Yomega
2014-01-05, 09:05 AM
So the premise is that everyone in the world must participate in a trial to find those who have potential of being adventurers it is not meant to favor good over evil or chaos over lawfulness.
Each player begins with a 1st lvl commoner without the lvl 1 feat of there chosen race and must be young for there race (so no fluffing the stats for casters)
At this point this is an optional quest players may opt to take if they do they get to roll stats instead of a slightly weaker than average point buy and they are able to keep the medallion of the class they chose to have the bonus for at the beginning of the quest even if they choose another class
Im looking for opinions and advice on the system as it sits now and please bear in mind this is a very early draft.
Upon entrance of the trials you are directed to the qualifications required for entrance in the various guilds representatives of the phb classes are visible as well as representatives for the npc classes after speaking with representatives each has a medallion that can help you with this quest
From the varying guilds:
Barbarian: Double starting HP, rage once
Bard: 2 ranks in any one perform skill,1 bard cantrip useable 3 times,
countersong once
Cleric: cure light wounds or inflict light wounds 1/day, channel energy useable 3 times (must be same type as chosen cure/inflict)
Druid: summon natures ally 1 1/day, wild empathy useable once
Fighter: fighter bonus feat, fighter weapon, armor or shield proficiency (2)
Monk: Monks unarmed strike (1), stunning fist usable once
Paladin: Smite evil 1/day (1), detect evil (2)
Ranger: Rangers favored enemy (1), Rangers track (2)
Rogue: Sneak attack (1), Rogues trapfinding (2)
Sorcerer: Bonus cantrip, eschew materials (2)
Wizard: 1st lvl wizard spell usable 1/day, arcane school for the chosen spell (2)
Adept: 1 oroson useable 1/day
Antipaladin: Smite good 1/day (1), detect good (2)
Aristocrat: 2 skill ranks
Commoner: 1 point towards trial completion
Expert: Any 1 skill as a class skill
Warrior: +1/2 BAB
Alchemist: Bomb 1/day (1), Throw anything (2)
Cavalier: Cavaliers challenge (1), Mount (2)
Gunslinger: gunslingers deed feature (1), Grit feature except you begin the day with 0 grit, Gunsmith feature except the gun begins with the broken condition and cannot be used by anyone else and cannot be sold
Inquisitor: stern gaze (1)(3), monster lore (2)
Magus: 1 point in an arcane pool, 1 Magus cantrip (2)
Ninja: Sneak attack (1), poison use useable once (2)
Oracle: Oracles Curse Feature (1), 1st lvl oracle spell useable once
Samurai: Samurais challenge (1), Mount (2)
Summoner: summon monster 1 1/day, Summon minor monster usable 3 times, no arcane spell failure for light armor (2)
Witch: Witches familiar class feature except it only has 1 0 lvl and 1 1st lvl spell (3), Hex once
(1). This counts as 1 lvl towards gaining additional uses if the character would be entitled to additional uses
(2). Usable until the end of the trial
(3). Exept it can only be uesd once per day until you would gain it as a class feature at witch point your lvl counts as one higher for the use of that feature
The entrance requirements for each class are as follows:
All classes: require 2 points 1 in each of the good evil and chaotic lawful alinement category
Barbarian: require 3 points gained from physical based challenges plus 1 more point for each point gained by mental challenges, must have a combined damage dealt and received equal to twice your hp
Bard: require 2 point in a mental challenge and be able to tell an interesting tale regarding the trial
Cleric: require 3 points 1 of witch must be physical and 1 must be mental the one of your challenges must showcase your devotion to your god as well as your aliment points must match your dietys exactly
Druid: require 4 points in any challenge these points must not be completed in any way that degrades nature as well as one of the aliment points must be neutral
Fighter: require 2 points in physical challenges and 1 in a mental challenge
Monk: require 2 points in physical challenges and 1 point in any challenge one of your aliment challenges must be lawful the physical challenges must be completed without the aid of armor or shields
Paladin: require a total of 5 points at least 2 must be physical and one must be mental your aliment points must be both lawful and good and you must have shown selflessness and not caused harm to good for the duration of your trial
