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Kree West
2014-05-26, 07:26 PM
This is going to be all the homebrew I am going to use for a low-magic campaign. This includes new races, new materials, two new classes, and hopefully a couple fixes. Comments are welcome and encouraged.

New Races
Treefolk: A humanoid race that inhabits forests and jungles. Extended life in these areas has led to the growth of a thin bark and tree camouflage. They tend towards neutral more due to their life with animals. Their increase in Strength at the cost of Dexterity makes them strong with heavy armor. Treefolk have the following in game effects.
+2 Strength, -2 Dexterity
+4 to Hide when using plants as cover.
30 ft. Base land speed
15 ft. Climb speed
Medium size
May treat two weapons out of Greater Blowgun (CW), Double Axe (Phb), and Bolas (Phb) as martial weapons instead of exotic weapons.

Adult: 30 years
Young: + 3d8
Middle: + 3d10
Older: + 3d12
Middle Age: 69 years
Old: 110 years
Venerable: 150 years

Base Height: 5'7"
Height Modifier: + 4d10
Base Weight: 150 lbs.
Weight Modifier: + (2d4) x Height Mod
Dwarf: A short, strong barbaric race. Extended life in the cold mountains and hills has made them more durable than other races. Their increased Constitution at the cost of decreased Charisma makes them potent warriors. Dwarves have the following in game effects.
+2 Constitution
-2 Charisma
+2 Skill points at first level
+1 Skill point every level thereafter
+2 to Fortitude saves
Medium size
May treat two weapons out of Dwarven Waraxe (Phb), Dwarven Urgrosh (Phb), or Dwarven Buckler-axe (CW) as martial weapons instead of exotic weapons.

Adult: 20 years
Young: + 2d6
Middle: + 2d8
Older: + 3d8
Middle Age: 47 years
Old: 74 years
Venerable: 100 years

Base Height: 3'6"
Height Modifier: + 2d4
Base Weight: 160 lbs.
Weight Modifier: + (2d6) x Height Mod
Human: A common race that lives in cities and farms. Prolonged life in civilization makes humans fast learners. A humans bonus feat and skills make it an excellent race for prestige classes. Humans have the following in game effects.
+1 Feat
+4 Skill points at first level
+1 Skill point every level thereafter
30 ft. Base land speed
Medium size
May treat two weapons out of Bastard Sword (Phb), Heavy Poleaxe (CW), and Warmace (CW) as martial weapons instead of exotic weapons.

Adult: 15 years
Young: + 1d4
Middle: + 1d6
Older: + 2d6
Middle Age: 28 years
Old: 41 years
Venerable: 55 years

Base Height: 4'7"
Height Modifier: + 2d10
Base Weight: 100 lbs.
Weight Modifier: + (2d4) x Height Mod
Mountainfolk: A savage race that inhabits mountains and hills. Prolonged life in this environment has caused them to be nimble for climbing. Their bonus feat and increased Dexterity make them good for nimble or ranged warriors. Mountainfolk have the following in game effects.
+2 Dexterity
-2 Charisma
-2 Intelligence
+1 Feat
+2 to Climb
+2 to Balance
30 ft. Base land speed
Medium size
May treat two weapons out of Maul (CW), Double Hammer (CW), and Greatbow (CW) as martial weapons instead of exotic weapons.

Adult: 15 years
Young: + 1d4
Middle: + 1d6
Older: + 2d6
Middle Age: 28 years
Old: 41 years
Venerable: 55 years

Base Height: 5'7"
Height Modifier: + 3d10
Base Weight: 130 lbs.
Weight Modifier: + (2d4) x Height Mod
Elf: A common race that lives in cities. Prolonged life in civilization makes elves good politicians and casters. An elves increased mental stats at the cost of Strength make it a good race for casting classes. Elves have the following in game effects.
+2 Wisdom
+2 Charisma
-2 Strength
+2 Skill points at first level
+1 Skill point every level thereafter
+2 to Will
30 ft. Base land speed
Medium size
May treat two weapons out of Hand Crossbow (Phb), Elven Lightblade(CW), and Elven Thinblade (CW) as martial weapons instead of exotic weapons.

Adult: 13 years
Young: + 1d3
Middle: + 1d4
Older: + 2d2
Middle Age: 23 years
Old: 33 years
Venerable: 45 years

Base Height: 4'5"
Height Modifier: + 2d8
Base Weight: 75 lbs.
Weight Modifier: + (2d4) x Height Mod
Hillfolk: A exotic race that lives in the hills. Prolonged life in this environment has caused them to become more agile and quick to use the height to their advantage. A hillfolks increased Dexterity at the cost of reduced Strength make it a good race at ranged and light combat. Hillfolk have the following in game effects.
+2 Dexterity
-2 Strength
40 ft. Base land speed
Medium size
May treat two weapons out of Two Bladed Sword(Phb), Lajatang (CW), and Kama (Phb) as martial weapons instead of exotic weapons.

