, 20 > Terrain Mastery
At each of the indicated levels the Druid may select a single terrain (see Horizon Walker, DMG 190) to gain the benefits listed.
When on terrain that she has terrain mastery for her effective caster level is treated as one higher than it actually is. Caster level bonuses for overlapping terrain do not stack.

Lv11 > Resist Nature's Lure (Su)
The Druid gains spell resistance, equal to 15 + her caster level, against any spell or spell-like ability, created by a fey, even if the effect wouldn't normally be subject to the effects of spell resistance.

Lv14 > Effervescence (Ex)
The Druid ceases to age, still accruing bonuses but ignoring penalties, and is immune to ageing effects. She may even opt to regress to a more youthful looking appearance when she first gains this ability.

Lv19 > Planar Terrain Mastery
The Druid may select a single planar terrain (see Horizon Walker, DMG 190) to gain the benefits of.
When on this terrain her effective caster level is treated as one higher than it actually is. Caster level bonuses for overlapping terrain do not stack.

Bard
wip


Warlock
wip

eftexar
2013-05-13, 08:27 PM
Swashbuckler
wip


Fighter
wip


Barbarian
wip

eftexar
2013-05-13, 08:28 PM
Wizard
Hit Die: d6

Starting Gold: unchanged

Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Forgery (Int), Knowledge (all, taken individually) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points: 4 + Int mod (x 4 at first level)

{table=head]Level|BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5t h

1st|+0|+1|+1|+2|Lorekeeper, Arcane Blast|||||

2nd|+1|+1|+1|+3|Dispel Magic|||||

3rd|+2|+2|+2|+3|Spell Familiarity|||||

4th|+3|+2|+2|+4||2||||

5th|+3|+3|+3|+4|Bonus Feat|3||||

6th|+4|+3|+3|+5|Coordinated Metamagic|3||||

7th|+5|+3|+3|+5||3|2|||

8th|+6/+1|+4|+4|+6|Bonus Feat|3|3|||

9th|+6/+1|+4|+4|+6||3|3|||

10th|+7/+2|+5|+5|+7|Quicken 1/day|3|3|1||

11th|+8/+3|+5|+5|+7|Bonus Feat|3|3|1||

12th|+9/+4|+6|+6|+8|Metamagic Infusion|3|3|2||

13th|+9/+4|+6|+6|+8||3|3|2||

14th|+10/+5|+6|+6|+9|Spell Resistance, Bonus Feat|3|3|2|0*|

15th|+11/+6/+1|+7|+7|+9|Quicken 2/day|3|3|3|1|

16th|+12/+7/+2|+7|+7|+10||3|3|3|1|

17th|+12/+7/+2|+8|+8|+10|Bonus Feat|3|3|3|1|

18th|+13/+8/+3|+8|+8|+11|Seize Sorcery|3|3|3|2|0*

19th|+14/+9/+4|+8|+8|+11||3|3|3|2|1

20th|+15/+10/+5|+9|+9|+12|Quicken 3/day, Bonus Feat|3|3|3|2|1

[/table]

Proficiencies: The Wizard is proficient with simple weapons, light armor, and with bucklers. Light armor does not impose spell failure on his spells.

Class Abilities

Spellcasting
The Wizard casts arcane spells, drawn from the Wizard/Sorcerer list. He begins with a small number of spells, see Arcane Apprentice, and, beginning at level 4, learns a new spell at each level of Wizard.
He may only cast so many spells per day, as indicated, though he gains bonus spells for a high intelligence. A higher level spell slot can be expended to cast a lower level spell.
In order to recover his spells the Wizard must study for an hour after at least 4 hours' rest. If he doesn't get a full night's rest, or 8 hours, he has trouble focusing and may not cast defensively until he does.
The saving throw for any Wizard spell has a DC of 10 + 1/2 his caster level + his charisma modifier, though any spell cast with a higher spell slot than is necessary has it's DC increased by +2.

Changes to Wizard Spells
A spell who's time is normally in hours or days is instead minutes and, likewise, a spell in minutes becomes rounds. The range of his spells do not increase for caster level unless their area is affected by caster level or the spell's range is the area.

Arcane Apprentice
The Wizards knows, and may cast, any of the following, as 0th level spells (or contrips): Arcane Mark, Dancing Lights, Detect Magic, Erase, Ghost Sound, Know Direction, Message, Read Magic, and Shield.
He can cast these spells at will. They otherwise function as detailed for any of his other spells.

