Just to Browse
2013-09-08, 05:05 AM
The goal of this homebrew is to change the way the game is commonly played.
Rule Changes
Feat Access
All creatures get feats at every odd level. instead of 1st and every 3rd.
Attack of Opportunity
You get attacks of opportunity equal to 1/4 of your BAB (round up). You perform the first AoO each round at your highest bonus, and each consecutive one at a -5 penalty.
Initiative
Initiative is now calculated by your BAB + your Dexterity modifier.
New Combat Rules and Terms
Battered, Sickened, Shaken
Battered is a new term similar to Sickened and Shaken, and now all three have the same text:
A battered/shaken/sickened character takes a -2 penalty to attack rolls, armor class, saving throws, save DCs, skill checks, and ability checks.
Resist X
Resist X (where X is a number) is an effect where all damage taken by a creature with Resist is reduced by X. Magic, weapon, etc. damage is all reduced by Resist. Any effect that specifically ignores all forms of DR also ignores Resist (effects that ignore anything other than DR/Epic still count).
Fear Effects
Fear no longer stacks (i.e. being shaken and then shaken again does not make you frightened).
Full Attacks
Full-attacking is now a standard action. Characters cannot use more than 1 iterative attack in a full attack. Instead of the last two iterative attacks, characters with a sufficiently high BAB get a re-roll once per turn at level 11 and another at level 16.
These re-rolls can be used when the character misses either of their full attack rolls (not combat maneuver rolls). The player must take the result, even if it's worse. You may re-roll one attack twice if you want, and you can re-roll even if you successfully hit.
Attack Damage
When you deal damage with an attack, add your BAB to the damage.
New and Changed Combat Maneuvers
Knockback
As a standard action, you may choose to attempt to knock your opponent back. Make an attack that deals half damage, but knock your opponent back 5' for every 5 damage you did not deal (round up to the nearest 5').
If the target passes through a square occupied by a creature no more than 1 size larger than it, they stop moving and fall prone in that square along with any creatures in that square. All creatures in the square take 2 damage per 5' that the target would have traveled beyond that square.
If the target hits a solid object (such as a wall) or a creature 2 or more sizes larger than it, they fall prone in just before that and take 5 damage per 5' that they would have traveled beyond that square.
Harry
When you deal damage to an opponent, you can choose to make an attack that deals half damage. If the attack deals more than the opponent's Dexterity score, they are harried. A harried opponent has its speed decreased by 10' for all movement modes. Harrying stacks to a minimum speed of 1/3 their original speed (round up).
Interfere
As a standard action, you can increase your threatened area by 5 feet and gain an additional attack of opportunity until the beginning of your next turn. Ranged attacks through your threatened area take a -4 penalty to-hit.
Pummel
As a full-round action, you can make a melee attack that deals half damage, and force the attack target to make a fortitude save (DC 10 + 1/2 your BAB + your Strength modifier). A creature that fails its save is stunned, and a creature that makes its save, takes no damage, or is immune to stunning is instead staggered.
Feats
Feats That Don't Exist
If a feat no longer exists here, anything with it as a prerequisite is no longer has that as a prerequisite, unless otherwise noted.
Point Blank Shot
Power Attack
Combat Expertise
Combat Expertise (replaced, see below)
Zen Archery (anything with this as a prerequisite is removed entirely)
Weapon Focus, Greater Weapon Focus, Weapon Specialization, and Greater Weapon Specialization (any feat with one of these as a prerequisite instead has a prerequisite of the fighter level required to take the respective feat)
Kip Up
Benefit: You can stand up from prone as a swift action.
Special: If your BAB is +6 or higher, you can stand up from prone as a free action.
Tuck and Roll
Benefit: You do not fall prone if you enter an occupied space while moving as the result of a knockback. You may choose to move up to 50% or 150% of the distance that a knockback sends you.
Dodge
(Replaces the PHB feat by the same name)
Benefit: During your turn, you may use a swift action to dodge. All targets with a base attack bonus lower than yours cannot use combat maneuvers against you.