Adult: 10 years
Young: + 1d3
Middle: + 1d4
Older: + 2d4
Middle Age: 20 years
Old: 30 years
Venerable: 40 years

Base Height: 3'6"
Height Modifier: + 2d4
Base Weight: 50 lbs.
Weight Modifier: + (2d3) x Height Mod

New Base Classes

Skirmisher:

Hitdice: d8
BAB: Perfect
Saves: Good Reflex

Game Rule Information

Abilities: Dexterity provides better survivability for an unarmored skirmisher. Intelligence allows the skirmisher do have more skill points to put into vital skills. Strength gives a bonus to melee combat allowing a skirmisher to deal deadlier blows.

Alignment: Any

Hit Dice: d8

Class Skills

The skirmisher's class skills are Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope.

Skill Points at 1st Level: (6 + Int modifier) X 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the skirmisher.

Weapon and Armor Proficiency: A skirmisher is proficient with all simple and martial weapons, and with light armor.

Sneak Attack: If a skirmisher can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The skirmisher’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the skirmisher flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two skirmisher levels thereafter. Should the skirmisher score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a skirmisher can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A skirmisher can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The skirmisher must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A skirmisher cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Fast movement: A skirmisher’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Combat style: At 2nd level, a skirmisher must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the skirmisher selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the skirmisher selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the skirmisher’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Dodge roll: At 3rd level a skirmisher may replace their AC for one round with a tumble check. The skirmisher must then be able to make a five foot step in any direction and then do so. At 3rd level a skirmisher may perform a dodge roll only once per day. Each third level afterwards they may use it an additional time per day.

Uncanny dodge: Starting at 4th level, a skirmisher can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a skirmisher already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead

Improved combat style: At 6th level, a skirmisher’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the skirmisher selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the skirmisher’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Improved uncanny dodge: A skirmisher of 8th level or higher can no longer be flanked.

This defense denies another skirmisher the ability to sneak attack the character by flanking her, unless the attacker has at least four more skirmisher levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum skirmisher level required to flank the character.

Combat style mastery: At 10th level, a skirmisher’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the skirmisher selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the skirmisher’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Escape: At 14th level a skirmisher gains an additional five foot step for each enemy damaged by the skirmisher that round.

Opportunity: At 16th level a skirmisher gains the opportunity ability. Once per round, if an adjacent enemy is attacked by an ally at any time, you may make an instantaneous sneak attack even if you would normally not be able to do so, with +4 to the attack roll.

Improved Opportunity: At 20th level, once per round, at any time, a skirmisher may select an enemy that was damaged by an ally in a 20 foot radius. No matter whose turn it is the skirmisher may charge the selected enemy and perform a sneak attack against the target even if you would not normally be able to do so, with +8 to the attack roll.



Best Warrior:

Hit dice: 1d10

Class Skills: A beast warrior’s class skills are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1rst Level: (6 + Intelligence modifier) x 4

Skill Points at Each Additional Level: 6 + Intelligence modifier

Abilities: Strength is important for beast warriors as it improves melee combat. Dexterity is needed due to beast warriors only being proficient with light armor. Constitution is useful for a larger hit point pool.

BAB and Saves: Full BAB, Good Fort and Ref

Weapon and Armor Proficiency: Beast warriors are proficient with all simple weapons and the kukri, hand axe, and short sword, light armor, but not sheilds.

Fury: When your current hit point total is bellow half your total hit points, your fury automatically activates. You gain a +4 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/--, and a -2 penalty to AC. The fury ends when unconscious, helpless, or heal back above the threshold. At 5th level the threshold at which you enter a fury increases to half your total hit points plus your level in Beast Warrior x 2. At 10th level the bonus to your Strength score improves to +6, your bonus on saves improves to +3, and you gain damage reduction 3/--. At 15th level the bonus to your Strength score improves to +8, your bonus on saves improves to +4, and you gain damage reduction 4/--. At 20th level during a fury you gain an additional +4 bonus to attack and damage rolls made during a fury.

Track: At 1st level you gain track as a bonus feat even if you do not meet the requirements.

Fast Movement: At 1rst level you gain a +10 ft. bonus to your land speed while in light or no armor.

Animal Focus: Animal Focus: At 2nd level you choose one animal aspect to focus on. The choices are listed below. Once chosen, a focus will grant additional abilities at higher levels.

Tiger: You gain two-weapon fighting as a bonus feat even if you do not meet the requirements.
At 6th level, you gain a +2 bonus on melee attack rolls and melee damage while attacking with two light weapons.
At 10th level, while wielding two or more of the same weapon, you gain improved critical with that weapon as a bonus feat, even if you do not meet the prerequisites for it.

Panther: For every two ranks placed in hide or move silently you gain a +1 bonus in the other.
At 6th level, you gain a +4 bonus on attack and damage rolls during a surprise round.
At 10th level, You gain sneak attack (2d6) as a second level rogue. This stacks with any sneak attack you possess from another class.

Bear: You gain hit points equal to 10 + your Constitution modifier + your level in Beast Warrior. (this needed a buff)
At 6th level, you gain DR 2/--, and your DR while in a Fury is increased by 2/--. (reworded for stacking)
At 10th level, you gain +4 to Natural Armor.