Spellbook
The Wizard, at level 4, learns to scribe spells into a spellbook. He can research spells, of any level(s) he can cast, and add them to his spellbook. To research one the Wizard must decipher complex notes on arcane formulae, not just scrolls, or learn from another Wizard.
Researched spells are often incomplete and difficult to cast. That is, in order to cast a spell from his spelbook, he must have the spellbook, with his arcane formulae, as a focus.
In order to cast such a spell from his spellbook he must first find it. Unless he has left his book open he must spend 1 round looking for the spell, but there is a 1d10 x 10% chance he won't find it or anything else useful.
If he left the spellbook open he needn't spend a round looking, but there is a 10% chance that he lost track of the spell (wind or motion is common). Because of it's organization it is impossible to place usable bookmarks in his spellbook.

Lorekeeper (Ex)
He can make any knowledge check untrained. He uses 1/2 his Wizard level, in place of his ranks, when making a knowledge check if it would be higher.

Arcane Blast (Sp)
The Wizard can release a surge of pure magic. This ray, with a range increment of 30ft (max. five increments), requires a ranged touch attack to hit. It deals 1d4 + his charisma modifier in force damage (crit. 20/x2).
Arcane Blast otherwise functions as a weapon. It can be used as part of a standard attack, or a full attack, and knocks an opponent prone on a critical hit.

Lv2 > Dispel Magic
The Wizard can Dispel Magic, as the spell, at will. His dispel check isn't capped and he gains a +4 bonus to his check if the slot he expended was of a higher level than the effect that he is attempting to dispel.

Lv4 > Spell Familiarity (Ex)
Whenever the Wizard would reduce the effects of a spell with a successful saving throw, he instead negates them. This doesn't mitigate any effect, even from the same spell, that wouldn't have been reduced with a successful save.
This provides no protection against spell-like or supernatural abilities, nor against those that function similarly to spells, such as mysteries or psionic powers.

Lv5, 8, 11, 14, 17, 20 > Bonus Feats
At each of the indicated levels the Wizard gains a Fighter bonus feat or Metamagic feat, that he qualifies for, of his choice.

Lv6 > Coordinated Metamagic (Su)
As an immediate action, if he is within 15ft of a willing spellcaster, the Wizard may augment a spell being cast with a Metamagic feat he has. It doesn't affect the spell's level or the resources spent by the caster.
However, the Wizard must expend a spell slot equal to the level of the increase the Metamagic feat would have normally imposed on the spell.
Multiple Wizards may participate in Coordinated Metamagic, but the amount of feats added this way may not exceed the highest level of spell the lowest level Wizard among them is capable of learning or casting.

Lv10+ > Quicken (Su)
A limited number of times per day, as indicated, the Wizard may cast any Wizard spell as a swift action. He can't cast another spell in a round he quickens a spell this way, nor can he quicken a spell in a round he has already cast one.

Lv11 > Spell Resistance
The Wizard gains 15 + his Wizard level in Spell Resistance. He can suppress or resume this resistance as a swift action.

Lv14 > Metamagic Infusion (Sp)
As a standard action the Wizard may add a Metamagic feat to an ongoing spell within 60ft of her. Some feats, such as Quicken Spell, might be useless since the effect has already been created.
The Wizard must expend a spell slot equal to the level of the increase that the Metamagic feat would have normally imposed. This is subject to concentration, though he may 'cast' defensively.
Any spell that has a Metamagic feat already added in this way may not have another one added with this ability, not even by another Wizard, unless the Metamagic is somehow removed.

Lv18 > Seize Sorcery (Sp)
As a full round action the Wizard may attempt to steal the effects of a spell, that requires concentration to maintain, from another creature within 60ft of her. This is subject to concentration, though he may 'cast' defensively.
He must succeed on an opposed caster level check to take control. He effectively becomes the new origin, though any variables already determined beforehand are left unaltered.