Mobility
(Replaces the PHB feat by the same name)
Prerequisite: Dodge
Benefit: At the start of your turn, you can target a creature. You do not provoke attacks of opportunity for moving through that creature's threatened area.
Dash
Benefit: As a swift action, you may move up to half your move speed.
Duelist
Benefit: When you are using a melee weapon, and an opponent targets you with a melee attack, you can use an attack of opportunity, immediate action, or sacrifice your next turn's standard action to make a DC 15 reflex save. On a success, you negate the attack. At the start of your turn, if you are within that opponent's melee range, you cannot move out of their range.
Special: You cannot use this ability when flat-footed or flanked.
Hard to Catch
Benefit: As an immediate action, you gain the ability to use attacks of opportunity with a ranged weapon in order to Harry an opponent within your 1st range increment. You may only use one attack of opportunity per creature this way. This stacks with other harrying effects, down to a minimum of 1/3 of the target's original speed.
Horde Breaker
Benefit: You gain additional attacks of opportunity equal to half your Strength or Dexterity modifier, whichever is higher (rounded up).
Special: This is treated as Combat Reflexes for any feat with it as a prerequisite.
Zen Combat
Benefit: You gain additional attacks of opportunity equal to your Wisdom modifier.
Special: This is treated as Combat Reflexes for any feat with it as a prerequisite.
Classes
Master of Practice
"Training offers diminishing returns. The more you do it, the less room there is to improve. The solution to this problem is not to train more, but to train better."
Prerequisites:
Base attack bonus +4
Proficiency with heavy armor, tower shields, and martial weapons
At least 3 class-granted bonus feats
HD: d12
BAB: Full
Saves: All good
Skills: All skills are class skills, 4 + Int skill points per level
1. Bonus feats, Weapon Aptitude
2. Bonus feats
3. Bonus feats
Weapon and Armor Proficiency: You gain proficiency with 1 exotic weapon when you take this class, plus an additional exotic weapon per class level after 1.
Weapon Aptitude: As the warblade (Tome of Battle), except it additionally stacks with any other class that grants the Weapon Aptitude class ability.
Bonus Feat: You gain a bonus feat, which you must meet the prerequisites for. When your base attack bonus is +7, you gain a second bonus feat, for which you must meet the prerequisites. When your base attack bonus is +11, you gain a third bonus feat, for which you must meet the prerequisites. If you take this class feature multiple times, you can only gain 1 bonus feat from it once per level (another bonus feat is deferred to the next level)
The Elder
"Study study study..."
Prerequisites: ECL 4
HD: d8
BAB: poor
Saves: pick 1 good save
Skills: All skills are class skills, gain 8 + Int skills per level.
1. Bonus Feats
2. Bonus Feats
3. Bonus Feats
Weapon and Armor Proficiency: You do not gain new weapon or armor proficiency.
Bonus Feat: You gain a bonus feat, which you must meet the prerequisites for. When you are ECL 7, you gain a second bonus feat for which you must meet the prerequisites. When you are ECL 11, you gain a third bonus feat for which you must meet the prerequistes. If you take this class feature multiple times, you can only gain 1 bonus feat from it once per level (another bonus feat is deferred to the next level).
Fighter
(NOTE: Despite being only 5 levels long, the fighter is still a base class. There's just no more conceptual room for a guy who takes feats, so I'm letting it go this far and then forcing players to look for other advancement)
HD: d10
Saves: Fort and 1 other of choice good
BAB: Full
Skills: 4 + Int, skills as per fighter and ranger
1. Bonus Feat
2. Bonus Feat, Weapon Aptitude
3. Bonus Feat, Tactical Insight
4. Bonus Feat
5. Bonus Feat, Flexible in Training
Weapon and Armor Proficiency: The fighter is proficient with simple and martial weapons, as well as 1 exotic weapon. He is proficient with light, medium, and heavy armor, as well as shields (including tower shields).