Ranger: require 3 points from physical challenges and 2 points from mental challenges
Rogue: Require 2 points in physical challenges and 1 point in a mental challenge and must have completed 1 challenge without getting hurt
Sorcerer: Require 2 points in mental challenges and 1 point in any challenge
Wizard: Require 4 points in mental challenges plus one more point for each point you have in a physical challenge
Adept: require 1 point in a mental challenge and 1 point from any other challenge
Antipaladin: require a total of 5 points at least 2 must be physical and one must be mental your aliment points must be both chaotic and evil and you must have shown selfishness and not avoided causing harm to good for the duration of your trial
Aristocrat: require 2 points from any challenges and must have succeeded in once knowledge skill check
Commoner: require 1 point from any challenge
Expert: require 2 points from any challenge although 1 point must have been attained using a skill only
Warrior: require 2 points from physical challenges
Alchemist: require 3 points in mental challenges 1 challenge must have been completed with something you have made yourself
Cavalier: require 2 points in physical challenges and 2 points in mental challenges as well you must not have allowed any of the targets of your challenge feature to escape
Gunslinger: require 2 points in physical challenges and 1 point in any other challenge you must also have a working firearm at the end of the trial
Inquisitor: Require 1 point in a physical challenge and 2 points in any challenge 1 of the challenge must be completed by use of information gained from an enemy
Magus: require 2 points form physical challenges and 2 points from mental challenges 1 of the challenges must have been completed by means of magic
Ninja: require 3 points in physical challenges completing 1 challenge without being seen
Oracal: Require 3 points in mental challenges
Samaria: require 2 points in physical challenges and 2 points in mental challenges as well you must not have acted in a dishonorable way throughout the trial
Summoner: require 3 points in mental challenges 1 of with must be completed by something you control
Witch: require 3 points in mental challenges and your familiar must be alive at the end of the trial
Each player begins with a 1st lvl commoner without the lvl 1 feat of there chosen race and must be young for there race (so no fluffing the stats for casters)
At this point this is an optional quest players may opt to take if they do they get to roll stats instead of a slightly weaker than average point buy and they are able to keep the medallion of the class they chose to have the bonus for at the beginning of the quest even if they choose another class
Im looking for opinions and advice on the system as it sits now and please bear in mind this is a very early draft.
Upon entrance of the trials you are directed to the qualifications required for entrance in the various guilds representatives of the phb classes are visible as well as representatives for the npc classes after speaking with representatives each has a medallion that can help you with this quest
From the varying guilds:
Barbarian: Double starting HP, rage once
Bard: 2 ranks in any one perform skill,1 bard cantrip useable 3 times,
countersong once
Cleric: cure light wounds or inflict light wounds 1/day, channel energy useable 3 times (must be same type as chosen cure/inflict)
Druid: summon natures ally 1 1/day, wild empathy useable once
Fighter: fighter bonus feat, fighter weapon, armor or shield proficiency (2)
Monk: Monks unarmed strike (1), stunning fist usable once
Paladin: Smite evil 1/day (1), detect evil (2)
Ranger: Rangers favored enemy (1), Rangers track (2)
Rogue: Sneak attack (1), Rogues trapfinding (2)
Sorcerer: Bonus cantrip, eschew materials (2)
Wizard: 1st lvl wizard spell usable 1/day, arcane school for the chosen spell (2)
Adept: 1 oroson useable 1/day
Antipaladin: Smite good 1/day (1), detect good (2)
Aristocrat: 2 skill ranks
Commoner: 1 point towards trial completion
Expert: Any 1 skill as a class skill
Warrior: +1/2 BAB
Alchemist: Bomb 1/day (1), Throw anything (2)
Cavalier: Cavaliers challenge (1), Mount (2)
Gunslinger: gunslingers deed feature (1), Grit feature except you begin the day with 0 grit, Gunsmith feature except the gun begins with the broken condition and cannot be used by anyone else and cannot be sold