Sorcerer
Hit Die: d4

Starting Gold: unchanged

Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points: 6 + Int mod (x 4 at first level)

{table=head]Level|BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5t h|6th|7th

1st|+0|+0|+1|+2|Familiar, Arcane Blast|2||||||

2nd|+1|+0|+1|+3|Dispel Magic|3||||||

3rd|+1|+1|+2|+3|Spell Familiarity|4||||||

4th|+2|+1|+2|+4||5|2|||||

5th|+2|+1|+3|+4|Bonus Feat|6|3|||||

6th|+3|+2|+3|+5||6|3|1||||

7th|+3|+2|+3|+5||6|4|1||||

8th|+4|+2|+4|+6|Bonus Feat|6|4|2||||

9th|+4|+3|+4|+6|Improved Familiar|6|4|2|0*|||

10th|+5|+3|+5|+7||6|5|2|1|||

11th|+5|+3|+5|+7|Bonus Feat|6|5|3|1|||

12th|+6/+1|+4|+6|+8||6|5|3|1|0*||

13th|+6/+1|+4|+6|+8||6|5|3|2|1||

14th|+7/+2|+4|+6|+9|Bonus Feat|6|5|3|2|1||

15th|+7/+2|+5|+7|+9|Metamagic Allowance|6|5|4|2|1|0*|

16th|+8/+3|+5|+7|+10||6|5|4|2|2|1|

17th|+8/+3|+5|+8|+10|Bonus Feat|6|5|4|3|2|1|

18th|+9/+4|+6|+8|+11||6|5|4|3|2|1|0*

19th|+9/+4|+6|+8|+11||6|5|4|3|2|2|1

20th|+10/+5|+6|+9|+12|Bonus Feat|6|5|4|3|3|2|1

[/table]

Proficiencies: The Sorcerer is not proficient with any weapons, armor, or shields. Any armor and shields she dons might impose spell failure on her spells.

Class Abilities

Spellcasting
The Sorcerer casts arcane spells, drawn from the Wizard/Sorcerer list. She begins with a small number of spells, see Arcane Apprentice. She learns one new spell at every even level of Sorcerer and two new spells at every odd level, including her first, of Sorcerer.
She may only cast so many spells per day, as indicated, though she gains bonus spells for a high intelligence. A higher level spell slot can be expended to cast a lower level spell.
In order to recover her spells the Sorcerer must study for an hour after at least 4 hours' rest. If she doesn't get a full night's rest, or 8 hours, she has trouble focusing and may not cast defensively until she does.
The saving throw for any Sorcerer spell has a DC of 10 + 1/2 her caster level + her charisma modifier, though any spell cast with a higher spell slot than is necessary has it's DC increased by +2.

Changes to Sorcerer Spells
A spell who's time is normally in hours or days is instead minutes and, likewise, a spell in minutes becomes rounds. The range of her spells do not increase for caster level unless their area is affected by caster level or the spell's range is the area.

Arcane Apprentice
The Sorcerer knows, and may cast, any of the following, as 0th level spells (or cantrips): Arcane Mark, Dancing Lights, Detect Magic, Erase, Ghost Sound, Know Direction, Message, Read Magic, and Shield.
She can cast these spells at will. They otherwise function as detailed for any of her other spells.

Familiar
Venturing with her is a loyal animal companion. This ability works as this classes predecessor (see PH, 53-54), except as noted here:
She does not lose XP from the loss of a familiar, but she may not replace her familiar. Her familiar disappears, leaving anything it was carrying behind, when it dies. It resurrects, as if with True Resurrection, after a week and within 10ft of her.

Arcane Blast (Sp)
The Sorcerer can release a surge of pure magic. This ray, with a range increment of 30ft (max. ten increments), requires a ranged touch attack to hit. It deals 1d6 + her charisma modifier in force damage (crit. 20/x2).
Arcane Blast otherwise functions as a weapon. It can be used as part of a standard attack, or a full attack, and knocks an opponent prone on a critical threat.

Lv2 > Dispel Magic
The Sorcerer can Dispel Magic, as the spell, at will. Her dispel check isn't capped and she gains a +4 bonus to her check if the slot she expended was of a higher level than the effect that she is attempting to dispel.

Lv4 > Spell Familiarity (Ex)
Whenever the Sorcerer would reduce the effects of a spell with a successful saving throw, she instead negates them. This doesn't mitigate any effect, even from the same spell, that wouldn't have been reduced with a successful save.
This provides no protection against spell-like or supernatural abilities, nor against those that function similarly to spells, such as mysteries or psionic powers.

Lv5, 8, 11, 14, 17, 20 > Bonus Feats
At each of the indicated levels the Sorcerer gains a Reserve feat or Metamagic feat, that she qualifies for, of her choice.