Bonus Feat: At every level, the fighter gains a floating bonus feat, which must be a fighter feat that he meets the prerequisites for. At the beginning of the day, he may spend 5 minutes practicing to change any of these feats so long as he doesn't violate the qualifications for a fighter feat.
Weapon Aptitude (Ex): As per Tome of Battle, except that little bit about counting fighter levels (since he's already a fighter).
Tactical Insight (Ex): As a standard action, the fighter can assay the battlefield. On his next turn, he may grant all allies a move action when he takes his.
Flexible in Training: When qualifying for prestige classes, a 5th level fighter may ignore 1 non-special requirement. If the requirement imposes a minimum level requirement, his ECL must be at least that. Determine minimum level requirements by the lowest index on the following list:
The lowest level available for a feat-less single-classed core character with no wealth.
The lowest level available for a feat-less single-classed character with a base class with the benefit with no wealth.
The lowest level available for a feat-less character multiclassing between two core base classes with no wealth.
The lowest level available for a feat-less character multiclassing between two base classes with no wealth.
The lowest level available for a character with full BAB, all good saves, all skills at max rank, all attributes at 40, treated as all alignments and races, who gains 1 feat per level with no wealth.
If the non-numeric feature is not granted by any of these possibilities, it cannot be ignored. This cannot ignore class features granted only by prestige classes.
Example: Horace, a lawful neutral level 5 fighter wants to take the Knight Protector class, which which has the following requirements:
Base Attack Bonus: +5
Alignment: Lawful neutral or lawful good
Skills: Diplomacy 6 ranks , Knowledge (nobility and royalty) 4 ranks , Ride 6 ranks
Feats: Armor Proficiency (heavy) , Cleave , Great Cleave , Mounted Combat
Horace does not have any ranks in diplomacy, so he can use Flexible in Training to allow him to ignore it. The minimum character level for having 6 ranks in a skill is level 3, so Horace ignores the feature and can take levels in Knight Protector. If Horace instead didn't have Great Cleave, he could also ignore it because its minimum level is 4 due to the base attack bonus prerequisite.
Rule Changes
Feat Access
All creatures get feats at every odd level. instead of 1st and every 3rd.
Attack of Opportunity
You get attacks of opportunity equal to 1/4 of your BAB (round up). You perform the first AoO each round at your highest bonus, and each consecutive one at a -5 penalty.
Initiative
Initiative is now calculated by your BAB + your Dexterity modifier.
New Combat Rules and Terms
Battered, Sickened, Shaken
Battered is a new term similar to Sickened and Shaken, and now all three have the same text:
A battered/shaken/sickened character takes a -2 penalty to attack rolls, armor class, saving throws, save DCs, skill checks, and ability checks.
Resist X
Resist X (where X is a number) is an effect where all damage taken by a creature with Resist is reduced by X. Magic, weapon, etc. damage is all reduced by Resist. Any effect that specifically ignores all forms of DR also ignores Resist (effects that ignore anything other than DR/Epic still count).
Fear Effects
Fear no longer stacks (i.e. being shaken and then shaken again does not make you frightened).
Full Attacks
Full-attacking is now a standard action. Characters cannot use more than 1 iterative attack in a full attack. Instead of the last two iterative attacks, characters with a sufficiently high BAB get a re-roll once per turn at level 11 and another at level 16.
These re-rolls can be used when the character misses either of their full attack rolls (not combat maneuver rolls). The player must take the result, even if it's worse. You may re-roll one attack twice if you want, and you can re-roll even if you successfully hit.
Attack Damage
When you deal damage with an attack, add your BAB to the damage.
New and Changed Combat Maneuvers
Knockback
As a standard action, you may choose to attempt to knock your opponent back. Make an attack that deals half damage, but knock your opponent back 5' for every 5 damage you did not deal (round up to the nearest 5').
If the target passes through a square occupied by a creature no more than 1 size larger than it, they stop moving and fall prone in that square along with any creatures in that square. All creatures in the square take 2 damage per 5' that the target would have traveled beyond that square.