Inquisitor: stern gaze (1)(3), monster lore (2)
Magus: 1 point in an arcane pool, 1 Magus cantrip (2)
Ninja: Sneak attack (1), poison use useable once (2)
Oracle: Oracles Curse Feature (1), 1st lvl oracle spell useable once
Samurai: Samurais challenge (1), Mount (2)
Summoner: summon monster 1 1/day, Summon minor monster usable 3 times, no arcane spell failure for light armor (2)
Witch: Witches familiar class feature except it only has 1 0 lvl and 1 1st lvl spell (3), Hex once
(1). This counts as 1 lvl towards gaining additional uses if the character would be entitled to additional uses
(2). Usable until the end of the trial
(3). Exept it can only be uesd once per day until you would gain it as a class feature at witch point your lvl counts as one higher for the use of that feature
The entrance requirements for each class are as follows:
All classes: require 2 points 1 in each of the good evil and chaotic lawful alinement category
Barbarian: require 3 points gained from physical based challenges plus 1 more point for each point gained by mental challenges, must have a combined damage dealt and received equal to twice your hp
Bard: require 2 point in a mental challenge and be able to tell an interesting tale regarding the trial
Cleric: require 3 points 1 of witch must be physical and 1 must be mental the one of your challenges must showcase your devotion to your god as well as your aliment points must match your dietys exactly
Druid: require 4 points in any challenge these points must not be completed in any way that degrades nature as well as one of the aliment points must be neutral
Fighter: require 2 points in physical challenges and 1 in a mental challenge
Monk: require 2 points in physical challenges and 1 point in any challenge one of your aliment challenges must be lawful the physical challenges must be completed without the aid of armor or shields
Paladin: require a total of 5 points at least 2 must be physical and one must be mental your aliment points must be both lawful and good and you must have shown selflessness and not caused harm to good for the duration of your trial
Ranger: require 3 points from physical challenges and 2 points from mental challenges
Rogue: Require 2 points in physical challenges and 1 point in a mental challenge and must have completed 1 challenge without getting hurt
Sorcerer: Require 2 points in mental challenges and 1 point in any challenge
Wizard: Require 4 points in mental challenges plus one more point for each point you have in a physical challenge
Adept: require 1 point in a mental challenge and 1 point from any other challenge
Antipaladin: require a total of 5 points at least 2 must be physical and one must be mental your aliment points must be both chaotic and evil and you must have shown selfishness and not avoided causing harm to good for the duration of your trial
Aristocrat: require 2 points from any challenges and must have succeeded in once knowledge skill check
Commoner: require 1 point from any challenge
Expert: require 2 points from any challenge although 1 point must have been attained using a skill only
Warrior: require 2 points from physical challenges
Alchemist: require 3 points in mental challenges 1 challenge must have been completed with something you have made yourself
Cavalier: require 2 points in physical challenges and 2 points in mental challenges as well you must not have allowed any of the targets of your challenge feature to escape
Gunslinger: require 2 points in physical challenges and 1 point in any other challenge you must also have a working firearm at the end of the trial
Inquisitor: Require 1 point in a physical challenge and 2 points in any challenge 1 of the challenge must be completed by use of information gained from an enemy
Magus: require 2 points form physical challenges and 2 points from mental challenges 1 of the challenges must have been completed by means of magic
Ninja: require 3 points in physical challenges completing 1 challenge without being seen
Oracal: Require 3 points in mental challenges
Samaria: require 2 points in physical challenges and 2 points in mental challenges as well you must not have acted in a dishonorable way throughout the trial
Summoner: require 3 points in mental challenges 1 of with must be completed by something you control
Witch: require 3 points in mental challenges and your familiar must be alive at the end of the trial