Lv9 > Improved Familiar
The Sorcerer gains the Improved Familiar feat, even if she doesn't meet it's prerequisites, for free. If she already has, or later gains, Improved Familiar she gains another Reserve feat or Metamagic feat instead.

Lv15 > Metamagic Allowance (Su)
The Sorcerer may ignore 1 level of Metamagic increase to any spell she applies one or more Metamagic feats to.

eftexar
2013-05-13, 08:31 PM
adventurer multiclass chassis

eftexar
2013-05-13, 08:33 PM
reserved just in case

eftexar
2013-05-13, 08:34 PM
New and Revised Feats

wip

eftexar
2013-05-13, 08:35 PM
reserve just in case

eftexar
2013-05-13, 08:37 PM
is a work in progress

eftexar
2013-05-13, 08:38 PM
reserved just in case

eftexar
2013-05-13, 08:39 PM
reserved just in case

eftexar
2013-05-13, 08:40 PM
reserved just in case

eftexar
2013-05-13, 08:41 PM
free to post

And Razanir, do you mind deleting and reposting please?

GunbladeKnight
2013-05-13, 09:16 PM
Dwarves and Orcs are exceptionally better than all the others for strength based characters. Humans still make good anything.

Faeries I would remove the increase to the dancing lights spell level, but allow it at will.

Razanir
2013-05-13, 09:27 PM
free to post

And Razanir, do you mind deleting and reposting please?

Not at all *tips hat*

-----

Humans shouldn't have set ability modifiers. Their schtick is being incredibly versatile. One such example is PF's +2 to any one ability.

Reduce halflings from +2 to everything to +1 to everything

Call them as they are. We all know catfolk are kitsune

eftexar
2013-05-14, 01:32 AM
GunbladeKnight, I'm not sure whether you have a problem with the Dwarf, Orc, and Human or not. I mean that is how they are supposed to work...

My concern with dropping Dancing Light's caster level is that I had intended for it to be able to suppress higher level darkness effects. Many of the racial features here are intended to scale and remain useful. If I drop that scaling it isn't anything but a glorified torch.

Thanks for moving your post Razanir. I've changed around the humans so none of them are set. But why do I need to drop halfling's stuff to +1?
I would call the catfolk Kitsune normally, but I was trying to avoid Japanese based terminology here. That's why I went with Malkin which means cat in greek, norse, or something. I'll think on it.

GunbladeKnight
2013-05-14, 02:33 AM
The reason I bring it up is there is little reason to play any other race, other than maybe the birdfolk or fairy (for flight), a smaller creature, or one of the non-humanoids (to avoid early level spells).

Dancing lights are more than just a glorified torch. It's up to 4 glorified torches that last a very short time.

Kitsune is fox, neko is cat.

There's no reason to drop the halfling bonuses to +1.

eftexar
2013-05-14, 02:48 AM
I don't know. The class abilities of the other races just don't lend as well to melee. It all depends on the build a player wants. Or are you saying they don't meet the same level of power for what they are intended for compared to what the ones you listed are intended for?

I don't think a bit of light is really all that potent. You can get everburning torches fairly early and dancing lights is a cantrip to begin with. Do you think it would be too much to make it at will and keep the caster level increase?

I do know what a kitsune is. I'm not sure why I agreed with it being a cat... Lack of sleep probably.

I agree. I think I'll keep the bonuses as they are for the halfling.

GunbladeKnight
2013-05-14, 03:04 AM
I don't know. The class abilities of the other races just don't lend as well to melee. It all depends on the build a player wants. Or are you saying they don't meet the same level of power for what they are intended for compared to what the ones you listed are intended for?
The latter part. The only reason not take birdfolk for sorcerer would be the hit to skill points, and even then it is tempting. When you can have your human with +2 CHA, +2 CON and -2 STR, why wouldn't you take that instead? For much of the others, it's generally the hit to CON or the combination of bonuses itself that make them lesser choices for their roles.

The real kicker that puts the orc and dwarf ahead (other than the bonus hit points) of others for melee (and by that I mean fighter, paladin, barbarian), is the +4 to CON, since a +4 to one ability score can be considered better than +2 to two different ability scores.

In fact, if I wanted to play a melee character, I would go Orc barbarian. Can you give me a reason to choose something different?