If the target hits a solid object (such as a wall) or a creature 2 or more sizes larger than it, they fall prone in just before that and take 5 damage per 5' that they would have traveled beyond that square.
Harry
When you deal damage to an opponent, you can choose to make an attack that deals half damage. If the attack deals more than the opponent's Dexterity score, they are harried. A harried opponent has its speed decreased by 10' for all movement modes. Harrying stacks to a minimum speed of 1/3 their original speed (round up).
Interfere
As a standard action, you can increase your threatened area by 5 feet and gain an additional attack of opportunity until the beginning of your next turn. Ranged attacks through your threatened area take a -4 penalty to-hit.
Pummel
As a full-round action, you can make a melee attack that deals half damage, and force the attack target to make a fortitude save (DC 10 + 1/2 your BAB + your Strength modifier). A creature that fails its save is stunned, and a creature that makes its save, takes no damage, or is immune to stunning is instead staggered.
Feats
Feats That Don't Exist
If a feat no longer exists here, anything with it as a prerequisite is no longer has that as a prerequisite, unless otherwise noted.
Point Blank Shot
Power Attack
Combat Expertise
Combat Expertise (replaced, see below)
Zen Archery (anything with this as a prerequisite is removed entirely)
Weapon Focus, Greater Weapon Focus, Weapon Specialization, and Greater Weapon Specialization (any feat with one of these as a prerequisite instead has a prerequisite of the fighter level required to take the respective feat)
Kip Up
Benefit: You can stand up from prone as a swift action.
Special: If your BAB is +6 or higher, you can stand up from prone as a free action.
Tuck and Roll
Benefit: You do not fall prone if you enter an occupied space while moving as the result of a knockback. You may choose to move up to 50% or 150% of the distance that a knockback sends you.
Dodge
(Replaces the PHB feat by the same name)
Benefit: During your turn, you may use a swift action to dodge. All targets with a base attack bonus lower than yours cannot use combat maneuvers against you.
Mobility
(Replaces the PHB feat by the same name)
Prerequisite: Dodge
Benefit: At the start of your turn, you can target a creature. You do not provoke attacks of opportunity for moving through that creature's threatened area.
Dash
Benefit: As a swift action, you may move up to half your move speed.
Duelist
Benefit: When you are using a melee weapon, and an opponent targets you with a melee attack, you can use an attack of opportunity, immediate action, or sacrifice your next turn's standard action to make a DC 15 reflex save. On a success, you negate the attack. At the start of your turn, if you are within that opponent's melee range, you cannot move out of their range.
Special: You cannot use this ability when flat-footed or flanked.
Hard to Catch
Benefit: As an immediate action, you gain the ability to use attacks of opportunity with a ranged weapon in order to Harry an opponent within your 1st range increment. You may only use one attack of opportunity per creature this way. This stacks with other harrying effects, down to a minimum of 1/3 of the target's original speed.
Horde Breaker
Benefit: You gain additional attacks of opportunity equal to half your Strength or Dexterity modifier, whichever is higher (rounded up).
Special: This is treated as Combat Reflexes for any feat with it as a prerequisite.
Zen Combat
Benefit: You gain additional attacks of opportunity equal to your Wisdom modifier.
Special: This is treated as Combat Reflexes for any feat with it as a prerequisite.
Classes
Master of Practice
"Training offers diminishing returns. The more you do it, the less room there is to improve. The solution to this problem is not to train more, but to train better."
Prerequisites:
Base attack bonus +4
Proficiency with heavy armor, tower shields, and martial weapons
At least 3 class-granted bonus feats
HD: d12
BAB: Full
Saves: All good
Skills: All skills are class skills, 4 + Int skill points per level
1. Bonus feats, Weapon Aptitude
2. Bonus feats
3. Bonus feats
Weapon and Armor Proficiency: You gain proficiency with 1 exotic weapon when you take this class, plus an additional exotic weapon per class level after 1.