Wolf: You gain skill focus (spot) and skill focus (listen) as bonus feats.
At 6th level, you gain scent as a class ability
At 10th level, you gain improved trip and spring attack as bonus feats, even if you do not meet their prerequisites.

Eagle: You gain farshot as a bonus feat even if you do not meet the prerequisites. In addition you gain a +3 bonus to spot checks.
At 6th level, you gain a +1 bonus to ranged attacks for every 15ft. of distance the target is away from you.
At 10th level, the benefit from having a height advantage triples while using ranged attacks.

Tortoise: You may sacrifice 5ft. of movement this round for a +1 bonus to AC.
At 6th level, each attack targeted at you by an enemy that misses grants you a +1 AC bonus to the enemies next attack.
At 10th level, you can instead of attacking with a weapon you may add its bonus to attack rolls to your AC.

Snake: You gain sneak attack (1d6) as a first level rouge. This stacks with any sneak attack you posses from other classes.
At 6th level, you can always take a ten on tumble checks during combat.
At 10th level, the save DC of all your poisons is increased by half your Beast Warrior level.

Cat: For every three ranks you put in Move Silently you gain an additional +1 bonus to it.
At 6th level, while flanked you gain the bonus of the Whirlwind Attack feat.
At 10th level, You gain a bonus to Reflex saves equal to the Will save bonus provided by a Beast Warrior of your level.

Reckless: At 3rd level you may exchange AC for an attack bonus on a one for one basis. The limit to how much AC can be converted to attack bonus is equal to your base attack bonus.

Panther Stalk: At 4th level you may always take a 10 even on move silently checks even when rushed or threatened.

Tiger Leap: At 6th level you gain a +6 bonus to jump checks and automatically succeed if a jump if less than or equal to 15 ft. if you have a running start.

Improved Fast Movement: At 6th level you gain an additional +10ft. land speed bonus while in light or no armor.

Bear Rend: At 7th level instead of a full attack you may make an attack at your highest BAB and for each attack that hits successfully you gain an extra attack at a -2 penalty. For each consecutive attack gained this way the penalty increases by -(2 x 1 for each attack gained by this). This provokes an attack of opportunity for every other attack made.

Wolf Pack: At 9th level you gain the ability to cast Summon Nature's Ally once per day as a Druid equal to half your level.

Adrenaline: At 11th level when combat begins you gain a +4 bonus to Strength and Dexterity that lasts a number of rounds equal to one half your beast warrior level.

Disease and Poison Immunity: At 13th level you are immune to all poisons and diseases both natural and magical.

Camouflage: At 13th level you can use the hide skill in any sort of natural terrain even if there isn’t cover or concealment.

Animalistic: At 16th level you can gain a bonus of +6 to Strength, Dexterity, and Constitution at the cost of a -4 penalty to Intelligence, Wisdom, and Charisma as a free action. For every round this lasts you take 1d3 damage. The effect can be ended as a free action.

Perfect Camouflage: At 17th level you may always take a 10 on hide checks while in natural terrain even if you are rushed or threatened.



New Materials

A strong metal found deep underground. All deepvein weapons and armor are treated as masterwork. An item must be mostly metal to receive any benefit. Deepvein weapons can ignore hardness under 15 while sundering. Light armor and shields gain DR 1/Adamantine, medium armor gains DR 2/Adamantine, and heavy armor gains DR 3/Adamantine. All deepven items gain an additional 1/6 weight, hardness 15, and 35 hp per inch.
Ammo: +30gp
Weapon: +1650gp
Light Armor/Shield: +2625gp
Medium Armor: +5125gp
Heavy Armor: +7625gp

A light but strong metal found in meteors. All starmetal weapons and armor are treated as masterwork. An item must be mostly metal to gain any benefit. Starmetal weapons subtract half of DR (rounding down) when attacking. Starmetal armor gains -5% spell failure, +1 to ax dex bonus, -1 armor check penalty. All starmetal items gain 1/4 less weight, 12 hardness, and 30 hp per inch.
Ammo: +30gp
Weapon: +1650gp
Light Armor/Shield: +2625gp
Medium Armor: +5125gp
Heavy Armor: +7625gp

Other Fixes
Shields no longer provide an AC bonus. Instead as a move action you may make a shield roll. This is equal to 1d20+BAB+Strength(Dex if Finesse)+the shield bonus. You can replace your AC with this roll until your next turn. Or you can make a shield roll as part of a full attack, replacing on attack with a shield roll with the right BAB.
You must take a feat (called Two Handed Fighting) to use the 1 and 1/2 Strength on attack and damage. This feat requires 15 Strength.
Not all casters are banned. Only 'primary' casters like Wizard, Sorcerer, Cleric, Druid, Beguiler, CD base classes, and CA base classes are banned. This is reflecting both magic's decreased power and availability. Due to this magic items are much rarer and cost x2 as much. Monsters are much rarer and mostly dragons, giants, magical beasts, humanoids, monstrous humanoids, animals, plants, and constructs are allowed.
All of the Paladin's class features use Wisdom instead of Charisma. Paladin spells are based on Wisdom. Paladins gain two domains. Monk special weapons can be weapon finessed. ToB is banned due to power and too much similarity to magic.