I don't think a bit of light is really all that potent. You can get everburning torches fairly early and dancing lights is a cantrip to begin with. Do you think it would be too much to make it at will and keep the caster level increase?
Caster level increase is fine, it's the spell level increase that makes it odd.

eftexar
2013-05-14, 03:22 AM
I generally don't place as much value on constitution as everyone else seems to on the boards. Hit points don't matter so much when you're used to a brutal DM where you resurrect people two or three times a battle. If I want to defend myself I gravitate towards miss chances.

Please keep in mind that certain races are meant to go towards certain builds. I'm not balancing to the original races. Each race should have it's own niche, but still be viable for other builds.
If you want to play straight melee you should play an orc or a dwarf, just like the Drow, for example, leads better to the roguish types. So no I can't tell you a reason to choose something else. Because that would go against the whole purpose.

I think I'm going to keep Dancing Lights as it is. Eldritch Blast and a few other similar abilities already scale like that. So it's not like there isn't precedence.

eftexar
2013-05-15, 05:53 PM
Dropped the Constitution bonuses to +2, Humans gain a +1 to all scores, and added the Wizard class (don't worry, the sorcerer will have 7th level spells).
I suppose the original bonuses gave humans too big of an advantage and dropped the constitution since it seems to be worth more value than I usually place on it.

--------

Ok. I think I have the races where I want them. Thanks for the help balancing Razanir and GunbladeKnight. Of course if something is glaringly unbalanced I'd still like it pointed out.

Anyone have any thoughts on the classes? I'd like to balance them all at tier 3, though high tier 4 and low tier 2 are fine too.

eftexar
2013-05-15, 11:02 PM
Sorcerer is up. And, I'm officially begging for peaches.

Just to Browse
2013-05-16, 12:04 AM
The first thing you should do is put a post in OP labeled "How this is different from 3.5" because my eyes glaze over whenever I see a thread with more than three posts in it.

Then you should post a character advancement column, or a quick chart, so I know when you're gaining feats/spells/bonus HP and I know how to rate those things (e.g. feats every four levels means humans get a huge boost, and feats every level)

Then you should tell me what you're going to add. Because I can flat-out tell you that from my 3.x perspective, Tribal is the master background and Mountaineer is terribad, but maybe your challenges will involve lots of Con checks and climbing and Fortitude is getting subdivided into a Str save and a Con save and who knows?

So far all I can give you are judgments based on assumptions, or me just pointing out holes. For example, I have no idea what spells the cleric has because I don't know if you're using the Core list or you're making your own. I also think the human is asymmetric and untenable because it gets +1 to all stats, which is more than any other race but will only be effective on builds with an odd/even number (depending on when you start) and I've got no idea whether a feat is awesome or not.

One of the things I really noticed is that with all the ability score changes and racial bonuses, you really shoehorn classes into one or two archetypes. GunBladeKnight already mentioned that Birdfolk are basically the master sorcerer race, and they really are because they get bonuses to important stats and penalties to dump stats.

eftexar
2013-05-16, 12:33 AM
Why do I need a character advancement column? The first post specifically states my goal here, so I'm not clear on what specifically you think needs this.

[Rant]: You seem to be under the impression this is a complete system rewrite. That is not the case. Which, again, is noted in the opening post. Each part is a rewrite, or an introduction, of a singular concept, which may or may not be used together with the others, and should be judged both apart from the others and with the others because of this.

But disregarding the fact that I've already posted my intentions. Spells are specifically listed as when they are obtained within spellcasting. Spellcasting has been revised somewhat and the spells known are listed in the description instead of having their own chart.
Racial bonuses, such as the HP bonus, never advance unless they are specifically noted as doing so. Why would you assume bonus HP are gained every level from races when everything else for races, unless noted otherwise, is not?
And the fact that the invocations are listed under Blackgaurd as "new invocations" should a be a clue they are in addition to those in the books. Also note 'changes to [insert class] spells" under each section. Why would I do a mass change of spells that I could just edit within the thread if this was a mass rewrite?

I'm all ears for how to make mountaineer better, but I don't see why tribal is particularly better than the others. A large portion of fortitude saves are 'negates,' instead of 'partial,' so it is far less useful than if it were will or reflex saves. It also has the least number of skills.