Weapon Aptitude: As the warblade (Tome of Battle), except it additionally stacks with any other class that grants the Weapon Aptitude class ability.
Bonus Feat: You gain a bonus feat, which you must meet the prerequisites for. When your base attack bonus is +7, you gain a second bonus feat, for which you must meet the prerequisites. When your base attack bonus is +11, you gain a third bonus feat, for which you must meet the prerequisites. If you take this class feature multiple times, you can only gain 1 bonus feat from it once per level (another bonus feat is deferred to the next level)
The Elder
"Study study study..."
Prerequisites: ECL 4
HD: d8
BAB: poor
Saves: pick 1 good save
Skills: All skills are class skills, gain 8 + Int skills per level.
1. Bonus Feats
2. Bonus Feats
3. Bonus Feats
Weapon and Armor Proficiency: You do not gain new weapon or armor proficiency.
Bonus Feat: You gain a bonus feat, which you must meet the prerequisites for. When you are ECL 7, you gain a second bonus feat for which you must meet the prerequisites. When you are ECL 11, you gain a third bonus feat for which you must meet the prerequistes. If you take this class feature multiple times, you can only gain 1 bonus feat from it once per level (another bonus feat is deferred to the next level).
Fighter
(NOTE: Despite being only 5 levels long, the fighter is still a base class. There's just no more conceptual room for a guy who takes feats, so I'm letting it go this far and then forcing players to look for other advancement)
HD: d10
Saves: Fort and 1 other of choice good
BAB: Full
Skills: 4 + Int, skills as per fighter and ranger
1. Bonus Feat
2. Bonus Feat, Weapon Aptitude
3. Bonus Feat, Tactical Insight
4. Bonus Feat
5. Bonus Feat, Flexible in Training
Weapon and Armor Proficiency: The fighter is proficient with simple and martial weapons, as well as 1 exotic weapon. He is proficient with light, medium, and heavy armor, as well as shields (including tower shields).
Bonus Feat: At every level, the fighter gains a floating bonus feat, which must be a fighter feat that he meets the prerequisites for. At the beginning of the day, he may spend 5 minutes practicing to change any of these feats so long as he doesn't violate the qualifications for a fighter feat.
Weapon Aptitude (Ex): As per Tome of Battle, except that little bit about counting fighter levels (since he's already a fighter).
Tactical Insight (Ex): As a standard action, the fighter can assay the battlefield. On his next turn, he may grant all allies a move action when he takes his.
Flexible in Training: When qualifying for prestige classes, a 5th level fighter may ignore 1 non-special requirement. If the requirement imposes a minimum level requirement, his ECL must be at least that. Determine minimum level requirements by the lowest index on the following list:
The lowest level available for a feat-less single-classed core character with no wealth.
The lowest level available for a feat-less single-classed character with a base class with the benefit with no wealth.
The lowest level available for a feat-less character multiclassing between two core base classes with no wealth.
The lowest level available for a feat-less character multiclassing between two base classes with no wealth.
The lowest level available for a character with full BAB, all good saves, all skills at max rank, all attributes at 40, treated as all alignments and races, who gains 1 feat per level with no wealth.
If the non-numeric feature is not granted by any of these possibilities, it cannot be ignored. This cannot ignore class features granted only by prestige classes.
Example: Horace, a lawful neutral level 5 fighter wants to take the Knight Protector class, which which has the following requirements:
Base Attack Bonus: +5
Alignment: Lawful neutral or lawful good
Skills: Diplomacy 6 ranks , Knowledge (nobility and royalty) 4 ranks , Ride 6 ranks
Feats: Armor Proficiency (heavy) , Cleave , Great Cleave , Mounted Combat
Horace does not have any ranks in diplomacy, so he can use Flexible in Training to allow him to ignore it. The minimum character level for having 6 ranks in a skill is level 3, so Horace ignores the feature and can take levels in Knight Protector. If Horace instead didn't have Great Cleave, he could also ignore it because its minimum level is 4 due to the base attack bonus prerequisite.