As I've stated in previous posts I'm well aware each of the races has certain archetypes they lend better towards. Repeating myself, yet again, this is on purpose. And even if it wasn't the negative to intelligence is a hit to their spellcasting, especially if someone chooses to use the revised classes with them (bonus spells are more important now). Note that casting now relies on two ability scores.
What I want to know about the races is whether or not they lend equally to each of their archetypes respectively and to confirm they are still viable for other archetypes.

I'll see if I can fiddle around with the human again though. I had let them pick their own ability scores, but I was told that was too powerful.

I really wish people would actually read the first post, or any of them for that matter, before stating their opinion. I have clearly elaborated most of the issues you have Just to Browse. Only my goal on the races isn't within the main post.

Just to Browse
2013-05-16, 03:02 AM
Why do I need a character advancement column? The first post specifically states my goal here, so I'm not clear on what specifically you think needs this.Because I don't know what you're rewriting and what you're not, and that table will help. If you don't plan on changing any of it, then at least state that.


You seem to be under the impression this is a complete system rewrite. That is not the case. Which, again, is noted in the opening post. Each part is a rewrite, or an introduction, of a singular concept, which may or may not be used together with the others, and should be judged both apart from the others and with the others because of this.You've reserved like 4 more posts than you've written in, which means you have extra material to write, which means I need to know what that material is because I can't critique a moving target.


But disregarding the fact that I've already posted my intentions. Spells are specifically listed as when they are obtained within spellcasting. Spellcasting has been revised somewhat and the spells known are listed in the description instead of having their own chart.All I can see if "Cleric spell list" as a reference. Since I don't know whether or not you're rewriting spells, I don't know how much of a nerf this is. I could have missed the spell list somewhere because my face is basically this:
http://images.clipartof.com/thumbnails/22170-Clipart-Illustration-Of-A-Yellow-Emoticon-Face-With-Vortex-Eyes-Drooling.jpg
whenever I read a class redux. Feel free to point me in the right direction, profanity is optional.


Racial bonuses, such as the HP bonus, never advance unless they are specifically noted as doing so. Why would you assume bonus HP are gained every level from races when everything else for races, unless noted otherwise, is not?Because Constitution bonus HP scales with level, and Improved Toughness scales with level. It's an intuition. "bonus HP" appears to implied as not scaling in one place but not distinctly called out, and I think it should be. I mean, +6HP/lvl was a lot and I saw that, but Legend does HP in increments of 10+KDM and this is a rewrite. Again, I don't know what you're planning so I don't know where to step forward.


And the fact that the invocations are listed under Blackgaurd as "new invocations" should a be a clue they are in addition to those in the books. Also note 'changes to [insert class] spells" under each section. Why would I do a mass change of spells that I could just edit within the thread if this was a mass rewrite? Bro, I didn't even get to the Blackguard. I skimmed the cleric. Besides, the quote is "can use invocations as detailed for the Warlock" but does not describe the source of spells. A class can prepare spells like a cleric but use the healer list (in fact, the healer does this). Same problem: I just don't know where you're planning on going.


I'm all ears for how to make mountaineer better, but I don't see why tribal is particularly better than the others. A large portion of fortitude saves are 'negates,' instead of 'partial,' so it is far less useful than if it were will or reflex saves. It also has the least number of skills.Right, if we're using all the same Fort saves then sure. But I didn't know that. I also have no idea if skills are actually worth anything. Tribal beats the Traveler in a fight, and the Traveler is pretty much dependent on DM fiat ("I choose to memorize the location of the BBEG's lair") and awkward interpretation, and street rat stops being useful somewhere around level 3-5 in 3.x. The only one that is effective, scales upward, and isn't going to get you harrassed by your DM is Tribal.


As I've stated in previous posts I'm well aware each of the races has certain archetypes they lend better towards. Repeating myself, yet again, this is on purpose. And even if it wasn't the negative to intelligence is a hit to their spellcasting, especially if someone chooses to use the revised classes with them (bonus spells are more important now). Note that casting now relies on two ability scores.Not "lend better towards" at all. It's that several races are very obviously God Races that fit perfectly within the chassis of a class. So in answer to your question, I really don't think so--there's pretty much no reason not to be a Birdfolk sorcerer.

And casting off two stats is a bit of a joke. One is bonus spells and the other is save DCs. Buffmancers max one, Blasters max the other.


I really wish people would actually read the first post, or any of them for that matter, before stating their opinion. I have clearly elaborated most of the issues you have Just to Browse. Only my goal on the races isn't within the main post.I read it. It's a little rambly, missing lots of information, and I got more information about what you wanted out of the project from the first post with content than the introduction.

eftexar
2013-05-16, 02:30 PM
I guess I should apologize for my rant, though I believe my point(s) still stands. Even if I think I'm right I shouldn't have flipped out like that. I'll even be even more specific in the opening post.

I'll also take a look at the backgrounds again and see what I can change. I think traveler is just as useful as Tribal, but what can I do to improved street rat and mountaineer? What if I scaled street rat to a higher amount of gold?

And I still think you are obsessing over a couple of ability scores for the races too much. A +1 to DCs isn't a "god race". 3 or 4 other races have a charisma bonus too. And the ones that gain flight don't gain it, if that's what you are focusing on, until the level spells traditionally give it.

I don't think my main post was rambly at all. I said:

What exactly is it that I'm doing here? Well I'm going to rewrite parts of the system. I will do so in segments which will each start with a blue title. That way you can take individual parts of this system and use them separately. That's right. None of them are dependent on each other.
But, again, I'll go through and spell out things more in a bit.

------

Ok, specifics are up in the forward section. If anything was unclear to anyone it shouldn't be any more. Also, some actual peaches please?

Yakk
2013-05-16, 04:57 PM
Might I suggest something radical stolen from AD&D?

Enhance backgrounds, and tie them to races. Give them an entire advancement track like your class.

Your backgrounds become, in effect, your "racial class", and advancements in it your "racial class levels". These would happen as well as your character class levels "for free", just abilities you gain from your racial background as you gain character levels.

This would allow elves to be fighters with a "racial background" that grants a progression of arcane spellcasting abilities even while in armor.

To start with, you could have 1-3 backgrounds per race.

Human Nobles might have leadership abilities and Human Hero of Destiny some kind of luck/fate mechanic, Human Barbarian might have a Rage mechanic, and Human Spirit Shaman the ability to commune with Spirit allies.

Sort of a mixture of Racial classes, D&D 4e/next Themes, and D&D style race-as-class, and AD&D demihuman multiclassing.

(This was inspired by your comments about wanting dancing lights to scale, and how Dwarves seem overly useful for fighters: if dancing lights type abilities scale, why not have a full level table for what they can do? And instead of Dwarves being really good melee combatants, what if Dwarves racial features gives you a character who is a good melee combatant even if their class isn't a good melee combatant?)

eftexar
2013-05-16, 11:42 PM
Backgrounds for each of the races? That's actually a pretty good idea. I'll have to think on it, but if I do that then the backgrounds don't function separately from the classes. I was sort of hoping to keep each part semi-separate.

If I do it I think I'll start a new thread and split off the classes into their own thread. There seems to be a lot of confusion as to what I'm attempting to accomplish, because I have multiple things here, anyway. That and I think peoples eyes glaze over when there is this much.

Just to Browse
2013-05-17, 03:01 AM
Like I said, traveler can be a total pain in the ass and an auto-ban by a lot of DMs because "I memorize location X" basically solves all 50% of travel and exploration quests on its own.

I don't know if you should revise them because I don't know if WBL is going to be a big deal in your system and I don't know how important climbing will be in your system. If it's the same as 3.5, then give Mountaineers more mobility (ignore difficult terrain, some limited evasion?) and trap avoidance. There's nothing really salvagable about the Street Rat idea in terms of scaling because you can either scale up the money (at which point it's not a street rat) or you add another effect, at which point it's not the thing you initially designed. So you need to totally add something new--I'd suggest disease immunities or maybe communication with small animals, but both of those are also low-level concepts.

So far, if I delve enough, I can find that you want to rewrite classes entirely because you think they're not balanced, you want to rewrite races entirely because you want them to scale and be interesting, and you want to fix multiclassing and do something to skills and feats (I don't know what). So I totally can't look at your spells and tell you that metamagic gets screwed because you haven't written metamagic feats, I can't tell you that the cleric needs spot/listen because I don't know how important those are in your game, I can't tell you that On Your Toes is way stronger than all other Paladin Boons because I have no idea what those feats do. Heck, you've said that Constitution bonus to HP isn't important because DMs will just kill characters 2-3 times per battle and I haven't even seen a low-level revive spell.